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PRINCIPIO 6 | PROCEDIMIENTOS DE VERIFICACIÓN

In document MANUAL DEL PARTICIPANTE HACCP BÁSICO (página 52-55)

PELIGRO Patógenos bacterianos

6.6. PRINCIPIO 6 | PROCEDIMIENTOS DE VERIFICACIÓN

when they reach the central plains. Over the centuries, those who live in the path of these deadly storms have adapted, building their houses in the sides of hills or at the bottoms of valleys to avoid the worst danger from the tornadoes.

Whatever the season, however, the weather in Anderland is prone to sudden and unpredictable changes. Surprising warm spells in the deeps of winter transform blankets of snow into slushy quagmires, and the warm breath of spring sometimes becomes the frigid fangs of a northern wolf without warning. The halflings of Anderland perhaps sum up the weather best: “Wear your spring tunic, but keep your winter cloak handy.”

Though most of central Anderland is well patrolled by the princes’ soldiers, its borders are fraught with peril. The Pale Forest in the north disgorges packs of goblins and their allies with frightening frequency, while the forces of Anlar Icefang continue to swell beneath the banner of the winter wolf in the Icehammer Front. In the east, the conflict of the elves threatens to spill over into Anderland, as night elf patrols begin ven- turing beyond the borders of the elven lands to seek out suitable sites to build their secret fortresses.

Though the dwarves of the Stormfells are ostensi- bly neutral to the dealings of the men of Anderland, the fire giants who dwell in the deepest caverns of this great mountain range are not. Their periodic raids to procure food and other goods to take back to their subterranean

homes are becoming more frequent, leading many to wonder if another giant war is not brewing beneath the dwarven homelands.

Just as troublesome is the rise of strange creatures in the swamps of northern Emerlyn. These creatures periodically swarm out of the peninsula and rampage through southern Anderland like a plague of reptilian locusts. Though they are so far easily dealt with by the princes’ patrols, their numbers are increasing and their attacks against Anderland are becoming more frequent. In all, the threats to Anderland, coupled with the unpredictable weather and dangerous tornado season, make it a country quite open to adventurers and others who might be able to lend a hand with its troubles. Though the princes watch closely for any trouble mak- ers, those who swear fealty to the Thorned Thrones are treated well and rewarded richly for their service.

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Legends say that Druids led the first human immigrants into the fertile river valleys of central Ambria from Ebernath and the coastal cities on the Parthian Sea. Under the watchful eyes and wise guid- ance of the Druids, the human tribes traveled north through central Ambria in search of new and bountiful lands to call their own. They settled at last near the shores of the Goldspring Sea, where they found a wealth

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of mineral resources and fertile land that supported crops and livestock with equal ease.

Comfortable in their new homes, the men of cen- tral Ambria grew in number. The lands were rich with food, allowing the men to expand their numbers greatly over the generations, until the first city could no longer support them. The Druids grew wary of the effect this might have on the surrounding land and counseled the leaders of the powerful city of Seaward to spread their numbers across the land, to make room for all.

It was agreed that the Druids would lead six groups of men and women into the wilderness. These would form new settlements and all would work togeth- er in their times of need to support one another as they were able. The plan was a good one and the Druids were happy with their success—they were able to expand the territories of men without placing undue strain on nature. It seemed as if Ambria would stretch on forever before them, its vast plains like an undulating green sea that called to the explorer in them all.

In time, the Druids and their followers founded six new cities. Though there were perilous dangers in the land, the magic of the nature priests and the strength of their followers were enough to drive their foes back. The Seven Cities—the first being Seaward—rose in Ambria, forming a circle that would define the perime- ter of human lands for generations.

But the monstrous inhabitants of the northern frontier proved to be a grave danger for the new settle- ments. Goblinoids, ogres, and giants thundered down from the Icehammer Front and the Pale Forest, crashing into the first human settlements and laying them to waste. Within the span of a few short years, the work of decades was shattered and the men of the region found themselves again at the mercy of powerful, implacable foes. Their farms destroyed, their livestock taken by the humanoids, the men of what would one day be called Anderland despaired.

The giants and evil humanoids were raiders, how- ever, and never stayed in the south for long. When they withdrew, the humans of Anderland learned to defend themselves. They built walls of timber and stone around their villages, traded with the dwarves for steel weapons, and formed militias that taught young men and women the ways of war.

In the wake of the largest goblinoid incursion into Anderland, in the eighth century, the princes of the Seven Cities sponsored the creation of the Griffin Company, a small army of rangers tasked with defend- ing Anderland from future attacks. Forts were built all along the northern frontier and the people of Anderland sent their children north to man the walls. For more than 200 years, the Griffin Company has been remarkably successful in preventing goblinoid incursions across the frontier—or, when prevention failed, punishing those responsible.

