Subject: MYSTARA-L Digest - 20 Nov 2001 to 21 Nov 2001 (#2001-320) From: Automatic digest processor Date: 22/11/2001, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 31 messages totalling 2633 lines in this issue. Topics of the day: 1. Mystaran Character Generator v0.001 (15) 2. Mystaran Astronomy & Astrology (1/5) (3) 3. Mystaran Astronomy (2/5) 4. Mystaran Astrology (3/5) 5. Mystaran Zodiac (4/5) 6. Rise of Nithian Studies 7. Gazetteer available at titangames.com (4) 8. Rise of Nithan Studies (2) 9. New spell (was: Rise of Nithan Studies) 10. Revised Vampire Rules 11. Vampiric Bloodlines ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ---------------------------------------------------------------------- Date: Wed, 21 Nov 2001 01:35:00 -0700 From: Angelo Bertolli Subject: Re: Mystaran Character Generator v0.001 Ok this may be a stupid question but... v0.001????? How do people pick version numbers? ----- Original Message ----- From: "John Polacek" Sent: Tuesday, November 20, 2001 2:59 PM Subject: Mystaran Character Generator v0.001 ------------------------------ Date: Wed, 21 Nov 2001 13:26:53 +0800 From: "Francisco V. Navarro V" Subject: Mystaran Astronomy & Astrology (1/5) Hail Mystarans! Here are the Arcana Mystara files on Mystaran astronomy and astrology once again. I've included the recent developments of the stargazing traditions of the Ylari. Any more comments? Please send them... before I give Shawn a final file for the site (with tables and some graphics). Kit Navarro ========= Arcana Mystara Mystaran Astronomy and Astrology By Kit Navarro Ancient Origins For centuries, Mystarans have been gazing up at the night sky, watching the celestial bodies, and wondering about their place in the universe. The earliest of these stargazers belonged to Nithia and Milenia. These ancient peoples believed that the sun, the moon, the planets and the stars were manifestations of their Immortals on this plane, and that through them, the Immortals guided their mortal followers and revealed their divine will. The Nithians, ancient masters of arcane arts, employed magic in viewing the stars, predicting their movements, and—if legends are to be believed—even traveling to other planets and worlds! The Milenians, consummate scholars and sages, applied logic, reasoning and mathematics to study celestial phenomena, cataloging thousands of heavenly bodies, calculating their course through the sky, and conjecturing their very nature. Though each culture fiercely rivaled the other, both traditions were profoundly blended religion and mysticism. Ultimately, it could be said that the Nithian tradition proved to be the superior of the two, as the Nithians, with their stellar magic, were able to make contact with a powerful and ancient magical race wandering the cosmos, the Alphatians. Alphatian Astronomy and Astrology Since the Alphatian Landfall on Mystara, the Alphatians began to study the universe of their new world. The Alphatians adopted the traditions of both the Nithians and Milenians, but altered the ancient practices according to their own beliefs and tastes. They renamed the planets after their own Immortals and chose to use only the sun, the moon, and the five closets plan ets, to mirror the astrology of Old Alphatia. And as in all things, the Alphatians ubiquitously applied magic in the practice of stargazing, so much so that the Alphatians were said to have tapped into the magical forces of the planets and stars themselves! The Alphatians also demystified the sacred mysteries of stargazing, divorcing the scholarly study of astronomy from the arcane craft of astrology. The city of Starpoint in what would become the Kingdom of Ambur became the center of stargazers and celestial sages throughout the Empire, while the once sacrosanct practice of astrology became a popular tool for divination, fortune telling, personal empowerment, and other irreverent, faddish purposes. This was a source of major disagreement between the Alphatian wizards and their mystic Nithian allies, but eventually with the destruction of Nithia and the expansion of the Alphatian Empire, their brand of stellar traditions eventually spread throughout the Known World. Hecator of Kerendas and the Alphatian Conspiracy In AC 2, Phoebus Asterius Hecatorus, commonly known as “Hecator of Kerendas” , a brilliant Thyatian wizard, mathematician, astronomer, and astrologer, who had studied in Starpoint, made some startling pronouncements that shocked stargazing circles throughout the Known World. In his book, De Empyrei Caelistibus Luminis (“The Celestial Lights of the Empyreum”), Hecator revealed that the Alphatians had known of the presence of three more planets, discovered since the times of ancient Nithia. These planets, Ordana, Protius, and Thanatos, collectively called the Outer Planets, orbited further than the planet Khoronus and were not visible without magical means. The planets themselves however were believed to be highly magical in nature, so much so that—as Hecator propounded—the Alphatians kept this secret for centuries, so that only they may reap the benefits of planetary magic, while confusing the rest of the Known World populations with fallacies. This revolutionized the study understanding of astronomy and astrology throughout the Known World, which lead to fragmentation of beliefs from the ancient Alphatian body of knowledge. Hecator proposed a revised system using ten planets, reassigning the totems of the zodiac and their correspondences to the three Outer Planets. He also renamed the planet Rathanos after the Thyatian Immortal Vanya. As much as Hecator corrected many errors and inconsistencies of the Alphatians, he was also guilty of promulgating his own fallacies and paradoxes—particularly with his predictions on the orbit of the planet Asterius and the comet Hel. Nevertheless, De Empyrei Caelistibus Luminis is widely used throughout the Known World and became the basis of classical stellar traditions. The Destruction of Asterius At the turn of the Thyatian Millennium, a catastrophic astronomical event was to herald a new era in stargazing traditions. Known World stargazers, many of who followed the calculations of Hecator in De Empyrei Caelistibus Luminis, were aware that the strange comet Hel would be crossing the path of Asterius—a conjunction that unfortunately would not be visible in the night sky at that time of year. Months later, when Asterius was to make its appearance upon the horizon, it did not. No one from Mystara knows what occurred. Astrologers saw the disappearance of Asterius as the gravest portents of the grave adversity and catastrophes to come. A great war would erupt that would embroil in the entire Known World. Plague and famine would ravage the land. A great meteor would crash from the sky and an entire continent would sink beneath the seas. Nations would fall and thousands of mortal lives would be lost. Magic itself would cease to function. History would come to know this as the Wrath of the Immortals. Astronomers surmise that the comet Hel collided with the planet Asterius. Three major fragments of the destroyed planet were soon traced. One found an orbit close to the sun and was later named Alphatia. The second was jettisoned into the orbits of the Outer Planets and was named Alphaks. And the third, crashed into Mystara, as the meteor that caused the Great Crater on the border of Glantri and Darokin. The rest of the planet became an asteroid belt along the old orbit of Asterius. The thousands of planetoids were poetically named the Tears of Asterius. In the aftermath the world-changing events of the Wrath of the Immortals, adherents of astrology desperately sought a new method of making sense of the planets and the stars, hoping to gain some guidance and enlightenment from the Immortals. On the other hand, astronomers had more pragmatic concerns, for the sinking of the entire Alphatian continent, including the city of Starpoint, meant the loss of the finest astronomers of the Known World and thousands of years of arcane knowledge about the universe. The answers to both quandaries were to be found, of all the unlikeliest places, in the sands of Ylaruam. Ylaruam and the Rebirth of an Ancient Tradition Scholars and magi of the Dream of the Desert Garden University had been keepers of the stargazing traditions of the Nithians and the Milenians for centuries. Ancient texts long thought lost—or hopelessly bastardized by the Alphatians—were preserved, translated, and skillfully updated, in careful observance of the spiritual beliefs of their academic ancestors. Perhaps most remarkable advancement of Ylari astrology was the introduction of the Dark Moon Patera (called Patrah by the Ylari, a variant name of the Immortal Sinbad). This second moon is invisible and was otherwise known only to the astronomers of Glantri, where it would evidence itself on the full moon in Klarmont every year as it transformed the moon Matera into an eerie red color. The addition of Patera into the new system makes the number of the planets twelve in all, even with the twelve houses and totems of the zodiac. Astrological Cabals, Astromancy, and Other Traditions A few other different systems of astronomy and astrology developed in Mystara, in nations not reached by the widespread influence of the Alphatian and Thyatian traditions. Elves throughout the Known World have recorded star charts for millennia, the most ancient of which interestingly hint that the stars—or the planet of Mystara itself—used to move along different axes of rotation. The ancient Oltecs and Azcans, consummate sun-worshippers, developed traditions of skygazing focus on the cycle of the sun and the seasons, and they built their amazing ziggurats, their cities, and their entire civilization, around the movements of the Sun. The Sindhi have astrological traditions so steeped in their ancient mysticism that even the gurus and swamis spend entire lifetimes gazing at the skies for the most infinitesimal bit of enlightenment from the stars; one renowned Glantrian astrologer once tried to decipher and translate an ancient Sindhi text on the neigh unfathomable meanings of the stars Rahu (The Dragon’s Head) and Ketu (The Dragon’s Tail) and went hopelessly insane. And the cultures of the Orient have many mysteries, including their own astronomical and astrological traditions, which the rest of the Known World has scarcely begun to explore. While the study of astronomy has earned the status of a respectable body of scholarship, the practice of astrology has not been regarded favorably at all times. Many modern religions disapprove of astrology, claiming that the will of the Immortals cannot be discerned from the motion of the planets, and that the destiny of mortals is not determined by the movement of the stars. Even in the godless Principalities of Glantri, where the tradition is highly secular and devoid of innuendos of divine powers, the very idea that Immortals can influence mortal lives is objectionable. Not a few astrologers throughout history have been accused and executed for heresy. Throughout history, there had been instances of occult cabals of astrologers, doomsayers predicting—or even attempting to bring about—disaster, death, and the end of the world. Perhaps most disturbing of all are the tales of wizards who claim their powerful sorcery is derived from the planets and the stars. Not unlike a cleric invoking his Patron, these astromancers invoke this magic akin to that of the Immortals themselves to use at their fancy. ------------------------------ Date: Wed, 21 Nov 2001 13:28:58 +0800 From: "Francisco V. Navarro V" Subject: Mystaran Astronomy (2/5) Part 2. ========== Arcana Mystara Mystaran Astronomy By Kit Navarro The Planets of Astronomy Astronomers of the Known World classify the heavenly bodies closest to Mystara into the Sun; the Lesser Planets, Alphatia, Valerias, Mystara, Rathanos or Vanya; the Minor Planets, found in the Tears of Asterius asteroid belt; the Greater Planets, Tarastia and Khoronus; and the Outer Planets: Ordana, Protius, Thanatos. Ixion the Sun The Sun is the center of the Mystaran solar system and its primary source of natural heat and light. For ages, astronomers have speculated how intense the fires of the Sun. According to an ancient legend of the Flaems, a race of fire-loving wanderers from Old Alphatia, the Sun is inhabited by creatures from the Elemental Plane of Fire, governed by a Fire Elemental Ruler, whose domain is a large black hollow sphere within the core of the sun. The