The Fantasy War – putting the War in Wardrobe

I wrote some notes a while ago so forgive me for brevity. This morning on the bus….I kinda expanded them. Images are placeholders, I’ve pinged my artist, Dino, to produce some nice original art.

The Long Stair was an internet thread on rpgnet which imagined, possibly to excruciating detail, what happens when a fantasy world crosses over with ours.

This was then followed up with crossing Forbidden Lands (Free Leagues flagship fantasy game) with Twilight 2000 (IMO the best evolution of the YZE).

Now, we had written stuff a while ago about Narnia which kind of tracked with this. (OMG that was 2008).

The idea what what would happen in our world if there was interaction between modern soldiers and fantasy races with magic.

Fantasy Races?

So, Twilight 2000 only really deals with humans. Sure you can get supplements (right here) that add in horrific monsters (in The Gloom) or Dragons (in Here Be Dragons) or mutations (in Enhanced) or Zombies (in Twilight Tangents) but we hadn’t covered Orcs, Goblins and Elves – the standard fantasy fare.

I use the word race very deliberately. There’s only one human race. There is only one surviving human species.

In this photo-fantasy world, they didn’t get humans, they got Orcs, Goblins and Elves. In the hominid evolutionary tree, Orcs are the descendent of ape-like ancestors similar to the modern day Earth Gorilla. Goblins too – descended from chimpanzee-like ancestors.

Rise of the Orc

The Orc is a tribal, aggressive species standing on average 1.8 metres (6’) though specimens are recorded much larger. In terms of body mass, the Orc is commonly up to 500 lbs (226 kgs) of muscle and bone. They have a characteristic gait with the heavily muscled arms reaching down to their knees and can reach a top speed of 40 km/h – fast enough to outrun all but the fastest sprinters. Physically humans are not a match one on one. They have astounding endurance and are very hard to kill.

Orcs are smart, maybe not human smart, but they can learn. They’re delighted to learn about new weapons and toys, new ways to create fire or explosions and they find slapstick humour, particularly where someone gets hurt, to be utterly hilarious. (Not so different from humans).

Orcs live in Prides, where the decisions of the family group are decided by the female Orcs. They’re responsible for food prep, for rearing young and also for the social order. All of the females in the Pride are related but many of the make Orcs will be “hangers on”, drawn by the “wealth” of the Pride (territory, conquests, potential for mates, charismatic leadership). The females select who is their mate (if any) this adds to the males prestige.

Orcs are opportunistic omnivores, able to digest everything from raw meat to tree bark. They are seldom cannibals but will consider humans and even Goblins as a valid food source.

Culturally, the Orcs will form war bands for conquest, based on loose alliances. They can, however be controlled by the Fein who have millennia-old spells to ensnare the mind of the Orc and turn them to war.

STR AGI INT EMP
d20 d10 d6 d6
Close Combat d12, Stamina d12, Mobility d6, Ranged Combat d8, Recon d10, Command d10
Brawler, Melee, Killer, Load Carrier, Ranger
All Critical Thresholds are +1 when attacking Orcs. And their melee attacks Critical Threshold is reduced by 1
Equipment: Sword, Halberd, Mail Armour, Shield

The Goblins

Goblins are the arboreal equivalent of the Orc, weighing much less (50 kgs) and much smaller in stature (1.2m, 4 ft). Their arms are proportionally longer and well suited for moving through trees. On land they’re fast but not for sustained periods. Proportionally they’re stronger than most humans reflecting a life of action rather than sedentary life. Goblins are also smart tool-users, proficient at the bow and practiced with crossbows of their own design.

Goblins live in large community groups, each numbering around 100 individuals. Under normal circumstances, they hunt and forage for food but have been put to work in agriculture and war by the Fein.

STR AGI INT EMP
d10 d12 d8 d8
Close Combat d8, Stamina d12, Mobility d6, Ranged Combat d10, Recon d12, Command d6
Brawler, Archer, Mountaineer, Pitcher, Combat Awareness
Goblins can move through the trees at twice ground speed.
Equipment: Short Sword, Long Bow, Leather Armour

The Fein

The Fein are a slender race of humanoid elfin vampires, reaching 2.1 metres (7 ft) in height. They wear long flowing robes and have golden adornments on their fingers, beck and ears, which are long and pointed. At some point in their past, the Fein developed a type of magic which extended their lives but required the living to sacrifice theirs. They will feed on any living creature, draining its life fluids (blood, sap, ichor) to sustain their own lives. This way the Fein can live for thousands of years. A human will sustain them for 1 month, an Orc for two months and a large tree for a year.

