From: pcalvert@economics.adelaide.edu.au (...sage)
Date: 3 Jun 1994 03:20:58 GMT
Newsgroups: alt.pub.dragons-inn
Subject: ADMIN: Atlas of the Known Lands - Vol.I

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      /^<  ___         ~~--~~ /^\   _-~/ / ~--__   ~~--~~~\
         ~~   ~~--__   ~~--~~~\---~~  | /       ~~--___--~~\
                    ~~--___--~~\       V

                           THE OFFICIAL

                     ATLAS OF THE KNOWN LANDS
			 
           AS USED BY THE CARTOGRAPHER'S GUILD OF GENERICA

        A GAZETTEER OF THE LANDS OUTSIDE THE CITY OF GENERICA

			Volume I - A-M

New this week:

none

Submissions: email them to me at pcalvert@economics.adelaide.edu.au, or reply
to this post.  I reserve the right to edit them into the format used herein or 
make grammatical and/or spelling corrections.  If your design conflicts with the
logic of the Known Lands (such as placing a maritime center in the Great Heath)
then I will advise you of this and we will work out a solution.

Alasir:

Lying between Ydoine and Sanakin, Alasir is the newest of Nexus's great empires.
Sixty years ago Alasir consisted of a mere principality no larger than any of
the earldoms or baronies of the North or the Heath.  The leader of that
principality, one Alassis, cleverly played one power against another during
Kentegan's Rebellion (the final blow to the hitherto imperial ambitions of
Varande) and ended up with a fairly large kingdom. Alassis's son, Ivinder,
became the first Grand Lord and commenced a more aggressive policy of conquest.
To date, Alasir has conquered and annexed the lands of Varande, Sanakin and
(most recently) Vascondy.  Some speculate that Alasir's appetite is not yet
sated and that the next target for conquest may be Specifica of Cod.

The current Grand Lord of Alasir is Ivinder II, a middle-aged man who reigns
from a surprisingly modest palace in the capital city of Aragat. Underneath
Ivinder II in the Alasyrian power structure are three "kings" who respectively
serve as regent of Alasir proper, general of the Alasyrian military and viceroy
of the annexed territories.  The viceroy, or "Third King," is despised in
Sanakin and Varande as an oppressing figure but ironically admired in Vascondy
as a visionary leader.

Alasir is primarily a land power- its navy is sufficient to defend the colonies
in the Antilles but are no match for the fleets of Ydoine or even Generica in
open naval warfare.  Its armies, however, have a reputation for courage and
fortitude rarely equaled in the Known Lands. Nominally, the offices of the
three kings are of equal stature.  In reality, there is much politicking by the
three leaders.  After all, someday the Grand Lord will die...

Alasir contains the Ersith Forest (home to the elvish House of Sithen), the
halfling colony of the Waylands, and the towns of Kentegan, Hadegan, Ferigan
and Valendria.  Aragat itself is a rather new town built where the river
Valender empties into the Great Blue.

Alpha:

   The continent of Alpha is far to the southeast of the continent on which
Generica sits (which Alphans call Gamma), many months from Satosi by ship. The
continent (a good deal smaller than Gamma) is unified (ostensibly) under King
Vayne ("Long Live King Vayne"), who rules from the capital of Retina ("Long
Live King Vayne"). The port city of Cornea lies on the northeast coast. Other
major cities include Iris, Pupil, and Nerve. Smaller towns include Atreous,
Vitreous, Humor, Rod, and Cone.
   Cornea is about equal in size to Generica, but is dwarfed by the capital.
The residents are mostly merchants, and while Alphans can be found almost
anywhere in the world, almost all keep their identities secret, and very few
people know of it. Fewer still believe it exists or know any details.

[Email kmwilcox@iastate.edu for more detailed information before using.]

        _________
       /         \
      /           )
     /   Cornea */
    /            \        _
   (              \______/ \
    )      *                )   This map does not show smaller towns, main
   /     Retina            /    roads, rivers, or mountain chains.
  /                       (
 (                   Iris *)
  \                       /
   \           Pupil     /
    \__________*        /
               \_______/

Androsia:

Androsia is a relatively young but large kingdom about a six-week
journey to the east of the Mysty Mountains. It is north of the country of
Cathay. The Great Sea, which has never been explored, borders it on the east.
The west is mostly uncultivated, unorganized wilderness even though many people
live there ungoverned by anyone. 
To the north is the uninhabitable Toxic Forest.

Androsia is ruled by Queen Corrin, a relatively young widow whose husband, 
Bristal, was killed while she was still a Princess. She has one young son named
Timoth. Androsia has a rather large Army but a small Navy.
Queen Corrin has several advisors who make up the Council. She trusts these 
wizards and warriors to run the Army and Navy and give her advice on matters
of government. Androsia is mostly self sufficient, relying on it's plentiful
fishing industry and lush forests for food and materials.
Wild animals, including horses and oxen, roam the wilderness to the west.
Agriculture is somewhat limited but little trading is done due to the proximity
to only Cathay and their unwillingness to deal with outsiders.
Androsia is made up of mostly common folk who fish or farm or meet each
others' needs.
The Army is made up of thousands of warriors who are trained and live in many
cities around the kingdom. Each warrior wears the symbol of Queen Corrin, a 
golden dove. Wizards are not uncommon but are not seen by most of the general 
public. They study in Societies located in every large city. They are known 
by their headdresses which also display their status within the Society. 
Each Society is know by their colors. Some Societies hire the best warriors
during times of peace for added protection of their research. Queen Corrin 
has been undertaking an emmense exploration effort both over the Paran Sea 
and west over the continent. She wishes to govern the wilderness to her 
immediate west once Ciko is stopped. The one region that is impossible for 
anyone to govern is the Toxic Forest. The Toxic Forest is a region of unknown 
size or origin that is home to many dangerous and strange creatures. Very few 
humans ever enter or return from it. Exploration of the continent stopped at 
it's borders and all arial attempts to map it have resulted in the 
disappearance of the wizard who tries to fly over it. It stretches to the 
west along the border of Androsia for about 700 miles. The Toxic Forest is
slowly advancing at all known borders. Androsia has fought off many attacks
from creatures that emerge from the forest. These attacks range from huge 
insects to slimy, corrosive ooze, to large humanoid monsters. It is believed 
that Wizard Ciko who killed Queen Corrin's husband has been controlling these 
attacks in an attempt to conquer Androsia.

