Subject: MYSTARA-L Digest - 30 Apr 2002 to 1 May 2002 (#2002-118) From: Automatic digest processor Date: 02/05/2002, 17:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 18 messages totalling 1065 lines in this issue. Topics of the day: 1. ESDs answer to Andres 2. Psionics in George's Campaign (5) 3. The Known World Gazetteers (1000 AC) : Format (2) 4. Old World Nations Foreign Policy in 1,000 AC (3) 5. War Journal of Bue Geirsteinson - Part XII 6. VS: [MYSTARA] Magic and Society 7. Air Power in Mystara (1,000 AC) 8. Eusdria: population and military (3) 9. ESDs ******************************************************************** 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, 1 May 2002 09:07:03 +0200 From: thibault sarlat Subject: ESDs answer to Andres thanks for puting to my attention that kazaa is filled with spyware (i can guesss what it is but if someone can give me a full description of them i would appriciate). I intended to do no harm, i am sorry to have spoken with such liberty about illegal ways of action. My sincere apologies to you all. PS: I hope this will not turn into a flame war!!! Thibault Sarlat. ICQ 16622177. homepage http://www.mystara.fr.st Join me at:thibault.sarlat@wanadoo.fr clenarius@hotmail.com ----- Original Message ----- From: "Andres Piquer Otero" To: Sent: Wednesday, May 01, 2002 1:14 AM Subject: Re: [MYSTARA] ESDs > Personally I don't think it's a good idea to hint and prompt on this list > about sites and systems to illegally download WotC ESDs... > IMO, Kazaa and Morpheus suck, they upset your system for good and fill it > with spyware of all sorts... Besides, I can understand what most people say > about ESDs and Wizards' international policy, but the problem with systems > like Kazaa, Morpheus, etc... is that they also distribute in-print books > (I'm talking of 3E stuff), things you can buy anywhere in the world, with or > without credit card... > > If a movement to "free the OOP files which Wizards does not let people > abroad have" is going to rise -and, let me capitalize it, THE MML SHOULD NOT > BE A PLACE TO DISCUSS IT-, it should be in a site, ftp, whatever, which > focuses on OOP stuff only... > > In case anyone wants to break the law, please do it with style, don't hurt > games designers' present property, so that you have a .pdf of a book > released in hardcopy just 1 week ago!!!! I'm an author and I would not be > very happy to see that happen to me -fortunately, ancient history readers > are not into the morpheus fad-. So, any support for distribution systems > which do that should be out of the question. Back to the alignment thread, > be Chaotic, but don't get Evil!!! > > Andres > > ******************************************************************** > 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, 1 May 2002 11:54:19 -0500 From: Giorgio Subject: Psionics in George's Campaign Thanks to the feedback given to me on my Psionics thread, I was able to revise my original idea and expand on it. Here is where psionics stand IMC now: Notes: 1- I use the “They Always Existed” and “The March of Science” themes found in GURPS Psionics to explain the presence of Psi Powers . 2-I use the “Magic and Psionics are different” idea from the Complete Psionics Handbook. 3-All races are assumed as a baseline to have psionic potential and the knowledge, use and availability of psionic members of any given race vary due to social, political, economical and cultural factors. 4-I use the Psionics rules found in the AD&D 2E Players Options: Skills & Powers book, along with the optional Psionics CPs rules found on the WOTC website. 5-Psionics can be taken by any PC and NPS as a second or third character class provided all racial, class and ability requirements are meet. 6-Psionics items do exist in the game, but they are rare. 7- The knowledge of the existence of psionics various from nation to nation, see list below for a general outline. 8-The following ratings are used to determine the overall presence of psionic capable individuals in a society/nation. (Subject to change) -Psionic users in the general population are found as: -N/A: Non-existent; no one knows about the existence of Psionics. -Low: Only a few people can develop psionic abilities; Psionics is generally unknown to exists. -Moderate: everyone is capable of developing a latent talent or psionic skills if trained properly; most people know that psionics exists, but mainly think of it as just another form of magic. -High: everyone is psionic gifted; psionics is well known. ---------------------------------------------------------------------------- ------------------------------- Psionic Presences in Old World Nations 1,000 AC v2 *- Indicates a GAZ I own. GAZ 1-The