They still eat food for pleasure and sustain their lifestyles through the control of other races, notably Goblins for manual labour and Orcs for war. Their history is a long series of highly triumphant novels about how their intervention has been vital for the survival of all. The Fein worship their royal family, a particularly wretched line of vampires who only feed on other Fein. At some point in the past, they were creatures who lived commensally with the trees using magic to create song and great works, but over the years their lust for immortality drove them to use their magic to unnaturally prolong their life.

Culturally the Fein consider all races to be subservient, as they alone are uniquely long lived. Their methods are cruel and their magic is effective. They are often armed with a keen and slender needle rapier which is effective against armour, ignoring any protection provided by mail armour.

STR AGI INT EMP
d8 d8 d20 d12
Close Combat d12, Recon d12, Command d12
Killer, Intelligence, Interrogator, Psy Ops, Fein Magic
With but a touch, the Fein can drain Hit Points from other creatures 1 per turn, healing their injuries. This operates through their Opifex
Equipment: Rapier, Opifex, Magic Scroll

Fein Magic

The Fein use Magic powered by their own life force and the life force of others. Each effect requires at least the expenditure of 1 Hit Point, which can be regained immediately using their Opifex. Humans can learn Fein Magic and use an Optifex.

The Optifex

The Optifex is a piece of magical technology resembling a pocket watch with an interior filled with glass, blood and some sort of insect-like creature. The Optifex cannot be dismantled without killing the creature. This technology enables the Fein to live effectively forever through the vampirism of other species.

Regent

The Fein have a complex ritual which is performed on every Fein. This causes every Orc and Goblin to be immediately subservient to Fein, effectively giving the Fein an extra d12 when using Command with Orcs and Goblins. It has no effect on Humans. Removing the Regent enchantment from a Fein is considered a serious punishment as these Fein are also vulnerable to the influence.

The Silver Gate

The caster can open an Schwartzschild Bridge (actually a Morris-Thorne Wormhole) between two locations. This spell creates a shimmering globe of silvery metal which, at the predetermined time, will transport anything that walks though it to the desired destination. The primary component is at least 200 grams of orichalcum (which may be re-used). Rather than being an unobtainable mystery substance, Orichalcum is a specific ore of copper and nickel (and can be manufactured).
The Bridge is opened above a specific pattern made in Orichalcum powder by the spell. To close the bridge, break the pattern. The pattern is automatically generated (similar to cymatics) depending on the destination and each pattern is unique.
There is no guarantee that anyone crossing a Bridge will survive. Sometimes they come out the other end ‘reassembled’ incorrectly and survival at the other end can also depend on the presence of life-sustaining conditions.

Rending

This spell exists in many forms across cultures. It causes direct harm to a target, Each Hit Point invested causes a point of damage and Stress may also be exchanged for enemy damage, point for point. The flesh of the target is scored and burned by the spell, including their internal organs. Cause of death will be inexplicable to normal medicine if it kills the target. The Caster may also choose to spend a Permanent EMP level to inflict an immediate Death Save on the target.
This spell completely ignores armour and can be cast line of sight or may have effectively infinite range if there is a sympathetic connection (hair, etc).

Place Stelae

The ritual for placing a minimum of three stelae to enable the forming of a dimensional chiasmata (the overlap of two dimensions) on the basis of a Silver Gate. Stelae must be forged from a conductive metal. The first three stelae must be placed within 16 hours of each other and the ritual performed over each one. Additional stelae can be added later. The maximum distance between them is 1.054 kilometres. If performed correctly, the next 32 hours will see the region within the stelae boundary change as the other dimension begins to write itself over Earth, changing plans, changing the air, even changing the sky.
The specific dimension is dictated by changing the directions within the ritual. If the stelae are destroyed, any areas not covered begin to revert though they will not be the same. For the chiasmata to maintain, there must be at least three stelae.