The most current problem facing Androsia is the fight against Ciko.
He has created a horde of lifeless creatures made of mud and stone. These
creatures, called the Ruthless by the Androsians, must either be beheaded
to end Ciko's enchantment or magically dispelled (as of this writing, this
is not known how to do). The creatures will use weapons upon their foes if
they can be found from dead bodies or picked up. They are sent out in huge
numbers to try to overwhelm a baron's castle or city with walls. They are 
sent apparantly to do one thing or die and when that task is complete, they 
disintegrate into the mud and stone from which they were made. Many attacks 
have been sent apparantly to take over the Royal Castle. Stone walls must be 
reinforced with wood since the hordelings can pass directly through solid 
brick or stone. The Androsians have been living in fear with their weapons 
close at hand for several months. Queen Corrin has sent several of her best 
wizards away from the threat to discover a way to dispell the Ruthless. 

# = water                       . = major river
* = major city                  @ = Naethalia (Royal City) 
^ = mountains                   + = forest
" = swamp                       = = wall

North is this way ^
Generica is this way <

++&&&&^^&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&|######### 
++&&&&^^^&&&&&&&&&&&&The Toxic Forest&&&&&&&&&&&&&&&&&&|######### 
++&&&&^^^^&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&|######### 
+++&+&^^^^^&+&+&+&+&+&+&+&.&+&+&+&+&+&+&+&+&+&+&+&+&+&/~######### 
+++++&^^^&+++&+++&+++&+++&.++&+++&+++&+++&+++&+++&++&+|########## 
+++++^^^+++++++++++++++++++.+++++^^^^^^^^^^^^^^*+++++/########### 
+++++^^^+++++++++++++++++++.+++++++++^^^^^^^^^^^^^++/############ 
++++^^^^++++++++++++++++++++.++++++++++^^^^^^^^^^^^/############# 
+++^^^^^^++++++++++++++++++  #       +++++^^^^^^^^/############## 
++^^^^^^^^^+++++++++++++++       +++++++++^^^^^^*/The Great Water 
++^^^^^^^^^++++++++++++++                :++++^^^(############### 
++^^^^^^^^^+++++++++++++++               ...      \############## 
++^^^^^^^^.++++++++++++++++                 ...    ~~~########### 
++^+^^^^^^^.....++++.....++     ANDROSIA    .  .     *\########## 
++++^^^^^^++++++.....++++..*                .   ....."")######### 
++++^+^^^++++++++++++++++++.........@       .     """"/########## 
++++++^^^^+++++++++++++++++         .........  ~~~~~~~########### 
++++++^+^^+++++++++++++++++                 . *|################# 
++++++^+^^^++++++++++++++++                  ./##################
 +++++++^^^+++++++++++++++                   /###################
  +++++++^^......++++++++                   /####################
    +++++^^^+++++..++++ + ........          |####################
      +++^^^^++++++......:        .......  *|####################
       ++^^^^^++++++++                   ...|####################
         ^^^^^++++++++                      |####################
         ^^^^++++++++                       |##The Great Water###
         ^^^      ++            *           |####################
         ^^                          =======\####################
 ========^                ===========        \###################
         =================    CATHAY          \##################

Antilles:

A collection of islands, of various sizes, between Generica and the Dark
Continent.  The dark-skinned inhabitants, mostly fisherman, have at this stage
in history mostly fallen under the thumbs of seagoing powers like Alasir,
Ydoine, and Rameshan.  The Western Isle and Valkeer are north of the Antilles. 
Camequeva is the largest and best-known.

Barony of Jarpil:

This is located in the southern part of the Great Heath, roughly north
of Satosi.  It is a poor realm, consisting mostly of swampland and infertile
soil.  Near the village of Gagra is situated the tower of Vorkin, a mage who
lived in Jarpil until his death a decade ago.  Jarpil is also frequently
harassed by colonies of orcs that live nearby; since they don't bother
anyone else, though, the Baron has little success getting anyone to help
him eradicate them.

Bismania:  **(please email arsmith@nyx.cs.du.edu before using)**

The Bismanian Islands are a volcanic archepelago located far west on the great
blue, rather north and a bit west of the northwest corner of the Dark Continent,
a month or so's sail from Generica.  It enjoys rich rains, a warm climate, and
very fertile soil.  Most of the inhabitants are farmers or fishermen, or both.

There are no real bismanian 'cities,' and no Capital, as Bismania is a direct
democracy (rather like ancient athens) and all the voting is done in the nearest
village.  Not all residents of the islands are citizens with the right to vote,
though, those that are must volunteer their time and effort in supporting the
governmental services (Fire, Police, Post, National Defence, etc.).  This 
eliminates the need for a paid civil service and greatly reduces the monetary
needs of the government.  The stereotypical Bismanian thinks too much, and
is unafraid to voice his opinion, he is rather independant of others.

The central Bismanian mythology is the 'Story of Rackesh.'  A supposed ancient
Bismanian lord, who solved all the nations problems in such a way that the
cures were invariably worse than the disease.  (e.g.  the divorce rate was
curbed by chaining all newlyweds together.  A high theft rate by impounding
all private goods.)  The lesson (as the Bismanians see it) of the tales is
"Fix your own problems."

In recent international politics Bismania has been in a series of wars to
stifle the domination of the West Continent by an evil force.  It is losing.
It is the belief of the Bismanians that but for them, the Domination would
by now have spread onto the East Continent (the one that contains Generica)
they rarely tell this to others, especially since contact with the east is 
rare due to the travel time.

Bottleneck Pass:

     The pass is located toward the southern end of the range, through
the narrowest point along the Mysty Mountains.  It was excavated from
the original path a few hundred years ago by a group of ambitious
merchants.  Open to any who chose to travel there, it is lightly
patrolled by a volunteer army of civilians from Verland and its nearby
smaller towns to the west and some of the militia of the Barony of
Stifer to the east.  Its only features are Broken Stone, a huge
boulder with a reputation and the Ranger's Cabin, a small but sturdy
wood and stone structure near the apex of the pass, on the east side
of the Range.  The cabin is lightly stocked with food and firewood for
travellers who get caught in bad weather.

