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Inherit the Earth

Inherit the Earth: Quest for the Orb is a point-and-click adventure developed by The Dreamers Guild and published by in 1994. Set in a post-human world where anthropomorphic animals called Morphs have evolved human-like intelligence and formed tribal societies, the game centers on , a young from the , who is falsely accused of stealing the magical Orb of Storms—a revered artifact that predicts weather—and must embark on a quest to clear his name, rescue his companion Rhene, and uncover the true thief. The game's narrative unfolds across various animal-inhabited locations, such as the villages of the Ferrets, Boars, and Rats, where players guide and his allies—Okk the boar and —through interactions with diverse characters. emphasizes puzzle-solving via item collection, trading, and dialogue choices, with Morphs valuing objects differently based on their tribal perspectives, adding depth to and negotiation. Presented in an 3D engine with hand-drawn sprites, the title features detailed environments that evoke a quasi-medieval atmosphere, and the edition includes full to bring the animal protagonists to life. Originally released for , , and Macintosh platforms, Inherit the Earth: Quest for the Orb has seen re-releases and ports to modern systems including Windows, Macintosh, , , and others by Wyrmkeep Entertainment, which acquired the rights and made it available digitally through services like and . The game earned praise for its charming story, unique anthropomorphic setting, and family-friendly tone, though some reviewers noted frustrations with extensive and linear progression in later sections. Its legacy includes inspiring a series and attempts at sequels, cementing its status as a in the adventure genre.

Gameplay and setting

Gameplay mechanics

Inherit the Earth is a point-and-click that employs a mouse-driven for and within its environments. Players control the by clicking on locations to move, examine objects, or initiate conversations, with the game world composed of static pre-rendered backgrounds and expansive tiled areas such as towns and caves, supplemented by an overworld map for travel between key locations. This setup allows for exploration of detailed scenes rendered in an isometric style, where clicking hotspots triggers actions like picking up items or manipulating the environment. Inventory management forms a core mechanic, enabling players to collect, examine, and use items to solve challenges; for instance, items like clay can be pocketed from environmental sources and combined or applied in puzzles without the risk of permanent loss. Dialogue trees facilitate interactions with non-player characters, typically through clicking to select conversation options that may provide hints or advance progress, though exchanges are often limited in depth and utility. The game features no combat or time limits, emphasizing a relaxed pacing focused on puzzle-solving. Puzzles primarily revolve around logic riddles, environmental manipulation—such as navigating four mazes or leveraging the of anthropomorphic animal characters for traversal—and inventory-based tasks that require applying collected objects to specific scenarios. These challenges are designed to be straightforward yet occasionally cryptic, with no fail states like death, promoting trial-and-error experimentation. Control schemes vary by platform: the original version uses clicks for primary interactions, augmented by shortcuts for menu access and quick saves, while ports to and later re-releases on modern systems like maintain point-and-click functionality with improved responsiveness. and adaptations, such as the macOS version, adapt the for touch or trackpad input while preserving the core -like . Visual feedback is provided through high-quality pre-rendered backgrounds showcasing lush, detailed scenery and sprite-based animations for characters, creating an immersive post-apocalyptic world. Audio elements include ambient for environmental immersion, a music score, and professional in the edition to enhance delivery.

World and characters

In Inherit the Earth: Quest for the Orb, the game is set on a future following the of , where anthropomorphic animals known as Morphs have evolved into intelligent, bipedal beings capable of speech and complex society. These Morphs inhabit a that blends with remnants of , such as rusted machinery and ancient relics scavenged from ruins. Tribal societies dominate, organized by with distinct roles and territories, reflecting a regression to feudal structures after the human era. Key locations include the mining village of Dol, home to industrious badger Morphs who specialize in excavation and craftsmanship, and the scholarly city of Babbel, inhabited by pig Morphs focused on knowledge preservation and intellectual pursuits. Wilderness areas, dotted with overgrown human artifacts like derelict vehicles and forgotten structures, serve as perilous travel routes between settlements, underscoring the Morphs' reliance on oral traditions and limited technology to navigate their environment. These sites highlight a society where Morphs eke out existence amid decaying human legacy, using tools forged from scrap metal alongside rudimentary agriculture. The protagonist, , is a clever young Morph renowned for his wit and resourcefulness, traits stereotypically associated with foxes in Morph lore as sly tricksters. His companions include Okk, a sturdy boar Morph from the Boar who embodies the species' reputation for strength and belligerence as a , and Eeah, an intelligent Morph from the Tribe whose analytical mind and physical prowess reflect elk Morphs' roles as stately guardians. The true antagonist is a cunning raccoon Morph, a rarely seen species, who stole the Orb and drives the central conflict. Morph society is marked by deep inter-species prejudices, where stereotypes fuel mistrust—such as views of foxes as deceitful or rats as thieving scavengers—leading to segregated tribes and occasional alliances strained by suspicion. Religiously, Morphs venerate s as divine creators who bestowed upon , interpreting human relics as sacred artifacts and weaving myths around their disappearance as a divine ascension. Central to this belief system is the Orb of Storms, a revered human-made device mythologized as a prophetic tool for weather prediction, symbolizing the Morphs' dependence on lost for and significance.

