The Evolutionary Biology of Dragons

What if instead of accepting the notion of dragons as wholly fictitious creations of the imagination, we instead looked at them as an evolutionary biologist would? How do dragons fit into their biological niche and what purpose do their biological traits serve? Are dragons just evil or are their behaviors serving specific functions?

Defining dragons

There are many kinds of dragons from fiction. In order to not have to deal with the specific traits of each of these, I will be limiting the scope of this article to the Tolkienesque dragon. These dragons can be said to have the following traits:

  • Dragons grow to be very large perhaps as big as 100′ long and massing 15 -20 tons
  • They fly using powerful wings perhaps aided by magical properties that provide lift
  • Dragons have a tough scaly reptile-like hide
  • They breathe fire
  • Dragons are intelligent, cunning, and crafty
  • They are solitary creatures
  • Dragons horde wealth (particularly gold)

An evolutionary perspective

The first, most obvious, trait in dragonkind is that they are large. Largeness is not a trait that evolution selects against as long as it does not impact a creature’s ability to survive and reproduce. The dinosaurs were easily in the size range of dragons. In the case of dragons as apex predators, size provides them with advantages. They are able to travel great distances in a single day to find food and patrol their territory. Because of their size and build, few, if any, other creatures are in a position to compete with them. They are also able to prey on the largest of animals and can strike from the air where their attacks cannot be avoided. These attacks will often come a night where the dragon can use surprise and confusion to its advantage.

Because dragons require large amounts of food they require a large territory in which to hunt. This territory needs to be managed in such a way that the prey are inclined to remain in the territory; this despite it being the hunting ground of an unimaginably powerful apex predator.

So, I hear you breathe fire

The most extraordinary trait with dragons is that they breathe fire. Rather than assuming that this fantastic trait is simply gifted to dragons let us suppose it has both a biological cost and benefit. First, we have to assume that dragons have magical properties that are innate to their being. The two primary functions of those magical properties are to provide enough lift to allow dragons to gain and maintain flight and the ability to breathe fire. We must also assume that the dragons are immune from their own fire (and probably fire in general). Rather than speculate on how this magic works, we will assume that it is simply a part of the natural world in which dragons exist. We will also assume it comes with a biological cost (otherwise all predators would do it).

With all systems in evolutionary biology, traits with a high cost must offset that cost with a benefit. Fiction that includes dragons tends to present the benefit as simply being a means of making a terrifying monster more terrifying. However, from a biological point of view terror has no value outside of keeping those things which might harm you from approaching you. For a dragon, that thing is, for the most part, other dragons.

As already discussed, dragons would be immune to fire in general. You might say that things like armies of humanoids might pose a significant threat to a dragon and fire would certainly be a useful survival tool in that case. However, these armies came very late in dragon evolution. If a dragon lives up to 1000+ years, then the entirety of human history is only 10 dragon lifetimes long. It should be clear that dragons, in their current form, would have existed long before human civilization.

To find the solution to the utility of fire breath we have to think of dragons as more than just monsters. We need to think of them as creatures with evolutionary imperatives. To a human, a dragon may seem like a creature of pure evil, but it is simply a creature fitting into a niche that allows it to survive. More than that, dragons are highly intelligent. In some ways more that people. But why?

We know that intelligence is unnecessary in many apex predators such as sharks, crocodiles, etc. Since a stupid dragon could swoop out of the sky and pounce on prey just as easily, what is the utility of intelligence, that as we have said comes at a biological cost? The answer is ‘land management’. Dragons do not shape their environments to the extent that humans and similar creatures do. Dragons are quite comfortable living in caves with no need for light, security, or other creature comforts. They are content being solitary beings leaving their homes to patrol their domain and hunt for game. To that extent, part of managing their domain is creating and maintaining open lands where large game animals will prosper.

Dense forests on the other hand do not greatly benefit a creature that spots its prey from high in the air. Forests such as this must be maintained through controlled burns. In times of scarcity, a dragon might use its fiery breath to flush game out into the open. Again, this requires intelligence and cunning.

So can I buy you a drink?

Why would a dragon hoard wealth? This is a truly puzzling question given the fact that dragons don’t spend money. Why have it; why sleep with it? Dragons not only want money, they obsessively covet it and are likely to know exactly how much and what they have. A dragon might be able to tell you precisely how many gold pieces they have and where they came from. This is a very particular thing about dragons, their minds catalog possessions as well as lore. The dragon is likely to know quite a bit about dragon history, its own domain, threats, and the condition of the livestock in its domain. More on this later.

