Subject: MYSTARA-L Digest - 2 Jan 2002 to 3 Jan 2002 (#2002-4) From: Automatic digest processor Date: 04/01/2002, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 9 messages totalling 670 lines in this issue. Topics of the day: 1. rtf ver of the Mystaran Almanac AC 1018, Book I: Atlas??? 2. rtf ver of the Mystaran Almanac AC 1018, Book I: Atlas??? 3. War Journal of Bue Geirsteinson - Part I 4. A Complete Guide to the Cosmos - Introduction 5. A Complete Guide to the Cosmos - Prime Planes 6. A Complete Guide to the Cosmos - the Multiverse and the Outer Planes 7. Ideas for adventure without magic? (2) 8. Nithia questions ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ---------------------------------------------------------------------- Date: Thu, 3 Jan 2002 03:00:00 -0800 From: Herve Musseau Subject: Re: rtf ver of the Mystaran Almanac AC 1018, Book I: Atlas??? From: "Chris Furneaux" --- thibault sarlat wrote: >> i got the files alright. >> but do you noticed that all the corrections are >> present in the rtf >> version...is it normal? > I think that was intentional, if you want to get rid > of them in word go to track changes and accept changes > and that gets rid of them, but I'm not clear why they > were left in (although Herve said he had so it must be > intentional). Maybe this should be noted on the > webstite too. Right, it was intentional. As is indeed noted on the website, though I didn't copy that part in the announcement I made on the MML, the rtf contain the corrections to allow for incremental reading (from last year's). The rtf version is mainly intended for quick referencing and for searching; for reading, I highly recommand using the pdf file. If you want to have clean rtf files, though, you can indeed turn them off (either by not displaying them, or by accepting all modifications to get rid of them once and for all), though this will work only in word (it won't work in staroffice, i don't know about other word processors). I know it makes the almanac look unfinished/unprofessional, but as you can see from the pdf version it is finished and professional-looking. Believe it or not, it comes from a desire to be user-friendly: it allows you to see in one blink what is new and what is not, so you can skip over them if you want if you've already read last year's almanac? This ideas comes from a realization on my part that in the PWAs and in the MAs whole parts are the same from one year to the next so that it is annoying to read through them again and we tend to quickly browse through them, and you don't realize that you've missed some changes or even some whole new parts (I know I have). Since the Atlas is 800 pages I'm doing what I can to avoid your experiencing such a thing. Note that this won't happen with the next two books, as Events and Adventures are all new, of course. I hope you enjoy the almanac anyway. ===== ___________________________________________________________ Herve Musseau http://www.geocities.com/hmusseau/ __________________________________________________ Do You Yahoo!? Send your FREE holiday greetings online! http://greetings.yahoo.com ------------------------------ Date: Thu, 3 Jan 2002 14:08:57 +0100 From: thibault sarlat Subject: Re: rtf ver of the Mystaran Almanac AC 1018, Book I: Atlas??? it is a masterpiece, as always... thanks very much to the teams!!!!! thib ----- Original Message ----- From: "Herve Musseau" To: Sent: Thursday, January 03, 2002 12:00 PM Subject: Re: [MYSTARA] rtf ver of the Mystaran Almanac AC 1018, Book I: Atlas??? > From: "Chris Furneaux" > --- thibault sarlat wrote: > >> i got the files alright. > >> but do you noticed that all the corrections are > >> present in the rtf > >> version...is it normal? > >I think that was intentional, if you want to get rid > >of them in word go to track changes and accept changes > >and that gets rid of them, but I'm not clear why they > >were left in (although Herve said he had so it must be > >intentional). Maybe this should be noted on the > >webstite too. > > Right, it was intentional. As is indeed noted on the website, though I didn't > copy that part in the announcement I made on the MML, the rtf contain the > corrections to allow for incremental reading (from last year's). The rtf > version is mainly intended for quick referencing and for searching; for > reading, I highly recommand using the pdf file. If you want to have clean rtf > files, though, you can indeed turn them off (either by not displaying them, or > by accepting all modifications to get rid of them once and for all), though > this will work only in word (it won't work in staroffice, i don't know about > other