Grand Duchy of Karameikos* -Low ; Psionics are unknown to exist by society in general, and if they do learn of its existence, many will think its just another form of magic. GAZ 2-The Emirates of Ylaruam* -Moderate ; Psionics is well developed in this Arabic influenced country, and is an important part of the Ylaruam Military (especially trained psychic warriors). Society considers those rare individuals that can develop psionics powers to be gifted by the gods and are held in high respect by the population. They also go out of their way to keep foreigners ignorant of the presence of Psionics in their society, and cloak all use of Psionics abilities into rituals and ceremonies ( so people think its just Divine Magic at work) GAZ 3-The Principalities of Glantri -Low ; Psionics is unknown to the general population, but its existence is well known to the ruling class. They consider Psionicists a threat to their rule, and hunt them down mercilessly. GAZ 4-The Kingdom of Ierendi* -Low ; Psionics are unknown to exist by society in general, and if they do learn of its existence, many will think its just another form of magic. GAZ 5-The Elves of Alfheim -Low ; Psionics are unknown to exist by society in general, and if they do learn of its existence, many will think it’s a blessed gift from the gods. The Alfheim elves have a small group of Elven Monks (Psionic Priests) that are secretly trained by the church, are highly skilled in healing, observation and are great scholars. They tend to travel around (while keeping their psionic power secrets) to gain new insights about the world and its cultures, and they are known throughout the Old World as great sages. They serves the government as “eyes and ears” while traveling in foreign lands. GAZ 6-The Dwarves of Rockhome * -Moderate ; They are the first race to develop psionics on a societal basis. They "discovered" psionics during the Inhuman war of 800 AC, and spent the next 200 years developing psionic abilities. Psionics have greatly been developed in their nation and have lead to many changes in their lives. They also field special psionic units on the battlefield, and have the best center for psionic learning in the Old World. They keep the existence of psionics a closely guarded racial secret, and not even their friends and allies know of its exsistance. GAZ 7-The Northern Reaches, Kingdom of Ostland -Low ; Psionics are unknown to exist by society in general, and if they do learn of its existence, many will think its just another form of magic. GAZ 7-The Northern Reaches, Kingdom of Vestland -Low ; Psionics are unknown to exist by society in general, and if they do learn of its existence, many will think its just another form of magic. GAZ 7-The Northern Reaches, Kingdom of Sojerfjord -Low ; Psionics are unknown to exist by society in general, and if they do learn of its existence, many will think its just another form of magic. GAZ 8-The Five Shires -Low ; Psionics are unknown to exist by society in general, and if they do learn of its existence, many will think its just another form of magic. GAZ 9-The Minrothad Guilds -Low ; Psionics are unknown to exist by society in general, and if they do learn of its existence, many will think its just another form of magic. GAZ 10- The Broken Lands* -N/A ; The constant war and chaos doesn't allow for psionics to develop or grow in this environment. Or, if they do, they quickly rise to the top of the food chain sort to speak. GAZ 11-The Republic of Darokin -Low ; Psionics are unknown to exist by society in general, and if they do learn of its existence, many will think its just another form of magic. GAZ 12-The Ethengar Khanate -Low ; Psionics are unknown to exist by society in general, and if they do learn of its existence, many will think its just another form of magic. GAZ 13-The Shadow Elves* (Aengmor - Dyrmark Forest, Karameikos)) -Low ; Unknown to the SEs, many (33%) children born on the surface world in Aengmor after 980 AC will develop psionic powers in their youths. This is a sign of blessing of Rafiel for his followers as a reward for their faith in him over the years, and these psionicist will be awarded the same social status that the Shamans have. Of the current small population of SEs living in Aengmor, 10% of them will develop latent psionics ability within a year of living on the surface. GAZ 14-The Atruaghin Clans -Low ; Psionics are unknown to exist by society in general, and if they do learn of its existence, many will think its just another form of magic. GAZ 15-Dawn of the Emperors, The Empire of Thyatis* -Low ; Psionics are unknown to exist by society in general, and if they do learn of its existence, many will think its just another form of magic. GAZ 15-Dawn