Subject: MYSTARA-L Digest - 8 Jan 2004 to 9 Jan 2004 (#2004-10) From: Automatic digest processor Date: 10/01/2004, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 11 messages totalling 982 lines in this issue. Topics of the day: 1. Mass combat (3) 2. Ships of the Karameikan Navy 3. Remains of Taymoran in 1016 (4) 4. [Mystara-Spelljammer] Exiles Campaign Part 3 5. 'New' Second Level Magic User Spells 6. [Mystara-Spelljammer] Exiles Campaign Part 3: Coldspace ******************************************************************** 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: Fri, 9 Jan 2004 18:34:56 +1000 From: Adam horsten Subject: Re: Mass combat I found some errors in the war machine sheet and think I have them fixed, you now only need to enter data into four cells for each side for tha calculation to occur (with any luck). Tactics list has also been added to the first sheet. Anakin Dan Eustace wrote: > Anakin, > I downloaded both sheets, and I think they look really good. The BFR one is > quite similar to one that I made that's on the Vaults. Yours has a few more > bells & whistles, it looks like, though. > However, I can't get either of them to calculate anything! I entered all > the info in, checked the boxes, etc., but nothing happened as far as > calculating. There are no macros or anything, so I don't know how you get > it to "go". > > Dan > > ----- Original Message ----- > From: "Adam horsten" > To: > Sent: Thursday, January 08, 2004 7:50 PM > Subject: [MYSTARA] Mass combat > > > > >> Greetings all, >> been away from the list for several years and thought it was about time >> to get back in >> >> Just for anyone who is interested I have some new sheets on my site to >> make mass combat a great deal easier. >> One sheet is for calculating the BFR of a force according to the >> original rules and the other is for managing the battle >> and will calculate battle results. Any comments would be much appreciated. >> Either should be compatible with any version of DND >> >> http://www.uq.net.au/~zzahorst/index.html >> >> Anakin >> >> ******************************************************************** >> 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. >> >> >> > > ******************************************************************** > 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: Fri, 9 Jan 2004 09:46:18 -0000 From: Colin Davidson Subject: Re: Ships of the Karameikan Navy ----- Original Message ----- From: "Chris Furneaux" To: Sent: Thursday, January 08, 2004 11:22 AM Subject: Re: [MYSTARA] Ships of the Karameikan Navy > I have always liked the idea of naming ships after historical/mythic heros and > places like Agamemnon, Minotour, Hades, Icarus, Delphi, Heracles, Juno, > Nemesis, etc. Although you would have to use names and places from Mystarian > myth & legend. The main reason I like them is that they are singular and have > conitations that go with them of power and glory. That said I really like the > names you have come up with. They all have a nice ring to them even when > shortened. > > Now on the note of 8 ships: Gaz1 says 8 "ships of the line". So that is 8 ships > big enough to be used in the line of battle. > > Quoting http://www.cronab.demon.co.uk/INTRO.HTM : > "Only 1st rates, 100 or more guns, 2nd rates, 90 or 94 guns and 3rd rates, 74 > or 80 guns, were powerful enough to fight in the line of battle." Kind of true... There were also the unfortunate ships that fit in between the third rates and the frigates that were sometimes placed in the line of battle. 60's and 50's were known. > So the question now is what is a ship of the line in Mystara? > > Well Gaz 1 says that each company (61 men) is a ship so that means that the > only option keeping with that are War Galleys. That Said a war galley requires > another 330 men on top so that is a large investment of resources. I would > suggest that Karameikos might have a couple of these at the most. I would > classify any Galley or Large sailing ship as a ship of the line. I might be tempted to take a bit of a step back here, and address the title 'line of battle' ship. The line of battle is simply a means by which all ships can bring their guns to bear on a foe. The ships stay in a line, face off against another line and they slug it out. Until Nelson came along with some different tactics at the Battle of St. Vincent, breaking from the 'line of battle' was something that a captain simply didn't do. As a result few fleet engagements were all that decisive. A war galley is a very, verry different creature. It doesn't handle so well as a windjammer, instead being built for rapid birsts of speed to ram or board opposing vessels; look, for example, at ancient Greek triremes, with three ranks of oarsmen (all free citizens, not slaves) giving unimaginable power to the ram. The 'line' of battle would, I'd have thought, be a very poor way of bringing such weapons