From: aaron@space.ualberta.ca (Aaron Humphrey)
Subject: ADMIN: Generica Tourist's Quick Reference Guide and Atlas of The Known Lands
Reply-To: aaron@space.ualberta.ca
Organization: University Of Alberta, Edmonton Canada
X-Newsreader: Tin 1.1 PL4
Date: Mon, 27 Jul 1992 23:18:00 GMT


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                           THE OFFICIAL

                    TOURIST'S QUICK REFERENCE

                      TO THE CITY OF GENERICA

                         AND SURROUNDINGS

                (As originally compiled by Maud the tourist.)
                (Now compiled by Alfvaen, seen here as Maleiu and Nirvan)
                Send any corrections or additions to aaron@space.ualberta.ca.


Alchemy and Astrology:

The shop of Felchek of the Foul Odors, and his esteemed first-of-wives
Denriqa Barradein, is situated five blocks due south of the Town Square.
This is in an area consisting of private homes situated above small shops
which provide various services - tailors, seamstresses, booksellers, etc.
Felchek can be found at the shop every other Sixthday (what DOES the
Generican calendar look like?); otherwise it is operated by his more than
capable wife.  Denriqa is a very competent astrologer, and makes more than
enough to sustain their home by doing horoscopes and minor divinations for
the wealthy gentry and merchant classes.  She offers her customers hospitality
in the Turkish style: sticky sweet baklava and thick, bitter, very sweet and
strong cold-press Turkish coffee.  She usually knows their business and intent
before they get there (the Stars Tell All) and can prepare appropriately.

Felchek spends most of the day at his laboratory.  Since the work of an
alchemist produces incredibly foul odors and can be hazardous by way of
causing explosions and toxic effluents, Felchek's laboratory is on the
Street of Knackers, far to the south of town, on the periphery of Low Town,
and situated so the prevailing winds blow all stenches towards Low Town.
Felchek can provide, for what seems a high price to the uninformed, the
alchemetically purified substances required for magical artificing.  For
further information look up Alchemy in an old copy of "Chivalry and Sorcery".
The lab is protected by some heavy-duty curse magic, and most of the things
you would find there are VERY dangerous to handle as they're not done yet.

Arcade of Fountains:

This elegant avenue links Dragon's Lane with the very gates of Glorshanned Keep
to the north.  It boasts a long row of elegant marble fountains well-shaded by
trees.  These works of art, maintained by magic, have given Generica the
nickname "The City of Fountains".  The southern terminus of this road is in the
Plaza of Glittering Steel.

Arcade of Unforgotten Heroes:

This avenue sports a long row of statues of various heroes from the history of
Generica.  The street starts at the Plaza of Glittering Steel and heads south
to the Old Naval Quarter.  Sadly, that side of town has become seedy and the
statues are in poor repair.  The Arcade leads right past the Low City.

The Bazaar:

A large, accessible plaza near the wharfs which serves as the site of an
open-air bazaar.  Several large roads and alleyways spill into the plaza.

The Ceruputhon River:

The locals call the river the Ceru, to avoid confusion with its namesake, the
legendary beast said to inhabit the waters around the little-known isle to the
west; sailors are suspicious folk, and there are few(and those well-paid)who
would risk a trip through what are still its hunting grounds.  As legend would
have it, in times forgotten the beast lived in the eastern ocean, only to
cleave the land in two in a journey to meet its mate on the western isle,
creating the great river Generica is founded on.  The river is of huge breadth
and depth, and almost all trade with Specifica is conducted via its 'farers.

The Chundering Chimera: 

This establishment is one the rowdiest taverns in Generica.  It specializes in
cheap, low-quality, high-alcohol-content beer, which is brewed on the premises
in great stinking vats.  The entertainment is of the lowest variety(lets just
say that the Mazola Dwarf Wrestling Contest tops the bill).  The best drinkers
in the City are to be found here--many of them dwarves--and they will readily
wager their gems to prove it.  Inscribed high upon the stone wall for all to
see are the names of the greatest drinking legends of Generica, dating back
over 300 years.  The joint is owned and operated by three dwarves known as The
BrauMeisters Three and it is rumored that they make a drink called The Chimera
that is so strong that one straight shot of it will kill or render comatose any
mortal save the stoutest dwarf, and any brave soul who manages to survive is
deemed worthy and offered joint partnership in the tavern.  It is not
surprising that no one has attempted this foolhardy feat in decades.  Not when
there is the sorry spectacle of Thronn the Titan, who still lies comatose in
the corner after nearly 130 years.  And they still tell the tale of Stout
Ironheart, the veteran giant-killer, whose head exploded after he 'went for
it'.