Plot

Main storyline

In Inherit the Earth: Quest for the Orb, the protagonist , a member of the Fox tribe, is falsely accused of stealing the of Storms, a revered ancient relic, from the of the Orb during an annual puzzle tournament. This accusation leads to his companion Rhene being taken hostage by the Boar King; Rif is given the opportunity to prove his innocence by uncovering the true thief, with the condition that he succeeds within a limited time. To aid in his journey, is accompanied by Okk, a Boar tasked with assisting him, and Eeah, an lieutenant assigned to guard and monitor his progress. Together, they travel across diverse territories spanning the Known Lands, Wild Lands, and , encountering various anthropomorphic animal tribes and navigating challenges in a post-human world. These interactions highlight the Orb's central role in society as a tool for weather prediction and cultural significance, fueling an overarching mystery about its theft and the motives behind it. The narrative unfolds as a linear , with fixed major story beats driving the progression from Rif's accusation to the resolution of the central conflict, though branching dialogues allow for varied character interactions and minor choices. This structure emphasizes Rif's personal growth and the group's evolving dynamics amid their quest.

Key events and resolution

The story begins with 's trial following the theft of the sacred of Storms at the Sanctuary of the during the festival tournament, leading to being by the Boar King and mounting suspicion against foxes among the tribes. To prove his innocence, searches for the thief, accompanied by the boar Okk, who starts as a reluctant and fearful enforcer, and the Eeah, whose initial scholarly detachment evolves into key insights that unlock cryptic clues from ancient texts. Their early journey takes them to the Ferret Village and Boar Castle, where they gather initial leads pointing to unusual footprints and a thief, while Okk begins to overcome his cowardice by aiding in tense negotiations with wary locals. As the quest progresses through the Wild Lands, Rif, Okk, and Eeah infiltrate the clan's fortress on the , navigating hostile territories and allying with a sympathetic named Shiala to evade capture by the Dark Claw pack. This segment reveals escalating tribal tensions and hints at the Orb's power to manipulate weather, drawing from ancient mythology that Eeah briefly elucidates as a relic of lost creators. The group uncovers clues directing them to the ruins on the , including an abandoned overgrown with vines, where rusted machinery provides vital tools for advancement, underscoring the morphs' fragile dependence on forgotten human ingenuity. The climax unfolds in the North Island's hydroelectric dam, a monumental human artifact serving as Chota the raccoon's hidden lair, where confronts the cunning thief who seeks to wield for domination over the tribes. In a tense chase involving human levers and floodgates, tricks Chota into losing , leading to the raccoon's fatal fall over the waterfall, while Okk's newfound bravery shines in physically supporting the escape, and Eeah's analysis of the dam's mechanisms ensures their survival. returns triumphant with , earning exoneration and Rhene's release, which eases immediate inter-tribal strife but hints at broader mysteries, such as surviving human influences and 's untapped potential, leaving society to grapple with its post-human legacy.

