Subject: MYSTARA-L Digest - 21 Aug 2002 to 22 Aug 2002 (#2002-218) From: Automatic digest processor Date: 23/08/2002, 17:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 17 messages totalling 860 lines in this issue. Topics of the day: 1. Weapon Mastery (long) (5) 2. Adverts 3. Weapon Mastery (long) -- Meteor Swarm 4. What is the Immortal patron of Satyr? (2) 5. Satyrs of Karameikos (alpha ready), Part II 6. Satyrs of Karameikos (alpha ready), Part III 7. Satyrs of Karameikos (alpha ready), Part IV 8. Spell: Skarda's Skittish Nerves 9. What are names Satyrs? (2) 10. Satyrs of Karameikos (alpha ready), Part I 11. Religion of Satyrs ******************************************************************** 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: Thu, 22 Aug 2002 17:21:05 +0200 From: Eyal Fleminger Subject: Re: Weapon Mastery (long) It depends if the MU is prepared or not. If he has the appropriate spells (probably on scrolls or other items), he can either get away (with spells like dimension door or teleport) or neutralize the fighter's combat ability (spells like immunity or, if you allow AD&D spells, ironguard) -----Original Message----- Again, only if he can stay away from him. In closed quarters, the MU might not have enough room to work. Once the fighter reaches him, the MU is dead. The same might not be true if it's the other way around. It would take at least 2 rounds for the MU to kill the F, in most cases (a magic missile followed by PWK, or similar). ------------------------------ Date: Thu, 22 Aug 2002 13:50:36 +0100 From: Richard Tongue Subject: Adverts I am just finishing up work on the next issue of OD&DITIES, and I have = decided to introduce a new feature : gamer adverts. If you want to = advertise your game, are looking for or wish to sell old D&D material, = or anything related to roleplaying games, send me a maximum of four = lines by the 28th, and it will go in the issue. Richard ------------------------------ Date: Thu, 22 Aug 2002 13:58:50 -0600 From: Angelo Bertolli Subject: Re: Weapon Mastery (long) -- Meteor Swarm I don't understand these numbers. I'm going by OD&D rules... Isn't it 8d6 x4 (overlapping) + 8d6 impact? The makers of D&D seemed to make a big deal about not going over 20d6. I think if you find that magic-users don't have enough punch in their spells, just let them go over the 20d6 limit. > First, there is Meteor Swarm, 20d6 of damage that can't be saved against > plus four more attacks of 20d6 save to half will crimp the style of anyone. > This is an average of 70 hp from the impact, and another (assuming the > fighter saves) 140 hp from the blast, even assuming he saves. This is a > total of 210 damage from one spell. A level 25 fighter will have (assuming a > +1 Con bonus) around a hundred hit points... I believe the phrase you want > is DEAD FIGHTER. ------------------------------ Date: Thu, 22 Aug 2002 14:06:24 -0600 From: Angelo Bertolli Subject: Re: Weapon Mastery (long) This is REALLY subject to the way the game is played though. I think the rules imply that you should get everyone's desired action before starting the round, and then if a mage gets hit before his turn, his spell is ruined. Plus it also depends on how far away you start fights. If fights always occur on big areas of flat land, where you can see the enemy hundreds of feet away, it's a lot different than if they always occur in a close room. Mages can really kick butt if the DM allows battles to be handled that way: web, fireball, fireball, fireball... or fighters can really kick butt... if he keeps hitting the mage with arrows while he is trying to cast. > I didn't have to give the mage anything to keep up with the fighters, it was > the other way around. I was getting complaints from fighters who had to go > up against NPC mages that there was no point in being a fighter (they also > said that based on PC mages who were doing their own spell research). When > the weapon mastery rules came out it was exactly what the fighters had been > looking for. ------------------------------ Date: Fri, 23 Aug 2002 02:38:05 +0100 From: Paul George Dooley Subject: Re: Weapon Mastery (long) ----- Original Message ----- From: "Dan Eustace" To: Sent: Thursday, August 22, 2002 3:22 AM Subject: Re: [MYSTARA] Weapon Mastery (long) > Is this what it does in AD&D? I use the OD&D rules where it does 8d6 impact > + 8d6 blast, with only 1 meteor/target. This usually won't kill the F25 > right away, but it will do major damage, esp. if the other 3 meteors hit > within the blast radius. > ???? Actually it usually will kill them unless they have