Subject: MYSTARA-L Digest - 8 Apr 2002 to 9 Apr 2002 (#2002-97) From: Automatic digest processor Date: 10/04/2002, 17:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 6 messages totalling 791 lines in this issue. Topics of the day: 1. Need some ideas (2) 2. The Monolith Adventure Part I 3. The Monolith Adventure Part II 4. The Monolith Adventure Part III 5. Rif: Re: [MYSTARA] North Western Skothar & Nentsun ******************************************************************** 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: Tue, 9 Apr 2002 10:36:46 +0300 From: =?ISO-8859-1?Q?Ville_V_L=E4hde?= Subject: Re: Need some ideas Thanks a lot for all your ideas. George's idea of kidnapping members of nobility had already crossed my mind, I planned on having the youngest son of the Duke to be abducted while Shearing. But alas, for the sake of consistency he would have returned from Shearing a long time ago, since it is 1011 IMC now. Still it might be possible to use this lead, for example if during his adolescence the young noble has proven to be a "disreputable" person, spending too much time in shady company of the Foreign quarter, or in houses with a certain kind of reputation... Then kidnapping him wouldn't be too hard. Well, in any case the idea with the 200 hostage slaves was that many of them would be members of renowned houses, captured long ago by the Iron Ring. John: Yes, Black Eagle lost the previous engagement, but it didn't commit to it fully. The most losses were suffered by the Iron Ring and the forces of the lich Hazar. Hendricks was able to forge a temporary peace treaty, and succeeded in maintaining his power and most of his forces. In effect, he only lost one elite guard unit. I was thinking of using some lycantropic or monstrous faction in this conflict, like you mentioned (the ones that would have harboured Hendrick's old henchmen). The trouble is that during an intensive period of "solo" playing the Karameikan PC managed to wipe out any such plausible threats in the western Karameikos. This civil war adventure is supposed to be "the definitive Karameikos adventure", the one last push the PCs are going to make in their homeland. The mainstream of the campaign has moved on a long time ago. But still, it seams I wiped out a few too many potential plotlines when we played out the Division of the Five -campaign. The Cult of Halav idea was great, and I'm thinking of using it. The PC who has most influence in Karameikos, Alexander Panhaligon, is a cleric of the Church of Traladara. His most trusted follower is Kiril Petrevich, an ex-pupil of patriarch Sergeyev of the Cult of Halav. Sergeyev died about 10 years ago, leaving the affairs of the Cult to his favourite pupil. During the nationalistic conflicts of the Division of the Five campaign, Kiril and his followers went underground and formed the core of a militant resistance movement. So now Alexander Penhaligon has close links with the Cult - or its remains, as Alexander revealed certain campaign-specific truths to Kiril, effectively removing his faith in the holy Stephan. There should be some bitterness felt by the Cult hardliners, who might very well listen to a new prophet. Thanks for this idea. The "Undead Marilenev" idea was interesting, but it would take too long to work, in campaign time. I still have the Great Nomad War in the background, with one half of the PC group in diplomatic missions up North. The two PCs who are now in Karameikos should have about 2-3 weeks time. In any case, the way I've played out the nationalistic strifes in Karameikos has been very "human". Instead of looking at the various participants as evil/good, the stories have always been about nationalistic and religious fervour, how images of the enemy help to de-humanise them etc. And yes, the most Karameikan campaign events were designed during the Bosnian war... The Thyatian "assistance" is of course a viable and good option, but it doesn't suit my future plans for the campaign. Incidentally, Thyatia is planning an invasion of Ylaruam right now, while the Ylari are engaged with the Darokinians (who will have the dwarves soon on their side, and the Northerners may soon start attacking Ylari coasts soon...) Mutual assistance like this is just about the best thing that any mailing list can hope to accomplish. Thanks a bunch. Ville --------------------------------------------- Sähköpostiosoitteeni on muuttunut muotoon Ville.V.Lahde@uta.fi --------------------------------------------- ------------------------------ Date: Tue, 9 Apr 2002 11:21:06 +0300 From: =?ISO-8859-1?Q?Ville_V_L=E4hde?