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ie CIROOR sy ARDOR is based on J.R.R. TOLKIEN'S MIDDLE EARTH™ as detailed in THE HOBBIT™ and THE LORD OF THE RINGS™ ¢ Experience the ancient swamp ruins & island citadels held by dark elven lords and their fierce minions * ARDOR contains * A 16” x 20’ full-color double-sided detachable mapsheet * 4B & W maps * 8 major floor plans * Produced and distributed by IRON CROWN ENTERPRISES, INC. Stock # 2500. the court oF aroor” & CONTENTS LO NOTES ON THE FEATURES AND USE OF THE MIDDLE-EARTH SERIES, 11 Definitions and Terms 1.2 Middle Barth Campaigns: Creative Foundations 1.3 Adapting This Module to Your Fanta Role Playing Campaign 1.4. Special Notes Concerning Maps and a 2.2 Timeline 30. FLORA AND FAUNA 40. CLIMATE OF THE MOMAKAN 50. PEOPLE AND CULTURES, SA Ee, 52 Kiaai 5.3 Hathorians Sa Mill Men of Disnera 55. Dwanes 60° POLITICS AND PROPLE 61 Coun 6.2 The Court of Ardor Copyright® 1983 TOLKIEN ENTERPRISES, a division of ELAN MERCHANDISING, Ine. 6.3, Otner Organizations 6.4 The Economy of the Mimaki 6.5 Saronic tavence Inthe Mimakan 70 PLACES OF NOTE: 7.1 The Holds of Ardor 80. GAMEMASTER AIDS SL The Court of Ardor asa Quest Sevnario 5.2 Notes om the Completion of the Quest 8.3 Tew! for PC The Ba Sf Military Units Chart 90. THE COURT OF ARDOR AT OTHER TIMES, 8.1 Ardor in 1.8. 795 9.2 Ardorin TA, 3000 100. SELECTED READING. Berkeley, CA. Andor, The Hobbit and The Lord of the Rings and all characters and places theten, ate rademath propetis of TOLKIEN ENTERPRISES, Produced and distributed by IRON CROWN ENTERPRISES, Inc. P.O, Box 1605, Charlotesille, VA 22902, Stock #ME 2500 CREDITS Designer Author: Terry K. Amthor altor: Peter C. Feslon Cover Art: Gail Melntosh “Maps ofthe Mimakan & Endor: Peer C. Fenlon City Maps: Terry K. Amthor Interior Mlusralons: Carles Peale Caste Plans: Terry K. Amtho (Cover Graphs: Richard H. Britton ‘Special Contributions: S. Coleman Chariton, Brenda G. Spielman, Howard Huggins, Betsy Carle Phaytesting: Ruth Sochard,Jesiea Ney, Mark Stroy Polly Ann Dixon, Rob Henderson, David Dixon, Deane Begibing, Steven and Ann Chu, S. Coleman Charlton, Brenda Gates Spielman Production: S. Coleman Charon, Peter C. Fenlon, ‘Terry K. Amihor,(€) ‘Typesetting: USI Graphics (Gand there were no fying horses...) 1.0 NOTES ON THE FEATURES AND USE OF THE MIDDLE EARTH SERIES COMMENTARY This series is intended asa too for gamemastrs who wish vo havea strong, working foundation for fantasy roleplaying campaigns based in J.R.R. ‘Tolkien's Middle-earth, The modules detail specific regions of the cont nent of Endo, and attempt to give the reader a view ofthe physical, in telectual, and spiritual structures of the given area; politics, culture, seography, climate, and magic ae all included. Since these eriiories an not be full described in any modest tome, emphasis is given tothe domi- nant and/or primary features. Wher itis posible, “typical” layouts are provide, giving the reader an approximate idea of what would be found in ‘pven place ora similar setting. Allof the data provided is almed at ving a picture of pat of Middle-earth, and the gamemasteris encouraged to use {these resoures to build upon; erin vague areas anddetils tht could not reasonably be included in the modules can be defined by using the founds ‘ion provided in conjunction with one's creativity. The invaluable source ‘mateial found in Tokens works and the continental map of Endor are deal aids, and act to stimulate this process. Each module covers certain citadls and settlements with great care to etal. Nonetheless, these works are not intended a “ready-to-run” cam paigns. The gamemastrisgiven the basic information necessary to unders: {and and visualize part of Middle-earth. This data, combined with ex: amples and whatever source material the gamemaster wishes to employ. willenable he/she to ade whatever color and detailis deemed necessary to sven campaign. Any fantasy roleplaying rules system may be used, and ‘any form of campaign can occur, solong asthe gamemaster and players are Satified thai fits thei requirements. ICE provides a descriptive view of the continent, with a