of the Emperors, The Empire of Alphatia* -Low ; Psionics is unknown to the general population, but its existence is well known to the ruling class. They consider Psionicists a threat to their rule, and hunt them down mercilessly. ------------------------------ Date: Wed, 1 May 2002 12:49:51 -0500 From: Giorgio Subject: The Known World Gazetteers (1000 AC) : Format The Known World Gazetteers (1000 AC) : Format I am redoing the format of the gazetteers found at: http://perso.wanadoo.fr/mystara/gazetteers/kw/kwindex.htm to reflect the 1000 AC era my campaign is set in, and to add some additional details. The idea is to print them out and hand them to my players so they can use them as references without having to consult a gazetteer during a game, and for helping the DM keep things straight. If anyone can suggest some additional entries (or different names/classifications), please do so. Thanks in advance, George ---------------------------------------------------------------------------- -------------------------------- The Known World Gazetteers (1000 AC) v2 Name of Nation Ecology: -Location: -Geography & Topography: -Climate: -Flora and Fauna: Demographics: -Population: -Languages: -Literacy Rate: Government & Politics: -Government Type: -Rulers : -Organization & Personnel: Foreign Policy: -Friendly nations: -Neutral nations: -Unfriendly nations: Society: -Social Classes: -Influential Families/Clans: -Important Figures: Military Forces: -Leader: -Organization & Commanding Officers: -Ranks: -Standing Forces: -- Peace -- Wartime -Fortifications: Economics: -National Industries: -Coinage: -Taxes: -Exports: -Imports: Religion: -National Faiths: -Faiths: -Religious Orders: Legal System: -Head of Legal System: -Laws and Punishment: -Law Enforcement Organizations: -Criminal Organizations: Technology: -Technological Level: --Conventional --Magical - Techno-magical -Main Industries/Companies: Magic: -Arcane -Divine Psionics: Population Centers: -Cities: -Towns: -Villages: Misc: -Further Reading: ------------------------------ Date: Wed, 1 May 2002 12:49:52 -0500 From: Giorgio Subject: Re: Old World Nations Foreign Policy in 1,000 AC From: Mystara RPG Discussion [MYSTARA-L@ORACLE.WIZARDS.COM] on behalf of Giampaolo Agosta [agathokles@LIBERO.IT] Sent: Wednesday, April 17, 2002 2:39 AM To: MYSTARA-L@ORACLE.WIZARDS.COM Subject: Re: [MYSTARA] Old World Nations Foreign Policy in 1,000 AC > Ethengar are basically neutral towards Rockhome, because they are not interested in >conquering their land (nor they would be able to). > But due to the common hate for Glantri, mercenary dwarves are usually found as special >troops in the Golden Khan's army. > The Khan has some 10000 horsemen (most of them are divided into tribal divisions), >but no infantry or artillery, which is supplied by the dwarves. Thanks for the info, most useful. Follow up question: How can the nation of Ethengar threaten Glantri military wise in 1,000 AC? I was reading the Glantri AD&D box set last night, and it makes many references to past Glantri- Ethengar wars. Yet, if Glantri is a nation of so many powerful wizards and possess a magically enhanced military, how can their non-magical “barbarian” neighbor threaten them? > On the Freeholds, there is nothing, since in later canon (VotPA and > beyond) the Freeholds were assumed to have been conquered by the > Heldannic Knights at some point in the past. Bruce Heard later released > quite a lot of material on the HK, which you can find in the Vaults of > Pandius. Will check it, thanks for pointing it out. George ------------------------------ Date: Wed, 1 May 2002 12:49:53 -0500 From: Giorgio Subject: Re: War Journal of Bue Geirsteinson - Part XII -----Original Message----- From: Mystara RPG Discussion [mailto:MYSTARA-L@ORACLE.WIZARDS.COM]On Behalf Of Jacob Skytte Sent: Wednesday, April 24, 2002 3:40 PM To: MYSTARA-L@ORACLE.WIZARDS.COM Subject: Re: [MYSTARA] War Journal of Bue Geirsteinson - Part XII > Thank you. If only I could keep at it. :( Inspiration is a strange beast, aye. Someday you can stare a page for hours and nothing comes to mind worth writing, and other days words flow so quickly in your mind that you have to race to keep up. Most of the time for me its a combination of hard work and flashes of inspiration that drive me to write my stories and emails. > Magic in the Northern Reaches is generally distrusted and IMO is quite rare. Potions are seen as brews probably created by >"Wise Women" (most often regarded as witches, IMO) and will rarely be used due to general distrust of all sorcerous magic. > That's how I see it, at least (and to any who would disagree: Feel free to disagree, but that's my opinion and how things > work in my Northern Reaches). That's