Subject: MYSTARA-L Digest - 23 Nov 2001 to 24 Nov 2001 (#2001-323) From: Automatic digest processor Date: 25/11/2001, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 7 messages totalling 382 lines in this issue. Topics of the day: 1. Sentient Races list, 'Q'-'S' (5) 2. money in mystara (2) ******************************************************************** 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: Sat, 24 Nov 2001 13:29:59 +0100 From: Agathokles Subject: Sentient Races list, 'Q'-'S' The next three sections--well, two are very small, so it's not much more than section 'S' alone. There are several races I've never heard before, so please help me with them. ======== Quaggoth I think this monster comes from the Forgotten Realms setting. Morover, it is psionic. In the end, it doesn't seem to have any relevance to Mystara. Qullan No info on this critter. Rakasta One of the most common non-human race, save for goblinoids, the Rakasta have evolved from primitive clans of hunters and herders to great civilized nations. The largest Rakastan nation is the Empire of Myoshima, located on the invisible moon of Mystara. The MJapanese culture of this empire has been created by the Rakasta themselves, and has influenced not only the Rakastan nations and tribes of Mystara itself, but also some human nations (Ochalea, and the Warrior's Code on the Savage Coast). Bellayne, a modern feudal monarchy, is the most advanced Rakastan nation on the planet, having successfully merged the traditional Rakastan culture with that of humans and demihumans. The nation is undergoing a fast economic and politic development. However, the strongest Mystaran Rakasta, and the cradle of Rakastan civilization, are the Simbasta of Davania. These powerful nomadic warriors, while apparently less civilized than their settled brethren, were indeed able to soundly defeat even the Heldannic Knights, who are equipped with the most advanced human technology and clerical magic. The last of the major Rakastan societies is that of Skotharian Rakasta, which is divided in many branch, most of which follow a tribal organization, mid-way between the nomadic Simbasta and the settled Myoshimans and Bellaynish. Rakshasa These evil shapeshifting spirits have plagued the Sindi and Rakasta society for centuries. After having been purged out with the other shapeshiter by the Sindhi humans, their influence on Mystara has been severely reduced. Nowadays, most Rakshasa are found in Skothar, among the Tagh and Harimau-Belang tribes. While the Sherkasta loathe them, they often fall under Rakshasa domination, due to the powerful magic and intellect of the evil spirits. Rakshasa enjoy despotic rule, supposing they are the rulers, and practice slavery. Rock Man Rock Men are mountatin dwellers, probably of elemental origin. They live in small clans, lead by elder councils. Since Dwarves can detect them more easily than other race do, I suppose there are at least some Rock Men clans in Rockhome. Other clans may dwell in any mountain chain in the temperate regions--the Arm of the Immortal, the Black Mountains, and the mountain ranges in Tangor all look like potential habitats for Rock Men. Sahuagin A non-canon aquatic race, the Sahagin may or may not be present in the Mystaran seas. As for the Kuo-Toa, they can be replaced by the Hresha-rhak, by Geoff Gander, or other native evil aquatic creatures. Salamander Salamanders are reptilian-looking, elemental beings. There are two varieties, Frost and Fire. None of the two is particularly at home in the Prime plane, but sometime they are summoned by conjurers for various purposes--well, usually combat. They may also reach Mystara through one of the Elemental Vortices, establishing lairs in suitable areas. Sasquatch The Sasquatch, also known as Bigfoot or Yeti, is not especially intelligent. It lives in primitives tribes in lands where there is little or no danger of attack from more intelligent humanoids. The forest variety could appear in Western Brun, west of Hule, and in the forested regions of Alphatia and southern Norwold, while the mountain variant would be at home in the mountains of Norwold and Western Brun. Southern Davania could also host Sasquatch clans. Satyr Satyrs, or Fauns, are woodland beings who embody Chaos, which is more a nature than a philosophy for them. Therefore, Satyr society