The Orc Gathering

Some humans experience the fun, filth and fury of an orc gathering. This is a description of the gathering and does not detail and specific role playing events.

From a distance it looked like a plan filled with bushy terrain that stretched on towards the horizon. Details became clearer as they neared, movement could be discerned on the plain. Cresting the brow of a small hill, there was a sharp intake of breath as the vista before them came into view.

They had been looking past the low hill – more a high area on otherwise flat landscape than a true hill – regarding what could be seen on the following, distant incline. Before them, across could be loosely referred to as a valley, the land was blanketed wit a moving mass or orcs.

The orcs thronged like ants, moving apparently randomly amongst tents, fires, livestock and wagons. What few trees may have previously been resent on the plain had long since disappeared to be used for shelter or firewood.

The noise, smell and energy of the great orcish gathering washed over them as they neared. They noted that the odd human merchant had set up for business on the periphery, risking life and livelihood for the chance of trading with the orcs for their (often plundered) gold. They received looks and grunts of greeting or challenge as they entered the periphery and began to make their way into the gathering proper, but for the most part they were left alone. Any serious challenge to orc safety had been met and dealt with leagues away, before the gathering proper began. A small band of humans posed no threat to what appeared to be thousands of orcs. Any larger threat that may approach the gathering would have been dealt with the none too friendly orcs who had pulled patrol duty.

“No boasting rights may be claimed for killing at a gathering. Orcs adhere to a special truce at their gatherings. Humans at an orc gathering are the safest humans in all Gaia.” They repeated these words like a mantra, desperately calling upon whatever gods may be listening to uphold their truth.

Yet their sources appeared to be correct. While here they could still die at the hands or an orc, the changes of dieing at the hands of the same orc elsewhere were considerably higher. They watched the orcs fight, feast and fornicate with equal enthusiasm as they walked unmolested amongst those violent people.

Slowly they made their way inward, accepting the an ale here, or an offer to gamble or wrestle there, all the time learning more about orc culture and language. Hours spent here would teach them more about orcs than they could learn in years of pouring over dusty scrolls and tomes in great libraries of Chakar and Draskor.

Though most knew of, had met and spoke the language of the plentiful Darketa, or even the vicious, aloof Nar-Haaz, few knew of the Mâal. It was now that they marked members of this third nation of orcs, this sub species who hailed from the far south, making their home among the great southern peaks. The Mâal they saw looked at them in a way that chilled their human souls and reminded them just how precarious their situation was.

The wiry, mottle skinned Mâal sneered and spat at them and thought not verbalised, the looks on their faces threatened death. A drawn out painful death for sure if you were to become their prisoner a passing Darketa explained helpfully, laughing at their own joke. Fortunately most of the Mâal who were in attendance had congregated to the far southern side of the gathering and kept to themselves for the most part.

For that matter the Darketa and Nar-Haaz did not appear to socialise much with the Mâal. Darketa and Nar-Haaz also kept mostly to their own kind, but tended to mix better with each other when occasion permitted.

It started to rain. A steady summer downpour that continued into the night. Filth that had lain on the ground or in shallow trenches washed together into rivulets as the rain cleansed the field. Rivulets fed streams that became choked with filth which they disgorged into bigger streams and rivers which all headed west, down an indiscernible gradient and would eventually empty into the Sylmar river. River fish choked on water fouled with the effluent of twenty thousand orcs, but as the rain continued to fall and the cess trenches washed clear, fresh water entered the rivers and the fish breathed again.

Through the night and rain the orcs fought, fornicated and feasted. Bonfires spat and sizzled as all manner of beasts were roasted on them. A vast bonfire, ten times the size of any other was visible towards the centre of the gathering. They heard talks of the great beast roasting there: A dragon said some, a stoorwyrm said others. The tale of whom and how it was slain changed with each telling.

The orcs fought, feasted and fornicated. Their fighting was not usually lethal, and not always physical. They boasted and haggled, argued, wrestled and brawled in the mud. At times one would need to look twice to see if two orcs rolling in the mud were wrestling or fornicating. The concept of privacy and tents among orcs, although understood, were not always contextualised together. While an orc may use his tent to keep his armour and sword dry from the rain, or conclude a sneaky deal out of the eyes of his fellow orcs, he or she would fuck in public so as to make it easier to refresh their beer, boast of their prowess and speak to their mates at the same time.

