Subject: MYSTARA-L Digest - 7 Sep 2002 to 8 Sep 2002 (#2002-235) From: Automatic digest processor Date: 09/09/2002, 17:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 16 messages totalling 2137 lines in this issue. Topics of the day: 1. Blackmoor Problems (3) 2. Warning about languages and ethonlogy 3. Reviewers for "A Complete Guide to Human Etnography" (3) 4. REVISERS! (or "I'm a stupid that shouldn't write in English") 5. Blackmoor to Present Ideas 6. Blackmoor maps available 7. [GANDERG@tc.gc.ca: The Lost Art of Hydromancy] 8. Afridhi 9. Immortal rules. 10. Taymora, Gazetteer entry (3) ******************************************************************** 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: Sun, 8 Sep 2002 10:39:06 +0200 From: Francesco Defferrari Subject: Re: Blackmoor Problems From: "Andrew Theisen" To: > Nothing that I can think of. In fact, Gaz7 mentions that Trolls are one of > the ancient races (like Giants), although this has never been followed up > on (in fact, seems to have been dismissed altogether) in later products. I always thought that Trolls were, as in Tolkien's books, stone creatures... so maybe they could be an ancient clan of earth elemental-like creatures taken to Mystara by the ancient kingdom of giants in the time of their glory... then is possible that they were present in ancient Blackmoor... About beastmen I always thought the originals beastmen were bugbears, and orcs, goblins, hobgoblins and ogres later evolved from them (and ogres probably should be a bugbears-hill giants crossbread as has been yet said...) As for gnolls we know about their origin... cobolds instead are a little problem... being something between a dog and a lizard maybe they should have been created by some magical force... or be a goblins-caymen crossbread... bye Francesco ------------------------------ Date: Sun, 8 Sep 2002 12:42:15 +0200 From: Federico Kaftal Subject: Warning about languages and ethonlogy Be warned: 90% of the times Language is the correct key to reconstruct ethnology and cross-links. But that's not always true: there may be cases where the older language has been forgotten (think about modern Egypt - you'd never understand its hisorical ties without involving archaeology, but just relying on its modern language). In other cases, i.e. Normandy in France, people spoke French right from the very first generations, even if the blood was half Scandinavian: that's because the men were all Nordmennen, but the women were locals (French) and of course all the babies learned their language primarily from their mothers, thus retaining only German names from their fathers and no more. Federico _________________________________________________________________ Send and receive Hotmail on your mobile device: http://mobile.msn.com ------------------------------ Date: Sun, 8 Sep 2002 08:56:10 -0400 From: Jeff Daly Subject: Re: Blackmoor Problems While I'm not sure what the source was, I have this memory of kobolds = being referred to as a race that originated from a crashed starship...but = they've degenerated from whatever they were.... -----Original Message----- From: Mystara RPG Discussion [mailto:MYSTARA-L@ORACLE.WIZARDS.COM] On = Behalf Of Francesco Defferrari Sent: Sunday, September 08, 2002 4:39 AM To: MYSTARA-L@ORACLE.WIZARDS.COM Subject: Re: [MYSTARA] Blackmoor Problems From: "Andrew Theisen" To: > Nothing that I can think of. In fact, Gaz7 mentions that Trolls are = one of > the ancient races (like Giants), although this has never been followed = up > on (in fact, seems to have been dismissed altogether) in later = products. I always thought that Trolls were, as in Tolkien's books, stone = creatures... so maybe they could be an ancient clan of earth elemental-like creatures taken to Mystara by the ancient kingdom of giants in the time of their glory... then is possible that they were present in ancient Blackmoor... About beastmen I always thought the originals beastmen were bugbears, = and orcs, goblins, hobgoblins and ogres later evolved from them (and ogres probably should be a bugbears-hill giants crossbread as has been yet said...) As for gnolls we know about their origin... cobolds instead are = a little problem... being something between a dog and a lizard maybe they should have been created by some magical force... or be a goblins-caymen crossbread... bye Francesco ******************************************************************** 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. --- [This E-mail scanned for viruses by friend.ly.net.] ------------------------------ Date: Sun, 8 Sep 2002 16:56:08 +0200 From: =?iso-8859-1?q?la=20Volpe?= Subject: Reviewers for "A Complete Guide to Human Etnography" Hello all! All this Etnography discussion found me writing, during these days, a gargantuan article (about 12 Word pages) with a detailed history of the human races on Mystara, comprehensive of migrations, timeline and rw equivalents. I don't want to send it altogether on the list for various reasons: 1) there can be a lot of errors, and to send many times with some small differences a lot of long articles would be boring and annoying at the same time 2) formatting I've made use of some capitalizing and italicizing, so it's better to see it directly on the net So I thought of a better solution. If there is someone that is interested in reviewing my work and pointing out the mistakes, I will send to him the work (or, even better, I'll put it online somewhere and give him the URL). Tuesday I leave for Norway, and I won't be back to my PC until the 25th of September, so they would have about fifteen days to take a look at it and confront themselves with the others who are interested (or with the list, if they think it's better). Then, when I get back, they could send me the revised work, and I will put it online and provide an HTML version for Shawn. So, apart from Agathokles, that is forced to do this because he has become my main co-writer (I'm joking), who are the others brave volounteers for this? If we make it, we would really do something wondeful, coherent, consistent and comprehensive for the setting. Iulius Sergius Scaevola Captain of the XXth Cohort Port Lucinius, Thyatis ______________________________________________________________________ Yahoo! Musica: notizie, recensioni, classifiche, speciali multimediali http://it.yahoo.com/mail_it/foot/?http://it.music.yahoo.com/ ------------------------------ Date: Sun, 8 Sep 2002 10:16:40 -0500 From: George Hrabovsky Subject: Re: Reviewers for "A Complete Guide to Human Etnography" Count me in. I am very interested in this (as I was working in parallel for my game system on this problem). George ----- Original Message ----- From: "la Volpe" To: Sent: Sunday, September 08, 2002 9:56 AM Subject: [MYSTARA] Reviewers for "A Complete Guide to Human Etnography" > Hello all! > All this Etnography discussion found me writing, > during these days, a gargantuan article (about 12 Word > pages) with a detailed history of the human races on > Mystara, comprehensive of migrations, timeline and rw > equivalents. > I don't want to send it altogether on the list for > various reasons: > > 1) there can be a lot of errors, and to send many > times with some small differences a lot of long > articles would be boring and annoying at the same time > > 2) formatting > I've made use of some capitalizing and italicizing, > so it's better to see it directly on the net > > So I thought of a better solution. > If there is someone that is interested in reviewing my > work and pointing out the mistakes, I will send to him > the work (or, even better, I'll put it online > somewhere and give him the URL). Tuesday I leave for > Norway, and I won't be back to my PC until the 25th of > September, so they would have about fifteen days to > take a look at it and confront themselves with the > others who are interested (or with the list, if they > think it's better). Then, when I get back, they could > send me the revised work, and I will put it online and > provide an HTML version for Shawn. > > So, apart from Agathokles, that is forced to do this > because he has become my main co-writer (I'm joking), > who are the others brave volounteers for this? > If we make it, we would really do something wondeful, > coherent, consistent and comprehensive for the > setting. > > Iulius Sergius Scaevola > Captain of the XXth Cohort > Port Lucinius, Thyatis > > ______________________________________________________________________ > Yahoo! Musica: notizie, recensioni, classifiche, speciali multimediali > http://it.yahoo.com/mail_it/foot/?http://it.music.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. > ------------------------------ Date: Sun, 8 Sep 2002 17:27:25 +0200 From: =?iso-8859-1?q?la=20Volpe?