a good logical reason, so even if Magical Healing IS available, due to the general distrust towards magic, people don't want to use it. Or will do so only in extreme situations... > IMC healing potions are pretty common and are often awarded to the PCs when they accept a mission or help somebody out. They >can be bought in most major cities of the Known World for something like 100gp per potion (varies all the time, my players > hate me for increasing the price, when the PCs really need healing). But I don't run a Northern Reaches campaign and they > couldn't get any healing potions that one time when they visited Ostland (and really needed them since they had to fight a > white dragon). I haven't set a price for magical healing in my campaign (next week would be the ... six session of the campaign), but the above 100gp sounds just right for a base price. Lets see: 60 GP Minor Healing Potion (1d4+1 HP) 100 GP Healing Potion (2d4+2 HP) 250 GP Mayor Healing Potion (3d8+3 HP) That would be the standard price in a mayor city, with prices changing upon availability and local trade conditions. > *sigh* It's coming, I'm working on it. I really am. Writer's block. I'm trying to finish the rest of the story before > starting to post. But comments always fuel my creativity, so thanks for commenting, it just might be coming soon! :) Use the topic of Healing Potions for the story. Say, the cleric/wizard that refuses (or can't) help save the young lady warrior for bleeding to death, prompts the hero to go find one of those "Wise Women" from the near by Dark Woods, convince the Wise Women to help him( in exchange for a service in the future of course), overcome an obstacle on the way back (bandits!), reach the lady friend just before she dies, gives her the Healing Potion and she lives. Of course, not everyone might be happy that the Hero had to use "foul sorcery" to save his friend, and that might even course problems among the troops. Wait till word gets out that the Hero is willing to deal with "the dark arts" to save his friend, and who knows what he is capable of doing now! Hell, perhaps the young lady warrior is shocked, appalled or mortified to know that her life was saved my magic, and that can cause a whole range of conflicting emotions within herself and with her relationship with the hero. All kinds of story ideas here! :) George ------------------------------ Date: Wed, 1 May 2002 12:49:53 -0500 From: Giorgio Subject: Re: VS: [MYSTARA] Magic and Society -----Original Message----- From: Mystara RPG Discussion [mailto:MYSTARA-L@ORACLE.WIZARDS.COM]On Behalf Of Saarela Sami Sent: Thursday, April 04, 2002 1:21 AM To: MYSTARA-L@ORACLE.WIZARDS.COM Subject: [MYSTARA] VS: [MYSTARA] Magic and Society > This one's my favourite. By Uncle Figgy: > http://members.aol.com/essuncius/cover4.htm Very useful article. I read it a few days ago and it gave me many ideas for my game. It also served as an inspiration to write a future email dealing with magic in society ,which I plan on writing soon. The GM Guide was VERY helpful, and the Players Guide I am going to email to all my players as soon as I get ever ones emails addy. (G) George ------------------------------ Date: Wed, 1 May 2002 14:21:50 -0500 From: Giorgio Subject: Air Power in Mystara (1,000 AC) Following up on my Air Travel/ Air Power Thread, I am including some of the units mentioned recently. The following list intentional omits references to the Hollow World ,and all nations/cultures outside of Mystara. If any references can be included that relate to material from the 1,000 AC timeline please mention it. I would like to expand on the units mentioned below by including the other continents and nations of the world in this era so I can have a complete picture of what the global use of Air Power is like. Thanks, George ---------------------------------------------------------------------------- ------------------------- Air Units/Powers in Mystara in 1,000 AC v1 * Use of Magic Items with flying or teleport abilities are not included. GAZ 1-The Grand Duchy of Karameikos GAZ 2-The Emirates of Ylaruam GAZ 3-The Principalities of Glantri -Count Emeth Urbaal of Wylon's Zeppelin -Prince Volospin's Air Barge GAZ 4-The Kingdom of Ierendi GAZ 5-The Elves of Alfheim GAZ 6-The Dwarves of Rockhome GAZ 7-The Northern Reaches, Kingdom of Ostland GAZ 7-The Northern Reaches, Kingdom of Vestland GAZ 7-The Northern Reaches, Kingdom of Sojerfjord GAZ 8-The Five Shires GAZ 9-The Minrothad Guilds GAZ 10-The Broken Lands GAZ 11-The Republic of Darokin GAZ 12-The Ethengar Khanate GAZ 13-The Shadow Elves GAZ 14-The Atruaghin Clans GAZ 15-Dawn of the Emperors, The Empire of Thyatis -Retebius Air Corp are units from Thyatis -Knights of the Air