Development

Concept and design

The concept for Inherit the Earth: Quest for the Orb originated at The Dreamers Guild, co-founded by Joe Pearce, Allison Hershey, Robert McNally, and Walter Hochbrueckner in 1991. The founders sought to create a point-and-click adventure game that blended intricate storytelling with environmental themes, drawing inspiration from LucasArts titles like The Secret of Monkey Island for its witty dialogue and puzzle structure, as well as Richard Adams' Watership Down for its portrayal of animal societies and Anne McCaffrey's Dragonriders of Pern series. A key design decision was the adoption of anthropomorphic animals—termed Morphs—as the primary characters to delve into themes of and tribal dynamics in a world abandoned by humans. These species were chosen to reflect post-apocalyptic survival, with inherent traits such as the cunning of foxes or the strength of boars influencing puzzle solutions and conversational branches, fostering a narrative driven by intellect and cooperation rather than combat. This approach allowed for subtle commentary on and , emphasizing growth through interactions that highlighted animal stereotypes without resorting to . The visual design prioritized a paleo-futuristic aesthetic to evoke a sense of lost human legacy amid natural reclamation, with hand-drawn backgrounds by artists such as Edward Lacabanne and other artists capturing detailed, atmospheric landscapes reminiscent of ancient cave paintings. Character sprites were crafted for high expressiveness, using layered animations to convey subtle emotions and , which reinforced the game's contemplative tone and avoided any depictions of . This artistic restraint was intentional, aiming to create an immersive, reflective experience focused on discovery and empathy. Early prototyping through collaborative brainstorming sessions at The Dreamers Guild, where the emphasis was placed on narrative depth and world-building over fast-paced , aligning with the genre's traditions. Influences from emerging art communities played a significant role, as developers recruited artists like Lisa Iennaco from these circles to produce initial concept sketches and animations, infusing the project with vibrant, anthropocentric designs while striving for broader mainstream accessibility.

Production process

The development of Inherit the Earth: Quest for the Orb occurred from 1993 to 1994 under The Dreamers Guild, a small independent studio founded in 1991. The team built the game using a custom engine tailored for , supporting VGA graphics with an isometric viewpoint, tile-based environments, and a scripting system written in for the X-mode graphics library. Programming was led by David Joiner (also known as Talin), who served as director and handled core engine work alongside producer Walter Hochbrueckner. Art direction fell to Allison Hershey, with contributions from artists such as Edward Lacabanne for backgrounds, Lisa Iennaco for character designs like and Rhene, and April Lee; assets were created using tools like and custom editors for isometric tiles (iso) and sprites (sprited). The orchestral-like soundtrack was composed by Matt Nathan using the Miles Sound System, evoking a medieval atmosphere through synthesized instrumentation. Voice acting featured professional performers, including Prescott as narrator and others portraying anthropomorphic characters, with direction emphasizing expressive delivery for the furry-themed cast. The production faced challenges in balancing puzzle design with narrative depth, as writer Robert Leh crafted dialogue to weave lore into interactions while puzzle designer Carolly Hauksdottir integrated environmental challenges that reflected the post-human world's mythology and technology. Publisher New World Computing exerted pressure to simplify elements for broader appeal, resulting in toned-down content and an abrupt ending, though the small team's resource limitations amplified pacing issues during testing. A key milestone was the creation of a playable approximately two-thirds through development, which accelerated finalization and allowed early feedback on accessibility and flow. The team then conducted polish iterations to align with Computing's standards, including refinements to graphics, sound integration, and user interface for compatibility, culminating in the game's completion by late 1994.

Release

Original release

Inherit the Earth: Quest for the Orb was originally released in 1994 for the platform by , with distribution handled through . A version for the followed in 1995, while the Macintosh version was released in 1994. The game launched via retail distribution in , featuring packaging with illustrated by fantasy artist Alicia Austin and accompanied by comprehensive manuals that included lore appendices to deepen immersion in the post-human world. Marketing campaigns highlighted its point-and-click adventure mechanics and distinctive anthropomorphic animal characters, positioning it as an accessible title for fans of LucasArts-style games while aiming at a broader, family-oriented audience despite underlying mature themes like implied nuclear devastation. It was reviewed in industry publications such as the August 1994 issue of Computer Gaming World, where it was showcased for its storybook-like graphics and innovative cast. Initial sales figures were modest, totaling fewer than 20,000 copies in the first production run, reflecting challenges in reaching its amid competition from established adventure titles.