= Subject: The Monolith Adventure Part I Some time ago I promised to translate some adventures that I have written for Finnish RPG magazines years ago. Sadly, I have lost most of the zines long ago, and haven't been able to get my hands on them yet. (Do any Finns on the list happen to have old issues of Magus or Claymore? I'd very much appreciate copies of my old texts. I'll of course pay for the copies and postage, and throw in a few pints if we ever get to meet...) But I found one adventure in my old text files, and have started translating it. Here goes: ------------------------------------------------------------------------- THE MIGHT OF ROCK AND THE HEAVENS "In their own times, told the Makers, sang the people of the Stars their enchantments in chorus with the roar of the deep Under feet, under soil, in rocky hollows were forged and kissed the mighty unions of the Underfolk and the Kings of Stars But unions and alliances grew rotten, forgotten were the children of rock and the heavens Aspiring to pass beyond the veil." - A forgotten and lost Traladaran lament This adventure was originally written over 10 years for D&D, to be used in the official Mystaran world, then known (to me) only as the Known World from the Blue-Box Expert Set. It was published in the Finnish RPG magazine "Magus". The experience levels of the PC:s were designed to be around 5.-6., but the adventure can easily be adjusted with minor changes. The original location for this adventure was the Grand Duchy of Karameikos, described in the Gazetteer by the same name. However, some details concerning the adventure area, the Barony of Dimitrov, were changed, and some new mythological elements were written to create the background of the story. If the DM doesn't wish to effect those changes, the adventure can be easily rewritten for any similar locale. (Note: Upon the writing of this adventure I was still using the older demographical features of Karameikos used in the old Expert Set, with a much lower population. Using the Gazetteer demographics may change the atmosphere of the story a bit, creating a much less frontier-like setting. Also some details of the Barony of Dimitrov deviate a bit from the Gazetteer.) HISTORY As the keepers of elder lore still remember it: Countless of seasons ago, long before the people of Traldar arrived to the land that are now called Karameikos from the lost Nithia, a strange people lived in the southern parts of the land. They called themselves The Children of the Old Covenant. Their appearance or details of their life are unknown by latter generations and other peoples, as they vanished a long time ago and also tended to keep isolated. Only a few scattered sages, especially those of the elder races, still remember the story of the Old Covenant and its cursed children. The roots of the story reach far. The world was in its infancy. The Hinterlands and the latter Empire of Thyatia wasn't separated by the Dread Sea, as the land hadn't yet felt the wrath which the dark Loremasters of Blackmoor awoke. In the bosom of Mystaran rock lived the People of the Rock, sometimes called the Underfolk, harvesting riches from the living veins of the world and growing mighty abodes out of them. The lands above them were largely uninhabited, but high in the heavens lived the People of the Stars in their cloud islands. They harvested the tears of the Cosmos, decorated their ethereal halls with them, and this was good. Neither of the two peoples desired that which belonged to the other. The unstoppable wheel of Time kept turning, however, and brought a fateful moment of transition for both peoples. Still it wasn't marked by wars or suffering, but the greatest and most unpredictable of all forces, love. The Underfolk grew slowly fond of the fair People of the Stars, and the latter in turn sought peace and silence in their solemn countenance. Thus was the Old Covenant formed and sealed with caresses and kisses across the rifts of difference. But the fruits of this union were sad ones, because the children born from it were a mockery of the beauty and solemnity of the parents - some say this was a punishment for breaking laws so ancient that both of the two peoples had long forgotten them, never aware or their transgression. In the rough beastly forms of their children the parents saw their own most vile and despicable features, ones they had for ages hidden from themselves, buried under layers of custom, ritual and oblivion. The Underfolk returned to their hidden chambers, behind lock and key, and the Cloudy Castles slipped to lands unknown. The Children of the Old Covenant were trapped forever on the land, between the Rock and the Heavens. Cycles of the Sun went on, and many cataclysms rocked the world, but by luck, fate or providence their abodes were left intact and never touched the concerns of other peoples. Still their numbers dwindled and their blood grew rotten. When death was already reaching for the last of them, they appealed to their lost parents for one last time - but alas, those above or below couldn't hear them anymore, or chose to ignore this sad plead. To keep death at bay they built Circles of Star Monoliths