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31 March 2025
- 21:2921:29, 31 March 2025 Rules Change Log (hist | edit) [319 bytes] RobAdmin (talk | contribs) (Created page with "Below is a list of changes and amendments we have made to the rules. '''31/03/2025'''<br> '''Weapon Safety and Inspection Guidelines - Throwing Weapons''': We have amended the specifications to throwing weapons. Throwing weapons now have a maximum dimension of 18" and we will not be allowing injection molded weapons.")
12 March 2025
- 19:1019:10, 12 March 2025 Weapon Safety and Inspection Guidelines (hist | edit) [15,545 bytes] RobAdmin (talk | contribs) (Created page with "Welcome to the Wyld West LARP Weapon Construction Guide. This article outlines the essential construction methods, materials, and safety checks necessary for creating safe and authentic weapons for our live-action role-playing events. In the unforgiving and wild world of the Old West, weapons play a key role in shaping the experience of the game. Whether you're wielding a six-shooter or a weathered bowie knife, it's vital that all weapons meet our safety standards while...")
- 16:5716:57, 12 March 2025 Theatre in Saxum (hist | edit) [6,906 bytes] RobAdmin (talk | contribs) (Created page with "In the bustling frontier towns of Goldrock, Tamarillo, Wheatstan, and Fortune City, the theatre serves as both a refuge and a spectacle. In these rapidly expanding settlements, where the clinking of mining picks and the rustling of merchant deals fill the air, the stage offers a rare escape from the daily grind. Beyond the allure of drinking halls and high-stakes gambling, theatre performances provide a glimpse into a world of culture and storytelling, allowing audiences...")
- 15:2615:26, 12 March 2025 Transport in Saxum (hist | edit) [4,357 bytes] RobAdmin (talk | contribs) (Created page with "working on")
- 15:1815:18, 12 March 2025 Methods of Communication in Saxum (hist | edit) [5,662 bytes] RobAdmin (talk | contribs) (Created page with "In the rugged and untamed lands of Saxum, where vast stretches of wilderness separate communities and lawlessness often reigns, communication is a lifeline. Whether it's the isolated frontier settlements or bustling trade towns, the people of Saxum have developed a variety of methods to stay connected despite the vast distances and difficult terrain. The importance of timely information, be it for trade, safety, or governance, has led to creative and resourceful solution...")
- 15:1215:12, 12 March 2025 The Wanderer’s look and feel guide (hist | edit) [11,174 bytes] RobAdmin (talk | contribs) (Created page with "== Overview == Rugged, Wilderness, Adaptable, Independent, Resourceful, Survival, Self-sufficiency The Wanderers are a diverse and resourceful group of individuals who live outside the boundaries of society, whether by choice or necessity. They are a rugged people, as varied as the landscapes they roam. What unites them is their adaptability and their ability to survive in the wilds of Saxum, living by their wits and the skills they have honed over years of living on th...")
- 15:1215:12, 12 March 2025 Wheatstan look and feel guide (hist | edit) [10,566 bytes] RobAdmin (talk | contribs) (Created page with "== Overview == Family, Music, Culture, Colour, Creativity, Flamboyant, Expressive, Community Wheatstan is the breadbasket of Saxum, where life revolves around agriculture, family, and community. The folk of Wheatstan are known for their farming of grains, vegetables, and fruits, as well as their sheep and fishing industries. The state is held together by tight-knit family groups, and its people express their joy and vibrant energy through bold fashion choices, art, and m...")
- 15:1115:11, 12 March 2025 Goldrock look and feel guide (hist | edit) [8,306 bytes] RobAdmin (talk | contribs) (Created page with "== Overview == Industrialised, noisy, overcrowded, slums, pollution, poverty, class divide, sanitation and health problems, oppressive, brutal, crime, gangs, fortitude, endurance. Goldrock takes inspiration from the towns and cities of the Industrial Revolution, such as Birmingham, the Black Country, Manchester, Newcastle, Bolton, Sheffield, Leeds, and Glasgow during the mid-Victorian era, around 1860. These cities are vastly overcrowded, with all but the upper class li...")