Camequeva:

A tropical island in the Antilles.  The people there, and on nearby islands,
are similar racially to the inhabitants of the Dark Continent.  They are mostly
fishermen, and spend most of their lives on the sea.  Many of the fishermen
tattoo themselves intricately in patterns denoting their family and personal
accomplishments.  They speak a dialect of Dark Common which is rendered
as somewhat like Jamaican English.

Cathay:

Despite its distance from the Known Lands (Cathay is north of Etarus' Ta),
this empire is well-known for its fantastic products and fabulous
accomplishments.  Cathay was founded at around the same time as Old
Generica when the First Dynasty suppressed the warring tribes of the
Catan and commenced a program of empire building.  Despite the construction
of an imposing wall securing the entire northern frontier of the country,
Cathay fell to the Horde and the emperor was replaced by a series of Khans.
The current Khan of Cathay is perhaps the wealthiest man in the world,
and his junks have commenced a program of exploration and trade which
ranges as far as Pashar, Bismania and Generica.  Products unique to
Cathay include mulberry silks, certain rare spices, jade, and a potent
drug known as Mispah, which is commonly smoked in long pipes.
The culture of Cathay may be compared to China during the days of Kubla Khan.

The Dark Continent:

To the south and west of Generica's continent lies a large continent, for the
most part unexplored by white-skinned man.  Most of the inhabitants are
dark-skinned.  The central portion of the continent is covered with the
Savannah, a wide grassland which has until recently been roamed by the nomadic
tribes of the Aradneh.  Now priests of Ilmater have come to the tribes and
taught them agriculture, as well as the Common tongue and other Northern
culture.  East of the Savannah is a high mountain range, over which lies a deep
bay, all that remains of the once-great Aradneh civilization after it was
destroyed by the gods centuries ago.  To the west lie swamps, populated by
lizard men and similar creatures.  To the south lie great jungles, populated by
pygmies and wild beasts of all kinds.  To the north lies a great desert. 
(Note: The Savannah and the ruins of the Aradneh civilization are reserved by
Aaron Humphrey.)

There are several civilizations still extant on the Continent.  On the north
coast, a formerly great kingdom is now under the subjugation of the kingdom of
Ydoine from Generica's continent.  On the south coast are several warring
kingdoms that are somewhat Aztec in flavour.  The language of Dark Common is
spoken in trade across the continent.  There are also several strange races to
be found here, including the lion-like Dragas on the Plains of Drotshava, far
to the west of the Savannah; reptilian Drists living in the northern deserts;
and elephantine Loxorians in the southern jungles.

The DiamondGate of North Glacier:

Over a thousand leagues north of Generica there lies a mountain range with a
big glacier in its center. On the top of a mountain surrounded by the North
Glacier lies the DiamondGate, a magical crystalline doorway to the world of
Titania. The other side of the gate is in the center of the city of
DiamondRise, last city of the Giants of Titania, still fighting a war against
the Hordes of the Demon Mother.

Etarus'ta:

An Oriental-type realm, mostly pending description by John Charles Fiala. 
Known for its exotic cuisine, Etarus'ian food is available in many of the more
cosmopolitan cities in the Known Lands.

The Fist

Also known as The Fist of God and The Devil's Grip.  Located at sea in a
general Northwest direction from Generica.  It never comes closer than within
200 miles of the City.  It covers an area of ocean that is approximately 85
square miles.  It is filled with varying winds of hurricane force.  It is very
dark with clouds, and thunder and lightning are continuous.  Visibility is
always less than a mile.  Seas usually run between 25 and 45 feet, depending on
how deep into the tempest one is.  The Fist wanders a range of about 400 miles.
There are stories that seem to suggest there may be some sort of intelligence
in the storm; however, no one has ever been able to determine whether or not
that is true.  Not with magic, neither pleas nor prayers.  Magic cannot affect
the strength of the storm.  Magic may protect travelers while passing through
The Fist to some extent, though it will be, at best, a miserable passage.  Some
survivors of encounters with the tempest report on a wild, rock-bound island
glimpsed through the darkness.  Apparently this island moves with the storm. 
Earliest recorded history of the City references The Fist.  It has been around
a long, long time.  Persons wishing to use The Fist are welcome to do so. 
There are no immutable plans for its future.  It would be nice to preserve some
of its mystery for at least a little while though.

Forgotten Realms:

Portal from the land of Generica to the Forgotten Realms lies to the southeast
and takes three days on horseback to reach.  The portal brings travellers to
the Great Desert, and this is two and a half weeks travel north of the nation
of Cormyr which is ruled by King Permus Tremor (thanks to the help of the
Luthor Questors).

Generica and surroundings:

Generica is a generic fantasy city.  It is approximately Rennaisance-level.
Technology excludes gunpowder, but includes glass cutting, crossbows and
sundials.  It is a city-state, run my Melwis the wise, a merchant.  It is a 
traders' city, on a very busy trade route by land, river and sea.  It is run by
merchant familes, and there are many guilds of various descriptions.  It is not
inherently corrupt, but money will get you far in this city, and there is not
much that you can't buy.  By day it is bustling with trade; by night there is
much action, festivities and so on.  In some areas, there is much evil.  It is
your average fantasy city.
Because of Generica's cosmopolitan status, at the center of trade routes on
this world and others, many religions are found, of any pantheon you can think
of, and they won't interfere (except tell that to the followers).  Magic is
active in many forms.  Many races also pass through. However, there are many of
the populace who are ignorant to the wider world, especially those in the
outlying farmlands.

Grale:

This hold on the Kirender River south of the Great Forest was formerly the abode
of the House of Grale until the time of Lord Glorshanned.  A gnoll attack on
the hold forced Glorshanned to evacuate, at which time he founded the city which
was to become Generica.  
The keep is currently abandoned, home to gnolls and the usual dungeon denizens.

The Great Blue:

This is the most common name for the ocean lying to the west of the Known Lands
and containing the Antilles, Camequeva and Valkeer.  Maritime nations bordering
this sea include Rameshan, Ydoine, Alasir and its subject states of Sanakin and
Varande, and the city of Generica.

The Great Heath:

A thousand miles east of the Mysty Mountains is an area that is mostly spanned
by plains and moors.  Once, in ancient history, this area was ruled by a single
great conqueror, who died with twelve sons.  Since then, the area has been
divided and subdivided until it reached its current state--over a hundred petty
baronies, earldoms, duchies, and the like.  There is an Emperor, whose Empire
spans little more than the average earldom.  All the ruling families trace
their ancestry back to the Great Conqueror, and occasionally signs of
inbreeding are apparent.  Not all of the realms are on the plains--a few are in
small mountain ranges, some in swamps, forest, etc. 