as temples of Rock and the Heavens. With the skills inherited from their parents they shackled the might of the land, the air and the sea to help them rule their land and keep the sparkle of life alive. But this accursed existence didn't appease them, and the feeling of power didn't substitute their worldy homesickness. As their last act of defiance they gathered at their last monoliths of rock and the stars, and faded away like a whispered lament in the wind. The accursed fruits of the Old Covenant were laid to oblivion. For the DM: Rare as it is, old legends are sometimes close to the truth. Yes, there were the Underfolk and the People of the Stars, although both of them have long since retreated to destinies unknown. And the story of their children is equally true, except for their final fate. Instead of finding the long-sought rest, their tortured souls were bound to the Monoliths, perhaps by the same forces that had punished their parents. These stories have been mostly forgotten, however, and none of the PCs have ever had the chance to learn them. As said earlier, the stories have been preserved in the most obscure lore of the elder races, save some scattered laments or anecdotes of the Traladara. And even in the case of the elder races, the stories haven't been preserved in clear narrative form. Instead they have been disquised as moral stories, philosophical lessons in storyform, and mostly only as oral tradition. Few sages ever saw point in writing them down. To be continued... ------------------------------ Date: Tue, 9 Apr 2002 11:32:05 +0300 From: =?ISO-8859-1?Q?Ville_V_L=E4hde?= Subject: The Monolith Adventure Part II LOCATION (Note: Originally I had drawn detailed maps of the scenes of the adventure, but since I don't have the original issue of Magus anymore, I couldn't include them. And anyway, I don't own a scanner. Sorry.) The events take place in the Grand Duchy of Karameikos, more specifically in the Barony of Dmitrov. The barony consists of a small (about 20 miles long) cape in the southern part of the country. The lands of Dmitrov are bordered by the much larger Barony of Vorloi in the north, and the waters of the Sea of Dread elsewhere. Baron Dmitrov rules his lands from his manor, which is actually more like a fortified homestead. It is surrounded by a small village called Dmitrov. The village includes a small river harbour, as it has been built near the only river of the cape, Narodnik (Traladaran, translated roughly as "Forestfolk"). As can be seen from the maps (check Thibault Scarlat's page, for example), the village is located at the southern parts of the cape. A very old and battered Thyatian road, built after the invasion 100 years ago, leaves from the village of Dmitrov to the north, branching near the northern border of the barony. The western branch leads to Specularum through the lands of Vorloi, and the northern branch leads eventually to the Eastern Duke's road. Note: Dmitrov and Vorloi have often clashed over the road taxes that Vorloi collects from the traffic leading to the lands of Dmitrov, who claims that the taxes are higher than they should, and are designed to keep a Traladaran dominion from developing. Vorloi, on the other hand, has repatedly accused Dmitrov of taking part in smuggling… an accusation that is perhaps not totally unbased. The barony is not only small, but has also a small population of only a few hundred. Approximations are hard to make, as the last census was carried out a few decades ago by the Thyatian invaders, and since then some families have moved in to the barony, rules as it is by a Traladaran lord. Baron Dmitrov rules over several dozens of tenant families who farm the rich soil of the barony, and a small fishing community on the western beaches of the cape. In addition to this there are several freeman farmers who pay a portion of their taxes to Dmitrov as "shield tax", to pay for the protection the baron offers. (Note: As Karameikos in the Gazetteer era has been written to be a quasi-feudal society, that is, no serfs, some explanation had to be offered for the remains of feudalism in the country. I decided that the Karameikan land policy is a mixture of elder Traladaran clan practiced [the freeman farmers] and tenantship. The tenants rent the land and have to pay taxes and perform work services in the same manner as serfs, but they are not so strictly bound to the land… although this difference sometimes escapes the poorest of Traladaran tenants.) In the village and the fishing community there are some craftsmen, but only the ones essential to the functioning of the community. The barony is mainly plains, except for a dense forest in the western parts of the cape, north of the fishing community. The forest is called Narodnasjak, the Thyatian version is roughly "Elder Woods", which describes very well its nature. The forest is very old and