Subject: MYSTARA-L Digest - 17 Nov 2002 to 18 Nov 2002 (#2002-300) From: Automatic digest processor Date: 19/11/2002, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 19 messages totalling 980 lines in this issue. Topics of the day: 1. The Nightwing in Glantri City 2. Gold 3. I need some help 4. Cult of Balthac (4) 5. NWN Mystara (long) (2) 6. Tax Collection (2) 7. New Map Uploaded 8. Cult of Balthac (oops) (3) 9. NWN Mystara group (3) 10. Taymora in canon ******************************************************************** 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: Mon, 18 Nov 2002 07:24:18 EST From: Alex Benson Subject: Re: The Nightwing in Glantri City Sorry this was posted a few weeks ago and I just haven't had time to respond to the MML much. Anyway...with my M-PS Project the status of the nightwing came into play. The visiting tieflings have quite a number of winged individuals among their rank. One of their favored activities is flying around Glantri City at night. The status of the nightwing was a problem. Then, it was decided that the nightwing was tool of the judiciary. The tieflings have many run-ins with the nightwing and its controller (Dolores). Given that the nightwing is a secret tool of the judiciary...the conflict was a covert matter. There is a covert but quite heated rivalry between the tieflings and Dolores (they know what she is). They are backed by Morphail and Malachie (they know the truth about them as well). The three try to use the tieflings against each other. Alot of the tiefling antics play upon the particulars of Glantri Law and society. Anyway...the tieflings have a mischievious flare to them. The nightwing is a secret that Dolores must keep to herself. So there is little she can do about it openly. One such incident has the tieflings usurping her control of it, causing it to run amuck through the city. Another has them killing the creature, sending it back to its native plane. The Judiciary then has to summon forth another to replace it. ------------------------------ Date: Mon, 18 Nov 2002 07:48:01 EST From: Alex Benson Subject: Re: Gold Once again...I appologize for the delay since the original thread was posted. The common nature of gold is addressed in the ADnD DM's Guide. From what I remember, it is explained that real world economics be ignored when dealing with gold. In real world terms, a simple gold coin would be quite a sum of money, feeding a family for months. But in a fantasy setting, that same gold piece may buy a stout of ale. It really goes down to supply and demand. With more gold available, the value is decreased. A possible solution to an overkill in gold and gems could be substituting copper coins and items that that creature would have and would be carrying. Make that loot horde equal to the financial gold equivilent as given in official sources. A kobold may be carrying a pouch of copper coins of various mintings, a small lump of gold (because it's pretty), an uncut gem, etc. Other items may include usefull items like beads, a piece of hide, items that a kobold may find a delicacy, items to make arrows, etc. A good model is no further away than an actual person. Look in your deskdrawer. Look in the console of your car. Look in your wallet. What items do you find? Now back date them to the middle-ages and put them in a creature's mindset. ------------------------------ Date: Mon, 18 Nov 2002 08:51:46 EST From: Alex Benson Subject: Re: I need some help I haven't seen this dungeon so some of this may not apply. The Dungeon Builder Guide has some nice pointers for dungeon design. Most of it is just a rehashing of various sources. Who built the dungeon and why? This dictates the basic layout of the dungeon as well as the properties, characteristics, and use of its interior chambers. What is the status of the original builders? If they are not residing there, then something drove them out. This can affect current residents and possible changes to the dungeon. How old is the dungeon? Time can cause many changes within the dungeon as age, rotating residents, and that ceaseless tramping of adventurers. Walls crack, support beams sag and give way, and mosaics fade. Dead monsters (and adventurers) don't vanish. Remains draw vermin. Vermin draw predators. In a short time, a small ecosystem can develop. Even if the builders still reside within after several generations, they will enact changes as their needs change. Who are the current residents? If they are not the original builders, how and why they settled in the dungeon should be determined. This can reflect in what modifications they have made to the dungeon to suit their own need. Also remember that the former residents will