Subject: MYSTARA-L Digest - 7 Mar 2003 to 8 Mar 2003 (#2003-68) From: Automatic digest processor Date: 09/03/2003, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 10 messages totalling 802 lines in this issue. Topics of the day: 1. HackWorld: Changes to Various Regions (3) 2. Savage Coast (2) 3. Cultures 4. Irenke Sessions 5. Village of Irenke Campaign Hooks 6. Different Mystaras 7. Need help to find article ******************************************************************** 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: Sat, 8 Mar 2003 01:56:12 -0600 From: Magister Mystaros Subject: Re: HackWorld: Changes to Various Regions Jenni Said: <> I'll give a general idea of things, but I don't want to give too much away... Remember, everything will be as of 1000 AC. Though, some things will change from what was done before... GAZ 1: Grand Duchy of Karameikos The Grand Duchy is pretty much intact. What it has, it will have more of. Howling wilderness with attitude. More ruins than you can shake a stick at. The Traladara versus Thyatian versus Karameikan thing will be more attenuated. The "Gangs of Specularum" will be a bigger factor. [And note: I did say "Specularum."] Oh, did I mention Darine gypsies? GAZ 2: Emirates of Ylaruam The Preceptor versus Kin thing will be big. BIG. The desert will be nastier. No more "Great Salt Basin." Can you say "Sea of Fire"? Yes, I knew you could... Oh, and more Nithian mummies and genies than you can shake a stick at. GAZ 3: Principalities of Glantri Glantri isn't actually going to change that much. The only real difference here is that the culture regions will be more defined. Okay, maybe it will get even weirder... Oh, and the bureaucracy... that'll be interesting. Even "More So," if you get my drift. Plus the GSoM will be, um... bigger. In more ways than one. GAZ 4: Kingdom of Ierendi Y'all have seen my basic plans for this region. Yo ho ho... GAZ 5: Elves of Alfheim What happens with the Elves is secret. Sorry. (^_^) GAZ 6: Dwarves of Rockhome Let's just say that the Dwarves get a bit of an attitude. And a reason for it. Oh, and there are more differences between the clans. GAZ 7: The Northern Reaches Blarg! Berserkers and Barbarians galore! And trolls. LOTS of trolls. GAZ 8: The Five Shires Mwahahahaha! Mwahahahaha! That's all I'm going to say... GAZ 9: The Minrothad Guilds Take Venice, Pisa, and Genoa. Add the Phoenicians. Throw in the Sopranos. Plus the Teamsters and Jimmy Hoffa. There, that's about right. GAZ 10: The Orcs of Thar Take the Broken Lands as they are. Add a dash of Sauron. Stir. GAZ 11: The Republic of Darokin Take the Minrothad Guilds, lose the boats, add caravans. Add the movie "Plunkett & Macleane" (if you haven't seen it, you must! You must!) Plus a dash of Oliver Twist. Oh, and the "British Raj" in the west. GAZ 12: Golden Khan of Ethengar Blarg! More Mongolian than Mongolian. I mean, REALLY, as in "If you do not surrender, we kill everything in the city. Men. Women. Children. Horses. Cats. Dogs. Houseplants. Then we get angry." GAZ 13: Shadow Elves The Shadow Elves will actually be shunted off a bit, as it is not a "mainstream" part of the setting. Their history will be cleared up a bit (okay, a LOT). And then there will be more of them. 'Taint saying how just yet... (^_^) GAZ 14: Atruaghin Clans These guys will be fixed. You've seen a taste of this... GAZ 15: Heldannic Knights (Or rather, as it bloody well should have been) The Heldannic Knights will show a definitive "break" from the Hattian Knights, culturally and faith-wise. They won't be as much of a world power as they were in the Princess Arc story line, but they will still be a continental power. GAZ 16: Kingdom of Wendar This one is a secret. Going to fully-define and flesh this one out. Dawn of the Emperors: Empire of Thyatis Thyatis will be even more Byzantine. Hattias will be nastier and scarier, if that's possible. Kerendas will finally get a definitive culture. Dawn of the Emperors: Empire of Alphatia Alphatia will, of course, still be there. As I mentioned to DM earlier, though, you will get to see why there are all sorts of big walls and fortesses all over the continent. Dawn of the Emperors: Isle of Dawn Check out my stuff on the Isle of Dawn at the Vaults. You will get a general idea of what is going to happen there. It will not be this great wilderness; there will be cultures there. There will be history there. However, it will still have room to "expand," for reasons I will not go into yet. To give you the basic rundown on cultures and regions: Region = Native Culture [RW/Fantasy Equivalent] Dunadale = Dunael [Celts/Dunedain] = Yup, noble wandering rangers looking to kick ass. No