Subject: MYSTARA-L Digest - 6 Aug 2002 to 7 Aug 2002 (#2002-203) From: Automatic digest processor Date: 08/08/2002, 17:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 25 messages totalling 1906 lines in this issue. Topics of the day: 1. A Dark Portal - Updated 2. Karameikos Military Forces 1000 AC 3. NWN cultural ERF packages 4. Master of Hule Plans (2) 5. Joaquin's back, back again (2) 6. Stronghollow Dwarves, part I 7. Stronghollow Dwarves, part II 8. Stronghollow Dwarves, part III 9. Undead Invisibility 10. Stronghollow Dwarves, part IV 11. Stronghollow Dwarves, part V 12. Stronghollow Dwarves (Permitted Classes) 13. Highforge Gnomes, part 1 (History) 14. Highforge Gnomes, part II (Society) 15. Highforge Gnomes, part III (Social Standing) 16. Highforge Gnomes, part IV (Permitted Classes) 17. Karameikan Hin, part I (Social Standing) 18. Karameikan Hin, part II (Permitted Classes) 19. Order of the Shadow, pt I (Overview) 20. Order of the Shadow, pt II (Shades of the Shadow) 21. Order of the Shadow, pt III (Misc.) 22. Thyatian Names 23. Mystara Link ******************************************************************** 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, 7 Aug 2002 08:58:06 -0500 From: Giorgio Subject: Re: A Dark Portal - Updated -----Original Message----- From: Mystara RPG Discussion [mailto:MYSTARA-L@ORACLE.WIZARDS.COM]On Behalf Of Agathokles Sent: Friday, July 05, 2002 3:34 PM To: MYSTARA-L@ORACLE.WIZARDS.COM Subject: Re: [MYSTARA] A Dark Portal - Updated > Io comincerei evitando di usare sfondi pastello e/o di colori diversi da > pagina a pagina ;) > Poi, se vuoi, posso provare a fare qualche titolo in versione grafica > (tranquillo, non lo disegnerei io, userei dei generatori automatici). > Ah, la pagina dei mostri mi risulta vuota... > Temo proprio di no, caro Agathokles! > Come vedi i nostri agenti segreti non hanno nessuna difficolta a comprendere > il vostro strano idioma :-pppp Just out of sure curiosity, let me see if I can translate some of the above without using an online web translator, by using my spanish vocabulary skills.... "Yo comensaria por dejar de usar un fondo de ? o de multiple colores de pagina a pagina. Pero, si queres, puedo proeverle gratis ? en version grafica (tranquilo, no lo disene yo, usare un generador automatico). Ah, la pagina demuestra ?." "Me temo que no, quierido Agathokles! Como vino de nuestro agent secreto no habra niguna dificultad a comprender nuestro extrano idioma." Am I even close? :) George ------------------------------ Date: Wed, 7 Aug 2002 10:09:03 -0500 From: Giorgio Subject: Karameikos Military Forces 1000 AC This is the state of the Karameikos Military Forces as found in GAZ 1: 1st Division - City Guards 1st Battalion - Guard Phoris (Capital) 2nd Division - Elite Guards 1st Battalion - Duke's Guards (Palace) 2nd Battalion (x2 Companies) Elven Guard (Capital; Forests) 3rd Division - Royal Navy 1st Battalion (x8 Ships) - ? - (Capital) 4th Division - Northern and Eastern Forts 1st Battalion - The Mountain Storm (Castellan Keep) 2nd Battalion - The Goblin Crushers (Duke's Road Keep) 3rd Battalion - The Sword of Halav (Rugalov) 5th Division - Western Forts 1st Battalion - Hell's Jailers (Radlebb) 2nd Battalion - Fury in the West (Riverfolk) Now, I found the Karameikos military to be quite small for the amount of territory they needed to protect, and I find it is seriously undermanned even for a peacetime army. I write it down to the fact that the nation is new and most of its efforts are going into building infrastructure and settling new communities, not into building a world conquering war machine, and also to the fact that they have no immediately hostile neighbor to build up a large military to defended against. Having said that, I found that for story purposes I needed some more military units close by to where the PCs are adventuring. They are currently in Standford/Na'ka'tor which is half way between Kings Road Keep and Penhaligon. In my current adventure, a large force of Orcs, Gargoyles, Advance Skeletons and Dire Wolves where dispatched by the main bad guy to destroy Stanford, Penhaligon and Kelvin. To see what forces I could use to stop them I took a look at what was available and found that I need more forces to choose from. So, calling on my divine powers of GM Creation (TM) I set about to add some more military units to the militaries roster. I added the following, which I decided where created and paid for by Baron Desmond Kelvin with the Duke's blessing: 1st Division 2nd Battalion - River Dancers (Kelvin) *x4 Companies of light infantry troops with organic river transport capability* 1st Division 3rd Battalion - Iron Guards (Kelvin) *x3 Companies of medium infantry troops (1st,2nd,and 3rd Company "Groundpounders") and x1 Company of Griffon Riders (4th Company "Eternal Vigilance")* Now I had a whole battalion I could send from Kelvin to help the PCs out (I sent the 3rd Battalion to Stanford), which suited my story needs just fine. Also the formation of a company of Griffon riders represents the militaries initial attempts to protect the nations airspace after reports of a rouge Alphatian airship attacking undefended Thyatian colonies made it painfully obvious how vulnerable Karameikos was to such an aerial attack. I had one thing that I needed to determine quickly. What kind of magical support did the military had? I had already established that the company of local guard troops in Stanford had an NPC war wizard by name of Kira (1/3 Lv Ftr/Wiz), and that magic both Arcane and Divine was used by the military in battle. Not having any references in GAZ 1 to go by, I came up with the following: 1- The Karameikos Military fields War Wizards (Fighter/Mages) and War Priest (Clerics) in its TO&E. 2- Said magical support is expensive to field and due to a limited budget, is not available in large numbers. 3- The military is slowly upgrading its magical warfare capabilities so as to not be obsolete on the modern battlefield. I determined that the following magical warfare specialists are attached to units as followed: War Wizards: x1 4th Lv WW/Company x1 9th LV WW/Battalion War Priests: x2 3rd Lv WP/Company X2 8th Lv WP/Battalion I found the above to be reasonable for my campaign, and added a needed element to the Karameikos military structure. Has anyone added similar magical warfare units to their Karameikos military TO&E in the 1000AC era? George ------------------------------ Date: Wed, 7 Aug 2002 07:54:11 -0700 From: John Calvin Subject: NWN cultural ERF packages Hi all, I've been messing around with the NWN toolset, trying to re-create the feel of several Mystaran cultures and had a little idea while doing so. I'd like to create various cultural packages using the toolset, something that would contain culture specific items (like armor, weapons, books, etc) as well as templates for Mystaran races. These items could then be bundled up into ERFs just waiting to be imported by other aspiring module designers in order to help them create Mystara specific modules. Doing this should have a few benifits: First, it's going to save time for the module builder. Instead of 20 people running off and designing 5 sets of Thyatian armor each, now all they have to do is import an ERF (and perhaps make a few modifications to fit their tastes). If you want to design a module in some border community (say between Darokin and Alfheim) you don't have to spend time creating two distinct cultures in the toolbox, you just import 2 sets of ERFs. It will also lend a sense of continuity between Mystaran modules. When I play a module by DM X that is set in Glantri, its going to have a very similar feel to a module set in Glantri made by DM Y. If anybody is interested in helping me to put this together, please contact me on or off list. I'm nearly through my first pass at the Mainland Thyatis cultures, and have just started to create a Karameikos package as well. I know Alex Benson was working on a NWN project set