Jan 23, 2012

Warren of the Leper Queens: The Servants of Acephax

The demon Acephax is known as the Finger-Biter, for he is the servant of the Beast whose purview is leprosy, palsies and gangrene. He was imprisoned long ago in a statue that was buried deep underground. Unknowingly, perhaps even due to his malign influence, the great Leprosarium was built atop the very earth in which he resides. In time, he began summoning the susceptible amongst the many lepers to dig into the earth and uncover him. The Leprosarium has many secret tunnels running underneath it that form the highways of his servants. Now, they seek to summon evil spirits of sickness to infect others to increase Acephax's power. Their secret activity is one of the reasons there are so many lepers despite a (magical) cure existing. The cult evaluates new arrivals to the Leprosarium for suitability, and recruits those it thinks most likely to serve the order. The upper ranks of the cult are entirely female, the Brides of Acephax, and when he emerges to rule the earth they will be the beautiful and feared mothers of daemonic princelings. The Dombatian brotherhood has heard dark rumours of the cult existing, but has not yet managed to find proof of their existence.

Runes:
Chaos, Death

Common Magic:
Bandit's Cloak, Demoralise, Detect Disease, Disruption, Fanaticism, Hand of Death, Protection, Slow

Spirits:
Bane, Curse, Sickness spirits

Myths:
Rise of Acephax (80%) - Behaviours: Spread leprosy and illness; Obey the commands of Acephax; Capture and sacrifice lepers to Acephax

Cult Skills:
Craft (Fetishes), Disguise, First Aid, Lore (Acephax), Resilience, Sing, Spirit Binding, Spirit Walking

Followers:

Lay members - Lay members must be lepers. Most have never heard of Acephax, merely knowing that there are powerful leper queens who run a shadowy underground organisation that they are told serves to find a permanent cure for leprosy.

Cultists - Cultists of Acephax must have five of the cult skills at 30% or greater. They must also be lepers. Followers are aware of the existence of Acephax and gain some idea of his goals. They may be members of either sex.

Devotees - Only women and the sons of Brides may rise to this rank in the cult. Devotees of Finger-Biter must dismember a living leper (usually a non-cult member) and feed the pieces into the great pool of miasma at the heart of the hidden temple of Acephax as proof of their loyalty. They must possess five or more of the cult skills at 50%, two of which must be Spirit Binding and Spirit Walking. They must summon and command a leper spirit as a proof of their competence or they will serve as a sacrifice upon the elevation of another devotee.

Brides of Acephax - The highest level of the cult is composed only of women. They must possess five or more of the cult skills at 85% or higher, two of which must be Spirit Binding and Spirit Walking. They must enter the spirit plane and fornicate with the spirit-form of Acephax, becoming pregnant and giving birth to one of his devil princelings. Brides of Acephax are cured of their leprosy and have any stat loss caused by it restored. They are immune to it in future (save if Acephax withdraws his protection), but still retain the appearance of lepers to non-members of the cult. To members, other lepers, and those with magical vision, they are transformed into inhumanly beautiful versions of the women they once were, often with faint demonic features like a slightly green tint to their skin, or orange irises.

Kadiz and Hill People Tattoos


Scythian tattoo of a goat
The Kadiz and Hill People share a common culture of tattooing the body for various purposes. The type and location of a tattoo indicates a variety of information to other plainsdwellers which can be useful in a predominantly illiterate society. Gnolls do not normally receive tattoos, but may dye their fur in comparable ways if they so please. Almost all tattoos are done with either woad or bone black, giving two possible colours of blue and black for tattoos, with black being the more popular on men, and blue the more popular on women. The nomads (men and women alike) are naked or nude reasonably often in public, due to communal living conditions and simple necessity, and tattoos are seen as ornamenting the body in these conditions.

Men

Almost the entire adult male Kadiz population has at least one tattoo. This is the heart-sign, or name-sign. It is tattooed on the stomach as part of the ritual when a young man becomes an adult, where it is concealed from view most of the time. This tattoo normally takes the form of a complex polygon (usually a pentagon, hexagon, or octagon) around the navel with a unique design inside it. Often this design will be an animal or a unique geometric configuration of lines and circles. This serves as a representation of the person's name, and is often used as a brand, sigil, and signature to represent the person as needed. A messenger whose trustworthiness or veracity is in question may be asked to describe the name-sign of the person who sent them as a test. Otherwise, this tattoo is covered in public, and someone wandering around with it exposed may be accused of indecency.