Resurrect

This spell takes the body of a deceased person and summons life back into it. Any decomposition will remain and can be healed (in theory). The spell does not remove the cause of death (wounds do not heal, cancer is not cured) but for the time being, they are alive again.
The spell also won’t heal any putrefaction processed (They’re still rotting). The Referee deducts 1 level from one Attribute, if it is from STR, AGI or INT, it’s likely decomposition. If it’s from EMP, it’s likely due to feeling the pull of death. If the target has an Attribute that was previously reduced to 0 due to another spell or injury, they retain that handicap.

Apocalyptic Fantasy

My contribution to this thread on the pub:

Things I think would be interesting.

  • Messed up geographies. Not necessarily Skyrealms but I based the design of Viride on a diagram of proteins floating in lipid layers (cell membrane).
  • An assumption is a planet – much like Earth. Maybe or maybe not one ecology but what if you break that assumption. Maybe the world isn’t a globe, maybe it’s a fragment of the planet held together with indescribably powerful magic powered by the living souls of mages. Maybe the forces holding the planet together kidnap magic users and insert them into the “integrity web” holding the fragment together. They’re kidnapping and dooming people on a small scale just to keep everyone else on the planet alive.
  • Messed up weather. Storms or quakes, rains of glass or acid, lightning that is super attracted to metal armour and can chain.
  • Messed up flora and fauna. Like “durlig” in Jorune – people have to eat emergency food. There’s also a lot more consumption of things that would have been “vermin”. The killing of a large “dragon” is a celebration not just because it’s a dread beast but because it’s a lot of food.
  • The Integrity Mages are the bad guys. So we give them an evil name. We then discover they’re them only reason everyone is alive.
  • Delving too deep in mines can bring you to open space. That’s very ungood. Limits metal and gem mining. And a mine turns into a vacuum hole until sealed by the magi.

There are other fragments out there and the magi can visit them. They have devices. The laws out there differ depending on which magi faction rules the fragment.
That’s a riff on breaking the geographical assumptions. Shards. Fragments.

Systems

A posting on RPGnet asks us to describe our homebrew systems. I ended up describing mine thusly.

  • Maths-easy 2d6 comedy with either a manga/anime/mecha or zombie holocaust backdrop
  • Qualitative success using 0-3d10 to create a crunchy yet narrative system which can be considered both rules-lite and “a gun game” with a backdrop of psychic powers and government conspiracies dating back to the start of the 20th Century.
  • Card-based Blackjack-inspired mechanics with backdrop of both Stage Magic and Real Magic. Yes, that game. The one I’m infamous for not finishing…
  • [EDIT: Rules light, coarse skilled d6 mechanic – happy now?]

It’s a fun thread, some inspiring stuff in there.

Viride: The Shoals

The Shoals are small, rocky outcrops that lie far from the Citadels and other large rocks in the deserts of Viride. Among these smaller rocks and shallow sands are small settlements. Populated by people from the Citadel as well as Sandsmen and Outcasts, they provide essential links between citadels and a place for the weary desert traveller to rest though they have little to offer but meagre food, drink and accomodation. They are, without exception, hospitable. They have no formal social or family structure – people come and go as they please.

Though their situation is precarious, living without the protection of the great rocks and constantly in danger from greyfish, bladeshell and a host of other vicious predators, the Shoals are a welcoming community, their primitive huts built upon foundations of rock and suspended with dried and oiled sandvine so that they do not touch the shifting sands and become prey to greyfish. The sands around the shoals are often too shallow for larger bladeshell hunters.

A shoal will often have a small farming community attached to it which will provide them with a ready supply of greyfish meat and all the sandvine (and precious water) they need. These farmers are typically burned almost black by the glare from the sands and are reputed to be extraordinarily stubborn folk.

Viride: The Mercantile Tsaz

A thousand leagues to the south lies the Tsaz Citadel.

The Tsaz live by a merchant code – they trade freely with anyone who wall accept their currency or barter terms. There is no such thing as an average Tsaz – the wide but roughly hewn tunnels and caverns are home to citadel and desert folk alike and many combinations in-between.

Preferential treatment is given to those who take currency rather than goods. Each transaction is officially taxed though there are thousands of transactions occuring every day which are not seen by the Brokers.

A Broker is a Tsaz official. They are licensed by the Citadel to levy a tax on every transaction occuring within the city and a percentage of this goes into their own pockets. Corruption, of course, is rife but this has the effect that the only people who really suffer are non-Tsaz who do not find a reputable Broker with whom to conduct business.