As the night progressed and became an even more drunken orgy than the day had been most of them received sexual proposals from various orcs. Food was plentiful and willingly shared, with the smells of freshly roasted meat mingling with spicy stews bubbling in cauldrons and oneesha bread baking over low fires.

By morning the rain had slowed to a light drizzle. While masses of hung-over or still drunken orcs milled about, others could be seen oiling weapons and muscles. The few humans traders who had come to the gathering had long since departed with heavy purses and empty wagons. Slowly the populace began to make its way west, towards what appeared to be a small copse of trees still left standing. Beer still flowed. Spilled wine looted from Sylmar valley farmers ran in red rivulets between their feet as they joined the orcs making their way west, winding between tents, horses and comatose orcs.

Food was still plentiful and it was easy to slice a snag off of a cooling roast, or appropriate a mostly un-gnawed haunch or if not careful, find oneself eating a spicy mouth burning stew out of a scooped out hunk of hard oneesha bread – the consequences not fully understood until later.

The copse of trees was not what it had appeared to be from a distance. An orc made quadrant of raised earth was flanked on three sides by the “trees” which now that they were closer, could be seen to be a myriad of war banners on long poles. The western side of the quadrant which was furthest from them was empty of banners. The banner poles were made of various materials, though mostly wood some were of bone and some even of bronze and whale ivory. Each banner represented a specific clan, while each side of the square, barring the empty western side, represented a specific nation of orcs, Nar-Haaz on the north, Darketa on the east and Mâal on the south.

This was the square, the main reason for the orc gathering. The place where the three nations put down their weapons and met in peace to boast, affirm alliances and feuds, demonstrate skill at arms and make orc policy. The gathering was a rare occurrence, few orcs saw one, a very small number ever saw two.

They were of a select small group, daring, human and perhaps very stupid. They were of a fraction of a percentage of humans ever to behold the wonder of an orc gathering – in all its fun, filth and fury.

This article was originally published on VI April MMIX

Illium Cromia

Illium Cromia is an island with an ancient and powerful civilisation. Forming part of the Western Isles, its once invincible legions conquered most of North Western Gaia. Now, centuries later, many a Dalatian, Slavinian and Aquatinian can trace their roots back to the Island.

Caveats

This is not Troy, Illium was just a nice sounding name for the Isle of Cromia.

GEOGRAPHY

The largest and most densely populated island of the group simply known as the Western Isles, it is also situated far south of the other major islands. Indeed if Illium Cromia were any more distant it would not have een considered as part of the island chain.

Illium Cromia is also separated from the path that the submerged mountains, which form the rest f the island chain, follow. Cromia is unique in that its origins are volcanic, vis-à-vis, it is not formed from the peak of a submerged mountain thrust from the ocean by the tremendous pressures caused by tectonic movement. Being volcanic, is not only an older island, but is also growing relatively faster than the other main islands in the group: Valatia and Fornudia.

The volcanic origin of this island has led to it being a virtual paradise in places, with much of it covered in thick forests, which have risen from rich volcanic soil. Verily the only places on the island that are not covered in ancient deciduous forests are the areas where volcanoes are still active and lowland areas, which are the home to vast green meadows of various grasses and grain. The lowlands make for excellent farming and a large part of is cultivated, producing a wide variety of crops.

HISTORY

Due to its relatively remote situation off the coast of Gaia, favourable currents, warm climate and fertile soil, the people of Illium Cromia have never been lacking for food. Crops which practically raise themselves allow for hands to be employed in other occupations. Time that would otherwise be spent trying to survive from day to day could be spent on other activities, such as art, philosophy, invention and war. As such, Illium Cromia fast became a cradle of civilisation in the northern hemisphere. Over time the various tribes on the mainly human populated island were able to settle their differences.

Chieftains from the most powerful tribes set up a council that met annually to settle disputes. Ianjoora, a small town on the southern coast with no real value, was chosen as a neutral place to meet. As the decades wore on and the island prospered, a growing population demanded more of the council. Tribal leaders were replaced by representatives of burgeoning city states. The city states had their own agendas and were often in competition with each other.

Eventually, in order to preserve peace between the major city states, the council took a decision to disband in favour of establishing a formal government to whom the city states would answer. The government was first known as the Cromian Conference, after the extensive and turbulent talks which were common in its first few years.