GAZ 15-Dawn of the Emperors, The Empire of Alphatia -Skynavy -Air Yatchs Non-Gazetteer Nations: Heldannic Knights -Warbirds Serraine: -Flying City -various smaller crafts Hule: - Legion of Doom (Warlords of the Air) - Undead Crewed Airboats Sind: -Rajadhirajah Chandra ul-Nervi's Barge Wyrmsteeth -Dragons ------------------------------ Date: Wed, 1 May 2002 15:38:54 -0500 From: Giorgio Subject: Re: Eusdria: population and military -----Original Message----- From: Mystara RPG Discussion [mailto:MYSTARA-L@ORACLE.WIZARDS.COM]On Behalf Of adrian mattias Sent: Monday, April 29, 2002 10:44 PM To: MYSTARA-L@ORACLE.WIZARDS.COM Subject: Re: [MYSTARA] Eusdria: population and military > The MyMiCS system is pretty easy to use. It is based on Warmachine so if you > have any experience with that you should be able to churn out army stats > pretty quickly. The good thing about MyMiCS is that it takes into account a > lot of factors that Warmachine doesn't - like artillery, heavy infantry etc > etc etc. I read the MYMICS rules and didn't find them complicated, but without the Warmachine rules to go along with it I can't do much with it. Is there a version of the WM rules online that I can download and print? If you have the Seamchine version Id like to see if when you have it available. George ------------------------------ Date: Wed, 1 May 2002 15:38:54 -0500 From: Giorgio Subject: Re: Eusdria: population and military -----Original Message----- From: Mystara RPG Discussion [mailto:MYSTARA-L@ORACLE.WIZARDS.COM]On Behalf Of Agathokles Sent: Thursday, April 25, 2002 3:53 PM To: MYSTARA-L@ORACLE.WIZARDS.COM Subject: [MYSTARA] Eusdria: population and military > Here is a small contribution on the topic of armies (though not of > Thyatian armies). I made this to test Bruce Heard's spreadsheet on > dominion economics. > Comments? Where is Eusdria on the map , in what year is the information set it and why does it need a strong military (any military victories worth noting? I like the way you break down the unit types, I should do something similar for my game. George ------------------------------ Date: Wed, 1 May 2002 18:40:30 +0000 From: Agathokles Subject: Re: Old World Nations Foreign Policy in 1,000 AC Giorgio wrote: > > Thanks for the info, most useful. You're welcome :) > Follow up question: > > How can the nation of Ethengar threaten Glantri military wise in 1,000 AC? > > I was reading the Glantri AD&D box set last night, and it makes many > references to past Glantri- Ethengar wars. Yet, if Glantri is a nation of so > many powerful wizards and possess a magically enhanced military, how can > their non-magical “barbarian” neighbor threaten them? Well, Glantri has many powerful wizards, but no priests: every wound is a major impairing for a Glantrian Wizard, while his Ethengar colleague would have shamans and clerics ready with cure spells! Ethengar, BTW, is not so weak as far as wizards go, as it sports several powerful Hakomon, and they aren't that "barbaric", military-wise. And for pure military might, Ethengar would easily roll over Glantri, if it weren't for the mountains--Ethengar has only cavalry. The wizards are just what keep Glantri safe from a full-scale invasion. -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Wed, 1 May 2002 19:07:32 +0000 From: Agathokles Subject: Re: Psionics in George's Campaign Giorgio wrote: > > -Psionic users in the general population are found as: > > -N/A: Non-existent; no one knows about the existence of Psionics. > > -Low: Only a few people can develop psionic abilities; Psionics is > generally unknown to exists. > > -Moderate: everyone is capable of developing a latent talent or psionic > skills if trained properly; most people know that psionics exists, but > mainly think of it as just another form of magic. > > -High: everyone is psionic gifted; psionics is well known. Note that by this scale, Dark Sun (_the_ psionic campaign setting), would not even be at moderate level! > GAZ 3-The Principalities of Glantri > -Low ; Psionics is unknown to the general population, but its existence is > well known to the ruling class. They consider Psionicists a threat to their > rule, and hunt them down mercilessly. As I said before, I'd think that the scientific-minded glantrians would discriminate bewteen the various brands of psionics. As a cleric-free nation, Glantri would need psionicists and wild talents with the cell adjustment, lend health, and absorbe disease disciplines, while telepaths would be hunted (they are most dangerous for wizards). > GAZ 6-The Dwarves of Rockhome * > -Moderate ; They are the first race to develop psionics on a societal basis. > They "discovered" psionics during the Inhuman war of 800 AC, and spent the > next 200 