densely grown. Next to nobody ever goes there, as old stories tell of a Guardian of the Forestfolk who will extract revenge on anyome harming the trees. Nearly all of the wood that is used in the barnoy is imported, even though baron Dmitrov has started a few experimental foresting projects and organised some logging in the fringes of the forest. The latter doesn't produce much, however, as the morale of the workers tends to be very low, and strange non-lethal accidents plague the logging camps. So, in general the barony produces grain, fish and some dairy products and meat, nothing else of significant commercial value. Anything else than food is more expensive than usual, compared even to the neighbouring Vorloi lands. However, the local population tends to favour the local (mainly Traladaran) merchants, as they are traditionally suspicious of the merchants of the Vorloi family. The southwestern tip of the cape narrows to a small headland, "Star Rocks", which has high and dangerous cliffs and stunted woods. A mysterious circle of stones at its highest point has generated wild stories among the local population. A few miles to the sea from Star Rocks is Seagull Island, a rocky islet that is the home of thousands of sea birds. Some of the local fishermen visit the islet from time to time to gather eggs and guano, which they sell to the local farmers as fertilizer. OUTLINES OF THE PLOT Until now the barony of Dmitrov has been relatively peaceful. In spite of the political clashes with the Vorloi, the Traladaran population has been basically left alone to tend to their own business. The land is remote from the wilder humanoid-infested areas of the country, and the curse of lycantropy has never reached it. Since political relations with Ierendi and Minrothad are good, no significat threats come from the sea either. However, things have been changing lately. Some freeman farmers have disappeared from their huts, and twice a fishing boat along with the crew has vanished without a trace. There are rumours of halfling pirates, Ierendi buccaneers or even something worse… old wives watch the skies, muttering the words of ancient songs and warning of bad times. This is the situation when the PCs arrive in Dmitrov. (Note: It is up to the DM to decide how the PCs are brought into this matter. They may have been sent here by a rich Traladaran merchant, who is a supporter of Dmitrov, or by the Thyatian officials to investigate reports of strange events etc.) In reality the disappearances are the work of a learned mage Askold Ragnhild. He comes originally from Soderfjord jarldoms. Inititated to the secrets of the Art by a local wise woman, he studied first at the magical college of Uppsala in Vestland, and traveled later to Glantri. In Glantri he found old elven documents that described the forbidden rituals that the Children of the Old Covenant used to control the Elements. When researching the rituals he found out that the Star monoliths function as magical amplifiers. Casting spells and weaving enchantments in the middle of the cirles is much more effective than normal, giving a learned mage powers tenfold, even hundredfold greater than before. Askold couldn't resist the temptation and started organising an expedition to find a working or recoverable circle of Star monoliths. About time, since life in Glantri had become very hard for him. Even though Askold had chosen the path of magery, unusual among the Northerners, he was still a child of their traditions, believing strongly in their gods. In the end Askold couldn't keep his beliefs totally hidden, and he was banished. He travelled to Karameikos, and eventually Black Eagle Barony, asking baron Ludwig von Hendricks for funds and resources for the expedition. He could of course have contacted the Guild of Mages is Specularum, but he was afraid that public exposure would tempt other wizards, and he would have to compete for power. (Note: When I originally wrote this adventure, I didn't account for Bargle, who would certainly learn of Askold's plan and try to exploit it. But this is easily remedied, if the DM wishes: Bargle may very well be using Askold as a pawn in his own political and magical games.) The baron realised that the excecution of Askold's plan was risky and dangerous, and any accidents would hurt the reign of Stephan Karameikos badly, which suited him well. (Note: You may include agents of Hendricks in the adventure, trying to create a disaster.) Thus he gave Askold the assistance he asked for. A small warship transported Askold and his goons to the Seagull Island. Very soon Askold learned of the remaining monoliths. But time had had its toll on the circle of the monoliths, and it would have to be restored. (Note: Again, I apologise for the lack of a map. I originally had a sketch of the circle, but it has been lost with the issue of Magus. Overview of the original