The Great Forest:

Stretching east from Generica along the Ceruputhon River up past Specifica
of the furs, the Great forest is the largest contiguous wooded area west 
of the Mysty mountains, possibly on the continent or even the world. It is 
home to several elven kingdoms and numerous logging and trapping communities.

This very ancient forest is home to all the animals you would expect of a 
forest, and most that you wouldn't.  Several parts are dark and evil, just 
waiting for well (or ill) -meaning adventurers to come along and get eaten 
or worse.  Other parts are distinctly sylvan, well kept, beautiful, and 
perfectly safe.  Mostly it's just a forest, though, a lot of trees, numerous 
small furry animals, and the odd trapper.

Magira: **(This city is reserved by tkelly@unix2.tcd.ie (Mithrandir))**

   The ancient city of Magira lies far to the North of Generica on the
Coasts of the Great Blue.It is so far north that the sea in the area is
usually frozen over, especially in the winter. However,due to certain
magical forces,the area enjoys a pleasant subtropical climate and good
weather. Magira is a city of magicians. It is ruled over by the Council of
Nine, and has been for many years. The laws of the City definitelt favour
Wizards above all else. No normal man is even allowed into the city
unless he is sponsored by a wizard living there. The laws also forbid
fighting by magical means. If this occurs, both participants are swiftly
killed.
  The city is devoted to the study and practiice of magic around the
world. They have no aspirations of Empires, such is not the way of the
mages at all. No, they consider themselvees scholars of the highest
degree. Most of the food of the city is bought with either magic services
or straight cash, and transported to the city through magical means.
  The organisation dedicated to magical study is the Academy. The Academy
is by far the most powerful institution in the city, and all wizards are
members of it. The Council of Nine is eleceted from among it's most
honoured members. Visiting wizards are expected to present themselves to
the Academy, by law. It is a well respected institution, and many of
the world's most powerful mages, including the legendary Sorceror
himself, come from it's ranks.
   The normal population is very small, usually slaves of wizards who
desire such things. They are in no position to rule or revolt, because
without the wizards, the city would quickly become what it once was, an
arctic wilderness.

The Marayan League

The Marayan League is a loose confederation of small human farming villages
with no clear king.  It is an *extreme* backwater; few outsiders ever venture
there (or would want to, really; the only things there are humans and farms).
The largest town, and the unofficial capital, is Maray.  The political system
consists largely of a treaty signed 100 years ago where all the villages
pledged to come to each others' aid in time of war.  When there aren't any wars
or external threats, the League is sort of irrelevant and every village takes
care of their own affairs.  Taxes are imposed only during wartime.

Warning to would-be tourists and adventurers: most average residents of the
Marayan League consider non-human races "monsters" and may not even believe
in their existence.  Some are a little more savvy, and there are a select few
who have ways of communicating with Generica, but they are not easily
recognized. Non-human visitors will create a serious upheaval.

The most recent historical event in the Marayan region was the Great Stand
against the evil wizard Sel Safthandor and his nonhuman, questionably
intelligent allies known as the *keth*.  Sel's forces also included some
human and humanoid mercenaries.  This occurred fifteen years ago.  Sel was
defeated and presumably killed, but not before nearly half the population of
the area had died defending it.  A few *keth* survived and reproduced, and the
Marayan League remained active for some time after the war to conduct a
campaign of extermination.  No *keth* have been seen for quite a while,
however, and the extermination is thought to have succeeded.

Use of the Marayan League is encouraged, however please email sxk29@po.cwru.edu
before you do so, since things are afoot there.  It may be useful as a
boondock-type origin for NPCs.

County of Maybold:

Maybold is a small county in the north-west Great Heath, near the realm
of Pappheymknaff.  It is ruled by Thoric Vigilant, Count of Maybold.  
The realm of Maybold was formerly a Duchy, located to the south, and somewhat
larger than now; for the crime of choosing the wrong side in a civil war
hundreds of years ago, they were exiled to this remote outpost.  The former
realm of Maybold was divided up amongs the winners.
Celtic-type tribes live in the hills to the north; Count Thoric is of
this stock, having married the only daughter of the previous Count.

Newmeanor: **(please email arsmith@nyx.cs.du.edu before using)**

   A large continental island off the northeast coast of the West Continent,
Newmeanor enjoys a climate very similar to England's for the most part.
Newmeanoran culture is highly regulated, with the people divided up into
seventeen Castes, and from three to hundreds of Classes within any given Caste.
The typical Newmeanoran is born, lives with his parents until the age of five or
so, and then gets sent to the 'group school', a boarding-type institution where
he lives until twelve, where an exhaustive series of tests and interviews
determines the Caste and Class he will join.  From then on, he will be educated
in his profession and then practice it until he retires, building up staggering
skill during his career.
Relations with the free countries of the W.C. and Bismania are amicable
(although Newmeanorans and Bismanians tend to have a mutual misunderstanding
of how the other's society could possibly work), and Newmeanor has been fighting
in the recent Orc Wars agains the evil power on the West Continent.  It too, is
losing.  Newmeanor does have the most powerful navy in that part of Nexus,
if not all of it.

Nilar: See Trarovia and Nilar.

The Northern Kingdoms:

The Northern Kingdoms lie far to the north of Generica, as their name
implies -- somewhere between Ydoine and Magira. They are lower tech
than Generica (c.11th century Europe) and also lower-manna: magic
exists, to be sure, but it is uncommon and greatly feared. The term
"kingdoms" is a misnomer. In fact, they are a collection of small,
autonomous fiefdoms, and the several kings which claim authority over
one region or another lack any real power beyond their own estates.
The local rulers are forever quarreling in petty border disputes.
Feel free to use this area; I based the Northern Kingdoms on my scanty
knowledge of post-Carolingian Europe.

Pappheymknaff:

Pappheymknaff is an orc-infested country in the north part of the Mysty
Mountains, northeast of Vascondy.  The inhabitants have not spoken Common for
long; some of the older people there still use their own language,
Udriapapfklai, which sounds quite funny for Common speakers.  The names of
persons and cities are still in that language.  Suffice it to say that the full
name of the Count who rules the place is Dalzpansen Pitscheknelz ov Gumsiaseer
Wachdosalm ond Kechlatza Pepadethruphla Unilak.