Scythian griffon tattoo
The single most common tattoo after this, with around a third of the male population having variations on it, is a paired bull and wolf, representing the totemic gods of the Kadiz and Hill People. These are either on the arms, legs, pectorals or back. While the icons have a ritual significance, their popularity as a tattoo is just a fashion, and conveys no specific message about the bearer's piety or ritual skill. Skilled artists create complex variations on the theme, but most versions are just outlines of the pair looking angrily at one another.

The next most common types of markings are records of enemies slain, and marriage marks. Kills are recorded in repeating marks on the arms, usually either crosses, lines or chevrons that link up to one another. When a nomad takes a wife, he typically has a picture representing her tattooed somewhere on his body (often the buttocks or inner thighs). Horses, birds, antlers and hearts are all common. If the artist can write, he may even tattoo the name of the woman on, though this is considered somewhat daring as it allows someone else who can read to figure out who the nomad is married to if he is captured.

The third most common are purely decorative marks. These may commemorate nicknames, trades, well-known or meaningful incidents from the person's life, famous ancestors, ritual skill or be simply for aesthetic reasons. More common types include vertical lines from the eyes to jaw, with lines under the left-eye indicating that one is a priest of the Storm Bulls, and lines under the right eye indicating that one is sanctified to the Stone Pack. Tattoos of eyes are common for gnostics, while those sanctified to daimons usually have three black horizontal lines tattooed on their cheeks to warn others. Facial tattoos tend to be simple lines, while those located elsewhere are more complex. The current fashion is for young men to get a dragon or eagle on the collar, while older men will have thorn patterns around their wrists and ankles.
Women

Female tattoos are as common, but less regular than male tattoos, and most are for aesthetic reasons or as a marriage marker. Women who have taken on a male or neuter role in the clan often mimic male tattoo patterns, including a name-sign (which is the nomad equivalent of sporting a false phallus, and about as transgressive if discovered).

Marriage markers on women typically take the form of a thin horizontal line below the navel, with vertical lines intersecting it. The number of horizontal lines indicates how many times she has been married, with the number of vertical lines intersecting each band indicating what priority she had as a wife (so a man's first wife has one line, his second wife has two, etc.). These marks are not normally visible, as nomad women do not expose this part of the body in public, but may be examined by suitors, their mothers and their current wives during negotiations.

The current trends in female decoration are curving lines and rows of small, circular dots. In most cases, the dots and lines are intended to be provocative and sexually suggestive, and the typical design starts somewhere visible in normal clothing and continues in the direction of the buttocks, genitals or breasts, either growing slightly thicker or thinner as it goes. The most enticing are done in a black so thick it can be seen through a woman's underclothes (which are usually a sort of shapeless white sack of thin fabric with arms and leg holes).

A controversial but increasingly more common tattoo with an explicit sexual meaning is known as "the handles" and is two groups of five short lines splayed like fingers on a woman's back above the hips, following her ribs. Originally associated with prostitutes, it conveys an explicit sexual message and demand is growing amongst married women to entice their husbands.

Scythian tiger tattoo
Older women tend to have flowers, petals or birds in blue and black. These start at the neck or shoulders and rain down the body in aesthetically pleasing ways. Another common design involves horses stampeding or charging across the body, and yet another revolves around serpents coiling around the limbs.

Outside of these types of tattoo, women also sport smaller tattoos with the same meanings as men. Mementos of beloved children, trades, skills, origins of nicknames, and famous ancestors are all common. Women sanctified to daimons have the same three black lines tattooed on their faces. Beyond that specific condition, women do not tattoo their faces.


Abolishing Attribute Differences Between Species

One idea I've been considering lately for the Dawnlands' mechanical realisation is simply not distinguishing one PC species from another by their attribute averages and ranges, or by attribute minimums required to play them.