have left items. The current residents will use these if possible (maybe for uses other than they were originally intended for). Improvise. Add character to the dungeon and residents by using the dungeon to display monster characteristics. Maybe the leader likes baths...therefore the dungeon has a dedicated bath chamber. Maybe the resident creatures have developed a mundane industry. Have fun with the area. Don't be afraid to give the residents (especially prominent npcs) personailty traits not typical to their creature descriptions. What's outside the dungeon? What is outside can affect what is inside. The adventurers got in, so other creatures can get it. The residents may hunt topside to feed the residents. Trade with or raid nearby settlements. They may have allies and enemies. The residents should have trouble from others besides those pesky adventurers. How big is the dungeon? Size does matter. Residents may include two or more groups of creatures. You could have them the same creature type or completely different. They could live together peaqcefully, or be at war with each other. If the dungeon is big enough, they may not even be aware of the other. Use available space for new twists. Ex. goblins have taken over a larger dungeon. They maintain wolf stables at various points allowing them to emerge topside fully mounted and ready to strike. Then they seem to vanish into concealed entry ways. Is the place safe? Ancient places often have ancient mysteries. The residents may not even know the extent of the dungeon. Others may simply choose to avoid problem areas or seal them off. What lays within is up to the DM and depends on the place's history. Maybe a dungeon has a section used as crypts for former inhabitants fallen warriors. Maybe the spirits are restless that others live within their dungeon. What have we accomplished here? After the PCs have run through the dungeon, remember that the story does not end. Survivors (if any) will rebuild and learn from the experience. If all are dead, other creatures will take the place. Don't be afraid to reuse dungeons, even for the same group of PCs. Perhaps the PCs's previous experience is what hooks them to reenter the dungeon. ------------------------------ Date: Mon, 18 Nov 2002 09:42:11 EST From: Alex Benson Subject: Re: Cult of Balthac Why does Lillian and Crackle have to be connected to the post Wrath legit cult of Balthac? Lillian is a nosferatu and a cleric of Hel. Crackle was her son (in life) but admitedly has no real connection to his past. IIRC Wrath even mentions Lillian and Crackle finding sanctuary under Nyx after WotI. Plus, there are MA events to consider. Why not start the real Cult of Balthac on a fresh foot? The cult could be run by Terra but using Balthac's visage. I think that there is mentioned precedence for that. Base it out of Darokin, using the given temple and carn as hallowed ground. That gives it legitimacy. As for leadership, say the clerics that were fooled were visited in their dreams by Terra/Balthac and convinced to return under the true Balthac. There is also Calor (i think that's him). The MA had him trying to become the next Dragonlord...or at least venerating him under Bemarris in Norwold. IIRC Calor was from Darokin. I don't remember how his plot evolved in the latest MA. But if my memeory serves me correctly he was used and betrayed once again. I seem to recall that he died or was hurt badly in some manner. Perhaps Terra gives Balthac back his mortality, even reviving Calor if he died. Balthac becomes his own cleric being fed spells from Terra. Perhaps the two are combined into one body as some sort of requirement for a titan to be human again. Plus, this method has Calor doubtless as to the sincerity of Balthac as Balthac is part of him. Calor follows suite ads his second in command. The goal is to get a now mortal Balthac into true Immortality. Immortality gained, the Balthac portion rises to Pandius, leaving the body to Calor. Add to this that Bemarris was involved, you can have a growing rivalry between the two dragonslayer cults. Balthac, after regaining credibility, can become the fashionable dragonslayer cult. While the Bemarris following (which is small anyway) is seen as the crude backwoodsy dragonhunters. As you might have noticed, I believe that the biggest challenges for this cult of Balthac rest in its falseness during Wrath. It has to regain credibility and erase any hardships and mistrust that it caused during Wrath. Calor is an option, but one I think needs to be included. If you want to include the Corran family. Just have them become involved in the Balthac Cult. They are from Darokin so they are nearby. Have Terra/Balthac recruit one