The Pappheymer are constantly battling hordes of orcs dwelling in the
mountains, so they are normally very experienced in fighting.  Magic other than
that of the priests of Fivririmirfi, the main deity there, is strictly
forbidden.

Parahan:

Once the site of several fabulous kingdoms, the land of Parahan is now an 
empty prairie, home to few save farmers, nomads, barbarian herdsmen and wemics.  
In ancient times, the land of Parahan was home to the advanced civilizations of
Sparlax, Graim and Kethney.  The empire of Graim and the magocracy of Kethney
became involved in a terrible war in which both sides used fearsome magical
weaponry.  At last Graim prevailed but was sufficiently weakened that an
invasion by barbarian hordes toppled the empire.  During this time the
Sparlactic civilization seems to have vanished completely, although from time
to time explorers or sages in some remote part of Nexus claim to have found
remnants of some far-flung Sparlactic colony.

Farmers settled the area and founded a republic, which was promptly invaded
and annexed by neighboring Rameshan.  The Rameshanders exerted minimal control
over the territory at best and left the agricultural colony vulnerable to the
barbarian hordes.  Recently, a strong barbarian leader, the Il-Shar,  founded 
a state of Parahan with de-facto control over the agricultural colony.  Unlike
many of his predecessors, the Il-Shar has refused to pay tribute to the
Shaheran of Rameshan, gambling that RameshanUs decline will make it impossible
to resume domination.  So far, he seems to be getting away with it... 

Parahan is now divided down the middle. The Ch'Parian barbarians hold the
eastern half, and the Rameshanders only hold the western half now.

Rameshan:

Formerly a large empire controlling virtually the entire southwestern part
of the Known Lands, Rameshan has been in decline for the last three hundred
years.  The nominal ruler of Rameshan is the Shaheran, who resides in a
massive public edifice known as the Court, but real power is exercised in any
given part of Rameshan by whomever is the strongest or wealthiest.  
Factions include several different merchant groups (including the infamous
Amber Crescent who specialize in the trafficking of slaves), the cult of
Cardinal Xar (which intends to eliminate the use of magic and persecutes
mages), secret societies and other groups.  The current Shaheran of Rameshan
is a precociously intellingent fourteen-year-old boy who won his position
by personally assassinating his predecessor.  Despite RameshanUs decline
as a political power, its merchants are still among the most active in
the Known Lands, trading commodities including carpets and silks, treasures,
hardwoods and products from the Dark Continent, drugs and intoxicating
spirits, and slaves.  Rameshander culture and life might be accurately
compared to the Forgotten Realms' Calimshan or Mulhorand, C.S. Lewis' 
Calormene, or Earth's Ottoman Empire or Caliphate of Baghdad during the 
Middle Ages and Rennaisance. 
    Dansushar:  This city lies at the edge of the Reszhian desert and is
one end of the caravan route across the desert to the city of Alamatar.
    Orluccar:  The religious center of Rameshan, and the seat of the
Oracularity of the Temple of Ashes.  The Oracle at the temple, according
to legend, is a four thousand year old woman.
    Pashar:  The capital of Rameshan is one of the most populous cities 
in the Known Lands.  Home to the Court, many mercantile organizations and
a notorious brotherhood of assassins, Pashar is a bed of intrigue on a par
with, well, Generica.
    Reszhian Desert:  This is one of the largest deserts of Nexus.  Formerly,
the territory was controlled by an empire known as Ahmey which had its 
capital at Alamatar.  The Ahmeyan civilization has disappeared but several
of its huge stone monunents, including the Pillar of Nehayan, remain as
testament to AhmeyUs former glory.

The Running Lands:

    The Running Lands is the Ano name for the hot, dry steppes in the
distant southeast corner of the continent.  These plains are inhabited
mainly by the various tribes of the Ano, a race of generally peaceful
cat-footed centaur-like beings.  The deeper into the plains, the more
native and unspoiled the Ano tribe.  Closer to the border between the
Running Lands and where two-leggers reside, the tribes are more
aggressive and suspicious due to border disputes with the two-leggers
(humans, if you haven't guessed already).  The plains also support a
variety of timid wildlife, including what resembles a sort of
antelope, hunted by the Ano for food and materials.  Farming is
difficult, but not impossible.
     Currently, there is an uneasy truce on the border, recently
negotiated by a two-legger who spoke fluent Ano.

Sanakin:

Lying between Alasir and Vascondy, the land of Sanakin has traditionally
served as the battleground between powers north and south.  It has but
a few towns- Crossvale, Bannervale, Dwarrowsvale and a few outlying
villages.  Its young men are virtually universally conscripted into the
currently occupying power of Alasir, which sends the recruits to the distant
frontier with Ydoine.
As opposed to its soporific neighbor, Vascondy, the people of Sanakin have
commenced a rather bloody resistance movement against the Alasyrians.
Covertly, the merchants of Generica have been funding the Sanakin "patriots,"
to the end of preventing or delaying further Alasyrian encroachment into
Specifica of Cod.

Satosi:

This city is also known as the City of Festivals.  It sits on the south coast
of the continent, south of the Great Heath.  Satosi draws thousands of tourists
a year for its festivals.  The city suffers from surprisingly little crime and
dishonesty.  Some attribute this to the enormous tree standing in the center of
the city, which also makes this city the center of druidic worship.  South of
Satosi is a large archipelago, similar to that in the Earthsea books.

The Silk Road:

  The silk road is an ancient trade route between Cathay and present Rameshan,
running east through parahan, south of the great heath and north of the running
lands.  People travel in caravans of between five and five hundred camels,
trading valuable eastern goods (silk, spice, etc.) for valuable western goods
(mainly gold) a.  Both western and eastern merchants have been known to get very
rich from this trade route.  The trip is not particularly enjoable for the
travelers, however, as it passes rather close and sometimes through barbarian
tribes and the rich convoys are a notorious target of thieves and highwaymen.