Circle: A circle of 10 Stonhengesque encloses the ritual grounds. In the centre is a large stone slab, on which the rituals are supposed to be performed. On either side of it are two large stone rings, through which certain constellations are supposed to be seen during the rituals. A smaller circle of runestones spreads around these centrepieces.) There would be a lot of work to be done. One of the huge stone rings had broken, runes had eroded from most of the runestones, and several of the outer monoliths had fallen and/or cracked. In addition to that, wild vegetation had taken over the area. Askold knew that many new stones would have to be cut and enchanted in order to make the Circle work again. He didn't have enough manpower to do this in time of the next possible ritual time, so he begun kidnapping Dimitrov's subjects as slave labour. The stars and the rock would be in the correct constellation soon, and the people of Dimitrov were nearing their moment of doom... In the beginning of the adventure the PCs are asked to investigate the disappearance of many people. During the course of the story they'll look into various kidnappings, meet the ancient gurdian treant of Elder Woods, are thrown in the middle of a foreign politics conflict, and finally if they are successfull, they are led to the ancient monoliths, where ancient powers are about to be unleashed. ------------------------------ Date: Tue, 9 Apr 2002 17:16:08 +0300 From: =?ISO-8859-1?Q?Ville_V_L=E4hde?= Subject: The Monolith Adventure Part III THE CAST As noted above, the capabilities of the vilains can easily be changed to meet the needs ot the DM: - Askold Ragnhild, Magic-user level 7 Appearance: Bodily he is nearing 70 (see below), but spiritually and intellectually he is still a vigorous and energetic person. He has long blond hair with a touch of gray, and a long beard. He wears a pitch black cape, which has Northern runes embroidered on it. His eyes are bright, and his voice seems to be much younger than he looks. Background: Askold was born in Soderfjord Jarldoms, in Whiteheart valley. He grew up as a son of a lumberjack, raised by his father with a strong and sometimes cruel hand. In early age the boy showed talents for reading and writing, even for magic, and a local wise woman encouraged the family to send the boy to learn in the magical college of Uppsala in Vestland. Literate men were still scarce in the North, and one would have brought fame to the family. But in the college Askold could never yield to the hard discipline, once escaped from his father's harsh regime. He became obsessed with old and forbidden books of black lore, perhaps the wise woman had already planted this desire in him. Eventually he was caught bribing the library guard, and he was expelled. The bitter youth joined with traveling conjurers, tricksters, soothsayers and alchemists. When he reached the age of a man (14-16 in the case of the Northerners), he arrived in Glantri. During his travels Askold had gathered some funds mainly by stealing, and could start wizardly studies. For years he studied, enjoying the more chaotic atmosphere of the Great School of Magic, compared to the dry academia of Uppsala. However, his progress was slow, as he didn't have exceptional talents. True to his nature, Askold blamed his teachers for this, saying that they hid advanced knowledge from him and pampered other students. He started stealing from other students, and even from graduates. Secretly he managed to gather a small library of expensive books of secret lore. It was during this time that he stumbled upon the fragmentary lore of the Star Monoliths. As mentioned before, Askold's religious nature would cause him trouble. Askold used to gather in an empty house with some other Northerner immigrants to pray on the Norhern gods. One of his teachers found out about this and confonted his student with this information, saying that the only way to avoid a trip to the Tower of Whispers would be to give in all of his accomplishes. The teacher had assumed that the young student would crumble under his authority, but he hadn't taken Askold's northern blood into account. Askold grabbed the old master by the throat, stopping him from using his magic, and squeezed the life out of him. But with the last dying breath the master uttered a command word of a necromantic spell, which aged Askold by decades in a heartbeat. As told before, Askold had to flee Glantri, and he begun his search for the Monoliths. Personality: Askold isn't actually a cruel or evil person, but he simply can't tolerate anything or anyone getting in front of him or deceiving him. The life hasn't been gentle on him, and he has become very bitter. He is intelligent and wise, but not a very accomplished wizard (especially for his apparent age). He considers himself to be the most important person in the world, and is interested only