in Alpher lands, and I know others must be doing the same elsewhere. Let's pool our resources! -John ===== Rule #53. If the beautiful princess that I capture says "I'll never marry you! Never, do you hear me, NEVER!!!", I will say "Oh well" and kill her. from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 20:44:41 -0300 From: Jonathan Subject: Master of Hule Plans Thank you. I'll read X10. However it is for me impossible to get Wrath of the Immortals (WotI). I read an article called "End of The Known World" where there is a Time Line of the main event that take place during those years. I understood that Sind is now a province of the Hulean, and from there they invade Akesoli. They tried to conquer Darokin, but an Alliance of some kindoms made this impossible. So the Master summon a Meteor to hit Darokin, but instead hit the Kurish Massiff. From this event I could not understand more. Why the Dark Elves invade Alfheim and why in this momment? Why Alfheim could'nt do nothing to stop them? Who is the Dark Hin? Why Thyatis didn't do anything? What about Alphatia? Why the explotion of the meteor cause that during one day magic dissapear? If Bozdogan is indirectly doing all this mess, where are the other Immortals? Maybe some od this questions seems to have not apparently relation. But somehow I think that all this events (the invasion of the Dark Elves, the apparition of the Dark Hin, etc.) where planed with anticipation by someone (maybe Bozdogan, I don't know). Jonathan ------------------------------ Date: Wed, 7 Aug 2002 18:05:22 -0700 From: Darth Darknerd Subject: Joaquin's back, back again Hello. I'm back. Lost my other account, because I am lazy to pay the bills. :-) I recently started a Mystara campaign. So far we have a hin, Traladaran druid (zirchev), Thyatian cleric, and a Traladaran rogue that was raised by Highforge gnomes and doesn't speak Traladaran. Now they are in Five Shires celebrating the beginning of Applerath's (the hin PC) yallara. The sheriff and villageres have coerced the party into fetching a magical gem that increases crop yield by falsing accusing them of petty crimes... It should be fun. As I am one of the many unemployed techno-geeks, and my girlfriend has left to Taiwan, I'll have more than enough time for Mystara development. I created some of my own material 3E based from scraps here and there from various books. The other project I want to begin is redrawing the maps in Illustrator. My buddy's mom works at Adobe, so I purchased a copy, and I want to use it to create SVG and GIFs for everyone. With SVG, you can zoom in and out, as the graphic is vector. ciao bella, Joaquin Menchaca __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 18:16:49 -0700 From: Darth Darknerd Subject: Stronghollow Dwarves, part I Hello. The material on Stronghollow dwarves in GAZ1 and the boxed set is sparse at best. For my campaign, I needed to add some detail, and when I did, I had a creative surge. I hope people enjoy this... - Joaquin ------------------------------------------------------ 1. Overview of Stronghollow Dwarves The Stronghollow clan is the predominant clan for dwarves within this region, officially referred to as Karameikos for short, but more often referred to as Traladara by dwarves. The Stronghollow clan has struggled for hundreds of years, and with the help of the influx of trade into the region, is very efficient and economically successful. The Stronghollow clan has the concept of group importance, where each dwarf contributes to the overall benefit of the clan and work toward the embitterment of all members of their society, rather than selfishly focus one oneself. Everything in their lives must be equated toward the advancement of their clan, or corporate division within the clan. Their individual wealth and power only exists with the promotion by the clan through demonstration of dedication and self-sacrifice. Adventuring is often frowned upon unless it relates to missions for the clan. It is nevertheless tolerated, as retired dwarves can provide new opportunities for the clan, given their broad experience within the world. The Stronghollow clan is very well structured and ordered, and views other races as being too disorderly. They have no toleration for the more savage chaotic races that commit atrocities against others, or those that make excuses for their deeds or lack of effort. They come to accept and even in some instances admire natural forces of sylvan races, despite their more chaotic existence. The Stronghollow dwarves have come to admire the Calarii clan for their structured martial society and their deep respect for honor. The Stronghollow clan is notorious for extensive long drawn-out contracts. Given that many races, in their view, are very disorderly, they feel this is the only way to make all agreements clear to the sake of both parties. Today, the Stronghollow is very successful, and is in the process of greatly expanding the mining operations, in conjunction with the gnomish Tunneltrotters clan, throughout the Duchy behest of the Duke himself. There is apparently or rumored to be an extensive contract with the Duke to mine tax free with the Wufwolde hills, and also in subterranean mines. The Stronghollow clan is expanding their mines outside of Wuflode hills and is also, assisting humans with the expansion of their mining operations. The dwarves also contract out some of the Duke's army to patrols around areas where the mines are located. The Stronghollow clan is divided into seven corporates: security, mining, invention, engineering, culture, commerical, and crafters. Each of these corporates have various functions. The culture corporate for example has religion, entertainment, artwork, and constructs. The constructs are produced by a specialized relgious clerics called Kagyar Shapers. __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 18:18:17 -0700 From: Darth Darknerd Subject: Stronghollow Dwarves, part II Hello. Hello. This is the continuation of the prior thread. :-) - Joaquin ------------------------------------------------------ 2. History of Stronghollow Dwarves The dwarves migrated to this region several hundred years ago during the mass exodus from Rockhome in a search for mineral deposits. Many dwarves flocked to Glantri and met an unfortunate fate their at the hands of evil wizards, while others had great success, such as the dwarves in Glitterland (Five Shires) where more zealous dwarves committed regrettable acts upon the hin (halfling) people. Many dwarves also came to the Traladara, now Karameikos, and met with both extraordinary success followed by horrible failure. Many of the mines were plagued with marauding monstrous horrors, competing savage humanoids within the area, and even the fearsome stone giants. The isolated expeditions banded together and formed one united clan called Stronghollow clan, and were able to maintain one operational mine. The Stronghollow clan allied with the Highforge community and added their persistence and dedication toward engineering that was greatly valued commodity to the wild crazy inventive genius of the gnomes. The result of this marriage was as one scholar puts it help create "devices that actually worked". After the formation of the clan and subsequent alliance the dwarves established grand mining operations within the Wufwolde hills, and slowly expanded through Traladara, now known as Karameikos, long before the arrival of Duke Stefan Karameikos III. After the Thyatians conquered these lands, much of their operations were left unchanged. In fact, the Thyatians never really knew of Highforge's presences, except through exotic tales told by Traldarans. It wasn't until the arrival of Duke Stefan, the building of Duke's Road, and regular patrols, have the presence of Thyatians been felt. At the insistence of the clan, the Great Caravan was established. Through this, the dwarves sell their goods and services to both domestic and foreign markets. Now with