of their family members in. This draws in support from the family....giving the cult a sponsor during its creation process. It also gives them a political lobbying force within Darokin. Perhaps this adds to the fashionability of being in the cult. Anyway...just some thoughts. Sorry if I screwed up the names or any events. I don't have WotI handy and I don't have the MAs on this machine. ------------------------------ Date: Mon, 18 Nov 2002 16:21:05 +0100 From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Re: Cult of Balthac Hi Alex, thanks for the feedback! > Why does Lillian and Crackle have to be connected to > the post Wrath legit > cult of Balthac? Lillian is a nosferatu and a cleric > of Hel. Crackle was her > son (in life) but admitedly has no real connection > to his past. IIRC Wrath > even mentions Lillian and Crackle finding sanctuary > under Nyx after WotI. > Plus, there are MA events to consider. My reason for including at least Crackle is a Soap Opera thing. I like reusing old NPCs if I can find some excuse for it. Also I like the poetic irony of having Crackle take over her mother's position as the head of the Cult. Brining Lillian back was someone elses idea though, at best > Why not start the real Cult of Balthac on a fresh > foot? The cult could be run > by Terra but using Balthac's visage. I think that > there is mentioned > precedence for that. Base it out of Darokin, using > the given temple and carn > as hallowed ground. That gives it legitimacy. As for > leadership, say the > clerics that were fooled were visited in their > dreams by Terra/Balthac and > convinced to return under the true Balthac. This works too, although I see the Cult of Balthac as a Warriors/Dragonslayer's Cult, which doesn't really fit with Terra as its sponsor. Thats why I chose Thor here. Thor doesn't have that much of a following in Darokin, which is why he goes through Balthac. > There is also Calor (i think that's him). The MA had > him trying to become the > next Dragonlord...or at least venerating him under > Bemarris in Norwold. IIRC > Calor was from Darokin. I don't remember how his > plot evolved in the latest > MA. But if my memeory serves me correctly he was > used and betrayed once > again. I seem to recall that he died or was hurt > badly in some manner. This is interesting! If someone could shed some more light on this it would be really helpful. I dont really have time to go through all the MAs looking for this. :( > Perhaps Terra gives Balthac back his mortality, even > reviving Calor if he > died. Balthac becomes his own cleric being fed > spells from Terra. Perhaps the > two are combined into one body as some sort of > requirement for a titan to be > human again. Plus, this method has Calor doubtless > as to the sincerity of > Balthac as Balthac is part of him. Calor follows > suite ads his second in > command. The goal is to get a now mortal Balthac > into true Immortality. > Immortality gained, the Balthac portion rises to > Pandius, leaving the body to > Calor. Is the Balthac / Calor sharing a body part of the MA storyline?`I cant remember it from WotI. In any case I find it quite intriguing! :) > Add to this that Bemarris was involved, you can have > a growing rivalry > between the two dragonslayer cults. Balthac, after > regaining credibility, can > become the fashionable dragonslayer cult. While the > Bemarris following (which > is small anyway) is seen as the crude backwoodsy > dragonhunters. I like this part! > As you might have noticed, I believe that the > biggest challenges for this > cult of Balthac rest in its falseness during Wrath. > It has to regain > credibility and erase any hardships and mistrust > that it caused during Wrath. > Calor is an option, but one I think needs to be > included. How widespread was the knowledge of the Cults falseness? In any case this could prove an intersting storyline, filled with adventure hooks! > If you want to include the Corran family. Just have > them become involved in > the Balthac Cult. They are from Darokin so they are > nearby. Have > Terra/Balthac recruit one of their family members > in. This draws in support > from the family....giving the cult a sponsor during > its creation process. It > also gives them a political lobbying force within > Darokin. Perhaps this adds > to the fashionability of being in the cult. I like this. I was thinking that most of the Corran family was destroyed when the Meteor struck their mansion, but ofcourse, other branches are still out there. Definately worth including. Perhaps, the Corran's feel a certain responsibility for Lillian's actions and become a major sponsor for the Cult. > Anyway...just some thoughts. Sorry if I screwed up > the