kilts. Helskir & Westrourke = Helska [British Saxons] = Think Saxons after the invasion of the Danes. Westrourke = Ostlander Colonies [Norse Viking] = Think Danelaw. Redstone = Aran [Irish] = Take the movie "Darby O'Gill and the Little People." Leprechauns, only man-sized. East/West Portage = Various mixed, native and foreign. = Think Lankhmar. The cities exist for their own sake. And they are ugly... Lands North of Kendach, scattered here and there = Daumancer [Normans] = Take the Pure Alphatians. Add Hattians. Add noble bloodlines from most cultures of the continent. Add in a lot of attitude. Usually with the power to back it up. Shadow Coast North = Ispans [Spanish] = You know 'em, you love 'em. This is where they came from. Check out my history on the Vaults. Shadow Coast = Amancerians [Medieval Italians] = Take "Romeo and Juliet." Remove the romance and the pretty words. Add magic. Shadow Coast South & Interior = Caerda [Scots-Irish Vikings] = Blarg with kilts! "Keel the wimmen an' rrravish the laif-stoock, lads! Och, nae, wait, that's noot rrright..." Ekto & Trikelios = Alatians [Medieval Greeks] = Think Milenians culturally evolved over a thousand years, and mixed with Thothians, Makai, and Alphatians. Thothia = Thothians [Classical Egyptians] = You know them well. However, the Way of the Spider won't be the only mystical philosophy... Great Escarpment = TOP SECRET Dawn of the Emperors: Alatian Islands Given a full-cultural development, though modern time frame little changes. As you may have noted above, "Alatian" is now a cultural type. Dawn of the Emperors: Bellissaria Given a full-cultural development. Bellissaria was not unoccupied when disco vered by the Alphatians... Dawn of the Emperors: Ochalea This will still be Chinese style culture, however... nah. I'm keeping this one secret too... Dawn of the Emperors: Nuar Take the Nuari as they are. Add a dash of Thothian. Add a dash of Southern Islands native from Conan stories. Add a bit of Shaka Zulu. Mix thoroughly. Dawn of the Emperors: Norwold Little changed. However, Denagoth, Landfall, and a bit north of that will be part of the HackWurld. The native barbarian cultures will be better defined. Champions of Mystara: Sind It will be there, though not in detail. Not saying any more at this time. Champions of Mystara: Yavdlom It will be there, though not in detail. Changed in several ways. Great Hule Hell yes! But, due to space considerations, not in any detail. If the book does well, maybe I can convince them to do a Hule setting. Savage Coast Yes. (^_^) Empire of Dorfin Mwahahahaha! Mwahahahahaha! Davania, Skothar, other bits Secret at this time. Tall Tales of the Wee Folk, Top Ballista, The Sea People, and Night Howlers The Sidhe and other Faeries, Serraine, Twaelar, lycanthropes, etc. will be mentioned in passing, especially in their proper historical contexts, but not developed... no room. That's about all I'm going to say right now. I know that's not a lot, but I do want some surprises here, folks. We are still working on what will be shown in the previews in KoDT. There WILL be previews, possibly as soon as April or May. Possibly some web previews, as well. Maybe an exclusive preview on the Vaults, if I can push them for it... no promises there. James ****************************** James "Mystaros" Mishler Freelance Writer and Troubleshooter mystaros@earthlink.net ------------------------------ Date: Sat, 8 Mar 2003 18:46:08 +0800 From: Greg Weatherup Subject: Re: Savage Coast Giampaolo Agosta wrote: > Probably each state mints its own coins, but they're all based on Thyatian imperial standards, so they're more or less equal in value. Of course, poor or turbulent baronies might be forced to dilute their currency (i.e., reducing the quantity of gold per coin), causing inflation, etc. of course, once you start to try to incorporate such things as inflation (or rather in this case, monetary deflation) or any kind of unstablitily in the monetary base, it becomes a record keeping nightmare. So it's probaly best that we don't consider such things in Mystara. :) Gecko -- _______________________________________________ Sign-up for your own FREE Personalized E-mail at Mail.com http://www.mail.com/?sr=signup Meet Singles http://corp.mail.com/lavalife ------------------------------ Date: Sat, 8 Mar 2003 05:33:18 -0800 From: "Ohad Shaham (Morphail)" Subject: Re: Cultures > Hi everyone! > Well, first of all, thanks everybody, it's very nice to fell welcome, thanks a lot =) > Er... Morphail? i think i met you before, at Kazaa... or am I mistake? > Morpahil, arn't those you'v turnd into undad pawns supposd to kp thir concton to you a scrt? :) Yes Greg. It is