Normally in MRQ2 / Legend or Openquest, you have seven attributes, which are generated as follows:

STR: 3d6
CON: 3d6
SIZ: 2d6+6
INT: 2d6+6
POW: 3d6
DEX: 3d6
CHA: 3d6

These are meant to be rolled whenever you create a human character, especially a PC. Other species have different dice counts for each stat, so dwarves in MRQ2 / Legend are:

STR: 4d6
CON: 2d6+12
SIZ: 1d6+6
INT: 2d6+6
POW: 3d6
DEX: 2d6
CHA: 3d6

Dwarves also receive the Earth Sense and Dark Sight traits beyond this.

Trying to figure out a system behind these attribute distributions is an exercise in frustration, as there does not appear to be one. The result of this is that when you're coming up with new species, or changing old ones, there is not a clear set of principles or ideas to follow. You're left eyeballing distributions, checking averages, and then trying to decide what is "fair" and what won't cause everyone to shift over to playing it. Sure, you can talk things over with your players beforehand and make declarations about staying on theme with a human-dominated world, or you can try the pernicious and misleading strategy of insisting that there are "social penalties" a character will face as a non-human, but none of these help me, since neither is true in the Dawnlands. I'd rather design things from the start so that there is at least rough parity between the available choices.

PC Species in the Dawnlands:

The Burnt
Dogmen (Gnolls)
Dragonmen
Dwarves
Elves
Half-elves
Half-dogmen (half-gnoll, half-elf, technically)
Half-orcs
Halflings
Hobgoblins
Humans
Voidmen

For a total of twelve races or species, counting the mixes. Then, there are perhaps another 4-6 types of humanoids who are not suitable as PCs, but would be common enough that stats for them would be extremely useful (Lizardmen, kobolds, goblins, and murder gnomes come immediately to mind).

I originally drew up a document statting out all the various differences based on the physical, intellectual, etc. qualities these races and species should have, but it was an incoherent mess and I've since disowned. it. The main problem was the SIZ stat.

My initial plan was to divide all three groups into "tiers" by SIZ, with small, medium and large species and races. However, the tiering broke down because there's an uneven distribution, and some unclear edge cases. Do dwarves count as a small race? Do half-dogmen count as a large race? As well, categorisation of some individuals, particularly individuals in the main group the PCs come from - the Kadiz nomads - is unclear. Most have at least some elvish descent if human, or some human ancestors if elvish, and I was trying to figure out what the blood quantum should be to qualify as a "half elf". In the end, I abandoned the entire project as fruitless and overly complex - almost unplayably so, as it would be difficult for people trying to figure out what species to play to make that choice in a straightforward way.

The idea I'm coming around to is that everyone, everyone rolls the human stat line. You rolled SIZ 18 for your halfling? Well, he's a fat, muscly bastard. SIZ is technically a measure of mass, not height, which allows this sort of thing. Your gnoll has SIZ 8? Then he's a scrawny, underfed mutt of a gnoll, maybe the runt of his litter. This has the advantage that PCs don't have to memorise how attributes are rolled for multiple species.

Originally, I was concerned about giving dwarves infravision, and gnolls smell powers and all that stuff, but I've finally decided that I don't really care enough to, and will simply roll it all into already existing skill checks. When the dwarf uses his infravision, he is just making a Perception test in the dark.

I like this solution because it reinforces a couple of core themes of the Dawnlands setting. The first is the idea that almost everyone is "people", regardless of how horrific and weird they look. Common stat generation reinforces that idea by suppressing arbitrary special difference. The second is hybridisation and recombination. Most people in the Dawnlands are some mishmash of human, elf, dogman, orc, etc. to varying degrees, and sorting that out into arbitrary categorisations based on blood quantum with a certain threshold determining when you get the magic powers leaves a sour taste in my mouth.

Jan 22, 2012

I Will Be Playing The Thousand Thrones Tonight

The WFRP 2e campaign I play in (Economy of Force) has recently been put on hiatus so we can play the finally finished rewrite of the Thousand Thrones by the Liber Fanatica team. Not only that, the guys who are running and playing in it include three of the people responsible for the rewrite: Jude Hornborg, Wayde Zalken and Orbis Proszynski. Anyhow, I've seen them working on it for almost as long as I've been gaming with them (since 2009), and I'm pretty eager to play it, since I've had to keep studiously ignorant of the details of said campaign for almost as long as I've known of its existence, with the promise that one day, rewrite complete, we would play it. We'll be playing this in roughly 4 hour sessions once every other week on Sundays. I'll update you folks on how it goes.