names or any events. I > don't have WotI handy and I don't have the MAs on > this machine. Again, thanks for the feedback! Håvard ______________________________________________________ Se den nye Yahoo! Mail på http://no.yahoo.com/ Nytt design, enklere å bruke, alltid tilgang til Adressebok, Kalender og Notisbok ------------------------------ Date: Mon, 18 Nov 2002 12:01:51 EST From: Alex Benson Subject: Re: NWN Mystara (long) A dedicated NWN Group sounds good. As you might notice, I am often in lurker mode. I have NWN and have been playing around with various Mystara Modules. One thing that I would like to see is a dedicated Mystara hak pack. That way the Imperial Boltman in my module will look the same as the one in anyone else's. Likewise, certain customized items would be accessable to all. *cough* skyships *cough*. So far, my subjects center upon Alphatia and are based on the premise of running the adventure modules with the same character. Each module is designed to introduce aspects of Alphatia. The campaign is set just prior to Wrath, extends through the war, and concludes after the war. In Service- An entry level adventure setting the character upon path for this campaign. Fairly simple adventure which sees the PC's actions noticed. By the end of the adventure the PC has been "recruited" into the Alphatian Imperial Forces by a Colonel Yotmar, head of Covert Operations. Eye Teeth- The PC's first mission under Imperial Authority. The adventure is set to prove or disprove the PC's capability as part of the Imperial Covert Operations Team. The mission is set in Sundsvall and deals with sensitive matters unfolding within the capital city's slums and sewers. The Usurper- The Imperial Warship Redoubt, has gone missing. Last reported off the coast of Notrion, Yotmar sends his rising star there to find what happened to the vessel, its crew, and its mysterious cargo. Cloak and Dagger- The PC is sent to Aeria to investigate reported problems in airship research being missing. The mission is typical "find the spy" fare. This one is in its infancy and may change. One may see an added aspect included, making the initial mission but the jumping point for the module's real adventure. Dark Days- Yotmar is missing. The Special Operations Team scrambles to find its leader. The PC is sent to the foreboding kingdom of Blackheart based on a clue found within Yotmar's chambers. A Rage in Bluenose- The PC is sent to Bluenose, Arogansa to look into the murder of a friend of Yotmar's and ally to the Imperial Special Operations Team. The murderer is well connected and exacting justice is complicated (under the Law). The PC must deal with these and exact the Special Operations's mark of vengeance. Road to War- War is brewing between Alphatia and Glantri. Thyatis has sided with the Glantrians, shifting the Alphatian strategy dramatically. The Special Operations Team hustles to send operatives out to do what they can as the war begins to heat up. The PC is sent to the East/West Portage area. The Alphatian Command expects this area to be the frontline due to the closeness of the two trade towns and what each can bring to the warring sides. Total War Part One- The war is full fury. With the death of General Torenal, the Special Operations Team has lost its greatest patron within the Imperial Staff. Yotmar is instructed to send his operatives abroad to aid in the war effort. The PC is sent to the staff of an Alphatian General and essentially performs covert tasks for him behind enemy lines during the battles on the Isle of Dawn. I am unsure where I am putting this one at right now. Total War Part Two- The Thyatian war machine is on its last legs, its ranks filled with old men and young boys. Rumors persist that Thincol will surrender soon. The PC is sent to Glantri to basically harrass the Glantrians and pave the way for the expected Alphatian push into Glantri. This is planned to be a very tough mission. When the Doomsday Device goes off, the PC must escape Glantrian Lands. I'll have to do something about the Ww/oM (turn off magic for a week). That aspect may cause some changes to this plan. Shattered- Back in Alphatian Lands, the PC is thrown into the remaining Alphatian and Thothian forces trying to halt the Thyatian advance. It should be interesting to fight alongside undead...as allies. Paramount is the siege of Trikelios and Ekto. Clay Foundations- Our PC finds himself thrown into the Nace forces. Unsure what to do with he is sent to Monster Island. Zandor makes his claim to the Imperial Throne of the new Empire. The PC is visited by an old friend and sent to intervene on Surshield's behalf. The PC plays a vital part in Zandor's downfall, however he is