general overview and certain Key structures and con eps; beyond the given foundation it sup to the individual user 0 set up the campaign. Creative guidlines, not absolutes, are emphasize. ‘The series alo provides interesting source material for thse desiring to ‘understand the nature ofa particular region of Middle-earth. Each module is based on extensive research and attempts to meet the high standards ‘associated with the Tolkien legacy. Where the material i interpretive and/or speculative great care has been taken to insure that the conclusions Finca the patteras and schemes that have been defined, In shee areas, the ‘modules aim at providing the reader withthe flavor of the region, no more. ‘Stimulation ofthe creative processes i the goal, and ICE doesnot intend such material tobe the sole or “proper” interpretation. In addition, always emember that Tolkien's works ae the ulimate sources, What is provided inthis series, however, isa consistent view of allo the continent We hope ‘that this wil belp the reader to deve deeply into the wondrous world thats Middle-earth 1.1 DEFINITIONS AND TERMS LAL ABBREVIATIONS Tend he ig ook te) 1.12 DEFINITIONS. Temata oar nd mito om The Hie he Lado Ret ‘free brs tree found bechon htc, nr oon ee ‘mac: Chase reece te pom ‘ee ney er Pesto ace See" cer” NOTES Ta on eine bs nd of rnb Tatton eer Svc, a gry a amor pos eg Dene: Aca ‘egreens atonceandorde which fines, Nps ding, he maps he werd edits ‘ne rnie nm ple fo nam mgs rt a Yo te A Te tal och bi i im fet md Rf ed Yn he gui Trantor As Er Yodo Aes Far ae (FA): Thou ded eo Mean he “Ag ct Men ean wih he eof ie henna Sm es pre ego ds fri nay were gender hence ‘omer en DM em eT [ry menor we onan pee hearer apes Hee ta cor cst nd nape cred maa wot ee pe Tim usa pres of te i Saini, Fr ure ‘Song infest Harned dexter oaat ‘rete Manin hone ta gnahaom ‘enemies ane ‘tenor sea heroes whe ona hat dpa enema ote ‘Mins hp Danan girs Aaamne: Thea ofa flint penn Mone Anason pte char heirs a nso ne res satis nears Thess Mee: Hand han coma i et ig rt pelo le wpm ‘oe isthe maniplio fea ona eer pl Pte a ah {inn The eh nd Peon te igo one Ti Ae lh dine vary bp oh Fourth Ast Marts setrom fr matte sth Ys td he mo he ed ‘erty ihe tebe Vranas ca mah meres ‘Mien secty conan yor ofa iyo ps ‘ews cure (NPE: A ig oer ria fay ein ‘apr bat a a exit who has no ety with hua arcane, Smythe NPC leg te athe tna pres saptiontyof we, pert ge Hw, OS ‘arose tht hey wet ey bee sey act me redone has Lape tah cs ae Ee wate ct andor teu gle ae eer na ae ‘Toor omar ne i andi cree aah anda he opens hort thy ere Ma te car egw emaon Rt: ral repens combine defn wing oi ton ot "eye cote he ace) 5 te aera ee om ts Ie wi on wcrc el Was) wen he ain cece vt et of he po ary he nd Satpal pt lout bate age peed Sri eee eee ene eens care ne ‘BeSssed Agr ft yt Romero wr Ar Phreosdine ye Aloce The dstand Tr Lando he ist eth nen a nrand 1.2 MIDDLE-EARTH CAMPAIGNS: CREATIVE FOUNDATIONS Since each module inthis series strives for flexibility, the GM is even t= ‘ings which allow fora varity of campaigns. Naturally, noone game, game system, or GMs approach is exacly ale, Some portions of this module wil he beter suited 10 eran campaigns, while ethers may not come into play until the adventurers have considerably progressed in sil. Ii therefore, important thatthe GM focus upon the sections ofthe module which ate weared to his/her samp. ‘The maps, cultural notes, sections and weneral descriptive tex ate 10 thearcaas# whole, and have bearing onthe political and economic struc- tres - regardless ofthe ime chosen forthe game. These aids re inended for use with any campaign; dey provide the "common denominators” of the reson, and act asthe ultimate creative foundations. AGM who wishes tocteateallormos of his ayoutsand adventures from serach willl find thesesections extremely useful. Regardless ofthe details andday-10-day ac tivities associated with the area, these fundamental factor have a bearing. [Ate all, land forms and cultural norms change relatively slowly. Te individual layouts and descriptions of personalities are provided 19 ave the GM an idea of the power structure