- 15:1115:11, 12 March 2025 Tamarillo look and feel guide (hist | edit) [6,861 bytes] RobAdmin (talk | contribs) (Created page with "== Overview == Robust, Worn, Gun-slinging, Authentic, Hardy, Wild, Rugged, Practical, Weathered Tamarillo draws heavily from the American Wild West era. Its colours are more muted compared to other places, with earthy tones, such as yellows, browns, and undyed linens, playing a strong role. However, this is not to say they are without pattern; checks are common, as are finely embroidered waistcoats. Clothing plays a significant part in displaying a person’s status, w...")
- 15:1115:11, 12 March 2025 Fortune City look and feel guide (hist | edit) [9,487 bytes] RobAdmin (talk | contribs) (Created page with "== Overview == Cosmopolitan, metropolitan, urban, worldly, opportunistic, avaricious, militaristic, political, scholarly, commerce and economy. Fortune City is the capital of Saxum, forged for the mutual benefit of the states. A hub of commerce, economic development, education, and political and military power, it is a city of ambition and opportunity. The city reflects its diversity, with fashion that is eclectic and can draw inspiration from other states, particularly...")
- 15:1115:11, 12 March 2025 Wyld West look and feel guide (hist | edit) [5,176 bytes] RobAdmin (talk | contribs) (Created page with "Welcome to the Wyld West Look and Feel Guide. These articles are designed to help you navigate the clothing and style choices for the five social groups available at character creation. The goal is to provide a clear and immersive way for you to express your character’s background, personality, and place within the world of Saxum through their appearance. In these articles, you will find detailed descriptions of the fashion, jewellery, and accessories worn by each soc...")
- 14:5414:54, 12 March 2025 The Wanderers Culture Q&A’s (hist | edit) [9,584 bytes] RobAdmin (talk | contribs) (Created page with "== 1/ Family and Friendships == === 1.1/ What is a normal family unit? === There is no standard family unit among the Wanderers. Some have large families working a farmstead in the wilderness or living in mountain cabins far from towns and cities. Others travel the country in groups, forming pseudo-families—such as travelling circuses or gangs of outlaws—who look out for each other. Some choose to live apart from others, embodying the 'lone wolf' archetype, preferrin...")
- 14:5314:53, 12 March 2025 Tamarillos culture Q&A’s (hist | edit) [12,229 bytes] RobAdmin (talk | contribs) (Created page with " == 1/ Family and Friendships == === 1.1/ What is a normal family unit? === A family unit would usually consist of two adults living together with a handful of children. Very often, the parents of one or even, on some occasions, both adults would also be present in the family home. It is also not beyond the realms of possibility that a second and maybe even third ‘sibling’ pair of adults may live on the same stead. However, it is more common for any adult couples to...")
- 14:5314:53, 12 March 2025 Wheatstans Culture Q&A’s (hist | edit) [13,691 bytes] RobAdmin (talk | contribs) (Created page with "== 1/ Family and Friendships == === 1.1/ What is a normal family unit? === Extensive and extended families consist of several family units formed around primary family groups. Much like clans, multiple generations live in close proximity, and in smaller towns, most individuals are connected to prominent families. The prominent family serves as the central hierarchy of the family group. === 1.2/ Do people marry for love or other reasons? What reasons? === Family plays a...")
- 14:5114:51, 12 March 2025 Goldrock’s culture Q&A’s (hist | edit) [22,287 bytes] RobAdmin (talk | contribs) (Created page with "A note on Goldrock: Goldrock's society is characterised by a deeply entrenched class system, which significantly influences various aspects of life. Consequently, certain topics are addressed from multiple perspectives to reflect the experiences and norms across different social strata. == 1/ Family and Friendships == === 1.1/ What is a normal family unit? === In Goldrock, family units typically consist of two parents and an average of six children, although families c...")
- 14:5114:51, 12 March 2025 Fortune City's culture Q&A’s (hist | edit) [12,362 bytes] RobAdmin (talk | contribs) (Created page with "== 1/ Family and Friendships == === 1.1/ What is a normal family unit? === There is no typical family unit in Fortune City. Families that have emigrated to Fortune City will tend to mirror where they are from. Those who are from families that have been in the capital longer will have their family unit dictated by their current situation; the poorer may have more children than the richer folks' average of two children, but not by much. Six children would be considered a l...")