= Subject: REVISERS! (or "I'm a stupid that shouldn't write in English") In the previous message I wanted to say that I need REVISERS! Not Reviewers. (bounces head against the wall) Got me? Giulio ______________________________________________________________________ Yahoo! Musica: notizie, recensioni, classifiche, speciali multimediali http://it.yahoo.com/mail_it/foot/?http://it.music.yahoo.com/ ------------------------------ Date: Sun, 8 Sep 2002 15:45:36 EDT From: Alex Benson Subject: Re: Blackmoor to Present Ideas <> Here is what I am toying with a bit. Sorry for the length and vagueness at some points. ALot of details will become clearer as the materials are worked out. Likewise, details are subject to change. After Duchy of Ten scenario, the Afridhi are destroyed as a horde and scattered to the winds. Their numbers spread out throughout Mystara fleeing the very people that had once served them. Given the Afridhi's tendency to adapt and adopt traits gained from conquered peoples, they have potential to evolve beyond the steretypical barbarian horde people. One such band travels the perilous path to Brun and settle along the coast, establishing several coastal colonies. Given Mystara's accelerated evolution, this band becomes an asiatic people. They live mostly in peace, living off the bounty of the sea and whatever they can produce from their growing colonies. Feeling abandoned by their old god/immortal they turn to another (or become atheists). By the time Blackmoor explorers arrive on Brun, thes epeople have developed a stable social structure. Their domain is based upon coastal city/states forged into a very loose confederacy. Time has distanced them from their predecessors' follies, reception to the Blackmoor is mixed. Some welcome their technology. Some welcome trade. Some fear them. Some hate them. The confederacy is split and most settlements receive them as they see fit. As the Blackmoor establish colonies north of the former Affridhi, the contacts increase. Friendlier coastal settlements prosper under trade and coercion with Blackmoor traders. Opponents (hate based and isolationists) see these settlements as "being cesspools of vice and selling out". Some of this is true as several settlements become stopover points for travelers. Opposition dwindles as the "age of air" developes. The settlements decide to be strictly neutral and cater to all. They become havens for both pirate, merchant, and military...a neutral grounds of sorts. In spite of this, the approaches to some settlements are littered with crashed derigables and planes from pirate attacks and military skirmishes. Though the settlements want nuetrality, the foriegn powers will not allow it. Settlements become political hotbeds as the various sides recruit and cater to them for preferential treatment. Some fall under influence through more harsh tactics. Several are essentially pirate domains. A few manage to "acquire" planes and build air militias to defend themselves. Unsurprisingly many of these aircraft bear Blackmoor and Thonian designs. As Brun developes, the settlements must choose sides. Some stand up to their pirate conquerers. Others begin taking more active roles in playing the political powers. Unseen powers begin forging the settlements into a consolidated domain. These architects are M-Vamps who have decided upon using the "godless" Afridhi descendants as a domain. This kingdom building is a sucess. The domain expands and becomes a competative force on Brun. They are essentially neutral and somewhat isolationsists. Outside contact peaks with integration with the newly developed Blackmoor power grid (orchestrated by other M-vamps in Blackmoor and Brun). When this power grid goes critical and causes the Great Rain of Fire, most of the settlements are destroyed. Survivors include present day Ochelea. Seperated from the motherland, the Ochies spend centuries rebuilding. Alone, they develop a highly cultivated society based on RL Japanese fuedalism. Once again the architects are the M-Vamps who make the Ochies a larder for thei own use. They have sporadic contact with the growing Nithia culture, however M-Vamps there influence Nithian rulers to leave the Ochies (along with the M-Vamps there) alone. (NOTE- the various M-Vamps CLans that survive the GRoF scatter). The Ochies are not aware of Nithia's eventual demise. In truth, they really do not care. The ALphatians are next to arive. They conquer the Ochies, as the M-Vamps withdraw into hiding against discovery from the mages. They see great potential in using Alphatia to fuel their larder system. Slaves make cheap feeding sources. Their magical abilities give them noble status within Alphatia society. As long as the Alphatians do not interfere with M-Vamp Clan business, then there is no problem. Under Alphatian rule, the Ochie M-Vamps establish contact with other M-Vamp clans that have taken residence within Alphatian lands. Clan rivialries, interaction, and politics thrive. When the Alphatians are replaced by the Thyatians, little changes as one slave owning populace replaces another. Renewed contact with Thyatian based M-Vamps maintain security for the Ochie M-Vamps. The Ochie M-Vamps become embroilled in an internal conflict. The old order was filled with aging vamps made fat off of the life blood of huge larders. They were content in sitting in their strongholds, ordering minions out to harvest. The Clan became stagnant and even oppressive to the membership. (NOTE M-Vamps rely upon human cultures to feed them physically and mentally. Isolation made existance merely a series of feeding without any purpose or cause.) The revised Clan begins rethinking its allegiance with Thyatis. Thyatis's slave laws and presence make Clan activities and security risky. The Ochie M-Vamps did not want to forcibly rebel. They feared retribution from their "allied" Thyatian based M--Vamps. In spite of influence from Alphatian based M-Vamps, Alphatia seemed unlikely to intervene on their behalf. The M-Vamps bided their time. During WotI, the mortal Ochies were encouraged to rebel against Thyatian rule by Illusander. Seeing the opportunity, the M-Vamps there encouraged this dissent. They were aided by Alphatian based M-Vamps who assumed thta the Ochie M-Vamps would side with them after the war. With ALphatia's sinking, the Ochie M-Vamps rebuked the surviving ALphatian M-Vamp Clans and decided to stand on their own. They saw NACE as a petty shadow of ALphatia and felt that they did not need them as allies against a depleted Thyatis. The Ochie Clan was ready to wage open war against either should they be invaded. This worried the vitae out of the Thyatis and Alpher Clans so each influenced their governments to leave the Ochies alone. This was actually unneeded as neither were interested in invasion. In time, a movement among the Ochie mortals saw a shift back to being part of Thyatis (sans MA). The M-Vamps did little to oppose this and the island nation returned to the Thyatian fold. The Ochie M-Vamps feel that the weakened Thyattian empire would be more manageable. There were also rumors of Thyatian interests returning to the islands. They decided to rejoin voluntarily instead of risking war and possibly being conquered. At present, the Ochie M-Vamps are working hard to rebuild somewhat friendly relations with Thyatian based M-Vamp Clans. There is still alot of animosity present. Likewise, they have been hindered by the Thyatian C-War (MA) as they weighed to factions to see who to support. They decided upon nuetrality and await the outcome. This has put them in a less than favorable light in Thyatis City. Ochie is now Thyatian, yet they are not. The mortals are just now benefiting from trade and Imperial funds (when available). They have swayed away from M-Vamp influence, undermining M-Vamp control. The M-Vamps have withdrawn to their strongholds and well stocked larders. They work from the shadows trying to keep as much Thyatian presence off of their islands as possible. Aid from the Thyatian Clans is limited and only given out of the need to keep the M-Vamps' existance a secret from mortals. This seclusion in their strongholds is caused the vamps to fear a renewed state of stagnancy. Revolt from within is rumored and the clan elders are frearful. Their "bushido code" has become more emphasized to help in securing loyalty, however the fear and discourse remains. In response the Clan has started mobilizing. Each clan faction has bolstered their numbers, expecting conflict. A countermeasure has been conflict with the Alpher based clans. Some, especially those strongly favoring the preservation of the "masquerade", feel that it may be best to move off of Ochie lands. They stress that it won't be a complete withdrawal. Instead, they are favoring an expansion to scatter their numbers to more easily concealed numbers.The Ochie M-Vamps see green pastures amid the scattered NACE Lands. These lands are already claimed by Alpher Clans. ------------------------------ Date: Sun, 8 Sep 2002 15:46:17 EDT From: Alex Benson Subject: Re: Blackmoor maps available Thanks. These will come in handy. ------------------------------ Date: Sun, 8 Sep 2002 20:56:52 +0100 From: Peter Scrivener Subject: Re: [GANDERG@tc.gc.ca: The Lost Art of Hydromancy] Great work there. I think I will use the idea of the four different Schools of Magic and in my campaign make them the equivalent of political factions in old Alphatia. In a mage society it would be natural for political units to form around the different branches of wizardry. In effect the war between fire and air could be seen as a big political battle fought through mage war instead of the ballot box. Now of course Air reigns supreme and Water and Earth have to operate quietly. With fire being beyond the pale. So any idea Geoff if you are going to be writing up Geomancy or has it already been done? -----Original Message----- From: Mystara RPG Discussion [mailto:MYSTARA-L@ORACLE.WIZARDS.COM]On Behalf Of Geoff Gander Sent: 06 September 2002 14:15 To: MYSTARA-L@ORACLE.WIZARDS.COM Subject: [MYSTARA] [GANDERG@tc.gc.ca: The Lost Art of Hydromancy] ================= Begin forwarded message ================= From: GANDERG@tc.gc.ca ("Gander, Geoff") To: au998@freenet.carleton.ca ("'au998@freenet.carleton.ca'") Subject: The Lost Art of Hydromancy Date: Fri, 6 Sep 2002 08:40:28 -0400 The Lost Art of Hydromancy: by Geoff Gander Special thanks to Shawn Stanley "In ancient days, before the destruction of Old Alphatia and the turmoil that arose in its wake, there were four Great Schools of the One True Art - Pyromancy, the mastery of fire magicks; Aeromancy, the mastery of the air; Geomancy, the command of the very earth herself; and Hydromancy, the control of the vast seas and rivers that gird the world. The first two are well known to practitioners of the magical arts today, the third much less so, but it is the fourth art, the art of Hydromancy, that is lost to us." - excerpt from The Elemental Arts, author unknown, published c. AC 929 Background: Most Mystarans are familiar with magic that is based on the elements of fire and air - fireball and fly are prominent examples. Among the Alphatians, these two forms of elemental magic form the basis of much of their society and history, from the ancient feud between the Followers of Air and Fire, to the ongoing rivalry between Glantri and Alphatia