The Broker nobility are identified by their riches and their apparent extravagance. The Tsaz havea saying that “a penny dropped at home is always to hand” meaning that they will endeavour to spend their own money at their own businesses and a close-knit community of merchants may arise.

The Tsaz operate a thriving slave market but they also have very strict laws on the ownership of slaves. Slaves, as much as anything, are a commodity and anyone treating commodities poorly is someone not to be respected. An individual in servitude is recognised as having “fallen from the rocks” while they work off some considerable debt. Anyone arriving with the requisite amount of wealth and the intention of spending it will be treated as royalty. Those without means find themselves in debt as soon as they arrive as slaves within the day as they run out of money quickly and if they try to avoid the tax by dealing without a Broker, they will quickly find themselves clapped in irons.

The Tsaz also operate a tinker trade with independent merchants setting off into the deserts, trading with the desert tribes for survival and hoping to make a kiling with trade from other citadels and the desert tribes. The arrival of a Tsaz trade tour will bring not only new toys, gems, spices and weird trinkets but also ideas, games, stories, drama and adventure!

Viride: The Shifting Sands

The sands are fine and greyish in colour. Fine enough to seep between the fibres of all but the finest threats. A human who stands still enough will slowly begin to sink and almost anything laid on the surface of the sands will disappear within the hour. There are some of the other Desert Tribes who dive beneath the sands to retrieve lost treasures for trade. The Sand Diver has to navigate in the darkness, swim deep and hard, becomes prey to deep-sand predators.

The sands are not as empty and barren as you might think. Under the surface of the sand is an ecosystem that can support life. Dig down a few inches and you may find Sandvines. These creeper-like plants store water in a sweet syrup. Unless it is harvested properly, the unwary traveller can inadvertently kill off acres of sandvine by just taking a mouthful of syrup. With care, an acre of sandvine can keep a large group of humans alive indefinitely.

Enjoying a commensal relationship with sandvines are greyfish. These eel-like predators often hunt under sandvines. They are a shoaling species and often hollow out a large underground cavern of spit-hardened sand walls and wait til they hear prey. They are attracted to small vibrations, smaller than a full-grown human and often attack unfortunate travellers who have collapsed in the sand and deadly heat. Greyfish have rasping mouthparts and their saliva is caustic. Worse still for travellers who come across a greyfish cavern and their weight is too much for the spit-hardened ceiling. Greyfish are edible if cleaned correctly and often cooked in their own saliva.

The desert traveller can also find sustenance from rock lichens and if lucky, a basking bladeshell. Rock lichens are a crusty moss-like fungus that grows on the underside of small rocks. They don’t taste nice but they are edible. Bladeshells are huge mollusks that live under the sand and feed on rock lichen and sandvines. Their shell makes them almost impossible to kill but they can be lured from it and the wily hunter may find himself with perhaps a hundred pounds of pungent rubbery meat and tasty pre-digested lichen and sandvine. Quite a catch.

Powder Rods and Bayonets

Powder Rod
The Powder Rod is the long range weapon of choice for the Arbiter. They are commonly made to order, personalised for the Arbiter and are usually the same height as the owner. The rod is hollow, usually black with a matte sheen, and cool to the touch. The top of the rod has a hole, the diameter of a finger and a groove along the outside for accepting a bayonet attachment. The bottom of the rod has a screw-click device which lends weight to the rod as well as being the firing mechanism.
Powder Rods are kept unloaded but a skilled operator with a loading partner can fire a round every other second. Alone, an Arbiter will be able to fire off a round every 5 seconds. The round is a discrete unit containing munition, wadding, propellant and igniter. The munition load is commonly a single slug or a handful of flechettes though for training and “normal usage” it may aso be loaded with sand – this produces a distracting, blinding, stinging, nonfatal cloud.
Powder Rods are usually armed when they are to be used. The slugs used must be prepacked and are barrel-loaded. The slug is ignited by striking the base of the rod sharply.

Bayonet
With or without bayonet, the rod is an effective hand-to-hand combat weapon. The rod material is tensile without being fragile. This increases the versatility of the weapon considerably. The bayonet is usually worn by the Arbiter on a belt and only attached during very serious circumstances. It is a sharp stabbing or cutting weapon, balanced for throwing, made out of the same black material as the Powder Rod.