8 March 2025
- 13:5013:50, 8 March 2025 The Cities of Saxum (hist | edit) [77,965 bytes] RobAdmin (talk | contribs) (Created page with " == Introduction to the Cities of Saxum == The Cities of Saxum document offers a comprehensive look into the diverse and dynamic locations that form the backbone of this vibrant nation. From the bustling capital, Fortune City, to the rugged landscapes of Goldrock, Tamarillo, and Wheatstan, Saxum is a place of contrasts, where innovation and tradition, industry and nature, clash and coalesce in remarkable ways. This guide delves into the unique characteristics of these c...")
7 March 2025
- 12:0812:08, 7 March 2025 What is Weird West, and how does it fit into Wyld West (hist | edit) [1,667 bytes] RobAdmin (talk | contribs) (Created page with "Weird West is a genre that takes the familiar grit and lawlessness of the Wild West and infuses it with the strange, the supernatural, and the unknown. It is a world of dusty trails, frontier justice, and six-shooters, but also of eerie legends whispered around campfires, shadows that move on their own, and things lurking just beyond the edge of the firelight. In Wyld West, the frontier is not just untamed. It is haunted, cursed, and filled with secrets. This is not the...") originally created as "What is Weird West, and how does it fit into Wyld West?"
4 March 2025
- 16:1316:13, 4 March 2025 The Court System of Saxum (hist | edit) [2,876 bytes] RobAdmin (talk | contribs) (Created page with " The court system in Saxum is divided into two main branches: '''the State Court System''' and '''the Federal Court System''', each with its own jurisdiction and responsibilities. === State Court System === The state courts handle most legal matters within their respective states, ensuring justice is administered at the appropriate level. * '''County Courts''' – The lowest level of the system, these courts handle local disputes, minor criminal offenses, and civil ca...")
28 February 2025
- 05:0205:02, 28 February 2025 The Armed Forces of Saxum (hist | edit) [16 bytes] RobAdmin (talk | contribs) (Created page with "== The Armed Forces of Saxum == Saxum maintains a standing Army and Navy to protect its interests both foreign and domestic. The States of Saxum are also allowed to raise their own Armies (but not Navies) and are known as Militias. Both Saxum and the States independently will often send armies overseas to participate in foreign wars as mercenaries. === The Army and Marines === The Armies of Saxum wear a blue uniform. The State Militias are allowed to wear the same col...")
- 04:3604:36, 28 February 2025 The Constitution and Bill of Rights (hist | edit) [8,462 bytes] RobAdmin (talk | contribs) (Created page with "== The Constitution for the United States of Saxum == “It is through the collective will of the people of this great land we call Saxum, in order to form a better union, seek justice, provide common defense for domestic tranquility and promote security and liberty against external influences, establish this Constitution for the United States of Saxum.” === 1. The assembly shall consist of two houses, the House of Elders and the House of Representatives === The Hou...")
- 04:2704:27, 28 February 2025 Law and Order (hist | edit) [4,609 bytes] RobAdmin (talk | contribs) (Created page with "== Law and Order Among the Wanderers == The legal practices of the Wanderers are largely informal, rooted in the customs and traditions of individual communities. In contrast to the formal legal system imposed by Saxum’s Church and state, the Wanderers rely on localized systems of governance or no system at all, depending on the community. While some may follow ancient practices or even make use of self-styled "justice" systems, others live by a loose set of ethical p...")
- 04:2504:25, 28 February 2025 Religion of The Wanderers (hist | edit) [6,074 bytes] RobAdmin (talk | contribs) (Created page with "''“…The Divine set no boundaries, nor set no laws, those were set by the folk of Saxum yet they tell us we don't worship right, we live by The Divine! Free under the sky!....” - Unknown, printed in a Fortune City news article "Folk on the edge".''' == The Church of the Wanderer == ‘The Church of the Wanderer’ is a misnomer, an attempt by the Church of Saxum and Saxum Federal state authorities to formalise and group the multitude of practices under one name....")
- 04:2004:20, 28 February 2025 Religion in Wheatstan (hist | edit) [12,130 bytes] RobAdmin (talk | contribs) (Created page with "''“..let not judgement stay the hand that provides, for all folk are capable of great acts of the Divine as they are the Profane. All have need of help whether for the body or the soul and whether it is known to them or not, that is the role of the Shepherd to provide, guide and protect the flocks of the Divine...” -Unknown. Reminder chant of the Shepherds of the Divine’s Flock, often misquoted.'' == The Church of The Divine’s Flock == The Church of the Divine...")