word processors). > > I know it makes the almanac look unfinished/unprofessional, but as you can see > from the pdf version it is finished and professional-looking. Believe it or > not, it comes from a desire to be user-friendly: it allows you to see in one > blink what is new and what is not, so you can skip over them if you want if > you've already read last year's almanac? This ideas comes from a realization on > my part that in the PWAs and in the MAs whole parts are the same from one year > to the next so that it is annoying to read through them again and we tend to > quickly browse through them, and you don't realize that you've missed some > changes or even some whole new parts (I know I have). Since the Atlas is 800 > pages I'm doing what I can to avoid your experiencing such a thing. > > Note that this won't happen with the next two books, as Events and Adventures > are all new, of course. > > I hope you enjoy the almanac anyway. > > ===== > ___________________________________________________________ > Herve Musseau > http://www.geocities.com/hmusseau/ > > __________________________________________________ > Do You Yahoo!? > Send your FREE holiday greetings online! > http://greetings.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: Thu, 3 Jan 2002 15:27:36 +0100 From: Jacob Skytte Subject: War Journal of Bue Geirsteinson - Part I I hope to post one part each day, we'll see. It's still getting written, = but I've got enough for the first week or so. It will probably be in = 10-12 parts, I'm guessing. Hope you'll enjoy it! Jacob Skytte scythe@wanadoo.dk --- The War-Journal of Bue Geirsteinson Vatermont 14th, the year 1000 After Crowning of the First Emperor of the = Thyatian Empire The talk with father did not go well at all. I met with him in the = clan's winter hall in Zeaburg. He was pleased to see me, pleased that I = was still an instrument of death, a warrior strong and true. What I had = to say would not only break my heart, but his as well. "Father, there are things we need to discuss. The invasion you have = planned, it cannot come to pass," I started. "What say you, son?" he replied. "Ah, I see. You have found a weakness = in my plan. You have spent your time here scouting out the city and = looking for weak spots, and you have found a better way of invading it = than the one I have planned. You are a good son, share with your father = the secrets of Zeaburg, and you will be insured your place as prince of = Ostland." "No father, you are wrong. I am the son you raised. Zeaburg has no weak = spots. It is strong and impregnable, and it will stand before your = assault with no risk of falling. Like its king will. Hord Dark-Eye is = not the weak, cruel man you have told me about. He is the one chosen by = our Lord Odin the All-Father to rule Ostland, and your attempts at a = coup will fail, for you are not the man he is." My father's face twisted into a mask of rage. "What are you saying? What = have you done, whelp? You have betrayed me to him, have you not? He has = gotten to you, made you turn from your clan, from your birthright! You = insolent cur! After all that I have done for you, after all that I have = promised you. I raised you to become a prince, but you have chosen to = betray me! You are envious of your brother, not content to be second in = line. You wish to take over rulership of the clan. But it shall never = come to pass. You are no longer of my kin, I forsake you as a son, as = you have forsaken me as a father. You are no longer of clan Noslosford!" Though his words hurt me, my heart flaring in pain, I would not let them = defeat me. "You are wrong father. I am your son, the son you raised to = believe in the will of Odin. His will has been revealed to me. I am = flesh of your flesh, blood of your blood, and that cannot be denied. But = flesh and blood are nothing to the All-Father. His will transcends such = mortal frailties, and it is to His will that I must bow. Seeing that you = wish to defy His will, I have indeed revealed your dark desires to the = king, Hord Dark-Eye, he who is chosen by Odin the Kingsmaker. Your plans = are for naught, you have been defeated before the battle even began." My father's voice took on a cold, hard edge. "You are a fool, young one. = In betraying me to the monster, Hord with the Darkened Eye, you have = doomed your entire clan to die before his hand. He will not rest before = each of our warriors has been slain, our women and children taken as = thralls by his loyal servants. Their blood will be on your hands, their = fate sealed by you." "Father, again you are mistaken. It is you who have chosen our fate by = rising against Odin's Chosen. But while king Hord could indeed have = claimed the lives of our clan in retaliation, he has chosen to spare any = man or woman, who will swear continued fealty to his throne. If you will = but lay down your arms and surrender to the king, you may still save the = lives of our clan. But if you choose to persist, war will come to = Noslosford, and the blood of our clan will run like rivers into the sea. = And to serve my king, to serve the will of Odin, you will find me at the = front of the army come to punish your treachery and to save the honor of = our clan." His face was an image of intense and bitter hatred. "Your noble heart = will yet bleed. I still have a loyal son in Lot. You will find both him = and me waiting for you at Leirbotn. The blood of your former kinsmen = will be on your hands before this war is over. Your family will lie = dead, slaughtered by you. Your mother, your brothers, your sisters, and, = of course, myself, your flesh-and-blood father. See if the All-Father = can replace us as your family. You will become the loneliest man alive = and your heart will never stop bleeding, your conscience will haunt you = till the end of your days, where you will die alone and forsaken. This = do I predict for one such as you." Tears came to my eyes. "Father! It need not be so! Please give up. And = if you won't, at least spare our family. My sisters, my mother and my = young brother need not lose their lives. If they will but say that they = followed you out of fear or that they knew not your plans, they will be = spared." He laughed long and hard. "You delude yourself, young one. Your mother = would not leave me or betray me as you have. She loves me and believes = in me still. As for the young ones, Oda would never follow you, and Lis = and Hjort, well, they are coming with me whether they want to or not. = They are too young to make such a choice, and I will have them by my = side, when we are slaughtered by Hord's men. You will not escape this = punishment." With that he left me, preparing to travel back to Noslosford, preparing = for the inevitable war. ------------------------------ Date: Thu, 3 Jan 2002 20:53:04 +0100 From: la Volpe Subject: A Complete Guide to the Cosmos - Introduction When I started this project, I wanted to define a new, original and comprehensive Cosmos, that could be used with almost all fantasy and science-fiction fantasy settings that do not use a RW religion as basis for the universe. I do not intend in any way to meddle with the religious beliefs of people, I do not wish to explain the origin of the universe in any way, nor found a new religion or want people to think that the universe is made like the fantasy Cosmos I am describing, not on a scientific nor on a religious basis of any form. What I want to do is simply to create a flexible religious format that can be used by anyone, not only in the D&D game settings, but even with other dozens of fantasy RPGs, as long as you agree with two principles: the existance of a universe (or more universes) and the existance of god-like beings, be they true gods or immortal super-humans. ------------------------------ Date: Thu, 3 Jan 2002 20:53:10 +0100 From: la Volpe Subject: A Complete Guide to the Cosmos - Prime Planes The Prime Material Planes have a special importance and meaning in the Multiverse and its cosmic struggles. For the first thing, Prime Material Planes are among the most accessible ones from other planes. They are dotted with gates and vortexes, that lead to and from outer planes, inner planes, other prime planes; thus, Prime Material Planes are important "railway stations" or "airports" for every planar creature that wants to travel anywhere in the Multiverse. For the second thing, the Prime Material Planes bear a unique feature in the Multiverse: they are the Planes of Belief. Belief can make mortals Immortal. Each Prime Plane has a different way of displaying this feature, but it is nonetheless the same: through belief in themselves, a strong group of followers, and the performing of impossible quests, mortals can become Immortals. At this point, you could wonder why I am speaking of Prime Material PLANES instead of a single Prime Material Plane. It is simple. I am speaking of Prime Material Planes, because there are several Prime Material Planes, and not only one. The planar position of a single Prime Material Plane is known to every planar creature and god. A Prime Material Plane is surrounded by the Ethereal, and through gates that pass through the Ethereal itself it is connected to the four Elemental Planes (and to the quasi- and demi- elemental