About the Lexicon
Place, Front Matter
Guidance for players and Game Judges: all dates follow the Atlantean calendar and are approximate, and a Second Age campaign should start between Second Age years 150 and 200 (about 15,000 B.C. in modern terms). Maps are deliberately imperfect, especially for wild lands, remote regions are left vague for the Judge to fill in, and most of the world is dangerous, poorly supplied wilderness.
From the book
All dates follow the Atlantean calendar and should be treated as rough; other peoples may count the years differently. A campaign set in the Second Age can open at any point from year 150 to year 200 by Atlantean reckoning, roughly 15,000 B.C. by our own count.
Every map should be assumed to contain errors, the wild lands such as Lemuria, Mu and Anostos most of all, because cartography in this era was crude and many far places were barely known. Some distant regions are left intentionally vague, since most Second Age folk still feared the open sea. The Game Judge is invited to add unmapped islands, secret lagoons, ruins and the like, and to read loosely worded passages however suits the campaign.
The setting offers almost endless adventure but just as much peril. Outside a handful of big cities, most of the world is raw wilderness where gear and provisions are hard or impossible to come by, and some regions hold nothing but wild animals and primitive tribes with odd beliefs. Even in lands that call themselves civilized, strangers may meet with superstitious dread and hostility, and the Judge is urged to stress this when building scenarios.
At a glance
- Campaign start
- Second Age years 150-200 (Atlantean reckoning)
- Modern equivalent
- approximately 15,000 B.C.
- Map accuracy
- all maps inaccurate to some degree, especially uncivilized lands such as Lemuria, Mu and Anostos