Wednesday, February 27, 2013

Looking for group in Virginia Beach/Norfolk area

Hey all,

I'll be moving to the Virginia Beach/Norfolk area at the end of the week (provided we don't have more snowpocalypse-level storms). I'll be looking for a new group out thataway...

I've been playing RPGs since 1981, when I started with Moldvay/Cook. I've been the GM 19 out of 20 games since then.

I'm an old-school kind of guy, and though I can play and have played just about ANY game, I prefer to play the following games:

Castles & Crusades
Amazing Adventures
Labyrinth Lord
BECMI/Cyclopedia D&D
Gamma World 4th Edition (i.e., the one like 2E AD&D, not the 4E D&D version which is actually 7th Edition)
Mutant Future
Mutants & Mazes (LL/MF mash-up)
Basic Roleplaying (Chaosium stuff)
Encounter Critical
Palladium Megaverse
Cortex System (Margaret Weis games)

For my Fantasy RPG campaigns, I prefer to run in the following settings:

Olden Lands

We should arrive sometime this weekend, weather permitting. My first order of business once we are settled in is to find a job, but I definitely need to get some gaming in, too... so e-mail me if you are in the area and have room at your table!

Tuesday, February 19, 2013

More Winners!

Okay, so that contest didn't quite go as well as I'd hoped... we only hit 49 followers, one short of the number needed to actually have winners. But... we'll still call it good for some prizes!

First of all, here are the posting winners:

Charles Morris
Ronald Redmond
Todd Gdula

Second, here are the three random follower winners:

The Dungeoneering Dad
David Cutts
Howard Kings

Also, we have a few other winners from the past who still have not contacted us to claim their freebies!

Mike Monaco (Ogres of the Olden Lands)
Florian Hubner (Olden Lands Map Pack)

Please contact us at so we can send you your coupons for your FREE PDFs! Thanks to all who participated!

Friday, February 15, 2013

[Olden Lands Gazetteer Preview] Empire of Kryx

His Divine Immanence, God-Emperor Kryx (Chaotic Evil 40 HD Demi-God)

Capital: Kryxophon [City of Kryx] (pop. 76,000)
Other Major Settlements:
Meriama (pop. 37,200)
Shabha (pop. 19,700)
Taljat (pop. 23,200)
Tandarine (pop. 32,700)
Zilgum (pop. 27,700) 
Humans: 6,000,000
Demi-humans: None
Humanoids: Gnoles (300,000), Half-Orcs (200,000), Gnolls (100,000), Orcs (100,000), Half-Ogres (40,000), Ogres (10,000)
Monsters: Many, though very, very few who are not the pets, war-beasts, servants of or otherwise in the employ of Kryx. His pets and war-beasts include all manners of natural animals horribly warped by Chaos; usually these are giant or colossal-sized beasts with unnatural bloodlust and strange features and powers. The most notable examples are his war elephants, which are twice the size of normal elephants, have four tusks, and have an armadillo-like shell. His servitor monsters include chimeras, cyclopes, blue and red dragons, hill giants, harpies, and medusas; some of these are granted greater power through sorcery.
Languages: Kartaghan; Kryxon, Kartaghan, Deshreti, Eoshan, Manday, Gnoll, Orcish, Ogrish.
Resources: Cotton, food (wheat, sugar), silver, slaves, spices

Click image to embiggen

Kryx is a land of sweeping grasslands, cedar forests, rugged hills, and tall rough mountains. The land was long ago a patchwork of ancient Deshreti and Manday city-states, kingdoms, and tribes; then a patchwork of provinces under the rule of the High Lord of Notixos during the Elysion Empire; and following the Doom of Elysion it became the stomping grounds of wild tribes of Kartaghans. Slowly civilization returned as the coastal cities grew in power and were able to challenge the wild nomads of the interior. And then, in 1350 AE, Kryx, freed from his long sleep in his prison in the Ormakh Mountains, arrived from the south.

The origins of the mad demi-god are still a mystery. What is known is that in a short time he built an empire that stretched from the Horn of Eosha to the Purple Plains, and from the south bank of the River of Stars to deep into Mandayan, in a matter of less than two centuries. He sired a line of ogres potent in magic and psychic powers. And then he was laid low with the Weeping Wound by Ulferic, the Champion of Meromagnus, at the Battle of Ybañedha in 1478. He then disappeared for centuries, and the empire he built collapsed, to be swept over time and again by invading Paynims, Saracens, Deshreti, Manday, orcs, and gnolls.