Ianjoora had grown over the years and grew further when the Cromian Conference decided to govern from there. The Conference most notable improvement in structure over the old tribal council was to include a mix of representatives from the six provinces – thereby allowing fair representation for all the cities – as well as merchants, priests, guild masters and military within its ranks. Together they took an oath to strive for the betterment of Illium Cromia. Thus was the Cromian Confederation was born.

MILITARY

The Cromian military developed mainly from a need for an engineering corps. As the once barbaric population of the island slowly became civilised, warrior types found work as city guards and such. Each city had its own idea of what was required of its guard, different uniforms, styles of armour, weapons and pay. Local efforts to better city infrastructure were made, including the building of roads and bridges within their sphere of influence. Roads outside cities surrounds were non-existent however, making inter city travel an arduous affair.

One of the last big changes made by the council was to establish a central engineering corps. The Engineers Corps was tasked with formalising road links between the cities. As time passed, the engineering corps gained prestige. They were seen to be doing things, erecting marvelous viaducts and aqueducts to link the major cities together with stone roads.

With the advent of roads came the requirement for policing of the roads from bandits and wild animals. The corpse expanded its activities to include special policing units. Their splendid uniform and superior pay soon had many city guards transferring to them. The police units ranks swelled. The corpse enjoyed a large degree of popularity as a result. Being a member meant prestige, both to the member and his family.

It came to be that during the formative years of the Conference, the city state of Thejora, being by far the most powerful and feeling that the government was not acting in their interests, announced that it was not interested in being part of the Cromian Confederation. Relations between the Confederation and Thejora deteriorated rapidly and war erupted between the powerful city and the Confederation. Cities were hesitant to allocate their forces to the government, fearing that they would be left with no means of defense should the Thejoran army turn their way.

The only alternative was to make use of the engineering corps police. After a few skirmishes, a combined force of engineer corps police and city state guards defeated the Thejoran army at Etra, in the Agripinian province. A settlement was reached between the Confederation and Thejora, resulting in Thejora joining the Confederation.

As a result of the war, military representatives (being city guard captains and the chief of the engineering corps police), insisted on the formation of a standing army. The corps police were reinvented as the First Cromian Legion, taking a crossed pick and spade as their standard, a reminder of their engineering heritage. They also retained their blue uniforms and plate armour as opposed to subsequent legions who were issued scale armour and had green uniforms.

Seven legions were established in all, one garrisoned in each province while the First legion continued its duties of policing the extensive road network which eventually linked all the cities.

CROMIAN EXPANSION

Having mercantile and military representation in government proved to be a big step for the Cromians. Eager to open new trade with neighbouring islands and the Gaian mainland, with whom there had previously been little contact, small vessels made their tentative way to foreign lands. While most trade envoys were warmly received and firm routes established, there were always exceptions. Shipyards came into being (notably along the coast of heavily forested Mungar Province) to meet the demand for bigger, faster and more seaworthy trading vessels started to receive orders from the military.

Illium Cromia used to be a far bigger island. Some five hundred years before, the island extended seventy kilometres further south west. A huge volcano, whose legendary eruptions would send earthquakes through the island and cause tidal waves along the coast of Gaia, marked the furthest extent of the island. Due to the volcanoes temperous nature, the population of that part of the island was minimal. This was fortunate, for one fatal night, Mount Kralium as it was known, bellowed outs its defiance to the world for a last time. Vast clouds of superheated rock and ash were spewed high into the atmosphere, while its slopes came alive with rivers of molten lava. Sometime near dawn Mount Kralium collapsed in on itself cracking the earth as it did so, to allow the oceans water to rush in.

The resulting explosion has become a part of legend, passed down from Cromian father to son. The earth shook with such force that whole buildings fell to the ground, galleys sunk in the harbour and a huge wave swept along the coast, washing away whole villages. Thousands died that night, not all of the Cromian for the resulting tidal waves had ravaged the coasts of all the western isles as well as western Gaia.

Within a day of the disaster, Cromian legions were marching west, while its navy, still reeling from the swath of destruction the wave had cut through its galleys, was working throughout night and day to sail west. What they found when they got there was so horrifying that some witnesses were driven mad. A whole piece of Illium Cromia had disappeared beneath the waves, hundreds of leagues of land had simply vanished overnight. The land that remained, between where Mount Kralium had stood and the Whitestone Hills had been seared clean of any life. Not a blade of grass or a buzzing insect remained.