not present for it. Old Evils- The Thyatian advances have halted. Nace begins a program of defense, sending the PC to Surshield to assist in the construction of a garrison there (Nace does not know what to do with him). This module is full of small adventures in the surrounding lands of the fort. Surshield essentially becomes a watered down version of Blackheart with alot of ancient evils. Peace- Nace and Thyatian envoys meet to discuss a peace treaty. Intrigue insues as elements try to reignite the flames of war. The PC must discover and weed out these malcontents without making matters worse. The Heldannic Knights make an appearance. >> From the Past- Notrion is on the verge of a civil war. The PC is sent there to protect the King and root out the conspirators. Arriving finds that the king is already dead. Instead, attentions move into the Notrion interior as strange troop formations have been seen. Anarchy- The PC is sent to the Isle of Gaity to investigate reported troubles there with the Thyatian barons. Gaity is under Nace authority, though it is populated by Thyatian lords. Nace has not addressed this remaining bastion of Thyatian presence within Nace borders. Nace seeks to remove them forcibly or seek out a baron to support. The PC finds that it is not only Nace that is manipulating things on Gaity. ------------------------------ Date: Mon, 18 Nov 2002 12:09:14 EST From: Alex Benson Subject: Re: Tax Collection Just remember that adventurers have to think about additional taxes. Alphatia is the only one specifically mentioned to not tax adventurer gained revenue. Thyatis and Glantri seem intent on taxing adventurer gained booty. Glantri has its "licenses" for just about anything and everything. Minrothad too though its more for imports and exports. All have tax assessors. I am unsure how they could really expect to manage it though. For example...how does a tax man know that you got that sword on this trip and haven't had it for years? Personally, I never messed with it too much. I just point it out because it is specifically mentioned. I imagine they rely on the fear of discovery and punishment per canon sources. I would hold out on using it until tax problems actually come into play for an adventure. No sense having to spend a game session visiting the local accountant. Besides, it kind of takes away from the game. ------------------------------ Date: Mon, 18 Nov 2002 12:41:48 -0500 From: Geoff Gander Subject: New Map Uploaded Hi all, I have recently uploaded a new map to my website, under the ancient history section. It depicts the southern Known World region circa BC 2000, during the height of Mystaros' Taymoran Empire. I realise that he has long since released a map of the region (which Agathokles has used) to further develop the campaign setting (again, which Agathokles has fleshed out considerably), but I simply wanted to share my conception of pre-cataclysmic southern Brun. The was a project long in the making, which was then put on the back-burner because, well, these maps take quite a while to complete. I used PC3 and the WotI boxed set as a base for the map, and I think you'll find that the locations marked on it should correspond to the official maps. Anyhow, the map has been left blank for people to use as they wish in their campaigns - so enjoy! Geoff -- 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 ------------------------------ Date: Mon, 18 Nov 2002 12:43:46 EST From: Alex Benson Subject: Re: Cult of Balthac <> No problem. Glad to contribute. Feels good...yes it does. lol. <<> Why does Lillian and Crackle have to be connected to > the post Wrath legit > cult of Balthac? Lillian is a nosferatu and a cleric > of Hel. Crackle was her > son (in life) but admitedly has no real connection > to his past. IIRC Wrath > even mentions Lillian and Crackle finding sanctuary > under Nyx after WotI. > Plus, there are MA events to consider. > My reason for including at least Crackle is a Soap Opera thing. I like reusing old NPCs if I can find some excuse for it. Also I like the poetic irony of having Crackle take over her mother's position as the head of the Cult. Brining Lillian back was someone elses idea though, at best>> The soap opera thing and reuse of NPCs is something I can appreciate. But I just don't see a young boy as the head of a cult dedicated to warrior/dragonslayers. And how do we know that Crackle is really her son? But seriously. A lightning zombie boy does not really fit the image of a cult of warriors/dragonslayers. <<> Why not start the real Cult of Balthac on a fresh > foot? The cult could be run > by Terra but using Balthac's visage. I think that > there is mentioned > precedence for that. Base it out of Darokin, using > the given temple and carn > as hallowed ground. That gives it legitimacy. As for > leadership, say the > clerics that were fooled were visited in their > dreams by Terra/Balthac and > convinced to return under the true Balthac. > This works too, although I see the Cult of Balthac as a Warriors/Dragonslayer's Cult, which doesn't really fit with Terra as its sponsor. Thats why I chose Thor here. Thor doesn't have that much of a following in Darokin, which is why he goes through Balthac.