From publisher blurb:
The Wilderness Issue
The Living Wilderness
In many fantasy games, wilderness is simply the space between adventure locations: park-like and unchanging, except, perhaps, for the turning of the seasons. In a great deal of myth and folklore, though, the wilderness is a battlefield. Disputed by the forces of order and chaos, its whole nature changes in response to the shifting balance.
In history and mythology, there is an inexorable progress from chaos to civilization, but in folklore and fantasy the balance can shift back and forth. In an age of heroes, the player characters are on the front lines of a battle whose outcome is far from certain – and the landscape around them tells how that balance stands. Depending on the balance of power between order and chaos, encounters change, society changes, and the possibilities for adventure change.
Text: Graeme Davis, Art: Gustav Rangmar
G. E. Kincaid and the Canyon Out of Time
It’s not the deepest, or the longest, but the Canyon of the Colorado River in northern Arizona is certainly the Grandest. The Anasazi liked it well enough to build their first pueblos there around 500 CE – and hated it enough to vanish 700 years later. Coronado’s lieutenant Garcia Lopez de Cardenas found it in 1540 while looking for the Seven Golden Cities of Cibola, but he turned around and went back, leaving the Canyon alone for three more centuries until the Americans started extending their grids and rules into it. So far, the Americans haven’t vanished. Rather the opposite; the Canyon attracts five million eager tourists every year.
Text: Kenneth Hite, Art: Lukas Thelin
Zarovia – a Wilderness Setting for Mythras
To show how easy it is to create a wilderness setting, we shall satirise one of my favourite British cartoons. The following land of Zarovia can be introduced into any Mythras fantasy campaign with ease. If playing with Monster Island then it should be placed in the Ghidori tribal lands just east of the Reeking Bog. If using Luther Arkwright, Zarovia can be an isolated parallel to which the characters are accidentally drawn when plane shifting.
Text: Pete Nash, Art: Ricardo Silvera