to bear. So what is the 'line of battle' on Mystara? The best clue is in the Princess Ark boxed set, with a large Alphatian vessel being detailed. This one is a flying vessel, but it still carries lines of heavy ballista on either side of the ship. It's a windjammer, so it needs hands for setting sail, handling ship, etc, but it'll be packed full of men primarily as weapon crews. Mystara requires very subtle handling of ship tactics. Suppose, for the moment, that highly strung, powerful ballistas and catapults are being constructed with a range of greater than 250 yards. Not impossible. The best range most opposing mages might offer is going to be around 240 yards (give or take an area of effect). That means that the artilleryman rules the long range battle, but magic heavy nations (Alphatia, Minrothad and even Thyatis) might carry some dangerous, short range wizards. There's -clear- advantage in the Karameikan navy keeping well out of the range of such wizards, so they need fast, handy ships that can get to the vunerable points in their foes defense (off the fore and aft, to 'rake' their foes with shot that can fly through the light internal bulkheads and along the full length of the deck, while being exposed to less of their opponents weaponry). That said, should their opponents close with them to spell range they'll want to close the remaining distance -fast-, to bring on a boarding action. So for Karameikan 'ships of the line', I propose something akin to late Napoleonic heavy frigates, but with the by then antiquated design feature of being cut for sweeps (oars). As many of you will have seen the film 'Master and Commander: Far Side of the World', the 'Surprise' (originally L'Unité) is a good example of the kind of ship that was originally built with the capacity to sweep. So imagine something not unlike this ship here, but larger (Surprise was a tiddler, even in her day!)(http://www.modelsailingships.com/ships/stories/hms_story.html). Something not unike the three masted Minrothadan clippers might also be appropriate, fast, handy and bristling with ballista below deck and with heavy catapuls above deck. These ships would be well capable of fighting in a 'line of battle', but should opponents rush them or get within spellcasting range they can change their tactic, and swarm from the line to take up aggressive attacking positions on their opponents most vunerable points. > Each company > would have one of these type of ships and other smaller ships to carry the rest > of the company. Eg. a small galley and two small siling ships would carry one > company (as in the PWA's). > > If you use the Idrendi tokens as a basis for ship types however I would suggest: > [-Ship Name (Class Marrines/Sailors/Rowers)] (cut) That's fine if we view the ship merely as a means of conveying infantry; I tend to think that such a naval force would be mincemeat if against any determined foe. I'm more of a mind to ignore what was n GAZ1 in favour of a more believable, defensible naval structure. I'll try to get round to doing some calculations on how many crew would be needed on the kind of ship I'm suggesting. ------------------------------ Date: Fri, 9 Jan 2004 04:04:42 -0800 From: SUBSCRIBE MYSTARA-L Lothlann Subject: Remains of Taymoran in 1016 Hi all, I've readed some articles about taymoran, and they are a good hint for some tasks for evil purposes. So, What i need is where they live, specially in Karameikos, if there are some specific place of interests. Regarding to the fact the Taymoran believes in Nyx, and to the fact that there are some places where there are ruins in Karameikos where vampires and nosferatu lives, do you think that some Taymoran priest live in such ruins? Bye to all Daniele ------------------------------ Date: Fri, 9 Jan 2004 13:59:10 +0100 From: =?iso-8859-1?q?Havard=20Faanes?= Subject: Re: Remains of Taymoran in 1016 Hi Daniele! Taymorans had many Immortals that they worshipped, Nyx among others. However, their civilization was destroyed 2000 years ago, so finding a live Taymoran priest today would be difficult. IMO the best way to use Taymora is to have the PCs discover ancient ruins (monster infested, obviously) and artifacts etc. However, since the Taymorans had an affinity for Necromancy, an Undead Taymoran might be lurking around. However, if you want to include such a character IYC keep in mind that he would be incredibly powerful, probably the most powerful lich in the entire Known World. Håvard --- SUBSCRIBE MYSTARA-L Lothlann skrev: > Hi all, > > I've readed some articles about taymoran, and they > are a good hint for > some tasks for evil purposes. So, What i need is > where they live, > specially in Karameikos, if there are some specific > place of interests. > Regarding to the fact the Taymoran believes in Nyx, > and to the fact that > there are some places where there are ruins in > Karameikos where vampires > and nosferatu