Lesser Planets The planets closest to the Sun and of relatively small size are considered the Lesser Planets. These include Valerias, Mystara, Vanya (Rathanos in Alphatian tradition), Asterius formerly, and recently, Alphatia. All the Lesser Planets are spherical, solid masses, greatly affected by their proximity to the sun. Alphatia This Lesser Planet was born from the destruction of the Planet Asterius sometime around AC 1000. It was originally an irregular chunk of rock, much like its counterpart Alphaks, pulled towards the sun rather than away from it. The extreme heat and tremendous pressure from Ixion purified the imperfect mass of matter, giving birth to a flawless sphere of brilliant crystal, or as some astronomers suggest, pure diamond. This sparkling new heavenly body was named Alphatia, after the Patroness of Arts, and sometimes rivals the beautiful Planet of Valerias in radiance, particularly during the winter nights. However, Alphatia’s brilliant surface and the extreme brightness from Ixion make it difficult to view Alphatia directly, and many astronomers have gone blind in attempting to view this beautiful new planet. Valerias The Planet Valerias was named after the Patroness of Beauty and Love, not only because of it luminous beauty in the night sky, but also because it is believed to be closest to the sun, Ixion. According to old romantic myths, the planet was a perfect paradise where its beautiful, loving inhabitants lived in peace and harmony. But astronomers soon discovered that Valerias is actually bathed in swirling multicolored gases, which are as caustic and toxic as they are pretty. It is generally believed the planet cannot even support life, but some stargazers claim to have seen draconic creatures flying through the gaseous clouds. These creatures were surmised be gemstone dragons, their deadly dragon breath contributing to the already poisonous atmosphere. Mystara Once believed to be the center of the universe, astronomers have reasonably come to the conclusion that Mystara is just one of the planets revolving around the sun Ixion. It is home to various forms of life, and many civilizations, and is highly magical in nature. It has two moons, the visible one, Matera, and an invisible one, Patera. There have been recent rumors that Mystara is actually hollow, with entrances into the interior through the polar caps, but idea is disregarded as a hoax by many. Vanya or Rathanos The planet from the sun after Mystara is called Rathanos by the astronomers of Alphatia, and Vanya by the Thyatian tradition, both with good cause. Throughout its two-year cycle around the sun, this planet undergoes severe changes of seasons and environments. When traveling away from Ixion, this planet is covered with snow and ice, giving it a silver-gray sheen, ascribed to the Gray Lady of Thyatian myth. When orbiting closer to the sun, the ice melts, and the barren planet surface bursts into fiery-red flames, hence its association with Rathanos, the Patron of Fire. Astronomers believe that a breed of salamanders, which can shift natures from fire to frost and back again, inhabit this planet of opposite extremes. This planet has two moons, Palson and Donar. The second moon, Donar, is believed to be a gigantic ball of lightning, and occasionally causes violent thunderstorms on the surface of the planet. Asterius Even before its destruction, the planet Asterius had long baffled astronomical scholars throughout the centuries. Asterius was an exception to the rule that all Lesser Planets were spherical, as it was proved flat like a silver coin, occasionally flipping on itself, hence the ancient named it after the Patron of Money. Of all the planets around the sun, Asterius was believed to be the most likely to be inhabited, not just with life, but also with a thriving civilization. But none of these conjectures were ever proven, as some time in AC 1000, the planet was destroyed. The most commonly accepted idea is that the comet Hel collided with the planet. The Minor Planets What astronomers of Mystara consider Minor Planets are the small heavenly bodies that regularly circle the sun. These Minor Planets are usually irregularly-shaped masses, mostly of rock, ice or other solid matter, and are too small to have a skyshield of their own—although this does not mean they are not inhabited. The belt of asteroids created by the destruction of Asterius, now called the Tears of Asterius, hold the most Minor Planets. The largest of these are Razud, Koryis, Tyche, and Turmis, each born from the destruction of Asterius, but by far, the most famous of these was the Great Meteor, which crashed into Mystara in AC 1006, devastating the border of Darokin and Glantri. Some astronomers also consider the planet Alphaks a Minor Planet. The Greater Planets The two Greater Planets, Tarastia and Khoronus, lie just beyond the planet Asterius, and later the asteroids called the Tears of Asterius. These two giants each more than 10 times the size of Mystara, and for centuries, sages claimed that these planets are inhabited by giants, titans, behemoths, and other gargantuan creatures—some of which may have arrived on Mystara—but such terrifying conjectures have never been proven. Tarastia The Great Planet Tarastia is largest of the planets, more than 14 times the size of Mystara. It lies beyond Asterius—and later, the Tears of Asterius—about 5 times further from the sun than Mystara, and its journey around the sun spans about 12 years. Sages believe that the immense size of Tarastia is because it is merely a large ball of air and gas. Some astronomers construe that so much gases and fumes can only come from an inner core of extreme heat—possibly made of elemental fire or from a gate to the Plane of Fire. Doomsayers whisper that Tarastia will one day explode like a great fireball that will rival Ixion, and engulf all the other planets, including Mystara. Tarastia has the most moons among all the planets. The eight largest were identified and named since ancient times: Diulanna, Maat, Viuden, Noumena, the twin moons Fredar and Fredara (identical in size and always close to each other), Tiresias, and Ssu-Ma. The two smallest moons, Madarua and Patura, were discovered only at the turn of the Thyatian Millennium. Astronomers believe there could be more moons to be discovered. Khoronus The second Greater Planet, Khoronus, is almost 13 times as large as Mystara, and lies almost 10 times as far from the sun. It takes 30 years for Khoronus to travel around the sun. The most striking feature of Khoronus is that is has rings circling around it. Sages argue as to the nature of these multicolored bands. Some say they are made of light, much like a rainbow. Some say they are powerful magical energies from the planet. Others say these are the bones and ashes of a great cosmic serpent that tried to swallow Khoronus. Others say they are simply chunks of earth and shards of ice, or debris from an exploded moon. Khoronus is known to have five moons (Verthandi, Djaea, Petra, Taroyas, and Halav), which orbit around the planet just beyond its rings. The largest Verthandi is said to have its own skyshield and is possibly inhabited. The Outer Planets The planets of Ordana, Protius, and Thanatos orbit so far away from the sun that they cannot be seen from Mystara with the aid of magic. Astronomers believe that the Outer Planets are highly charged with magical energies, and thus, despite their apparent distance, hold powerful influence on Mystara—and the Prime Plane itself. Ancient sages believe that each Greater Planet was a project of the Immortals, perhaps as an experimental testing ground for new creatures, new environments or new forms of magic. Others says that the creation of the Outer Planets was part of the tasks of Immortality, while some claim, the these cosmic bodies reek with the energies of the Old Ones. Ordana Ordana was named after the Forest Mother, because of its green hue, which sages believe is from the lush vegetation that grows on it. Although it lies 19 times further from the sun than Mystara, Ordana has a crystalline skyshield that magnifies the life-giving energy of the sun and contains it like a greenhouse. The planet Ordana is peculiar in that as it rotates, it wobbles—so much so that it sometimes spins on its sides. Astronomers first discovered this unique phenomenon by following the curious paths of its moons, sometimes on a horizontal circle like in most other planets, and sometimes on a vertical ring from what appears to be the northern and southern poles. Because of its shifting axis, astrologers surmise that Ordana has constantly changing seasons, much more so than is expected in its cycle around the sun, which is about 85 years long. Ordana has four moons, named Terra, Ka, Wayland, and Faunus. The largest, Terra, is slightly smaller than Mystara but believed to be home to many earth-based creatures. Protius The second of the Outer Planets is named Protius, after the Old Man of the Sea. It is blue is color and is said to be made most, if not entirely, of water. Sages surmise it is inhabited by water-dwelling creatures similar to those found on Mystara, and that its core has a gate that opens into the Elemental Plane of Water. Protius is about the same size of Ordana and its path travels 30 times farther from the sun than Mystara’s, and it takes 165 years to travel around the sun. It has three moons, named Sinbad, Polonius, and Tallivai. Alphaks With the destruction of the planet Asterius in AC 1000, this irregular chunk of rock was jettisoned into space, and became a source of much contention among the astronomers of Mystara. Some consider it an Outer Planet, as it found find an orbit (albeit a highly irregular one) between the planets Protius and Thanatos. Some consider it only a Minor Planet, being only slightly larger than the planetoid Koryis. Some do not even consider it a planet, and classify it as an asteroid or a comet, like Hel. The one thing sages agree upon is its name: Alphaks, after the chaotic Roaring Fiend from the Sphere of Entropy. At certain unpredictable occasions, Alphaks crosses over the path of Thanatos—a phenomenon called “Alphaks crossing”—making it the furthest planet from the sun. Astronomers have yet to fully investigate and understand this mysterious phenomenon. Thanatos The last of the Outer Planets is named after the Grim Reaper, Thanatos. About 40 times further away from the sun than Mystara, Thanatos is a cold, dark and lonely planet. Astronomers uncover very little about this mysterious planet, as it seems to resist most forms of stargazing magic. Some sages account this to its vast distance, but others think most sinister forces are at work on Thanatos. Ancient Alphatian astronomers once believed that Thanatos is teeming with undead who flourish being so far away from the light of the sun. The necromantic magic of these undead creatures, or the negative energies from their very nature, prevents living beings from other planets to learn of their existence. Thanatos has one moon, Marwdyn, which is a little more than a large chunk of ice—or the skull bone of some gargantuan space creature. Thanatos takes 247 years to make a cycle around the sun, and its path is sometimes crossed by the erratic planet Alphaks. Hel The comet Hel has been observed from Mystara for millennia, its earliest recorded sighting before the rise of the Nithian Empire, about the time of the Great Rain of Fire. Astrologers have always interpreted the appearance of Hel’s Comet (or simply Hel) as a portent of doom, and have linked it with numerous disasters throughout history, such as the Alphatian Landfall, the destruction of Nithia, the arrival of the d’Ambrevilles, and recently, the Wrath of the Immortals War. Hel’s Comet is a ball of spinning gas and particles, sometimes burning brightly and sometimes burnt out and dark. It takes about 76 years for it to travel around its elliptical orbit around the sun. Its orbit is not on the same plane as the other planets, and thus, its collision with the planet Asterius was a highly improbable, unfortunately tragic, possibility. ------------------------------ Date: Wed, 21 Nov 2001 13:31:34 +0800 From: "Francisco V. Navarro V" Subject: Mystaran Astrology (3/5) Part 3. Thanks for Capties Iulius Scaevola for help with some of the Ylari planets. ========= Arcana Mystara Mystaran Astrology By Kit Navarro The ancient systems of astrology, practiced by the Nithians and the Milenians, and later adopted by the Alphatians, use only the seven planets of