While Anderland has enjoyed an extended period of relative peace, the rangers of the Griffin Company are

beginning to whisper that the greatest threat yet is rising in the frigid peaks of the Frostfells and Icehammer Front. They speak of vast armies of goblinoids, orcs, and giants massing under the banner of the winter wolf and plead with the princes of the Seven Cities for increased support and new recruits.

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While men struggled against the humanoids and scattered the seeds of civilization into the winds, the halflings endured their own quiet war. The goblins of the Pale Forest stalked and harried the Faring Folk wherever they traveled, enslaving those they captured or hauling them off to be used for food in the cold, dark winters of the north. As their numbers dwindled, the halflings banded together for protection. The size of their wagons increased, as well, becoming more heavily armored and less likely to fall prey to a small group of bandits or goblins.

It was during this time that the Faring Folk first encountered the newly arrived men. The two races trad- ed frequently over the years, forging a bond of trust between civilized people in an uncivilized land. This bond allowed the halflings to prosper, as they traded their knowledge of the land and its inhabitants for the swords and Druidic magic of the humans. Together, they drove the goblins and their giant allies back to the bor- ders of the Pale Forest and the peaks of the Icehammer Front. Freed from immediate concerns over survival, the halflings formed a trade route between the cities of men in the north, transporting goods and news across Anderland.

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As men expanded their territory, their crude vil- lages and tilled farmlands became known to the Sildanyr elves. Curious about these new arrivals so near their own homelands, the elves sent their scouts to watch the humans. Over the years, the cautious elves began initiating trade with humans living in the east, exchanging their own goods for the farmed vegetables and domesticated animals of the humans. Surprisingly, the elves and men along the border were able to hold their distrust in check, preventing any bloodshed between their peoples and fostering a healthy trade.

Near the same time, the Druids that had built an enclave at Ebernath forged their own links with the elven community. They offered an exchange of their magical talents and secrets of the natural world for elven craftsmanship. In time, this arrangement became more favorable to the elves than the simple exchanges of food with the mainland and soon elven ships were making regular trade voyages to the island. Over the course of the next few years, the elves became convinced by the Druids to funnel all their trade through the island. Thanks to their new allies, the Druids were once again

in a position of power within the lands of men.

The conflict between the elves has thus far not affected Anderland. The Anderlars continue their trade unabated, trafficking with both the dawn elves and night elves. One potential threat still looms in the north, how- ever, as some extremist night elves consider expanding their territory beyond Sildanyr and into lands now held by men. Should this come to pass, the battle would be fierce and both sides would suffer greatly as the greater numbers of men in the region faced off against the mag- ically adept elves.

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The men of Anderland are united by heritage, but divided by their determination to maintain their inde- pendence and avoid the sort of costly, albeit temporary, unification they faced during the goblin wars. The num- ber of small cities and villages has increased through the years, expanding the territory once encompassed by the Seven Cities. Though none of the newer towns are as large as the original seven, they have developed their own specialties and are thriving.

The cities, towns, and villages of Anderland trade with one another, but tend to use river travel rather than overland routes to transport their goods. This, combined with the lack of a central ruler to pay for such projects, means there are few roads through Anderland. Most of the few existing trade routes are little more than rutted tracks through the wilderness, guarded only by members of the Griffin Company who can be spared from the fierce battles in the north. In turn, the lack of roads leads to an even greater isolation for the cities and villages of Anderland—few make trips outside their home areas now, preferring to stay where they are rather than brave the open spaces.

In the north, the halflings still travel from city to city, buying goods from one village and selling them at another. Now, however, they face renewed threats as the scouting forces of Anlar Icefang descend from the mountains. The halflings do provide support to the Griffin Company when they can, but even the vaunted legion of rangers is hard-pressed to deal with the myri- ad threats storming toward them from the north. As they construct one fortress to withstand the assaults of their enemies, another is set ablaze by goblin raiders or lev- eled by stones thrown by frost giants.

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Two main groups populate Anderland. The Anderlar, lowland humans, make up the bulk of the pop- ulation. The halflings are a sizeable minority of nomads scattered throughout the region. There is considerable trade and contact between the two groups, but their cul- tures remain as distinct as their appearances.

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The Anderlars, those lowlander humans who set- tled this region, have grown to be a prosperous and pop- ulous people. Dark of hair and fair of skin, they have maintained their distinctive look even while spreading themselves throughout central Ambria. Though it is believed the Anderlars descended from the same human tribes as the men of the Kingsmarch and Durning Highlands, these origins are now lost to the knowledge of men. The Druids whisper that, in fact, the Anderlars are descended from a much older race that was driven from their homeland by the barbarians that eventually settled the Kingsmarch.

In general, Anderlars are sturdy men and women who wear their hair long in the winter and cut it short in the summer heat. Men favor beards during the fall and winter months, but the humidity and presence of pests (such as mosquitoes and fleas) during the warmer months encourage them to shave during the Bringing of the Green each spring.