lives, do you think that some Taymoran > priest live in such > ruins? > > Bye to all > > Daniele > > ******************************************************************** > 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. > ______________________________________________________ Få den nye Yahoo! Messenger på http://no.messenger.yahoo.com/ Nye ikoner og bakgrunner, webkamera med superkvalitet og dobbelt så morsom ------------------------------ Date: Fri, 9 Jan 2004 14:29:23 +0100 From: Giampaolo Agosta Subject: Re: Remains of Taymoran in 1016 SUBSCRIBE MYSTARA-L Lothlann wrote: > Hi all, Hi. > I've readed some articles about taymoran, and they are a good hint for > some tasks for evil purposes. So, What i need is where they live, > specially in Karameikos, if there are some specific place of interests. In modern times, there are no known living Taymorans -- except perhaps the people of Kron, the raft-city. Some undead Tyamorans did survive the destruction of their homeland, and can be found in several places. According to non canon sources, some can be found in Hule serving the Master, other in the northern lands. The main places to look to are the sites of ancient Taymoran cities or temples. There are few canon details -- e.g., the sunken city of Colhador, and none in Karameikos. You may have a look at the Taymoran documents in my homepage to see where I placed Taymoran cities, though. > Regarding to the fact the Taymoran believes in Nyx, and to the fact that > there are some places where there are ruins in Karameikos where vampires > and nosferatu lives, do you think that some Taymoran priest live in such > ruins? It is possible, though the known Karameikan vampires and nosferatu come from more recent bloodlines than the Taymoran. Still, Taymoran priest may be entombed in deep dungeons, well below the level of Traldar/Hutaakan ruins. -- Giampaolo Agosta http://digilander.iol.it/agathokles ------------------------------ Date: Fri, 9 Jan 2004 06:47:42 -0800 From: Thibault Sarlat Subject: Re: Remains of Taymoran in 1016 what about setting a bunch of Taymorian in suspended animation below the Adri Varma Plateau. This place has always been left almost empty by the developpers. This would fill the gap. The region is very poor so that could explain why no ruins were ever searched there nor found. There is just one caravan route going through it and it is not much used but by Darokin merchants who have no reason to come out of the trail itself. Nyx could have froze them, and shielded by powerful magic to avoid detection of his minions. If they ever come back to "life" (or mostly "undeath"), then they would be a threat to Glantri and a challenge to Klantyre and Boldavia necromantic supremacy. Synn, could also be very much interested in them. She could use them to undermine her political ennemies. thib --- Giampaolo Agosta wrote: > SUBSCRIBE MYSTARA-L Lothlann wrote: > > > Hi all, > > Hi. > > > I've readed some articles about taymoran, and they > are a good hint for > > some tasks for evil purposes. So, What i need is > where they live, > > specially in Karameikos, if there are some > specific place of interests. > > In modern times, there are no known living Taymorans > -- except perhaps the people of Kron, the raft-city. > Some undead Tyamorans did survive the destruction of > their homeland, and can be found in several places. > According to non canon sources, some can be found in > Hule serving the Master, other in the northern > lands. > > The main places to look to are the sites of ancient > Taymoran cities or temples. There are few canon > details -- e.g., the sunken city of Colhador, and > none in Karameikos. > You may have a look at the Taymoran documents in my > homepage to see where I placed Taymoran cities, > though. > > > Regarding to the fact the Taymoran believes in > Nyx, and to the fact that > > there are some places where there are ruins in > Karameikos where vampires > > and nosferatu lives, do you think that some > Taymoran priest live in such > > ruins? > > It is possible, though the known Karameikan vampires > and nosferatu come > from more recent bloodlines than the Taymoran. > Still, Taymoran priest may be entombed in deep > dungeons, well below the > level of Traldar/Hutaakan ruins. > -- > > Giampaolo Agosta > > http://digilander.iol.it/agathokles > > ******************************************************************** > 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. > ===== Thibault SARLAT a.k.a Clenarius www.mystara.fr.st ICQ 16622177 MSN Messenger: clenarius@hotmail.com __________________________________ Do you Yahoo!? Yahoo! Hotjobs: Enter the "Signing Bonus" Sweepstakes http://hotjobs.sweepstakes.yahoo.com/signingbonus ------------------------------ Date: Fri, 9 Jan 2004 07:42:29 -0800 From: John Calvin Subject: [Mystara-Spelljammer] Exiles Campaign Part 3 Spheres The exiles campaign uses the classic Spelljammer