Re-releases and ports

Wyrmkeep Entertainment, the rights holder since 2002, re-released Inherit the Earth: Quest for the Orb for Windows in 2003, featuring enhanced through Update 2 and improved compatibility for modern systems at the time. This version addressed original limitations by supporting native Windows execution, including better sound playback via digitized tracks originally composed by James Woodcock. The re-release efforts expanded in 2004 with official ports to Mac OS X on July 1 and in 2004, enabling cross-platform play while preserving the SAGA engine's point-and-click mechanics. These ports included optimizations for the respective operating systems, such as native executable files for Linux distributions. In October 2005, version 0.8.0 introduced full engine support for the game, facilitating on additional platforms like and early mobile devices. Digital distribution began in earnest with the DRM-free release on in June 2013, integrating for seamless compatibility on Windows, , and macOS without requiring installation hassles. The version emphasized preservation, running the original executable in a virtualized environment while supporting modern hardware. In November 2014, the game launched on , published by , adding controller support through mapper configurations for gamepads on Windows, macOS, and . Mobile adaptations followed, with Wyrmkeep releasing a native port for in 2009 and in 2010, incorporating touch-optimized controls and resolution scaling to adapt the interface for smaller screens and gesture-based input. While no native Android port exists from Wyrmkeep, the game became playable on Android devices later through ScummVM's mobile engine support, introduced in subsequent updates and refined for touch interactions. As of 2023, ScummVM's wiki documentation was updated to confirm ongoing across platforms, including enhanced for the game's audio and graphics. Minor patches and compatibility tweaks for appeared in and versions by 2024-2025, primarily via staging improvements to handle higher resolutions and 12 requirements without performance issues. These updates ensure the game runs natively on contemporary hardware, extending its accessibility beyond the original 1994 platforms.

Themes

Post-human society

In Inherit the Earth, morph societies are organized into distinct tribes based on animal , each exhibiting hierarchies and traits that reflect their biological origins and contribute to inter-tribal tensions. The Tribe exemplifies industriousness through their hardworking , , and emphasis on craftsmanship and building, often gathering in lodges to share ideas and innovations. In contrast, the Tribe displays militaristic tendencies, viewing themselves as elite enforcers favored by the ancient humans, though their laziness often undermines disciplined action. The Tribe embodies as the oldest and most scholarly group, serving as skilled diplomats and keepers of written in isolated, monk-like communities. These species-specific structures foster a fragile coexistence, where traits like the Tribe's clever lead to mistrust and accusations of thievery from other groups. Social dynamics among the morphs revolve around tribal conflicts and adaptive communal living, conducted without the grand industry of their human predecessors. Rivalries, such as the Boar Tribe's belligerent hedonism clashing with the noble, chivalrous Elk Tribe—who act as forest guardians and arbitrators—frequently escalate into intimidation and territorial disputes, with boars resenting elks as obstacles to dominance. Daily life emphasizes close-knit cooperation, as in the Mouse Tribe's pragmatic, family-oriented trading networks or the Ferret Tribe's collaborative lodge assemblies, all scaled to morph physiology and reliant on basic tools rather than mechanized production. The post-human environment underscores themes of regression and adaptation, with vast human ruins—such as , , and sewer systems—now overgrown by lush vegetation and integrated into morph habitats as natural features. Morphs scavenge remnants like voice-interactive orbs and lightcatchers for practical use, marking a reversion to a nature-dominated world where advanced technology is mythologized rather than replicated, allowing flora and fauna to reclaim the landscape over centuries. Central to morph culture is the religious veneration of as divine creators, legendary beings who ascended to the clouds after granting the morphs the four great gifts: thinking minds, feeling hearts, speaking mouths, and reaching hands. This mythology profoundly influences societal laws and rituals, prohibiting the desecration of human artifacts and embedding taboos around lost knowledge, as seen in the sacred status of the Orb of Storms—a human relic purportedly controlling weather and serving as a communal for and .