planes). Moreover, planars, gods, prime adventurers believe that the Ethereal is also filled with pocket-planes and demi-planes. The problem is that THEY ARE WRONG. The truth is that most of this so-called "demiplanes" are the other Prime Material Planes! Feature Three of the Prime Material Planes, thus, is that they ALL share the same Ethereal and the same Elemental Planes! But there is still one more important thing to note: each Prime Material Plane has its own Outer Planes and its own Gods. It's impossible from one Material Plane to reach an Outer Plane that belongs to the Multiverse of another Material Plane! ------------------------------ Date: Thu, 3 Jan 2002 21:23:38 +0100 From: la Volpe Subject: A Complete Guide to the Cosmos - the Multiverse and the Outer Planes To fully understand the Nature of the Multiverse, it is necessary to make a sort of metaphore. Take a giant plumcake filled with rosins. The plumcake is the Ethereal. The rosins are the Prime Material Planes. Now take this giant plumcake and put it into a container, divided into four zones, each filled with one perfumed essence. Through the plumcake, the essences in this container can reach all of the rosins. The four essences are the Elemental Planes. In this container, apart from the essences, there are also two balls, one producing a positive electric charge, one a negative one (yes, I know electricity doesn't work this way, but - hey, it's magic). These two balls represent the Positive and Negative Energy Plane. This is the Structure of the Inner Planes. Until now, we have observed a three-dimensional space. Now, let's take a closer look at each rosin, and let's see what happens to the rosins if we see how they interact with something that is located in a fourth dimension, in a fourth space-direction (thus, without touching and interacting at all with what lies in the container or in the plumcake). In this fourth dimension, each rosin is connected to a point (and NOT A ROSIN) in another plumcake, through a "corridor" that is known as the Astral Plane. This plumcake is the whole Ensamble of the Outer Planes (simply called Ensamble from now on). This time, however, when you reach the new plumcake from the old one, you'll notice that this plumcake is surrounded by a metal box that cannot be crossed. This metal box represents the Vortex. It is to be noted that the Ensamble too is a single one, a single plumcake. However, this plumcake is divided into many smaller zones separated by the metal boxes (the Vortex), and thus it is completely impossible to reach one Outer Plane if you are not located in the Prime Plane that is connected to the part of the Ensamble that contains that point. This means that the only way to reach every Outer Plane is to pass through all the Prime Material Planes, and from here to a point of the Ensamble (a point in an Outer Plane) in the same area of the Plane you want to reach. It is very important, at this point, to notice that while all "rosins" are connected to the Ethereal, not all are connected to the Outer Planes. Those that are connected to the Ensamble are the true Prime Material Planes. Those that are not represent the true Demi-Planes, Pocket-Dimensions, and so on. This is the main reason why most gods, planars and immortals believe in the existance of a single Prime Plane, and consider all others demiplanes. There is only ONE Prime Plane that leads to their group of Outer Planes! A Prime Material Plane and its Outer Planes (plus the common planes of Ethereal and Elemental) is known as one Multiverse. Thus, there are several Multiverses, all sharing the Ethereal, Elemental and Energy Planes. An example: one Multiverse is represented by the old D&D Game Multiverse (Speheres of Power and Immortal Home Planes, plus the Mystara Prime Plane and the common planes); another by the AD&D2E Game Multiverse (the Alignment Outer Planes, plus Sigil, and the Faerun/Spelljammer Prime Plane); another by the Myth Dimension (unknown Outer Planes, and the Mythological Earth's Prime Plane), and so on (Conan's world, Elric's world, Middle-earth's world, and so on and on and on). ------------------------------ Date: Thu, 3 Jan 2002 18:16:37 -0800 From: The Stalker Subject: Ideas for adventure without magic? SPOILER WARNING: If you haven't played WOTI and intend to at some point, don't read any further! Okay. During AC 1009 in WOTI there is a Week Without Magic. I've reached this point IMC and want to stress its impact on Mystara somehow. To do that, I want to place the PCs in a situation where magic could easily bail them out, but suddenly it isn't there at all! So how do I do that? Well, I have