I think I know already how to make the best use of The Green in my next
campaign.
The "Big Bad One" of my pseudo-Arabian Merasan setting is The Iblis, a crea-
ture that lives in Merasan's Dreamlands, from where it sends dream messages
and occasonally some of its servants (djinn and ghoules) into the real world
to cause chaos there.
Near the beginning of the campaign, some archaeologists from the Miskatonic
University will begin to excavate the ancient ruins of Thibba, a place where
the Iblis was worshipped before the Merasani tribes came to the region. Du-
ring this excavation the scientists will uncover a gate to the Dreamlands and
accidentally destroy the wards that kept this gate closed.
Soon afterwards a series of strange events will begin in Merasan, with people
becoming more and more aggressive and desperate because of nightmares in-
citing them to evil deeds, there will be rumours of djinn and ghoules roaming
the countryside at night, and so on.
The Emir will ask his scholars, and they will learn from the book Kitab Sfyd
that the influence of the Iblis is growing, and that someone has to close the
gate at Thibba to stop this - but the gate can only be closed from the other
side.
So the Emir will send some of his best men (the player characters) through
the gate to deal with the problem.
They will have some advantages, for example modern (= 1920s) firearms and
the protective magic of the Sufi scholar(s) accompanying them, but on the
other hand the environment of the Green - totally alien to desert dwellers -
and its fantastic inhabitants and creatures will easily balance out these ad-
vantages.
And after a couple of adventures the characters will find out that the Iblis
only uses the Green for "transfer", he and his servants come from yet another
part of the Dreamlands beyond the Green's ancient gates, and to stop the
Iblis from devastating Merasan the adventurers have to find and close one of
those ancient gates, too ...
You see, Puck, the Green really feeds my imagination - thank you.