- 04:1204:12, 28 February 2025 Religion in Tamarillo (hist | edit) [7,013 bytes] RobAdmin (talk | contribs) (Created page with " ''“Neither the beating heat of noon nor the gloom and cold of night stays these preachers from the swift completion of their appointed duties. To bring the word of the Divine to those out on the trail, through service and action.” - Richard Rodgers'' == The Church of The Winding Road == The Church of the Winding Road is the name given to the Preachers who carry the Divine’s word through action as much as through speech in Tamarillo. However, this is not the nam...")
- 03:2503:25, 28 February 2025 Religion in Goldrock (hist | edit) [12,580 bytes] RobAdmin (talk | contribs) (Created page with "Here's the text formatted for MediaWiki in British English: ```mediawiki == The Church of The Divine == Unlike the other States of Saxum whose churches will be very independent, the churches of Goldrock are one great monolithic body, known collectively in Goldrock as ‘The Church of The Divine’ or more informally ‘The Church’. Formed on the remnants of the old church of the Golden Empire, The Church of The Divine has stuck the closest to the old ways, so much so...")
- 03:2203:22, 28 February 2025 Religion in Saxum (hist | edit) [8,132 bytes] RobAdmin (talk | contribs) (Created page with " “"And The Divine rained down Rocks from the Heavens so that his children would have a home to call their own, and they would work and tame that land" - Unknown == The Creation Story == In the beginning, The Divine took the emptiness of the cosmos and filled it with all things good and divine. Seated upon a celestial throne, The Divine contemplated all its creations and pondered upon their solitary state, with no counterpart to share in the wonder and magnificence...")
- 02:2502:25, 28 February 2025 Recent History (hist | edit) [8,931 bytes] RobAdmin (talk | contribs) (Created page with "== Recent History == Saxum has reached a period of relative stability, but it has also reached the limits of its expansion. There are no more unclaimed lands to occupy, and its resources are being continually extracted. The states have been formalized, and a unionized government was formed two centuries ago to manage Saxum’s growth and development. It is in this time of calm, as the industrial age peaks and the last vestiges of the old world fade into history, that un...")
- 01:4201:42, 28 February 2025 The world of Saxum (hist | edit) [24,914 bytes] RobAdmin (talk | contribs) (Created page with "The following information is about the world in which Wyld West is set. It can be used to inspire you during character creation, helping you to develop an understanding of the world your character inhabits. It may also assist you in deciding how your character will act in-game. The information here is considered common knowledge, meaning that any new character may know as much or as little of it as they choose. This knowledge is widespread across the world and forms the...")
27 February 2025
- 19:0519:05, 27 February 2025 Performing Religious Rites (hist | edit) [5,886 bytes] RobAdmin (talk | contribs) (Created page with "= Religious Rites = == Performed by Religious Practitioners == Religious rites are sacred actions performed by Religious Practitioners to invoke divine power, bless objects, or affect the world through spiritual means. There are '''three levels''' of religious rites: * '''Minor ‘Consumable’ Rites''' * '''Minor Rites''' * '''Major Rites''' '''Minor Rites''' and '''Major Rites''' require consumables, which are created using '''Minor ‘Consumable’ Rites'''. These...")
- 18:2118:21, 27 February 2025 Making Tinctures and Elixirs (hist | edit) [2,826 bytes] RobAdmin (talk | contribs) (Created page with " Apothecaries can create '''Tinctures''' and '''Elixirs''' using '''Ingredients''' and '''Recipes''', but all brewing must be done in a '''Laboratory'''. To make a '''Tincture''' or '''Elixir''', a character must know the '''Recipe''' for that item. The '''post office''' will maintain a record of all '''Recipes''' a character has learned. A '''full list of available Recipes''' will be made available as soon as possible. === Recipes === A '''Recipe''' is a '''pie...")
- 18:2118:21, 27 February 2025 Crafting Items (hist | edit) [3,361 bytes] RobAdmin (talk | contribs) (Created page with "== Crafting Items == Crafting allows characters to create in-game items using '''crafting components''' and '''schematics''', but all crafting must be done in a '''workshop'''. To craft an item, a character must know the '''schematic''' for that item. The '''post office''' will maintain a record of all schematics a character has learned. A '''full list of available schematics''' will be made available as soon as possible. == Schematics == A '''schematic''' is...")