More about the Reeve

Some of the Reeve are administrators, involved in the movement and recording of infomation. Others sit in cloisters and debate the merits of the appeals presented to them.

The majority of the Reeve are involved directly in the enforcement of our laws and the judgements required. The application of Reeve law in the Citadel is challenging and it is the duty of the Arbiter to seek out and rein in lawbreakers. There are no tomes to consult when a judgement is difficult and there are times when it is you alone with the transgressors of the law. An Arbiter must be strong in mind and body, perceptive and quick witted, skilled with powder rod and bayonet and able to command a presence.

Zian will soon be accepted into the ranks of the Arbiters unless she chooses an administrative post. She will then begin training.

Viride: Outsider Castes

There are some who do not suit the untroubled life of the Artisan, the austere contemplation of the Reeve or the enduring clemency of the Consors. There are outsider castes but they are neither respectful nor respectable. They have their role in our society but we do not consider them. When they are needed, they are needed but it is a matter kept between the closest and most discreet of friends.

In some areas of the Citadel, the rule of Reeve does not apply. There are Artisans in exile who will copy any treasure. The Reeve do their best to cleanse the Citadel but there is only so much time and the tunnels are almost endless.

Consors: blessed with caring

The darkness echoes with the delivery of another young life. This is my favorote time. We are not supposed to have an opinion but I can see who is special. I am able to see into their eyes from a few hours old and tell their future – this one will be a great healer, this one a leader, a third an engineer. There have not been any outstanding siblings for a while. Things seem to be stable. Not like a few years back. I wonder what happened to some of the bright souls who passed through my care. The Citadel is so big I sometimes never see them again.

The nursery is full enough, the young are strong and always beautiful. Not much parental interest as is usual which is not abnormal – as Consors we are the new parents. We start as nanny and surrogate mother, through their maturity, ending up as the closest thing to grandparents many have. It is true that more children of Consors end up as Consors than any other castes – it is the way of things.

We take pride in our role. We are the lucky ones. We get to see the new faces of the future and sculpt how our civilization grows. Tending the flock is the best role you can get. We are blessed with caring.

My name is Dauna as I was born on the cusp of the season when the suns are brightest. I am Consors.

Reeves: lawgivers and officers

When I wake and until I again sleep, I am a Reeve.

It is a burden but not without it’s pleasures. My days are spent in deep debate with other Reeves, with Artisans in conflict and with Consors who need the permissions they cannot take. Because of my youth I am known as a Mediator and my judgements must be passed to the Reeve Chambers for consideration. I have made more than 700 summary judgements and none have been overturned. When I reach a thousand consecutive correct judgements, I will become an Arbiter. I will have the authority to issue judgements without recourse (though they can appeal).

I must memorise the Hundred First Laws. I must carry a symbol of my status. i must be vigilant, I must always be ready to assist in judgements.

Today I assisted in the judgement of propriety. Society has rules and the Reeve are all stops a descent into anarchy. Without our guidance, Artisans would turn upon each other, Consors would make decisions on upbringing with questionable outcomes.

Artisans: engineers and crafters

The Artisans within the Citadel are skilled without compare. They create the greatest structures, like the vast cooling vanes in the heights and depths of the rock. These vanes make it possible to live here and they provide clean, cool water – a true necessity in this hot, bright world. Their construction is certainly the pinnacle of Citadel art and engineering and they are the envy of all.

The Artisans remain aloof from the rest of us. They who maintain the cooling vanes reside at the top of their insular pecking order for it is their responsibility to keep us all alive. Further down are the engineers who build and maintain the tunnels. Farther still are the builders of household machines. And at the bottom are the makers of trinkets, embroiderers and stone polishers. When you are born, they make decisions about which art you may pursue. Through hard work and dedication a lowly stone polisher may ascend through the ranks to become a Vane Master. It has not happened in a lifetime or more but can be assisted through sponsorship from a senior, an advantageous partnership or displays of extraordinary ability.

I would suffer no ills upon them, despite their aloofness, as I can barely comprehend the forces they have mastered. The things I wear I owe to them. They represent the summit of our culture.

Viride: contribution by others

I started a thread about Viride in the RPG NET forums and I hope to continue to discuss the game in that neutral forum in the future. There have been a couple of contributors to the thread including some very thought provoking stuff from KRNVR which I think is probably evidence that he/she has the power to read my mind.