cosmology in which crystal spheres (each encompassing a separate star system) float in a medium of flammable, rainbow colored gasses, called the Phlogiston (also sometimes referred to as the rainbow seas). The Known Spheres are grouped into several broad categories, each of which will be described below. MystaraSpace This crystal sphere gets its own grouping because it is unique among all of its peers. Although most crystal spheres bob gently up and down in the rainbow sea, MystaraSpace’s crystal sphere behaves more violently. It travels up and down in a great arc, sometimes coming into contact with the Phlogiston, and sometimes leaving contact with it. It is only during these periods of contact that ships can enter and leave the crystal sphere freely. Each of the above mentioned Exiled cultures happened to leave the sphere at a time when it was in the rainbow sea, but none have ever been able to find it again because of its highly variable location. There are also several phlogiston vortexes near the Mystara crystal shell that can confuse and confound space travelers. These areas are intense storms where the phlow just roils with activity. Ships entering the storms can be thrown of course, damaged, and sometimes even destroyed. The Inner Spheres This grouping of crystal spheres also has a highly variable location in the Phlogiston. Each of the spheres bobs with a noticeable movement in the rainbow sea, though few of them actually leave it. These spheres are the closest to MystaraSpace (when it is in contact with the Phlogiston). The Nithian culture is dominant in these spheres, but theirs tends to be a very fractured existence. Most nations only control a portion of the world that they inhabit, and none are world spanning. These spheres also hold the highest concentrations of aranea, elves, free living lizard-kin, and goblin-kin. There is also evidence throughout these spheres of more ancient cultures. The oldest structures here are believed to have belonged to the carnifex forefathers who journeyed out from Mystara during the first exile. Younger structures (nearly 7000 years old now) are believed to have been built by the elves on their migration through this area [note: The elves were not exiled from Mystara. It appears that they were traveling in the other direction – toward Mystara, and not away from it]. Carnifex and Blackmoorian incursions into this area are rare, although they do happen. A handful of The Faithful’s strongholds can also be found in these spheres, many of them containing portals directly to their patron’s home planes. Shattered Spheres These spheres all have one thing in common: they are all battered, blackened, and nearly destroyed by the ravages of war. Not any normal war, but a war against the gods themselves. It is in these spheres that the Blackmoorians made a stand against their immortal pursuers. Very few creatures live here now, but the systems still see much activity. Sheens dominate these spheres, constantly searching for spelljamming helms that they can hijack. Some aranea manage to eek out a living here, as well as small communities of escaped slaves (elves, lizard-kin, goblin-kin), or stranded ship crews. Blackmoorian incursions into the area are frequent, as this is one of the major battlegrounds against The Faithful. The carnifex also come here, although slightly less frequently, searching for treasure and ancient artifacts. Both the carnifex and the Blackmoorians attack sheens on sight. They clash with each other as often as not. Elemental Spheres The Elemental Spheres are composed of planets (many of them irregularly shaped) that are strongly aligned with each of the four elemental types. Rarely is there a planet with a balance of the four elements, and when there is, it is strongly contested. Trade is very important to the communities that live in these spheres because rarely does one community have all of the resources necessary for survival. The carnifex dominate these spheres, with the dragon emperors maintaining control on the core worlds. Carnifex clans roam on the outskirts of space, basically leading the life of pirates. Some communities of freed slaves (mostly lizard-kin) exist here and there, but their freedom is tenuous and can end as soon as the next carnifex overlord rediscovers them. Sheen incursions are frequent here. The constructs have learned that these inhospitable spheres are packed with the resources and raw materials that they so desperately need. Blackmoorians often send well armed forays here as well, and there are several permanent strongholds that they have been able to maintain despite carnifex aggression. The Fringes These spheres see little trade for the simple fact that they have little of value in them. A few planets will support life (barely) and these are inhabited by the misfits (some would say scum) of Known Space. The Blackmoorian Free Cities are all located in these