magic that reduces damage from fire. We're talking about average damage here, so we also have to assume that the 25th level fighter has average hit points too (without a con bonus from their average con). Even giving the fighter the benefit of the doubt and saying they make all saves that's still 84 points of damage (target one meteor at fighter and the other 3 at either others or the ground within 20' of primary target) to be soaked up by 79.5 hot points. > The point about the mounts is absolutely true. That's why hi-level PCs IMC > have their MU (from the PC party or hired as a magist) put a permanent fly > on them. This lets them get up to opponents very quickly, and doesn't allow > much room for error on the part of a MU being attacked. If they have alot > of open space, an MU can gain the advantage by the tactics you described, > and by dispelling the F's fly... > Since by that level there is a good possibility that they'd have come across Anti Magic IMO it's more likely that they won't have such spells permanent. That 10 minute drop whilst waiting for your magic items to start working again sucks big time. > > In short, I will take on your toughest fighter with a reasonably prepared > > mage any time (even a mere L20 mage can take out a L25 fighter without too > > much effort). > > Again, only if he can stay away from him. In closed quarters, the MU might > not have enough room to work. Once the fighter reaches him, the MU is dead. > The same might not be true if it's the other way around. It would take at > least 2 rounds for the MU to kill the F, in most cases (a magic missile > followed by PWK, or similar). > Contingency spell anyone? There are just too many variables for your 2 round idea to be valid IMO. Paul ------------------------------ Date: Fri, 23 Aug 2002 02:56:01 +0100 From: Paul George Dooley Subject: Re: Weapon Mastery (long) ----- Original Message ----- From: "Dan Eustace" To: Sent: Thursday, August 22, 2002 3:33 AM Subject: Re: [MYSTARA] Weapon Mastery (long) > And it's not as if mages are hurt > > badly by the weapon mastery rule - a grand master with a non-magical > > dagger can do 64 points of damage in a round. > > Not really, (unless he's hasted!) a MU will only get 1 attack/round, so he > could do 16, or 32 if scoring x2 dmg (on a 17-20). > With an additional 12 (24 if x2) for their off hand of course. Then there's the poison on the blades to take account of too etc. Paul ------------------------------ Date: Thu, 22 Aug 2002 19:29:27 -0700 From: Darth Darknerd Subject: Re: What is the Immortal patron of Satyr? Hey. Thanks for the information on Faunus/Silenus. I lost my PC1 due to storage comfiscating all my Mystara stuff, do to bank problems. Now I cannot buy the PDFs online, again due to bank problems. - Joaquin PS - To say the least, I am no longer with Wells Fargo. :-| __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com ------------------------------ Date: Thu, 22 Aug 2002 19:34:37 -0700 From: Darth Darknerd Subject: Re: What is the Immortal patron of Satyr? > Date: Tue, 20 Aug 2002 15:34:02 +0200 > From: Havard Faanes > Subject: Re: What is the Immortal patron of Satyr? > > --- George Hrabovsky skrev: > > Since when are there Satyrs in Karameikos? > > Since now. Probably. > There were no references in Gaz 1 about Satyr or > Fauns > as they are normally called on Mystara, but that is > most likely because PC1, Tall Tales of the Wee Folk, > the accessory introducing this race to 0D&D hadnt > been > published yet. KKoA is simply a reprint of Gaz1 with > some add-ons, so the fact that Satyrs arent > mentioned > there either shouldnt be used as evidence that there > are no Satyrs in Karameikos. Id be interested in > seeing your work Joaquin! > > Havard Havard, Thanks, you are so kind. It's encouraging to have an audience!! :-) I do believe I found mention of Satyrs in Karameikos (GAZ1), but only the fact that they were there, nothing about them though. I fele that Karameikos has many races, ranging from savage humanoids, human & demi-human, Forest Folk (fey and others), and even races of the monsterous variety. - Joaquin __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com ------------------------------ Date: Thu, 22 Aug 2002 22:44:41 -0400 From: Dan Eustace Subject: Re: Weapon Mastery (long) > > Is this what it does in AD&D? I use the OD&D rules where it does 8d6 > impact > > + 8d6 blast, with only 1 meteor/target. This usually won't kill the F25 > > right away, but it will do major damage, esp. if the other 3 meteors hit > > within the blast radius. > > > ???? Actually it usually will kill them