My vision for this is that it should be an “open source” type project. It’s a bit crap calling a book “open source” because it’s a term filled with Web 1.0 hype. I would like to encourage others to write here and we should form an editorial team to see if contributions can be hammered into exactly the right “theme”. I see this content then being reformatted into an actual web site with art and everything as well as a PDF which would be either sold or given free, depending on the editorial team, with any profits decided on by, again, the editorial team.

Viride: be like the rock

[Zian continues]

The Citadel can be seen for hundred and hundreds of miles I am told. I have never seen this for myself but it is immense and I have no reason to doubt.

It is a vast, black rock which contains hundreds of miles of tunnels and chambers which are home to tens of thousands of humans who live and work within. These are my people, my brothers and sisters, and they represent all that is good and honourable in this world. There is a saying amongst our people:

In matters of honour, be like the rock.

It would be false modesty to say that we are not a handsome race. Corpulence is a rarity and thought it is true that the most beauteous of us might be considered frail, we are without a doubt blessed. Our skin is pale, almost bluish in refinement and our eyes tend to be large and expressive and ringed with luxurious lashes. I am considered a beauty by many – my hair is long, black and lustrous though I keep most of it wrapped in a long braid down my back which is inlaid with polished stones. I wear a black embroidered tunic and a long flowing skirt. My legs are also covered with the same cloth, the texture of cobweb, and my shoes are hand stitched by Citadel artisans. To some this would represent finery, to me it is something to wear. My hands are frequently covered with embroidered gloves and I have a high collar as is the current fashion. I do not have a veil as I find it to get in the way of my work but I suppose I will have one when I am older. A veil would also serve to hide my nevus and what would be the point of that!

Everything about our culture represents our art and elegance. We are a beautiful people because we dedicate so much of our time to creating beauty and our souls are reflected in our work. No-one can match the craft of our artisans.

Viride: dweller in the darkness

I am Zian. I am here to relate this tale.

Here is the Citadel. Hewn from a mighty stone and held fast to the bedrock miles below it is cold where everywhere else is hot, dark when all else is eternally bright. Hundreds of miles of tunnels reach out in every direction and open into vast caverns containing an entire city. We live here and we die here and seldom venture forth upon the scorching sands or gaze at the blinding sun.

Out in the desert, under the unblinking sun, some live. Their bodies are dark, encrusted with the sands of a lifetime in the wilderness. They come to the Citadel to trade. Sometimes for stone, sometimes metal and sometimes words. They bring exotic gifts of food and objects they have found out in the desert. No-one trusts them. No-one can live without water. No-one can live without darkness. We fear them. We must always remain vigilant.

The sand is in everything. It falls from the sky, rises between your toes, in your eyes, your mouth, the water you drink, the food you eat. Out in the sands, there is only light and death. Some of our people fear the sands more than anything. The sand is everywhere. Everywhere but Here.

Viride: First Steps.

Concept:
I was struck by this image when I was looking at protein molecules floating in a lipid membrane. It gave me the idea for a world where civilisation lay on the “rocks” whereas there was a wilderness of dangerous “sands”. There was a considerable cultural difference between modern humans and the humanoids on this world. Differences in castes, upbringing, education, work – all aspects of life.

As gamers we find ourselves presented with different worlds and cultures every week with our game masters. How many of them have similar mores to our own world. They value gold. The epitome of attractiveness is bronzed muscular flesh. There’s good and evil. Evil things usually look nasty. Everyone has parents. They have siblings. It’s just a carbon copy of our own world with a few token changes. Maybe it’s a clone of mediaeval Europe with real magic. Maybe it’s covert operations with a Lovecraftian backdrop.

What I wanted to do was break from the norms of social mores and try to create something a bit different. A bit alien. It’s not the first by any means. Some people can easily point to Tekumel/The Empire of the Petal Throne as one of the most influential “Culture” games. It’s certainly the most alien. I enjoy Culture games most of all I think. I’m a fan of Jorune, of games that are set in far off different cultures (because I was raised in Western Europe, Far Easten cultures are alien to me). I like games where there’s a social aspect, there’s stuff to learn and there’s delight in doing so.

With this in mind, with some conversations with my girlfriend at the time, and with nothing to do I just started writing. Over the next few weeks I hope to tell a bit about the background to this game and then we can see if it’s any good at all.

Thus Viride was born.