can be considered the paramount of anarchy. Satyrs live in woodland areas, like Canolbarth, of temperate or warmer climate. References: PC1 Tall Tales of the Wee Folk. Scamille A sort of mutant ochre jelly, scamilles have reached sentience. However, they have no interest in long term cooperation: each scamille does what it wants, without interference by other scamilles. Since they are not aggressive, this way of life works well for them, so they can be considered to have an anarchic society. Shapeshifter As a general consideration, shapeshifters often behave as parasite, therefore they adapt to the human society rather than creating a racial society. However, certain little known legends speak of an hidden city which would be the center of a civilization of shapeshifter races. Adaptor Adaptor are a race of technologically advanced planar travellers. Their origins are unknown, but their ability to survive in any environment suits perfectly their taste for travelling. It is not known what for of society they have on their home planet, supposing they do have one. Metamorph A race of good or neutrally aligned shapeshifters, the Metamorph are clanic, and share many traits of the woodland folk, with whom they are usually friendly. Randara A variant of the Doppleganger, much stronger but solitary. There isn't much known on them. Shargugh Probably a Fairy who has lost memory, the Shargugh is a near-immortal, simple-minded but sometimes deep and prophetic, inhabitant of the woods of Canolbarth. It is too addled to have a society, but it often enters a symbiotic relation with a human village, much like brownies do, though downsized to the Shargugh limited intellect. Shark-kin Shark-kin are nomadic hunter-gatherers of the Sea of Dread. They live in small tribes, and train sharks. References: PC3 Sea People. Sirine A sea dwelling female only race--a sort of marine nymph, perhaps--the sirine is not very social, its only form of society being the family. According to the fan material by G. Caroletti, there is an aristocratic sirine family in Thyatis. References: Thyatis Character Reference (http://www.geocities.com/talerio) Skulk No idea... Snyad No idea... Sollux The Sun Brothers, of Sollux, are elemental beings of the Plane of Fire. Their Brotherhood wages a constant war against the Efreeti Sultanate, and often scout the Prime for traces of Efreeti activity. Their society is (at least on the Prime) very militant, and resemble more an army than a civilian society. References: X2 Castle Amber Sphinx Sphinxes are not uncommon on Mystara. Great lovers of riddles, they may be found alone, or at most in small family groups, due to the need for extensive hunting grounds. The hill regions of the former Milenian Empire, the south-eastern tip of Brun and Thothia are all adequate for some Sphinx settlements. Some Sphinxes mix with the humanoid societies, and can be found in Serraine and in, probably, in Limn. Androsphinx This is just a male sphinx. Gynosphinx This is just a female sphinx. Spider, Planar Planar Spiders are spider-like intelligent beings hailing from some unknown Demiplane hidden in the Deep Ethereal. As there are many nations of Planar Spiders, it is likely that they have developed a number of different societies, and judging from their magic and technology, it is likely that these societies are very advanced. Sprite Sprite are faeries with a strong affinity for magic, and are closely related to Pixies. They are part of the Faery society, and can be found in the Dreamlands and in other lands of the Wee Folk, though they are probably less common than Brownies or Pixies in the human lands. References: PC1 Tall Tales of the Wee Folk. Sshai Is this the Invisible Stalker? -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Sat, 24 Nov 2001 10:53:39 -0500 From: SteelAngel Subject: Re: Sentient Races list, 'Q'-'S' On Sat, 24 Nov 2001, Agathokles wrote: You forgot Quariks! Ethan -- Kinard 210 Linux Guru Webmaster www.steelangel.com ------------------------------ Date: Sat, 24 Nov 2001 17:44:26 +0100 From: Agathokles Subject: Re: Sentient Races list, 'Q'-'S' SteelAngel wrote: > > On Sat, 24 Nov 2001, Agathokles wrote: > > You forgot Quariks! I'm just following original list, so it is entirely possible that I miss something. What are Quariks, BTW? -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Sat, 