Ixion, Matera, Valerias, Rathanos (Vanya), Asterius, Tarastia and Khoronus. Classical astrology, popularized by the Thyatian astrologer Hecator, included the three Outer Planets of Ordana, Protius, and Thanatos, planets beyond Khoronus that cannot be seen without the aid of magic. In Hecator’s astrological opus, De Empyrei Caelistibus Luminis, he proposed that the ancient wizards and astrologers believed that the Outer Planets were charged with strange and powerful magic of the Immortals themselves. Ordana has been observed by the elves since ancient times, and they warn that the planet is suffused with wild magic. By Alphatian tradition, the planet Protius holds the secrets of the magic of chronomancy, and legends speak of the necromancers of Blackheart discovering unspeakable and terrible death magic on a stellar journey to Thanatos. As such, Alphatian tradition holds that the true meanings and cosmic forces of the Outer Planets were not meant to known to or trifled with by the mortals on the Prime Plane. The destruction of the planet Asterius around AC 1000, added the new planets of Alphatia, Alphaks and the belt of Minor Planets (collectively called the “Tears of Asterius”) to the Mystaran skyscape, and astrologers were greatly challenged to make sense of such celestial phenomena.Only after the Wrath of the Immortals War were astrologers, mostly from the Karameikan School of Magecraft, able to integrate these events and their cosmic significance into existing traditions. The invisible moon of Patera was the last planet to be added in modern astrology, since only the Ylari magi and the secretive Glantrian stargazers know of its existence. The Planets of Astrology Ixion The first and most important planet in astrology is the Sun, named after the Immortal Ixion. Just as Ixion the Sun-Prince, brings light and life to this world, the Planet Ixion represents creation, birth, and new beginnings. As the Planet of Life, it represents a person’s health and vitality, as well as expression of self and identity. It rules over the vigorous sign of Centaur, whose House is on Alphamir, the start of spring and the start of the Alphatian calendar. Ixion is symbolized by the fiery eight-spoke wheel of the sun, and rules over the magic of elemental fire. Matera In astrology, the moon is also considered a planet, and it is only second in importance after Ixion. Matera is the Planet of Self, and represents an individual’s mind, consciousness and spirit. Matera grants intellect, the awareness of our surroundings, as well as the ever-changing moods and emotions—much like the phases of the moon itself. Matera is said to be related to the magical school of divination, and Alphatian astrologers say that the placement of Matera at birth determines a person’s spellcasting ability. Matera rules over the reserved and studious sign of the Gorgon. The glyph is a representation of both the full moon and a crescent moon. Valerias The planet Valerias was named after the lovely Immortal of romance and passion and the generous benefactress of beauty, talents, and material pleasures. It is sometimes called the Golden Planet for it shines with a sparkling yellow-gold light, a gift from the Sun Ixion, according to legends. The Planet of Love once ruled over both the passionate Basilisk sign, as well as the indulgent and charismatic Chimera, until the latter was ascribed to Patera. Valerias is said to rule over enchantments and charms. Its glyph symbolizes a fiery rose with thorns. Rathanos and Vanya In ancient astrology, the Red Planet is named after the fiery Immortal Rathanos. The Planet of Ardor epitomizes personal aspirations, physical energies, as well as masculine prowess, but also represents anger, belligerence, and chauvinism. Its symbol is said to depict a tongue of flame rising out of a man’s head, although less polite astrologers believe they depict the male genitals. In classical astrology, the same planet is known as Vanya, the Planet of Ventures, after the Immortal Thyatian warrior-woman. Vanya grants drive and the determination to face life and its challenges, but it may also lead us to foolhardiness, aggression, and violence. Its glyph is a double-edged sword that warns of the benefits and the dangers of such ardor and willpower. This planet rules over the daring Manticore sign, which boldly starts the Thyatian year in Nuwmont, and it once ruled over the efficient and courageous Warrior sign, but has since passed its dominion on to Protius. This planet is believed to influence the magic of invocation and evocation. Asterius The tricky Immortal of messengers, merchants, and thieves lends his name to the silver Planet of Luck, Asterius. The planet itself appears as a tiny silver coin in the sky, running an erratic path, sometimes even moving backwards, reflecting the capricious nature of luck, trade, money, and gambling, over which this planet holds sway. It also rules over travel, communication, and weather, and it is said, when Asterius goes retrograde on its course, all these go haywire. Before its destruction, Asterius was said to grant resourcefulness and fickleness of mind to the Hydra, as well the enterprising and flighty spirit of the Pegasus. Its symbol is said to be a representation of a man with a whimsical face. The schools of air elementalism, illusions and phantasms were once associated with Asterius, but have since been passed on to other planets. Tarastia The Planet of Law is aptly named after the Immortal Patroness of Justice and Revenge. Tarastia brings structure and order into the lives of men, and impartially metes out what one deserves. Tarastia is not a jovial or forgiving judge, but neither is it maleficent or unfair. Tarastia influences the Salamander sign, known for its impersonal manners and discerning judgment. The House of the Salamander falls on Ambyrmont, the start of autumn and the harvest season, where we reap the benefits our efforts for the year. (The Giant sign, with its cold, impassive, unmoving stubbornness was also ascribed to this planet in ancient astrology.) Scholars disagree as to the origins of its glyph. Some say it is the double image of the Feather of Maat, an ancient Nithian Immortal who dispensed justice even into the afterlife (identified as Manat the Patroness of Fate to the Ylari). Others say it is a dragon or a salamander with two heads, who see both sides of right and wrong or who dispense both punishment and reward. Still others see a pair of balanced scales, a traditional symbol of impartial justice. Rightfully, the planet Tarastia rules over earth elementalism. Khoronus Khoronus is the name of the Planet of Fate. Like the ancient Immortal Patron of Time and History, Khoronus teaches us about time, destiny, and our place in this cosmos. Khoronus resists change and protects from the ravages of time, but it also allows slow and subtle transformation that can only be done through diligence and perseverance over long periods of time. The symbol of Khoronus is an hourglass. It rules over abjuration magic, as well as the steadfast sign of the Griffon. The sign of the Dragon, known for its long life and long-term perspective on matters, was once ruled by Khoronus, but has been passed on to Ordana. The ancient Nithians named this planet after the Immortal Ptarh, known as Qayjar in Ylaruam, an artificer and architect whose methodical designs reflected the order of the cosmos and the rhythmic workings of time. Ordana The first of the Greater Planters is called Ordana in Thyatian astrology, and ‘Udnan in Ylari tradition. The Immortal Ordana was the Forest Mother, whose far-reaching dreams began with the creation of the earliest of races on Mystara, while ‘Udnan was an Immortal who ruled the lofty heavens and the ever-changing skies. The Planet of Ambition the planet of inventors and visionaries who aspire for a different future or alternative path in life. It represents a change of status quo, especially of a stubborn, long-established one, or a gradual but eventual transformation that takes place over a long time. Astrologers contrast its ambitious and transformative aspects to the conservative and preserving nature of Khoronus, and indeed the two planets are very much related. >> From Khoronus, this planet has taken over rulership of the Dragon sign, known for its cold and enduring ambitions, and has influence over the magic school of alteration. The glyph represents an oak leaf or a tree branching out in new directions. Protius The second Outer Planet is Protius, the Planet of Soul. Just as the Old Man of the Sea guides mariners across the oceans, the planet Protius guides the mortal soul through the vastness and depths of cosmic experience. Protius grants wisdom, insight, and profound courage, and is the planet of clerics, mystics, holy warriors, and seekers of enlightenment. Protius also grants memory and foresight, which transcends boundaries of time and space. And lastly, Protius can stir the soul to churn out its innermost dreams, unfathomable emotions and the most intense passions, much like the tempestuous seas in a violent thunderstorm. Symbolized by the trident, Protius holds influence over water elementalism. It has been given dominion over the Warrior sign from the Planet Vanya, giving the Warrior a profound sense of wisdom and sacred purpose. Thanatos The last and most fearsome of the Outer Planets is Thanatos, the Planet of Death. This planet is named after the Grim Reaper and is represented by the inescapable scythe, which annihilates everything in its destructive path—but without which, nothing can be ever ended, finished, or overcome. Although Thanatos is dead serious, more so than its counterpart Tarastia, astrologers and mystics see it as an essential balancing force in the universe. Thanatos is necessary for destruction (especially of unwanted structures and patterns in life), conclusion of projects, and closure in affairs. Conversely, Thanatos also represents ultimate control and preservation, particularly when the time of death and ending is not yet come. The dark power of necromancy is ascribed to this planet. Like the tall looming Giant, that it rules, Thanatos teaches the ultimate lesson to live life fully. Alphatia This new planet circles closest to Ixion, the Planet of Life and Creation, and as such, is believed to awaken creativity, stir the imagination and birth new ideas. Thyatian astrologers name it Alphatia, after the Patroness of the Arts who inspires musician, performers, and artists of all kinds. The astrologers of Ylaruam however ascribe a sinister meaning to the Planet of Ideas. As much as innovation and invention can be for arts and other innocuous pursuits, it is also used by thieves, rogues, charlatans, con artists, and other ne’er-do-wells to bring ruin and downfall to others. As a reminder that the planet was born from the destruction of Asterius, the Ylari call this planet after Tal’ishaa (Talitha to Alphatians), Patroness of Thieves and Lady of Lies. This planet rules over thoughts and communication as well as treachery and deceit (once the province of Asterius), and has also taken over the flighty Pegasus sign and air elementalism. The planetary symbol is derived from that of Asterius, save that the crooked crisscross is now directed upright and orderly. Alphaks This planet was created from the destruction of the planet Asterius after AC 1000. While the larger portion was drawn towards the sun and became the benevolent planet Alphatia, this irregular chunk of rock was jettisoned into space, and has found an orbit amongst the Outer Planets, albeit a very erratic one. (The path is greatly influenced by Thanatos, and sometimes crosses over its course.) This unruly planet has been called Alphaks, after the destructive Roaring Fiend, and dubbed the Planet of Chance. Alphaks represents the chaos and entropy of daily life and teaches us that spontaneity and risk-taking is sometimes called for to succeed in life. But Alphaks also warns that impulsiveness without foresight and haphazardness without wit and wiles can only lead to danger, loss, and ruin. Alphaks holds influence over adventures, gambling, accidents, political upheavals, and natural disasters, all of which have an element of randomness and chance. Astrologers have noted that these events occur more often—and with the most untoward results—during periods of Alphaks “crossing” the orbit of Thanatos. Alphaks rules the shrewd and resourceful Hydra sign and the school of conjuration and summoning. The symbol of Alphaks is taken from the glyph of