something I call the vampire law. You might have heard of it. The rogue will be eliminated. And speaking of vamps, I started working on a Boldavian mini-gaz (before studies got in the way) and I loosely use Hungrary (Majars) as the main source for Boldavia, while Karameikos remains more slavic (Romania, Russia). The idea is that Boldavia had Ethengar amd Fleam influences that make the Boldavians a more mixed race. Morphail --------------------------------- Do you Yahoo!? Yahoo! Tax Center - forms, calculators, tips, and more ------------------------------ Date: Sat, 8 Mar 2003 20:56:08 +0100 From: Giampaolo Agosta Subject: Re: Savage Coast Greg Weatherup wrote: >> Probably each state mints its own coins, but they're all based on >> >> > Thyatian imperial standards, so they're more or less equal in value. Of > course, poor or turbulent baronies might be forced to dilute their > currency (i.e., reducing the quantity of gold per coin), causing > inflation, etc. > > of course, once you start to try to incorporate such things as inflation (or rather in this case, monetary deflation) or any kind of unstablitily in the monetary base, it becomes a record keeping nightmare. So it's probaly best that we don't consider such things in Mystara. :) > Consider that the Baronies are quite small, so they don't have the possibility to get considerable benefits from inflation--soon after the new coins are sent out, everyone will stop accepting them or simply acknowledge their reduced value, so it is really a short term option for the seriously compromised governments--Almarron, for example. Basically, inflation should be a plot device, not an overwhelming concern--that's for the RW. GP ------------------------------ Date: Sat, 8 Mar 2003 21:11:36 +0100 From: Giampaolo Agosta Subject: Re: HackWorld: Changes to Various Regions Magister Mystaros wrote: > I'll give a general idea of things, but I don't want to give too much > away... > > Remember, everything will be as of 1000 AC. Though, some things will change > from what was done before... > Looks like a lot of stuff. How much space will each gazetteer-equivalent area receive, on average? As an old-timer, I doubt I'll be willing to modify things that already canon for my campaign--including Ierendi ;), but I'm quite interested in what could come out on the IoD and Alphatia, for example. Bye, GP ------------------------------ Date: Sun, 9 Mar 2003 00:42:48 +0100 From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Re: HackWorld: Changes to Various Regions James, looks quite interesting. I like the more mystara than mystara philosphy, although exactly what it means will remain to be seen. I am really looking forward to seeing the previews! Unlike some others, I am not too worried about seeing different presentations of some of the old kw countries. I like modifying my Mystara and Im always on the lookout for something new. Also, I dont see a problem with having different Mystaras being discussed on this list. In fact, this HM Mystara will be clearly defined as an alternate Mystara and it will be easy to discuss it in here as "I am using mostly HM-Mystara" or "I am using only OD&D Mystara ignoring everything else..". The only thing I see coming out of this new publication is generating new sparks of life for discussions on this list. Heck, that has already begun! I am really looking forward to seeing the book. Some people will no doubt hate it, but hey, I'll use the parts I like and ignore the rest... Håvard, waiting impatiently.. --- Magister Mystaros skrev: > Jenni Said: > > < any plans you have for > the regions you haven't really delved into on the > list yet? Maybe run > through the Gazetteers, Creature Crucibles and Boxed > Sets in order, and just > skip the ones you've already covered in detail (like > Ierendi, for > example).>> > > I'll give a general idea of things, but I don't want > to give too much > away... > > Remember, everything will be as of 1000 AC. Though, > some things will change > from what was done before... > > GAZ 1: Grand Duchy of Karameikos > The Grand Duchy is pretty much intact. What it has, > it will have more of. > Howling wilderness with attitude. More ruins than > you can shake a stick at. > The Traladara versus Thyatian versus Karameikan > thing will be more > attenuated. The "Gangs of Specularum" will be a > bigger factor. [And note: I > did say "Specularum."] Oh, did I mention Darine > gypsies? > > GAZ 2: Emirates of Ylaruam > The Preceptor versus Kin thing will be big. BIG. The > desert will be nastier. > No more "Great Salt Basin." Can you say "Sea of > Fire"? Yes, I knew you > could... Oh, and more Nithian mummies and genies > than you can shake