As previously discussed, dragonkind well predate civilization and the minting of coin. So why would they have any biological compulsion to collect these things? If we examine the basic drives of all creatures, the strongest ones are those of survival and reproduction. Since this behavior does not enhance a dragon’s ability to survive, it must enhance its ability to reproduce.

Oh, Isn’t that shiny

When we look at flying creatures we see a good deal of sexual dimorphism in many of them. Typically, males will have bright colors. The peacock is an extreme example of this. As part of sexual behavior, certain male birds will gather shiny objects to attract females. This is especially true among the more intelligent birds such as the Corvidae. These shiny items will be used to decorate the nest.

Consider the dragon; what makes him attractive: size, ferocity, and appearance. On this last one, we should ask ourselves ‘How would a healthy dragon appear?’. A healthy male dragon is likely to have glossy and colorful scales. Here we have the major attraction to gold coins. A dragon able to secure a large horde is likely to be attractive to females. The shape of coins is similar to scales. The color and shine of gold is also likely to be attractive. Again, since size is likely an attractor, a large horde would probably trigger sexual receptiveness in female dragons.

High Level Party Stress Relief

A little over a month ago I came across a question in the D&D 3.5 section of Reddit. It got my attention because if you are a DM or even a player you have run into this same problem. The version you are playing is often not relevant because the problem is quite version independent. When parties of PCs get powerful enough they tend to dominate their surroundings. They power through classically constructed dungeons and short circuit the adventure. Below is the question and I will attempt to answer it in a way that any good DM should be able to implement.

Hey all, I’m a decently experienced dm (decade or so) and I’ve run all kinds of rpgs with many different rule sets and I believe that my interests in all rpg games has gotten me in a spot of trouble. I’ve spent years with what feels like a rotating door of players with only a few constants and with life’s twists and turns for various reasons most of my dnd campaigns don’t get more than a year before half the group moves are has dramatic work hour shifts that take them away. All that aside I’ve been blessed this last year an a half with 7 players who truly would pass up everything to be at dnd, and to show them as much respect as they do me I’ve done my darn hardest to make a campaign both entertaining and fun. But a new problem has cropped up for me, and that’s taking the campaign past lv 14. The party averages lv 16 and the math provided in the dmg to create proper challenges is lacking at this point. I haven’t over feed magic items but some (mostly one) players have gone the “ill just craft or have crafted the magic item I need”. I’m typically very open to “player option C” with appropriate hurdles. But I’ve run several sessions I’ve become ashamed of. Battles that were meant to be large problems end up being easier than intended, “boss” fights don’t seem to hold any pressure, and any air of impending doom I’ve previously created is evaporating. Yesterday I ran a Tarrasque fight for the first time I’ve never had a party I thought could handle it, and they almost played with the dang thing. Sure I ate a couple of my players but even the one player that died laughed it off as the cleric performed a true res. 😳 any help or guidance in running an end of campaign scenario for lv 16 parties would be appreciated.

Posted byu/Stagheardt

My first answer I gave off the top of my head. While is was adequate I did not feel it really answered the question in way that provided a lot of flexibility to the DM.

There are many creatures that work well against high level parties. A mage that is several levels higher than the party is one of them. Mages have a tendency to become entrenched if they are on their home ground. They may have all sort of magical advantages. For instance teleport pads that require a special ring to operate. Prepared spells. enhanced familiars through which they may operate. Summoned creatures, etc. Let us not forget any number of powerful evil races. Drow come to mind. Deep in the underdark even a high level party may have difficulty. You can deny your party resources, hit them with diseases, poison, traps. Fights with golems meant as a distraction, labyrinths, puzzles. Get your party out of their comfort zone. Seperate them. Force them to fight images of themselves. Be creative.

My answer #1

With my second answer I tried to be a bit more insightful and provide strategies rather than simple opponents that could match the party.