in power. Due to some bodily maladies neither sexes arouse any interest in him. For the PCs he should be a devious and dangerous opponent, who uses his magical resources to the best of his abilities. One of his current ambitions, in addition to gaining control of the Monoliths, is to get his youth back. Strength: 13, Intelligence: 16, Wisdom: 13, Dexterity: 12, Constitution: 12, Charisma: 8 Hit points: 21 Languages: Soderfjord, Thyatian, Glantrian, Elven (ancient dialects, only written) Skills: Stealth (Urban) 12, Knowledge of Northern Runes 16, Sleight of Hand 12, Knowledge of Star Monoliths 16 Equipment: Quarterstaff, 4 silver-inlaid throwing daggers, Pearl ring (250 gp), Pouch: 10 Glantrian pp, 200 Thyatian gp, ruby (1000 gp), Pouch: 4 stones, "Continual Darkness" spell on them ROD OF CANCELLATION, SCROLL: Conjure Elemental (Note: Askold will use this only during the ritual of the monoliths) Spell Book: (Some Glantrian/Northern spells may be added to give Askold some flavour) 1) Read Magic, Floating Disc, Shield, Magic Missile, Read Languages, Protection from Evil 2) ESP, Mirror Image, Web, Continual Light 3) Fly, Protection from Normal Missiles, Haste 4) Hallucinatory Terrain, Massmorph - "Bark", Ancient Treant "Bark" is a guardian of the Elder Woods, and he may thousands of years old. His powers and spells have kept intruders away from this forest, even though most of the southern forests of this land have been cut away by Traladarans. "Bark" remembers the times when the southern woods still reached the Great Dymrak. The Thyatians are still newcomers, "children", to him. He lives in a magically hidden cave in the middle of the Elder Woods. Parsonality: Nowadays "Bark" has stiffened a bit, as during the last centuries he hasn't been able to take the long walks to Dymrak that he so loved. The Elder Woods are his home, but alone they are a bit small for a treant. The smallest violation of the trees makes him angry. He would enjoy chats with elves. Statistics: Standard Treant, or if the DM wishes, some positive modifiers of "Larger" Creatures. Languages: Treant, Traladaran (ancient dialect), Dryad, Elf (Callarii, ancient dialect), All Faery languages Special Abilities: May animate 4 trees (see "Treant" in Monster section of rulebook). Non-edged weapons do only 1hp damage. Knows every part if Elder Woods, acts without hidrance even if blinded and/or deaf. Spells/day (Note: Some of these may be replaced with druid spells and/or elven spells from the Alfheim Gazetteer, or Faery Spells from the Tall tales of Wee Folk -book.) 1) Cure light wounds, Light, Purify Food & Water 2) Bless, Know Alignment, Speak with Animals 3) Growth of Animals, Cure Disease, Striking 4) Talk with Plants, Create Water Note: These are the spells "Bark" normally memorizes. If he knows that conflict is imminent, he is sure to choose more offensive ones. - Baron Dimitri Dimitrov, level 4 Thief Appearance: A shortish 48 years old man, with black hair and brown eyes. He likes to dress in tight leather armour, the breast of which is adorned with his coat of arms. Generally prefers rich and beautiful clothing. Has an especially nice voice. Background: When Stephan Karameikos began luring Thyatian nobility to his newly purchased realm decades ago, a proud and rash young noble arrived to his castle. However, he wasn't of Thyatian descent, but a son of a prominent Traladaran merchant family. The young man, Dimitri Dimitrov, didn't see his common background as an obstacle, and wanted to get a new opportunity in the service of the new duke. Karameikos found this youngster an appealing person, and wat's more, a skillfull politician and tactician, and after a suitable period of service, knighted him and gave him a dominion. Later on this was to become the Barony of Dimitrov. Dimitri was content with this, and he didn't wish to waste time sulking over Stephan's apparent favouritism of Thyatian nobles. He didn't take part in the early Traladaran insurrections, he just received refugees of beaten clans and incorporated them to this dominion. In the next decades Dimitri Dimitrov served Stephan Karameikos well, managed to establish the economy of his dominion, and drove away several bands of smugglers and buccaneers which had plagued the area. As a reward for these deeds he was given the title of Baron. The other nobles grumbled about this - the Thyatians were suspicious of the Traladaran upstart, the Traladarans refused to acknowledge the breach in traditional rules of nobility. To all of them Dimitrov would long remain a commoner in noble's garb. Thus Dimitrov hasn't had much influence in the politics of the nation. This doesn't matter much to him, though, as he sees that there's much more to do in improving his baronial lands. As a symbol of defiance, however, he selected as his coat of arms a Griffon pierced by a Traladaran spear. Personality: Although in