Courts of Judgement:

The Courts of Judgement are in Glorshanned Keep.  The judge is one named DEE
Jen-djieh.  He is known for his rightfulness and ability to solve hard cases.
[He is NPC.]

Dragon's Inn:

The Dragon's Inn is somewhere along Dragon's Lane, the main street that runs
from the Harbour in the west to the East Gates.  You can find good food, good
drink and good company 24 hours a day.

East Gates:

The East Gates are the main entrance to the city.  They are of sturdy dwarven
workmanship and have protected the city against the wandering tribes of the
plains for centuries.

The Future:

The Future is a small shop located across the Arcade of Unforgotten Heroes from
Low City.  It is roughly halfway between the Dragon's Inn and the South Gate. 
From the outside it appears to be a simple building with two large glass
windows, one of which contains a sign which reads 'OPEN' during business hours. 
The inside, however, is ornately decorated with many strange and exotic plants
and statues from many distant lands and times long forgotten.  The proprietor
is Futuria Crystalshard, an extremely old and wizened blind man.  He is a
Fortune-Teller/Seer and for a price he can answer virtually any question about
the future or the past.  However, his customers are usually not immediately
satisfied as he often speaks in riddles which take a bit of time to decipher.

The Floating Low City Market:

Generica's Low City has the usual dives, dingy shops, and so forth.
It also has the Floating Market.  Every day, the more mobile of the
petty merchants, fences, drug dealers, fruit sellers, street food
vendors, pimps, con artists, grifters, carnies, and other entrepeneurs
will gather to trade wares and make preparations for their day's take.
They are not interested in paying the Street Vendors' Tax and so do not
go to the Town Square, nor do they usually circulate into the more rich
and priveleged parts of town (unless they've stolen or gotten a forged
Tax Chit).  They DO pay the 1 shekel per week fee to the Beneficent Protective
Association, as failure to do so can result in loss of ... trade. 

The Floating Market collects at a different place every day, since the
Guard tends to run them off if they set up in the same place more than a
few days in a row.  They are USUALLY found along or near the Arcade of
Unforgotten Heroes.

GateWay of the Worlds:

A small structure in tudor style.  It has one large set of double metallic
doors, with strange crystal statues to either side.  Inside these doors is a
large room, larger than the outside of the building.  In the centre of the room
is a desk, and sitting behind it is a Gold elf called Traveller, who runs this
place.  If you wish to go somewhere, Traveller can send you there - for a
price.  (Paul John Davis; email him before you use this place)

Glorshanned Keep:

Glorshanned Keep is an ancient castle in the north.  Most of the Generican
military recides there.  Glorshanned Keep is connected to many parts of the
city by underground tunnels, called Gaps.

Great Library:

Situated just north of the centre of the city of Generica, the Great Library is
an imposing edifice.  Not exactly tall, its sprawling mass is a conglomeration
of many different architectural styles, indicating its continuing expansion
through Generica's history, as well as providing a good example of how not to
build a visually appealing structure.  Beneath the Library are ancient
catacombs, the refuge of monks many ages past when the religious leaders of the
time sought to destroy all knowledge held outside their ranks.  Within the
Library anything can be found from amusing children's stories, some based on
historical fact lost in the obscurity of time, to essays on a vast assortment
of ecological oddities (read monsters), to religious texts from a large number
of cultures and universes, to tomes of governmental regulations, to ... well, I
think you get the idea.  Beneath the Library, in the catacombs, are constructed
huge vaults.  Within these vaults lie the many treasures of the Library,
including its most ancient manuscripts, tablets of clay and stone, petrified
wooden message sticks and message bones, plus its vast array of magical tomes.  
(Please mail ...sage before using the basement.)