Technology and mythology

In the lore of Inherit the Earth, the cause of humanity's is left mysterious; according to developer commentary, it involved an biological that eradicated the species, leaving behind a world of decipherable yet poorly understood technological remnants such as computers and vehicles, which the anthropomorphic Morphs encounter as enigmatic artifacts. This catastrophe, inspired by real-world fears of pandemics and warfare, was intentionally left mysterious in the game's to heighten the sense of loss and wonder, with developer Talin noting that full revelation was reserved for potential sequels. The Morphs, uplifted animals genetically engineered by humans, interpret these relics through a lens of oral histories and , often viewing them as divine interventions rather than products of scientific ingenuity. Central to the mythological framework is the Orb of Storms, a human-engineered weather-control and prediction device that the Morphs revere as a sacred gift from the gods, capable of forecasting storms and influencing natural forces. Human writings and cave paintings, preserved in ruins, are similarly mythologized as prophetic texts foretelling the Morphs' destiny, blending scientific records with spiritual narratives that underscore the animals' quest for understanding their origins. These elements highlight the Morphs' cultural reliance on such relics, as their society—regressed to a medieval level of sophistication—lacks the knowledge to replicate advanced human technologies, fostering a dependence on scavenging and ritualistic preservation. The interplay of technology and mythology symbolizes the double-edged nature of human innovation, contrasting the Morphs' primitive, harmonious existence with the hubris that led to humanity's downfall through unchecked biological engineering. Puzzles involving these relics reveal the perils of lost knowledge, where Morphs must navigate the complexities of human devices without comprehension, emphasizing themes of inheritance burdened by unintended consequences. This narrative tension portrays human technology not as a boon but as a haunting legacy, prompting reflections on the Morphs' oral traditions as a safeguard against repeating past errors.

Adaptations

Webcomic continuation

The Inherit the Earth webcomic serves as an official extension of the 1994 adventure game's universe, launching in 2005 as a sequel narrative. It was initiated by Allison Hershey, the game's original and , who served as co-writer and initial , alongside Joe Pearce, owner of The Wyrmkeep Entertainment Co. and primary writer. The story picks up approximately ten months after the events of Inherit the Earth: Quest for the Orb, centering on new adventures of the anthropomorphic fox protagonist as he navigates challenges in the post-human world of the Morphs. Presented in a free online format, the consists of irregularly updated strips accessible via inherittheearth.net, with the latest addition dated November 3, 2025. Employing a art style that evolves from the game's original aesthetic, it has produced 1,071 strips as of November 3, 2025, organized into distinct story arcs such as Little Wolf Lost, Chief Among Us, Catch and Release, When Fortune Calls, The Book of Okk, and the ongoing Heart. These arcs build on the game's lore through episodic tales involving puzzle-solving, alliances, and confrontations, emphasizing the daily life and societal dynamics among the animal-like inhabitants. The plot extends the game's narrative with fresh conflicts through episodic adventures in Morph territories, where Rif outwits adversaries, aids companions like the elk Eeah and boar Okk, and delves into uncharted aspects of their culture and environment. Character development highlights Rif's growth into a more prominent leadership figure, as he coordinates efforts against emerging threats and fosters community ties in the absence of human oversight. Production of the is handled independently by The Wyrmkeep Entertainment Co., the strips without ties to major commercial media adaptations. Community input plays a role through forums, comments, and messages on the site, occasionally shaping story directions, while optional support via enables bonus content and merchandise like printed comic bundles. Subsequent artists, including Falkurneeze and current illustrator Ed Lacabanne, have maintained the series after Hershey's departure from drawing duties.

Planned sequels

Following the original game's release, The Dreamers Guild conceptualized Inherit the Earth as the first installment in a planned trilogy during the mid-1990s, with the sequel intended to continue the story of the fox and the anthropomorphic societies in a post-human world. However, these early sequel plans were abandoned due to creative disagreements between the developer and publisher , compounded by The Dreamers Guild's closure in 1997. In 2013, Wyrmkeep Entertainment, which had handled re-releases of the original game since 2003, announced development of a sequel titled Inherit the Earth 2. The project launched a campaign in January with a funding goal of $135,000 but was cancelled after raising approximately $8,507 from 159 backers. A second effort followed in July 2014 under the title Inherit the Earth: Sand and Shadows, seeking $160,000; it also failed to meet its goal and concluded without full funding. Wyrmkeep shifted to in 2015 to support ongoing development, raising modest amounts through ongoing patron contributions that enabled prototype work and lore expansion. As of August 2023, production entered a pending additional funding, though the project maintains an active . The outlined plot for Sand and Shadows follows investigating rumors of the lost Orb of Storms during a severe , involving alliances with desert tribes such as the and Boar. No further sequels or related game projects have been realized, though the franchise's lore has seen expansions through and community efforts like fan modifications.