Kryx returned again in 1960, when he was awakened from his slumber by raiding Paynims. Since then he has rebuilt the core of his empire, and is sending out feelers in all directions to find the weakest point that he can next expand with his legions of ogres, gnolls, orcs, and savage nomad warriors. His black-sailed shops bearing his golden-eye symbol have been spotted far into the Serene Sea, while his ogre scions raid into Deshret, Manday, and Eosha. Some groups are armed with a new weapon – cannons and hand guns. Both are of primitive, simple sort, and they are used sparingly, as the black powder used to fire the shot is an expensive and rare alchemical concoction (said to have been created from Kryx’s own blood).

Though Kryx is power-hungry and insane, and keeps a tight reign on his inner circle, priesthood, bureaucracy, and army of ogres, gnolls, orcs, and nomads, his caste of nobles and aristocrats are allowed to pretty much do as they please, provided their taxes are in order and they pay proper obeisance to Kryx at need. Thus, the wealthy and powerful have unbridled freedom, and use it and their power and wealth to rule a realm where most of the population has been reduced to abject slavery.  Fully a third of the population is made up of slaves, and another third consists of peasants and serfs whose lives are little more than slavery.

The cities of the empire are fabulous edifices of marble and green jade, centered on the tiered pyramid temple/bureaucracy complex of Kryx, with golden domes, grand obelisks, tall minarets, garden-girded palaces, and great vaulted baths, all surrounded by thick walls, the walls ringed with the teeming shanty towns and tent cities of slaves, peasants, and nomads. Smart, talented, and successful adventurers of the lower classes can make vast fortunes and gain great power and favor working for the nobles and priests; they can just as easily earn death or worse, end up as sacrifices for their failures.

Kryx is a jealous god, but he knows the value of cooperation with other gods, demons, and beast cults and their followers when it suits his purposes. Thus many other faiths are legal in the empire, provided their followers and priests recognize the superiority of Kryx in the mortal world (if not otherwise as well). Beast Cults and Demon Cults are rife, often tied in with noble and peasant gangs who war in the noble courts and streets; provided their warfare does not cause Kryx, his priests, or his armies any difficulties, he’s pleased that they expend their energies on each other rather than him. He and his priests often play favorites, or secretly support one faction against another, just to keep them warring and weak, for their own profit, or merely for amusement.

Kryxophon is the largest city on the shores of the Serene Sea, if one counts the itinerant population of the shanty towns and tent city outside its walls. The great tiered pyramid, the temple-residence of Kryx, is the largest non-ruined man-made structure in the Olden Lands, standing five hundred feet tall at the tip of its gold-plated capstone. Only the faithful are allowed within the inner ring of walls. The central ring is dedicated to nobles; the outer ring is home to merchants, craftsmen, and the small middle class. The army is based in the Grand Citadel on the west side, while the navy is based on an island in the bay. The wharves are home to the merchants, privateers, and pirates who deal with the realm.

Wednesday, February 13, 2013

Another Giveaway Contest!

We would really like to get the word out about James Mishler Games, so we are running another giveaway contest. Give a shout-out to your friends on your blog and/or Facebook about our blog, then post a link in this thread to your post (if you post about us on your Facebook page and your blog, you get two chances to win).

The contest ends Monday, February 18th at noon Central Time.

If we hit 50 followers, we will give away a free PDF product (up to an $8 MSRP) to each of any two followers who posted about us on their blog or Facebook AND a free PDF product to each of any two followers at random. That's four total winners!

If we hit 100 followers, we will give away a free PDF product (up to an $8 MSRP) to each to any three followers who posted about us on their blog or Facebook AND a free PDF product to each of any three followers at random. That's six total winners!

In all cases, the free PDF will be of the winner's choice; if you already have purchased everything we have published, it can be a future product, or an $8 credit toward the Olden Lands Gazetteer...

So start chatting us up, folks!