The Hanging Gardens of Thrimm:

The walled-in grounds of Thrimm's property on Merchant's Hill contain a
surprise:  A dense exotic garden of flora(and occasionally fauna)of the sylvan
variety to delight the mind and senses of the urban dweller.  The magical
topology of the garden is such that it appears to the uninitiated as a
limitless park, criss-crossed by mazelike pathways, in which one can become
easily lost.  While it is relatively easy--by making use of simple tricks -- to
get out of the park, it is extremely difficult to locate Thrimm's mansion at
the center of the property.  Thrimm himself is of a reclusive nature.  He lives
the life of luxury surrounded by his servants, only putting in an occasional
appearance at the more important meetings of the Sea Merchants Guild.

Harbour (Docks):

The harbour is on the west side.  Ships from far away countries enter and leave
constantly.  They are sheltered from the storms of the sea to the west, The
Great Blue, by a pier.  The harbour contains many local pubs, large warehouses
and merchants' guilds.  This is not a safe place during the night.

Low City:

Near the docks and well within the Thieves' Quarter lies the sprawl of slums
and tangled alleyways called The Low City.  It is said that the Watch of
Generica fears to set foot inside the Low City, and with good reason. 
Anything that is desired can be purchased in this hellhole -- if one knows who
to ask, and for a steep price.  Every vice in existence, and a few that
aren't, is everyday fare in this nadir of Generica.

Merchant's Hill:

A low hill not far from the wharf upon which lie many of the mansions of the
richer merchants of Generica.  A thief's dream -- and a thief's nightmare, for
the area is heavily patrolled by special detachments of Guardsmen(and they are
bribed well to do so).  In addition, many of the walled mansions have their
own guards and automatic defense systems(mechanical, magical or otherwise).

Miggung's Magic Shop:

Miggung's Magic Shop lies on Dragon's Lane, two squares from Dragons Inn.  The
owner, Miggung the Thaumaturge, is a short human male, forty years old.  He
sells things required for magic spells or potions, like squids' eyes or certain
gems, but also potions, magic rings and other similar items, and the occasional
scroll.  You won't find any magic weapons or spellbooks there.

Nesters Inn:

This inn is just up the coast a little from the most active dock areas of the
city...out of the way, but not too much.  It is fairly clean and neat, run by a
Joel Nite, who is a fairly non-descript little man.  It is frequented by a lot
of country people visiting the city.  It has a good fish stew, but the ale is
usually a little flat.  It has a good view of a warehouse across the street,
which blocks the view to the bay beyond.  Overall it is pretty non-descript and
quiet, just like its owner.

Plaza of Glittering Steel:

This is the square immediately outside the Dragon's Inn.  It is well lit and
clean, and fronts on several reputable businesses.  It is so named because
years ago, for unknown reasons, a patch of the cobblestones in the center of
the plaza was magically transmuted into stainless steel; this metal never
seems to rust or tarnish.  It is a favored resting place for beggars, who
appreciate the warmth the metal retains well into the night.

Ratty's:

A waterfront tavern, catering to sailors and dock scum.  It is located inland
from the water, just on the verge of the Low City.  Information about any
portion of the underbelly of Generica can be had here........ for a price.....

St. Cuthbert Academy:

This military academy trains young men (and the occasional woman) to
paladinhood.  Dougl is a student there.  Actually, this setting is intended as
humorous satire of AD&D and roleplaying rules, customs and traditions.

The Scrappy Ram:

The Scrappy Ram is run by Verdigren, a diminutive human who was an adventurer
at one point.  He is fierce in temperament, and the inn's name came from one of
his nicknames.  It is frequented by adventurers less well-off than the Dragon's
Inn clientele.  The patrons are all loyal to Verdigren.  The booze is cheap but
honest.  Several of Verdigren's friends, including Iannon the thief, a pair of
bruisers called The Banner Brothers, a gutter wizard named Moriarty, an
islander barkeep named Queriche, and Sambul, the deaf-mute bouncer, hang around
the place.  (Mail Andrew Solberg for more details.)