ata specific point in Middle- ‘art's history, Interaction based on these sections will depend on ones sampaign. Dominant politcal figures and their hols will provide adven- lurets wih certain death in many cases. Onl the very accomplished and/or strong group of player characters willbe geared for such an experience ‘Most adventuring ties should best bern in the contest of eset poet therefore, move modest personalities and layouts have been provided ‘enabling the GM to get a cteaive start should he/she wish to employ already-detaiie stracies. OF curse all of theayouts and figures Found inthis module canbe considered as Flavorful examples associated with, or common to, the area, AS noted above, these modules describe Whole Feeions, and we encourage the GM fo create hisown detailed version ofthe tiven section of Endor. 4.3 ADAPTING THIS MODULE TO YOUR FANTASY, ROLE PLAYING CAMPAIGN (COMMENTARY This module is designed Tor use with most major fantay role playing systems. Since the various FRP rales have their own particular apprcaches {tocombat, spell, and character generation al development, cetain com ‘mon descriptive terms have een selected forthe indivi cuties of Places, people, eeatures, and things. Unfortunately, statistical data such ‘as bonnes ar character °stals” differ widely between systems: alter all they are keyed to spot game mechanics, CE as chosen to use percentile (D100) terms a a base, since conversion 10 D20, DI8, and DIO can be achieved with eatve ease (note Sec. 1.32 helow Tora handy converse ‘chart, Payer character and NPC characteristics sts ae also detailed in fone particular manner; again, simplicity and consistency have been em [Phasized, and conversion your gamesytemshould be relatively pales “hissction deals with (1) ns or using this module with respect st ing a campaign and @) euielines for fting the given data into ers a propriate forthe game sytem you are wing. Keep in mind that fas ole playing is by nature creative experience, and the individual GM or player should fee free wo incorporate his/her own ideas into ther game. 1.31 APPROACH FOR INTEGRATING THIS MODULE INTO. YOUR CAMPAIGN, The Court of Ardor isa unique pat ofthis series. Is emphasis tarpely on «political rather than geographic and cultural seing. There is a “qu futlined which may provide the basis of a strong campaign. Nonetheless the area itself has been detaled and remains the central Tocus. The lan, peoples, and relatively “permanent” architecture generally outlast poli plots cad conspiracy, even those involving the immortal Fiest-born, andthe Feade should pay particular attention ¥ Section 8, where suggestions ft alter ative campaign approaches are found. In addition, Section9 givesthe Feadera view oftheregion during various periods, beforeandatterthetem- poral setting found in mow ofthe text The following steps may be help ‘when beginning to employ the region here described The following steps may be helpful when bepining to employ the region bere described (1) Read the entre module 10 get a flavorful idea of the revo: (2) Rercod the sections devoted 10 notes forthe gamemaster, and convert Ing statistics Jor sour game system: 2) Choose the time setting for yourcompaian, Should youchoose 10 rua fame atthe besinning or end of the Third Age, or early inthe Fourth ‘Ae, pay particular attention to the section devoted 1 ths reson "at ‘ther times.” In ft, this ection wil give the GM an idea of the cone ‘ieration invoived with setting a campaign at any date other than that ‘chosen here. ICE chose themid Third Agease particularly exciting er, ‘ut you may enjoy another time even more: (9) Assemble any source materials (note suggested rating) sou fd (5) Research the period yu have chosen and compose any outines 104 ‘need in addition 10 the material provided here: (0) Convert the NPC, trap, weapon, spell, and item states rms Suitable 1 your game. Note changes the sptem you are using which ‘must be made inorder to keep your campaign nine withthe ow of fei Mile Earsh; (7) Create total sexing sing ots of maps to deta pasrerns ond provides crerive framework. In this way you will have @ ich and consent ‘world, dnd