Asterius, with a sinister pair of horns instead of a comical face. Patera Although never seen clearly in the night sky, legends speak of a second moon orbiting around Mystara. This Dark Moon was identified by the Ylari astrologers (and kept secret by the Glantrians), and was named Patera (derived from Patrah, a variant name of the Immortal Sinbad, a legendary sailor and explorer of mysteries). Modern astrologers have dubbed it the Planet of Secrets. Its glyph is a moon with a vertical bar, indicating the hidden, the occult, and the forbidden. Patera is said to represent the innermost dreams, the subconscious or the unconscious. It is also said to represent the darker side of the self and of nature. This enigmatic and secretive planet adds a mystique the Chimera sign, as well as the need for boundaries and self-possession. Patera is associated with illusions and phantasms. The Minor Planets Astrologers believe that the comet Hel collided with the doomed planet Asterius, and this catastrophic event gave birth to the cluster of heavenly bodies, known collectively as the Tears of Asterius. Amongst these asteroids, the four largest, Razud, Koryis, Tyche, and Turmis, have been discovered and observed, and modern astrologers have only begun to surmise their cosmic significance. Razud The largest of the Minor Planets was named after the Immortal Razud, Patron of Resourcefulness and Self-Sufficiency. This planet represents a person’s talents, natural gifts, and resources, as well as the chances and opportunities he will gain have in his life to better and enrich his life. The glyph of Razud depicts a man of two minds, to weigh what he has and what he could gain, or to recognize opportunities when they arrive, as well as make his own. Koryis The Immortal Koryis, Patron of Prosperity and Peace, lends his name to this Minor Planet. Koryis embodies wealth and possessions, and the security derived from such prosperity. This planet teaches that prosperity is not merely material, and that contentment and peace can be derived even from the humblest lot in life. The symbol of Koryis is a two-sided banner of peace, reminding that it is times of peace when we are most prosperous. Tyche If any of the Minor Planets retained the peculiar to-and-fro path of the planet Asterius, it is Planet of Fortune, Tyche. When favorably aligned, Tyche brings unexpected prospects, lucky breaks, windfalls, and sudden gains, even at the riskiest of ventures. But like the fickle Immortal of Luck herself, Tyche also holds sway over missed opportunities, hidden risks and reversals of fortunes. Similar to the whimsical glyph of Asterius, the glyph of Tyche portrays the capricious wheel of fate. Turmis This Minor Planet has been observed to disappear from its place among the Tears of Asterius, only to unexpectedly appear elsewhere along its path. Astrologers thus named it Turmis, after the Immortal thief and rascal. It is called the Planet of Wealth, but Turmis gives us a warning to take caution with our riches from theft, damage, and sudden losses. Turmis is represented by a diamond-shaped key that can open any lock. Hel Since ancient times, comets were known as portents of calamity and grave misfortune. In no case is it truer than with one comet that regularly orbits around Ixion, known as Azazel (the Demoness of Evil and Sin in Ylari mythology), Hel, or Hel’s Comet. The ancients named it so because the comet would spin along its course, alternately displaying its bright luminous half, then its dark invisible face, giving it the appearance of blinking out of and later blinking into existence. The comet Hel heralds death and destruction, but also symbolizes rebirth and reversals of fortune. Like the sinister Immortal Hel, the glyph of this planet has only half a face, with the other half hidden in shadow. ------------------------------ Date: Wed, 21 Nov 2001 13:35:55 +0800 From: "Francisco V. Navarro V" Subject: Mystaran Zodiac (4/5) Part 4. The zodiac signs. To explain them, I've had to introduce some myths of ancient Milenia and Nithia... which I had to make up based on RW myuths. =========== Arcana Mystara The Mystaran Zodiac By Kit Navarro Origins of the Zodiac The astronomers of ancient Milenia were the first to record the steady movement of twelve constellations in the night sky. The Milenians astrologers were also the first to infer the cosmic significances of those stars, determining their influences on the lives of mortals on the Prime. The creatures from their mythology and legends were assigned to each constellation as totems, producing the twelve Houses of the Zodiac as they are known today. The Totems Manticore The Manticore is the first sign in the zodiac and its House marks the beginning of the Thyatian calendar. The Manticore is ruled by Vanya, the Planet of Ventures, as Vanya lends it the bravery to start the year. In Alphatian astrology, the Manticore is influenced by the Planet of Ardor, Rathanos, as it needs the fiery nature to withstand the dead of the winter season. While boldness and cunning does have its time and place, the Manticore has the danger of becoming short-tempered, violent, and always looking for a fight. The symbol of the Manticore, with its barbed wings and tails, give this warning that the very source of strength and power can also be the cause of its troubles. Hydra Survival through the winter season demands resourcefulness and shrewdness, and what better sign to do that than the Hydra? Its many heads, as shown in its glyph, allows it to consider many options at once, and to spot opportunities that have not become totally apparent yet. The Hydra does all this to survive, but this can lead to self-centered and avarice in the name of self-preservation. The changeable planet Asterius gives the Hydra its adaptability, while the risky planet Alphaks helps the Hydra take chances within chaos. Both of these lend a fickleness and a randomness that may seem haphazard, or ever deceitful, to the more steadfast and more secure signs. Centaur The House of the Centaur is placed on the first month of the Alphatian calendar, which begins with spring. Its ruling planet is Ixion (the sun), the planet of life, birth, and beginnings. Its radiant influence makes the Centaur vigorous, strong, and generous, but also egotistic, overly dramatic, extravagant and spendthrift. In Milenian myth, the centaurs were children of Ixion, and the Sun-Prince raised the most revered of its race, Chiron, in this place in the heavens. Chiron was a teacher, a healer, a mystic, and a hunter, and his bow and arrow is depicted in the sign’s glyph. Basilisk What better time for the most passionate sign of the zodiac, the Basilisk, than the middle of spring when flowers are in their bloom? This sign’s ruler is the planet Valerias, named after the beautiful Immortal of fervent love and fiery romance. The Basilisk’s passion grants it robustness, enthusiasm, and inspiring leadership skills, but it can also drive the Basilisk to become overzealous, obsessive, and domineering. Basiliskos (meaning “king” in ancient Milenian) was an amorous king of legend, who romanced six women of perfect beauty to be his wife, one after the other, each with a fervor—and passion—as much as the first, but each he eventually tired of and abandoned. The seventh beauty that he wooed turned out to be the Immortal Valerias in mortal guise, who upon seeing his heart of stone, punished him by transforming him into a petrifying six-legged lizard. This lizard wearing its crown became the glyph of the Basilisk. Chimera This mysterious creature of legend is said to be a strange mix of different animals. Its body of a goat or a lion holds three heads of a goat, a lion, and a dragon. Its tail is that of a dragon, a giant scorpion or a snake, or the body and head of a snake itself. Aptly, the glyph of this sign shows three vague heads on one large body. The Chimera rules over the end of spring. Its ruler in ancient astrology is the planet Valerias, giving the Chimera the qualities of an earthy confidence and enjoyment of material pleasures, which sometimes leads to heedlessness, hedonism, and possessiveness. Its ruler in modern astrology, however, is the Dark Moon, Patera, adding a mystique of being set apart from others, which can be charismatic or quite off-putting. Gorgon The start of summer brings the Gorgon, a sign ruled by the moon Matera. The Gorgon is a symbol of reserve and quietness, and thus for also for studiousness (Matera rules the mind and the consciousness). But the Gorgon can also become reclusive, inexpressive, and quite bookish, preferring study than action. Its symbol is the bullhead with horns. In ancient Nithian myth, the Immortal Orisis slew this terrible Gorgon that was plaguing the land, and threw its horns made of solid silver into the sky, which eventually grew and became the Moon. Griffon Perhaps the calmest and most constant zodiac sign is that of the Griffon. The glyph depicts it eagle head and lion torso, with its wing poised to take flight. No other sign is known to be as warm, practical, and steadfast, be it in work, in relationships, or in love. But the unvarying Griffon can succumb to banality, fatalism, or resistance to change. This is because its ruler is the Planet of Time, Khoronus. In ancient Milenia, the Griffon was considered sacred to the Immortal Khoronus, as they flew across the sky at very predictable times, marking the months and seasons of the year. To remember this loyal creatures, Khoronus placed the Griffon as a constellation in the sky, which appears brightest in midsummer. Dragon The independent Dragon is placed in the end of summer and is ruled by two profound planets, the constant planet Khoronus and the transformative planet Ordana. The divergent influences of Khoronus and Ordana gives the Dragon that detachment to worldliness and a keen sense of time, which allows the Dragon to plot its ambitions impersonally, coldly, and even antisocially. An early creation myth from the Nithians (possibly taken from the Changese) recounts that the first of the Dragons offered to serve the Immortals of Time, who repaid them with extended life spans above all creatures. However, after their service and the payment, the Dragons went their own ambitious ways, heeding—but not loyal to—their old patrons. The glyph depicts a dragon taking wing. Salamander The second half of the Alphatian year begins with the sign of the Salamander, known for its calmness, practicality, and ability to see both sides of an issue squarely. On the downside, the Salamander has been accused of being overly critical, wishy-washy, and miserly. It is ruled by the planet Tarastia, which governs justice and revenge and dispenses punishment and reward. Logically, the House of the Salamander heralds the autumn harvest season, where we reap the fruits of our labor earlier in the year. The glyph of this sign actually shows two salamanders going in opposite directions. By tradition, one of these is a fire salamander and its partner is a frost salamander. A primitive legend tells of two warring tribes of salamanders, which threatened to destroy the land with their opposing forces of fire and ice, until the wise Immortal Tarastia arbitrated between them, thus saving the rest of creation. Pegasus When the winds blow fastest in mid-autumn, the much-loved Pegasus flies in bringing much fun into our lives. The Pegasus sign and its planetary rulers are both associated with the air element. The planet Asterius rules over thoughts, ideas, and opportunities, while the planet Alphatia inspires imagination and creativity. The enterprising Pegasus spirit is unafraid to take risks, sometimes to a fault, and its fickleness may hinder its projects from becoming anything more than flights of fancy. According the Milenian mythology, the tricky Asterius rode a Pegasus to fly up to the Vaults of Pandius, and steal nectar and ambrosia, the food of Immortality. When he did join the ranks of the Immortal, he rewarded the Pegasus by allowing it to fly eternally in the sky. Warrior The Warrior sign is ruled by Rathanos, the Planet of Ardor in Alphatian tradition, and the Vanya, the Planet of Ventures in Thyatian tradition. The courageous Warrior faces life astutely and efficiently, but is can also become jaded in its view and heartless in its efficiency. Later traditions also assign the planet Protius to the Warrior, giving it a profound wisdom and a sense of purpose that the hotheaded Rathanos and bellicose Vanya could not. The symbol of the Warrior is a helmet, said to