In the five hundred years that followed, life would slowly return to what became known as the scoured lands. Yet the lands remain windblown, inhospitable and still for the most part, blackened rock with only the occasional clump of grass or low stand of stunted trees. The only sign of civilisation is Fort Kralium, erected in the coast to defend against any landing by Valatian forces.

The death of Mount Kralium has a resounding impact upon Illium Cromia. Until then, the isles navy and legions had held sway over the western isles and much of the Gaian seaboard. With its navy all but destroyed by the tidal waves, the isles remaining galleys were overwhelmed by those of the Valatian navy. The change of power was swift and had far-reaching effects.

Until then Illium Cromia had enjoyed dominance in the area for centuries. Trade and technology exchange with the Gissian Empire had provided them with far superior galleys, tactics and methods of arming their legions. As a result, their navy had never seen defeat against Valatia. As time went by, Cromia’s sons began to colonise Gaia, in what is now knows as Southern Dalatia and Slavinia while Valatia was blockaded, receiving little new technology. Envy grew to enmity which grew to hatred.

Subsequent to the Mount Kralium disaster the whole balance of power in the isles changed. While Forundis remained more or less neutral, the Valatians seized the opportunity handed to them and turned the tables on Cromia. Some disastrous attempts to invade and conquer Cromia followed. Numerous battles followed wherein the Cromian legions prevailed, but at a terrible cost. The loss of life was so great that some cities devastated during the war were abandoned and a whole portion or north eastern Cromia, where many of the battles took place, reverted to the wild as the populace was too diminished to tend the land.

Illium Cromia was first detailed on IX May MMIII

An old map of Illium Cromia

The Shadow Legion

Out of the ashes of Tau, at the dawn of this new age birthed in fire and chaos a warrior arose and brought forth a new era in warfare throughout Gaia.

The annals record Rocheval the Red, once personal friend and confidante to General Tiberius breaking through the chaos siege of Tau with a few dedicated men and seeking aid to bring back a force to attempt to break the siege.
Rocheval did not return. Tau was raised and General Tiberius disappeared without a trace.

The few survivors of Tau tell of the betrayal of Tiberius and Rocheval in their hour of need, but Rocheval did return to the ashes with a handful of good men, all that was left after fighting his way back through the Vale of Osria.

With the great walled city of Tau destroyed the Chaos forces dispersed into the countryside and their tyrant – the bitch queen Tanjha was never seen again. Without leadership the looting chaos hordes ravaging the countryside were easy prey for an organised defence and counter strike which Rocheval immediately recognised and organised. The black and red banner was raised and the sons of men gathered under it. Using unconventional guerrilla tactics, traps and surprises Rocheval led the resistance and systematically eradicated pockets of Chaos spawn. Caught like a headless beast without direction the scourge was wiped from the north.

Once again the banner was raised and the Shadow Legion was born. Many warriors gathered to join the quickly growing (in fame and size) legion, mostly people who had nothing to lose, who had lost families to the war or those who had scores to settle.

With it’s numbers swelled the legion spread forth and grew from strength to strength, becoming the most feared and revered mercenary company on Gaia.

Their fame grew and spread far and wide, as Chaos retreated and man’s greed flourished the legion had many employers and has struck fear into the hearts of many a general and king who have found themselves on the wrong side facing the legion.

The Rievers of the shadows, the Harbringers of doom, the Black death, the legion has had many a name which they have earned over and over. Rigorous training and standards make the legion what it is as well as the unconventional tactics envisioned by Rocheval. Generals have been surprised to find unarmoured charcoal smeared warriors appearing behind their lines; viscous ambushes and traps as well as “dummy” warriors and armies. The legion has always stayed one step ahead and has changed the way Gaian generals see a battlefield and a foe.

Now the legion has upwards of a thousand elite warriors including five hundred heavy cavalry and many skilled archers. Although the legion accepts men and women with no questions asked about history, any prospective legionnaire must prove their skills in rigorous testing and combat trials.

“Strike like a daemon, fade like a shadow” ~ legion motto.

This article was originally published X December MMII

Bridge Trolls

A slightly whimsical look at an alternate type of troll to the standard (cave) trolls found on Gæa.

Trolls on Gæa

The trolls of Gæa are secretive creatures who have a tendency to dwell deep in rocky mountains although on rare occasions, they can be encountered in other terrain. Little is known about their behaviour, mostly due to the fact that anyone attempting to engage in a study on the subject finds themselves eaten in relatively short order. There is only one kind of troll on Gæa, which for game purposes, is the cave troll from the RuneQuest monster book.