the added security and secret arrangements with Duke Stefan, the dwarves have expanded their operations throughout Karameikos, previously called Traladara. There is rumored to be a tax negotiation, which is favorable to both parties. __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 18:20:18 -0700 From: Darth Darknerd Subject: Stronghollow Dwarves, part III Hello. Hello. This is the continuation of the prior thread. :-) The Stronghollow clan has some similarities to the Shelliak of Star Trek: Next Generation. Though, they are not ruthless to the point of killing colonists, but the idea of contractional agreements and having a government stylized like a mega-corporation would be reflective and simliar concepts. - Joaquin ------------------------------------------------------ 2. Government and Society of Stronghollow Dwarves The Stronghollow dwarves have their own social stratification that is different than both the dwarves of Rockhome, homeland of all dwarves, or human societies. The clan is divided into separate groups called corporates that focus on a particular profession. There are corporates in mining, security, engineering, religion and art, commercial, and crafters. The most prominent corporate is mining, as this was the focus of many early expeditions before the formation of the clan. The mining corporate is further divided into departments, which manage a single mining operation. The mining corporate maintains their own guards, but now they hire out of the most recent corporate the mercenary corporate, which specializes in security and warfare. The mercenary corporate also offers their services to other races, and the most common work for this corporate beside guarding the mines is guarding caravans, especially during the great caravan. The leadership of the Stronghollow clan consists of a clan leader, and a council consisting of one member from each corporate. Each corporate has the freedom to determine the selection process for the council member. This is commonly done through popular election, except the mercenary corporate, which holds a trial of combat to determine the council member. The clan leader is appointed by the council out of a pool of candidates elected by each corporate. Each corporate is ruled by a leader called a craft leader. The craft leader is elected by popular vote of members within that corporate. A corporation that is further divided into departments will be managed appointed leader called a craft master. The leader is usually an individual that shows exceptional skill in her profession, or has demonstrated long standing dedication towards the clan and corporate. __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 18:12:16 -0700 From: Darth Darknerd Subject: Undead Invisibility Wow, last time I was on the list, this topic was popular. I am surprised it's still being discussed. Has it been spinning this long... Wow... I like the last comment about "sense life". I do this too. The Warhammer Fantasy game has this as well. The Undead can sense the life, and home in on this. There are specific spells for Invisibility to Undead. I would imagine this is an Necromatic spell, rather than an Illusion/Phantasm spell. Can someone check for me? If the spell is the former (Necromatic), then it means it cloaks the player positive life energy, and the undead don't see it. It's as if the player character was actually dead. Interesting plot twist idea here. I remember another spell, Detect Life. Perhaps this Invisibility to Undead, would make the character appear as dead for that spell. If this is the case, a villian can feign death. In D&D3e, this can be the skill Perform (Acting) to accomplish this. The player's can confirm the villians death with the spell, but it won't work if the villian previously casted Invisibility to Undead. This is where the SpellCraft skill comes in handy. All in all, sounds fun... - Joaquin Menchaca __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 18:25:50 -0700 From: Darth Darknerd Subject: Stronghollow Dwarves, part IV Hello. In the GAZ1 and boxed set, there is detail for social standing. However the dwarves society is radically different from humans, and most dwarves do not interact with humans on a political level, as they have an isolated community in Highforge. Here is more depth on social standing, both supporting the GAZ1 & Boxed set, but expanding it. Also, some on the net supported the notion of actually increasing starting funds, due to the social standing. I thought this was a cool idea, as in medieval societies, wealth was based on families, not individual merit or potential. I had my players either choose to be comfortable, or roll to determine the possibility. - Joaquin ------------------------------------------------------ 2. Social Standing The dwarves social structure is completely different than the human standards. No one within the Stronghollow clan can go hungry or be without shelter. Each worker's family will be able to own land and perform a role within a corporate. The dwarves wealth and power is represented by his long standing display of dedication and devotion toward is clan. This is the single most respected quality of any dwarf. The dwarves also admire raw talent and potential within an individual, but this most be coupled with dedication to one's tasks. Those that respected or admired in this manner are promoted within thier role into leadership positions where they control more funds of the clan. The family where one or more of its members are in a leading role have more control of funds, and can make a greater investment into a starting adventurer. Players can elect to either choose to from a family of crafters, i.e. comfortable, or roll for a chance to be from a great success. Dwarven Social Standing Roll d20 to determine result 1-6 Worker (Struggling) half starting funds 7-12 Crafter (Comfortable) normal funds 13-18 Craft Master (Wealthy) one and a half starting funds 19 Craft Leader (Very Wealthy) double starting funds 20 The Council (Ruling) triple starting funds __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 18:30:05 -0700 From: Darth Darknerd Subject: Stronghollow Dwarves, part V Hello. In D&D0, D&D1, and D&D2, dwarves only played certain roles. In Mystara, I felt this was more cultural, than any hard coded rules. However, in D&D3e, the flood gates are open, and any PC can play any combination, irregardless of the cultural uniqueness in Mystara. Some I created this below. - Joaquin ------------------------------------------------------ 4. Permitted Classes The Dwarves of Karameikos This describes the dwarves of Karameikos for use within Dungeons & Dragons, 3rd Edition and Mystara campaign. Essentially there is little difference between the Greyhawk dwarves of mentioned in the Player's Handbook (PHB) on pages 14 and 15, except that the Player's Handbook taylors the dwarves to the Greyhawk campaign. The dwarves in Karameikos have a few added advantages if they are apart of the Stronghollow Clan, mentioned in GAZ1: The Grand Duchy of Karameikos (GDK) by Aaron Allston. -Joaquin Menchaca Dwarven Overview text Personality: text Physical Description: Dwarves stand only 4 to 4 1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarven men are slightly taller and noticeably heavier than dwarven women. Dwarves' skin is typically deep tan or light brown, and their eyes are dark. Their hair can range from black, brown, red, blond, or gray, and is worn long. Dwarven men value their beards highly and groom them very carefully. Dwarves favor simple styles for their hairk, beards, and clothes. Dwarves are considered adults at about age 50, and they can live to be over 400 years old. Relations: When the dwarves of Karameikos do express a preference between Traladarans and Thyatians, the dwarves tend to prefer the company of Thyatians, who are practical people, and not the superstition-ridden like the Traladarans. The dwarves get along very well with the gnomes, whom are appreciated