here's a lot of new equipment illustrated in the 'Items' section. Again, this has been constructed around the AD&D rules system, though all of it is easily modified for other systems. I've tried to keep things flexible and original, while adhering to the rules and bending mostly for the sake of appearance instead of function.

         Yet another way of defining a culture is by that which it produces and works with, what it arms itself with, and what it uses to defend. Thus, everything has been grouped by culture, and each item or weapon has been matched with an illustration and functional description, cost, and availability.

         It's important to mention appearance here. Some of this stuff might look pretty wild, but everything still follows the rules. In many cases, they are simply odd new twists on old magic items or weapons; they just look different. I don't mind bending the rules, but when it comes to game balance, I like sticking with them just to be safe. Mostly, I just wanted some original designs to work with - stuff the players have never seen before. Different cultures develop in entirely different ways, generally limited by their proximity to each other. What if one culture just kept on improving on the crossbow instead of moving on to rifles? What if another has the mentality and dicipline to actually employ the theory of kallipolis - the perfect city state - where money didn't exist? Our own cultures developed along similar lines through the sharing or immitation of new ideas. Who knows what other variables are out there?