>> I mention Terra because I thought that Terra was Balthac's patron for Immortality and when he failed his path and she made him a titan. It was Terra right? I don't have WotI handy so I am working from memory. If it was, I can understand the oddness of it. That's why I figure Balthac would have been more refined in dealing with dragons, focusing on dealing with troublesome and destructive ones. Conversely, Bemarris's followers just want to kill dragons becuase they are there. <<> There is also Calor (i think that's him). The MA had > him trying to become the > next Dragonlord...or at least venerating him under > Bemarris in Norwold. IIRC > Calor was from Darokin. I don't remember how his > plot evolved in the latest > MA. But if my memeory serves me correctly he was > used and betrayed once > again. I seem to recall that he died or was hurt > badly in some manner. > This is interesting! If someone could shed some more light on this it would be really helpful. I dont really have time to go through all the MAs looking for this. :(>> I am working from memory myself. I am not 100% sure that Calor is even his name. Calor being the follower of Balthac in WotI that collapsed the Pit. I'll look this up...because i am curious myself. > Perhaps Terra gives Balthac back his mortality, even > reviving Calor if he > died. Balthac becomes his own cleric being fed > spells from Terra. Perhaps the > two are combined into one body as some sort of > requirement for a titan to be > human again. Plus, this method has Calor doubtless > as to the sincerity of > Balthac as Balthac is part of him. Calor follows > suite ads his second in > command. The goal is to get a now mortal Balthac > into true Immortality. > Immortality gained, the Balthac portion rises to > Pandius, leaving the body to > Calor. > Is the Balthac / Calor sharing a body part of the MA storyline?`I cant remember it from WotI. In any case I find it quite intriguing! :)>> No...I made that part up. I just figure the guy must be pretty screwed up in the head right about now. Like finding out the truth about the easter bunny and tooth fairy back to back. Bringing Balthac (and possibly Calor) back from the dead is simple. But I figure a price must be paid. Plus, having Balthac's mind in there too would boost Calor's confidence that he was not repeating history again. <<> Add to this that Bemarris was involved, you can have > a growing rivalry > between the two dragonslayer cults. Balthac, after > regaining credibility, can > become the fashionable dragonslayer cult. While the > Bemarris following (which > is small anyway) is seen as the crude backwoodsy > dragonhunters. > I like this part!>> thanks. <<> As you might have noticed, I believe that the > biggest challenges for this > cult of Balthac rest in its falseness during Wrath. > It has to regain > credibility and erase any hardships and mistrust > that it caused during Wrath. > Calor is an option, but one I think needs to be > included. > How widespread was the knowledge of the Cults falseness? In any case this could prove an intersting storyline, filled with adventure hooks!>> That's one thing that I have no idea about. I wonder just how much was known about the PCs's exploits in WotI. I never played out Wrath, so I never had to deal with direct repurcussions from actions taken in Wrath. I imagine that some of the PCs's exploits within the plot of WotI would be known. It's pretty epic stuff. I would think that the bards would eat it up. That would include the Balthac matter and the fight with the dragon skeleton. Plus, Calor and the other clerics survived so there are other avenues for the story to get out. > If you want to include the Corran family. Just have > them become involved in > the Balthac Cult. They are from Darokin so they are > nearby. Have > Terra/Balthac recruit one of their family members > in. This draws in support > from the family....giving the cult a sponsor during > its creation process. It > also gives them a political lobbying force within > Darokin. Perhaps this adds > to the fashionability of being in the cult. > I like this. I was thinking that most of the Corran family was destroyed when the Meteor struck their mansion, but ofcourse, other branches are still out there. Definately worth including. Perhaps, the Corran's feel a certain responsibility for Lillian's actions and become a major sponsor for the Cult.