unless they have magic that > reduces damage from fire. We're talking about average damage here, so we > also have to assume that the 25th level fighter has average hit points too > (without a con bonus from their average con). Even giving the fighter the > benefit of the doubt and saying they make all saves that's still 84 points > of damage (target one meteor at fighter and the other 3 at either others or > the ground within 20' of primary target) to be soaked up by 79.5 hot points. I was going by the 100 hp that George mentioned. Besides, most characters that manage to reach very high levels usually have above avg. hp, in my experience. Either way, meteor swarm does a good job, as a lone spell, but every MU25 isn't going to have that available. It's most likely the exception, and not the rule. [regarding perm. fly] > Since by that level there is a good possibility that they'd have come > across Anti Magic IMO it's more likely that they won't have such spells > permanent. That 10 minute drop whilst waiting for your magic items to start > working again sucks big time. Well, in my actual playing experience, all of the higher level PCs get this as soon as they can, and if its ever dispelled, they get it re-cast ASAP. What types of AM are you referring to? IMC AM is pretty rare, with beholders being the most common source. As such, they have little reason to fear losing a perm. fly, esp. when they only fly a short distance off the ground (within 10'). On the flip side, it gives a huge advantage in turns of mobility and movement rates, so the benefits more than outweigh the drawbacks. > Contingency spell anyone? There are just too many variables for your 2 > round idea to be valid IMO. I was speaking in general terms. On avg. 2 rounds is what it will take, more often than not. Of course contingency is one way for a MU to make a quick escape, and I've put that to use a few times. But for every MU w. a contingency, there's been another cut down by fighters before getting off a 2nd spell. ------------------------------ Date: Thu, 22 Aug 2002 19:40:44 -0700 From: Darth Darknerd Subject: Satyrs of Karameikos (alpha ready), Part II >>>>>>>>>> Satyr Racial Traits <<<<<<<<<< These are traits presented in Player's Handbook style. Some of these traits are mentioned on page 160 of the Monster Manual (MM160), while other traits come from The Complete Book of Humanoids (2nd Edition) by Bill Slavicsek [ISBN: 1-56076-611-5]. Note that Satyrs will start off with the Hit Dice of their perspective class, rather than the 5d5+5 hit points, mentioned in the Monster Manual. These are the bonuses that the satyrs receive: * +2 Constition, +2 Dexterity, -2 Wisdom, -2 Charisma: The Satyrs have great fortitude and are lightning fast and agile, yet they are easily distracted, especially from attractive females of humanoid races, and with their bestial outward appearance, they are not as comely as other races. * Medium: As Medium-size creatures, satyrs have no special bonuses or penalties due to their size. * Satyr base speed is 40 feet * Lowlight Vision: Satyrs can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. * +4 natural armor class bonus due to their thick leatherly skin. * +2 racial bonus to Hide, Listen, Move Silently, Perform, and Spot checks. * Gore: A satyr can gore an opponent for 1d6 points of damage. A satyr gets a +2 bonus when using this natural attack. * Temptation's Curse: Satyrs are very susceptable to distraction, especially from a female with a Charisma of 16 or better, or from an expensive bottle of wine. Under these conditions, a satyr will need to make a Will check to avoid becoming distracted. Once a satyr becomes distracted, he receives a -2 to all attack rolls and skill checks, -2 to armor class dodge penalty, and automatically loses concentration if casting a spell until the distraction is satisfied. A satyr will receive a -4 penalty to Will saves against mind affecting attacks. * A satyr gains the bonus feats of Alertness, Dodge, and Mobility. * Automatic Langauges: Satyr and Sylvan (Akalian) * Bonus Langauges: Draconic, Elven, Centaur, Korred, Traladaran. A satyr in Karameikos may learn Traladaran through other Forest Folk, but is unexposed to other human languages. A satyr can learn other languages of Forest Folk. * Favored Class: Bard. A multiclass satyr's bard class does not count when determining whether he suffers an XP penalty for multiclassing (see PHB56). __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com ------------------------------ Date: Thu, 22 Aug 2002 19:41:11 -0700 From: Darth Darknerd Subject: Satyrs of Karameikos (alpha ready), Part III >>>>>>>>> Society <<<<<<<<< The satyr are nomadic and forage from the land. They travel in small families composed of relatives, friends, lovers, and even enemies called a trago. Non-satyrs can be admitted into the trago. The leadership varies depending on circumstances and Charisma of the leader. The circumstance depends on the task at hand. For example, if the satyrs are warring against a group, the leader will be the one with the most tactical experience and ability to command others in a time of urgency; a satyr who knows what he is talking about. If the satyrs are organizing for a grand party with invitations for other Forest Folk, the most imaginative, creative, organized, and passionate would become the leader in this event. >>>>>>>>> Karameikan Social Standing <<<<<<<<< As satyrs are only in the tales of Hin and Traladarans, and their existance is strongly disputed by civilized Thyatians, there is no social standing for any Satyr. The Satyrs furthermore have no concept of money, as they trade most of they goods and services through bartering. They trade with the centaur for drink and occasionally food. Sometimes the satyr might possess something of value, such as crafted jewelery, gold nuggets, gems, etc. and would be willing to trade their goods for other artwork, weaponry, poems, songs, and drink. Such items given to the satyr as gifts will be an inspiration toward all satyrs and will make friends quickly, especially for great pieces of art and music, as rare wines, food, and drink. This gives the players ample role-playing opportunity and chance to use many skills. __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com ------------------------------ Date: Thu, 22 Aug 2002 19:42:19 -0700 From: Darth Darknerd Subject: Satyrs of Karameikos (alpha ready), Part IV >>>>>>>>> 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 satyrs favor classes that will allow them to use trickery and subterfuge, but also classes that will develop their martial skills, and magic that draws power from nature. Thus, the ranger and druid classes are quite popular. The bard is an extremely popular class as satyrs have a love for music, poetry, philosphy, and intellectual discussions. 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: Bard, Druid, Fighter, Ranger, Rogue Classes, Uncommon: Barbarian, Psychic Warrior, Pscion, Sorcerer Classes, Rare: Monk, Cleric Classes, Very Rare: Alchemist, Paladin, Wizard >>>>>>>>> Prestige Classes <<<<<<<<<< A common prestige class are the shadow dancers (DMG) that are used to learn about the happenings within the forest and also act as hidden units, so that the opposing force can misjudge the numbers of the current warband. Another popular prestige class is the trickster, which uses enchantment and illusionary magic to throw the opponent off-guard. The most feared group of satyrs are the soul stealers that can put their victims into a comatose state as their minds swim in the dream world. __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com ------------------------------ Date: Thu, 22 Aug 2002 19:43:41 -0700 From: Darth Darknerd Subject: Spell: Skarda's Skittish Nerves Skarda's Skittish Nerves Transmutation Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touch Duration: 1 minute/level Saving Throw: None (harmless) Spell Resistance: Yes You enchance the target's reaction in combat, granting the target a +5 bonus on initiative checks. __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com ------------------------------ Date: Thu, 22 Aug 2002 19:36:05 -0700 From: Darth Darknerd Subject: What are names Satyrs? Does anyone have any ideas, references, either in Mystara or outside of Mystara on names that satyrs will have. I was wondering if PC1 mentions anything, or if some other fantasy material mentions something about names. - Joaquin __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com ------------------------------ Date: Thu, 22 Aug 2002 19:40:19 -0700 From: Darth Darknerd Subject: Satyrs of Karameikos (alpha ready), Part I The Satyrs of Karameikos ------------------------ This describes the satyr race of Karameikos for use within Dungeons & Dragons, 3rd Edition and Mystara campaign. The Satyr in D&D3e is presented as a static monster with little flexibility in augmenting the race to smoothly integrate the race as a player character (MM160). The material presented here will allow players to use a Satyr as a 1st level character. There is little reference in GAZ1: The Grand Duchy of Karameikos (GDK) by Aaron Allston to the race other than they are Forest Folk and