The Dawnlands: The Dwer

The Dwer are the inhabitants of the second city of the Dawnlands, Dwer Tor. It has a population of about 75,000 in the main polis, with smaller colonies extending outwards for several hundred kilometres along the Little Road River with another 175,000 people. The urban population is mostly split amongst dwarves, voidmen and halflings, while the colonies have significant minorities of elves and humans in addition.

History:

Dwer Tor was the grant given to Kakarna, the first divine hero and founder of the dwarvish race, by the Dawnmen as thanks for his assistance in slaying Eternal Night. It has remained an independent city-state for most of its existence, though its status as chief ally of the Kingdom of High Kaddish led to its near integration at several points. Hundreds of years ago, voidmen fled from the distant Kingdom of Falling Stars up the Great Southern Road to Dwer Tor and integrated into Dwer society. Since then, dwarves and voidmen have constituted the upper ranks of Dwer society, oppressing the halflings, humans and others beneath them.

Races:

The Dwer have a narrow majority of halflings (~50%), with fewer dwarves (35%) and a minority of eladrin (10%). The remainder are mostly humans and elves living in subject territories.

Religion:

The Dwer have a state-supported cult in which their king is the high priest of the Hard-Faced Mother, the star-wife of Kakarna who forms the mountain on which Dwer Tor is built. They also propitiate their divine heroes, powerful individuals who develop incredible power and who reincarnate from time to time to defend the city and its people. Very few divine heroes are incarnate at any time, and they are often far from the city dealing with distant terrors before they can come close. There are about two-dozen divine heroes total, each with a cult focused on emulating their chosen heroes' conduct in order to build the power of its followers. Divine heroes are mainly worshipped by the optimate and thaumate castes. Helots confine themselves to worshipping the Hard-Faced Mother.

Travel:

The Dwer are great rivermen, connected as they are with the Dawnlands' largest series of rivers, the Little Road. They do very little oceanic sailing though. voidmen are the only members of the society who ride commonly, as both dwarves and halflings find it awkward.

Caste:

Everyone in Dwer Tor is one of four castes.

Optimate - the ruling caste. Optimates are traditionally warriors and statesmen. Many optimate families are also rich trading families. They run the government of Dwer Tor and its colonies. The king may only be from an optimate family. Optimates are primarily dwarves, with a small number of voidmen families. They may adopt talented members of other races, but those members cannot pass that status on to their children unless they are dwarves. Optimates are organised into houses with patrilineal descent.

Thaumates - the administrative caste. Thaumates are the religious, technical and magical professionals. Thaumates are either dwarves or voidmen. Thaumates are organised in ecclesia, or schools, with all members of a school being related to one another. Thaumates identify themselves with a first name and the name of their school.

Helots - the vast bulk of the population. Helots are the productive caste. They make and trade goods, grow food, and have built Dwer Tor's wealth and reputation for fine craftsmanship. The helot population is overwhelmingly halfling, though dwarves are well-represented amongst the artisans and richer merchants. The helot population is both urban and rural, found in the countryside surrounding Dwer Tor. Helots are organised into demes of about two hundred households which are considered to be related. Helots are forbidden to touch weapons without permission from an optimate or thaumate, and are barred from certain sections of the city (the Palace Eternal) without permission.

Slaves - the Dwer use many slaves. These may be criminals, prisoners of war, debtors who defaulted, or simply people who had the misfortune to be captured by slavers. About one fifth of the population is slaves. Slaves are the property of the Dwer state, and must be rented from the king. They are mainly used for dangerous and unpleasant jobs like mining, quarrying, and for tasks requiring minimal skill and maximum effort like unskilled agricultural labour. The city of Dwer Tor is kept quite clean by an army of slaves that sweeps over it every night to wash, sweep and collect trash. Slaves are forbidden from wearing any colour other than black.

Jan 21, 2012

2086 Words on Cuisine in the Dawnlands

This post brought to you in conjunction with the Applejack Producers of America (APA).