to get them away from the usual "civilized" areas because once they realize what's going on, they'll just want to head for the nearest city and wait until magic returns, since I doubt I'll be able to convince them it won't. I need to get them into some land where it will take them at least a week to get to nearest major settlement and preferably one where they will have to fight the elements to survive. I've considered dropping them in a cold, icy landscape, but they did that when they walked back to the outer world from the Hollow World after WOTI's Phase II. I've been considering Ylaruam, but I fear they would get to a settlement too soon. And besides, what do I put them through? I don't want something deadly, just something that puts them out of their usual routine so they'll appreciate their magic more afterwards, but not something they can escape from until magic returns. Did other people do something like this in their campaigns? Any bright ideas out there? - The Stalker ------------------------------ Date: Thu, 3 Jan 2002 20:47:22 -0800 From: John Calvin Subject: Re: Ideas for adventure without magic? >> SPOILER WARNING: If you haven't played WOTI and intend to at some point, don't read any further! Okay. During AC 1009 in WOTI there is a Week Without Magic. I've reached this point IMC and want to stress its impact on Mystara somehow. To do that, I want to place the PCs in a situation where magic could easily bail them out, but suddenly it isn't there at all! << Makes sense. I'll drop a few ideas down right off the top of my head. 1) The first thing that comes to mind is Savage Coast. Running into a civilized area here might even more deadly than running away from it... depending on how far the Red Curse advanced during the week without magic. 2) Orc's head peninsula. Especially if they are dragon hunting. Sorry, but you just invaded this dragon's territory and pissed it off, and now your magic has failed and you've lost some of your powerful arsenal, AND you can't easily get home. The upshot for the characters (and they might not realize this), is that the dragon has lost its magic as well. The pcs and the dragon might be playing a deadly game of cat and mouse while both parties try to figure out what happened to magic, and if the other party is responsible or not. 3) Actually a city may not be the safest place to go either. Especially if they run straight to their powerful mage friend. You know, the one who helps them out all the time by identifying their magical treasure, or by giving them information or perhaps even adventuring jobs. Surely this powerful mage will know what is happening. Did I mention that this mage was powerful? Powerful people have powerful enemies and once everybody figures out what has happened, you better be sure that those enemies will try to settle old scores (especially if they are not mages themselves). I'd hate to be caught in the middle of such a feud. 4) Flying over the Sea of Dread in their Alphatian skyship. Bad idea... When they crash on one of those islands they are going to have their hands full. Magic is gone [pcs need not know that it is a world wide event...they don't call it the Sea of Dread for no reason - perhaps they have entered a sort of bermuda triangle?], but perhaps the ship can be made seaworthy. Of course they will also have to worry about the natives, local wildlife, and perhaps they run into an old friend or two (by old friend I mean old enemy). Oh... and better hope the DM hasn't read Geoff Gander's articles on Outer Being worship in the Known World... Even when magic finally does return, the skyship will probably not be skyworthy until it is repaired in an Alpher port. PCs might be able to save themselves with their magic, but not their crew. Better proceed with the plan to get the ship seaworthy. 5) They are hot on the trail of an old enemy (an enemy who happens to be hopping around the planet using teleportation magic in order to gather components for a super weapon). Just as they catch up to their old pal on some remote location of the planet, oops, magic fails. Now they have to deal with a desperate enemy who feels just as panacked and trapped as they do. Hope they live through the week. Once again a good location for this one is one of the isles of dread. 6) Ever fought a battle where all of a sudden the rules just changed? The PCs are about to. Let them plan an attack against their favorite enemy country. They have access to the best military (both mundane and arcane) that their allies can provide. Too bad magic goes out and all of their well laid plans go to waste. On top of fighting the enemy, they now have to deal with paranoid mages who have all just lost their powers. Don't worry, nobody will try to assassinate them. Sure hope they aren't on the Alphatian continent! 