to this day. Few Mystarans, however, know about the magical school of hydromancy. Practiced on Old Alphatia, the most powerful hydromancers controlled the planet's oceanic currents, creating flows that were more conducive to sea-borne trade and travel, and influencing weather patterns such that the worst sea disasters - such as typhoons and hurricanes - were unknown in later days. As the control of water tended to be less glamorous than that of air or fire, and it required more intense and prolonged study, fewer Alphatians were attracted to this school, and hydromancy was practiced by few wizards of note. During the great battles between the Followers of Air and their mortal enemies, the Followers of the Flame, which ultimately resulted in the destruction of Old Alphatia, the Followers of Water (as the school of hydromancy was known) remained neutral, and instead sought to protect their chosen element from the ravages of war. Eventually, a handful of hydromancers were swayed to support the Followers of Air (water tending to oppose fire in the elemental sense), and they used the destructive powers of the sea to wipe out a number of coastal cities held by their pyromancer foes. This act pushed the Followers of the Flame over the edge, and they declared war on the hydromancers, too. Thus, the seas boiled, thousands more perished, and ultimately Old Alphatia was destroyed. It was thought that hydromancy was lost along with the old home world - a belief that many hydromancers have encouraged over the centuries. Hydromancy Today: Those hydromancers who exist today are a reclusive lot. Knowing that they are the sole keepers of a school of magic thought to be lost, they are very selective as to who they will admit into their circle, and how much knowledge they will share with them. Practitioners of this art seldom congregate in the larger cities of Alphatia, preferring to gather in the northern coastal regions of the continent, as well as in a handful of ports in Bellissaria and Skothar - generally places where they may practice their craft undisturbed by the locals. In all cases, hydromancers prefer to live near the open sea, as opposed to rivers and lakes. In their view, the latter have either been subdued by humanity, or are too small to exert much of an influence over the other elements. One large group of hydromancers is known to exist in the kingdom of Frisland, in the rugged western coastal foothills of the Kerothar Mountains. Here, the sea currents are particularly strong, and the land is sparsely inhabited, allowing them to work their magics uninterrupted near a powerful source of their chosen element. Although some live in the various towns and villages themselves (almost always on or near the shore), most of them, being aristocrats, live on their private estates and have little to do with the outside world. Hydromancers who do live amongst other spellcasters and mundaners are often given a wide berth if even the slightest inkling of their talents is known - it is not wise to trifle with someone who might be able to call upon the power of the sea for their own purposes, after all. Circles: Hydromancy spells are much like those available to "normal" spellcasters. What separates them from conventional spells is that, as hydromancy is a secret craft, and its spells are jealously guarded by its practitioners, it would be extremely difficult for an outsider to obtain them. Hydromancers will not tolerate any sharing of secrets with the uninitiated. Those who break this explicit rule - whether they are hydromancers or outsiders - are hunted down and eliminated. The chart below provides a guide to determining level and circle equivalencies: Level of Spellcaster Circle Attainable Equivalent Spell Level of Circle 5 1 1 10 2 2 15 3 4 20 4 6 25 5 8 Restrictions: Although hydromancers have access to spells that are either unknown to most Mystaran spellcasters, or are considered lost, they are subject to one major limitation - they may not cast any spells that produce fire. Magic-users who become hydromancers must forego such spells permanently if they have them in their spell books or scrolls, or committed to memory; if they do not, they may not advance further as hydromancers, their hydromancy spells will not function, and they will risk ostracism from their fellow practitioners. 1st Circle Aquatic Immunity Range: 0' (caster only) Duration: 6 turns. Effect: Makes the caster immune to water-based attacks. When cast, this spell makes the caster immune to water-based attacks for its duration - including attacks made by creatures native to the Elemental Plane of Water, and spells that are reliant upon water, such as ice storm. One side effect of this spell, however, is that the caster becomes especially vulnerable to fire-based attacks (including those made by denizens of the Elemental Plane of Fire), such that all relevant saving throws automatically fail, and full damage is taken (i.e., instead of taking 6d6 damage from a fireball spell, a hydromancer under the effects of aquatic immunity would take 36 points of damage). Change Flow Range: 60' Duration: 1 turn/level of caster. Effect: Temporarily changes the flow of water within 60' of the caster. This spell changes the flows of rivers and streams within 60' of the hydromancer, allowing him or her to be carried upstream, or in any other lateral direction. For the duration of the spell, the caster may change the water's flow once per turn if desired, in order to travel in the desired direction. The area of effect moves with the hydromancer, thus allowing him or her (and any companions if they are in a boat or similar vessel) to be carried by the flow - potentially over considerable distances. The speed of the altered flow is identical to the river's regular flow downstream. Water bolt Range: 120' Duration: Instantaneous. Effect: Fires a bolt of water at a target. With this spell the caster selects a target, and condenses a bolt of water from the moisture in the air, which automatically hits the target. The damage of the waterbolt depends on the level of moisture in the air. In dry climates (such as deserts and badlands), waterbolts do 1d4+1 points of damage; in regions with normal moisture levels (such as forests and plains), they do 1d6+2 points of damage; in regions with high moisture levels (jungles, swamps), they do 1d8+3 damage. If cast underwater, waterbolts inflict 1d10+4 damage. When cast in a coastal region, treat it as having one level of moisture greater than would otherwise be the case, such that coastal regions near deserts would be considered as having normal moisture levels, and similar regions near plains or forests should be treated as having high levels of moisture. Coastal regions in areas already considered to have high moisture cannot be enhanced in this way for casting purposes. Hydromancers may initially fire only one waterbolt per casting, but an extra one may be fired every three levels once the 10th level has been attained. 2nd Circle Assume Aqueous Form Range: 0' (caster only) Duration: 6 turns. Effect: Transforms the caster's body into water. This spell allows the hydromancer to turn his or her body, as well as any possessions carried, into water. While in aqueous form, the caster may maintain his or her original shape, or simply collapse into a pool of water. While in this liquid form, the hydromancer may flow at speeds of up to 120' (40'), and travel in any direction along any surface (including up a wall) except a ceiling. If the hydromancer opts to retain his or her original shape, their original movement rate remains as it was before the casting, although he or she may change shape as often as desired while the spell is in effect - this act takes one round to accomplish. Regardless of whether the caster's original shape is maintained, he or she may seep through the narrowest of cracks in 1d10 rounds; likewise, portcullises, gratings, and similar structures pose no obstacles. While in aqueous form, the hydromancer can blend seamlessly with bodies of water, and use them for concealment or for travel - his or her substance does not break apart while doing so. While in this altered state, the hydromancer retains his or her hit points, but armour class is reduced to 9. Non-magical and silvered weapons will do no damage to the caster while the spell is in effect, and fire-based attacks do full damage. If the hydromancer is subjected to freezing, he or she will be unharmed, but will be unable to move until the spell expires. If the hydromancer is boiled instead, he or she will suffer 1d8 points of damage per round of boiling. While the spell is in effect, the hydromancer is unable to speak, pick up objects, or cast spells while in aqueous form, but otherwise can see and hear normally. If in humanoid aqueous form, the caster may use hand gestures to communicate. If an opponent tries to separate or remove part of the hydromancer's body while they are in aqueous form, the caster may make a saving throw vs. Polymorph to resist. If the saving throw fails, the hydromancer has been separated into at least two pieces. The separated pieces are still under the caster's control, and he or she may rejoin them, but each separated piece requires 1d4 rounds to do so. If the caster is in more than one piece when the spell expires, the DM must decide what percentage of the caster's body has been separated, and apply that percentage in terms of damage to the caster's hit point total. For example, if an opponent manages to scoop up 10% of the caster's watery body, and the spell expires, the victim loses 10% of his or her hit points. If more than 25% of the caster's body, in total, has been removed in this manner, the DM may rule - in addition to sustaining damage - that the caster has a chance of temporarily losing his or her sanity, due to the traumatic experience. As a guide, suggested Horror Ratings for such an occurrence are listed below: Percentage of Body Separated Suggested Horror Rating 25-35% 4 36-45% 6 46-55% 8 (roll saving throw vs. Death Ray for survival - DM's discretion) 