the foundation dara wilxive vou the flenbity to detalran dom areas and evens 1.32 GUIDELINES FOR USING YOUR FRP RULES SYSTEM WITH ‘THIS MODULE: CONVERSION NOTES, ‘When using this module with your FRP campaign, becarefultonoteall the nonplayer character statistics before beginning play. Should any ad: justmen’s need to be made, you may wish to consider the following sidelines. The material provided sin trms of percentages and is intended to give the reader a relatively clear picture ofthe strengths and weaknesses ofthe individuals and reatures discussed. Most FRP systems will eat to the data and conversion shoul be simple; remember, however, tha there are dozens of roleplaying rales and the change-over fromthe statistics fiven here may be troublesome; you may wish to design your own NPCS using this module as no more than framework Note: Asa general rule, al bonuses include advantages or disadvantages which normally opera in activities involving the given cheracter. Offensive bonuses include stats, em hanced primary weapons, constantly oF near-constanty operating spel, skill levels or expertise, ec. Similarly, defensive bonuses incorporate the effets of shes, stats, ‘special ites, skil, normaly activated spel, ete. Spel of limited duration or access, secondary weapons, and other {factors involved ina piven situation may ac 10 modify these bonuses. The characters description will act 10 give the ‘reader a breakdown ofthe specifi components raking up the bonuses. Bonuses preceding weapons or shields are ‘modifications tothe inherent strengths ofthe given te (6. 11+ 10 Shield would subtract 30 from an opponent’ atack, {for the shield would normally add + 20 tothe holders DB, ‘and the bonus adds another +10) 1.321 Convertng/Determining Stats. Ten sats are used to describe exen sharacter detailed inthe module. Should you use character development system with different characterises and/or an alternative number of sats, simply follow these steps: 1) Assign the appropriate sat from your FRP system to the value given beside the analogous characteristic lisedin the module. If your rales use fewer stats, you may wish to average the vals for thore combinations of factors which contribute toa characteristic found in your system (eg. dexterity = anaverage of quickness + agility. Should your guidelines lize more stats to describe part of ackaracter, you may wisho ue the ‘vale provided for more than one “corresponding” characteristic (ea youmight use the value ssigned to constittion for both endurance and durability). The Following isa char listing some examples of equivalent STRENGTH: power, might, force, stamina, endurance, conditioning, ‘physique, etc. Note tha the vast majority of systems in- ‘de strength as an attribute AGILITY: devterity, defines, manual ski, adroltnes, maneuverability, stealth, dodine ably, liheness, et. QUICKNESS: dexterity, speed, reaction ability, readiness, CONSTITUTION: health, stamina, endurance, physical resistence, physique, damage resistence, ete SELF DISCIPLINE: wit, alignment, faith, mental strength or power, concenraion, self control, determination, 200, et EMPATHY: emotional capacity, judgement, alignment, wisdom, mana, ‘mapicel prowess, bardic voice, ee REASONING: inielligence, learning abit, study obi, analysis reins, ‘mental quickness, log, deductive capacity, wit, judge. ‘ment, LQ. ete MEMORY: intelligence, wisdom, Information capacity, mental capacity recall, retention, recognition, te. INTUITION: wisdom, tuck, talent, reactive ability (menial), guessing abiliy, psychic ability, sigh, clairvoyance, inspiration, pereepion, presentment, et PRESENCE: appearance, leveheadedness, panic resistance, morale, psychic ability, self conrol, vanity, pereeived power, en. tal discipline, bardic voice, charisma, et 2) Convert the statistical value ofthe assigned characteristics to numbers appropriate for your game. If your FRP system uses percentage vale, nochange shouldbe necessary. If no, use the conversion table below. ‘TABLE 1.31 STAT BONUSES AND CONVERSION Unusual Personal characteristics such as a high Agility or Strength seriously affect the capabilities of a