spheres, as are several colonies of freed slaves. Construct controlled sheen enclaves also have strongholds here, as do the Progeny of the Frog. Several Dragon Spawned carnifex have also carved out small domains for themselves. There is little reason to journey into these spheres, unless you have illicit business, or you just want to be left to your own devices. None of the major powers in Known Space bother with establishing permanent bases in the area because they would just be too expensive to maintain. Occasionally either the carnifex or the Blackmoorians will conquer some small community for strategic purposes, but after their tactical objectives are achieved they simply leave the area. Core Spheres The worlds of the Core Spheres are the most inhabited in all of Known Space. Roughly 70% of the worlds are controlled by the carnifex clans and dragon emperors, while 20% are controlled by the Blackmoorian Imperia. The rest of the worlds are either free states or native populations. Many of the planets here are lush, green worlds, although many of the Blackmoorian ones are still recovering from the scars of war. At one time all worlds were controlled by the carnifex, but the Blackmoorians managed to wrest control of some of them. Blackmoor and the carnifex clash often in these spheres as they try to maintain or expand their territories. ===== Rule #85. I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of "Push the button." from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________ Do you Yahoo!? Yahoo! Hotjobs: Enter the "Signing Bonus" Sweepstakes http://hotjobs.sweepstakes.yahoo.com/signingbonus ------------------------------ Date: Fri, 9 Jan 2004 16:07:15 -0000 From: Colin Davidson Subject: 'New' Second Level Magic User Spells Like the first level spells I posted to this list before Christmas, these are all spells created by myself and players in my campaign. Again, to the best of my knowledge they're original and un-plagiarised, but if anyone can spot anywhere where one of my players has been 'influenced' then please let me know, Thanks, Colin. Dark Bolt Range: 5' per level ofthe caster Duration: Instant Effect: One target This spell fires a dark, shadowy bolt of force at a single target. This inflicts 1d6 damage +1 per level of the caster, and in the next round inflicts a -1 penalty to hit, damage, saving throws and morale. If the target makes a save versus spells this effect is negated, and only a single point of damage is taken. Ice Flame Range: 0 Duration: 3 turns Effect: 10' per radius per level of the caster, up to a maximum of 120' This unusual spell causes all normal and magical fire in the area to burn with equal intensity but be icy cold; in effect it converts all fire damage within its area of effect into cold damage. Cleaner Range: 20' Duration: Special Effect: Up to 60 square feet per level A small air elemental is summoned by this spell. Said elemental will tidy, clean and polish until things look fairly tidy, typically taking 2d10 minutes to complete its task. Thump You Range: 120' Duratiom: 3 rounds Effect: One foe A handy combat spell, this creates a compressed air hammer which will pound one targer for three rounds. It attacks once per round, on the casters initiative, using the base THACO of the caster, each hit causing 1d6 damag and requiring the target to save versus death ray or be knocked out. Temporary Wall Range: 0 (casters reach) Duration: 10 seconds (1 round) Effect: 20'x20'x4'' Upon completion of this spell a forcefield (as per the spell of that name) will appear nect to the caster. The dimensions are as specified above, but will be constrained by the presence of walls, doors, etc. The barrier lass for exactly 10 seconds (until the same initiative 'slot' in the next round) before vanishing. Zap! Range: 240' Duration: Instant Effect: One Target A single, narrow bolt of lightning is created by this spell, a bolt that will hit any one target within range inflcting 1d6 points of electrical damage per two levels of the caster (rounded up, save versus spells to take half damage). Create Gremlin Range: 60' Duration: 1 turn per level of the caster Effect: Summons 1 gremlin The gremlin (see RC for details of this critter) summoned by this spell will, typically, look around to see what's happening, pick its nose and rapidly become bored. Then it's quite likely to get playful and plague whoever or whatever is nearby. Or it might wander off; it is, in effect, it's own gremlin. It will remain until killed, dispelled or the spell duration ends. Quickstep* Range: 240' Duration: 3 rounds Effect: Up to 24 creatures This spell functions in all ways but one exactly like Haste, witht the importatn difference being that it lasts for only 3 rounds. The reverse of this spell, Slow March is similarly like Slow. This spell cannot be used in conjunction with Haste. Protection from Weevil Range: Touch Duration: 2 hours per level of