a stick > at. > > GAZ 3: Principalities of Glantri > Glantri isn't actually going to change that much. > The only real difference > here is that the culture regions will be more > defined. Okay, maybe it will > get even weirder... Oh, and the bureaucracy... > that'll be interesting. Even > "More So," if you get my drift. Plus the GSoM will > be, um... bigger. In more > ways than one. > > GAZ 4: Kingdom of Ierendi > Y'all have seen my basic plans for this region. Yo > ho ho... > > GAZ 5: Elves of Alfheim > What happens with the Elves is secret. Sorry. (^_^) > > GAZ 6: Dwarves of Rockhome > Let's just say that the Dwarves get a bit of an > attitude. And a reason for > it. Oh, and there are more differences between the > clans. > > GAZ 7: The Northern Reaches > Blarg! Berserkers and Barbarians galore! And trolls. > LOTS of trolls. > > GAZ 8: The Five Shires > Mwahahahaha! Mwahahahaha! That's all I'm going to > say... > > GAZ 9: The Minrothad Guilds > Take Venice, Pisa, and Genoa. Add the Phoenicians. > Throw in the Sopranos. > Plus the Teamsters and Jimmy Hoffa. There, that's > about right. > > GAZ 10: The Orcs of Thar > Take the Broken Lands as they are. Add a dash of > Sauron. Stir. > > GAZ 11: The Republic of Darokin > Take the Minrothad Guilds, lose the boats, add > caravans. Add the movie > "Plunkett & Macleane" (if you haven't seen it, you > must! You must!) Plus a > dash of Oliver Twist. Oh, and the "British Raj" in > the west. > > GAZ 12: Golden Khan of Ethengar > Blarg! More Mongolian than Mongolian. I mean, > REALLY, as in "If you do not > surrender, we kill everything in the city. Men. > Women. Children. Horses. > Cats. Dogs. Houseplants. Then we get angry." > > GAZ 13: Shadow Elves > The Shadow Elves will actually be shunted off a bit, > as it is not a > "mainstream" part of the setting. Their history will > be cleared up a bit > (okay, a LOT). And then there will be more of them. > 'Taint saying how just > yet... (^_^) > > GAZ 14: Atruaghin Clans > These guys will be fixed. You've seen a taste of > this... > > GAZ 15: Heldannic Knights (Or rather, as it bloody > well should have been) > The Heldannic Knights will show a definitive "break" > from the Hattian > Knights, culturally and faith-wise. They won't be as > much of a world power > as they were in the Princess Arc story line, but > they will still be a > continental power. > > GAZ 16: Kingdom of Wendar > This one is a secret. Going to fully-define and > flesh this one out. > > Dawn of the Emperors: Empire of Thyatis > Thyatis will be even more Byzantine. Hattias will be > nastier and scarier, if > that's possible. Kerendas will finally get a > definitive culture. > > Dawn of the Emperors: Empire of Alphatia > Alphatia will, of course, still be there. As I > mentioned to DM earlier, > though, you will get to see why there are all sorts > of big walls and > fortesses all over the continent. > > Dawn of the Emperors: Isle of Dawn > Check out my stuff on the Isle of Dawn at the > Vaults. You will get a general > idea of what is going to happen there. It will not > be this great wilderness; > there will be cultures there. There will be history > there. However, it will > still have room to "expand," for reasons I will not > go into yet. To give you > the basic rundown on cultures and regions: > > Region = Native Culture [RW/Fantasy Equivalent] > Dunadale = Dunael [Celts/Dunedain] = Yup, noble > wandering rangers looking to > kick ass. No kilts. > Helskir & Westrourke = Helska [British Saxons] = > Think Saxons after the > invasion of the Danes. > Westrourke = Ostlander Colonies [Norse Viking] = > Think Danelaw. > Redstone = Aran [Irish] = Take the movie "Darby > O'Gill and the Little > People." Leprechauns, only man-sized. > East/West Portage = Various mixed, native and > foreign. = Think Lankhmar. The > cities exist for their own sake. And they are > ugly... > Lands North of Kendach, scattered here and there = > Daumancer [Normans] = > Take the Pure Alphatians. Add Hattians. Add noble > bloodlines from most > cultures of the continent. Add in a lot of attitude. > Usually with the power > to back it up. > Shadow Coast North = Ispans [Spanish] = You know > 'em, you love 'em. This is > where they came from. Check out my history on the > Vaults. > Shadow Coast = Amancerians [Medieval Italians] = > Take "Romeo and Juliet." > Remove the romance and the pretty words. Add magic. > Shadow Coast South & Interior = Caerda [Scots-Irish > Vikings] = Blarg with > kilts! "Keel the wimmen an' rrravish the > laif-stoock, lads! Och, nae, wait, > that's noot rrright..." > Ekto & Trikelios = Alatians [Medieval Greeks] = > Think Milenians culturally > evolved over a thousand