years developing psionic abilities. Psionics have greatly been > developed in their nation and have lead to many changes in their lives. They > also field special psionic units on the battlefield, and have the best > center for psionic learning in the Old World. > > They keep the existence of psionics a closely guarded racial secret, and not > even their friends and allies know of its exsistance. This is an interesting idea I've been pondering myself for a time, as dwarves seem to me especially fit for psionics. > GAZ 7-The Northern Reaches, Kingdom of Ostland > GAZ 7-The Northern Reaches, Kingdom of Vestland > GAZ 7-The Northern Reaches, Kingdom of Sojerfjord > GAZ 8-The Five Shires > GAZ 9-The Minrothad Guilds > -Low ; Psionics are unknown to exist by society in general, and if they do > learn of its existence, many will think its just another form of magic. Agree. > GAZ 10- The Broken Lands* > -N/A ; The constant war and chaos doesn't allow for psionics to develop or > grow in this environment. Or, if they do, they quickly rise to the top of > the food chain sort to speak. Wild talents could be common, as they will help in surviving. > GAZ 11-The Republic of Darokin > -Low ; Psionics are unknown to exist by society in general, and if they do > learn of its existence, many will think its just another form of magic. > > GAZ 12-The Ethengar Khanate > -Low ; Psionics are unknown to exist by society in general, and if they do > learn of its existence, many will think its just another form of magic. As for Atruaghin, I'd think these nations would consider psionics as a form of spirit blessing (they are not that backward in magic to misunderstand it fully). > GAZ 13-The Shadow Elves* (Aengmor - Dyrmark Forest, Karameikos)) > -Low ; Unknown to the SEs, many (33%) children born on the surface world in > Aengmor after 980 AC will develop psionic powers in their youths. This is a Uhm, I'd think that development of psionics here would be driven by radiance poisoning, and subsequent mutations--and so be more common in the exiled SE, and in general in the underground. > GAZ 14-The Atruaghin Clans > -Low ; Psionics are unknown to exist by society in general, and if they do > learn of its existence, many will think its just another form of magic. Or they would perceive wild talents as manifestations of guiding spirits. > GAZ 15-Dawn of the Emperors, The Empire of Thyatis* > -Low ; Psionics are unknown to exist by society in general, and if they do > learn of its existence, many will think its just another form of magic. On the other hand, Thyatis would probably regulate and exploit to the fullest psionics, especially Telepathy, were the governors aware of it. > GAZ 15-Dawn of the Emperors, The Empire of Alphatia* > -Low ; Psionics is unknown to the general population, but its existence is > well known to the ruling class. They consider Psionicists a threat to their > rule, and hunt them down mercilessly. Agree: the wizards would definitely kill/capture for study any psionicist they found, just to avoid risks. -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Wed, 1 May 2002 18:45:01 +0000 From: Agathokles Subject: Re: The Known World Gazetteers (1000 AC) : Format Giorgio wrote: > > I am redoing the format of the gazetteers found at: > http://perso.wanadoo.fr/mystara/gazetteers/kw/kwindex.htm to reflect the > 1000 AC era my campaign is set in, and to add some additional details. [..] > If anyone can suggest some additional entries (or different > names/classifications), please do so. It seems pretty complete. These entries, BTW, would make for an useful companion (more DM oriented) to the still-under-work newbie guide to Mystara. -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Wed, 1 May 2002 20:51:59 +0000 From: Agathokles Subject: Re: Eusdria: population and military Giorgio wrote: > > Where is Eusdria on the map , On the Savage Coast, see the campaign setting on the Vaults of Pandius. > in what year is the information set it and 1010 AC, as in the online campaign setting, which means the population is somewhat lower than in 1000 AC. The military would be the same, however, due to the increased need for military strenght in the wake of the WotI events. > why does it need a strong military (any military victories worth noting? It has a long northern border on the Yazak steppes, which are home to goblinoid hordes. Also, the king has dreams of territorial expansion. There have been some clashes with neighbouring Robrenn in the past, and the western neighbour, the Texeiran colony of Protectorado da Presa, while not hostile, is not necessarily friendly. Eusdria also has a large caste of knights, and several knightly orders and mercenary companies, which have been included