Other types of troll such as mistress race, dark, trollkin etc are endemic to Glorantha, which is not Gæa.

THE BRIDGE TROLL PHENOMENON

Too cool not to share. Bridge Troll by Gido @ Deviant Art

No one is aware how the bridge troll phenomenon started. Trolls being dim-witted creatures at best are usually unable to comprehend even the simplest of barter concepts. It would appear that sometime in the distant past a troll settled at the site of a bridge in order to avail itself of the easy pickings to be had in the form of travellers who wished to cross the bridge.

Trolls, being lazy beasts are want to settle near a reliable source of food. What is strange from this case was that somehow, over time, the troll was able to curb its appetite and learn to barter for passage over the bridge. Perhaps it was the innate troll laziness which allows it to identify with the benefits of not having to catch its food. Over time, other trolls of above average intelligence learned of the benefits of being a bridge troll and sought out to take up residence at other bridges.

While the benefits of being a bridge troll are relatively obvious, there are also some drawbacks. At times, prospective bridge trolls have met with untimely death through, inter alia:

  • Taking up residence on a bridge too close to human or orc territory with the result of the local residents setting about slaying the troll.
  • Attempting to build their own bridges with disastrous consequences.
  • Losing their place to a stronger bridge troll.
  • Starving after taking up residence at a disused backwater bridge. This is either through stubbornness, or just plain stupidity.

Bridge trolls are further noteworthy insofar as some have actually, although very rarely, been able to construct rudimentary yet strong bridges. Of further note is the fact that some have learned to band together for mutual benefit – unheard of for normal trolls and still very rare for bridge trolls. Some bridge trolls have even gone so far as to set up working ferries across broad rivers.

Where one will be likely to encounter a bridge troll

Bridge trolls are unlikely to be encountered within proximity to lands which are more than sparsely inhabited by orcs or humans as the inhabitants of these lands will usually drive them out. Even so, there is a small chance of coming across a troll bridge in such lands in areas or times where there has been little presence of any local warriors.

Troll bridges are more common in the wilds and on backwater roads with little traffic. Areas where there is a above average population of normal trolls usually have an inverse population of bridge trolls. It is assumed from this observation that normal trolls and bridge trolls do not get along well.

What to do when you come across a troll bridge

Most importantly, have something – preferably a decent supply of food – to barter. If one does not have food to barter, remembering of course that food to trolls is basically anything meaty, one may:

  • Try to barter something else.
  • Run away.
  • Try to discuss the matter with the troll in a fast talk kind of way (discouraged).
  • Try to fight the troll (also discouraged, unless one has brought a reliable number of warrior friends along).
  • Mosey along and hope to find a crossing elsewhere.

The Minorian Clan

A people who reside on a distant, isolated island in the cold north.

Geography

Elzimazia is a medium sized island, approximately the size of Britain. It is quite isolated from the rest of the world. The distance from the far north to the far south is 452 km. The distance from the far east to far west is 233 km. Elzimazia is situated approximately 8000 km to the North-North-East of the continent of Gaia. To far for a trade route in this day and age.

Climate

It has a reasonably cold to moderate climate, temperatures varying from –5 (minus five) degrees Celsius in winter to 25 degrees Celsius in high summer – generally not an uncomfortable or uninhabitable place.

Population

Sparse
The Minorian Clan

The Clan

The Minoria clan has a reputation for being rough and aggressive barbarians. In past years the clan used to raid their neighbours on a regular basis, but after the war, they have become more peaceful, trying to live in harmony with their neighbours and trading, instead of raiding has become the means of the day…. This isn’t always easy.

traditions

As a mark of manhood, the male members of the clan tattoo designs on their faces. The ink they use is normally blue, which stings painfully when applied. The new adult members of the tribe see it as a sign of strength to show no pain when the tattoos are applied. As part of their initiation, the boys design their own tattoos, before the tattoo master applies them. The spiral is central to the Minoria clan’s culture and is often used in these tattoos. The mythological Lynx is also often depicted in these tattoos.

Religion

The Minorians worship the war god of Elzimanzie.