character. The following table gives a Series of “ta. ranges onthe 1-100scaleand the honus (or penal) acruing to actions heavily influenced by that statis, CColumas ae provided fo 318 and 2-12 statistics for comparison and/or ccomersion if other portions of the game system mandate use of non percentile sats.” 1.100 Bonuson ——_Bonuson a8 22 s in ‘D20 Sat. sua 438 7 +30 +6 425 45 $20 +4 vis 3 410 42 +s 4 os 4 0 ° ° ° ° ° “s 1 a a =10 Se A15 3 =20 4 2 4 * This bonus wll vary with race if appropriate 1.322 Converting/Determining Combat Ability With Arms. All combat valuesarebased on Arms LawClew Lav. The following guidelines will also aid conversion. 1) Sirengih and quickness bonuses have been determined according 10 Table 1.321 above. Nove the stas You are using and compute these bonuses using the rules under your system: ‘Combat adds based on evel inetd here ore: + 8/leve for flghers and ‘rogues, + 2/leveLfor thieves and warrior monks, and + level fer bards, ‘monks and rangers. Simply take the level of te NPC, note his character las (orequvalen under yoursystem), and computeany offensive bonus (due level appropriate for yow game. Note thar the bonuses other than ‘those mentioned under armor type are “offensive” adds. ‘Ifyou system is based on Skill Levels for other skil increments), use the offensive bonusas given. You may have 10 conver the add toa non-per conte value. Alternatively, you may wish 0 note Section 1325 below ‘Armor Types given are based on the following breakdown: Armor type Covering Description » 3 1 ‘Skin or fight-normeal loving) 2 Robes 3 Light Hide (as port of bod, not armor) % ‘Heosy Hide fs part of bod, not armor) 5 Leather Jerkin pliable leather) 6 Leather Coat 7 ‘Reinforced Leather Coat 5 ‘Reinforced Full-Length Leather Coat 9 Leather Breastplate 0 Leather Bresiplate and Greaves u Half Hide rae (as part of body. not armor) R Ful Hide Plate fs part of bods, not armor) 8 hain Shirt 4 (Chain Shirt and Greaves 5 all Chain 16 Chain Hoberk ” ‘Meal Breasplate 8 ‘Meal Breosiplae and Greaves Half Plate 2 al Plate ‘Simply look at the armor description and substitute the appropriate ar- -mortspe/class from your FRP system: '5) Defensive bonuses are based on the NPC's quickness Bonus as computed ‘on Table 1.21 abave. Where the defensive bonus iin parentheses, the sue ats icles the added capability of shield fan extra 20 for none ‘magic normal shields, plus any value for magical enhancement). Insuch a ‘case, simply note that there ors nota shield, and if there, What type, 1.323 Converting/Determining Spells and Spell Lists. Spell References provided here are inthe form of “lists,” groupings of related spells drawn from Spell Law, FRP systems using tues which provide forthe learning ‘and development of spells though “colleges” of along specialized lines employ concepts similar {0 those used in this module. Many systems, hhomever, dictate that player characters or NPCs undertake to earn but one spell at atime, often with no requirement tha its subject mater/effect SPELL LISTS USED IN THE COURT OF ARDOR Se al haem ‘Php Enno ace race (Chater esha pate relatetoa particular backeround or pattern, Converting the NPC spells {o individual spell counterparts wll be more dificult, but can be achieved with elatve ease using the following guidelines: 1) Look atthe NPC’ spit ist and mote the various names forthe group ines, Each name wil indicate what type of spell specialization the NPC ‘as followed f.g. the “Fie Law” Ist indicates a preference for fite- oriented spells) 2) Notethe NPC’ level and determine the numberof spells or pel group- {ings he/ohe would have under your game stem. Alo consider the level of power facessble spells the NPC would have fg Sh level mag ‘ian under your rules might havea maximum of 8 spells to 3rd level ‘pels three 2nd lve spells, and thre It level spel) 43) Select spells from your sytem appropriate fora spell ser ofthe NPCS level and profession, keeping in mind tht the preferences indicated in ‘the module should be followed where possible, Se Drone: RR cao ‘Neer ays redo: wher coe ie Chnge shin: charae (Gr sanpaaon: ge tocuamaey oan Spt er tar: se oro mad Slag tae