>> You could also say that the meteor did kill off a chunk of the Corran Family. Bitter the family head turns from their normal Immortal and throw their hopes on the new blossoming cult of Balthac. You could actually hook into the cult with family suspicions that the cult is a farce again. > Anyway...just some thoughts. Sorry if I screwed up > the names or any events. I > don't have WotI handy and I don't have the MAs on > this machine. > Again, thanks for the feedback!>> no problem. I'll check out those events and stuff. ------------------------------ Date: Mon, 18 Nov 2002 14:06:21 EST From: Alex Benson Subject: Re: Cult of Balthac (oops) Just a clarification I was wrong. It's not Calor. It's Kelter Zerben. I am such an idiot. Calor is the dragon. Anyway here are the MA references. The events are rather long. AOL would have kicked them over into an evil attached text file. As for Balthac being under Terra or Thor, I still haven't been able to find my copy of WotI and I did not see anything at VoP except for the Cult article. Anyone have a copy handy for a verification. I swear I remember it being Terra. Kelter Zerben References in the MA 1016 (none in 1017). Felmont 15, AC 1016: The Dragonslayers Arrive in Norwold. Felmont 27: Escape from Wyrmhart. Fyrmont 6, AC 1016: The Dragonlord Rests His Legs. Fyrmont 20, AC 1016: The Dragonlord Kills Quentin Jax. Fyrmont 23, AC 1016: Dragonard Stormed. Fyrmont 25, AC 1016: Orb of the Great One Stolen! Ambyrmont 1, AC 1016: Dragonwars! Sviftmont 20, AC 1016: The Dragonlord's Truth. Eirmont 10, AC 1016: Free! Eirmont 15, AC 1016: Death of a Dragonlord. Eirmont 25, AC 1016: The Draconic Council. ------------------------------ Date: Mon, 18 Nov 2002 20:51:01 +0000 From: Ricardo Matheus Subject: Re: NWN Mystara group Hi there, I´m interested too, although I would love to see a persistant Mystara server. Like the one those Italian guys have, it seens pretty nice! Too bad I don´t speak Italian and couldn´t understant any plots :( Ricardo Matheus a.k.a. Darkblood MML Lurker Owner of the Mystara Map Navigator (www.geocities.com/darkblood18) >>> Hi all, Would anyone be interested in joining a yahoo-group where we could discuss Mystara in a NeverwinterNights related way? Perhaps we could also organize some working groups to do the following: - Create templates for known NPCs - Crete some Mystara specific prefab areas - Create Mystara specific content (such as new tiles, models, textures, etc...) I would be more interested in creating prefab resources that could be used by a variety of different mod designers than in trying to create and maintain a persistant world. If there is interest, I could set this up. Anyone interested please respond to this post (on or off list). -John <<< _________________________________________________________________ MSN 8 helps eliminate e-mail viruses. Get 2 months FREE*. http://join.msn.com/?page=features/virus ------------------------------ Date: Mon, 18 Nov 2002 21:53:51 +0000 From: Ricardo Matheus Subject: Re: NWN Mystara group Hi there I know one of the guys that´s working on the persistant Mystara NWN server (in Italian), he says he´s willing to help too Ricardo Matheus a.k.a. Darkblood MML Lurker Owner of the Mystara Map Navigator (www.geocities.com/darkblood18) _________________________________________________________________ STOP MORE SPAM with the new MSN 8 and get 2 months FREE* http://join.msn.com/?page=features/junkmail ------------------------------ Date: Mon, 18 Nov 2002 13:57:29 -0800 From: John Calvin Subject: Re: NWN Mystara group Ok, it's done. The group info: Group name: NWNMystara Group home page: http://groups.yahoo.com/group/NWNMystara Group email address: NWNMystara@yahoogroups.com Anyone who wants to discuss Mystara in terms of Neverwinter Nights is welcome to come check it out. I'll get the ball started by posting links to the work I've done already, as well as to any existing Mystaran module that I can find. -John ===== Rule #85. I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of "Push the button." from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________________________ Do you Yahoo!? Yahoo! Web Hosting - Let the expert host your site http://webhosting.yahoo.com ------------------------------ Date: Mon, 18 Nov 2002 22:56:22 +0100 From: Felix Holtschoppen Subject: Re: Cult of Balthac (oops) > As for Balthac being under Terra or Thor, I still haven't been able to find > my copy of WotI and I did not see anything at VoP except for the Cult > article. Anyone