for their kindness, creativity, and inventiveness. Dwarves have an instinctive fear for wizards, especially those from Glantri, as they were known to abduct dwarves for experimentation. The dwarves of Rockhome have a general dislike and distrust for elves, while the Stronghollow dwarves are more accepting of elves. In fact, the dwarves are expert craftsmen of mithral works of the elves. Alignment: Dwarves are usually lawful, and they tend toward good. Dwarven Lands: The Dwarves of Karameikos come from the Stronghollow clan located in Highforge. Some dwarves may have migrated from the homeland known as Denwarf, or when translated to common: Rockhome. Religion: The chief deity of the dwarves is Kagyar. He is the creator of the dwarves, and he expects his followers to work for the betterment of the dwarven race. Language: Dwarves speak their native langauge of Furden, which can just be noted as dwarvish for all intents and purposes. The dwarves are very conistant with their language amongst different communities around the world, and so there is little to no dialectal changes from different communities. The language is further strengthen by the yearly religious pilgramages to Rockhome, the homeland of the dwarves, and the original creation of the first dwarf by Kagyar. Names: Dwarf given names are a bit hard-sounding and weighty. Familiy names tend to derive from wartime deeeds or special abilities. Male Names: Update with examples from Rockhome GAZ Female Names: Update with examples from Rockhome GAZ Family Names: Update with examples from Rockhome GAZ Adventurers: A dwarven adventurer may be motivated by crusading zeal, a love of excitement, or simple greed. As long as his accomplishments bring honor to his clan, his deeds earn him respect and status. Defeating giants and claiming powerful magic weapons are sure ways for a dwarf to earn the respect of other dwarves. Dwarven Racial Traits Most of these traits are straight from the Player's Handbook on page 14, under DWARVEN RACIAL TRAITS. Abilities noted as "racial" abilities bonuses are in fact a bonus based on culture, and may not be shared by distant dwarven communities. Some abilities have been added, which are in green, to match the Mystara campaign. These are the bonuses that the dwarves receive, which is mostly straight from PHB: * +2 Constition, -2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved. * Medium: As Medium-size creatures, dwarves have no special bonuses or penalties due to their size. * Dwarven base speed is 20 feet * Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can funtion just fine with no light at all. * Stonecunning: Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf can use the Search skikll to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his appproximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stone work, and inate ability that they get plenty of opportunity to practice and hone in their underground homes. * +2 racial bonus on saving throws against spells and spell-like effects. * +1 racial bonus to attack rolls against orcs and goblinoids (goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively. * +4 dodge bonus against giants: This bonus represents special training that dwarves undergo, duing which they learn tricks that previous generations developed in their batles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he's caught flat-footed, he loses his dodge bonus, too. * +2 racial bonus on Appraise checks that are related to rare or exotic items: Dwarves are familiar with valuable items of all kinds (especially those made of stone or metal). * +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork. * Dwarves have a resistance to magic. This is both a curse and a blessing. Every dwarf has a base chance of 5% x (spell level + modifier), where modifier is the appropriate ability modifier for casting spells, i.e. Intelligence for wizards and Charisma for sorcerers. They also have a spell resistance of 1% x modifier. * Automatic Langauges: Common (Thyatian), gnomish, and dwarven. * Bonus Langauges: Elven, Goblin, Orc, and Terran. Dwarves learn the languages of their friends and enemies. * Favored Class: Fighter. A multiclass dwarfs's fighter class does not count when determining whether she suffers an XP penalty for multiclassing (see PHB56). Hin have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them. Stronghollow The Stronghollow clan is the predominant clan for dwarves within this region, officially referred to as Karameikos for short, but more often referred to as Traladara by dwarves. The Stronghollow clan has struggled for hundreds of years, and with the help of the influx of trade into the region, is very efficient and economically successful. The Stronghollow clan has the concept of group importance, where each dwarf contributes to the overall benefit of the clan and work toward the embitterment of all members of their society, rather than selfishly focus one oneself. Everything in their lives must be equated toward the advancement of their clan, or corporate division within the clan. Their individual wealth and power only exists with the promotion by the clan through demonstration of dedication and self-sacrifice. Adventuring is often frowned upon unless it relates to missions for the clan. It is nevertheless tolerated, as retired dwarves can provide new opportunities for the clan, given their broad experience within the world. The Stronghollow clan is very well structured and ordered, and views other races as being too disorderly. They have no toleration for the more savage chaotic races that commit atrocities against others, or those that make excuses for their deeds or lack of effort. They come to accept and even in some instances admire natural forces of sylvan races, despite their more chaotic existence. The Stronghollow dwarves have come to admire the Calarii clan for their structured martial society and their deep respect for honor. The Stronghollow clan is notorious for extensive long drawn-out contracts. Given that many races, in their view, are very disorderly, they feel this is the only way to make all agreements clear to the sake of both parties. Today, the Stronghollow is very successful, and is in the process of greatly expanding the mining operations, in conjunction with the gnomish Tunneltrotters clan, throughout the Duchy behest of the Duke himself. There is apparently or rumored to be an extensive contract with the Duke to mine tax free with the Wufwolde hills, and also in subterranean mines. The Stronghollow clan is expanding their mines outside of Wuflode hills and is also, assisting humans with the expansion of their mining operations. The dwarves also contract out some of the Duke's army to patrols around areas where the mines are located. The Stronghollow clan is divided into seven corporates: security, mining, invention, engineering, culture, commerical, and crafters. Each of these corporates have various functions. The culture corporate for example has religion, entertainment, artwork, and constructs. The constructs are produced by a specialized relgious clerics called Kagyar Shapers. History The dwarves migrated to this region several hundred years ago during the mass exodus from Rockhome in a search for mineral deposits. Many dwarves flocked to Glantri and met an unfortunate fate their at the hands of evil wizards, while others had great success, such as the dwarves in Glitterland (Five Shires) where more zealous dwarves committed regrettable acts upon the hin (halfling) people. Many dwarves also came to the Traladara, now Karameikos, and met with both extraordinary success followed by horrible failure. Many of the mines were plagued with marauding monstrous horrors, competing savage humanoids within the area, and even the fearsome stone giants. The isolated expeditions banded together and formed one united clan called Stronghollow clan, and were able to maintain one operational mine. The Stronghollow clan allied