hanging frm maser One aw Spel eng en eine {igs Manip bol martes. ete Bi rps einige Dor tea Sent rane owe pie ‘Spl Eaarcenat rege ree ota enon: et om Symtae oye bag oie rd eee tae a elec emit eas ae ae i = ace a eae mare eeepses cae sos ae ee rs ee ee =x oo a Pl ron Benes, seteeecta astro em aa damn mot = amovonnean ‘Sg te urate 1.324 A Note om Levels, When using ceriin“leveLsystems,” & GM may find that the levels provided make characters tao powerful fr his world system, If this isthe case, multiple the level given by.75 or .6 depending. ‘pon your situation. This would reduce a 20th evel character toa 15th level ‘or 12th level character respectively. Remember to reduce appropriate bonuses accordingly. 1.325 General Skil Bonuses, General skill bonuses can be obtained by tak ing the level ofthe character and ealulating the appropriate bonus under the system being used. Aa NPC's add as noted above, wil be based on a compilation of level, his weapon and/or othe items, therelevant stats, and skill evls. The normal bonus derived from skill development has been omputed as follows: (a) where the skill levels zero the Bonus is ~25, a reflection of base wnfarilirity(b)a bonus of +S sawarded forskillevel ‘nea + 30 ump) (foreach kil level ber ween one and ten an additional +5 bonus is applied (eg. skill level seven yelds +25) (d) for sil levels eleven through twenty the additonal bonus is +2 e.. skill level nineteen elds +68); (3) for Skil levels twenty-one through thirty an additional bonus of + 1 per level is awarded fe. skill vel twenty-eight yields +78) ‘and f) 4 bonus of + 5 Is iven foreach sil level above thrieth level 1.326 Locks and Traps ‘Theloeksand raps found inthis module are described interms of difficulty ‘unlock or disarm. Subtractionsare from therollrepesenting apereon's tempt to find or overcome these devices. The difficulty factor may repre sen‘ specific column on an action/maneuver chart (e.. Rolemaster or an tonal subtraction or modification tothe attempt roll Inany ease the lermsare descriptive and wil help the GM determine whether the apis of hove average difficulty, and how mach, The descriptive term isa relative onsant based on the following order of modifiation: Routine (+30), Easy (+20), Light (+ 10), Medium (0), Hard(~ 10), Very Hard (20), Ex: luemely Hard (~30), Sheec Folly (~S0), Absurd (70) Poor lighting, ‘one’s physical condition, nearby activity, ete. may affect the lock/trap ‘motifiation number, but not the dificuly category. Thus, a trap might ead “very hard (— 50,” indicating its normally a*~20" construct, but ‘ter factors. dark) make it harder to disarm. These additional pro: lems are easier to overcome than the intrinsic compleity of the inechanism; this explains why itdifers from a well-it pit which reads "Sheer folly (~ 50)" to disarm, The *~ 50" associated with the very hard” {capcan, with thoupht, easly beeduced1o™~ 20,"but no moreadvantage Isnormalyatainabe, short of dhassembiing the mechanism, We suggest ‘hat amodified (D100) rllexceeding 100resulsin succes skill, tats, Should be applied versus the difficulty subtraction andthe roll o yield a real Example: Wonirthe thief encounters supposed trap in the passage wall. The GM tells im thatthe mechanism appears to be “hard” to disarm, and thatthe darkness n the passage mill make 11 even more difficult: the module stots “hard (-10)." As stated above, the normal modification for a “hard” category mechanism is 10, so the GM knows that the additional ~ 30's due factors other than the tap itself Often the descriptive passage will show what the other pro lems are. lighting), bu in any case the GM will be able "fo note some external factors) and wil allow the acting ‘character to reduce the difficulty modification 10 the usual Axkdition/subtraction by acing correctly to overcome the ‘outside obstacle. In this case, alt torch will eliminate the 30 modifier for lighting, reducing the trop to a ~10, the norm fora *hord"irap. Should the trap read “exremely hard (-30)," the GM would note that the ~30 i the intrinsic Imodifier fora trap of that catory, and that lighting ee lay nopart inthe figure; he rap would have tobe disarmed accordingly. The terms used here, in order of difficulty: Routine, Easy, Light, Medium, Hard, Very Hard, Exireme- \y Hard, Sheer Folly, and Absurd. 