have a copy handy for a verification. I swear I remember it > being Terra. You are right, it was Terra. I just looked it up in WotI (p. 58). You used the abreviation "IIRC". What does it stand for? (I'm new to the list, sorry, if i'm asking for obvious things). Bye, Felix (I apologize in advance for any mistakes in language I might make, being a German) ------------------------------ Date: Mon, 18 Nov 2002 15:06:23 -0800 From: John Calvin Subject: Re: NWN Mystara (long) >> A dedicated NWN Group sounds good. As you might notice, I am often in lurker mode. I have NWN and have been playing around with various Mystara Modules. One thing that I would like to see is a dedicated Mystara hak pack. That way the Imperial Boltman in my module will look the same as the one in anyone else's. Likewise, certain customized items would be accessable to all. *cough* skyships *cough*. << We really wouldn't need a hak for this (unless the boltmen are built using custom models. Just an erf file will do (this is what I'm doing for my cultural packs). The end result is the same however, and I agree that this should be done. The Mystic Nexus is working on a Spelljammer mod... its very nice... complete with starfields and playable ships. I think that they also have an atmospheric reskin. This is something that could definately be used for an Alpher skyship mod. >> So far, my subjects center upon Alphatia and are based on the premise of running the adventure modules with the same character. Each module is designed to introduce aspects of Alphatia. The campaign is set just prior to Wrath, extends through the war, and concludes after the war. << How far along have you gotten? This seems like a pretty big project. >> Peace- Nace and Thyatian envoys meet to discuss a peace treaty. Intrigue insues as elements try to reignite the flames of war. The PC must discover and weed out these malcontents without making matters worse. The Heldannic Knights make an appearance. << This sounds very Star Trek VI. I love it. Anyway, I'll try to refrain from more discussion on this list since we have the yahoo group set up now. Hopefully we can move these NWN specific talks over there. -John ===== Rule #85. I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of "Push the button." from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________________________ Do you Yahoo!? Yahoo! Web Hosting - Let the expert host your site http://webhosting.yahoo.com ------------------------------ Date: Mon, 18 Nov 2002 21:29:57 -0500 From: David Knott Subject: Re: Cult of Balthac From: "Havard Faanes" > > How widespread was the knowledge of the Cults > falseness? In any case this could prove an intersting > storyline, filled with adventure hooks! Well, there was at least one disgruntled ex-cleric of the Wrath-era cult who would have told anyone he met of the true nature of tha cult -- although whether anyone would believe him is another matter. ------------------------------ Date: Mon, 18 Nov 2002 21:32:30 -0500 From: David Knott Subject: Re: Cult of Balthac (oops) From: "Felix Holtschoppen" > You used the abreviation "IIRC". What does it stand for? (I'm new to the > list, sorry, if i'm asking for obvious things). IIRC = "if I recall correctly" ------------------------------ Date: Mon, 18 Nov 2002 21:41:19 -0500 From: David Knott Subject: Re: Tax Collection From: "Alex Benson" > All have tax assessors. I am unsure > how they could really expect to manage it though. For example...how does a > tax man know that you got that sword on this trip and haven't had it for > years? Most of the listed nations keep extensive records. I can easily imagine a discussion with the tax collector in one of the more advanced nations: Tax collector: "That glowing sword is worth at least 1000 gold. Please pay me the 50 gp income tax on it, if you please." Adventurer: "But I paid that tax back in 998!" (Tax collector goes away and checks his records. A week later, he catches up with the adventurer again.) Tax collector: "Ahem -- my records also show that you sold that sword in 1001. So -- if you will now pay the 100 gold that you owe in taxes on this new sword, I will not pursue this little matter of attempted tax evasion...." ------------------------------ Date: Tue, 19 Nov 2002 09:38:08 +0200 From: =?ISO-8859-1?Q?Ville_V_L=E4hde?= Subject: Taymora in canon I just stumbled upon Geoff's wonderful piece on the history of Colhador. It mentions that Taymora was handled in PC the Sea People. Are there any other Canon references on Taymora? in the HW box? Ville ------------------------------ End of MYSTARA-L Digest - 17 Nov 2002 to 18 Nov 2002 (#2002-300) ****************************************************************