56% or more 10 (roll saving throw vs. Death Ray at -4 for survival - DM's discretion) The table presented above relies on the rules presented in Insanity, Horror, and the Outer Beings in Mystara; if the DM does not wish to use those rules, he or she may develop their own. In the last two cases, at the DM's discretion, the hydromancer must make a saving throw vs. Death Ray to survive the sudden loss of so much of his or her body. If such a saving throw fails, the caster dies immediately, although he or she could be resurrected provided his or her body is repaired beforehand. Dehydrate* Range: 60' Duration: Instantaneous. Effect: Removes water from a target. This spell evaporates all water from any single target within range. If cast on pools of water, wells, or rivers, water levels will be reduced considerably, and in the case of small pools, they can be dried out completely. If cast on organic matter, this spell will extract most, if not all, or the moisture in the target. This means that fruits will dry out, plants will wilt, and living creatures will suffer from acute dehydration instantly. In the latter case, the victim will take 1d8 damage for every three levels possessed by the caster (rounding down), up to a maximum damage of 12d8 at 36th level. This damage may be halved with a successful saving throw vs. Death Ray. Creatures killed in this manner are reduced to mummified husks. Dehydrate is a reversible spell; the opposite version - rehydrate - condenses moisture out of the air, and infuses it into a target. Thus, small depressions in the ground, or containers, may be filled with water, and creatures suffering from dehydration may be healed of any damage resulting from dehydration - up to three days of dehydration (3d8 hit points, or 1d8 hit points per day) may be remedied in this manner. Foodstuffs and other products that have been dried out may be restored in this manner, as well. If cast on a healthy creature, rehydrate will flood their body with additional fluids. If this happens, the victim must make a Constitution check each round, with a cumulative +1 penalty added during the second and subsequent rounds, or drown as per the rules presented in the Rules Cyclopedia. Waterwall Range: 200' Duration: 6 turns. Effect: Creates a wall of water up to 200' away. With this spell, the caster may create a solid wall of water, up to 200' away, whose size and strength varies according to the amount of water readily available within 200' of the caster. If there is no source of water nearby, a wall may be created out of the moisture in the air - even in arid or desert conditions. The table below provides some guidelines for determining the size and durability of the waterwall (note that, for the sake of improved playability, precise measurements of the amount of water available have been left for the DM to determine): Amount of Water Available Maximum Wall Dimensions Hit Points None; air moisture only 10' x 10' x 1' (100 cubic feet) 50 Small pool/river 15' x 15' x 2' (450 cubic feet) 75 Small lake/medium river 30' x 30' x 5' (4,500 cubic feet) 150 Medium lake/wide river 50' x 50' x 10' (25,000 cubic feet) 300 Large lake 100' x 100' x 20' (200,000 cubic feet) 600 Ocean 200' x 200' x 30' (1.2 million cubic feet) 1,200 Note that the hydromancer's waterwall may be of any shape, width, thickness, or height within the parameters set by the table above; no matter what the dimensions happen to be, the waterwall's hit point total is determined by the water source. For example, a hydromancer drawing upon an ocean may create a waterwall measuring only 10' x 10' x 1', yet it will still have 1,200 hit points. Waterwalls of all sizes are considered to have an AC of 9 for combat purposes, and are impervious to water-based attacks. Attacks made with fire, or by fire-based creatures, do maximum damage. 3rd Circle Flowsteel Range: Touch Duration: Special. Effect: Creates flowsteel, or allows the caster to shape it. This spell allows the hydromancer to create an elemental substance known as flowsteel, which is pale turquoise in colour and is slightly translucent. This material weighs little (a piece of flowsteel has one-quarter of the weight of a similarly-sized piece of steel), does not rust or evaporate, yet has a rock-like solidity. By concentration, the hydromancer can mold an existing piece of flowsteel into any shape desired, and then will it to retain that form indefinitely. Due to its elemental composition, flowsteel is highly susceptible to fire-based damage - items made from this substance take double damage from magical and natural fires, and will automatically fail saving throws when they apply. Armour crafted from flowsteel will disintegrate if exposed to intense heat for a prolonged period (or if they are bathed in a red dragon's fiery breath), but weapons made from the substance will inflict maximum damage on creatures native to the Elemental Plane of Fire. Treat flowsteel weapons as being equivalent to +2 weapons for the purpose of hitting special monsters. The duration of this spell is special. If the hydromancer wishes to create a piece of flowsteel, a single casting will create a quantity of 10 cn. instantly, which will remain in existence until destroyed. Subsequent castings will allow the hydromancer to create larger quantities. When enough flowsteel has been created for the hydromancer's purposes, he or she merely has to touch the substance and cast the spell once more, in order to shape it. As long as the caster concentrates, he or she is free to work with the flowsteel by mentally willing the material to assume the desired shape, which must be pictured clearly in his or her mind. Any significant disturbance (i.e., being attacked, touched, or spoken to) will ruin the caster's concentration. Once the flowsteel has been shaped to the caster's wishes, it will remain that way until it is destroyed, or until the spell is cast on it again. Items made from flowsteel are quite rare, and often cost three or four times as much as equivalent items made from regular metals. Sublimation* Range: 120' Duration: Instantaneous. Effect: Causes a phase change in water from solid to vapour. This spell causes a volume of ice up to 150' cubed to change from ice into water vapour. The shape of ice that undergoes sublimation may be as complicated or simple as the caster desires. The reverse of this spell, sublimation, changes water vapour into ice up to a volume of 150' cubed. Regardless of which effect is desired, the resulting water phase will begin to naturally change back if the conditions are right. For example if the caster makes ice in a tropical region this ice will start to melt, likewise in polar regions if ice is turned to water vapour it may start to condense as water or undergo natural sublimation into ice depending on climatic conditions, and if water vapour is turned into ice in polar regions it too could readily undergo natural sublimation back to water vapour if the climatic conditions were correct. It should also be noted for the vapour to solid version of the spell that enough water vapour must be present to perform the spell; therefore in a desert region there may not be enough water vapour present to form very much ice at all. In temperate regions the change from vapour to solid can be used to create an effective barrier for an amount of time, whilst in polar regions the barrier becomes more permanent. In polar regions the change from solid to vapour is of obvious use for clearing a way for boats to travel or even for clearing obstacles in overland travel. Tidal Wave Range: 240' Duration: Instantaneous. Effect: Creates a tidal wave from any body of water within range. This spell allows the hydromancer to create a tidal wave from any body of water within range, and command it to strike at a target within a radius determined by the amount of water available. The caster directs the spell at a specific location in the water to create the wave's origin point. The size and strength of the wave depends on the size of the body of water nearby - the table below provides some guidelines: Amount of Water Available Area of Effect Damage Small pool/river 5' radius around target area 1d6+1 Small lake/medium river 10' radius around target area 1d10 Medium lake/wide river 20' radius around target area 2d10 Large lake 40' radius around target area 3d10 Ocean 80' radius around target area 4d10 As shown in the table, the larger the source of water, the more damage the tidal wave will inflict, the farther it can reach, and therefore the more creatures it can affect, due to the larger area of effect. If this spell is cast near an ocean, the wave can strike targets as far away as 80' from the water, in a swath 80' wide. All creatures hit by the tidal wave may save vs. Dragon Breath to take half damage. What constitutes a small lake versus a medium-sized one, however, is up to the DM to decide. 4th Circle Aquatic Portal Range: 60' Duration: 1 turn. Effect: Turns a body of water into a temporary dimensional portal. This spell allows the hydromancer to turn any body of water within range into a temporary dimensional portal, through which he or she (as well as any companions) may travel to another location on the planet via the Elemental Plane of Water. Although the spell's duration is listed as being one turn, this refers to the total amount of "real time" that elapses between entering one portal, and emerging from a different one somewhere else. The journey through the Plane of Water takes 1d12 hours in terms of "relative time", as the hydromancer must locate another usable portal through which he or she can re-enter the Prime Plane. During this period, the hydromancer and his or her companions will be subject to random planar encounters, and before undertaking the journey they must ensure they will not drown. Although this spell allows the hydromancer to journey to almost any point on the Prime Plane, the main restriction is that the destination must in or near a source of water. Calm Storm* Range: 1 mile Duration: Special. Effect: Calms a storm. This spell allows the hydromancer to calm any sea-borne storm currently underway, which will abate in 2d6 rounds after casting. The resulting calm conditions will remain until a new storm front moves into the area, on unless a storm is magically summoned. Any damage inflicted by the storm before calm storm was cast is not repaired. The reversed form of this spell, summon storm, allows the hydromancer to bring a sea-borne storm, such as a hurricane, into being within 2d6 rounds, at a distance of up to one mile. Once summoned, the storm may not be controlled (the effects of the storm should be determined by the DM), and will last for 1d6 hours. In all respects the storm will be identical to a naturally occurring storm, except that the hydromancer is immune to its effects. Summon storm may only be cast on or near an ocean. 