Personages

Chief Angus The Brave
Chief Angus is a man of his middle to late years. Today he is wearing his bearskin cloak. You remember the day he killed that bear… One year, during the great annual hunt, when the men of the clan hunt the purple reindeer, Angus took his youngest son (Markus the young) out for his first great hunt. The bear appeared from nowhere. Markus was taken totally by surprise! Angus attacked the bear with his spear and killed it, before any of the other young men could even react. He is respected within his own clan and throughout the lands. Known as a principled man, Chief Angus is known for swift and harsh justice!

As members of his elite guard, you respect and fear him. You know what he is capable of and you know what he perceives as wrongdoing. His blue tattoos have, like many of the older male members of the clan’s, turned blue-grey with age as has his once black hair. However, when you look at the chief, you see that his eyes are as sharp as the first day you met him as a young initiate of the clan.

Chief Angus the brave was a warrior of note in his heyday and even now, in his middle to late years, most of the clan’s young men would prefer not to get into a fight with him.

Granny P
She is the clan mother. Whenever members of the clan come to visit the roundhouse, Granny P is there to greet them. She is always ready with food and drink for the traveller. She is wonderful in the kitchen as a cook and supervisor.

Granny P always knows all the clan news first. She is mother and caretaker to the young children and has seen many generations of Minorian children grow to adulthood.

The Elite Guard
The chief’s men or the chief’s elite guard are the chief’s trusted advisors, his personal bodyguard. They protect the chief whenever this is required and also go on diplomatic missions with the chief and on behalf of the chief. The men and woman of this guard have special skills and experience that are valuable to the chief. They are very dedicated to him and would offer their lives for him.

Places

The Roundhouse
A very large structure built (as the name suggests) circular. From the outside it looks a bit like a spiral tower. Central to the roundhouse is a spiral staircase with doors leading off to the sides. These doors open into bedrooms, activity rooms etc. The chief’s chambers is at the top of the stairs. The chief’s men have rooms next to the chief’s chambers, for protection and company. The ground floor is occupied by the kitchens, sculleries, cold rooms (Granny P’s domain) and conference rooms.

Artist – Garrett Murphy

Outside the Roundhouse
Smithy
Stables
Barracks for permanent members of the clan guard – elite guard’s chambers are next to the chief’s chambers in the roundhouse.

This article was originally published on IX June MMV

The Origins Gæa

Gæa is our groups home grown world. The name is hardly original, but it works. Gæa started out as a continent which one of our players (Carol) drew up when our RQ group got back together after a long role playing drought. Using Coral Draw, she took the outline of Germany, reversed the image and transposed mountains, rivers, borders, country names and the like onto it. It was a bit of a rush job, but Carol is very talented, so even her rush job looked great and had a nice fantasy feel to it.

Some of the country names were straight out of novels (Drasnia – The Belgeraid, by David Eddings) and real life places. (Faerie Glen is actually a suburb of Pretoria, South Africa – really cool name for a fantasy place as well). It was a lovely setting and we quickly notched up numerous adventures there. As time went by, we replaced plagiarized names – Drasnia became Dalatia etc. Many unnamed features were fleshed out, the huge mountain range in the North became the Northice Mountains and we even found a place far to the south to situate Elderad, The Lost City (A RuneQuest module).

I am never content with what is available. I needed a place for my favorite creatures, Lizard Men. So some more continents and islands sprung up, Araktor, Vasniss, The Misty Isles, The Tinn Isles, Illium Cromia to mention but a few.

Gæa retained its name but we needed to name the world, so we ended up with a continent of Gaia on the world of Gæa. Maps were drawn and re drawn (by hand, with MS Paint, Campaign Cartographer (free demo) and eventually Autorealm, a shareware package which is written in Delphi).

The original Coral Draw map of Gaia was lost during a PC rebuild, but we still have the paper printout. Histories were written, gods dreamed up and this process still continues.

As existing material is rehashed to make sure its fits and new material is written, it will be published here. The maps will be redone again before they are published as some basic rules of geography and cartography were broken and need to be remedied. (E.G.: There are way too many jungle areas at latitudes which should not warrant that sort of vegetation.)

As always, criticisms and comments are welcome. Even if you pick up something like a name or concept which appears to be the work of someone else, let us know. We have read so many books and played so many games that sometimes ideas and names which we consider original are far from it! As such, we would hate to be thought of as pinching other peoples ideas and/or work.

This article was last updated XIX August MMII

Maps from the Archives

Not THE original map, more like a version 1.1