A good cook is welcome wherever they go, and there is a robust trade in kitchen slaves even amongst cultures that lack kitchens per se. The geography, botany and differing digestive requirements of the various species and races of the Dawnlands mean that professional chefs must accommodate palates of all types.

The Orthocracy of Kaddish

There is a joke that the Kaddish can't taste anything but mint and salt, as these are the bases of traditional Kaddish cooking. Peppermint, created by the sages of Kaddish long ago, is grown in giant latifundia and shipped back to the city in quantities larger than the entire fruit harvest of Dwer Tor. The Kaddish drink mint tea, often sweetened with honey or beet sugar, at every meal and throughout the day. Humble entrepreneurs make a living with streetside stalls selling mint tea and applejack, but grand teahouses serve as public spaces where collegia hold meetings and orthocrats resolve disputes. Teahouses often serve as public houses as well, serving wheat and sumac beers, applejack, yellow tea (ephedra tisane), cannabis tea and light foods.

The Kaddish eat the most plant material of anyone, and plainsdwellers may be amazed to learn that it is possible to willingly get a meal in the Orthocracy that contains no meat at all. Sweet potatoes, wheat, onions, olives grapes, apples, and a variety of legumes are grown. While animals are cultivated, meat is often in short supply, and secondary products like cheese and milk are far more common. The three most common kinds of meat are rat, dog and chicken, all easily raised in the limited space available to an urbanite. Eating rats are normally distinguished from regular rats (though these are eaten in emergencies), and are specially raised as livestock.

A poor man's diet in the Orthocracy consists mainly of fried sweet potatoes and onions slathered in salt and fish sauce, with applejack and mint tea. This may be supplemented with fried bread, olives, and the occasional bit of cooked dog during festivals. For elves, the Burnt and Dragonmen, roasted rat takes the place of fried sweet potatoes, but they also eat these heavily salted and slathered in the same salt and fish sauce.

The vast majority of the Kaddish cook in the home, using a simple pot suspended over a pit fire, so boiling and roasting are the most common forms of preparation. The Kaddish eat with their hands, and drink soup directly from bowls, so food is expected to be prepared by the chef so that it can be held comfortably in the fingers. Bowls are the main form of cutlery, serving as plates and cups as well as their regular use. A new innovation is to use a "bread carpet", which involves using a piece of flat bread to pick up pieces of food, keeping the hands clean.

Exemplary dishes and condiments of Kaddish cuisine include:

Fish sauce - made from fermenting and salting fish. So popular that it is one of the few exports from Kaddish that the Salt Men will trade for. Similar to garum or nam pla. Every family has their own special recipe.

Applejack - made by freeze-distillation in the wintertime. Kaddish applejack is sour, and the best kinds are mixed with honey and cannabis. The Kaddish trade this with the nomads and Hill People, where it is extremely popular, and it serves along with beer as the drink of the "common man".

Sea-dog - a dog boiled in a broth made of sea water, onions, cumin and its own organs (mainly the liver, heart, and lungs). The boiled dog is removed from the broth (which is reused), roasted and then served on skewers. A popular food at festivals.

Revolution Soup - a classic meatless dish, it is a thick, salty pea-based porridge, with curds of cheese thrown in to thicken it up, and cumin and onions used for flavour. It has patriotic connotations, as legend claims that the first revolutionaries ate this as they marched on the capital. Travellers often carry it with them, since it "cannot go bad because it has already gone bad". Considered inedible slop by non-Kaddish.

Dwer Tor

Dwer cuisine involves a few quirks. Voidmen do not eat fish (though capable of doing so, it is a long-standing cultural taboo from their time in the Kingdom of the Falling Stars), and this has carried over to dwarven cuisine through the close association of the two peoples. For their part, Dwarves are capable of eating parts of animals that would be fatal or dangerous for others (particularly livers - Dwarves tolerate high doses of Vitamin E well). Halflings have broadly comparable nutritional requirements to humans, and often eat fish simply because it horrifies the upper classes.