5th Circle Aquatic Form Range: 0' (caster only) Duration: Permanent until willed otherwise. Effect: Allows the caster to assume the form of any non-magical sea creature. This spell allows the hydromancer to assume the form of any mundane sea creature, such as fish, octopi, jellyfish, crustaceans, or sea worms. The only condition for the transformation is that the form assumed must be wholly aquatic (i.e., it must be of a creature that cannot survive on land or breathe in the open air) - giant varieties of the form chosen are permissible - and that the form cannot be of a magical creature. When the hydromancer transforms, all of his or her possessions and clothing are absorbed into the new form, and while under the effects of the spell, the caster may not use any of his or her items, but spellcasting is permitted. The hydromancer may remain in this altered form for as long as he or she wishes; changing back is accomplished purely by will, but if this is done, the spell must be re-cast in order to assume another form. While the spell is in effect, the hydromancer possesses the Hit Dice, abilities, and limitations of the new form. If he or she takes damage in the aquatic form, and then changes back, the player must calculate the percentage of hit points lost, and apply the figure to the current hit point total of the hydromancer in his or her normal form. For example, a hydromancer has 40 hit points, and then changes into a giant sturgeon with 100 hit points. He then takes 30 points of damage while in that form (which constitutes 30% of the hit point total), and then changes back. The player would then reduce the hydromancer's hit point total by 30%, such that the character now has 28 hit points. -- Geoff Gander, BA 97, MPA 02 Carnifex Loremaster/Mad Roleplayer Master of the Elemental Plane of Bureaucracy au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 ******************************************************************** 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 ------------------------------ Date: Sun, 8 Sep 2002 16:04:02 EDT From: Alex Benson Subject: Re: Blackmoor Problems <<>> Blackmoor > > What do Blackmoorians/Thonians look like? Im assuming > your average fantasy European/American look? > Fair skinned & dark haired, probably, with some latitude.>> I am going with a European/caucasian appearance. I have a strong German influence in the Blackmoor people. Alot of the Divergan material has altered german terms used. IIRC there is mention of Jaggar being distantly decended from Blackmoor blood so I guess that germanic influence has stuck with me. <<>> The Duchy of Ten > > Are they historically people from Thonia? > >> From the DA series, it seems the Duchy includes large slave powered colonies. Slaves seems come from (or at least through) Thonia.>> Slave and rich. IIRC the Afridhi were surpised as the Ten soldiers were equipped well beyond anything they had encountered previously....I paraphrase "even the lowliest Ten soldier was adorned with chainmail armors normally reserved for the more elite Afridhi warriors." or something like that. For my BM based projects I had Ten survive and flourish as a minor domain amid the Thonia/Blackmoor conflicts. They played both sides. <<>> The Afridhi > > Again im interested in physical descriptions. Any > real-world paralells for this culture? > Mah, perhaps Mongolians. Tuska Rusa, their high priestess, is said to have "auburn locks". Nothing more for a physical description.>> I went with mongolians and used this asiatic influence to base the later asian based Ochies. Besides they are like a horde. I also read a book called "Vault of the Ages" that reminded me of the Afridhi. The hair color is a problem though. I have seen some pics of red haired asian women though ...don't ask what sites though. LOL. I explain it though as the racial changes that rapidly occur on Mystara like the rapid Nithian to Traldaran evolution or Traldara to Milenian evolution. ------------------------------ Date: Sun, 8 Sep 2002 16:13:25 EDT From: Alex Benson Subject: Re: Afridhi The greta thing is that we can be fairly loose with origins and racial equivs. I mean, we have Hinterlanders (jungle dwelling celts). And we also have the rapid evolution affect of Mystara. Also, the Afridhi were a conquering people. As such, it is feasible that someone "jumped the fence" creating mixed heritage peoples within the Afridhi horde. As mentioned, I am already working with some preconceptions on using the Afridhi and other Blackmoor era peoples. But like anything, I am subject to make changes based on whimsy and material evolution. ------------------------------ Date: Sun, 8 Sep 2002 21:15:13 +0100 From: Peter Scrivener Subject: Immortal rules. I have recently just bought the Epic Level Handbook which lists how to increase in levels above 20. As I was always a big fan of the rules leading to the path of immortality (I do prefer Wrath rules to the original masters set rules) I was just wondering if anybody had done any conversion work to bring it in line with 3e? My feelings are that once the characters reach 20th level they can start searching for the path and should be looking to reach level 30 when they attain their goal. Or start searching at level 30 and hit 36 by the time they have fulfilled their quests. As my players are only mid level at the moment I don't know which is more feasible. I would like to retain the link with the original oD@D's 36 levels but level 30 is probably equivalent or even more powerful than the original. Any thoughts? -----Original Message----- From: Mystara RPG Discussion [mailto:MYSTARA-L@ORACLE.WIZARDS.COM]On Behalf Of Peter Scrivener Sent: 08 September 2002 20:57 To: MYSTARA-L@ORACLE.WIZARDS.COM Subject: Re: [MYSTARA] [GANDERG@tc.gc.ca: The Lost Art of Hydromancy] Great work there. I think I will use the idea of the four different Schools of Magic and in my campaign make them the equivalent of political factions in old Alphatia. In a mage society it would be natural for political units to form around the different branches of wizardry. In effect the war between fire and air could be seen as a big political battle fought through mage war instead of the ballot box. Now of course Air reigns supreme and Water and Earth have to operate quietly. With fire being beyond the pale. So any idea Geoff if you are going to be writing up Geomancy or has it already been done? -----Original Message----- From: Mystara RPG Discussion [mailto:MYSTARA-L@ORACLE.WIZARDS.COM]On Behalf Of Geoff Gander Sent: 06 September 2002 14:15 To: MYSTARA-L@ORACLE.WIZARDS.COM Subject: [MYSTARA] [GANDERG@tc.gc.ca: The Lost Art of Hydromancy] ================= Begin forwarded message ================= From: GANDERG@tc.gc.ca ("Gander, Geoff") To: au998@freenet.carleton.ca ("'au998@freenet.carleton.ca'") Subject: The Lost Art of Hydromancy Date: Fri, 6 Sep 2002 08:40:28 -0400 The Lost Art of Hydromancy: by Geoff Gander Special thanks to Shawn Stanley "In ancient days, before the destruction of Old Alphatia and the turmoil that arose in its wake, there were four Great Schools of the One True Art - Pyromancy, the mastery of fire magicks; Aeromancy, the mastery of the air; Geomancy, the command of the very earth herself; and Hydromancy, the control of the vast seas and rivers that gird the world. The first two are well known to practitioners of the magical arts today, the third much less so, but it is the fourth art, the art of Hydromancy, that is lost to us." - excerpt from The Elemental Arts, author unknown, published c. AC 929 Background: Most Mystarans are familiar with magic that is based on the elements of fire and air - fireball and fly are prominent examples. Among the Alphatians, these two forms of elemental magic form the basis of much of their society and history, from the ancient feud between the Followers of Air and Fire, to the ongoing rivalry between Glantri and Alphatia to this day. Few Mystarans, however, know about the magical school of hydromancy. Practiced on Old Alphatia, the most powerful hydromancers controlled the planet's oceanic currents, creating flows that were more conducive to sea-borne trade and travel, and influencing weather patterns such that the worst sea disasters - such as typhoons and hurricanes - were unknown in later days. As the control of water tended to be less glamorous than that of air or fire, and it required more intense and prolonged study, fewer Alphatians were attracted to this school, and hydromancy was practiced by few wizards of note. During the great battles between the Followers of Air and their mortal enemies, the Followers of the Flame, which ultimately resulted in the destruction of Old Alphatia, the Followers of Water (as the school of hydromancy was known) remained neutral, and instead sought to protect their chosen element from the ravages of war. Eventually, a handful of hydromancers were swayed to support the Followers of Air (water tending to oppose fire in the elemental sense), and they used the destructive powers of the sea to wipe out a number of coastal cities held by their pyromancer foes. This act pushed the Followers of the Flame over the edge, and they declared war on the hydromancers, too. Thus, the seas boiled, thousands more perished, and