Powerful parties will tend to use their power to their advantage. They will attempt to bulldoze their way through. Create scenarios where brute force is a bad idea. Assume your adversary is not stupid and knows what a powerful group can do. He or she will be prepared with strategies to offset their advantages. Your villain will do their best to gather intelligence on his foes while not making them aware he is doing so. The villain is also under no obligation to be fair. Perhaps that helpful bard in the village was not really being helpful after all but giving the party solutions to a few puzzle traps to lure them into false confidence for the trap where he misleads them. Better yet he is a dupe lead to believe he is helping while he is being used. Perhaps even more, one of the traps was that the paladin of the party needed to be tricked into wronging the innocent in order for part of the evil plan to work. They punish the bard (who is the victim of a frame job) and by doing so set off a series of events. Again, powerful parties never suspect their hard won victory was a means to an end possibly a means of ridding the true villain of a rival or expendable cohort.

Players, to a great extent, expect adventures to be like T-ball. They are looking for monsters to be placed in front of them so they can kill them and take the treasure; The typical D&D trope. This is one of the DMs best weapons. Make the adventure anything but what they expect. Instead offer the illusion of this. There are many ways of doing this. An opponent much smarter than most of the party is one way. Let’s, for instance, assume the party is on a rescue mission to save a princess. The princess has however been transformed into an ancient red dragon cursed to be unable to speak. All her attempts come out as roars. There in the room is an illithid looking like the princess. The dragon is chained so it must block access to the illithid/princess. The illithid will read the minds of the PCs and will encourage them to kill the dragon so that she might escape. The Illithid really does want the party to kill the dragon and does plan to escape. All the encounters up to this point have been to assess the party’s abilities and prepare to counter them. The party kills the dragon to rescue the princess. As the dead dragon transforms into the now dead princess the illithid disintegrates the body and teleports away. All the party finds is a large pearl where the girl lay. Little does the party know but the pearl is a cursed item that causes members of the party to tell the least flattering version of the truth to the king when he asks about his daughter.

Taking your D&D campaign from okay to great

And it’s 1 2 3 what are we fighting for?

Every DM wants to address ‘How do I take my campaign to the next level?’. The difference between a D&D campaign that is simply a series of dungeon crawls and a campaign that pulls players in, is not making your PCs the biggest, baddest, thing around. This sounds somewhat counter-intuitive but it’s true. Instead, give your players tools that make their choices, thoughtfulness, and ingenuity matter.

A hopeless fight against overwhelming odds

Think Star Wars. The Death Star vs. The rebel alliance. The rebels were totally outgunned. However, one guy had access to magic powers that far exceeded his own abilities. The Force, in this case, is the tool that allows the alliance to win the day and defeat the Empire’s ultimate weapon. Ultimately, it was Luke’s trust in the Force that allowed the victory.

‘Scuse me while I whip this out

In most high fantasy there is some instrument that allows the ordinary hero to become the extraordinary hero: Bilbo with the ring and sting, Arther with Excaliber, Elric with Stormbringer, Aladin with the genie, etc. This instrument can be anything: a weapon, a power, a special advisor, a patron, powerful luck, etc. Of course, sometimes, but not always, there is a cost or danger. Consider the cost of using this instrument. Will the thing: corrupt the user, be taken by the enemy, mislead our hero, lose effectiveness, have terrible side effects, attract unwanted attention?

On the other hand, perhaps our ‘thing’ has one specific situation in which it can be used. Perhaps its use is unknown and must be discovered. Maybe the PCs must fulfill certain criteria before the thing is of use. Perhaps our plot device is merely a key to something else. All of these things are excellent plot devices for adventures.

Flavor your D&D game with choices

The run of the mill game is one in which your players have little impact on the world. There is a dungeon crawl, characters sell their loot, lather, rinse, repeat. Instead, make your PCs a real force for change. Create situations where their choices matter and have consequences. Place your players in situations where they are torn between two choices. Should they stay and defend the castle against the coming orc invasion or go rescue the princess. Is this a fake kidnapping, luring the characters away from a stronghold that must be defended? Did the characters break their oath when they abandoned the stronghold?

Use the player’s expectation for standard D&D tropes against them. Intice your players into feeling they are ‘supposed’ to do something because that is where the plot is leading them. Do they take the bait? Do they avoid the trap? What are the consequences?