game terms Dimitrov is a "thief", this doesn't mean that he practices thievery as his profession. He is more like a rogue or "rake" - his skills were learned in his youth. Thanks to his intellect, charisma and sleight of hand he managed to make several good deals (forst one when he was 14!). He treats all humans regardless of their religion or ethnic background well, but is reserved and suspicious around elves and halflings. Dwarves he sees as "sleeping lions", who one shouldn't aggravate, so to them he is polite if a little stiff. In general, behind his polite and sweet countenance is a stealthy observer, who is constantly watchful for attempts to undermine his rule. Strength: 11, Intelligence: 17, Wisdom: 9, Dexterity: 18, Constitution: 8 (A hereditagy heart defect), Charisma: 16 Hit Points: 14 Languages: Traladaran, Thyatian, Minrothadian, Ierendian Skills: Bargaining 16, Negotiation 16, Administration 17 Equipment: Adorned leather armour +1, Short Sword with a silver-inlaid hilt, Medallion of Office, 3 golden rings (100 gp each) - Porius, Cleric level 4 (of Thanatos) Appearance: A man who dresses in blackened mail and black clothing. With pale face and especially pale skin he resembles a skeleton, especially as his eyes are deep in their sockets. He is also bald. Background: Porius comes originally from Thyatis, Hattias, where he was initiated in the cult of Thanatos, the patron of death and destruction. The cult has been traditionally strong there, and is equally strongly persecuted by the followers of the official churches of Thyatis. Years ago Porius fled religious persecution (or specifically, death penalty due to grievous murder of children) to Black Eagle Barony, and has been in the payroll of the Baron ever since. Porius is the leader of the men thar Baron Hendricks has sent with Askold to help in his task. Porius has been instructed to keep close tabs on the mage and stop him if he gets powerful enough to threaten Black Eagle. The most important thing is that this mission inflicts damage on Karameikos. Personality: Porius is an exceptionally brutal and cruel man, who simply enjoys violence. Inflicting pain arouses pleasure in him. This appiles also to himself - he has hired a soldier to torture him whenever the opportunity arises. This has actually nothing to do with more conventional masochism, as Porius's intention is to inflict and experience intense pain, fear and suffering. As a fanatic servant of Thanatos this comes with the territory. Porius never uses healing spells. Strength: 13, Intelligence: 9, Wisdom: 16, Dexterity: 8 (limps due to self-inflicted wounds), Constitution: 10, Charisma: 4 Hit Points: 20 Languages: Thyatian Skills: Ceremony (Thanatos) 16, Torture 9, Intimidate 13, Bravery 16 Equipment: Blackened chain mail, Shield "The Stranger of Dark" - a war hammer +1, 1 Darkness spell/day) Unholy symbol of Thanatos (value 100 gp), Pouch: 200 Thyatian gp Spells: 1) Darkness, Cause Fear 2) Blight - Secretary Megreit Wissenschaft, Normal Woman Appearance: A beautiful woman in her thirties, Megreit has long blond hair and a soft voice. She dresses in shirts of white silk and leather pants, complemented with a red cape. Background: Megreit is the personal secretary of the embassador of Ierendi in Karamaikos. When during the adventure rumors are spread about the involvement of Ierendian pirates, she is sent to investigate. Megreit's relatives came originally from Heldann, but she has been thoroughly integrated to the Ierendian society. Personality: She is a nationalisic person who will be very offended if (unfounded) accusations are made against her homeland. She doesn't use her good looks as tools on politics. Reports everything to the embassador in Specularum. Strength: 12, Intelligence 16, Wisdom 13, Dexterity 12, Constitution 13, Charisma 15 Hit points: 7 Languages: Thyatian, Ierendian, Minrothadian, Traladaran Skills: Negotiation 15, Knowledge of Karameikan politics 16, Knowledge if Ierendian politics 16 Eguipment: Dagger, Ring of spell storing: Sleep, Shield, Protection from Evil ------------------------------ Date: Tue, 9 Apr 2002 20:29:02 CEST From: la Volpe Subject: Rif: Re: [MYSTARA] North Western Skothar & Nentsun Jordi Castille wrote: > It would help if you can please tell us about your Nentsun >stuff. All the current stuff on Nentsun can be found at the Vaults of Pandius. Greetings, Iulius Sergius Scaevola Captain of the XXth Cohort Port Lucinius, Thyatis ------------------------------ Date: Tue, 9 Apr 2002 17:25:18 -0700 From: macnerd Subject: Re: Need some ideas What about the great horde affect? Ethengar was modeled by the Mongelians. I'm sure they are just waiting to invade. IMC, I modeled the Heldann Freehold as a cross between Turkey and Hungarian Magyars. They are a very powerful maruading horde as well, and they always kept the Ethengars in check and vice versa. But after the