ultimately Old Alphatia was destroyed. It was thought that hydromancy was lost along with the old home world - a belief that many hydromancers have encouraged over the centuries. Hydromancy Today: Those hydromancers who exist today are a reclusive lot. Knowing that they are the sole keepers of a school of magic thought to be lost, they are very selective as to who they will admit into their circle, and how much knowledge they will share with them. Practitioners of this art seldom congregate in the larger cities of Alphatia, preferring to gather in the northern coastal regions of the continent, as well as in a handful of ports in Bellissaria and Skothar - generally places where they may practice their craft undisturbed by the locals. In all cases, hydromancers prefer to live near the open sea, as opposed to rivers and lakes. In their view, the latter have either been subdued by humanity, or are too small to exert much of an influence over the other elements. One large group of hydromancers is known to exist in the kingdom of Frisland, in the rugged western coastal foothills of the Kerothar Mountains. Here, the sea currents are particularly strong, and the land is sparsely inhabited, allowing them to work their magics uninterrupted near a powerful source of their chosen element. Although some live in the various towns and villages themselves (almost always on or near the shore), most of them, being aristocrats, live on their private estates and have little to do with the outside world. Hydromancers who do live amongst other spellcasters and mundaners are often given a wide berth if even the slightest inkling of their talents is known - it is not wise to trifle with someone who might be able to call upon the power of the sea for their own purposes, after all. Circles: Hydromancy spells are much like those available to "normal" spellcasters. What separates them from conventional spells is that, as hydromancy is a secret craft, and its spells are jealously guarded by its practitioners, it would be extremely difficult for an outsider to obtain them. Hydromancers will not tolerate any sharing of secrets with the uninitiated. Those who break this explicit rule - whether they are hydromancers or outsiders - are hunted down and eliminated. The chart below provides a guide to determining level and circle equivalencies: Level of Spellcaster Circle Attainable Equivalent Spell Level of Circle 5 1 1 10 2 2 15 3 4 20 4 6 25 5 8 Restrictions: Although hydromancers have access to spells that are either unknown to most Mystaran spellcasters, or are considered lost, they are subject to one major limitation - they may not cast any spells that produce fire. Magic-users who become hydromancers must forego such spells permanently if they have them in their spell books or scrolls, or committed to memory; if they do not, they may not advance further as hydromancers, their hydromancy spells will not function, and they will risk ostracism from their fellow practitioners. 1st Circle Aquatic Immunity Range: 0' (caster only) Duration: 6 turns. Effect: Makes the caster immune to water-based attacks. When cast, this spell makes the caster immune to water-based attacks for its duration - including attacks made by creatures native to the Elemental Plane of Water, and spells that are reliant upon water, such as ice storm. One side effect of this spell, however, is that the caster becomes especially vulnerable to fire-based attacks (including those made by denizens of the Elemental Plane of Fire), such that all relevant saving throws automatically fail, and full damage is taken (i.e., instead of taking 6d6 damage from a fireball spell, a hydromancer under the effects of aquatic immunity would take 36 points of damage). Change Flow Range: 60' Duration: 1 turn/level of caster. Effect: Temporarily changes the flow of water within 60' of the caster. This spell changes the flows of rivers and streams within 60' of the hydromancer, allowing him or her to be carried upstream, or in any other lateral direction. For the duration of the spell, the caster may change the water's flow once per turn if desired, in order to travel in the desired direction. The area of effect moves with the hydromancer, thus allowing him or her (and any companions if they are in a boat or similar vessel) to be carried by the flow - potentially over considerable distances. The speed of the altered flow is identical to the river's regular flow downstream. Water bolt Range: 120' Duration: Instantaneous. Effect: Fires a bolt of water at a target. With this spell the caster selects a target, and condenses a bolt of water from the moisture in the air, which automatically hits the target. The damage of the waterbolt depends on the level of moisture in the air. In dry climates (such as deserts and badlands), waterbolts do 1d4+1 points of damage; in regions with normal moisture levels (such as forests and plains), they do 1d6+2 points of damage; in regions with high moisture levels (jungles, swamps), they do 1d8+3 damage. If cast underwater, waterbolts inflict 1d10+4 damage. When cast in a coastal region, treat it as having one level of moisture greater than would otherwise be the case, such that coastal regions near deserts would be considered as having normal moisture levels, and similar regions near plains or forests should be treated as having high levels of moisture. Coastal regions in areas already considered to have high moisture cannot be enhanced in this way for casting purposes. Hydromancers may initially fire only one waterbolt per casting, but an extra one may be fired every three levels once the 10th level has been attained. 2nd Circle Assume Aqueous Form Range: 0' (caster only) Duration: 6 turns. Effect: Transforms the caster's body into water. This spell allows the hydromancer to turn his or her body, as well as any possessions carried, into water. While in aqueous form, the caster may maintain his or her original shape, or simply collapse into a pool of water. While in this liquid form, the hydromancer may flow at speeds of up to 120' (40'), and travel in any direction along any surface (including up a wall) except a ceiling. If the hydromancer opts to retain his or her original shape, their original movement rate remains as it was before the casting, although he or she may change shape as often as desired while the spell is in effect - this act takes one round to accomplish. Regardless of whether the caster's original shape is maintained, he or she may seep through the narrowest of cracks in 1d10 rounds; likewise, portcullises, gratings, and similar structures pose no obstacles. While in aqueous form, the hydromancer can blend seamlessly with bodies of water, and use them for concealment or for travel - his or her substance does not break apart while doing so. While in this altered state, the hydromancer retains his or her hit points, but armour class is reduced to 9. Non-magical and silvered weapons will do no damage to the caster while the spell is in effect, and fire-based attacks do full damage. If the hydromancer is subjected to freezing, he or she will be unharmed, but will be unable to move until the spell expires. If the hydromancer is boiled instead, he or she will suffer 1d8 points of damage per round of boiling. While the spell is in effect, the hydromancer is unable to speak, pick up objects, or cast spells while in aqueous form, but otherwise can see and hear normally. If in humanoid aqueous form, the caster may use hand gestures to communicate. If an opponent tries to separate or remove part of the hydromancer's body while they are in aqueous form, the caster may make a saving throw vs. Polymorph to resist. If the saving throw fails, the hydromancer has been separated into at least two pieces. The separated pieces are still under the caster's control, and he or she may rejoin them, but each separated piece requires 1d4 rounds to do so. If the caster is in more than one piece when the spell expires, the DM must decide what percentage of the caster's body has been separated, and apply that percentage in terms of damage to the caster's hit point total. For example, if an opponent manages to scoop up 10% of the caster's watery body, and the spell expires, the victim loses 10% of his or her hit points. If more than 25% of the caster's body, in total, has been removed in this manner, the DM may rule - in addition to sustaining damage - that the caster has a chance of temporarily losing his or her sanity, due to the traumatic experience. As a guide, suggested Horror Ratings for such an occurrence are listed below: Percentage of Body Separated Suggested Horror Rating 25-35% 4 36-45% 6 46-55% 8 (roll saving throw vs. Death Ray for survival - DM's discretion) 56% or more 10 (roll saving throw vs. Death Ray at -4 for survival - DM's discretion) The table presented above relies on the rules presented in Insanity, Horror, and the Outer Beings in Mystara; if the DM does not wish to use those rules, he or she may develop their own. In the last two cases, at the DM's discretion, the hydromancer must make a saving throw vs. Death Ray to survive the sudden loss of so much of his or her body. If such a saving throw fails, the caster dies immediately, although he or she could be resurrected provided his or her body is repaired beforehand. Dehydrate* Range: 60' Duration: Instantaneous. Effect: Removes water from a target. This spell evaporates all water from any single target within range. If cast on pools of water, wells, or rivers, water levels will be reduced considerably, and in the case of small pools, they can be dried out completely. If cast on organic matter, this spell will extract most, if not all, or the moisture in the target. This means that fruits will dry out, plants will wilt, and living creatures will suffer from acute dehydration instantly. In the latter case, the victim will take 1d8 damage for every three levels possessed by the caster (rounding down), up to a maximum damage of 12d8 at 36th level. This damage may be halved with a successful saving throw vs. Death Ray. Creatures