Tuesday, February 12, 2013

[Olden Lands Gazetteer Preview] United Principalities of Itlania

His Serene Highness, Vincenzo Basile, Chancellor of the Royal Senate, Prince-Regent of Itlanis, Prince-Elector of the Gottic Empire (Neutral 13th level Noble Thief)

Capital: Itlanis (pop. 50,000)
Other Major Settlements:
Catlazano (pop. 16,100)
Galgano (pop. 18,900)
Potlenza (pop. 22,100)
Humans: 8,000,000
Demi-humans: Few (mostly mercenaries or artisans)
Humanoids: Some (mostly raiders or small groups of mercenaries)
Monsters: Few, mostly undead from the Mountains of Blood, though there are many native ghosts, phantasms, and shades in the older cities, remnants from the Dark Ages. There is also a strong superstition concerning the faeries of Twixt, as, for whatever reason, they seem to enjoy causing trouble in Itlania (perhaps because there are so few other monsters to be found). The so-called Fatamále, as the Unseelie are known, have been extraordinarily active of late, and the Witch-Finders of the Temple of Law have been busy hunting down their mortal allies.
Languages: Itlanic; Itlanic, Strigorian, Élyséenais, Elysian
Resources: Electrum, food (wheat, wine), gems (amethysts, pearls), silver

Click image to embiggen

Itlania is a land of contrasts, from the fertile plains along the Sea of Dread of Itlanis and Potlenza, to the rolling hills of Galgano and Catlazano, to the high forested peaks of the Aegipan Peaks, it has a highly variable geography. This is mirrored by its history, for long ago the coastlands were ruled by primitive city-states of mixed Deshreti, Kartaghan, and Guidhel sort, the hills were dominated by primitive Guidhel tribes, and the mountains were the domain of the Sylvan and Faerie folk. Then the Elysians arrived, and conquered first the coast, then the hills, and finally the mountains. The Elysian Empire combined the disparate kingdoms their ancestors had carved out into provinces under the rule of the High Lord of Itlanis, and the region became the second heartland of the Empire. Even to this day many Elysian maps note Itlania as West Elysion, locally known as Itlania.

By the time of the Doom of Elysion, the disparate peoples of the land had melded into a single cultural and linguistic sort, the Itlanian, though of course each region and city has its own distinct sub-culture and dialect. The land had been spared the worst of the Doom, and the city of Itlanis was perhaps the only surviving port city along the coast of the Serene Sea. Also, the new Gregorian Church had found solid support in the land, from the peasants to the nobility, and thus they were able to help assuage the fears and repair the damage caused by the Doom. And so it was here that for a brief time, under the first Kingdom of Itlanis, civilization thrived, until the second king, Gregorio II, foolishly attempted to claim the Imperial Purple, and for his hubris brought about the wrath of the Titans in the form of the first Dragon Swarm.

During the long Dark Age that followed, Itlania fell back into a patchwork of petty domains and pocket principalities. However, the seeds laid here by the Gregorian Church and the minstrels and questing knights of the Golden Empire grew into strong green shoots, and finally blossomed with the founding of the second Kingdom of Itlania in 1296 under Gregorio III, the then-Prince of Itlanis, who reunited the land from the River of Blood to the Velantine under his banner. From that kernel grew the great Itlanian Empire, founded by Meromagnus I in 1500. That empire finally fell, as all do in time, and in 1715 the region again divided into squabbling principalities and duchies. From 1775 the principalities were legally part of the Gottic Empire, though they often went their own ways as it suited them, and they did so most decisively after the fall of the empire in 1965.

Since then the disparate principalities, duchies, counties, baronies, and city-states of Itlania have been united in name, though not much in spirit. The nobles are acquisitive, the guildsmen are grasping, the priests and even clergy are scheming, and the peasants are clannish, while all are given to feuding over real or imagined slights, let alone over land, wealth, and power. The only thing that keeps them united at all is the threat of conquest by the Elysian Empire, infiltration by the Oligarchs of the Septarchy, or invasion by Paynims, Saracens, or Alspadians. The moment any real or imagined danger disappears, the whole land falls into feuding and fighting. Thus, the major task of the Chancellor of the Royal Senate for the last several decades has been to makes sure there are always at least some low-grade threats on the horizon to keep the warring factions in line!

Prince-Regent Basile, however, now has his hands full, with the very real combined threats of the Great Plague, Paynim invasions, Kryxon ships, and Millennialist Cults far more than he or any man can handle. The Millennialist Cults were more active here than elsewhere, and many cities are still burning from their activities during the end-of-year holidays. Adding fuel to the fire are the Witch-Finders out of Gregorius seeking to burn every wizard who looks at them sideways and the bounty hunters out of the Septarchy hunting down the remnants of the Assassins Guilds who were behind the Terror that followed the revolt of the nobles. And to add to his grief, his nephew, also named Vincenzo, comes of age this year and he will not only lose his power as Prince-Regent but likely also his seat as Chancellor!