the caster Effect: 1 Individual The recipient of this spell cannot be touched by any normal, non magical, non summoned or non giant insect for the duration of the spell. Delouse Range: 0 Duration: 2 hours per level of the caster Effect: 60' radius This spell creates an area 60' in diameter, initially centred on the caster byut subsequently immobile, in which any normal insects (non magical, non summoned) will instantly perish. Water Tension Range: 10' Duration: 6 turns Effect: up to 10 pints per casters level Upon casting this spell a magic user becomes able to sculpt water; the surface tension of the water is increased to the point where it will support shapes that up to twice the height of their width. This spell is especially effective and striking when used in conjunction with Permanence. Battlecry Range: 20' Duration: 1 round per level of the caster, or until used Effect: 1 weapon The magic user casting this spell must specify one weapon within range; the weapon must be wielded, and the wielder must be willing. The weapon will glow with an intense magical energ, meaning that if the next attack made with the weapon hits 1 point of damage per level of the caster (up to a maximum of 20) is added to the damage inflicted. Whether or not the next attack hits, the magical energy is expended in the attack. Bar Fight Range: 90' Duration: 1 round per level of the caster Effect: 1 individual Any unsuspecting recipient of this spell will, upn failing a saving throw versus spells, become convinced that the nearest person to him who is unknown is trying to start a fight by means of giving gross insults. A reaction roll must be made, modified by the casters charisma modifier. Stage Presence Range: Caster Only Duration: 1 round per level of the caster Effect: Caster only This spell creates a charismatic, noticeable aura around the caster. This will make heads turn, people stop and listen or pay attention, etc. Effectively this gives a +2 to reaction rolls, and is an invaluable way of grabbing attention in a crowd. ------------------------------ Date: Fri, 9 Jan 2004 16:06:50 +0000 From: Ricardo Matheus Subject: Re: Mass combat I downloaded both sheets and they are great! I believe there is an error in the Warmachine Sheet: in the Battle Results sheet the casualities fields (F10 to H10 and F11 to H11) seen to be pointing to the wrong places giving wrong results. As for the rest everything seens to be working just fine. Ricardo Matheus a.k.a. Darkblood Owner of the Mystara Map Navigator www.geocities.com/darkblood18 _________________________________________________________________ MSN Messenger: instale grátis e converse com seus amigos. http://messenger.msn.com.br ------------------------------ Date: Fri, 9 Jan 2004 13:26:47 -0800 From: John Calvin Subject: [Mystara-Spelljammer] Exiles Campaign Part 3: Coldspace Coldspace (Inner Sphere) This sphere’s sun is dying. Once a strong and vibrant fire body, the sun has decreased in size. The amount of light and heat that it puts out has decreased as well, turning once living worlds into cold, frozen wastelands. The Nithians first colonized this sphere when their empire was at its height on Mystara, but since that time the sphere’s sun has grown smaller and colder. Now the Nithians left here have turned the worlds orbiting their star into vast slave labor camps. They intend to disassemble the planets and use the materials to construct another sphere around the star. This sphere will be made of stone, and much closer to the star so that the Nithians might once again feel its heat. Already they have constructed several small continent sized land masses that orbit the star. They do this by creating pyramid ships, flying them into orbit, and then connecting them together. Stone Continents: The stone continents are created by fusing together the bases of Nithian Garden ships and then removing the excess stone to reveal the sky above. These massive constructs can range greatly in size. Some are built with only a few Garden ships, while others (the older ones) can be composed of thousands. Each continent is ruled by a Pharaoh. The Pharaoh, or his ancestors, is most likely the one who organized construction of the continent, and who sees that it continues to grow. The rate at which a continent grows is dependant upon two things. The number of helms available (to move a Garden ship from the surface of a planet to the orbit of the stone continent), and the number of slaves that are working in the stone quarries on the planets below. Since slaves are in such high demand, travelers through this sphere are to be warned. It is not uncommon that unsuspecting foreigners are snatched up and put to work cutting rock for the rest of their lives. For this reason merchants who travel this space usually seek out the patronage of a powerful Pharaoh, someone who can keep them out of the chain gangs (most of the time). Large Continent (typical): One of the first Nithian attempts at building a habitat in space, this continent has swelled to an enormous size. Not only has its area been increased over the centuries, so has its depth (allowing for much deeper and more fertile soils). There are currently four kingdoms occupying this continent. The first kingdom is ruled directly by the Pharaoh, and another two are ruled by his distant relatives (at one point in the past a Pharaoh divided his kingdom up amongst his children). The last kingdom is an addition to the continent. It was added when a smaller continent was conquered by the current Pharaoh, and control of the new land was granted to one of his younger sons. Gateways have been constructed around the continent to help facilitate trade with the other large (and often far distant) orbiting continents. In addition to those portals, an inter-planar gateway to the plane of earth has also been constructed. Currently a small enclave of earth elementals is living on the continent while the Pharaoh conducts negotiations with their leader. The Pharaoh hopes to one day strike a bargain through which he will be able to transport materials directly from the plane of earth into his own realm. Still, a few other portals link directly to the frozen planets so that materials can be brought to the continent without the use of a Garden ship (or the helm that drives it). This frees up the Garden ships for other purposes (like transporting troops and waging battles). There are several other locations of interest on this orbiting continent: • The Tomb of the Kings – This impressive collection of temples and tombs is built at the very edge of this world. The walls that hold in the soil have simply been extended and modified to house the bodies (and treasure) of the Pharaohs of old. As the continent grew (and its depth increased) the older tombs were buried and newer ones built atop of them. • The Narrow Bridge – A narrow stone bridge extends from the main continent to conquered territory. Much of the nation’s expansion efforts will be made here as new bridges are constructed, and the void is eventually filled between the two continents. • The Shallow Sea – Water is abundant in this crystal sphere (although most of it is frozen), and gigantic blocks of ice are sometimes brought to the continent and allowed to melt. Over the years a shallow sea has formed in the center of the continent. This water is used throughout the land both for personal consumption and to irrigate crops. The sea actually resides in the oldest portion of the continent, and several ancient structures still stand beneath its surface. • The Un-Walled Edge – Around the site of the continent’s continued expansion exists an un-walled edge. The terrain of the land forms a gentle slope downwards until eventually the stone foundations of the “floor” can be seen. In the distance is nothing but the void of wildspace. Small Island (typical): Hardly more than 5 Garden ships lashed together, this small island floating in space is a relatively new construction. The project was begun during the lifetime of the currently reigning Pharaoh. A modest military is kept to fend off the predations of other similarly sized continents, and to perhaps help in the acquisition of slave labor. Rathano-Hepthet: A mid sized continent, Rathano-Hepthet is just starting to experiment with gateways, both to the ice planets, as well as with other orbiting continents. One of the gates that the magicians of this nation are examining is a relic from before the sun grew dim. This is in fact a gateway created by their ancient Nithian ancestors. The gateway still functions, connecting the orbiting continent with the first planet in the Webspace sphere. Neb-Ur: This is a standard sized earth body, now covered almost entirely in snow and ice. Before the sun went dim this was a lush and tropical world, and it supported much life. Now all of that life is gone, frozen beneath miles of ice. Only the Nithians remain, and they focus all of their endeavors towards slowly removing the planets mineral resources, much as one would skin an onion one layer at a time. Quarry Pits: These vast scars in the land are essentially strip mining efforts on a planetary scale. Slave camps are maintained throughout the pits, and slaves send the resources that they mine up to the orbiting continents, either via a Garden ship, or through a portal of some kind. Boreholes: Although the surface of the planet is frozen solid, its interior is not. These shafts pierce the planet all the way to its core, where there still exists molten rock. Small communities (mostly of wizards) still make their homes around the boreholes. The heat that is released from them warms the surrounding area enough that crops can be grown and life can continue in an almost normal fashion. Some communities specialize in crafting (through the use of magic) stone objects using the molten