The Southern Marshes:   

Surrounding the vast delta where the river meets the ocean 150 miles south of
Generica, these marshes were once the site of a prolonged conflict between
lizardpeople and Genericans.  Today an uneasy state of truce exists.  The
region is controlled by the united lizardman tribes but Genericans are
permitted to use the river and the periphery (for fishing, logging,
settlement...etc.) in exchange for trading goods and technical knowledge.
Despite the ever-expanding presence of civilization, the Southern Marshes are
vast.  They hold secrets and perils that cause even the fiercest lizardpeople
to shudder.

Specifica:

The name of several cities, each concentrating on a specific trade good.  Most
people tend to call each Specifica, but if distinction is required, the name of
the trade good is added to the name.  Thus we have...

 Specifica of Cod: A small settlement north along the coast, exporting fish
 southward to Generica.

 Specifica of the Furs: A city which is 7 days upriver of Generica and has a
 primary export of furs, which it trades for goods from the south, like sugar...

 Specifica of the Sugars: A sister city to Generica which is south along the
 coast, and trades sugar with Generica, in trade for goods from the north and
 Valkeer. First a central trading-place for the hopeful Genericans who attempted
 to establish plantations in the Marsh, 'Sugars became an important strategic
 hold during the Generica-Lizardman wars of the last generation.  Until very
 recently, a kind of detente between the Generica-backed humans of 'Sugars and
 the local lizardman tribes allowed mutual commerce to benefit both. But in
 Thk's absence as leader of the lizard men, tribal agitators are fervently
 calling for a resumption of the campaign against the human colonists. Already
 there have been several bloody skirmishes with no end to the escalation in
 sight...

 Specifica of the Spices: A small town to the south west of Generica. It is
 mainly a center of commerce and food processing. The rich farmland surrounding
 the town produces many types of herbs, spices, fruit, and grains which are
 then sold in the city to merchants.  These merchants convert the raw food bulk
 to processed products such as beer, wine, and dried seasonings.
 These products are exported to other cities in exchange for clothing and metal
 products.  In its 330 year history, it has lead a peaceful existance of
 neutrality.  It is also said that no army will attack Specifica of the Spices
 because it would increase the price of beer. The town's population is mainly
 human with the exception of the Elven orchards and the Dwarven breweries.

The Stavelands:

The name given to a section of the territory between the River Kirender and the
Gulf is the Stavelands.  Home to the minor kingdoms of Gathney, Gadwey and
Eamoney, the Stavelands consists mainly of gently rolling hills and small farms.
The Stavelands are also known as the locale of the hold of the Skarkoryg, a
fearsome orcish tribe exercising control over the wilderlderness.  The tribe is
led by (and has been as long as anyone can remember) a shaman called the Skar-an
immensely large orc.  It appears that the Skar discovered a nearly limitless
source of magical power and is using it to further the ends of his tribe.  So
successful have his campaigns been against the gnolls of Grale and the
surrounding area that the Skar may have set his eyes on a greater prize...

Stifer (The Barony of):

     The nearest lands to the east of Bottleneck Pass belong to Baron
Stifer.  A fairly stable man, he boasts two sons.  The elder is his
man-at-arms, the younger will be his successor.  His wife is an
excellent cook and in past days, the Baron's favorite fencing partner.
She remains excellent with a blade, while rictus and pain of the hands
often keeps the Baron from wielding a fork, much less any sort of
sword.  The Baron is an unusual man in that he often despises
tradition.  His people perform a variety of tasks, from weaving to
gardening to farming to smithing and the Barony is largely
self-sufficient.  But, rather than create a closed community, the
Baron prefers to continue trading and accepting new ideas from the
travellers he meets.  Anyone who stops in his keep will be asked to
dinner and undoubtably grilled by the Baron himself about various
experiences and opinions.  Unlike many of his neighbors on the Great
Heath, he is a strong supporter of fostering.  Since nearby Barons are
resistant to the idea, he often fosters with Verland, and on rare
occasions of great talent, with the Specificas or Generica.  He is
getting on in years, but everything seems to indicate his sons take
after him and are loyal to his visions.  His people are also very
loyal, to both him and his sons.

Tinsara:
 (Anyone may use Tinsara as they wish.
  Please e-mail me if you make any additions or changes
 to Tinsara so up-to-date records may be kept.  Thanks!)

                                           ______________Wyvern Peak
       _________                          /              ^ )
      (         \______                  /           |~~~~~
  _____)    ^^         \________________/   ^^^^^^^  \_________________
 /       ^^^^^^^^^^      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^     \
/^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ \  
|^^^^^^^^^^^^^^^^^^^^^^^^^^^^Anvil Mountains^^^^^^^^^^^^^^^^^Nosrac Tik^"\  
|  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ @"""\
|  ++^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ """"""""\
|  +++++++++++++++++++++++^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^The Bogs"""|
\  @Zhensa  ++++++++++Ent Forest++^^^^^^^Santok^^^^^^^^^^^^^^^^^ """"""""""|
 \______________    +++++++++++++++++++++@^^^^^^^^^^^^^^^^^^^^^^  ++++"""""|
                \            ++++++++++++++++^^^^^^^^^^^^^^^^++++Forest of+|
                 \______       +++++++++++++++^^^^^^^^^^^^^^  ++++Shades++ |
        Sea of          \          +++++++++++ ^^^^^^^^^^^^     +++++++++  |
        Moons           |                ++++++ ^^^^^^^^^^       ++++++++  |
                        |                  +++++ ^^^^^^^^^        ++++++++ |
                        /                        ^^^^^^^^^^     +++++++++  ( 
 ______________________/ @                       ^^^^^^^^^^^     +++++      )
/ ++++++++++++++++++++++ Tintisha                ^^^^^^^^^^                ( 
\+++++++++++++++++++++++++++++                 ^^^^^^^^^^^                 |
 \ +++++Cape Forest++++++++++++        Sonsassu ^^^^^^^^............      _|  \ ++++++++++++++++++++++++                  @..^^^^^.................   \ 
   |  ++++++++++++++++++++                  ......^^^..The Barrenlands.... \
   | _________   +++++++   _______   ..............^.......................|
   \/         \   ________/       \_____  .................  ______________/
               \_/                      \  ........ /\ .....(
   Legend:                               \_______  /  \______)
   ^ = mountains        . = desert               \/
   + = forest           " = swamp
   @ = city

Tinsara is a small continent (about 1000 miles across) which lies to the
southeast of the continent on which Generica is located, between the
Generican continent and the mythical continent of Alpha, though Tinsara is 
much closer to the Generican continent than Alpha (Tinsara is about one week 
by ship).  Tinsara is dominated by the Anvil Mountains.  These mountains are
vast and much remains unexplored.  It is rumored that the caverns of the 
Underwurlde stretch under the sea and surface in a few places in the Anvil
Mountains.