Blue and green eyes are most common amongst the Anderlars, with black or gray eyes being regarded as a symbol of nobility. Though the origins of this belief are lost to the past, it has held true—the greatest heroes of Anderland are said to have had eyes the color of coal, and each of the current rulers of the Seven Cities is like- wise blessed with slate or black eyes.

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Scattered throughout Anderland, the halflings are found in the lands from the northern frontier to the coastal cities. They travel frequently in large clans, their ponies hauling their enormous wagons over the hills. While the wagons are far from speedy, they are well armored and the halflings have long-since learned to fight to protect them from goblinoids, brigands, and other attackers.

The Faring Folk stay on the move because they believe it is easier to defend their wagons and caravans than it would be to protect stationary homes. They have seen the struggle the Griffin Company deals with to keep their fortresses intact and wish no part of it for themselves. Instead, they migrate constantly, hoping to stay ahead of their enemies and avoid problems with other peoples.

These travelers also provide a valuable service by trading with villages and cities as they move from place to place. This frees the Anderlars from developing their own trade routes through the inhospitable places and spurs the economy of Anderland. Though trade is not fast, the halflings buy in large quantities, ensuring steady trade throughout the region.

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There are seven large metropolises in Anderland, a dozen or more smaller cities, scores of towns, and countless villages and hamlets. This does not even begin to count the small collections of farmers that have band- ed together for mutual protection, nor does it take into account the forts of the Griffin Company, the most suc- cessful of which are quickly becoming small towns in their own right. Due to its vast size, Anderland is not crowded, but the area has clearly been tamed by men.

In general, the Seven Cities of Anderland are home to roughly 30,000 people each. Ringed by tall walls and guarded by fierce warriors, these towns appear strong enough to ward off virtually any attack. Seaward held off the massed might of the goblinoids and their giant allies centuries ago and, having increased in size and strength since then, is probably ready to put down any army foolish enough to march against it.

Smaller cities are walled as well, but rely more heavily on prevention than their strength of arms. These cities all lie within the ring formed by the Seven Cities and rely heavily on the lords of those cities to protect them from attack. If a determined foe ever punched through the defenses of the Seven Cities, they would find the interior of Anderland ripe for the taking, despite the strength of arms and determination of the Anderlars. Several lords of the cities have begun urging the small-

er cities to step up their defenses, but the cost of doing so can be prohibitive, especially when danger seems remote. This may change now that Anlar Icefang is starting to march, however.

Towns are normally scattered collections of farm- steads, craftsmen, and the businesses they support. Walls may exist, but given the agricultural base of the region, it is likely that most of the inhabitants of the town would live beyond its walls on their farmland, ren- dering such defenses moot. Like the smaller cities, they rely heavily on their larger neighbors for support and protection in times of need. Town militias are usually capable of putting down attacks by bandits or a rogue band of goblinoids, but a determined attacker with a decent force could rip through them easily.

Villages, with inhabitants numbering in the scores, are of two types: agricultural and mercantile. Agricultural villages tend to be larger and often center on communal storehouses and granaries that the farmers can use to store and sell their goods. The farmers are so scattered, however, that there is little chance of quickly coming to one another’s aid in time of emergency. More than one farmstead has been destroyed by a quick raid by the enemies of Anderland, its inhabitants unable to call for help when they needed it most.

As fiercely independent as their barbarian ances- tors, many Anderlar farmers live quietly on their own land, far from cities or villages of any kind. These iso-

lated families are impossible to count but can be found throughout Anderland. In heavily forested regions, they become woodcutters and haul loads of lumber to trade in the market towns for what they need in food and clothing. Farmers, on the other hand, dot the rolling plains and are almost completely self-sufficient. They prefer to be left alone and there are large, extended fam- ilies living on these farmsteads that have not interacted with outsiders in dozens of years. Such isolation leaves these farmers in danger from enemies, but most of them find the risk worth the solitude and peace they have attained through their lifestyle.

Most construction in Anderland is done with wood or mud and wattle. The numerous forests dotting Anderland provide ample building supplies and the actions of the remaining Druids keep the forests grow- ing strong. In the cities and metropolises, stone con- struction is more common, especially as relations with the dwarves continue to warm, enabling the wealthy to purchase quarried stone of the highest quality. Seagold, as well, plays an important part in the construction of estates or government buildings, both for reinforcement and ornamentation.

Most of the older cities of Anderland, including the Seven Cities, were laid out by the Druids. Because of this, they have a circular, organic style that is rarely seen in other construction. Central parks form the hubs

of these cities and stands of trees bring bursts of green life throughout.

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As their role in the affairs of men began to dimin-

In document MANUAL DEL PARTICIPANTE HACCP BÁSICO (página 52-55)

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