Hattians did their Immortal-backed invasion, Heldann is not in a position to act as a threat to Ethengar. Ethengar is poised to kick serious butt. Though in WotI, they pull out the desease card. However, I don't like that one. :-< I don't like the events played in WotI, so I dimiss it IMC. - Joaquin > -----Original Message----- > From: Mystara RPG Discussion [mailto:MYSTARA-L@ORACLE.WIZARDS.COM]On > Behalf Of Ville V Lähde > Sent: Tuesday, April 09, 2002 12:37 AM > To: MYSTARA-L@ORACLE.WIZARDS.COM > Subject: Re: [MYSTARA] Need some ideas > > > Thanks a lot for all your ideas. George's idea of kidnapping > members of > nobility had already crossed my mind, I planned on having the > youngest son > of the Duke to be abducted while Shearing. But alas, for the sake of > consistency he would have returned from Shearing a long time > ago, since it > is 1011 IMC now. Still it might be possible to use this lead, > for example > if during his adolescence the young noble has proven to be a > "disreputable" person, spending too much time in shady company of the > Foreign quarter, or in houses with a certain kind of > reputation... Then > kidnapping him wouldn't be too hard. Well, in any case the > idea with the > 200 hostage slaves was that many of them would be members of renowned > houses, captured long ago by the Iron Ring. > > John: Yes, Black Eagle lost the previous engagement, but it > didn't commit > to it fully. The most losses were suffered by the Iron Ring > and the forces > of the lich Hazar. Hendricks was able to forge a temporary > peace treaty, > and succeeded in maintaining his power and most of his > forces. In effect, > he only lost one elite guard unit. > I was thinking of using some lycantropic or monstrous faction in this > conflict, like you mentioned (the ones that would have harboured > Hendrick's old henchmen). The trouble is that during an > intensive period > of "solo" playing the Karameikan PC managed to wipe out any > such plausible > threats in the western Karameikos. This civil war adventure > is supposed to > be "the definitive Karameikos adventure", the one last push > the PCs are > going to make in their homeland. The mainstream of the > campaign has moved > on a long time ago. But still, it seams I wiped out a few too many > potential plotlines when we played out the Division of the > Five -campaign. > > The Cult of Halav idea was great, and I'm thinking of using > it. The PC who > has most influence in Karameikos, Alexander Panhaligon, is a > cleric of the > Church of Traladara. His most trusted follower is Kiril Petrevich, an > ex-pupil of patriarch Sergeyev of the Cult of Halav. Sergeyev > died about > 10 years ago, leaving the affairs of the Cult to his favourite pupil. > During the nationalistic conflicts of the Division of the > Five campaign, > Kiril and his followers went underground and formed the core > of a militant > resistance movement. So now Alexander Penhaligon has close > links with the > Cult - or its remains, as Alexander revealed certain campaign-specific > truths to Kiril, effectively removing his faith in the holy > Stephan. There > should be some bitterness felt by the Cult hardliners, who > might very well > listen to a new prophet. Thanks for this idea. > > The "Undead Marilenev" idea was interesting, but it would > take too long to > work, in campaign time. I still have the Great Nomad War in the > background, with one half of the PC group in diplomatic > missions up North. > The two PCs who are now in Karameikos should have about 2-3 > weeks time. In > any case, the way I've played out the nationalistic strifes > in Karameikos > has been very "human". Instead of looking at the various > participants as > evil/good, the stories have always been about nationalistic > and religious > fervour, how images of the enemy help to de-humanise them > etc. And yes, > the most Karameikan campaign events were designed during the Bosnian > war... > > The Thyatian "assistance" is of course a viable and good > option, but it > doesn't suit my future plans for the campaign. Incidentally, > Thyatia is > planning an invasion of Ylaruam right now, while the Ylari are engaged > with the Darokinians (who will have the dwarves soon on their > side, and > the Northerners may soon start attacking Ylari coasts soon...) > > Mutual assistance like this is just about the best thing that > any mailing > list can hope to accomplish. Thanks a bunch. > > Ville > > --------------------------------------------- > Sähköpostiosoitteeni on muuttunut muotoon > Ville.V.Lahde@uta.fi > --------------------------------------------- > > ******************************************************************** > 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. > ------------------------------ End of MYSTARA-L Digest - 8 Apr 2002 to 9 Apr 2002 (#2002-97) *************************************************************