Dwer cooking is the most complex and rich in the Dawnlands, as they have access to ingredients that cooks in the Orthocracy would love to experiment with. Trade with the Salt Men brings peppers, ginger, cinnamon, oranges, and molasses, though these remain luxuries of the elite castes. Their own agricultural conditions provide rice and wheat, and several enterprising optimates have begun trying to cultivate peppers and oranges (they mainly produce sour oranges suitable only for cooking due to climactic conditions). Meat is common, as the Dwer trade freely with the nomads and Hill People for cattle, sheep and goats. Particular delicacies include horse, beef, and game birds from the Great Forest.

The Dwer have elaborate kitchen set-ups, and elaborate cutlery (forks, spoons, knives, chopsticks, skewer sticks, plates, cups, bowls, etc.). The deme system means that a single kitchen often serves an optimate's entire household, a single ecclesia, or an entire neighbourhood of helots. This means that the standard of cooking is very high, and the group being serviced often pools together to afford rare or unusual foods that they would otherwise not find.

Drinking is commonly done in public houses distinct from the eating galleries, as intoxication is not considered a public good to be provided by the state to its citizens. Wine is the drink of choice, followed by imported Kaddish beer. While the Kaddish prefer wheat beer and applejack, the Dwer palate finds mead made from sumac and honey more acceptable.

Exemplary dishes and condiments of Dwer cuisine include:

The Palace of the King - eaten at festivals, this is a slab of beef with skewers of other meats stuck into it vertically, as if they were pillars. The "roof" is often small cuts of pork sliced to resemble roofing tiles. This is presented to the table, and persons are served in order of lowest status to highest, with the roof tiles going to children and the poor, the pillars being distributed amongst the middle ranks, and the beef slab going to the highest status individual, who may choose to share a portion of it with a honoured companion.

Dwarf Pie - a dish that is fatal to non-dwarves, often eaten by dwarves of the optimate and thaumate class as a casual food. Its filling is made from ginger, molasses and fried livers, with bear especially being prized (bear liver is dangerous, even occasionally fatal, for non-dwarves to eat).

Fried Ancestor - the flooded quarries and the lake that Dwer Tor is built on are rich with fish, and many halflings believe that these are where the souls of their ancestors go when they die. The ancestors give themselves to the halflings to sustain their bodies until the day they are free from the reign of the dwarves and voidmen. "Fried ancestor" is therefore a half-serious, profane joke name for fried fish, which the halfling helots eat in abundance. The most common condiments are a dash of wine vinegar, a little salt, and lots of yogurt with dill.

Oranges - no one else eats oranges with any regularity, and they are often brought as gifts by ambassadors from Dwer Tor to impress their hosts. The Dwer mostly eat them raw, and then candy the peels (a technique taught by the Salt Men). The sweet kind are imported by the Salt Men. Locally grown oranges are sour, and are used to make ceviche by halflings, but the only market for them otherwise is the Foreigners' Quarter, where expatriate Kaddish are experimenting with fermenting them to make alcohol.

The Kadiz and the Hill People

The Kadiz and the Hill People eat similar foods, based mainly off the foods the Children of Night ate. The Plains of Kadiz are mainly karst, moor and chalk heath, which provides a variety of grazing habitats and verdant herbage, but which makes it hard to practice agriculture. Prior to the rise of the Cities of Night, the plains were more heavily forested, but slash-and-burn practices deforested much of the area, and the topsoil has blown away exposing the limestone underneath.

The single most common food is beef, followed by goat, mutton, grouse, duck and rabbit, as well as venison and reindeer. The plainsdwellers cull their herds in late autumn, killing off any animals they do not expect to survive. This usually provides them with enough meat to survive the winter, which is smoked and dried into jerky and pemmican so that it will last. When eaten fresh, the meat is often marinated with berries, or cooked with a dry peanut, mustard, salt and sumac rub.

The nomads eat most food with their hands or with the long knives they carry, and occasionally with long, flat wooden spoons. Food is cooked in iron pots, which they obtain from Dwer Tor or from the Kaddish, and served in wooden bowls.

The Kadiz and Hill People drink copious amounts of applejack traded from Kaddish, as well as araka and kumis. A popular practical joke is to offer unfermented mare's milk (a powerful laxative) to someone pretending that it is kumis. Cannabis grows wild across the plains, and the nomads use the oil as butter, especially at feasts where it helps one to consume more. It is often mixed with sunflower halva and honey as a dessert, ensuring that one's guests are too besotted to attack while everyone sleeps off the meal.