years, and mixed with > Thothians, Makai, and > Alphatians. > Thothia = Thothians [Classical Egyptians] = You know > them well. However, the > Way of the Spider won't be the only mystical > philosophy... > Great Escarpment = TOP SECRET > > Dawn of the Emperors: Alatian Islands > Given a full-cultural development, though modern > time frame little changes. > As you may have noted above, "Alatian" is now a > cultural type. > > === message truncated === ______________________________________________________ Få den nye Yahoo! Messenger på http://no.messenger.yahoo.com/ Nye ikoner og bakgrunner, webkamera med superkvalitet og dobbelt så morsom ------------------------------ Date: Sat, 8 Mar 2003 17:11:36 -0800 From: Joaquin Menchaca Subject: Irenke Sessions Hi all, I adapted the module T1: Village of Hommlet to be Village of Irenke. :-) The adventurers have completed this mission, and I documented their journals in the following site: http://www.angelfire.com/ca4/ShadowTriad/voi1.html There might be some ideas in there that people may like. I have one warning about running D&D3e games. Stick to the core rules, as the other books are broken and can unbalance the game greatly. (Exception to this is material from Monte Cook) - Joaquin __________________________________________________ Do you Yahoo!? Yahoo! News - Today's headlines http://news.yahoo.com ------------------------------ Date: Sat, 8 Mar 2003 19:09:34 -0800 From: Joaquin Menchaca Subject: Village of Irenke Campaign Hooks Hi all, I'm not sure how many are familiar with T1: Village of Hommlet. It's an old module back in the day, created by Gary Gygax. Later T1-4: Temple of Elemental Evil was published and recently Return to the Temple of Elemental Evil. The Village of Irenke (Hommlet) would be an excellent adventure to run after N1: Against the Cult of the Reptile God. In N1, there are obvious signs of insanity and that something is amiss in the city, and so the player's will be rather suspicious after completing N1. In Irenke however, everything is pretty much mellow, as there is nothing really going on, except for a spy here and there. Suspicious player's might be able to find these elements. Most citizens will plead ignorance, as they honestly don't anything. The Church fabricated the scenario about evil cultists in order to establish their presence here, and so zelous clerics might claim that the citizens are harboring and protecting "Evil!!!" I used this IMC as the Village of Irenke. If people wanted to run this module as well, I wanted to provide some creative campaign hooks: -------------Invitation of the Church--------------- A local paladin and cleric of rich Thyatian nobility are at the local inn. There is a line of adventurers waiting in line. Anyone listening (Listen DC15), can overhear the conversation: "What notable deeds have you accomplished within the realm?" "What is your profession? Can you cast spells?" "What is your religion? Do you have a problem working with another religious organization?" "Have you encountered or slayed undead creatures? If so, what types." (Continues for every monster archetype) "What particular qualifications do you have? In other words, why should we choose you to partake on this mission?" Essentially the paladin Zendrolian Pendalius and the cleric Constantian Lucius, both of the Church of Karameikos, are seeking adventurers to join in a quest to stamp out evil in the Village of Irenke. If the player characters apply, at least one player characters with either unique abilities of the non-combat and non-priestly kind or a high Charisma, will accepted. Sir Pendalius and Sir Lucius will present a list of adventurers, and ask the player character for advice in choosing the team members. Both will defer to the player character’s decision on a successful Diplomacy check (DC 15) or a Bluff check (DC 15) if the player character wishes to exaggerate the abilities of his/her teammates. Otherwise some haggling might be involved. Perhaps, contests of ability can be presented if the player character has problem convincing Zendrolian and Constantinian. The list of applicants includes the following: Ethengar Scout (Fighter1/Rogue1) Tangoro Scout (Rogue2) Vyalian Ranger (Ranger2) Linarii Philospher (Pscion1/Wizard1) Honor Island Fire Elemenalist (Sorcerer1/Wizard1) Fire Memphit familiar Goblin Slaves (2) Linarii Monk (Psychic Warrior1/Monk1) Stronghollow Dwarf (Fighter1/Cleric1) Viking Warrior (Barbarian2) Gladiator (Fighter2) "Mr. Furious" (Barbarian1/Fighter1) 1/2 Orc shot putter (Fighter 2) Highforge Gnome (Alchemist 2) "The Spleen" Hin (Sor2) The party heads out to north eastern part of Karameikos to Irenke, and the adventure