in the account. > I like the way you break down the unit types, I should do something similar > for my game. Thanks, part of the breakdown comes directly from Bruce Heard's spreadsheet (though details on the equipment and veteran/knightly units are mine). -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Wed, 1 May 2002 19:46:54 -0300 From: Tzimisce Subject: Re: Psionics in George's Campaign > Thanks to the feedback given to me on my Psionics thread, I was able to > revise my original idea and expand on it. Here is where psionics stand IMC > now: Your point of view is really interesting. I liked most the regions situation about psionics. IMC I like to use an idea from the Psionics Handbook that if a race is powerfull in psionics, then they´re generally weak in magic. It is based in the concept that magic deals first with the focus and concentration of external (planar?) energies, while the psion arts deals with inner (individual energies). Thay way, dwarfs make good psionicist while elves generally can´t reach high levels at most of the time. Tzimiscedracul ------------------------------ Date: Wed, 1 May 2002 18:37:10 -0400 From: The Cegorach Subject: Re: ESDs In article , you say... > On Mon, 29 Apr 2002, The Stalker wrote: > > > Two years and counting: WOTC still allows only people of a select few > > countries to download their net-items... > > > > I rest my case. > > Hear hear. I too live "in the wilderness", the fringes of the great > commercial empire. Even after they made the caravans electronic, they > still refuse to risk the monster encounters in the far north. I guess we > should ask Santa at Korvatunturi to organise a counter-boycott... > > Ville "No Credit Card - No American Citizenship - No Fun" There are at least two FTP sites extant where one can download these ESDs for free. -- Someone sent me a postcard picture of the earth. On the back it said, "Wish you were here." ICQ: 1709079 * AIM: Cegorach * email: the.cegorach at earthlink.net http://www.geocities.com/cegorach/ ------------------------------ Date: Wed, 1 May 2002 19:48:51 -0300 From: Tzimisce Subject: Re: Old World Nations Foreign Policy in 1,000 AC > How can the nation of Ethengar threaten Glantri military wise in 1,000 AC? > > I was reading the Glantri AD&D box set last night, and it makes many > references to past Glantri- Ethengar wars. Yet, if Glantri is a nation of so > many powerful wizards and possess a magically enhanced military, how can > their non-magical "barbarian" neighbor threaten them? I think that because there are many more barbarians than trained wizards. Glantri is a nation of mages, but not populated only by them. Magic-users are the most rare class in any D&D world. Even in Alphatia, there are really just a few mages if you look all the population. Tzimiscedracul ------------------------------ Date: Wed, 1 May 2002 19:50:13 -0300 From: Tzimisce Subject: Re: Psionics in George's Campaign > > GAZ 6-The Dwarves of Rockhome * > > -Moderate ; They are the first race to develop psionics on a societal basis. > > They "discovered" psionics during the Inhuman war of 800 AC, and spent the > > next 200 years developing psionic abilities. Psionics have greatly been > > developed in their nation and have lead to many changes in their lives. They > > also field special psionic units on the battlefield, and have the best > > center for psionic learning in the Old World. > > > > They keep the existence of psionics a closely guarded racial secret, and not > > even their friends and allies know of its exsistance. > > This is an interesting idea I've been pondering myself for a time, as > dwarves seem to me especially fit for psionics. I'm curious about one thing: what was the Inhuman War? Does it have any relation with the Inhuman Wars from Spelljammer? Thanks in advance, Tzimiscedracul ------------------------------ Date: Wed, 1 May 2002 20:00:41 -0700 From: Andrew Theisen Subject: Re: Psionics in George's Campaign At 11:54 AM 5/1/02 -0500, you wrote: > > GAZ 14-The Atruaghin Clans > -Low ; Psionics are unknown to exist by society in general, and if they do > learn of its existence, many will think its just another form of magic. Just to throw in some further possibilities for you, IMC the xenophobic Viper Clan (located in mound-style underground dwellings in the forests between the Tiger and Turtle Clans) have well-developed Psionic powers, learned from Naga refugees who fled to the Atruaghin region after they were driven out of Sind millenia ago. Few Naga survive anymore, but the Viper Clan has adopted many of their ways. ------------------------------ End of MYSTARA-L Digest - 30 Apr 2002 to 1 May 2002 (#2002-118) ***************************************************************