- 18:2118:21, 27 February 2025 In Character Theft (hist | edit) [3,572 bytes] RobAdmin (talk | contribs) (Created page with "Theft is a part of the game, but it must be handled fairly and within the rules. Only the following items may be stolen in-character: *IC money *Special items with attached cards *Obvious props (such as scrolls, maps, weapons, etc.) Personal or OOC belongings may never be taken. === Where Theft Can and Cannot Occur === Theft is only allowed in IC areas, which include: *Group tents *In-character shops *Any designated in-character space Theft may not occur from a player...")
- 18:2018:20, 27 February 2025 Death and Dying (hist | edit) [1,522 bytes] RobAdmin (talk | contribs) (Created page with "When a character is mortally wounded, by any means, they begin a two-minute death count. Unless some form of healing or stabilisation begins, after two minutes the character is dead. The timing of the death count can be altered by various effects in the game, such as the ‘Fleeting’ flaw, meaning not everyone will have the same two-minute count. It is the responsibility of each player to understand and keep track of their own death count. During the first half of a...")
- 18:2018:20, 27 February 2025 Interrogation (hist | edit) [2,233 bytes] RobAdmin (talk | contribs) (Created page with "There may be situations where a player wishes to interrogate or torture another character for information. We encourage players to roleplay these scenarios in a way that fits their character while maintaining the spirit of the game. Monsters will be briefed separately on how to respond to interrogation. For a character to be interrogated, they must be: *Conscious *Restrained (this can be through grappling, being bound with rope or manacles, or otherwise unable to freely...")
- 18:2018:20, 27 February 2025 Healing (hist | edit) [2,020 bytes] RobAdmin (talk | contribs) (Created page with "The longer characters stay alive in the game, the greater the chance they will become injured and require healing. In Wyld West, healing Hit Points (HP) can be done in one of two ways: 1. Tinctures & Elixirs (Fast Healing) Tinctures and Elixirs provide a quick method of healing, taking only a few seconds to restore HP. *The exact effects and amount of HP restored depend on the specific Tincture or Elixir used. *These consume resources to create, meaning they come at a c...")
- 18:1918:19, 27 February 2025 Combat & Conflict (hist | edit) [10,551 bytes] RobAdmin (talk | contribs) (Created page with "The world of Wyld West is dangerous, and conflict can arise at any moment. Whether through a brawl in a saloon, a duel at dawn, or a desperate fight for survival against the horrors of the Caldera, players should always approach combat with a focus on safety, fairness, and immersive roleplay. == handling in-game disputes == Not every conflict in Wyld West needs to be settled with violence. Disputes over debts, insults, or power struggles can be some of the most engagi...")
- 18:1918:19, 27 February 2025 Equipment and Items (hist | edit) [1,762 bytes] RobAdmin (talk | contribs) (Created page with "A character can possess whatever basic items they need to function in the game world. This includes: *Character costume (clothing, hats, accessories, etc.). *Weapons (foam/LARP-safe melee weapons, cap guns, or other approved props). *Notebooks, maps, and other roleplay tools. These items do not require an item card and are considered part of your character’s standard equipment. == In-Game Items & Item Cards == Many items in the game will be represented by laminated...")
- 18:1918:19, 27 February 2025 The Economy and Money in Wyld West (hist | edit) [5,582 bytes] RobAdmin (talk | contribs) (Created page with "In Wyld West, in-game money plays a crucial role in bringing the world to life and enhancing character interactions. It serves as a medium for buying in-game items that help your character thrive in the game. Characters can also use their money to purchase components, ingredients, and consumables for crafting, alchemy, and religious rites, which might prove vital. Whilst purchasing items, components, and consumables is not the only way to acquire them, it can often be q...")
- 18:1818:18, 27 February 2025 Character Progression (hist | edit) [1,480 bytes] RobAdmin (talk | contribs) (Created page with "Characters are not limited to the skills they started with. Over time, they can expand their abilities and knowledge through in-game discoveries, such as acquiring new schematics, religious rites, or recipes. At the end of each Wyld West event that your character survives, you will receive two Experience Points (XP). These points can be spent to enhance your character in the following ways: *Gain a Sub-Skill: **Spend 2 XP to purchase a new Sub-Skill for one of your exis...")