Itlania is one of the most urbanized realms of the Olden Lands. There are more than 70 cities each with a population of 5,000 or more, and strictly speaking, Velantia is an Itlanian city, though it is completely independent of the Unified Principalities of Itlania. The countryside, though littered with ruins, is almost entirely tamed, with only the roughest hills and most treacherous highlands in the Aegipan still wild and untouched by the hand of man. Save for far-wandering humanoids, the fey, or vampires out of Strigoria, there are few non-human threats to the peoples of Itlania. And so, like most men elsewhere, when they are not threatened by outside forces, they continue to invent their own threats within…

Friday, February 8, 2013

[Olden Lands Gazetteer Preview] The Western Moors

The Western Moors, known locally as the Sliabh na Bhfearocras (“Moors of Hungry Men”) or the Siar Tailtardha (“Western Highlands”) are the exclusive domain of bands and clans of Guidhel barbarians. The Meirleaghel, as the clans of the highlands are known, are noted raiders and reavers, banding together to raid anyone within reach – each other, the settlements in the Northern Verdhulann, the tribes of the Worgwood, the hobgoblins of the Toxoth, the goblins of the Morghluidh Mountains, the Gotha and Guidhel of the Eastern Moors; even their cousins in Mhoriedh and the gnomes of Hugelheim are not immune to their depredations.

They raid so often because the lands they inhabit are quite poor. The moors are sour lands, not well suited to crops, and much of the land is altogether too poor to use. The Meirleaghel are fond of children, needful to support their parents or avenge them in the incessant feuds, and their small farms cannot produce enough to support the ever-burgeoning population.

The short grasses only support small herds of goats, sheep, and small, shaggy cattle. Hunting is limited to beavers, badgers, and deer, though giant forms of all three are relatively common, and every few years a mammoth or two wanders in out of the Cold North. The rivers and long lakes run with salmon, trout, and large lake eels, and the thickets are home to grouse, but never enough. And so the raiders go out after the sowing is done. It is the raiders of the Highlands that have, generation after generation, century after century, acted as the pump for tribes to migrate ever southward.

Monsters are few and far between, like the peoples of the highlands. The most famous are the loch nathair, the lake serpents, fey snake monsters of Unseelie sort that inhabit the long, deep lakes of the highlands (these are essentially nagas of various evil sorts, with the less magically potent larger and approaching the size of sea serpents). These compete with the kelpies that also infest the lakes. The cairn-strewn bottomlands covered in copses of fir pines and peat bogs are the domain of hags and their petty-goblin spawn. The largest typical predatory beast is the caterwaul. Other predators are rare, usually wolves out of the Worgwood or the rare saber-toothed tiger out of the Cold North.

In addition to sheep, goats, and shaggy cattle, the clans keep large cats, about the size of a lynx; these are semi-domesticated and used as would be a hunting hound. They also keep a truculent breed of white-coated badger-hounds and a smaller breed of black-coated cairn-hounds as ratters.

Like the Worgwood, the Western Moors are covered with the ruins of a bygone era – elven, goblinoid, and dwarven ruins can be found on hill and in dale, often haunted by the ghosts of the lost defenders. They are also favorite haunts of the Unseelie and incorporeal undead, as well as holds for the brigand bands and the rare robber-baron exiles from Gyrax.

The largest ruin is of the Great Citadel at Foscadh, the largest settlement in the region. The town stands between the ruined Great Citadel high upon Ben Moergh and the rocky strand of Loch Dubh, the Black Lake. Founded by Gottic exiles from Gyrax a century ago, Foscadh is the only town of any note in the Highlands, and is ruled by Uthvas MacBethaidh, the Bandit-King (Evil 7th level Guidhel Barbarian), and his son, Hamish Fire-Crown (Neutral 9th level Guidhel Barbarian). Hamish is gathering the largest horde of reavers in living memory, with the goal of looting the northern cities and towns of Gyrax and returning home with a stolen witch-wife of Mhoriedh.

The druids and bards of the Meirleaghel are rarely considered more than charlatans and mountebanks by their own followers, let alone the other Guidhel tribes. Few respect them, as their power in this sour land is weak and feeble, and their scholarship, so valued by the Guidhel, is tattered and poor. But bards are valued for their story-telling, and the druids, when taught more wicked spells by the hags of the bogs and the serpents of the lochs, can earn their keep or even riches by blackmailing the clans, propitiated by pies and ugly maidens to keep their curses from destroying the meager crops of the dirt-scratchers.

