The Wicked West
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REGIONS OF THE WICKED WEST

A Continent Under Pressure

Setting canon treats geography as history made visible. The East, South, and western frontier do not express supernatural pressure in the same way because they did not arrive at the present through the same events.

Eastern Seaboard

Arkham, Boston, New York, old institutions, ports, wealth, universities, and deeply layered supernatural history.

Southern Shadows

The unfinished aftermath of slavery, war, Reconstruction, river country, battlefields, and communities living with what history left behind.

Western Frontiers

Gold, rail, migration, boomtowns, vast distance, thin institutional reach, and fast-growing supernatural pressure.

The Blighted Badlands

The Wastelands

Barren rock, abandoned settlements, dry mines, hard weather, strange mirages, and ghost towns where fragments of the past sometimes repeat.

The Darkened Coast

Pacific Northwest

Storm-lashed coastline, black cliffs, deep forests, fog, isolated settlements, phantom lights, and stories carried inland from the sea.

The Eerie Appalachians

Mountain Country

Old hollows, isolated communities, mine country, inherited customs, and mountain roads where distance and time do not always agree.

The Forsaken Frontier

Southwest

Mesas, canyons, missions, mining routes, long distances, desert heat, and places whose supernatural history predates the people now crossing them.

The Ghostly Northeast

Eastern Seaboard

Colonial towns, crowded ports, universities, old families, graveyards, civic institutions, and supernatural systems with generations of history behind them.

The Haunted Heartland

The Dark Plains

Rail lines, farms, open prairie, isolated communities, enormous distances, and local warnings preserved by the people who work the land.

The Shadowed Sierras

The Lost Peaks

Gold country, mountain settlements, abandoned claims, difficult passes, and the lingering consequences of the rush that transformed the West.

The Southern Shadows

Reconstruction South

Riverlands, swamps, battlefields, plantations, ports, communities rebuilding after war, and supernatural consequences rooted in generations of violence and unfinished history.