that there are some in Karameikos. Many of the ideas and inspirations for this come from PC1: Tales of the Wee Folk (Mystara Creature Crubicle Series), The Complete Book of Humanoids (D&D2e), and a non-D&D game called Changeling: The Dreaming, by White Wolf. A lot of imagination comes from War Craft III by Blizzard Entertainment. This puts the satyrs in a different light, as they become powerful opponents guarding mines and other treasures. For the soul stealers used in War Craft III, Babylon 5 has some interesting episodes about this role, which can later be rolled into a prestige class. I hope you find the added dimension to this significant sylvan race enjoyable and integrate it into your campaign. -Joaquin Menchaca --------------------------------------------------------------------- >>>>>>>>>>>>>>>>> Satyr Overview <<<<<<<<<<<<<<<<<<<<<<<<<<< Those that come to know of Satyrs, hear of tales describing a merry and passionate race of Forest Folk that drink, frolic, play music, and dance in the the forests. Though this might be true, many seldom know of otherside of satyrs, where there are mighty forest warriors with lightning speed and reflexes. At some point, the harsh forests of Karameikos have forged the satyrs into force of nature to be reckoned with. They are very organized and contually and agressively patrol their territory. They can be friendly to strangers, but resent intrusion into their territories. From small organized warbands, they deal fatal blows to enemies of nature. The Satyrs are masters of trickery and stealth, often combining the two to confuse and mislead their enemies. Their warriors are formidible with a stamina that is legendary granting them a physical advantage over other races. They most feared satyr are the soul stealers, that can through powerful song magic enslave others to their passionate inner desires. Despite the more recent militant side, the satyr of Karameikos are intellectuals. They make good confidants and are excellent philosphers, with an uncanny zeal that makes their mental contests rival their drinking ones. Poetry, debate, and philosphy, music deeply fascinate them. Once this comtemplation grows too extreme, they will thrust themselves into other pursuits, often encouraging their intellectual friends to delve into these pursuits together and broaden their horizans. Commonly known by other Forest Folk, the satyrs are wild and passionate, and satisfy their lust and desires with abandon. Many Forest Folk feel that wisdom is found in passion; if true then the satyr must be the wisest of all Forest Folk. They are well known for their lack of restraint. They love to frolic and play their pipes, and never miss an opportunity to chase after wood nymphs or other comely creatures. Though the satyrs are not known for their beauty, they never lack for lovers. Satyrs take the opportunity to organize and throw wild woodland celebrations, especially during warmer periods of the year where these celebrations can last all night long. Personality: Satyrs simply want to have fun, and do not understand seriousness or violence generally. A satyr will seem unpredictable to other players, often changing the object of their desire from moment to moment and are quick to act on their impusles. They understand that humans and demi-humans think differently, and they can supress some of their urges with great difficulty, but will be quick to point out how absurd it is to try to keep a reign on feelings, and often attempt to teach other companions how to losen up and have fun. A satyr's great passion is prone to inpleasant moments as well. With the slightest provocation, they may explode into a torrent of fury or a fit of weeping. Physical Description: A satyr is lean and furry with a torso, head, and arms of a human, but they have furry hind legs resembling a goat, cloven hooves, and small black horns jutting through thorugh their coarse curly hair on top of their heads. They wear their hair long and rarely shave. What few clothes they do wear are usually durable and easy to remove. Relations: Most of the satyrs relations are with other sylvan and Forest Folk, and seldomly with civilized nations. In fact, many do not even know that these lands have been conquered by Thyatians, or the ruling family of the Karameikos. They do know of Traladarans, and are well disposed toward them, especially the more comely females. The satyrs join the centaurs to attack common enemies, and as such relations are very good with the centaurs. The barter with food, drink, poems, and music, as well as other lore. Any races that are destructive