with the Highforge community and added their persistence and dedication toward engineering that was greatly valued commodity to the wild crazy inventive genius of the gnomes. The result of this marriage was as one scholar puts it help create "devices that actually worked". After the formation of the clan and subsequent alliance the dwarves established grand mining operations within the Wufwolde hills, and slowly expanded through Traladara, now known as Karameikos, long before the arrival of Duke Stefan Karameikos III. After the Thyatians conquered these lands, much of their operations were left unchanged. In fact, the Thyatians never really knew of Highforge's presences, except through exotic tales told by Traldarans. It wasn't until the arrival of Duke Stefan, the building of Duke's Road, and regular patrols, have the presence of Thyatians been felt. At the insistence of the clan, the Great Caravan was established. Through this, the dwarves sell their goods and services to both domestic and foreign markets. Now with the added security and secret arrangements with Duke Stefan, the dwarves have expanded their operations throughout Karameikos, previously called Traladara. There is rumored to be a tax negotiation, which is favorable to both parties. Government and Society The Stronghollow dwarves have their own social stratification that is different than both the dwarves of Rockhome, homeland of all dwarves, or human societies. The clan is divided into separate groups called corporates that focus on a particular profession. There are corporates in mining, security, engineering, religion and art, commercial, and crafters. The most prominent corporate is mining, as this was the focus of many early expeditions before the formation of the clan. The mining corporate is further divided into departments, which manage a single mining operation. The mining corporate maintains their own guards, but now they hire out of the most recent corporate the mercenary corporate, which specializes in security and warfare. The mercenary corporate also offers their services to other races, and the most common work for this corporate beside guarding the mines is guarding caravans, especially during the great caravan. The leadership of the Stronghollow clan consists of a clan leader, and a council consisting of one member from each corporate. Each corporate has the freedom to determine the selection process for the council member. This is commonly done through popular election, except the mercenary corporate, which holds a trial of combat to determine the council member. The clan leader is appointed by the council out of a pool of candidates elected by each corporate. Each corporate is ruled by a leader called a craft leader. The craft leader is elected by popular vote of members within that corporate. A corporation that is further divided into departments will be managed appointed leader called a craft master. The leader is usually an individual that shows exceptional skill in her profession, or has demonstrated long standing dedication towards the clan and corporate. [Game Master's Notes: Imagine the Stronghollow clan to be like the Shelliak of Star Trek: Next Generation. Though, they are not ruthless to the point of killing colonists, but the idea of contractional agreements and having a government stylized like a mega-corporation would be reflective and simliar concepts. Karameikan Social Standing The dwarves social structure is completely different than the human standards. No one within the Stronghollow clan can go hungry or be without shelter. Each worker's family will be able to own land and perform a role within a corporate. The dwarves wealth and power is represented by his long standing display of dedication and devotion toward is clan. This is the single most respected quality of any dwarf. The dwarves also admire raw talent and potential within an individual, but this most be coupled with dedication to one's tasks. Those that respected or admired in this manner are promoted within thier role into leadership positions where they control more funds of the clan. The family where one or more of its members are in a leading role have more control of funds, and can make a greater investment into a starting adventurer. Players can elect to either choose to from a family of crafters, i.e. comfortable, or roll for a chance to be from a great success. Dwarven Social Standing Roll d20 to determine result 1-6 Worker (Struggling) half starting funds 7-12 Crafter (Comfortable) normal funds 13-18 Craft Master (Wealthy) one and a half starting funds 19 Craft Leader (Very Wealthy) double starting funds 20 The Council (Ruling) triple starting funds Permitted Classes Generally with Dungeons & Dragons, 3rd Edition any race can play any class, despite how outlandish, bizarre, or freakish the combination may be, or whether it fits in the campaign scope. This game master will not part from this path. Thus if a player wants to play a hin paladin/pscionist/monk/wizard, but they will find themselves wholly unique within Mystara. The dwarves of the Stronghollow have natural tendencies to certain classes. These include Fighter, Cleric, and Rogue. They avoid attempting to learn the arcane arts due to their difficulty overcoming their physical resistance towards magic. Below are the list of classes are how common they are. Very Rare represents that no one studies this career; rare represents maybe a few people study this profession; uncommon represents more than a few study this profession. Classes, Common: Cleric, Fighter Classes, Uncommon: Rogue* Classes, Rare: Barbarian, Monk, Paladin, Psychic Warrior, Pscion Classes, Very Rare: Alchemist, Bard, Druid, Ranger, Sorcerer, Wizard * The dwarves abhore stealing from another, and those that do this in dwarven society are considered insane. Some dwarves have this class as they are expert security specialists, locksmiths, and trap makers. This class offers acess to many skills needed for those professions. __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 18:32:44 -0700 From: Darth Darknerd Subject: Stronghollow Dwarves (Permitted Classes) It's amazingly difficult to copy/paste web pages from Internet Explorer on the Mac. Sorry for the last mega mail with everyone. I was hoping to send it out in snippets. Sorry. Here's just the Permitted classes section. -------- Permitted Classes Generally with Dungeons & Dragons, 3rd Edition any race can play any class, despite how outlandish, bizarre, or freakish the combination may be, or whether it fits in the campaign scope. This game master will not part from this path. Thus if a player wants to play a hin paladin/pscionist/monk/wizard, but they will find themselves wholly unique within Mystara. The dwarves of the Stronghollow have natural tendencies to certain classes. These include Fighter, Cleric, and Rogue. They avoid attempting to learn the arcane arts due to their difficulty overcoming their physical resistance towards magic. Below are the list of classes are how common they are. Very Rare represents that no one studies this career; rare represents maybe a few people study this profession; uncommon represents more than a few study this profession. Classes, Common: Cleric, Fighter Classes, Uncommon: Rogue* Classes, Rare: Barbarian, Monk, Paladin, Psychic Warrior, Pscion Classes, Very Rare: Alchemist, Bard, Druid, Ranger, Sorcerer, Wizard * The dwarves abhore stealing from another, and those that do this in dwarven society are considered insane. Some dwarves have this class as they are expert security specialists, locksmiths, and trap makers. This class offers acess to many skills needed for those professions. __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 18:38:11 -0700 From: Darth Darknerd Subject: Highforge Gnomes, part 1 (History) As with the Stronghollow dwarves, the information for gnomes is even more sparse in GAZ1 and the boxed set. In the original Expert booklet, previously to the boxed set, there