begins. In reality, there is no known presence of evil within the area. The Church of Karameikos simply wants to strengthen its presence within the region. The Church is concerned over an ancient druidic following in the region. Many see Irenke as a place festering with sin and evil, and want to smite out this evil. In the meantime before the Church decides what to do, it sends the adventurers to explore various ruins within the area including a moathouse. Unknown to the Church, is that there is indeed an evil presence of cultist operating within the moathouse. This is a first clue to a much larger organization that has remained secret up until this point. -------------------Nature's Call----------------------- This is a campaign hook for druids, elves, rangers, and clerics of Zirchev. A local druidic circle is aware of the large increase of banditry within the region, especially after many Traladarans have been displaced from their properties throughout the region by Thyatian barons. The druids want to bring a presence in Irenke to monitor any forces that the Church of Karameikos will bring in, and will also ask the party to monitor activities of any organizations that pose a threat to the village or to the balance within this region. The druids of Irenke would like the cult group removed from the Moathouse quietly. If the Church of Karameikos becomes aware of growing evil, many priestly and military types might flock to this area. The clerics of Zirchev have a paticular interest to help the druids for the sake of Traladaran people and nature. They are also interested in gathering information about any evil forces in the area. The elves can also be brought into help to assist the druids for the concerns of nature. Also, there was a recent abduction of an elven ambassador from Alfheim. ------------------For the People----------------------- The Church of Traladara is concern for the fair citizens of Irenke. There has been increasing activity within the Church of Karameikos to out-maneuver other religions and assert themselves as the state relgion. Paticular of concern is the growing desire to perform witch hunts and inquisitions to hunt out evildoers and worshippers of evil cults. The Church of Traladara is concerned that innocent Traladarans might be harmed in a remote village, where nobility or representives of the Church of Karameikos can assert their form of justice. The Church of Traladara is eager to join in the quest of evil and estabish their presence there and to be prepared for the worse. - Joaquin __________________________________________________ Do you Yahoo!? Yahoo! Tax Center - forms, calculators, tips, more http://taxes.yahoo.com/ ------------------------------ Date: Sat, 8 Mar 2003 21:10:05 -0600 From: Stone Marshall Subject: Re: Different Mystaras

>All this talk about hackmastar brought me to think about the way "my Mystara" is different from the canon one (did I just say the C word?). >I would want to hear about how all of you people altered the face of your gameworld.

IMC a group of pc's defeated the Shadow King of Denagoth and claimed the country. It took 2 game years to remake Denagoth in the new Kingdom of Mengul. While WotI was happening, Mengul declared war on The Heldannic Territories and the people joined in rebellion. After Alphatia sank the combined Empire of Mengul claimed Norwold and Monster Island.                                                Multizar the Mage


MSN 8 helps ELIMINATE E-MAIL VIRUSES. Get 2 months FREE*. ------------------------------ Date: Sat, 8 Mar 2003 21:10:50 -0800 From: Joaquin Menchaca Subject: Need help to find article Hi, I wrote this adventure idea that I cannot find in the vaults. I was wondering if perhaps if someone might know where it is. Basically there was a discussion of ideas and also how one PC wants to kill hobgoblins mixed in with good/evil debate. I presented a story about how these hobgoblins were converted over to good through religion, and how the local villianous Baron wanted to manipulate the situation in murdering people and scapgoating the hobgoblins. It had some good elements, and I feel it is time for my PCs to learn about alignment & role-playing, so I wanted to develop this into a online free Mystara adventure. However, I cannot find the original material. Perhaps if someone remembers it and can email the article I wrote, I can use it in future material... - Joaquin __________________________________________________ Do you Yahoo!? Yahoo! News - Today's headlines http://news.yahoo.com ------------------------------ End of MYSTARA-L Digest - 7 Mar 2003 to 8 Mar 2003 (#2003-68) *************************************************************