The Shunned Center:

Located at the decrepit heart of The Low City, this maze of run-down houses,
ruined alleyways, and rubble-strewn streets has been abandoned by the citizens
of Generica for as long as any mortal can remember.  Its buildings date back
thousands of years; indeed, many sages agree that it was here that Generica was
first founded, many centuries in the distant past.  However, an unknown
cataclysm caused the destruction of most of this "First Generica", and the
survivors of the holocaust relocated outside its boundaries to start again...
the new Generica eventually rose up to surround the Old part, but no one dared
set foot into the Center or raise a business or home there, preferring instead
to build around it.  Those brave souls that tried living there mysteriously
disappeared, giving rise to the present belief of many Genericans that the
Center is somehow "cursed" (they are more right than they know).  Tales of
strange sights and sounds, and horrid monsters abound in the tales of the
Shunned Center, as well as tales of powerful artifacts and great treasures of
Old Generica that can still be found within its crumbling ruins... It is easy
to tell when the Low City ends and the Shunned Center begins... The buildings
of the Low City are mostly run-down, but at least have some form of upkeep from
the humans that dwell there... the Shunned Center has not experienced such
maintenance for thousands of years.
The Shunned Center is a blasted urban wasteland... nothing grows there, save
perhaps a few sickly, twisted weeds struggling through cracks in the
cobblestoned roads... The buildings are all completely bleacheed of any color,
being now almost a uniform whitish-grey.  Most are collapsed and crumbling, and
quite unsafe architecturally if not because of their current "tenants"... the
streets are narrow, and the buildings tall.  One should always feel
claustrophobic here... even in comparison to the crowded slums of the Low City,
the passages of the Center are unbearably cramped, and the sun does not
penetrate far into its dark corners...

South Gate:

This gate has fallen into disuse since trade with Rameshan to the south has
fallen off, in favour of upriver trading with Specifica.  Those who enter
Generica through this gate are likely to fall foul of the inhabitants of Low
City, its only real guards.  Most guards posted here actually spend their time
in Ratty's or the Spitting Cobra...with a few exceptions.

Spire of Hyutir:

A lighthouse whose flaming beacon illuminates the night sky of the harbor, and
whose foghorn (nicknamed the Warthol's Wail) warns incoming ships of the
treacherous rocks in the area.

The Spitting Cobra:

Another Low City tavern.  This one is closer to the center of Low City.  The
booze is bad, but it's cheap.  It's a bad place to get into a fight, though.

Temple of Aditi:

This "temple" is a fairly plain structure, on the Low City side of the Arcade
of Unforgotten Heroes.  Delmara is the high priestess, and currently the only
permanent resident, although a dozen or so Low City dwellers occasionally
attend services of the cult of the Lady of Hurtful Love.

Temple of Ilmater:

The church of this god (also known as Issek) are devoted to relieving
suffering, healing, treating the sick and poor, and defending the lowly from
oppression.  Ilmater's modest church, located in the south of the city near the
Low City, charges a modest fee to heal the wounds of adventurers and provides
services to the needy for free.  Their high priest (NPC) is Liamus Dolorus.

Temple of Xyvv:

This temple was started by a Drist named Elysian.  The tower is still under
construction but plans are that the Temple of Xyvv will be dedicated to all
pious followers in Generica to the Xyvv - God of Time.

Throcken's Armoury:

This is the business across the square from the Dragon's Inn.  The proprietor
is Throcken, a burly half-ogre with a talent for weapons construction.  He is
particularly adept at the forging of battleaxes; his workmanship is famous
throughout the known lands.

Tower of Kraken:

The Tower of Kraken is one of the five towers manned by the Seaguards.  This
tower is in charge of the protection of the city and the immediate islands.
Their ships are slow, but very well armed with quite a few powerful Marestasi
who can cast powerful offensive spells.  The Wyeriun, the best mage amongst all
the Seaguard, is the only one who knows the Vortei spell, which makes an
all-consuming whirlpool manifest in the harbor of Generica that consumes
friendly and enemy craft alike.  They are also in charge of rescuing those
ships that are shipwrecked in the area and aid in finding lost fisherman or
other souls washed out at sea, though some of the men often frown when asked to
do the latter.

Tower of Leviathan:

The Tower of Leviathan is one of the five towers manned by the Seaguards.
About twenty men are stationed within its walls, while the rest are on ships
that patrol the trade routes.  The ships are heavy, sturdy craft.  The men in
this tower consider themselves to be the elite of the Seaguards.  They will
take revenge against anyone who kills or injures one of their number.  Trained
in etiquette, they consider themselves gentlemen and generally think of the
other Seaguards as vulgar and uncouth.  The Marestasi (Sea Mages) of the tower
have a magical map showing positions of Seaguards' ships, magical mirrors
enabling them to communicate with ships across great distances, and a huge
library.