Politics,  politics,  politics

Make your players pawns in the political machinations of your game world. Are the PCs supporting the ruling class or the revolution seeking to tear down the establishment? What happens when one side wins? Are they kind to their former enemies or utterly ruthless? Will there be mass executions? Will the party be a force for justice? Perhaps they will be made a tool of injustice? How will the tables turn? Was the party’s benefactor simply using them for his own ends? How will they react to the sudden realization of how things really are? Perhaps your players will choose to side with those who provide them power and money.

So… You’ve decided you might be neutral or How to look cool by sitting on the fence

Can’t decide? Why bother trying? Be neutral.

Everyone pestering you to pick a side? Stay neutral. Take your half of the road in the middle. Sure everyone will tell you of the nobility of this or the glory of that or the freedom of one thing or stability of another but really what’s in it for YOU?? It just sounds like a good way to make a commitment you will later regret. Be flexible. That is unless you’d rather not.


Who ever heard of a spell of “uncommitted’s bane”? or a “sword of indifferent slaying”? Picking sides will only get you into trouble because somebody, somewhere, has come up with some way to hurt you for doing it. If you feel compelled to pick a side just pick one. These’s no point in making yourself vulnerable to two kinds of spell. Don’t forget if you pick a side all of a sudden the clerics and paladins are all up in your business. Wanna keep hidden, secret or just unnoticed? Just remember there’s no “detect apathy” spell.

Neutrality not just for the undecided anymore

Didn’t imagine you could stay out of all the politics of alignment and still be self righteous about it? Well don’t worry, you can. The Druids have turned not picking a side into practically a religion. Ask one of these tree huggers to help your cause and you will get an earful of how they are “True”neutral. Basically this means they don’t give a damn about anything but their grove and nature and maintaining balance and on and on. That is, right up until the day you walking into their woody, wood, woods with an ax looking for a source of lumber. That’s the day you’ll find that this true neutral fellow has picked a side and it sure ain’t yours.

Their ain’t no strings on me

There’s a lot of freedom in not caring about the proper way to act or be or be seen to be. Do what suits you when it suits you. Wanna rescue the princess? Sure, why not, you were bored and the harvest isn’t for another three weeks. There’s money in it right? Grave robbing? They’re dead, they won’t care. It’s okay, you don’t make a habit of this sort of thing. You’ve always been the most law abiding citizen in the county when the sheriff was around. Of course that never stopped you from the poaching the occasional rabbit when the stew pot was empty. There’s no need to follow rules that don’t suit you even rules that say not to follow rules.

Diplomacy, why can’t we all just get along?

The problem about picking a side is that all of a sudden there’s a whole group of people, critters and beings from who knows where, who won’t like you for it. If you are good, along comes some evil creature whose only goal is to screw up your life by tempting you into being evil. Boy then you are in for it. On the other hand, if you are evil, groups of “goody two-shoes” will start showing up looking to either put a sword through you or reform you.

Of course if you just stopping being evil or good that is never enough. Someone will feel they have to either utterly corrupt you or set you on the straight and narrow. Of course, those who think a life of order is just the thing are always trying to get the lawless to apply for a licence for this or that while the wildlings and their chaotic ways are looking to throw off the yolk of oppression. Oh, Lords of Indifference, who needs the aggravation?

The profit of staying out of it

Don’t get dragged into a war fighting for ideology. Stay out of it. Want to sell things to both sides? Can’t do that if you align yourself with some ideology. Be everyone’s friend and make money doing it. You might even make some coin negotiating a treaty. Wouldn’t that be nice?

The best time to be seen on the battle field is right after it’s over and you can go collect all the goodies left on the field. You’ll be much better off not getting killed but rather getting there just in time to grab that “greatsword of other guy slaying” that the winning side couldn’t pick up because it would burn their hand if they tried. Roll that cart home and sell that thing for a couple of thousand gold and retire.

And remember…

All things in moderation, even moderation. Stay safe.

Comicpalooza 2017 is all over and I am so tired

<–Previous post about this year’s Comicpalooza

Another one bites the dust

Another Comicpalooza has come and gone. I walked about 40 miles and talked to dozens of people. Now it’s all over and time to follow up on the contacts I made. I had a lot of fun talking to Marky Ramone and the guys from Daredevil. Of course is always nice to see Commander Mark and my pal from Blind Ignorents days Tod Waters. Both had booths at the show. I was very pleased to meet fellow redhead The Ginger Artist. We are planning to have redhead parties in the future. That’s pretty exciting.  Last but certainly not least are three artists who expressed an interest in helping Underlair: Edward Kraatz II, Vo Nguyen and Michael Champion.