be worn by the warrior Immortal Vanya in battle, to disguise herself as a man. The House of the Warrior is in the end of fall, ready to face the hardships of the coming winter. Giant The cold, harsh winter is always a daunting time, much the ominous, looming Giant whose House marks the start of this season. The lawful planet Tarastia gives the Giant a strong, steadfast sense of self-preservation, making it more selfish that the already miserly Salamander (also ruled by Tarastia). The grim planet Thanatos gives the Giant a stubborn tenacity to survive the hardships of winter, warning that death will come when it is time, but no sooner. Definitely not the most pleasant of Signs, the Giant has the burden of imparting the hard but essential lessons to all mortals. In legend, when the winter first came to Mystara, the Immortals feared the end of all living things. They sent a titan to come to break the ice and plow the frozen earth, and saved mortal creatures. As a reward, the titan was lifted into the heavens, together with his heavy plowshare, as the constellation of the Giant. ------------------------------ Date: Wed, 21 Nov 2001 11:04:31 +0200 From: Ville V Lahde Subject: Re: Rise of Nithian Studies Thaks for the sceptical comments, Chris. The idea was never that the Nithian Studies would be an easy branch of study. Merely noticing the Oblivion could take years, not to mention inferring the object of the Oblivion without any frame of reference. As you rightly noticed, any possible source of information on Nithian lore is unreliable and cryptic to say the least. Proponents of the Nithian Studies would be the Fox Mulders of their time. But through relentless study and even decades of trying, I think it is plausible that such a branch of study could rise. There might be some interesting adventure threads... Ville ------------------------------ Date: Wed, 21 Nov 2001 13:36:49 +0100 From: Wizards Shopper Subject: Gazetteer available at titangames.com some oldies for the ones who have not them yet=21=21=21 Gazetteer Boxed Set: Dawn of the Emperors (1037) =5B=2429.5, NM=5D GAZ1: The Grand Duchy of Karameikos (9193) =5B=2449.5, NM=5D GAZ2: The Emirates of Ylaruam (9194) =5B=2439.5, NM=5D GAZ4: The Kingdom of Ierendi (9215) =5B=2444.5, NM=5D GAZ5: The Elves of Alfheim (9223) =5B=2449.5, NM=5D GAZ6: The Dwarves of Rockhome (9227) =5B=2439.5, NM=5D GAZ7: The Northern Reaches (9230) =5B=2439.5, NM=5D GAZ8: The Five Shires (9232) =5B=2439.5, NM=5D GAZ10: The Orcs of Thar (9241) =5B=2439.5, NM=5D thib GAZ12: The Golden Khan of Ethengar (9246) =5B=2435, NM=5D GAZ11: The Republic of Darokin (9250) =5B=2429.5, VF -would be NM if not f= or one small tear on cover fold=5D GAZ13: The Shadow Elves (9287) =5B=2439.5, NM=5D GAZ14: The Atruaghin Clans (9306) =5B=2439.5, NM=5D Thibault Sarlat ICQ 16622177 homepage www.mystara.fr.st join me at thibsylv=40club-internet.fr or at clenarius=40hotmail.com ------------------------------ Date: Wed, 21 Nov 2001 13:13:31 +0000 From: Gilles Leblanc Subject: Re: Mystaran Character Generator v0.001 I tried it, it`s cool. It's pratical for players without access to the books ( like all my players ). Maybe we could have added the Vyalia elves also. Maybe you could add classes for demi-humans but I understand you make it that way for OD&D compability and maybe that`s best. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 21 Nov 2001 13:17:53 +0000 From: Gilles Leblanc Subject: Re: Mystaran Character Generator v0.001 > > Well, in AC 1000 there's no School of Magecraft in Krakatos. The > magic-users learn at the Mages' Guild in Specularum. > > Otherwise, it is quite good. > -- > I'll nitpick ! I beleive it's the : "Magician's Guild" and not the Mages' Guild. I dont have the Gaz with me, but im pretty sure, anyway I think the guild is mentionned in the Karameikos Ad&d boxed set also under the Mirror entry. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 21 Nov 2001 13:21:34 +0000 From: Gilles Leblanc Subject: Re: Mystaran Character Generator v0.001 > Ok this may be a stupid question but... v0.001????? > > How do people pick version numbers? > Pure whims mostly. Take for exemple on the Windows OS most program ( from MS and other companies ) tend to come out at 1.0 and then go up from there by increments of .1 for minor updates and 1.0 for major ( there are many exceptions like Unreal for exemple, no not UT). While for Linux you have stable decent software at version 0.86 or whatever. They tend to start to 0 and grow up in small increments. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 21 Nov 2001 13:41:34 +0000 From: Gilles Leblanc Subject: Re: Mystaran Astronomy & Astrology (1/5) > Hail Mystarans! > > Here are the Arcana Mystara files on Mystaran astronomy and astrology once > again. I've included the recent developments of the stargazing traditions > of > the Ylari. > > Any more comments? Please send them... before I give Shawn a final file for > the site (with tables and some graphics). I just finished reading all the stuff I and must say two things : 1: it's good 2: you are patient this must have taken you a long time to write _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 21 Nov 2001 22:44:01 +0800 From: Matthew Pittard Subject: Re: Mystaran Character Generator v0.001 Could someone please post the link to the generator again? Thanks, Matt > > ------------------------------ Date: Wed, 21 Nov 2001 09:51:22 -0600 From: John Polacek Subject: Re: Mystaran Character Generator v0.001 Thanks for the comments guys. Here's the link again: http://mystaraproject.tripod.com/chargenerator/index.html Now, some questions and comments: 1. Do you guys have any more info on the magician's guild? Specifically, how does one enter the guild and what does it cost? Where should I look for more info (whether canon or unofficial)? 2. I didn't include Vyalia elves because I couldn't find much info on them. I have GAZ1, but not the KOA boxed set - are they more detailed there? I'd like to include the option to play a Vyalia elf, what do you guys think a newbie player should know about the Vyalia clan, or is it more of a DM's option as far as the details of the clan? 3. I named it v0.001 as kind of a joke, meaning it's in its very early stages. In software development, a beta of an app would be v0.1, 0.2, etc. and then when it's "gone gold" and is supposedly free of major bugs and is working it is v1.0. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 21 Nov 2001 09:58:03 -0600 From: Stone Marshall Subject: Re: Gazetteer available at titangames.com Of course you know they will all probably be released in .PDF before another year is out :) Multizar the Mage > From: Wizards Shopper > Reply-To: Mystara RPG Discussion > To: MYSTARA-L@ORACLE.WIZARDS.COM > Subject: [MYSTARA] Gazetteer available at titangames.com > Date: Wed, 21 Nov 2001 13:36:49 +0100 > > some oldies for the ones who have not them yet!!! > > Gazetteer Boxed Set: Dawn of the Emperors (1037) [$29.5, NM] > GAZ1: The Grand Duchy of Karameikos (9193) [$49.5, NM] > GAZ2: The Emirates of Ylaruam (9194) [$39.5, NM] > GAZ4: The Kingdom of Ierendi (9215) [$44.5, NM] > GAZ5: The Elves of Alfheim (9223) [$49.5, NM] > GAZ6: The Dwarves of Rockhome (9227) [$39.5, NM] > GAZ7: The Northern Reaches (9230) [$39.5, NM] > GAZ8: The Five Shires (9232) [$39.5, NM] > GAZ10: The Orcs of Thar (9241) [$39.5, NM] > > > thib > GAZ12: The Golden Khan of Ethengar (9246) [$35, NM] > GAZ11: The Republic of Darokin (9250) [$29.5, VF -would be NM if not for > one small tear on cover fold] > GAZ13: The Shadow Elves (9287) [$39.5, NM] > GAZ14: The Atruaghin Clans (9306) [$39.5, NM] > > Thibault Sarlat > ICQ 16622177 > homepage www.mystara.fr.st > join me at thibsylv@club-internet.fr > or at clenarius@hotmail.com > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > The Mystara Homepage: http://www.dnd.starflung.com/ > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. > _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 21 Nov 2001 17:09:14 +0100 From: Agathokles Subject: Re: Mystaran Character Generator v0.001 Gilles Leblanc wrote: > > >Well, in AC 1000 there's no School of Magecraft in Krakatos. The > >magic-users learn at the Mages' Guild in Specularum. > > I'll nitpick ! I beleive it's the : "Magician's Guild" and not the Mages' > Guild. I dont have the Gaz with me, but im pretty sure, anyway I think the > guild is mentionned in the Karameikos Ad&d boxed set also under the Mirror > entry. Ok. I only have the Italian translation, so I often don't remember what was the original name. -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Wed, 21 Nov 2001 17:12:49 +0100 From: Agathokles Subject: Re: Mystaran Character Generator v0.001 John Polacek wrote: > > 1. Do you guys have any more info on the magician's guild? Specifically, how > does one enter the guild and what does it cost? > Where should I look for more info (whether canon or unofficial)? The Gazetteer is almost the only source on the Guild. I've done some work on it, but it is a very low-powered version of the world. Anyway, I'll post it this evening. > 2. I didn't include Vyalia elves because I couldn't find much info on them. > I have GAZ1, but not the KOA boxed set - are they more detailed there? They are detailed more in DotE and B10. > I'd like to include the option to play a Vyalia elf, what do you guys think a > newbie player should know about the Vyalia clan, or is it more of a DM's > option as far as the details of the clan? It's really more relevant to Thyatis, since the most friendly Vyalia live there. The Karameikan Vyalia are more reclusive. -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Wed, 21 Nov 2001 16:26:42 +0000 From: Gilles Leblanc Subject: Re: Mystaran Character Generator v0.001 > 1. Do you guys have any more info on the magician's guild? Specifically, > how > does one enter the guild and what does it cost? > Where should I look for more info (whether canon or unofficial)? > You can find it in GAZ1 Karameikos and some in the 2E boxed set in the Mirror entry. > 2. I didn't include Vyalia elves because I couldn't find much info on them. > I have GAZ1, but not the KOA boxed set - are they more detailed there? I'd > like to include the option to play a Vyalia elf, what do you guys think a > newbie player should know about the Vyalia clan, or is it more of a DM's > option as far as the details of the clan? > Im in college right now but I know they are listed as a PC race in the Karameikos 2E box set, if you don't have it, say so, I will post what is mentioned about them. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 21 Nov 2001 11:14:52 -0600 From: John Polacek Subject: Re: Mystaran Character Generator v0.001 > > Im in college right now but I know they are listed as a PC race in the > Karameikos 2E box set, if you don't have it, say so, I will post what is > mentioned about them. > I don't have the boxed set, so if somebody could post the info on the Vyalia, that would be great! _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 21 Nov 2001 17:58:30 +0100 From: Agathokles Subject: Re: Mystaran Character Generator v0.001 John Polacek wrote: > > 1. Do you guys have any more info on the magician's guild? Specifically, how > does one enter the guild and what does it cost? > Where should I look for more info (whether canon or unofficial)? Ok, here is my version. Ranks and Admissions Rank Lvl Admission Req. Dues Free spells -------------------------------------------------------------- Gran Maestro 14 Election* no fee all** Archmage 11 Create a magic item no fee 1 6th level Illuminator 9 Create potion/scroll no fee 1 5th level Master 7 Teaching ability no fee 1 4th level Magician 5 Devise a new spell 4 r/month 1 3rd level Journeyman 3 Spellcraft test 2 r/month 1 2nd level Apprentice 1 ReadMagic & Cantrip 1 r/month 1 1st level *By the Council of Masters **Obviously, the Grand Master has access to all of the Guild's spellbooks--in Teldon's case, moreover, they happen to be one and the same with his personal spellbooks. Admissions at Apprentice level are quite easy: anyone showing some talent (as judged by Teldon) is allowed to stay and attempt to become a wizard. Teldon sometimes takes in poor urchins, but most apprentice are already 1st level wizards, who have acquired a minimum of magic education from a tutor in some backwater village or town. When he learns the cantrip skill (or spell) and Read Magic, he is considered an Apprentice, and is supposed to work for the Guild, providing the due either in money or in services. When