in nature and destroy nature will always be at odds with Satyrs and other Forest Folk. They Satyrs have a weakness toward beautiful women, and especially Dryads, as their passion for the fairer sex is insurmountable. Alignment: The Satyrs are generally chaotic in nature, but have been known to organize in face of an imposing threat. Satyrs generally range from good to neutral in terms of morality. Satyr Lands: The Satyrs live deep within the forests of Karameikos, away from known civilizations. Some Satyrs are known to live in Haven for periods of time, taking up more intellecutal pursuits. Religion: The chief Immortal is Silenus (Faunus), patron of wine, fertility, and prophecy. The Immortal Zirchev is deeply respected as are his followers, because Zirchev has long been a friend to the Forest Folk. Language: All Satyrs speak a ruff dialect of an ancient language that existed before any known civilization, that can be called satyr for all intents and purposes. This language is shared by dryads as well. The satyrs also speak a language shared amongst many Forest Folk that is referred to as sylvan. This language is a very ancient language spoken by fey before the eve of all known civilization. Names: <<<<< TBD >>>>>> Male Names: <<<<< TBD >>>>>> Female Names: <<<<< TBD >>>>>> Family Names: <<<<< TBD >>>>>> Adventurers: A satyr adventurer has a deep passion to explore the world beyond that of the forest. Adventurers usually are solitary satyrs, as it it will be nearly impossible for a satyr to leave his trago or tribe. Usually, only under extreme conditions will a satyr leave his trago, such as when his trago was buthered by evil forces, or enslaved. __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com ------------------------------ Date: Thu, 22 Aug 2002 19:52:51 -0700 From: Darth Darknerd Subject: Religion of Satyrs I got this from the Mystara 3E mailing list: > I am trying to document the Forest Folk of Karameikos, > and I am stumped on one problem. What would be the > deity (Immortal) of the satyrs? Surely they have > their own god that they revere? Satyrs are more commonly called Fauns in Mystara. Zirchev is the patron of the forest races in Karameikos but Fauns tend to worship Faunus. Here's the relevant passage from PC1: "For lack of appropriate impulses, fauns have no organized religion, but they often do revere an Immortal named Faunus (sometimes called Inuus or Lupercus), whom they believe to be their ancestor. He is the patron of herding, hunting, and husbandry (especially shepherding), and the purported inventor of poetry. Those who honor him, seeking his assistance, celebrate two winter festivals, the Faunalia, in his honor. On these days the country folk sacrifice goats, wine, and milk, and hold various games. Faunus may send his followers prophecies by the sounds of the forest or by dreams." My 3e version of Faunus is currently as follows: Faunus AL=CN, Sphere=Matter, Weapon=Javelin Weapon of the Deity: +1 returning javelin Standard Domains: Animal, Fate*, Matter**, Muse**, Protection, Trickery Prestige Domains: Beastmaster, Summoning Special: Clerics of faunus have the ability to Speak with Animals once per day per level as a supernatural ability. In return they must forego one granted power of their choosing from the domains that they select. __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com ------------------------------ Date: Thu, 22 Aug 2002 21:07:50 -0700 From: Kar Ess Subject: Re: What are names Satyrs? Since satyrs figure in Greek mythology, I would choose Greek names for them. Try this site, picking of course, Greek. It's a very good source of all sorts of nationality names and their meanings. KS http://www.kabalarians.com/html/surf-by.htm --- Darth Darknerd wrote: > Does anyone have any ideas, references, either in > Mystara or outside of Mystara on names that satyrs > will have. > > I was wondering if PC1 mentions anything, or if some > other fantasy material mentions something about names. > > - Joaquin > > __________________________________________________ > Do You Yahoo!? > Yahoo! Finance - Get real-time stock quotes > http://finance.yahoo.com > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > The Mystara Homepage: http://www.dnd.starflung.com/ > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. > __________________________________________________ Do You Yahoo!? Yahoo! Finance - Get real-time stock quotes http://finance.yahoo.com ------------------------------ End of MYSTARA-L Digest - 21 Aug 2002 to 22 Aug 2002 (#2002-218) ****************************************************************