The Wilder Games - Savage Surrender 1

The Wilder Games - Savage Surrender 1

last updateLast Updated : 2025-10-27
By:  Rhiannan MarieOngoing
Language: English
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Condemned as a witch. Thrown into a bloodsport. Hunted by beasts who want to claim, break, or kill her. Branwen Mosswood spent her life serving pints and saving every copper to escape the Walled City's cruelty. She dreamed of a quiet cottage. Freedom. Peace. Instead, she stabbed a nobleman who got too handsy... and was sentenced to the Wilder Games, a brutal forest arena where thirty "criminals" are forced to survive thirty days while being hunted by five savage shifter Warlords: 🩁 Hadrian Ironpaw - the prideful Lion King đŸș Fenrick Bloodhowl - the feral Wolf beast đŸ» Torren Brokenbone - the berserker Bear 🐆 Zarrk Shadowprowl - the stalking Panther 🐅 Nythor Frostbite - the northern White Tiger prince If they catch her, they can claim her, body, blood, and soul. Branwen has no intention of becoming anyone's prey. She'll fight. She'll bleed. She'll unleash every forbidden spell in her bones. Because she won't just survive the Games... She'll bend the beasts to their knees Tap in! Updates multiple times weekly! This is the first in a series!

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Chapter 1

LORE

THE WORLD OF THE WILDER GAMES

The Continent of Egrarion

The known world is divided into two main regions: the Walled Cities of the Human Concord and the Savage Wilds of Egrarion, home to the beast kingdoms. Magic runs through the roots of this land, but not all have access to it, or believe it should exist at all.

DIVINORA – The Walled City

Divinora is the largest and most powerful of the human cities, surrounded by a 300 foot high barrier infused with anti magic runes and iron, meant to keep out every creature deemed a threat to their "purity." Long ago, when humans warred with the beasts and witches nearly overran their borders, the Divinoran High Council struck a deal with the Beast Warlords. Every summer they provide 30 criminals to participate in The Wilder Games, and they remain safe behind their walls.

Divinora’s citizens are indoctrinated to believe all non humans are abominations, and witches are executed or exiled. Every summer, the city selects 30 so called criminals most of them witches, wildlings, and the poor, and sends them into the Killground as tribute to the beast lords. It is public televised spectacle, punishment, and dark tradition in one.

The Savage Wilds of Egrarion

Outside the walls lies a vast, dangerous realm known as The Savage Wilds. The Wilds are divided among powerful beast clans, each ruled by their own King and governed through regional Alpha Warlords. These lands are wild, untamed, and rich in elemental magic.

Each beast race has its own traditions, magic, and mating rites, but one truth binds them all: there are no female beast shifters. Whatever curse or divine design created them, only human or witch born females can breed with them and continue their bloodlines. Witches, thus, are sacred, and hunted.

THE BEAST KINGDOMS OF EGRARION

Each beast clan rules a different biome across Egrarion.

The Kingdom of Emberspire – Home of the Lions. Volcanic plains and dry savannahs. Fierce, regal, pride driven warriors. Ruled by King Hadrian Ironpaw.

The Frostfang Dominion – Frozen tundras, northern forests. Brutal, primal wolves who honor strength and blood. Ruled by King Fenrick Bloodhowl.

The Hollowfang Peaks – Mountain caves and pine valleys. Solitary, war hardened berserkers bears. Ruled by King Torren Brokenbone.

The Shaded Glade – Dense jungle territory, cloaked in shadows and death. Panthers rule with silence and cunning. Ruled by King Zarrk Shadowprowl.

The Crystalfang Isles – Snow-touched, crystalline islands where white tigers reign. Cold, mystical, reclusive. Ruled by Prince Nythor Frostbite.

The Sunken Depths – Swamps and ancient bogs, home to snake shifters. Masters of venom and manipulation. Ruled by King Silas Coilheart.

The Bonewood Reach – Forests of giant redwoods. Gorilla clans who value honor, council, and strength. Ruled by Chieftain Garok Stonefist.

THE KILLGROUND – Arena of the Wilder Games

A massive forest arena enchanted with spells to keep the tributes within and keep the beasts from killing each other. The Killground is the site of the annual Wilder Games, a thirty day event where condemned humans are loosed into the wild to survive, or be hunted.

Each of the five chosen Warlords receives a hunting token. If they catch a tribute, they may claim them, body, blood, and soul, or kill them. If a tribute survives all thirty days, they win their freedom and are marked by the Wilds as untouchable. Those who win become legends. Few ever do.

MAGIC, BLOODLINES & BREEDING RITES

In the Wilds, magic is sacred and bloodlines are power. The beast kings and their Warlords rely on witches and wildborn females to continue their bloodlines. Some females are chosen as sacred mates, bound by blood and spirit. Others are taken as breeding stock, or worse.

There are whispers of ancient spells that could create female beast offspring. The kings deny such magic exists, but there are those in the Wilds, and within Divinora, who would kill to find it.

WITCHES, WILDLINGS & THE LOST MAGIC

Witches born in the Wilds hold old, chaotic magic tied to the land. Many, like Branwen Mosswood, hide their power for fear of being claimed or killed. Some form covens deep in the wildest parts of the continent. Others are forced into hiding, hunted by both the Walled Cities and Beast Lords.

But the magic in their veins is changing. Stronger. Wilder. And the land itself is waking.

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Comments

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Zakkiyya Crolle-jordan (Ace J)
This book has me fully engaged please let me know when to expect updates or the second book. Great work.
2025-11-08 04:12:23
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23 Chapters
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