The fauna, flora, and intelligent population is similar to what can be found 
on the Generican continent.  In fact, the human/humanoid culture is nearly 
identical, and regular trade has been established for quite some time.

The continent is, in essence, a kingdom.  The center of power is the city of
Tintisha, where the royal family of Fronkata resides, and remains rather 
aloof to the general populace.  All major cities are shown on the map, and 
several villages can be found all over the continent.

Of particular interest is the city of Nosrac Tik.  This city is ruled by an
evil religious faction, which worships Mjolnir, the god of strife.  Nosrac
Tik is ruled with an iron fist and is thought of as a separate kingdom in of
itself because of King Fonkata's unwillingness to post troops inside the 
city itself.

Trarovia and Nilar: 
(Write corleyj@gas.uug.arizona.edu for more information about these two nations)

Trarovia and Nilar have been at war for 74 years.  They lie many hundreds of
miles north of Generica, though at a low enough altitude that their climate is
still conducive to agriculture.  Or at least it was before the war.  The war is
over several disputed provinces along the border.  The ones that have been
mentioned thus far are Lully, Darnington, Carrizo and Michael's Gulch (there are
lots, so you can add your own.)  Trarovia's capital, Central City, and Nilar's
capital, Kikouko, are gutted husks of their former grandeur.  Both nations are
under military law, and both armies are slogging it out on the battlefield. 
Both nations have introduced the use of flying carpets as aeriel assault
platforms with young, poorly-trained mages firing at nearly helpless
ground targets.  There is, no end in sight.  

Underwurlde:

To the west passing from the mountains under the Great Forest, and even to the
Generica's sewer system itself, is the Underwurlde.  The Underwurlde is an
extensive system of grottoes, caves and so on, which travel for hundreds of
miles.  There is said to be a whole city in a large, magic grotto, itself
called The Underwurlde, where many dark and evil races dwell.

Valkeer:

This is an island country to the west of Generica.  It is almost a week's sail
if conditions are good.  It was taken over by the Overlord Grimsword, his
death-knight general Dracat Deathblade and his undead minions.  He rules the
land with an iron hand, no one daring to defy him.  He constantly torments his
people (being from Ravenloft).  Broken Skull Keep lies embedded into the Dagger
Mountains.  This is the center of his rule.  The Guardians of the Claw are a
group of undead and evil humans that protect Valkeer from invaders.

Varande:

Varande is a small country situated to the southwest of Vascondy.  Its
borders also touch Alasir and the Great Blue.  It is basically a farming
and fishing country which has kept to itself in the pass.
Varande has two major cities, the capital being Aarafawn which was
ruled by a monarchy until just recently, when it was quite decimated by
the invading Alasir military power.  Seeleth was originally a small
fishing community like most other small towns in Varande.  But over the
last few hundred years or so it has risen in power with the increase in
fishing trade.  Seeleth now rivals Aarafawn itself and until recently was
under the sway of its tyrannical assasins guild.  Many problems (the least
being the unleashing of a lunatic werewolf on the streets for a few
months) led to the many citizens rising up and disbanding the guild
through brute force and sheer numbers.  Seeleth is now the major Alasir
base in Varande due to its prime location along the Great Blue.  Aarafawn 
is not quite what it used to be!

Vascondy:

This small country to the northeast of Generica has historically been
a peaceful farming state.  Founded by the Count of Avascond (a survivor
of the Great Purge during the Schism of Kirender several hundred
years ago), the realm expanded slowly from a small parcel of land
thould be defended from Keep ad'Avascond to to a modestly sized country
containing several towns.  Among these are the bucolic hammlet of
Evermeadow, the growing vinyard-town and trading post of Terse's Bridge,
the settlement at the mountain pass of Avangate and the city of The
Coll.  The nominal seat of power is still Keep ad'Avascond, although
true political authority is found wherever the Third King of Alasir
happens to be.
The last ruler of an independent Vascondy was a wicked baron who
oppressed the populace and burdened farmers with excessive taxes.  After
a few years of this unprecedented hardship, a popular rebellion was
fought in rural areas, especially around Evermeadow.  Just when it appeared
that the baron was to be overthrown, the Alasyrian army marched in and
announced the annexation of the country.  As it happened, the Alasyrians
had contacted the leader of the resistance, one William, and offered to
make him the lieutenant to the Third King in Vascondy- effectively a
kind of viceroy.  William accepted and the Vascondian partisans were
ordered to cooperate with the Alasyrians.
Surprisingly, Vascondy has rebounded since the occupation and its
farms and craftsmen are more productive than ever.  To some extent, the
Vascondians are grateful to the Alasyrians for deposing the Baron and
restoring peace.  But the near-victory by the partisans against the
Baron emboldened many patriotic Vascondians, who may be preparing to
lead the country to independence onnce again...

Verland:

     The largest town to the west of Bottleneck pass is Verland.  They
are primarily a farming and herding community, but they are able to
supply themselves with almost anything they need.  The center of town
consists of a few houses that used to belong to the merchants
originally involved with the road, but are now a town hall, a
multi-faith temple, and a number of pubs, boarding houses, and Inns
for travellers.  In the middle of these buildings is a plaza where the
local market sets up once a week, selling foods, and a few homemade
goods.  The occasional passing tinker or craftsman may set up here as
well, either on market day or during the week.  It is common to find
at least a few folks working a small bit of trade any given day.
Verland's market is an excellent place to get cheap and fairly sturdy
goods made by the various apprentices, journeymen, and, on rare
occasions, a master.  At the end of every month, folks from nearby
towns come into Verland to buy and sell their wares, and the market
turns into a something of a fairground.  There is a small grassy field
beyond the buildings where traveling entertainers set up shows.

The West continent: **(please email arsmith@nyx.cs.du.edu before using)**

  The west continent divides the Great Blue (which borders Generica.) from
the Eastern Ocean (which borders Cathay).  Geographically, it consists of
a western shore, steppes to the north and plains to the south, a big
mountain range, plains to the east, and the eastern shore.  There is
a small east-west mountain range surrounding a small plain at the south
end of the continent.

