From publisher blurb:
Go beyond the cities and into the wilderness in this expansion for Iron Kingdoms: Requiem
Even in the hearts of the largest cities of western Immoren, deep behind walls and guarded by marvels of magic and engineering, the bravest of souls sometimes awaken in the dark depths of night and wonder, Does the place where I live really belong to me?
In the wild places across the continent—off the roads and beyond the walls, at the very edges of the firelight, there are beings who answer, No. Or, more accurately, they often give no answer at all save a bloodcurdling roar just before the listener is devoured. These are the deep wilds. Places of untamed nature, free of walls or roads or the industry of the Iron Kingdoms. Untrodden by boots.
Unexplored, at least according to the universities and the rulers in their high towers. Off the beaten path—well off that path. Out of sight and, for many of the inhabitants of the nations of Immoren, out of mind—until that sleepless night comes when dark, ancestral memories of the things that lurk beyond the firelight keep them awake, shivering in a cold sweat. Yet while these regions may be largely unknown to city folk, they are far from uninhabited. They are home to complex societies of beings the citizenry of the Iron Kingdoms may think of as beasts but only because they don’t know (or choose to ignore) the rich tapestry of those creatures’ cultures.
From the gatorfolk who dwell within the swamps and marshes to the farrow of the Thornfall Alliance to the trollkin and their larger relatives, these are the monsters of campfire stories in the Iron Kingdoms, but in the deep wilds they are simply folk, living their lives much as anyone within the walls of a city or village might.