Thursday, February 7, 2013

[Now Available] Ogres of the Olden Lands

Monsters & Treasure Appendix #2
Ogres of the Olden Lands
By James Mishler and Jodi Moran-Mishler

This 20-page supplement includes new and expanded information on ogre magi, ogres, and half-ogres of the Olden Lands, all designed for use with Castles & Crusades and Labyrinth Lord! This volume includes:

Ogres of the Olden Lands – Details on ogres in the Olden Lands setting.

Ogre Cultures – In-depth details on the four major ogre cultures of the Olden Lands: the barbaric northern ogres, the savage eastern ogres, the nomadic western ogres, and the strange southern ogres.

Ogres and Ogre Magi – This section includes charts to help create a unique ogre mage encounter, including skin color, hit dice, spell casting abilities, spell-like powers, extraordinary abilities, and strange weaknesses or oddities.

Half-Ogre Player Characters – This section details half-ogres as a playable character race for Castles & Crusades and Labyrinth Lord.

Olden Lands Preview: Gorge of Ogroth – This section provides details on the ogre’s ancient homeland, the Gorge of Ogroth.

* 20 pages (14 pages of content) *
* $3.00 MSRP, on sale now for $2.00 *
* JMG00702 *

Congratulations to MIKE MONACO! You are the winner of the FREE copy of Ogres of the Olden Lands! Please e-mail us with details on where we can send the coupon for your free copy!

Wednesday, February 6, 2013

[Olden Lands Preview] The Thornshire

His Right Honorable Self, Ranugadh Whitfoot, President of the Clan Moot, Grand Sheriff Emeritus, Sheriff Emeritus of Whitshire, Clan Speaker of the Bánuaimh, Goblin-Shanker, “Old Shiny Top” (Good 8th level Rustic Fighter/Thief)

Capital: Thornburgh (pop. 36,500)
Humans: 60,000
Demi-humans: Halflings (500,000), Gnomes (20,000), Half-Elves (10,000), Dwarves (5,000), Elves (5,000)
Humanoids: None
Monsters: None, though legends hold that a tribe of bugbears resides in cunning tunnels that connect all the rooms of all the children in the shire. These bugbears cannot go into the rooms of the children, however, provided the children obey their parents…
Languages: Halfling, Guidhel, Common, Élyséenais, Gnomish, Dwarvish, Elvish
Resources: Food (ale, cheese, wheat), pigs, spices, wool

This region of rolling hills, dappling brooks, and merry meadows is the home of the fhraloidheen, a people known to other races as the halflings. Among the oldest states continually in existence in the Olden Lands, the halflings lead a relatively idyllic and peaceful life, for much like their realm’s symbol, the rose, they are very pretty, but have stinging thorns. Protected along most of their border by the waters of the Great Heart and its tributaries, the halflings have the mightiest river fleet, and their rustic farms and fields are protected by an unmatched people’s militia, as well as the regular army of bounders.

The Thornshire was founded 3000 years ago, in the face of growing threats to halfling existence by humans and goblinoids. The halflings from throughout the Middle Lands united and chose a place to make their stand, and have held their borders ever since. While halflings are found elsewhere, even in such numbers as to hold small, independent shires, nowhere else in the world are halflings found in such numbers and with such power. Should they choose, the halflings of the Thornshire could be the “great power” of the Middle Lands; fortunately, they are not an acquisitive people, and prefer their simple, rustic life in their bucolic homeland.

The halflings of the Thornshire keep cattle, sheep, goats, prize-winning pigs, and all manners of fowl. They breed fine ponies and war ponies, and also have the finest breed of draft horses in the Middle Lands. Rather than cats or dogs they have domesticated mustelids – Hairfeet keep stoats and giant stoats (“dandy hounds”), Stouts keep badgers and giant badgers (“bounder wolves”), and Tallfellows keep domesticated martens and giant martens (“tree cats”).

The humans of the Thornshire are generally of Guidhel stock, descended from ancient allies of the halflings and related to the peasantry of Aurlandia and Gregorius. They are well-mixed with the elves of the Thornwood, the Predhulaínn, and most villages of that region are of mixed Guidhel, elf, half-elf, and “wood elf” or Tallfellow sort.