  Historically, the West Continent was home to the Dozen Realms, which coexisted
for a long time in perfect harmony.  During this time Western traders were found
in all the ports of the world, ranging from Aradneh, to Old Generica, to
Cathay, to the continent of Alpha.  This Eden environment was broken by the
Dark Lord, who appeared out of nowhere and came to the throne of Sovia, where
he sits to this day.  Of the original twelve, there are now four realms:

  Andria: Situated on the Bay of Andria, the country was once the home of
the twin cities of Dat Andria (inland) and Dai Andria (on the coast).  Dat
Andria was destroyed by the first (and so far, only) use of the "City destruct"
spell developed by the dark lord in the last Orc War.

  Chillia:  The only country not directly affected by the Dark Lord, Chillia
sits in the area isolated by the east-west range.  Chillians have been described
as "the kindest people in Nexus", and the country deserves its reputation as
the ideal vacation spot.

  Danuib:  A rather drab country really, it's warriors have earned their
reputation as the fiercest (not the most effective, but the fiercest) warriors
in the Orc Wars.

  Sovia:  Dominated by the Dark Lord, Sovia has been gradually swallowing up
the rest of the continent.  Conditions there may or may not be as bad as the
stories say, depending on who you are and where you are.

In addition, the West continent is linked to the Island Countries of Bismania
and Newmeanor, who have been lending aid in the Orc Wars.

Xipangu:

An island realm off the shore of Cathay, Xipangu is home to a haughty
but deadly order of knights who exercise total control over the country.
Xipangu sends no vessels abroad, save fishing boats or Pursuers (see below);
and does not conduct commerce with any nation.  Foriegners, if identified,
are summarily executed and prospective emigrants are hunted down and slain,
even to distant lands.
Owing to this veil of secrecy, little is known about the rulers of Xipangu.
Some speculate that Xipangu is a puppet of Cathay, others maintain that
a powerful but reclusive mage (or lich?) dwells in the Forbidden Tower.
At any rate, confirmation of any of these musings is prohibited due to
the vigilance of the knights.

Ydoine:

This country is situated on the coast to the north of Generica.  Its capital is
Naix.  The people speak a language very similar to French(as close as Common is
to English, anyway).  They are ruled by a feudal system, but have a large
middle-class.  They also have a strong naval force, and they rule several
territories on the Dark Continent and in the Antilles.

##################\__                 ^^^^^^^^^^^^^^^^^^^^^
#####################\                      ^^^^^^^
##### GREAT #########/                       [] DiamondGate
###### BLUE ####(~~~~*Magira                    of North
#################)                                Glacier
###############(______ The Northern 
######################\__Kingdoms    Mt. Ledoritan
\VALKEER)################)         The   /\   ^^^^^^ PAPPHEYM-
#\__/################/~~~YDOINE    Marayan  ^^^^^^^ KNAFF
##############/~~~~~~  * Naix      League     ^^^^^^^^^
########/~~~~~                           VASCONDY^^^^^^
#######(___                            *Evermeadow ^^^^^^
###########\__*Aragat   ALASIR                   ^^Mysty^^^
################\_               SANAKIN        ^^^^^^^^^^^^^
##################\*Aarafawn                    ^^^^^^^^^^^^^
###################\VARANDE                      ^^Mts^^^^
######### #################*'Cod                   ^^^^^^^^^^
####### ### ##############/                       ^^^^^^^^^^
#######################/GENERICA                   ^^^^^^^
 ANTILLES # #####/~~~~~*   ++++++++   Ceruputhon River_/^^
################|       \.++++++^^+++/~~~~~~~~~~~~~~~^^^^
################/        |+Great+Forest               a^x^b
###############/   *     `~\+/~\+++/*'Furs            ^^
##############(  'Spices    ~   ~~~                  ^^^ GREAT
###############\"""""""         * Grale         ,--'^^^  HEATH
################>-'~~\___,--'~~\__,--Kirender R.-'^^^^^
############'Sugars*"""""Southern""    _____^^^^^^^^^
####################\"""""Marshes_____/#######\______
########################\""""/#######################)
######<<|##########################################/~
########|######/ *   \############################/
/~~~~~\#|#####(Pashar_)##### The Gulf ############\_
       )|######\    (###################/~~~~~\#####\_
      /#|######/RAMESHAN ##############/       ~~\####\___
 DARK(##|#####(.......\###############/           ~~)#####\_
CONTI-)#|######).......*Orluccar ##/~~             (########\
NENT /##|#####/............\####/~~    PARAHAN      \#######(
    (###|####/..............\#/~                     ~\#####/
   __)##|##/*Dansushar.......~                         ~~~~~
  /#####|#/.....................----------The Silk Road-------->
  \#####|( ......Rezzian...*Alamatar
   \####|#\__.....Desert.......                             
    \###|####\ ..............                            
     \##|####/                             THE RUNNING LANDS =>
   __/##|###/                                       
  /#####|##(                                        
  \#####|###\                                   
   \####|####\                                 
   /####|#####\________                       _________
  /#####|##############\          __*Satosi _/#########\________
  \#####|###############\___   __/##\______/####################
   \####|###################\_/#################################
      <<|this is far west!				\ Alpha
							 \
# = water			. = desert		  \ |
* = city/town			^ = mountains		 __\|
'Xxx = Specifica of (the) Xxx	" = swamp
+ = forest

NOTES:

The Dark Continent, described above, is _far_ to the south and
west of the Known Lands, not right off the coast as it appears
above.  The Antilles are compromised of a number of islands,
including Camequeva but not Valkeer, which is farther north.

Satosi is way south, not on the coast of the Gulf as the earlier
(and incorrect) map suggested.

(Kelly Cooper's notes:)
Above, the 'x' in the Mysty Mountains marks Bottleneck pass.  'a' is
the town Verland and 'b' is the Barony of Stifer.  I put the pass
there because it was the narrowest representation in the Mysty Mt.
range.  
________________________________________________________________________________

							...sage		
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 Pete Calvert:Commerce Department, The University of Adelaide, South Australia
	 	 email : pcalvert@economics.adelaide.edu.au
-=-=-=-=-=-=-=-=-=-=-=-=- another page from ...sage -=-=-=-=-=-=-=-=-=-=-=-=-=-