Tower of Marlin:

The Tower of Marlin is one of the five towers manned by the Seaguards.  This
"tower" is actually a large house, housing some of the fastest and finest
seacraft in Generica.  They are built for competitions and parades and are
manned by the most skilled sailors in the Seaguard.  Only about ten men
actually live in the stone building, and they spend most of their time
building and racing their ships.

Tower of Serpil:

The Tower of Serpil is one of the five towers manned by the Seaguards.  This
tower is in charge of the eradication of pirates and buccaneers.  Their ships
bear a large number of armaments, but not so many as to compromise their 
swiftness.  Well-organized and quick to respond, the men are tough and
courageous, full of their own bravado, and just as bawdy as the men they are
sent to hunt.

Tower of Warthol:

The Tower of Warthol is one of the five towers manned by the Seaguards.  The
men here do not actually have any ships, but man the Sea Wall, the barrier that
runs around the whole seafront of the city of Generica.  They keep records of
all ship landings and departures at the docks, and take care of merchant taxes
as well.  The men number about 200, and most eventually hope to "graduate" to
one of the other towers, as those of Tower Warthol are considered to be
landlubbers and often the subject of derision and jokes by those in the other towers.

The Town Square:

As with most medieval fantasy cities, Generica has a Town Square, a
two-block-square open area near the East Gate, and situated near enough
to the main arterials that it can be easily reached by farmers, tradesmen,
caravanseries, etc.  Trade at the Town Square is licensed by the city.
There is a 20 Generican Shekel fee per day (the Street Vendors' Tax) to
have a booth or tentspace at the Square.  Additional bribes, er, fees of up
to 30 shekels can be required to get a really PRIME spot.  The entire outside
of the square is lined with booths, open to the air, some backed by shops,
others by the 8 foot stone wall which delineates the Square.  The center of
the square is filled by a nearly one block covered tent, owned by the
Merchant's Guild (whose members do NOT have to pay the 5 shekel per day
Tent fee).  There are hired guards patrolling the Town Square, and any
pickpockets, sneak thieves, or shoplifters who get caught are generally
treated to the Merchant's Justice, unless they can pay the appropriate
bribes.  Merchant's Justice is usually only crippling, not fatal.

Pushcarts are not allowed in the Square past the second bell; in early
morning they are allowed to purchase fresh fruits, produce, and other goods.
Pushcart vendors are subject to a 3 shekel per day Street Vendor's Tax,
as well as the 1 shekel per week fee to the Beneficent Protective Association.
Many of these pushcarts will wander through the nicer parts of town on
routes which ensure them of getting good prices from the wealthy.

Mages' Guild:
Royal Palace:
Thieves' Guild:
Town Hall:

The above are all unspecified, and may not even be required(has anyone really used them in their posts yet?)--so feel free to make things up yourself if you want to use any of them...

     \ _____________________________________________/\   / /
      \ (19)                |    (8)    |           \/  / /
       \                    |_________(3)       ______\/ /      NORTH
       |                          !!           / _______/
       |                          !!          / /       \         A
  ~  ~ |                          (1)        / /         |        |
       (23)                   (32)!!        / /          |        |
        \        _The_Ceruputhon__!!_River_/ /           |       /|\
 ~  ~    \      /  _______________((________/            /\
         |     / /                !! (18)(27)  (24)      \/
         |    / /================(11)======(5)===========+
   ~  ~  |(20) / (21)             !! (4)      (7)        +(6)
          \ / /(28)               !!               (31)  /\
 The Great   /      (3)           !!                     \/
 Blue Sea    \  (9)               !!           (36)      |
   ~  ~  ~     \                  (2)(37)                 \
                |      Low City   !!                       |
                |      (26)       !!(35)                   |
     ~  ~  ~    |                 !!(38)                   |
                |    (34)  (29)   {}                       |
                |                 !!(16)                   |
    ~  ~  ~     (22) (12)         !!                       |
                 \ (15)           !!                       |
                  |_____________/\++/\_____________________/\


(8)(13)(17)(25): where are they?