killed in this manner are reduced to mummified husks. Dehydrate is a reversible spell; the opposite version - rehydrate - condenses moisture out of the air, and infuses it into a target. Thus, small depressions in the ground, or containers, may be filled with water, and creatures suffering from dehydration may be healed of any damage resulting from dehydration - up to three days of dehydration (3d8 hit points, or 1d8 hit points per day) may be remedied in this manner. Foodstuffs and other products that have been dried out may be restored in this manner, as well. If cast on a healthy creature, rehydrate will flood their body with additional fluids. If this happens, the victim must make a Constitution check each round, with a cumulative +1 penalty added during the second and subsequent rounds, or drown as per the rules presented in the Rules Cyclopedia. Waterwall Range: 200' Duration: 6 turns. Effect: Creates a wall of water up to 200' away. With this spell, the caster may create a solid wall of water, up to 200' away, whose size and strength varies according to the amount of water readily available within 200' of the caster. If there is no source of water nearby, a wall may be created out of the moisture in the air - even in arid or desert conditions. The table below provides some guidelines for determining the size and durability of the waterwall (note that, for the sake of improved playability, precise measurements of the amount of water available have been left for the DM to determine): Amount of Water Available Maximum Wall Dimensions Hit Points None; air moisture only 10' x 10' x 1' (100 cubic feet) 50 Small pool/river 15' x 15' x 2' (450 cubic feet) 75 Small lake/medium river 30' x 30' x 5' (4,500 cubic feet) 150 Medium lake/wide river 50' x 50' x 10' (25,000 cubic feet) 300 Large lake 100' x 100' x 20' (200,000 cubic feet) 600 Ocean 200' x 200' x 30' (1.2 million cubic feet) 1,200 Note that the hydromancer's waterwall may be of any shape, width, thickness, or height within the parameters set by the table above; no matter what the dimensions happen to be, the waterwall's hit point total is determined by the water source. For example, a hydromancer drawing upon an ocean may create a waterwall measuring only 10' x 10' x 1', yet it will still have 1,200 hit points. Waterwalls of all sizes are considered to have an AC of 9 for combat purposes, and are impervious to water-based attacks. Attacks made with fire, or by fire-based creatures, do maximum damage. 3rd Circle Flowsteel Range: Touch Duration: Special. Effect: Creates flowsteel, or allows the caster to shape it. This spell allows the hydromancer to create an elemental substance known as flowsteel, which is pale turquoise in colour and is slightly translucent. This material weighs little (a piece of flowsteel has one-quarter of the weight of a similarly-sized piece of steel), does not rust or evaporate, yet has a rock-like solidity. By concentration, the hydromancer can mold an existing piece of flowsteel into any shape desired, and then will it to retain that form indefinitely. Due to its elemental composition, flowsteel is highly susceptible to fire-based damage - items made from this substance take double damage from magical and natural fires, and will automatically fail saving throws when they apply. Armour crafted from flowsteel will disintegrate if exposed to intense heat for a prolonged period (or if they are bathed in a red dragon's fiery breath), but weapons made from the substance will inflict maximum damage on creatures native to the Elemental Plane of Fire. Treat flowsteel weapons as being equivalent to +2 weapons for the purpose of hitting special monsters. The duration of this spell is special. If the hydromancer wishes to create a piece of flowsteel, a single casting will create a quantity of 10 cn. instantly, which will remain in existence until destroyed. Subsequent castings will allow the hydromancer to create larger quantities. When enough flowsteel has been created for the hydromancer's purposes, he or she merely has to touch the substance and cast the spell once more, in order to shape it. As long as the caster concentrates, he or she is free to work with the flowsteel by mentally willing the material to assume the desired shape, which must be pictured clearly in his or her mind. Any significant disturbance (i.e., being attacked, touched, or spoken to) will ruin the caster's concentration. Once the flowsteel has been shaped to the caster's wishes, it will remain that way until it is destroyed, or until the spell is cast on it again. Items made from flowsteel are quite rare, and often cost three or four times as much as equivalent items made from regular metals. Sublimation* Range: 120' Duration: Instantaneous. Effect: Causes a phase change in water from solid to vapour. This spell causes a volume of ice up to 150' cubed to change from ice into water vapour. The shape of ice that undergoes sublimation may be as complicated or simple as the caster desires. The reverse of this spell, sublimation, changes water vapour into ice up to a volume of 150' cubed. Regardless of which effect is desired, the resulting water phase will begin to naturally change back if the conditions are right. For example if the caster makes ice in a tropical region this ice will start to melt, likewise in polar regions if ice is turned to water vapour it may start to condense as water or undergo natural sublimation into ice depending on climatic conditions, and if water vapour is turned into ice in polar regions it too could readily undergo natural sublimation back to water vapour if the climatic conditions were correct. It should also be noted for the vapour to solid version of the spell that enough water vapour must be present to perform the spell; therefore in a desert region there may not be enough water vapour present to form very much ice at all. In temperate regions the change from vapour to solid can be used to create an effective barrier for an amount of time, whilst in polar regions the barrier becomes more permanent. In polar regions the change from solid to vapour is of obvious use for clearing a way for boats to travel or even for clearing obstacles in overland travel. Tidal Wave Range: 240' Duration: Instantaneous. Effect: Creates a tidal wave from any body of water within range. This spell allows the hydromancer to create a tidal wave from any body of water within range, and command it to strike at a target within a radius determined by the amount of water available. The caster directs the spell at a specific location in the water to create the wave's origin point. The size and strength of the wave depends on the size of the body of water nearby - the table below provides some guidelines: Amount of Water Available Area of Effect Damage Small pool/river 5' radius around target area 1d6+1 Small lake/medium river 10' radius around target area 1d10 Medium lake/wide river 20' radius around target area 2d10 Large lake 40' radius around target area 3d10 Ocean 80' radius around target area 4d10 As shown in the table, the larger the source of water, the more damage the tidal wave will inflict, the farther it can reach, and therefore the more creatures it can affect, due to the larger area of effect. If this spell is cast near an ocean, the wave can strike targets as far away as 80' from the water, in a swath 80' wide. All creatures hit by the tidal wave may save vs. Dragon Breath to take half damage. What constitutes a small lake versus a medium-sized one, however, is up to the DM to decide. 4th Circle Aquatic Portal Range: 60' Duration: 1 turn. Effect: Turns a body of water into a temporary dimensional portal. This spell allows the hydromancer to turn any body of water within range into a temporary dimensional portal, through which he or she (as well as any companions) may travel to another location on the planet via the Elemental Plane of Water. Although the spell's duration is listed as being one turn, this refers to the total amount of "real time" that elapses between entering one portal, and emerging from a different one somewhere else. The journey through the Plane of Water takes 1d12 hours in terms of "relative time", as the hydromancer must locate another usable portal through which he or she can re-enter the Prime Plane. During this period, the hydromancer and his or her companions will be subject to random planar encounters, and before undertaking the journey they must ensure they will not drown. Although this spell allows the hydromancer to journey to almost any point on the Prime Plane, the main restriction is that the destination must in or near a source of water. Calm Storm* Range: 1 mile Duration: Special. Effect: Calms a storm. This spell allows the hydromancer to calm any sea-borne storm currently underway, which will abate in 2d6 rounds after casting. The resulting calm conditions will remain until a new storm front moves into the area, on unless a storm is magically summoned. Any damage inflicted by the storm before calm storm was cast is not repaired. The reversed form of this spell, summon storm, allows the hydromancer to bring a sea-borne storm, such as a hurricane, into being within 2d6 rounds, at a distance of up to one mile. Once summoned, the storm may not be controlled (the effects of the storm should be determined by the DM), and will last for 1d6 hours. In all respects the storm will be identical to a naturally occurring storm, except that the hydromancer is immune to its effects. Summon storm may only be cast on or near an ocean. 