- 18:1818:18, 27 February 2025 Character Creation (hist | edit) [35,287 bytes] RobAdmin (talk | contribs) (Created page with "Creating a character for Wyld West is your opportunity to step into a world of grit, adventure, and untamed possibility. Every character has a past, ambitions, and skills that shape their journey in The Caldera. Whether you’re a gunslinger, merchant, scholar, or something else entirely, your choices will define your place in this frontier camp. To join the game, every player must complete a character sheet, which includes both Out of Character (OOC) and In Character (I...")
- 18:1718:17, 27 February 2025 Non Combatants (hist | edit) [4,136 bytes] RobAdmin (talk | contribs) (Created page with "== Non Combatants == A Non-Combatant, often referred to as a "Non Com," is an out-of-character term used for players who choose not to participate in physical combat but still wish to attend and engage in the event. Choosing to be a Non Com is entirely up to the individual, and they are under no obligation to explain their decision to anyone, including event staff or other players. Whether due to personal preference, health reasons, or a desire to explore other aspects...")
- 18:1718:17, 27 February 2025 Out of Character Calls (hist | edit) [2,868 bytes] RobAdmin (talk | contribs) (Created page with "These calls are used to interrupt the game when necessary. They ensure player safety, manage in-game pauses, and help the event run smoothly. === FIRST AID === If you hear "'''FIRST AID'''" called, immediately stop any fighting and kneel down. This call signals that someone has suffered a real injury and requires medical attention. *If you see someone injured, call "'''FIRST AID'''" to alert others. *Do not repeat the call if you hear it—this prevents confusion and h...")
- 18:1718:17, 27 February 2025 Safety Rules (hist | edit) [5,477 bytes] RobAdmin (talk | contribs) (Created page with "== Real-World Emergencies == While we strive to create an immersive and exciting game, player safety always comes first. In the event of a real-world emergency, follow these steps to ensure everyone's well-being: === Call "FIRST AID" If Someone Is Injured === *If you witness a medical emergency or serious injury, immediately call "FIRST AID" loud and clear. *Stop all in-game actions and kneel down to allow first-aid responders to locate the situation quickly. *Do not r...")
- 18:1618:16, 27 February 2025 Useful things to know (hist | edit) [3,082 bytes] RobAdmin (talk | contribs) (Created page with "=== How old do I have to be to attend? === Currently Wyld West is an event open to anyone over the age of 18. === What to bring? === You will need whatever costume, weapons and props that your character has. Be prepared for hot and cold, wet and dry! Bring warm clothing; it can get cold at night, and the game remains timed in for at least four or five hours after sunset. A good tent is essential: cheap supermarket pop ups, for example, are great if the weather is fine,...")
- 18:1518:15, 27 February 2025 How to Play Wyld West (hist | edit) [3,990 bytes] RobAdmin (talk | contribs) (Created page with "== How to Play Wyld West == Wyld West is an immersive Live Action Role-Play (LARP) event where you step into the world of Saxum and bring your character to life. While the game is centred around character interaction, problem-solving, and storytelling, there are some key mechanics that help facilitate the experience and ensure everyone’s safety which are covered later. Here’s an overview of how to play: === Character Creation === The first step in playing Wyld West...")
- 18:1518:15, 27 February 2025 Disclaimer (hist | edit) [1,131 bytes] RobAdmin (talk | contribs) (Created page with "== Disclaimer == While we at Wyld West take every reasonable measure to minimise risks for our staff and participants, the nature of live roleplaying means that all attendees will be in close proximity to simulated combat involving Live Roleplay weapons. Unfortunately, this carries an inherent risk of injury, whether due to bad luck or misuse of equipment. Additionally, our events take place in outdoor environments, often on uneven ground, within wooded areas, and thro...")
- 18:1518:15, 27 February 2025 Wyld West’s Vision (hist | edit) [5,834 bytes] RobAdmin (talk | contribs) (Created page with "== The spirit of the game == The spirit of Wyld West is something intangible but deeply important to us. At its heart, it means not playing to win—this is live roleplay, where there are no prizes and no singular path to victory. Instead, we want players and crew to work together to tell compelling stories, embracing both triumphs and tragedies along the way.<br> We encourage players to stay true to their characters, acting as they would within the world of Saxum. Char...")