Tuesday, February 5, 2013

[Olden Lands Gazetteer Preview] Isle Most Fair

Her Royal Highness, Uruviel Elensar, High Queen of the Fair Elves (Good 10th level Sailor Fighter/Wizard)

Capital: Máranesîr [Swanport] (pop. 5,300)
Humans: 50,000
Demi-humans: Half-Elves (30,000), Elves (20,000)
Humanoids: None
Monsters: The Isle Most Fair is home to domesticated varieties of griffons, hippogriffs, giant swans, giant weasels, and other creatures of fey nature. Connections to the Underworld are few and well-guarded, though the realm of Faerie is very likely to impinge upon the residents at times for good and ill. The waters around the isle are free of monstrous sea life due to an ancient treaty between the Fair Elves and the Lord of Deep Waters.
Languages: Elven, Elysian, Gottish
Resources: Gems (coral, pearls), gold, silver, spices, wood (rare)

When the elves first set eyes upon the waters of the Ocean Seas, no few became enamored of the waters and the beautiful isles found thereupon. These elves banded together and built port cities and great sailing ships, to explore the waters of the Ocean Seas and settle upon her many islands. But then that was long ago and today only long overgrown ruins remain of the days when the elves ruled the seas. The Isle Most Fair is the last great remnant of that once wide-flung elven realm.

The Fair Elves of the isle, as they are called, differ little from the Elves of the Verdhulann. They are slightly paler, slightly taller, and less concerned with forestry and more interested in seafaring, but they are otherwise identical. Elemírëcil is the second-greatest Elven Realm in the Olden Lands, second only to Avalandia in the Verdhulann. Unlike Avalandia, which expended much blood and treasure trying to control and shape events in the Middle Lands, Elemírëcil remained aloof from the politics of the Ocean Seas for many centuries, demanding only its self-imposed isolation and the sanctity of its shores.

The Elysians of the Sunrise Isles and the Olden Lands have maintained cordial if distant relations for centuries, as they long ago worked out trade agreements allowing their merchants access to the quays of Máranesîr, where they are allowed to trade among the swan-ships of the elves for five three-day markets every year. Only the Velantians were able subsequently to make similar arrangements, and like as not, they spoil their season and rights quickly with their underhanded dealing and outright thievery, such that three in five fairs the Elysians have the elves all to themselves.

Uruviel Elensar, the High Queen of the Fair Elves, rules all the Fair Elves of all the isles of the Ocean Sea. Those who are not settled on the main island or associated islands, however, are often beyond her succor, yet many of the Fair Elves seek to hold or even expand their domains in the Sunrise Sea, the Steaming Seas, and to a lesser extent the Sea of Storms.

Monday, February 4, 2013

[Contest] We have a winner for our Hercynian Grimoire #1

We have a winner! The winner of our giveaway contest for Hercynian Grimoire #1 is Pat Bellavance. Congratulations Pat! Please send me an e-mail to let me know where I can send you the coupon.

Thanks to all for participating! Remember, every time we release a new product we will give away a FREE PDF of that product to a random follower!

Friday, February 1, 2013

Win a FREE copy of Hercyinian Grimoire #1

As we never had a chance to give away a FREE copy of Hercynian Grimoire #1, we are going to do so now. All you need to do to get a chance to win is become a follower of this blog and post on this thread!

We are looking for posts with suggestions and ideas from our fans for future projects. If you are already a follower of our blog, all you need to do is post in this thread! The winner will be picked at random from all those who are followers and who post. If this contest pushes us over 50 followers, we will give away TWO copies. If it pushes us over 100 followers, we will give away THREE copies!

If you win and have already bought a copy of Hercynian Grimoire #1, we will give you a free copy of your choice from any of the other three products we already have available that you do not have, or a future product or equal or lesser value if you already have all of our products.

The contest ends Monday at 12 noon, Central time. Barring another Snowpocalypse or other unforseen circumstance, we will announce the winner or winners at that time.

Good luck!

[Gazetteer] Olden Lands Map Coupon!

I forgot to mention yesterday that if you want to buy the Olden Lands maps now, and the Gazetteer of the Olden Lands later, you will get a coupon for the cost of the maps against the cost of the Gazetteer. So if you pay $1.25 for the maps now, you will get a coupon for $1.25 against the full Gazetteer later. So don't be afraid to buy the maps today and get a taste of what you will get in the Gazetteer!