On the down side

I wish I could say it was a perfect show but the game area was a real let down. Last year Reaper had an area with free miniature painting. This year the area featured karaoke that was promoting a video game company. The game room seemed much less active this year.

What I didn’t see

This year I didn’t make it to any of the panels. Unfortunately I spent most of my time in the dealers room and did not make it out on Saturday when the best panels went on.

After Comicpalooza

It’s time to get back to work. In the next week I will be getting caught up with website work. Of course I will also be chatting with all the people I met at the convention. I’m as always looking forward to returning next year.

Comicpalooza 2017

Comicpalooza again

The past year has flown by since I started talking to people at last year’s Comicpalooza. Once again I am walking for miles and miles talking to people about D&D and free adventures. Fortunately I am a bit better prepared this year with the website live and an actual blog. Hurrah! This year I even have help. Since this is the first day of the convention things are a bit slow, Tomorrow will be crazy. More than four hours of sleep would be nice as well. Stay tuned for updates on new participants as the show progresses.

Dungeons and Dragons: Not Just For Boys Anymore

The Early Years

I got my first D&D Basic Box in 1980, but I didn’t actually play until 1986. While in the Air Force, a group of guys in my barracks started a campaign and invited me to play. I was the only female to join, though several of us women folk had been invited along. I played a few sessions, but soon found partying at the Airmen’s Club was more interesting. I’ve played a few sessions of several campaigns over the years, but was always the only female in a campaign. I like being one of the boys, so that was okay. For various reasons, I’d always leave mid-campaign.

Play Today

Recently, I’ve started playing with my husband and a few friends. And guess what? There are two of us ladies playing in this campaign! No longer am I overwhelmed by the amount of testosterone wafting through the air as we play. Maybe the hormonal balance reaches parity with two of six of us exuding estrogen. On the other hand, I am older and more tolerant of the variations in approaches to handling crises. Or maybe, I just appreciate the various personalities contributing to the campaign. The DM and five of six of us are well in our middle ages, so that may make a difference in how we manage our situations. Whatever the case, I find our play more compelling than I ever did in the past.

D&D in the 21st Century

Some might claim that the newer editions are friendlier to women. I don’t know that this is the case, but I do know that more and more women of all ages seem to be playing. I suspect that many factors influence the changes in demographics. Tabletop gaming of all kinds has enjoyed a resurgence in the past fifteen years. Gaming is not just for kids anymore. Women of all ages can take a break from their day to day responsibilities and experience the joys of role-playing. Heck, for all I know, there are all female campaigns out there! If anyone knows of one, let me know. And if anyone wants to start one, Underlair is a great place to get going.

So… You’ve Decided to be Evil. A Beginners Guide to Being Bad.

You’ve thought it over and you’ve come to the conclusion that evil is the way to go.

Congratulations, you are on your way to making the world a better place, for you. While it might seem like being evil should be the easiest way to get everything you want there are a few things to remember as you make your way to untold riches and your enemies come to dread your name.


None. You have no friends. At best you have acquaintances with whom you cooperate. No one can be trusted. Only the most gullible and stupid would trust you. Associates are like anything else, they are either a benefit or a hazard. If they are a hazard it is best to remove the hazard as quickly as possible by whatever means necessary. If they are a benefit you should maximize their benefit to you, again, by any means necessary. Deception, extortion, and mutual benefit can help you. It is often best to have associates you have known for a long time. The advantage: they are predictable. This predictability makes it easier to manipulate them into giving you what you want.


Everyone. At least, everyone is potentially your enemy. Everyone wants the same as you, wealth and power. If you have it they will want a piece of it. If you don’t have it, either they have it and don’t want to give it to you or they don’t have it and want it and you are in the way. It’s important to be able to distract your enemies. Set them against one another, lest they gang up on you. Appear too timid and solicitous to threaten the strong and too powerful and merciless for the weak to challenge you. Remember, guile and treachery are your stepping stones to a better future.


Trust is for the weak. No one with any sense can be trusted to do anything but look after their own self interest. Make sure that everyone around you has their self-interest aligned with yours. Damaging information can be used to keep others in line as long as killing you does not become the best way to keep such a secret, secret. Assassination brokers can insure that in the case of your untimely demise the guilty party is made to suffer often in ways that will increase the reputation of such firms and attract new clients. Beware the stupid and the righteous. These creatures will often act with no regard to their own self interest or the consequences of their actions. Better yet manipulate these beings into going after your enemies. Remember, Don’t get caught.