rock as a raw material. Stone ships with complex hull designs are crafted in such a way. Horem-Ka: The Carnifex, and their servitors, dominated this planet before the sun started getting cold. Once the Carnifex astronomers detected the shift in climate, the abandoned the world, though many of their servitors stayed. Now all trace of the Carnifex lies beneath sheets of ice, and most of their servitors have fallen prey to Nithian slavers. This world is also used as a quarry by the Nithians, though it is farther from the sun, and even colder than Neb-Ur. Man of War: Floating in the void near the edge of the crystal shell is a derelict elven Man of War. Probably damaged and left for dead nearly 7000 years ago when the carnifex warred with the elves, the battered craft has been drifting in space ever since. The crew is long since dead, their bones turned to dust, but there are still secrets to be found here. NPCs: This sphere is dominated mostly by humans of Nithian stock, and their slaves. Be-Ankh-Ra Pharaoh of a small island (no more than 5 Garden ships lashed together), Be-Ankh-Ra’s reign is coming to an end. He is getting on in years, and has no male heirs, although he does have one daughter. The Pharaoh has been trying to marry her off to one of his neighbors in the hopes that he will be able to unify their islands and provide a greater legacy for his descendants. Thass-akth Thass-akth is a young, but influential member of the saurian slave community in one of the quarry pits of Neb-Ur. For the past several years Thass-akth has been urging those under his influence to cooperate with the other communities of slaves in the quarry rather than propagating the atmosphere of rivalry that the Nithians foster. She has contacts (some say friends) in the elven and goblinoid camps, and is slowly trying to build up a network of resistance fighters in the hope of one day fighting off her Nithian oppressors. Any PCs that happen her way (as newly captured slaves) will surely be drawn into her confidence. Menketh The captain of a small spelljamming vessel, Menketh is the leader of a small group of mercenary hobgoblins. He and his crew spend much of their time outside of the sphere gathering slaves for the massive projects undertaken by the pharaohs in the area. Menketh always makes a point of returning to the sphere with a full hold of slaves, lest his employers loose faith in his abilities and find “other work” for him to do (in the frozen quarries). Ghrathixes Buried deep beneath the ice of Horem-Ka lies an ancient Carnifex lich. Ghrathixes rules a vast underground complex of undead saurians and Nithians. Long ago, when the sun was just starting to cool in Coldspace, Ghrathixes was the leader of the dominant Cranifex clan in the area. Convinced that the Nithians were the cause behind the climate shift, Ghrathixes vowed revenge and sought to extend his life through undeath. Unfortunately for the Carnifex lich the climate shift came faster than he expected and the planet froze solid. Now he is encased in an icy prison, but he waits patiently knowing that soon the Nithians themselves will free him. Once that happens he will unleash his undead hoards upon his ancient enemies. ===== Rule #85. I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of "Push the button." from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________ Do you Yahoo!? Yahoo! Hotjobs: Enter the "Signing Bonus" Sweepstakes http://hotjobs.sweepstakes.yahoo.com/signingbonus ------------------------------ Date: Sat, 10 Jan 2004 08:25:56 +1000 From: Adam horsten Subject: Re: Mass combat Well Spotted, I did not think enough about that section before putting it in, thanks for pointing it out. It works fine for a second or subsequent engagement. ie. G10 and G11 contain the original size of each force before any engagement while the force size on the Side A and Size B contain the current force size. I've fixed it up by adding a tick box to indicate second or later engament so it now allows you to track overall casualties for each side over the course of the entire battle. Anakin Ricardo Matheus wrote: > I downloaded both sheets and they are great! > > I believe there is an error in the Warmachine Sheet: in the Battle > Results > sheet the casualities fields (F10 to H10 and F11 to H11) seen to be > pointing > to the wrong places giving wrong results. > > As for the rest everything seens to be working just fine. > > Ricardo Matheus > a.k.a. Darkblood > Owner of the Mystara Map Navigator > www.geocities.com/darkblood18 > > _________________________________________________________________ > MSN Messenger: instale grátis e converse com seus amigos. > http://messenger.msn.com.br > > ******************************************************************** > 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 Jan 2004 to 9 Jan 2004 (#2004-10) *************************************************************