the Apprentice masters 2nd level magic, he is tested for his understanding of the basics of magic (a test of Spellcraft), and then promoted to Journeyman level. Journeymen stay with the Guild for further training and spell, but mostly to exploit the laboratory and library of the Guild. They pay and higher fee, but most are able to find a job as magic advisor for minor nobles or merchants. A successful and inventive Journeyman, who provides a new spell to the Guild and shows ability to cast 3rd level magics becomes a Magician. He is supposed to research the spell personally, but some just learn the spell from other Schools or private tutors. A Magician is able to work on a permanent basis as advisor/court wizard or professional adventurer. Magicians are often invited to spend some time outside Karameikos--either working for foreign governements (like Irina Piotrev in Rockhome) or studying at the magic academies of Thyatis. Masters and higher ranks are reserved for successful wizards, who have now taken on some apprentices of their own, or at least teach classes at the Guild. Since they already provide some service to the Guild through their teaching activity, they are exempted from paying a fee. Since the Guild is very small, the upper levels are commonly lumped in the Master rank, and enjoy the same rights. The only exception is obviously the Grand Master. This position is supposed to be elective, but Teldon, as the founder and Grand Master for life, is already an exception. As a general rule, the guild dues are low, but the members are expected to accept at least one mission for the Guild before passing to an upper rank, which allows the Guild to get some extra income. However, the low fees policy has not helped much the Guild, since it doesn't allow investments in better equipment or new books, let alone a new Guildhall--the current one is quite small, and it must also double as Teldon's personal tower. Miscellaneous -------------------------------------------------------------- Cost of Laboratory use: 50 r/week (free for Mages and up) Laboratory value: 5000 r. Current high level members -------------------------------------------------------------------------- Grand Master: Teldon, M15° h(thyatian), m, b 890 AC Specularum Archmage: Claransa**, Div12°, h(thyatian), f, b 968 AC Specularum Illuminator: Thrambelion*, M10°, e(callarii), m, b 628 AC Kelvin Master: Halia Antonic, M7°, h(thyatian), f, b 974 AC Verge *non-canon **from the CM series, this wizardess was supposed to have spent a long time with the Guild Spell known (an AD&D variant) Level Spells ----------------------------------------------------------------------------- 1st Read Magic, Detect Magic, Light, Sleep, Shield, Protection from evil, Charme, Floating Disk, Dancing Lights, Ventriloquism, Magic Missile, Burning Hands. 2nd Levitation, ESP, Continual Light, Detect Invisible, Detect Evil, Invisibility, Protection from Cantrips, Web, Mirror Images, Blur, Whispering Wind, Wizard Lock. 3rd Hold Person, Fireball, Lightning Bolt, Infravision, Dispel Magic, Fly, Clairvoyance, Clairaudience, Protection from evil 10' radius, Suggestion, Water Breathing, Illusory Script. 4th Polymorph self, Charme monster, Wall of Fire, Wizard Eye, Confusion, Remove Curse, Plant Growth. 5th Hold Monster, Contact Other Plane, Telekinesis, Wall of Stone, Passwall, Rock to Mud. 6th Anti-Magic Shell, Enchant Item, Lower Water, Legend Lore. 7th Charme Plants, Statue, Vision. Attitude towards the Schools of Magic School Max lvl Attitude known -------------------------------------------------------------------- Abjuration 6 (considered useful, but not a research field) Alteration 7 (Teldon's preferred school) Conjuration - (considered nearly Black Magic) Enchantment 7 (Thrambelion's specialty) Illusion 3 (mostly low-level gnome specialists) Invocation 6 (considered useful, but not a research field) Divination 7 (Claransa's specialty) Necromancy - (considered Black Magic) Wild Magic - (almost unknown) Elementalism - (almost unknown) -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Wed, 21 Nov 2001 13:23:05 -0500 From: Geoff Gander Subject: Re: Mystaran Astronomy & Astrology (1/5) Bleakcabal wrote: > I just finished reading all the stuff I and must say two things : > 1: it's good > 2: you are patient this must have taken you a long time to write Hear hear! Excellent work there - very thorough indeed! I'll certainly use this IMC. Geoff -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 ------------------------------ Date: Wed, 21 Nov 2001 20:24:47 +0100 From: la Volpe Subject: Re: Mystaran Character Generator v0.001 Agathokles wrote: > John Polacek wrote: > > > > 1. Do you guys have any more info on the magician's guild? Specifically, how > > does one enter the guild and what does it cost? > > Where should I look for more info (whether canon or unofficial)? > > Ok, here is my version. I like it. And I have no time nor will to point out possible discrepancies! (Guess I'm tired. Very tired.) Iulius Sergius Scaevola Captain of the XXth Cohort Port Lucinius, Thyatis ------------------------------ Date: Wed, 21 Nov 2001 20:35:28 +0100 From: la Volpe Subject: Re: Rise of Nithan Studies Agathokles wrote: > Ville V Lahde wrote: > > > > But what if some Ylaruamian scholars started paying attention to the very > > effects of Oblivion, and this would lead them to the secrets of the lost > > Nithia? > > Think the great expert of Nithian > lore who goes to Surra-Man-Ra, forgets everything, get back home and > finds this book written by himself, about something he doesn't even > know. I think that Chris has given a good explanation for the workin of the Bead. After all, it was made by Immortals...so it probably would have a "diverting" effect. A simple way to change this may be that a person that learns any information about Nithia in a certain area around Surra man raa loses that information. Plus the Furneaux's Spell of Appearently Useless Information. Maybe the effect of the artifact is random. Some lose all the Nithian info. Some lose only a part. Maybe the artifact "chooses" what info is "dangerous" and erases only that, if a person has a lot of info in his memory. Who knows? However, the point remains the same: what did the Nithians know that was so dangerous that they had to be destroyed? Entropic worship was not enough to justify it. Iulius Sergius Scaevola Captain of the XXth Cohort Port Lucinius, Thyatis ------------------------------ Date: Wed, 21 Nov 2001 22:23:04 +0100 From: Agathokles Subject: Re: Mystaran Character Generator v0.001 la Volpe wrote [about my version of the Magician's Guild]: > > I like it. And I have no time nor will to point out possible discrepancies! > (Guess I'm tired. Very tired.) LOL! I'll point out a problem in it for you ;) In fact, it lacks a bit of character, I mean, it could be placed everywhere, it is not enough Karameikan, if you want. -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Wed, 21 Nov 2001 22:24:41 +0100 From: Agathokles Subject: Re: Rise of Nithan Studies la Volpe wrote: > > However, the point remains the same: what did the Nithians know that was > so dangerous that they had to be destroyed? Entropic worship was not > enough to justify it. Uhm... Outer Being worship? An attempt to use their super-magic device to free one of them? -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Wed, 21 Nov 2001 14:28:15 -0800 From: Chris Furneaux Subject: Re: New spell (was: Rise of Nithan Studies) > I think that Chris has given a good explanation for > the workin of the Bead. Thank you. > Plus the > Furneaux's Spell of Appearently Useless Information. I like that idea. How about: Fabricus's Spell of Appearently Useless Information. Level: 3 Range: 120' Effect: One living person Duration: perminent, unless convinced otherwise. Discription: This is very simmilar to the spells charm person except it charms the person to think some infomation that he has is useless. If the victum fails a save vs. spells it charms the victim into beleiving all infomation they know apout one item, plan or event to be of no consecuence and appearently useless. This generally makes the victim leave out any details about this thing when writing reports, or talking to people. The spell cannot be dispelled as the victums believing the infomation unimportant tend to just forget all about it (as it never gets put into long term memory). The victum can however be confronted by someone who knows about the thing they think is useless and be convinced otherwise, but they will still not be able to give any new infomation unless they find out more later. If this happens the spell effect ends. Histoy: A Thyatian mage was commisioned by a senator to create this spell so he could keep knowen spies around (as if removed they would be just be replaced) while rendering them useless. It has however found other uses since then, but is still keep secret as it it became well knowen it would become useless. __________________________________________________ Do You Yahoo!? Yahoo! GeoCities - quick and easy web site hosting, just $8.95/month. http://geocities.yahoo.com/ps/info1 ------------------------------ Date: Wed, 21 Nov 2001 17:06:34 -0600 From: John Polacek Subject: Re: Mystaran Character Generator v0.001 Thanks for the info guys. I've updated both the elves and the magic-users sections. I'm going to work on some more nations now, and I'll be sure to let you all know when I've made some progress... _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Thu, 22 Nov 2001 00:17:44 +0100 From: thibault sarlat Subject: Re: Gazetteer available at titangames.com yes but since every non US resident cannot order the ESd products... that might interest a lot of people. and above all, there is nothing like the old paper official products. Thibault Sarlat. ICQ 16622177. homepage http://www.mystara.fr.st Join me at: thibsylv@club-internet.fr or at clenarius@hotmail.com ----- Original Message ----- From: "Stone Marshall" To: Sent: Wednesday, November 21, 2001 4:58 PM Subject: Re: [MYSTARA] Gazetteer available at titangames.com > Of course you know they will all probably be released in .PDF before another > year is out :) > > Multizar the Mage > > > > >From: Wizards Shopper > >Reply-To: Mystara RPG Discussion > >To: MYSTARA-L@ORACLE.WIZARDS.COM > >Subject: [MYSTARA] Gazetteer available at titangames.com > >Date: Wed, 21 Nov 2001 13:36:49 +0100 > > > >some oldies for the ones who have not them yet!!! > > > >Gazetteer Boxed Set: Dawn of the Emperors (1037) [$29.5, NM] > >GAZ1: The Grand Duchy of Karameikos (9193) [$49.5, NM] > >GAZ2: The Emirates of Ylaruam (9194) [$39.5, NM] > >GAZ4: The Kingdom of Ierendi (9215) [$44.5, NM] > >GAZ5: The Elves of Alfheim (9223) [$49.5, NM] > >GAZ6: The Dwarves of Rockhome (9227) [$39.5, NM] > >GAZ7: The Northern Reaches (9230) [$39.5, NM] > >GAZ8: The Five Shires (9232) [$39.5, NM] > >GAZ10: The Orcs of Thar (9241) [$39.5, NM] > > > > > >thib > >GAZ12: The Golden Khan of Ethengar (9246) [$35, NM] > >GAZ11: The Republic of Darokin (9250) [$29.5, VF -would be NM if not for > >one small tear on cover fold] > >GAZ13: The Shadow Elves (9287) [$39.5, NM] > >GAZ14: The Atruaghin Clans (9306) [$39.5, NM] > > > >Thibault Sarlat > >ICQ 16622177 > >homepage www.mystara.fr.st > >join me at thibsylv@club-internet.fr > >or at clenarius@hotmail.com > > > >******************************************************************** > >The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > >The Mystara Homepage: http://www.dnd.starflung.com/ > >To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > >with UNSUB MYSTARA-L in the body of the message. > > > > > _________________________________________________________________ > Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > The Mystara Homepage: http://www.dnd.starflung.com/ > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. > ------------------------------ Date: Wed, 21 Nov 2001 23:53:39 +0000 From: Gilles Leblanc Subject: Re: Mystaran Character Generator v0.001 Sorry there is no mention of the Vyalia in the ad&d box set. Sorry my mistakes, I was in College, and I remembered there was but I was wrong. Sorry for getting your hopes up. I think then the only sources come from modules and maybe Dawn of the Emperor Boxed Set. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Wed, 21 Nov 2001 15:59:00 -0800 From: Chris Furneaux Subject: Re: Gazetteer available at titangames.com If you can get them to you country that is. Anyone know what they are going to charge? And I must say those titangames prices are a bit high when I got GAZ5: The Elves of Alfheim that they are selling for US$49.50 for the equivitent of US$6.20 in reasonable condition. Chris. --- Stone Marshall wrote: > Of course you know they will all probably be > released in .PDF before another > year is out :) > > Multizar the Mage > >some oldies for the ones who have not them yet!!! > > > >Gazetteer Boxed Set: Dawn of the Emperors (1037) > [$29.5, NM] > >GAZ1: The Grand Duchy of Karameikos (9193) [$49.5, > NM] > >GAZ2: The Emirates of Ylaruam (9194) [$39.5, NM] > >GAZ4: The Kingdom of Ierendi (9215) [$44.5, NM] > >GAZ5: The Elves of Alfheim (9223) [$49.5, NM] > >GAZ6: The Dwarves of Rockhome (9227) [$39.5, NM] > >GAZ7: The Northern Reaches (9230) [$39.5, NM] > >GAZ8: The Five Shires (9232) [$39.5, NM] > >GAZ10: The Orcs of Thar (9241) [$39.5, NM] > > > > > >thib > >GAZ12: The Golden Khan of Ethengar (9246) [$35, NM] > >GAZ11: The Republic of Darokin (9250) [$29.5, VF > -would be NM if not for > >one small tear on cover fold] > >GAZ13: The Shadow Elves (9287) [$39.5, NM] > >GAZ14: The Atruaghin Clans (9306) [$39.5, NM] > > > >Thibault Sarlat __________________________________________________ Do You Yahoo!? Yahoo! GeoCities - quick and easy web site hosting, just $8.95/month. http://geocities.yahoo.com/ps/info1 ------------------------------ Date: Thu, 22 Nov 2001 02:34:59 +0000 From: Gilles Leblanc Subject: Revised Vampire Rules Note : For a formatted version of this file send me an email at bleakcabal@hotmail.com and I will send it to you. ------------------------------------------------------------------- Vampires in Mystara Vampiric Powers Normal OD&D Vampire: Normal Vampire Powers: Resist Sleep, Charm and Hold Spell Change into Gaseous Form Change into Dire Wolf, Giant Bat Regeneration outside coffin Energy Drain Touch Charm Gaze Summon Creatures Regeneration inside coffin Normal Vampire Weakness: Repulsed by holy symbol Repelled by garlic Cannot cross running water Can be staked Hurt by sunlight Normal AD&D 2E Vampire: Normal Vampire Powers: Exceptional Strength Regeneration outside coffin +1 or better weapon to hit Charm Gaze Energy Drain Touch Resist Sleep, Charm and Hold Spell Immune to poison and paralysis Change into Gaseous Form Shapechange into Large Bat Summon Creatures Spider Climb at will Regeneration inside coffin Normal Vampire Weakness: Repulsed by lawful good holy symbol Repelled by garlic Cannot cross running water Can be staked Hurt by sunlight Offended by mirrors Need an invitation to enter a residence Vampire Powers which cannot be altered: Resist Sleep, Charm and Hold Spell Immune to poison and paralysis Regeneration inside coffin New vampire powers: These new vampire powers can be switched for any power which is not listed in the Vampire Powers that cannot be altered list and which are not the new power base power. For example Terrible Might cannot replace Exceptional Strength as it is base upon it, and could in fact be considered an upgrade. Vampires customize with these skills still retain the same number of power and could thus give the same amount of XP. Although this is for the DM to decide. Magical Aura Base: +1 or better weapon to hit Description: The vampire is cloaked in a mysterious aura of magic at all times. Weapons of +2 or better enchantment are needed to hit the vampire instead of the normal +1. If the standard form of this vampire normally possesses stronger resistance augment it by +1 to a maximum of +5. Terrible Might Base: Exceptional Strength in AD&D 2E, None in OD&D Description: The vampire is exceptionally strong, even for one of the undead. This vampire gains an additional + 2 to damage when attacked with claws, fists or melee weapons. In 2E the vampire has a strength of 19. Extra Sensory Powers Base: None Description: This power gives the vampire extremely heightened sense. This gives the vampire a +2 bonus to all surprise roll and the ability to Detect Noise at 85% as per a thief. Exceptional Resistance Base: Regeneration outside coffin, +1 or better weapon to hit Description: This power makes the vampire extremely tough, able to shake off most hits. This power gives the vampire lowers the vampire AC by 2. Extreme Resistance Base: Exceptional Resistance Description: A vampire with extreme resistance is hard as stone and receives another 2 points reduction of AC. Also he gains a +1 bonus to all saving throws. Magnetic Personality Base: Charm Gaze Description: This vampire is not only extremely charismatic but also extremely alluring. All victims of the vampire charm attack receives an additional -3 penalty on their saving throw. Vampiric Stealth Base: None Description: A vampire with vampiric stealth is not only able to move about very silently but is a master at hiding. His power to meld with shadows is in fact magical. A vampire with vampiric stealth has a Hide in Shadows skill of 95% and if this vampire type is not normally capable of walking utterly silently he also receives the thief skill Move Silently at 95%. Enemies attacked by a vampire with vampiric stealth receive a -2 penalty on their surprise rolls. Dimensional Movement Base: None Description: A vampire with dimensional movement is able to open a Dimension Door ( as per the spell ). The point of entry and arrival of the spell must either be in darkness or in heavy shadows. Only the vampire can use the Dimension Door. Illusionist Base: None Description: A vampire with Illusionist has a natural ability to influence the mind of those around him. Thus he is able to create a phantasmal force as per the wizard spell 3 times per day. Additionally the vampire receives a +1 bonus to all saving throws to disbelieve illusions. Fast Regeneration Base: Regeneration outside coffin Description: A vampire with Fast Regeneration is able to regenerate any wounds extremely rapidly. This augment the vampire regenerative rate outside it's coffin by another hit point per round ( to a total of 4 hp per round for a normal vampire ). Summon Stirges Base: Summon Creatures Description: A vampire with summon stirges may also summon 1d4 stirges additionally to his other creatures. The summon works like his normal summoning spell except that stirges will always come to aid the vampire. These vampires are normally in regular contact with a nest of stirge who tend to lair near the vampire and follow him. Vampiric Familiar Base: Summon Creatures Description: The vampire has a familiar similar to that of a wizard. The vampire is able to see anything it's familiar sees. It also has an empathic bond with the familiar who most always remain within 1 mile of the vampire. If the vampiric familiar dies, the vampire looses 6 hp's which are regenarated normally. When the vampiric familiar is in the vincity of the vampire, the vampire gains a +1 bonus to his surprise rolls and the familiar may detect attackers. The vampiric familiar as the statistics of the it's species except that it has 6 more hit points than those rolled up by the DM and that it had an additional +2 bonus to all attack rolls. The vampire's familiar is a: 1-2 stirge, 3-4 large bat, 5-6 large rat, 7-8 large spider. Poisonous Claws Base: None Description: The vampire's claws are a sickly green color and encrusted with filth. When the vampire successfully strikes a target with it's claw the target must make a saving throw vs. poison at a -2 penalty. Those who save against the poison suffer no ill effects. Those who fail their saving throws suffer a -2 penalty to their attack rolls for 1d4 hours as the poison makes them sluggish and feverish. Bird Shapes Base: Shapechange into Large Bat for AD&D 2E, Change into Gaseous Form, Dire Wolf, Giant Bat for OD&D Description: This power gives the vampire to shapechange into the following additional shapes to the ones it already knows: Raven, Crow, Vulture. Wolf Shape Base: Shapechange into Large Bat for AD&D 2E, Description: This power allows a AD&D 2E vampire to transform into a dire wolf ( this is only available to OD&D vampires normally ). Crocodile Shape Base: Shapechange into Large Bat for AD&D 2E, Change into Gaseous Form, Dire Wolf, Giant Bat for OD&D Description: This power allows the vampire to change in the additional form of a normal crocodile. Note that the vampire cannot cross running water and must keep to pools, stagnant swamps and such. Pass Without Traces Base: Summon Creatures Description: A vampire with this ability as a special affinity with nature. When traveling in wooded area he may move unrestricted in bushes, underbrush and other vegetation at his normal movement rate and leave no trail or scent to follow for even the most expert tracker. Fury of the Beast Base: Exceptional Strength in AD&D 2E Description: A vampire with this skill is capable to call it’s inner beast. When it does so it enters in a sort of berserk fury. When under fury the vampire receives a +1 AC penalty due and +1 penalty to all saving throws due to a lack of self-concern on the vampire’s part. When in fury the vampire gains a +1 bonus on damage and attack rolls. The vampire cannot cast spells or use innate powers when in fury. Fury lasts for 2d4 rounds and can be used 3 times per day by the vampire. Vampiric Speed Base: None Description: A vampire with vampiric speed is able to move very fast. This gives him a -3 bonus on initiative and a +1 bonus on attack rolls. Create servitors Base: None Description: With this power the vampire is able to create and maintain a group of zombies whose total Hit Dice are equal to his. These zombies are mindless controlled undead who are totally loyal to the vampire. If some of the zombies are destroyed the vampire can create other zombies at a rate of 1 per turn if he has access to enough useable corpses. Fire Magic Base: None Description: The vampire is a master of arcane powers dealing with fire. If the vampire is a spellcaster, most of his spells should be fire-based. A vampire with fire magic is able to augment or diminish any normal fire within 100 feet of him by 50% in size and intensity. This power can be used at will. In addition, 3 times per day the vampire is able to launch a salve of 2 magic missiles that appear as small fiery balls. Corrupting Influence Base: Energy Drain Touch, Charm Gaze Description: This rare and terrible power is posses by few vampiric bloodlines. Vampires with a corrupting influence remove 3 levels per energy draining touch instead of the normal 2. Flight Base: None Description: The vampire is imbued with a natural ability to fly. He can fly at a rate of 12 with a maneuverability class of B in AD&D 2E and at a rate of 120’ in OD&D. New Vampire Weaknesses: Here are the vampire weaknesses that can be substituted with one of the new vampire weaknesses. Other vampire weaknesses cannot be altered. Repulsed by holy symbol Repelled by garlic Offended by mirrors Need an invitation to enter a residence When a vampire weakness is incompatible with a power, a vampire who has this weakness cannot also have the incompatible power. The incompatible power can either be a traditional vampire power or a new vampire power. New Weaknesses: Repulsing Incompatible With: Magnetic Personality Description: The vampire has a disgusting appearance. His face has twisted features, his skin is covered in boils and scars and he emits a strong odor. The vampire’s charm gaze does not inflict the traditional -2 penalty on the victim’s saving throw. If the vampire’s charm does not normally inflict a penalty it is made at a +2 bonus by the victim. The vampire cause disgust and people and cannot be seen in public if he is not hidden, disguised or using illusion magic. Even then the vampire’s smell can give him away. Unnatural Creature Incompatible With: Summon Creatures The vampire is an unnatural creature. As such normal animals will either act in a hostile or scared manner towards him. The vampire cannot summon creatures and if he is shape changed into a wolf or bat form, other animals will still either act hostile or afraid. Such a vampire will cause dogs to bark, wolves to howl and horses to neigh. Druids, rangers and foresters can usually sense something is amiss when faced with such a vampire who poses either as a human, bat or other animal form. Weak Aura Incompatible With: Corrupting Influence Description: The vampire has a weak aura of death. As such he only drains 1 level per energy draining touch. Weak Faith Incompatible With: None Description: The vampire does not have faith in himself or fears good immortals. As such any cleric turning the vampire gain a +2 