were details of many guard posts stationed around Highforge to protect against trespassers. It's been a long time since I read that booklet, and it is now gone forever (thanx to Alum Rock Storage), but I distinctly remember that no one other than gnomes (and perhaps the Stronghollow dwarves) were permitted into Highforge. It sounds like they are super paranoid of something. In the Karameikan boxed set, they talk of visiting Highforge. For me, I go with the original plot, because this is far more interesting, and the PCs would have to prove themselves to be allowed into the city. If anyone could trade goods with Highforge, then what's the point of the Great Caravan?!? :-) Anyhow, here's the stuff... - Joaquin ------------------------------------------------------ 1. History of Highforge Centuries ago, the gnomes and their allies the Cycincean Empire have barely escaped annihilation from the kolbolds their minding controlling dark masters. Both Cycincean Empire and the gnomish kingdom, located under what is today the hills and mountains of Soderfjord Jarldoms and Ylaruam. Some pockets of gnomes escaped annihilation through their own inventive genius, were able to escape extensive tunnels to a land with a red sun and elsewhere within Mystara. Many of the gnomes that made it to the surface built sky crafts and settled upon floating islands. There they developed their science of flight. One such community that survived settled within an abandoned colony of some great-unknown empire, called Traladara and later Karameikos. This land is largely untamed and undiscovered by most of the world at that time, which was a great advantage that allowed the gnomes to start over and rebuild their kingdom. The Highforge community was established in secrecy from the dark masters. The gnomes traded mostly with elves and forest folk, and closely guarded their community against other races. Any other race that trespassed upon their area was immediately dispatched. This might be extreme, but given risk of complete genocide, this was a necessary evil. The Highforge gnomes observed the dwarves in their fruitless mining expeditions into the harsh territory of Traladara. They did not expect the dwarves, but the dwarves were surprisingly resilient. They watched as the dwarves organize themselves against savage humanoids and form the Stronghollow clan. Slowly the gnomes established much needed trade for the dwarves, including some technological gizmos, and eventually came to trust the dwarves. The gnomes invited the dwarves to live within their community for mutual protection against the wild elements like savage humanoids and hideous monsters so prevalent in the land. After a few centuries the gnomes flourished, and trade was established with distant communities like the flying city of Serraine. All gnomes displaced around Mystara were invited to live in Highforge. The gnomes carefully navigated below the land and established great subterranean communities. The Highforge gnomes, with prodding from the Stronghollow dwarves, opened limited trade with the local Traladara communities. When the Thyatians conquered these regions, their existence remained a secret, as the Thyatians would dismiss their existence and fairy tales and superstitions of Traladarans. Once the Duke acquired these lands, built and patrolled the roads, the Highforge gnomes, again with strong encouragement from Stronghollow dwarves, established relations, and permitted the Great Caravan, where the large caravan train annually migrates from Highforge to Specularum to trade their unique wares and inventions. This has brought immense wealth to both the Highforge communities and Karameikos alike. The continued trade and relations with other races was initially resisted, but the Stronghollow clan made good arguments. First, with the extensive mining operations of the Stronghollow clan and the TunnelTrotter clan, the gnomes whereabouts and existence would eventually be discovered by the developing Karameikos. Second, these legendary dark masters desire to keep their existence from the Known World, and by destroying the gnomish kingdom would make the presence obvious to surface dwellers. Finally, the destruction of the Highforge community would make enemies of not only dwarves of Rockhome, but also all those that benefit from the trade of the Highforge community, which includes Thyatis, Ierendi, Minrothad Guilds, Darokin, Sind, Slagovich, amongst other nations. __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 18:40:22 -0700 From: Darth Darknerd Subject: Highforge Gnomes, part II (Society) This goes briefly over the society. - Joaquin ------------------------------------------------------ 2. History of Highforge The gnomes admired the Stronghollow dwarves efficiency and their well structured society. They patterned a structure similar to the dwarves corporate structure. However, instead of actually having a single clan divided into corporates and then departments, the gnomes have several clans with a clan leader. Each clan elects a leader as a candidate to be the king, which then is later popularly elected. Within each clan there are specialists, unskilled laborers, leaders, and as such that have varying levels of wealth. The gnomes model their society in a similar fashion after the dwarves for the sake of ultimate efficiency, but the gnomes strongly value individual freedom as opposed to the collective group objectives and collective, over the individual. In many ways the gnomes are less efficient than the dwarves, but in other ways the gnomes are more creative and inventive. __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 18:41:55 -0700 From: Darth Darknerd Subject: Highforge Gnomes, part III (Social Standing) To keep in line with GAZ and Karameikan boxed set's social standing, but tailoring it to gnomes, here's what I got. - Joaquin ------------------------------------------------------ 2. Social Standing As with dwarves, the gnomes take care of their own, and so there are no gnomes that are of the penniless class. The gnomes are stratified much to their role within their clan and society, much like the dwarves. Those that are unskilled laborers do not command as much wealth as those that are specialists or professionals. Likewise, those that excel in their career, or is member of the clanhead's family, is wealthy. The most wealthy are either clan leaders that are more than successful or the ruling family. Players can elect to either choose to a crafter, i.e. comfortable, or roll for a chance to be wealthy. Gnomes Social Standing Roll d20 to determine result 1-4 Worker (Struggling) 1/2 starting funds 4-10 Crafter (Comfortable) normal starting funds 11-19 Clan Leader (Wealthy) double starting funds 20 Ruling Family (Very Wealthy) triple starting funds __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 18:45:01 -0700 From: Darth Darknerd Subject: Highforge Gnomes, part IV (Permitted Classes) Trying to perserve Mystara's setting, but also supporting D&D3e, this is the stuff I have... - Joaquin PS - Let me know if anyone wants to look at either the alchemist class or tekaficer prestige class. ------------------------------------------------------ 4. Permitted Classes Generally with Dungeons & Dragons, 3rd Edition any race can play any class, despite how outlandish, bizarre, or freakish the combination may be, or whether it fits in the campaign scope. This game master will not part from this path. Thus if a player wants to play a gnome paladin/pscionist/monk/wizard, but they will find themselves wholly unique witgnome Mystara. The Highforge gnome have natural tendencies to certain classes. These include Alchemist, Fighter, Cleric, Illusionist, and Rogue. A few Highforge gnomes are also druids and ranger, operating within the Wuflode hills. The help in training animals and patrolling the land againsts dangerous elements that can affect the Highforge community. Below are the list of classes are how common they are. Very Rare represents that no one studies this craft; rare represents maybe a few people study this profession; uncommon represents more than a few study this profession. Classes, Common: Alchemist, Cleric, Fighter, Illusionist, Rogue Classes, Uncommon: Druid, Pscionicist, Psychic Warrior Classes, Rare: Bard*, Monk**, Ranger*** Classes, Very Rare: Barbarian, Sorcerer, Wizard * A gnome can become a bard, but substitutes druidic magic in place of arcane magic. ** The Temple of Pure Logic in Haven trains any race their martial system who devote themselves to peace through the pursuit of pure logic. *** The ranger class is common for elves of Vyalia or hunters of Zirchev. It is rare, but not impossible, for others to be taught this trade. 