5th Circle Aquatic Form Range: 0' (caster only) Duration: Permanent until willed otherwise. Effect: Allows the caster to assume the form of any non-magical sea creature. This spell allows the hydromancer to assume the form of any mundane sea creature, such as fish, octopi, jellyfish, crustaceans, or sea worms. The only condition for the transformation is that the form assumed must be wholly aquatic (i.e., it must be of a creature that cannot survive on land or breathe in the open air) - giant varieties of the form chosen are permissible - and that the form cannot be of a magical creature. When the hydromancer transforms, all of his or her possessions and clothing are absorbed into the new form, and while under the effects of the spell, the caster may not use any of his or her items, but spellcasting is permitted. The hydromancer may remain in this altered form for as long as he or she wishes; changing back is accomplished purely by will, but if this is done, the spell must be re-cast in order to assume another form. While the spell is in effect, the hydromancer possesses the Hit Dice, abilities, and limitations of the new form. If he or she takes damage in the aquatic form, and then changes back, the player must calculate the percentage of hit points lost, and apply the figure to the current hit point total of the hydromancer in his or her normal form. For example, a hydromancer has 40 hit points, and then changes into a giant sturgeon with 100 hit points. He then takes 30 points of damage while in that form (which constitutes 30% of the hit point total), and then changes back. The player would then reduce the hydromancer's hit point total by 30%, such that the character now has 28 hit points. -- Geoff Gander, BA 97, MPA 02 Carnifex Loremaster/Mad Roleplayer Master of the Elemental Plane of Bureaucracy au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 ******************************************************************** 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 ******************************************************************** 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 ------------------------------ Date: Sun, 8 Sep 2002 20:28:42 +0000 From: Agathokles Subject: Taymora, Gazetteer entry Another part of my Taymoran project, this time dealing with the geography, the social classes, and the government. I've done a political map of Taymora over James' original geographic map, showing the political regions and the location of the major city-states. I'll send it to Shawn and/or put it up on my website. Taymora, Land of the Dead ========================= Government: City-States ruled by Necromancer Kings Population: circa 1.600.000 The People ---------- The Taymorans are a dark and curly haired people with tanned complexion and dark eyes. The nobles are usually much paler, which is not surprising, since during the height of Taymora the upper strata of aristocracy were made up entirely of nosferatu, the chosen of Tanyt, the night mother. The average Taymoran lives in the countryside hamlets and dresses with a linen or cotton tunic and little else. Clan chiefs wear a conical skull cap, and a wide sheepskin cloak. They also wear bandoleers with a single large knife sheathed across the chest, and carry a staff as a symbol of their status. Priestesses are more common than priests at clan level. They dress with long tunics, high pointed hats, and braid their hairs into two tresses. Beyond clan chiefs and priests, the other upper class is that of bronzesmiths. Beyond the economic relevance of this activity, the master metalsmiths were skilled in both combat and enchantment magic, allowing them to forge themselves blades strong in magic. Merchants, warriors, miners, and craftsmen make up the middle class, while farmers are the lower class. Slaves are common only in citadels and towns, and then only among the nosferatu nobility, though owning a few slaves is a mark of expecially high rank among the human nobles. In addition to the Taymorans, other ethnic groups appeared frequently in the Taymoran lands, either as slaves or mercenaries. There were the Lizard Men and Azcan men from the West, the Elves mercenaries that settled the Sheyallia Borderlands to the East, the Foimorian Giants, builders of great citadels, that came from the Altan Tepee, and the races created by the Necromancer Kings' powerful magics: the albino humans known as Albarendi among the elves, and the shapeshifting warriors in the armies of the Necromancer Kings of Inner Taymora, the werewolves. The Land -------- The Taymoran society is, at its lowest level, based on small clans or extended families living in small hamlets. Each clan averages at twenty members. These villages dot the countryside, and cluster around a single tower for protection and trade. They are composed by circular huts with tatched roof. The whole Taymoran territory is covered by some ten thousand conical towers, which overlook trade routes, rivers, mines and coasts. They provide a relay network which allows information to flow fast from villages to the main cities, and among the city-states themselves. A tower is usually surrounded by an extended village of some fifty people. It houses a small clan nobility, basically the clan chief and a priest or priestess of some kind. Larger "castles" are built by connecting four towers through stone walls, filling the resulting courtyard with earth, and building another tower on top. Each citadel is the personal domain of one of the nosferatu nobles during the height of Taymora. Within the citadel, and in dungeons dug under it, live the master of the castle, its second-in-command, who is usually a nosferatu bride or another kind of undead, and a small herd of slaves (around twenty), who make up a blood reserve for the nosferatu rulers. The lower towers house bronzeworking workshops, armories, shrines, and a small military. The domain of a nosferatu master covers his citadel, including a larger village of some two hundred people, three to five minor towers, and eight to twelve hamlets. There are circa one hundred city-states, ten of which were major settlements of at least five thousands, while the others average at just one thousand inhabitants. Each city-state controls directly a large number of towers and hamlets, adding a rural population of two thousands. Moreover, the Nosferatu Kings hold the masters of minor citadels as vassals--they are often vampiric slaves as well, thus boasting a kingdom's population to fifteen to twenty thousands, perhaps more for the largest city-states. The major cities were Tamoraz, Colhador and Hushu in the Taymoran Heartlands, Baruminis and Sulqis in Inner Taymora, Bythia and Tzur on the Western Coast, Sarroch in the Western Borderlands, and Tuma and Tarshish in the Northern Borderlands. Government ---------- The Taymorans were originally ruled by clan chiefs, advised by the priestesses of Tanyt, the mother goddess, and the bronzesmiths. As they evolved towards civilization, cities were founded, and the clan chiefs became kings. They began dabbling in magic, both priestly and wizardly, and by the time Taymora reached its height they were all lead by Tanyt to the Eternal Life. Each ruler became one of Undying Kings, not only the kings of the city-states, but also the rulers of the minor citadels. Each King or citadel master usually kept a single vampiric slave: letting too many of them around would make the competition for food too hard, and the politicking for power too dangerous. Even so, there were more than four thousand nosferatu in Taymora, during its maximum expansion. The Kings were advised by a large clergy, which worshipped Tanyt as well as other gods, Melq-Ashtir, Qorun, Sethlanis, and even Sarrattalu, the death god, ruler of a dark, much feared afterlife. Human nobles were charged with the routine duties of ruling, leaving the nosferatu nobles' time free for their political and economical schemes. The master bronzesmiths composed the third part of the upper class. They were more independent then the priests or nobles from the political power, but they were the key of the economical power, since they held the secrets of creating metal weapons and tools. Moreover, bronze tools and weapons need frequent maintainance, so even minor bronzeworkers are much wanted. Locations --------- The major temples of the Taymoran pantheon are large complex built far from the major cities. Actually, they control major sea trade routes or large mines of lead or gold. The Great Sanctuary of Qorun and the Temple of Melq-Ashtir are visible from afar in the sea, marking the beginning and the end of the Western Taymoran Coast, while the House of Sethlanis is built near a volcano in the Gulf of Tzur. The Shrine of Urtni is the only major temple outside Taymora proper, as it was built by the Southern Sheyallia north of their capitol, Nan-in-Edhil. There are no single major temples to Tanyt and Sarrattalu, leading to wild speculations on secret, well hidden temples in the underground of the Heartlands. -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Sun, 8 Sep 2002 20:35:23 +0000 From: Agathokles Subject: Re: Reviewers for "A Complete Guide to Human Etnography" la Volpe wrote: > > So, apart from Agathokles, that is forced to do this > because he has become my main co-writer (I'm joking), > who are the others brave volounteers for this? I would volunteer anyway ;) -- Giampaolo Agosta agathokles@libero.it agosta@elet.polimi.it http://digilander.iol.it/agathokles ------------------------------ Date: Sun, 8 Sep 2002 23:43:49 +0200 From: =?iso-8859-1?q?la=20Volpe?= Subject: Re: Taymora, Gazetteer entry Interesting work...I will give it a second look sometime, I hope. 8-) What time would the entry describe? The height of the Taymoran Empire? Iulius Sergius Scaevola Captain of the XXth Cohort Port Lucinius, Thyatis ______________________________________________________________________ Yahoo! Musica: notizie, recensioni, classifiche, speciali multimediali http://it.yahoo.com/mail_it/foot/?http://it.music.yahoo.com/ ------------------------------ Date: Mon, 9 Sep 2002 08:37:46 +0200 From: Giampaolo Agosta Subject: Re: Taymora, Gazetteer entry la Volpe wrote: > Interesting work...I will give it a second look > sometime, I hope. 8-) Thanks :) > What time would the entry describe? The height of the > Taymoran Empire? Yes, circa BC 2000 to BC 1900. -- Giampaolo Agosta http://digilander.iol.it/agathokles ------------------------------ End of MYSTARA-L Digest - 7 Sep 2002 to 8 Sep 2002 (#2002-235) **************************************************************