Exemplary dishes and condiments of the Kadiz and Hill People:

Kadiz Lamb - spiced lamb coated in fat and crusted with ground peanuts and mustard paste. Eaten straight off the bone, and popular enough to be found in the Orthocracy and Dwer Tor from time to time.

Boiled Apples - the Hill People rarely eat apples directly, but they feed them to their pigs and other livestock, and use the apples to make applejack and apple vinegar. The semi-sedentary nature of the Hill People means they can tend their orchards more easily than the nomadic Kadiz, and the two groups trade for the fruits and the wood. The Kadiz consider eating raw apples mildly disgusting (it is directly comparable to eating pig slops or cud), and always cook or prepare them. The most popular method is to peel and boil them until they are soft, which is a popular treat for children.

Two-Legged Mutton - famously, the Hill People are cannibals, something that the Kadiz never took over when they merged with the traitor clans. For the Kaddish and the Dwer, the distinction between the two groups is minimal, and so it is assumed that they are all man-eaters. In general, elves and hobgoblins only eat major muscles (arms and legs, ribs) and a few organs (the brain, the lungs, the heart), while gnolls will strip the flesh from the body and then crack the bones. Eating children is not generally acceptable unless one is really desperate - the consumption of humanoid flesh has religious elements that mean that great warriors and leaders are preferred (the Hill People see it as a way of honouring and preserving their memory).

Yellow Tea - while this is occasionally drunk in Kaddish, often mixed with mint tea, the Kadiz nomads and Hill People use it as the preferred non-alcoholic beverage of choice, often drunk at the end of a meal to sober up. It is made of ephedra, which helps deal with hunger pangs and the cold, both of which are all too common on the plains. While it is widely acknowledged that drinking too much is bad for you, this does not actually stop anyone from drinking lots of it, and every so often someone will simply keel over dead from a heart attack caused by excessive amounts of ephedra. It is also a common drink before raids and battles, drunk to fortify one's self against fear.

Maps from Moragne

The Kingdom of Moragne
This map was the first thing I ever created for Moragne. I did it in Hexographer, and working on it was really what taught me the tool. 1 hex = 20 kilometres from edge to opposite edge, since this was before I started using 10km hexes (5km apothegms) consistently. As part of the medieval feel I wanted Moragne to have, I made a conscious effort to avoid obvious declared borders, either internal or external. This map was the first page of the Moragne primer I sent out to my PCs.

I made a numbered version of this map, but I mainly use it for pull-outs of individual provinces, as the numbers are illegible unless you zoom in, as you can see below:

Duchy of Axrew
Axrew is the central Duchy of Moragne. It's fairly flat and dry, with grasslands, deserts, rocky outcroppings and a few forests. As you can see, this map is numbered. The Leprosarium, where Warrens of the Leper Queens takes place is 21:22, that unlabeled village just south of the Moot. I have versions of these for all the regions of Moragne, but only ever keyed the entries for three (Axrew, Lanarth, Moragland).

Now, the actual Moragne campaign didn't take place in the Kingdom of Moragne, which I think was a misstep on my part. Instead, it began about a few hundred kilometres north, where the Northern Marches turn into...

The Moragnian Frontier, aka the Wastelands of St. Arminius
By the time this map came around, I was using 10km hexes, so it's a bit difficult to reconcile the two maps, but basically this is an area about half the size of Moragne, accessible only through Dakonland or through a narrow pass in the mountains. It was being flooded with peasants fleeing the crusades against the Dakons.

My only problem with Hexographer is that in order to load black and white tiles, you have to buy the license, otherwise you can only use colour. Using only colour makes printing maps extremely hard on your pocket, so I decided to try out Autorealm to produce the black and white player handout.

The PCs' Map of the Frontier
As a close comparison will show, this is the south-east quadrant of the colour map above, reproduced in black and white, zoomed in, and with a few minor changes to represent PC & local NPC knowledge. This document in-game was called "the map of Arminius". I had a version with a hex overlay, which I used to track where exactly the PCs were.