On the other side of the universe lies a small green and blue world. It is an extremely beautiful world with vast spreading forests, clear surging rivers and green open plains. It is much like the Earth was a million years ago, untamed and unpolluted, bursting with wildlife.


Yet this world is no paradise. The inhabitants call it Grrym. This is a savage world, a violent world, a place of deep, powerful magics. But not just normal magic, but the awesome power of magjiik, magic so powerful it saturates everything.


It is magjiik that dominates Grrym. It swirls in the air, mingles with the water, flows into the ground. It affects everything. Rooted deep in magic sodden soil, the trees of Grrym grow larger and more aggressively than they do on Earth. The wildlife, born and bred in a magically charged environment are often larger and more aggressive than their cousins. Magjiik likes to create variation, to enhance. What is familiar in Earth is quite likely to be unfamiliar on Grrym. A tiger on Grrym for example, can weigh upwards of a thousand kilograms, have green fur and hunt mice the size of a small horse as it leaps down from the tree branches.


There are many races and civilizations on Grrym. Yet the world remains utterly untamed. Small pockets of civilization exist precariously amongst huge expanses of wilderness. Roads are few, travellers even more rare. Even trolls and ogres dare not enter the really wild lands for fear of rousing the spirits. Unlike the Earth, the spirits of the lands of Grrym have not faded. They are powerful concentrations of magic who ferociously guard the land allowing few intruders. It is they who keep the land pristine. Where there is any type of settlement or civilization it is usually where magic is relatively weak and the spirits of the area have either been defeated or an agreement has been made to allow settlers to remain there. In the past great battles have been fought for control of areas of land no bigger than a football field.


Much of Grrym is unexplored. Even the goblins, who can trace their written history back for many tens of thousands of years are often unaware of what lies beyond the next hill. There are many communities of goblins isolated for generations from other goblins simply because the wild lands have grown around them and no-one is brave enough, or foolhardy enough to risk the dangers of the wilderness to break that isolation. Yet where there are roads and travel is relatively safe, there is often vigorous trade between cities and towns no matter what race lives in them.


Some races are perfectly at home in the wilds though. Solitary trolls tread noisily in the shadows of great trees and giants roam unhindered across the plains. Dragons claim the sky and roost in the high places of Grrym . . . while all around the spirits of the land aggressively guard their domains.


Dotted across Grrym and usually hidden behind high walls of stone, lie the scattered elements of civilization (even trolls wall up their cities). These high walls however are not built just to keep out the wild magic and the wilderness, they are to provide protection from the armies that sometimes rampage across Grrym. Trolls especially are keen on making war and the goblins’ kingdoms are usually their target. Over the centuries the goblins have been pushed from one side of Grrym to the other until they now have no-where to run. They desperately need a charismatic, daring and intelligent leader to ensure their continuing survival. These are perilous times indeed.


Grrym is a world steeped in mystery. There are things hidden in the shadows, things dark and dangerous. Nothing is impossible on Grrym, magjiik guarantees that.