Fear is an important tool to have in your arsenal. It keeps those around you from betraying you. Fear keeps your allies in line and your enemies at bay. It can be used to motivate someone into actions that will result in their almost certain death because they are too afraid to do otherwise. Be aware that your enemies will try to use fear against you. It is often useful to feign fear to convince your enemy that they have you cowed. Bear in mind too that others may likely be doing the same and pretending to be cowed by you. Find these pretenders and make examples of them to better instill fear in the rest. Fear is the mind killer. Fear is the little death that brings total oblivion.


Loot, Treasure, Money, Cash. Power brings the gold not the other way around. Having a great horde of wealth only makes you a target for those who want to take it. The power to get money when money makes things more expedient is what’s important. Constantly having to demand and take things is tedious and creates a situation where allies have little to gain from dealing with you. Instead take money from your enemies then use it to make your allies more willing to appease you and give you what you want. Always be willing to demonstrate to those around you that you are able to use wealth to cause those who displease you to suffer. Never place all of your wealth in one place. The best things in life are free, as long as the owner of those things is not in the way.


Betrayal is a sword that cuts both ways. If you come to be known as someone who betrays your associates, others will be suspicious of you and non-cooperative. On the other hand if you are never the betrayer you will always be the betrayed. Betrayal is a science that seeks to find the most perfect moment to withdraw support for your former ally in order to enrich yourself. The best betrayers do it in such a way that the victim does not even know he was betrayed; believes someone else did the betraying; better still the victim is allowed to betray you and in so doing is undone by his own hand. This last option is tricky but has the added benefit of making you seem the more reliable choice to others.


Revenge is a dish best server cold. Never rush to vengeance. Whether unexpected or dreaded, revenge is best when done with care and planning. Occasionally opportunities arise allowing you have revenge right away but nothing in life can match the joy of watching your carefully laid plans blossoming in perfect and tormenting ways. Revenge is a sort of poetry that pleases you by slowly creating agony in those who have so foolishly interfered with your plans, like a fine wine slowly sipped from the skull of your enemy.

Take these points to heart, the world will open up for you, like an oyster with a great pearl ready to be plucked away. Just make sure it doesn’t open for someone else first.

Wow! Super stoked about new cartographer!

Art, Maps and Cartography

Underlair is pleased to announce Derek Ruiz of Elven Tower, our first official artist/cartographer. His maps are both creative and thoughtful. They often contain interesting perspectives and also wonderful details.

Derek has granted us permission to develope adventures around his maps. Collaborating with Eleven Tower is exciting. Due to talented participants such as Derek, we are looking forward to creating great adventures.

Visit his website to see more of his great work.

Bridge Hamlet
Bridge Hamlet




The Arcanist’s Lair
The Arcanist’s Lair

Stupidest Contest Ever, Make Art and Get People to look at it 

Art, Art, Art! Ars Gratia Artis!

As part of my continuing effort to improve, I’m customizing the login page with new art. The current page features the banner from our fictional land of Verka and a spooky shaft filled with creatures of the night. My special thanks to Jayson E. Street for the use of his photo as a background.

The contest is where you create our next login page with either a nifty logo or a cool background. These things can be items you create or find but they must be free to use. Either public domain or with a licence like creative commons, GNU, MIT or other similar licence. In the case of your own work this will be credited to you.

There may be more than winner with the 1st place winner getting 1,000 points the second place 500 points and third place 250 points or some other equally meaningless prize maybe a gold star etc.

Like most contests this one has rules. By submitting entries to the contest you grant a perpetual licence to use these items on our login page. All submissions must be free to use for commercial purposes and have no copyright restrictions on them. Of course all submissions must be digital and of appropriate dimensions.  Background images must be 800 x 600 min and logo images 100 px min in width. If you submit images in a larger format they should not loose detail when reduced to this size.

Last thing. The theme for the contest is “Enter the Underlair” so all entries should attempt to follow that theme. Contest ends when I feel like it so hurry up. Contest winner(s) will be duly praised for their hard work.

All entries can be emailed to [email protected] . Good luck