bonus to their roll to determine if the vampire is turned or not. Creature of the Night Incompatible With: None Description: The vampire is a creature of the night. Has such any strong light cause him to be blinded. When fighting under the illumination of a light spell or in a well light area, such as one light by a good lantern, the vampire receives a -2 penalty to all attack rolls due to the light blinding him. Areas illuminated by few torches or mostly shadowy do not impose any penalty on the vampire. Erroneous Belief Incompatible With: None Description: The vampire is deeply wrong about something. This can be a superstition, false knowledge, prejudices or something else. These vampires cannot correct their way as there is a magical reason for their erroneous belief. A good example of this is the Alphatian bloodline who thinks alphatian humans and vampires are inherently superior to other poeple and vampires, thus they are known to underestimate these opponents. This belief should prove a liability to the vampire but should not be a reason for him to make stupid mistakes that will likely get itself killed. Vampiric Bloodlines With the description of the vampire powers and weaknesses that cannot be changed we can get the list of power and weaknesses that can change. This list will help us define the “standard” vampire from the rulebook. Normal OD&D Vampire: Normal Vampire Powers: Change into Gaseous Form Change into Dire Wolf, Giant Bat Regeneration outside coffin Energy Drain Touch Charm Gaze Summon Creatures Normal Vampire Weakness: Repulsed by holy symbol Repelled by garlic Cannot cross running water Normal AD&D 2E Vampire: Normal Vampire Powers: Exceptional Strength Regeneration outside coffin +1 or better weapon to hit Charm Gaze Energy Drain Touch Change into Gaseous Form Shapechange into Large Bat Summon Creatures Spider Climb at will Normal Vampire Weakness: Repulsed by lawful good holy symbol Repelled by garlic Cannot cross running water Offended by mirrors Need an invitation to enter a residence By making this list of changeable powers and weaknesses I will not have to repeat the power that cannot change anyway. Just assume that vampire always possess these powers and weaknesses, because, they always do. Unless of course, you want to make things different in your campaign. Vampiric Power-Level: This optional rule allows you to create vampire which have access to fewer or more powers than normal vampires. These vampires are have either been recently created or come from weak bloodlines in the case of fewer powers. Or are old, powerful and come from potent bloodlines in the case of more powers. Master and sometimes Master vampires tend to have maxium hitpoints. It is also suggested that no vampire except Minion should have 1/2 or less of maximum possible hit points for it's hit dices. Title Powers XP ------------------------------------------------------------------------ Minion Minus 2 powers -10% Disciple Minus 1 power -5% Normal No change ---- Elder Plus 1 power +5% Master Plus 2 powers +10% Venerable Plus 3 powers +15% Vampiric Bloodlines: Here the standard vampire bloodline is illustrated. Vampiric bloodlines will be presented or future documents. Common Vampire: This is the most common and the most widely known breed in the known world. These vampires have the standard powers and weaknesses. Minion: Minion common vampire typically do not have access to the energy drain touch and summon creatures power as they are weaker and didn't have the time to familiarize themselves with animals. Sometimes these vampires do not possess shape change powers instead. Disciple: Disciple common vampires typically do not have the power to either summon creatures or shape change. Elder: Elder common vampires are able to master their un-holy might. This gives them the Terrible Might power. Master: Master common vampires possess the Terrible Might. Also, due to their long life or power they have devloped a kind of fourth sense and a growing paranoia which gives them the Extra Sensory Powers. Venerable: The venerable common vampire possess all of the power of the master vampire. Their extremely long life spans have also gifted them with the Magical Aura power. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ Date: Thu, 22 Nov 2001 02:37:29 +0000 From: Gilles Leblanc Subject: Vampiric Bloodlines Uses Revised Vampire Rules, read to make more sense of this document -------------------------------------------------------------------- Alphatian Vampire: This strain of vampire is more common in the alphatian region and with those of alphatian blood. It was created when alphatian mages wanted to create a superior breed of alphatians. Alphatian vampires are often magic-users. Some alphatian vampire, espacially the older ones, still cling to the idea of the superior race, to this end they only create new vampire with people of pure alphatian ( common or "noble" ) blood. Normal Vampire: OD&D Powers: Change into Gaseous Form, Dire Wolf, Giant Bat Regeneration outside coffin Illusionist Charm Gaze Dimensional Movement OD&D Weaknesses: Repulsed by holy symbol Unnatural Creature Erroneous Belief* AD&D 2E Powers: Exceptional Strength Regeneration outside coffin +1 or better weapon to hit Charm Gaze Illusionist Change into Gaseous Form Shapechange into Large Bat Dimensional Movement Spider Climb at will AD&D 2E Weaknesses: Repulsed by lawful good holy symbol Unnatural Creature Erroneous Belief* * Believes alphatian humans and vampires are inherently superior to other people and vampires, thus they are known to underestimate these opponents. Suffer from racial prejudices which cloud their vision. Minion: Does not have access to 2 of the following 4 powers; change into gaseous form, +1 or better weapon to hit, exceptional strength, change into animal Disciple: Typically, disciple level alphatian vampires do not have the change into gaseous form power. Elder: Also possess Magical Aura. Master: Also possess Magical Aura and Flight. Venerable: Also possess Magical Aura, Flight and Fire Magic. Sylvanos Vampire: The Sylvanos vampire is closely tied to the forests and animals. Sylvanos vampire dwells as recluse in forest and seldom create other vampires. Their are many elves in this bloodline. There have been case reported where Sylvanos vampires possessed some animal traits, including feline eyes, wolf like fangs and claw-like nails. OD&D Powers: Bird Shapes Change into Dire Wolf, Giant Bat Regeneration outside coffin Energy Drain Touch Pass Without Traces Summon Creatures OD&D Weaknesses: Repulsed by holy symbol Weak Aura Cannot cross running water AD&D 2E Powers: Exceptional Strength Regeneration outside coffin +1 or better weapon to hit Pass Without Traces Energy Drain Touch Bird Shapes Shapechange into Large Bat Summon Creatures Wolf Shape AD&D 2E Weaknesses: Repulsed by lawful good holy symbol Weak Aura Cannot cross running water Need an invitation to enter a residence Minion: Do not have access to Energy Drain Touch and Regeneration outside coffin. Disciple: Do not have access to Energy Drain Touch. Elder: Also possess Crocodile Shape. Master: Also possess Crocodile Shape and Vampiric Familiar. Venerable: Also possess Crocodile Shape, Vampiric Familiar and Summon Stirges. Demos Vampire: The Demos vampire is thought to have been created by Thanatos or another immortal of entropy. These demonic beast are utterly evil and live only to destroy. Fortunately for humans and demi-humans, their hatred of all things does not make them prone to create other of their kind. These beast have deformed faces, repulsing skin and abominable appearance. OD&D Powers: Fast Regeneration Exceptional Resistance Regeneration outside coffin Energy Drain Touch Poisonous Claws Summon Creatures OD&D Weaknesses: Repulsed by holy symbol Repulsing Cannot cross running water Creature of the Night AD&D 2E Powers: Exceptional Strength Regeneration outside coffin +1 or better weapon to hit Poisonous Claws Energy Drain Touch Fast Regeneration Exceptional Resistance Summon Creatures Terrible Might AD&D 2E Weaknesses: Repulsed by lawful good holy symbol Repulsing Cannot cross running water Unnatural Creature Creature of the Night Minion: Do not have access to Summon Creatures and Fast Regeneration. Disciple: Do not have access to Summon Creatures. Elder: Also possess Summon Stirges. Master: Also possess Summon Stirges and Extreme Resistance. Venerable: Also possess Summon Stirges, Extreme Resistance and Fury of the Beast. Darian Vampire: These nomadic vampires are more commonly found in Karameikos, Sind, Hule and among some sea-fearing nations like Ierendi or the Minrothad Guilds. They usually travel for a few years and then settle for half a century in a particular region. Sometimes during this period of sedentary activity they may travel a bit or relocate not far from their first location. This bloodline possess and incredible charisma and are able to bend to will of almost anyone. They are often well known in the local folklore of a region when they temporarily settle. Although this makes their presence well known, the nomadic ways helps maintain some form of anonymity. Darian vampires like to be admired and love to seduce people with their roguish, almost romantic personality. OD&D Powers: Magnetic Personality Illusionist Regeneration outside coffin Vampiric Stealth Charm Gaze Summon Creatures OD&D Weaknesses: Repulsed by holy symbol Repelled by garlic Cannot cross running water AD&D 2E Powers: Exceptional Strength Regeneration outside coffin +1 or better weapon to hit Charm Gaze Vampiric Stealth Magnetic Personality Illusionist Summon Creatures Spider Climb at will AD&D 2E Weaknesses: Repulsed by lawful good holy symbol Repelled by garlic Cannot cross running water Offended by mirrors Need an invitation to enter a residence Minion: Do not have access to Regeneration outside coffin and Illusionist. Disciple: Do not have access to Illusionist. Elder: Also possess Vampiric Speed. Master: Also possess Vampiric Speed and Vampiric Familiar. Venerable: Also possess Vampiric Speed, Vampiric Familiar and Dimensional Movement. Necrotic Vampire: Necrotic Vampire are a dark cabal of necromantic vampire. Although Necrotic vampires do not possess any form of camaraderie, they are known to consult each other hold secret meetings where they trade arcane secrets. These vampires are known for their love of the undead and necromancy, but also their fascination for death. These vampires are usually necromancers ( mages ) or clerics of Nyx, Thanatos or Alphaks. OD&D Powers: Change into Gaseous Form Create servitors Regeneration outside coffin Energy Drain Touch Charm Gaze Fire Magic OD&D Weaknesses: Repulsed by holy symbol Unnatural Creature Weak Faith Creature of the Night AD&D 2E Powers: Exceptional Strength Regeneration outside coffin +1 or better weapon to hit Charm Gaze Energy Drain Touch Change into Gaseous Form Create servitors Fire Magic Magical Aura AD&D 2E Weaknesses: Repulsed by lawful good holy symbol Unnatural Creature Weak Faith Creature of the Night Need an invitation to enter a residence Minion: Do not have access to Fire Magic and Charm Gaze. Disciple: Do not have access to Fire Magic. Elder: Also possess Illusionist. Master: Also possess Illusionist and Corrupting Influence. Venerable: Also possess Illusionist, Corrupting Influence and Dimensional Movement. Mitelass Bloodline: This very rare bloodline resembles the normal vampire in appearance and personality but has incredible physical powers and weak magical powers. This bloodline is very rare and may only count 150 vampires on Brun. About half of these are found on the Savage Coast and the surrounding regions. Another 50 Mitelass vampires are said to be found on Skothar and Davania. OD&D Powers: Terrible Might Exceptional Resistance Regeneration outside coffin Vampiric Speed Fury of the Beast Fast Regeneration OD&D Weaknesses: Repulsed by holy symbol Repelled by garlic Cannot cross running water AD&D 2E Powers: Exceptional Strength Regeneration outside coffin +1 or better weapon to hit Fury of the Beast Vampiric Speed Terrible Might Exceptional Resistance Fast Regeneration Spider Climb at will AD&D 2E Weaknesses: Repulsed by lawful good holy symbol Repelled by garlic Cannot cross running water Offended by mirrors Need an invitation to enter a residence _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp ------------------------------ End of MYSTARA-L Digest - 20 Nov 2001 to 21 Nov 2001 (#2001-320) ****************************************************************