(1)  Arcade of Fountains
(2)  Arcade of Unforgotten Heroes
(3)  Courts of Judgement
(4)  Dragon's Inn
(5)  Dragon's Lane
(6)  East Gates
(7)  GateWay of the Worlds
(8)  Glorshanned Keep
(9)  Harbour (Docks)
(10) Mages' Guild
(11) Plaza of Glittering Steel
(12) Ratty's
(13) Royal Palace
(14) South Gate
(15) Spire of Hyutir
(16) Temple of Ilmater
(17) Thieves' Guild
(18) Throcken's Armoury
(19) Tower of Kraken
(20) Tower of Leviathan
(21) Tower of Marlin
(22) Tower of Serpil
(23) Tower of Warthol
(24) Town Square
(25) Town Hall
(26) The Spitting Cobra
(27) Miggung's Magic Shop
(28) Nesters Inn
(29) The Scrappy Ram
(30) The Bazaar
(31) The Chundering Chimera
(32) The Great Library
(33) Merchant's Hill
(34) Shunned Center
(35) Temple of Xyvv
(36) Alchemy and Astrology
(37) The Future
(38) Temple of Aditi

OUTSIDE GENERICA

(Map still pending...)

Camequeva:

A tropical island southwest of Generica, between it and the Dark Continent.  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 I have chosen to render as somewhat like Jamaican
English.

The Dark Continent:

To the south and west of Generica's continent lies a large continent, largely
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.

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.

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 cristalline 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.

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 Queen Shana Tremor.

Generica and surroundings:

Generica is on a west coast.  To the east lies the plains, (simply called
that), and then further on the Great forest, in which many fairy types live,
and beyond that are the Mysty Mountains, where many humanoids (orcs, trolls,
etc live.)  To the north, could be the world of middle earth (for players
of that system).  To the south, the forgotten realms perhaps.  Think of
the position something similar to where Italy is on the earth.  Warm summers
and cold winters.  Across the sea to the west (The Great Blue, as it is 
called), is the Great Western Isle, where magic is abound and strange things
happen.  (Note that The Great Western Isle is (tm) of the founder of the
group--Nightstalker.)

Rameshan:

A large country to the south of Generica, noted for the large Rezzian Desert. 
The capital of the country is called Pashar, and other cities include Orluccar
(the residence of the Great Oracle and the religious center of the country) and
Dansushar.  Rameshan lies next to the Great Blue and commands both a large
military navy and a fleet of merchant vessels.  Indeed, one of the sources of
Generica's economic success is Rameshan's trade through Generica's port to the
land of Alasir in the north.   Rameshander merchants specialize in dates,
hardwoods, goods from the tropics and the south, and slaves. The ruler of
Rameshan is known as the Shaheran, an immensely fat, cowardly man who speaks
through his palace eunuchs.  Much of the real power in the country is in the
hands of the merchants and the priests. People who want to write about Rameshan
are advised that the land is Arab/Persian/Egyptian in culture.  Students of the
Forgotten Realms might compare it to Mulhorand or Unther. 

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 the Furs: A city which is 7 days north(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...

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

Underwurlde:

To the west passing from the mountains under the Great Forest, and even to the
city sewer system itself, is the Underwurlde.  The Underwurlde is an extensive system of grotto, 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 
imbeded 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.

Vascondy:

This small country lies to the northeast of Generica, bounded on the east by
the Mysty Mountains and the west by the land of Alasir.  It is a farming land,
known for its quality orchards and vegetables.  For the last few years,
Vascondy has been ruled by the Black Baron, a petty tyrant who overtaxes this
subjects and conscripts all young men into his army.  A rebellion, led by the
famed William of Tell, is underway to overthrow the Baron.

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 islands near Camequeva.
 

Dragon logo: T. Kettenring
Place descriptions: D. Brennan, A. Solberg, A. Huttunen, Chua Hak Lien, B.
Fishburn, A. Humphrey, J. Nelson, T. Kettenring, P. Rannou, M. Rigler, P.
Calvert



--
---Alfvaen(a.k.a. Aaron V. Humphrey, Page of Newts)
Canadian Network For Space Research, Edmonton, Alberta, Canada
"The bullroarer churns a Moebius strip of sound..."  Anna Amabiaca
Current Album--The Clash:London Calling
Current Read--C.J. Cherryh:Merchanter's Luck