1.4 SPECIAL NOTES CONCERNING MAPS AND INTERPRETATION ‘A variety of maps and layouts have been provided inorder ogivethe GM a creative ramework within which towork, Remember thatthe accuracy of a _raphie representation wlldepend somewhat onthe sale wed the smaller "he area covered, the closer thearea stoi eae size, the more accurate the illustration, if he scale is | inch = 20 miles (as itis onthe color area map) the acuracy factor is eeater than a map with ascale of say inch = 200 miles. The following tes are helpful fr approaching the maps and {raphic layouts found in this module 1.41 CONCERNING AREAS COVERED IN THIS MODULE VERSUS THE COLOR AREA MAP. The color area map shows an area approximately 40 x 440 miles. The territory shown s detailed inthe text to varying degrees, and some locales or regions may receive relatively lite attention. The authors have sought 0 focuson important and/or sweeping constructs, andthe GM is asked to fil in “grey” areas which would be impractical to deal within the limited space provided here. In addition, other modules which cover adjacent teritory ‘and overlap somewhat may discus these areas, particularly where the sub ject matter best relates to material largely centered elsewhere (e.g. astral, tribe or clan territory may fall on this map, but the heart of the culture ‘might be located some miles ofthe edge of the border shown here) Inthe case of the Court of Ardor, Mimakani proper is a good example, The «ener of that region actually esto the east ofthe areaonthemap, andthe setting fo the peoples ofthis realm will be the subject of a future work They are ony briefly discussed here. 142 KEY FOR OVERHEAD LAYOUTS (F.G. FLOORPLANS) sone aacany A 1.43 BASIC COLOR AREA MAP KEY (1) The seal is ¥ neh = 20 miles; (2) Mountains ste represented by the symbol 4%. and denote relatively extreme grades which rise atleast 2,000 fet above the sur- rounding lat” land surface; (3) Hitsaredenoied by thesymbol_ => and represent relatively seep erades which rte a least 200 fect above the surrounding lad surface. Usually the surface area immediatly adjoining thse rites is rugged (8) Mixed forests are show using the symbol EW and are som- prised of a variable grouping of deciduous and coniferous tees and associated plant species; (5) "Pine forests” are ropreseated by the symbol 44444 and are almost exclusively coniferous in nature; (6) Hedgerows, brush, and thickets ar illustrated withthe symbol (0) Primary vers ate represented bythe symbol j= an are noize (8) Secondary rivers are represented by the symbol "andre non-navigable by vesels witha draft of mage than tw fet o trams are represented by the symbol __——~_, and are com- Pletly non-nsvienley (40) Intermittent watercourses are shown using the symbol =~ and are dependent on rainfall ete (11) Glaciers and iceFlows ate represented by the symbol <2>., (12) Mountain snowflelds and snowy resions have no coloring, but may be noticeable by virtue of the contrast sith surrounding calor (13) Primary roads are denoted by the symbol ="; (14) Secondary roads ate denoted by the symbol (15) Trit/tracks are shown by the symbol ms (16) Bridges are represented bythe symbol at (17) Fords are shown using the symbol == ; (18) Cities are represented by the symbol WB and their relative size is dependent upon the width of the symbol, The red coloring slenfies a non-mlitary element site with civilian character; (49) Towns are represented by the red yymbol a (20) Manor houses of “Great Houses” are shown using the ced symbot aia (21) Citadts and huge caste compleres are represented by the yellowish symbol aah (22) Small easle/holds/towers/keeps ee, are denoted by the yellowish symbol Military sites areall given a yellowish color; (23) Monasteries are represented by the symbol A (24) Downs, eaimfields, and burial caves are shown using the symbol ae 25) Cavernsandcaveentriesarerepresenied by thesymbol =~: (26) Batis and plateaus are denoted using the symbol i 27) Lakesarerepeesented by thesymbol <