5. Prestige Classes The gnomes are highly advanced in the arts of creating crazy mechanical inventions; they are masters of illusions; and they deep rooted understanding of alchemy combined with herbalism. They also specialize in artificing, and unknown to many there is even small group practicing psionics through the use of crystals. Many of these gnomes specialize in their art and belong and elite group of practictioners. * Highforge Tekaficer - those that belong to the tinkerking clan often specialize in this class. Some other clans have tekaficers as well, and often compete annually in the contest called Great Inventions that occurs around the same time as the Great Caravan. __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 18:48:53 -0700 From: Darth Darknerd Subject: Karameikan Hin, part I (Social Standing) The hin have their own view on things. In an effort to perserve the social standing of GAZ1 and Karameikan boxed set, but yet add some humor and tailor it to the hin, here's what I have. - Joaquin ---------------------------------- The hin have to fend for themselves within Karameikos, and thus come for all levels of backgrounds. Generally though, as hin are generous, especially towards one another, a hin need not ask in order to get assistance with shelter and food. The hin view how well one is doing by his or her luck. Those almost starving are simply unlucky, where as those that are a little bit better off as not working hard enough. Those that are comfortable are considered lazier, as they have enough money to be lazy, which is not actually a bad attribute in hin society. Those that have some sort of wealth are called moneybags or lucky. A hin that is a moneybag or lucky should be a generous towards other hin, especially the unlucky, and must also throw large and exciting parties. Those that hoard wealth, are stingy and miserly, and do not throw lavish parties, will be sure to be a victim of many taunts and also unwillingly assist many hin in improving their skills at getting into things, such as the moneybag's coffers. Players can elect to either choose to be comfortable (or lazier as hin put it), or roll for a chance to be wealthy (or a moneybag in the hin's view). Hin Social Standing ---------------------- Roll d20 to determine result 1-4 Unlucky (Penniless) 1/4 starting funds 4-10 Lazy (Struggling) 1/2 starting funds 11-19 Lazier (Comfortable) normal starting funds 20 Moneybags (Wealthy) double starting funds Note that despite the amount of money a hin has, he does not wield any actual power, as hin do not participate within the politics of Karameikan affairs. Though this could change if say for instance, a miserly moneybag wanted to corner certain markets controlled by humans, using the muscle that money can buy. Wealthy hin can exert influence over other hin within Karameikos by throwing lavish parties. ------------------------------ Date: Wed, 7 Aug 2002 18:51:12 -0700 From: Darth Darknerd Subject: Karameikan Hin, part II (Permitted Classes) Here's the hin stuff for permitted classes, in trying to perserve Mystara and support D&D3e. - Joaquin ---------------------------------- Generally with Dungeons & Dragons, 3rd Edition any race can play any class, despite how outlandish, bizarre, or freakish the combination may be, or whether it fits in the campaign scope. This game master will not part from this path. Thus if a player wants to play a hin paladin/pscionist/monk/wizard, but they will find themselves wholly unique within Mystara. The hin of Five Shires have natural tendencies to certain classes. These include Fighter, Cleric, and Rogue. They avoid attempting to learn the arcane arts due to their difficulty overcoming their physical resistance towards magic. Some hin within the Shires are also druids, and sometimes take up the prestige class of Keeper of the BlackFlame (Kpr) (FSBP19). Below are the list of classes are how common they are. Very Rare represents that no one studies this craft; rare represents maybe a few people study this profession; uncommon represents more than a few study this profession. Classes, Common: Cleric, Fighter, Rogue Classes, Uncommon: Bard*, Druid, Pscionicist, Psychic Warrior Classes, Rare: Barbarian, Monk, Paladin, Ranger** Classes, Very Rare: Alchemist, Sorcerer, Wizard * A hin can become a bard, but substitutes druidic magic in place of arcane magic. ** The ranger class is common for elves of Vyalia or hunters of Zirchev. It is rare, but not impossible, for others to be taught this trade. ------------------------------ Date: Wed, 7 Aug 2002 18:55:41 -0700 From: Darth Darknerd Subject: Order of the Shadow, pt I (Overview) Many references note that Zirchev was an acclaimed wizard (magic-user), but the Song of Halav only notes him for his wilderness skills and magic. Most clerics will worship this aspect of Zirchev, but there is however a secret society that keeps some of the ancient magic (some all the way from Nithia) in practice. - Joaquin ---------------------------------- Zirchev is known as the huntsman, man of the forest in legends past. Legend has it that the Immortals of Mystara taught him ways to tame, ride, and fight from horses, to train dogs to fight for their masters, and to take animal traits when stalking and fighting the enemy. However these skills were already long-known to the Traladar. The Immortals were actually the legendary the Hutaakan, a race of jackal headed humanoids, and trained Zirchev in the arcane arts. During the incursion of the Beastmen (or rather gnolls), Zirchev became a powerful wizard, and was famous for summoning animals and monsters to aid the cause. From this vantave, Zirchev established a secret order that would train others in the arcane arts and called it the Order of the Shadows. The main goals in this secret society is to utilize its powers to protect nature and the Traladaran from powerful or supernational forces that so frequently roams the lands of Traladara, now Karameikos. The order represents the ideal of individuality and strives to protect the freedom of sentient races from these forces. Members of the order have a long documented account of the history of Traladara including the heroic epics of many forgotten heroes. The also document legends and mythology about another race of beast-men called Hutaaken and an ancient empire called Nithia. However these tales are regarded as mythological rather than documented historical fact. The Order of Shadow works predominantly in secret, so as not to draw attention from evil forces that would seek them out. The common Traladaran would never hear of the order, and other priests of Petra and Halav could only suspect its existence, but afford no concrete proof. The Thyatians have no knowledge of the order, and would most likely dismiss any mention of it as Traladaran superstitions. The Order documents its history about various cults, supernatural forces, sinister villains, monstrous populations, lycanthrophy, and vampire societies. Attention recently has focused on gather information about Baron Ludwig von Hendriks of the Black Eagle Barony, his recruitment of monsterous forces, and also his cooperation with a powerful slaver organization called Iron Ring. Clerics of Zirchev sometimes act as representatives