From the holy groves people gathered and brought an offering, that their ancestors may hear them in their bellowing calls.
It was a place far isolated in the shadows of the towering kingdoms, away from the prying eyes of light dwelling hearthlings and their political and tactical feuds over the powers of the gods and their oh-so desired spot in Valhalla.
Combat and power struggles were of little concern to these shadowy, fleeting, powerless dwellers, their mere existence readily forgotten. But every fiery season, when the first cracks in the triumphant kingdoms showed and when those that couldn't last through the storms had only their crumbled and withered remains to look back on, these people emerged from the holy groves and they would begin their march through the lands. Cleaning up the rubbish, doing away with the dead and unused material, breathing in life to the areas that were left behind barren.
As it so happens in every cycle of the world, the land has turned barren once more, but the people who once inhabited the holy groves do so no more and their unsung role in the ecosystem of the hearthlands is left undone, leaving the rubbish to collect and the lands to fade away in its painfully slow hourglass drizzling before it all starts over again.
And, while the groves were abandoned, their people only hid away even deeper in the forests. Waiting for the day that their work could be resumed.
On behalf of the people that once made up a part of the ecosystem of these lands, I send out a prayer. Let that which has been left behind and is withering not wither fruitlessly. Allow hearthlings to partake once more in the collaborative curation of the collective dump that amasses in the world and that the world thusly turns into over time without such intervention.
The value in such activity may not necessarily easily be seen or appreciated among those that vied for power and spend their time to build from the beginning of a world that which is left behind, but it is valuable work done to add value to the latter half of a world that is otherwise merely seen as "over" and "pointless" by those that mainly seek out conflict amongst one another.
Please consider to either drastically reduce the time in which a claim is considered to be active or enable the application of various acts such as theft, or vandalism with wrecking ball to enable those from outside resource rich groups to do resource intensive cleanup.
To add to this, this game was once upon a time developed with survival mechanics in mind, where the players among all else were the biggest potential threat to meet out in the open. In such an environment, if you did not carefully choose how, when and where to commit an act that left a scent, the reward for your carelessness quickly came back at you. In exchange, if you were smart about how you approached this "profession" of sorts, and only if someone were careless enough to make a great mistake about their security, you were enabled to punish players for their mistakes to reap benefits of your own. This gave the game an atmosphere of survival and danger to it.
Groups of combat-hungry people who then compete in discussions over their exploits and to establish dominance over one another seem to have become the main focus of attention of the game for quite a while now and they care little for these kinds of interactions that occur between regular indoor-stayer hearthling and what used to be criminals and rangers.
And without the profession of those that leave the scents, the one of those who track them down has been equally obsolete for a long time now.