Reception and legacy

Critical reception

Upon its release in 1994, Inherit the Earth: Quest for received mixed reviews from contemporary critics, who often highlighted its innovative setting and production values alongside gameplay shortcomings. Similarly, Game Bytes noted the game's superb and intelligent movement algorithms in conversations, but faulted it for being too easy and involving too much repetitive running around in large areas, which diminished challenge for experienced players. Critics appreciated the atmospheric world-building and character designs, with the anthropomorphic animal tribes and post-human lore earning commendations for their charm and originality. The version's professional voice performances were frequently lauded for bringing the dialogue to life with spirited, tribe-specific accents. However, common complaints centered on the interface's limitations, such as imprecise point-and-click controls and underutilized interactive elements, which made exploration feel tedious despite the strong narrative foundation. In modern retrospectives, the game has been reevaluated more favorably, particularly within adventure gaming communities, where it is celebrated for its enduring narrative and puzzles despite dated mechanics. , in a 2003 review, described it as a "delightful" classic with "childlike charm" and excellent characterization, though it critiqued the excessive backtracking and toward the end. Hardcore Gaming 101's 2010 analysis echoed this, commending the lush background art and humorous writing while noting that simplified puzzles and slow character movement contribute to pacing issues, rendering it a "fairly decent" title that could have benefited from tighter design. Aggregate scores reflect this mixed but appreciative legacy, with reporting a 73% average from critic ratings, emphasizing the imaginative premise over linear flaws. Re-releases on platforms like and have been praised for improving through modern , allowing newer players to experience the atmosphere without technical hurdles. Recent content, such as a 2025 YouTube series, highlights the game's "enduring charm" in its and , even as graphics appear primitive by current standards. The title garnered no major industry awards but achieved cult status in adventure and niche gaming circles, valued for its bold themes and among fans of anthropomorphic narratives.

Commercial performance and

Upon its 1994 release, Inherit the Earth: Quest for the Orb achieved limited commercial success, selling fewer than 20,000 copies during its initial run, an outcome attributed to ineffective marketing by , who assumed distribution duties after New World Computing's affiliation switch midway through development, replacing the originally planned distributor . The game's niche appeal within the emerging adventure genre, combined with a broader market slump for point-and-click titles in the mid-1990s, further contributed to its underwhelming performance. The title experienced a modest revival in the digital distribution era through re-releases by Wyrmkeep Entertainment, including ports to in June 2013 and in November 2014. On , it has seen steady interest from low-volume sales and occasional discounts, reflecting renewed engagement as of 2025. This uptick aligns with renewed interest from the furry community, which has embraced since its for its all-anthropomorphic cast and post-human , with developers originally recruiting talent from early furry conventions in . The fandom has sustained engagement through community-driven activities, including discussions on platforms like forums, fan-created enhancements such as MIDI soundtracks for ports, and modern playthroughs on , such as a full longplay streamed in March 2025. The game has appeared at major furry conventions like , where copies were auctioned for charity in 2003 and 2005, fostering ongoing appreciation among attendees. As of 2025, Inherit the Earth maintains a legacy within game development, serving as an early benchmark for anthropomorphic narratives in adventure titles and influencing later works through its SAGA engine legacy via emulation. The official continuation on inherittheearth.net has helped preserve interest, though no major official revivals or sequels have materialized beyond a failed 2014 for Inherit the Earth: Sand and Shadows.

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    ### Sales Statistics for Inherit the Earth: Quest for the Orb
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    Inherit the Earth 'Fan Made' Soundtrack for ScummVM - Pixel Refresh
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    1998 Charity Followup | Anthrocon 2026: Critters, Cryptids & Curses ...
    Inherit The Earth PC CD-ROM game (David Piccola) - $55. Untitled artwork (Cecil) - $30. Kagemushi's Story Hour Card (Dr Samuel Conway) - $60 + $60 matching ...
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    2003 Charity Followup | Anthrocon 2026: Critters, Cryptids & Curses
    Inherit the Earth PC game (Anonymous) $50. Six RCFM t-shirts & mugs (Rocket City Furmeet) $35. Gaming Guardians cameo (Graveyard Greg) $100. Original artwork ...
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    2005 Charity Followup | Anthrocon 2026: Critters, Cryptids & Curses
    - Inherit the Earth game & signed mini-comic - $60 JBadger - Red, White & Blue plush bears - $30. Fredricksburg - Coyote plush w/ howling hot sauce - $50
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    Inherit the Earth 2 by Wyrmkeep Entertainment - Kicktraq
    Cancelled by Creator​​ Inherit the Earth 2 is the sequel to the video game Inherit the Earth: Quest for the Orb. For Windows, Mac, iOS and more!Missing: planned | Show results with:planned