24 Nov 2001 12:08:47 -0600 From: Eric Anondson Subject: Re: Sentient Races list, 'Q'-'S' Both of these are also from Greyhawk. > Skulk > No idea... A race that lives underground. Dragon Magazine #241 has an article on 5 monsters of the underdark as PC races in Greyhawk. It makes available as PC races the derro, lerara, skulk, jermlaine, and su-doppleganger. Each of these races is descended in some way from the Suel Imperium, with possibilities for how they may have developed independently elsewhere. The skulk was apparently created by the Suel to serve their masters as House or Imperial assassins. Of course, at some point, they got out of the control of their masters and escaped. They are 5-6' tall, completely bald and hairless. Light gray leathery skin, graceful limbs, normal ears, soft facial features with blue or pink eyes. Their skin magically changes to fit his background, Facial and body posture, the typical skulk has a look of being shifty, cowardly, untrustworthy and creepy. They move about in loose family bands lend by a strong male. Their oral traditions paint them as superior beings persecuted by jealous humans. Humans are their favored targets, demi-humans and humanoids are considered beneath contempt. They are nocturnal in nature, hiding in caves or forests by day to sleep, then emerge at night to raid civilized communities. They have some strange link with dopplegangers where skulks and dopplegangers intuitively recognize the other when they see it, no matter the disguise. They don't know why they can, just that it might have something to do with their origins. Anyway, that is a lot of excerpted material from Dragon 241. Worth a read for those 5 races origins. > Snyad > No idea... Another small underdark creature. I think it was in Fiend Folio. Also called "Pestie", a cousin creature to the mite. Eric Anondson ------------------------------ Date: Sat, 24 Nov 2001 16:04:50 -0500 From: SteelAngel Subject: Re: Sentient Races list, 'Q'-'S' On Sat, 24 Nov 2001, Agathokles wrote: > I'm just following original list, so it is entirely possible that I miss > something. > What are Quariks, BTW? Race of subhuman people who live up in a glass dome in hyborea, ruled over by fire wielding mages. It's in the Creature Catalgue. Ethan -- Kinard 210 Linux Guru Webmaster www.steelangel.com ------------------------------ Date: Sat, 24 Nov 2001 20:46:05 -0500 From: Ray Brooks Subject: Re: money in mystara I love your Bauble Point system. It makes so much sense. I have always used what I called a "pocket junk" system that most of my players have liked. Essentially I've always made them wade through all the other pocket junk to get to the good stuff. Occasionally the junk itself was good stuff too, for example a gold filling stuck in a tooth that's embedded in the remains of the dried up ham hock in the orc's sack. Your Bauble Points give a really good guide line on the potential value of said junk and what a really skilled barterer could reasonably expect to find. Kudos. I'm adding it to my campaign with the next session. I figure the cursed goblin were-bunny rogue is a good candidate to test it with. He's more than a bit of a pack rat and working it in to the game through him should be seamless. Thanks! Ray ------------------------------ Date: Sat, 24 Nov 2001 23:01:08 -0500 From: Christopher M Cherrington Subject: Re: money in mystara > Behalf Of Ray Brooks > > I love your Bauble Point system. > Thanks. IMC I also use a different monetary system. Coins are measured like real world coins, in pennyweights; and I use silver as the main denomination, not gold. Plus 20 silver equals 1 gold. This makes gold rare, like the RW value. 60 coins equals a pound (if they are 4 pw coins). Countries use differing weights for their coinage, thus making treasure a little more interesting. Countries will also change their coins weight periodically, to compensate for the economy. Thus giving rise to coin collectors that will pay high amounts for ancient coins. Using a system like this is very detailing, but makes the game a little more interesting. Plus a thief can easily pickpocket 10 coins at 1/6th of a pound, instead of the RC pound (10cn = 1 pound). ------------------------------ End of MYSTARA-L Digest - 23 Nov 2001 to 24 Nov 2001 (#2001-323) ****************************************************************