under the auspices of the Church of Traladara. The priests under this role can recruits members into the Order whom show promise. The Order has a secret language called Tethrai, which is an ancient dialect of Nithian, spoken so very long ago. There are minor similarities to Traladaran. This language is never taught to anyone outside the order. The Order of Zirchev meets annually is a secret location within Krakatos. The Order of Zirchev members can include a variety of professions, which include Clerics, Druids, Fighters, Paladins, Rangers, and Thieves. The Immortal Zirchev will sponsor spells for Clerics and Paladins, and also sponsor druidic spells for Druids and Rangers. ------------------------------ Date: Wed, 7 Aug 2002 18:58:40 -0700 From: Darth Darknerd Subject: Order of the Shadow, pt II (Shades of the Shadow) These are some prestige classes that I created. Let me know if anyone would like the details of these prestige classes. - Joaquin ---------------------------------- There are many groups within the Order, in addition to the general members. These groups have specific missions and objectives. Hunter of the Beast The Hunter of the Beast are similar to bounty hunters, except they specialize in hunting and destroying a paticular threat. * Hunter of the Beast Hunter of the Chase The Hunter of the Chase are not specific to the Order of the Shadow, though some may elect to become a member, in order to get the vast amount of information documented. The Hunter of the Chase is dedicated to the individual freedom of sentient creatures, and fights others that oppose that freedom. * Hunter of the Chase Guardian Seekers The Guardian Seekers are responsible to collecting all of the information that can be used within the order. They keep information about the history and lore of Traladara (Karameikos) and is dedicated to the acquisition, protection, and destruction of evil artifacts, all for the purpose of ensuring that such fell items are never used by mortal hands. * Guardian Seekers Knights of the Shadow The Knights of the Shadow are a noble group that helps innocents in their greatest need. They will find out when evil strikes, comes out secrecy to intercede, and then quietly disappear. This group also acts as the strong arm of the Order of the Shadow, when the Order needs to coordinate efforts; though this occurs all too rarely, and only in the direst of circumstances. * Knight of the Shadow __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Wed, 7 Aug 2002 19:01:59 -0700 From: Darth Darknerd Subject: Order of the Shadow, pt III (Misc.) Here is the remaining information I have for this order. - Joaquin ---------------------------------- Hierarchy Unlike many organizations, there is no specific hierarchy. Many will take up a role as coordinator for either specific quests, and also as a leader of a specific group within a given focus. However, all decisions are either made upon an individual bases, or through more democratically when the Order of the Shadow meets once per year to dicuss matters and choose a course of action. Membership In order to become an acting member of this secret order, the player character must meet the following requirements: Religon: The character must be an active worshipper of Zirchev. Though this fact does not need to be made public. Skills: Knowledge (Karameikos) 1 rank, Knowledge (History of Traladara) 1 rank Special: The character must have demonstrated heroism in saving Traladarans from evil forces. Once a character becomes a member of the order, the character may take on of the special prestige classes and learn the from following skills: * Knowledge (Herbalism), * Knowledge (Monster), * Knowledge (Vampire), * Knowledge (Lycanthrope), * Knowledge (Traladaran Ancient History), * Speak Language (Tethrai), * Speak Language (Traladaran) The Order of the Shadow also teaches special techniques and tactics, and so any member will have access to the following feats: * Sworn Enemy Those displaying the secret sign of the shadow will get a bonus +8 to Diplomancy towards elves, chevall, slyvan races, and monsters friendly to the order. Library The Order of the Shadow maintains a great library underneath Krakatos that documents are more accurate account of Traladaran history in Tethrai. In addition to this, it maintains a wealth of arcane information, including spells, that is most useful for spell researcers. Many of these spells within the library are more advanced that those that are maintained by the School of Magic in Specularuam; and also includes many undocumented spells as well. __________________________________________________ Do You Yahoo!? Yahoo! Health - Feel better, live better http://health.yahoo.com ------------------------------ Date: Thu, 8 Aug 2002 15:11:41 +1200 From: Chris Furneaux Subject: Re: Master of Hule Plans Quoting Jonathan : > Thank you. > I'll read X10. > However it is for me impossible to get Wrath of the Immortals (WotI). Oh well. You can get most of the main events from the net anyway, but it really does explain it all reasonably well. Essentally it has a campaign from 1000AC to 1009AC with a world changing war from 1004-1009 AC when alphatia sinks. It all centers around alphatia and glantri. The alphainian immortals are up in arms because rads studies with the radiance in glantri are draining magic from mystara. Of course Thyatis sides against alphatia and so the entropic immortals set about making trouble while the good ones are fighting. > I understood that Sind is now a province of the Hulean, and from there > they > invade Akesoli. They tried to conquer Darokin, but an Alliance of some > kindoms made this impossible. So the Master summon a Meteor to hit > Darokin, > but instead hit the Kurish Massiff. > From this event I could not understand more. > Why the Dark Elves invade Alfheim and why in this momment? Cause they can ;) it is an opitunity too good to miss as everyone is too busy to help. > Why Alfheim could'nt do nothing to stop them? because it was well planned and the forest was corupted so it wasn't habitable for the Alfheimers anymore. Check the vaults as there is a timeline there. > Who is the Dark Hin? Don't know. > Why Thyatis didn't do anything? fighting alphatia > What about Alphatia? War with glantri, and it sinks > Why the explotion of the meteor cause that during one day magic > dissapear? The NoS causes this. Chris ------------------------------ Date: Wed, 7 Aug 2002 20:21:55 -0800 From: Mike Harvey Subject: Re: Joaquin's back, back again Darth Darknerd wrote: > I'm back. Wow, no kidding. Cool stuff! :-) Mike -- Mike Harvey -- Beaverton, Oregon http://members.dsl-only.net/~bing/ ICQ: 15446302 ------------------------------ Date: Wed, 7 Aug 2002 21:18:21 -0700 From: Darth Darknerd Subject: Thyatian Names A while ago I posted this. People were interested. I have a web page with Thyatian names. I hope it is useful to people. I got these when I was studying the Byzantium Empire, and a trilogy called Byzantium the Apogee. Really Really good reading, about relgion, love, betrayel, greed, wealth, politics, court intrigue, murder, assassation, etc. Man, weren't times great... :-) Here's the URL: http://www.angelfire.com/ca4/ShadowTriad/ThyatianNames.html __________________________________________________ Do You Yahoo!? HotJobs - Search Thousands of New Jobs http://www.hotjobs.com ------------------------------ Date: Wed, 7 Aug 2002 21:20:14 -0700 From: Darth Darknerd Subject: Mystara Link Hello, I am also posting my stuff on the web. Sorry for the copy/paste errors. My campaign notes are here: http://www.angelfire.com/ca4/ShadowTriad/mystara.html I will move this to a faster, no ads website later. - Joaquin Menchaca __________________________________________________ Do You Yahoo!? HotJobs - Search Thousands of New Jobs http://www.hotjobs.com ------------------------------ End of MYSTARA-L Digest - 6 Aug 2002 to 7 Aug 2002 (#2002-203) **************************************************************