7) Ever wanted to take a trip to Shadow Elf lands? Good thing that you can blend into the local populace with all of that illusion magic because the Shadow Elves aren't much for having visitors. The PCs are in trouble again. When magic fails they won't look like elves anymore, and they won't have a fast way home either. 8) Like #7 above, but the PCs take a trip to Oenkmar, Tiger/Viper tribe lands, Azca, Shattenalfen lands, Herath, Alphaks Volcano, Hule, or anywhere else that they *want* to be, but shouldn't. This goes for more civilized lands as well, especially if the PCs are pretending to be somebody that they aren't. 9) Where do you go to find a , and how do you catch the thing once you get there? The location is probably somewhere nice and remote, and the mode of capture is probably quite magical...especially if you want to avoid being stomped, slashed, turned into stone, etc, etc... Once magic fails the PCs may switch from being the hunter to being the hunted. 10) Man... I'm really trying to come up with 10 ideas here. Hmmm... Hehe. Want to explore some of those ancient ruins... the ones at the bottom of the ocean? Good thing you have plenty of magic to help you survive down there, because those gnomish contraptions that are kept in storage look a little scary. When magic fails, the only thing between the PCs and a sinking ship, are the gnomish contraptions and some half baked adventure designed to save the day! Yay! I did it! What do you think Stalker? Anything useable in there? -John >> So how do I do that? Well, I have to get them away from the usual "civilized" areas because once they realize what's going on, they'll just want to head for the nearest city and wait until magic returns, since I doubt I'll be able to convince them it won't. I need to get them into some land where it will take them at least a week to get to nearest major settlement and preferably one where they will have to fight the elements to survive. I've considered dropping them in a cold, icy landscape, but they did that when they walked back to the outer world from the Hollow World after WOTI's Phase II. I've been considering Ylaruam, but I fear they would get to a settlement too soon. And besides, what do I put them through? I don't want something deadly, just something that puts them out of their usual routine so they'll appreciate their magic more afterwards, but not something they can escape from until magic returns. Did other people do something like this in their campaigns? Any bright ideas out there? ===== Rule #53. If the beautiful princess that I capture says "I'll never marry you! Never, do you hear me, NEVER!!!", I will say "Oh well" and kill her. from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________________________ Do You Yahoo!? Send your FREE holiday greetings online! http://greetings.yahoo.com ------------------------------ Date: Thu, 3 Jan 2002 21:08:29 -0800 From: John Calvin Subject: Nithia questions Hi all, I'm working on my lycanthropy stuff and I've come across a little problem. I'm trying to figure out which of the Nithian immortals might be patrons of the different strains of "Ancient Lycanthropy" (see my article in one of the Tome of Mystara issues or dig through the archives of this list for more details). So far I've got Horon/Ixion as the patron of werehawks and Pflarr as the [atron of werejackals. I'm looking for a patron of werecats of some type but nobody seems to fit. Does anyone have any ideas? Here are a couple of other Nithia related questions: 1) Has anyone dealt with the mystery ship that came out of the sky to save Tarthis? HWR2 says that it was indeed sent by Thanatos and Ranivorous, but doesn't elaborate any further? 2) Has anyone found any details on the magical constructs that guard Louknor. I think they are called "sunhawks" and "golden lions." I've tried looking for details in HWR2, but can't seem to find them. 3) How much pyramid power does it take to power a Hover-Chariot for a full day? Thanks in advance for any answers. -John ===== Rule #53. If the beautiful princess that I capture says "I'll never marry you! Never, do you hear me, NEVER!!!", I will say "Oh well" and kill her. from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________________________ Do You Yahoo!? Send your FREE holiday greetings online! http://greetings.yahoo.com ------------------------------ End of MYSTARA-L Digest - 2 Jan 2002 to 3 Jan 2002 (#2002-4) ************************************************************