mystara-digest Thursday, October 7 1999 Volume 1999 : Number 436 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - Operation Hydra: Day 25 [MYSTARA] - Adri Varma Plateau... long overdue! Re: [MYSTARA] - Adri Varma Plateau... long overdue! Re: [MYSTARA] - Improved Permanence [MYSTARA] - Planar descriptions Re: [MYSTARA] - Campaign Cartographer 2 Re: [MYSTARA] - Herolian Brands (long) Re: [MYSTARA] - Magical Cloaks Re: [MYSTARA] - Campaign Cartographer 2 Re: [MYSTARA] - Campaign Cartographer 2 Re: [MYSTARA] - Adri Varma Plateau... long overdue! Re: [MYSTARA] - Adri Varma Plateau... long overdue! Re: [MYSTARA] - Adri Varma Plateau... long overdue! Re: [MYSTARA] - Secret Craft Questions Re: [MYSTARA] - Magical Cloaks Re: [MYSTARA] - Herolian Brands Re: [MYSTARA] - Planar descriptions [MYSTARA] - Two Mystaras ---------------------------------------------------------------------- Date: Wed, 6 Oct 1999 10:19:10 EDT From: Alex295@aol.com Subject: Re: [MYSTARA] - Operation Hydra: Day 25 Operation Hydra: Day 25 Force A: The seige continues. However the Thyatians have lost must of the festival attitude of the previous days' matches. By dawn, all have been told of the battle plan and to them the HardBall match is but an anticlimax. As a side note, the elimination of the Thyatian team has diminished much of the enthusiasm that the Thyatian troops had held. Few attend, being content with hearing periodic scores. Only the Alphatians, the other Thyatian team members, and a scattering of enthusiasts attend. With this being recognized, Helena orders the bombardment begun. With the exception of the artillery barrages, the Hardball match goes as expected with Fregnoss's team decidedly beating Morcrynn's. The match was fairly close for its first half, but after that Morcrynn's teams just seemed exhausted and could not keep up. Adm. Helena begins awarding the prizes. Third place goes to the Alphatian team eliminated the day before. Second place is given to Morcrynn's team. Lastly first place is awarded to Fregnoss's team. The Thadders on the walls, both military and spectators, are taken completely by surprise and those that survive the initial volley scrurry for cover. For their part the Thadder teams outside the walls have moved into position. Minutes after the Thyatians begin bombardment, they too begin their assault. Split into teams of five, they each focus on specific targets. Supply depots, seige towers, and troops tents all draw their attentions. They manage to do some damage before they are spotted by troops of the 12th Cohort. Discovered, the Thadder troops begin moving back towards the city's walls. However, the Thyatian barrages had destroyed any hopes of coverage from the walls. Cut off from the city, the Thadders make a dash for the coutryside. Only six humans and seven elves make it to safety and teleport back into Min City. Undaunted by the attack the 6th Cohort awaits its orders to storm the outer keep. Seige towers are labored up to the walls to bring further missile fire upon the ramparts. Within an hour Helena orders a tentative attempt to scale the walls. A company of the 6th Cohort rushes for with scaling ladders. The attempt is turned back by the Thadders who brave the enemy fire and cast off the ladders. However, they suffer horrendous casualties at the hands of the seige towers and artillery peices. After four hours of continuous bombardment, the keep's walls still stand bearing few signs of the amounts of fire they had absorbed. Cursing the stout dwarven craft defenses, Helena orders the artillery to focus on the keep's gate. Though the walls may be of dwarven masonry, the gate doors and porticullus are still of common oak. The use of flamable projectiles doing the most damage. As darkness falls the Thyatians bring up a battering ram and begin pounding at the remains of the gates, clearing the way for entry. Their efforts are hindered by the Thadders who rain arrows and stones upon their heads from above. The 6th Cohort is ordered forward into the breach. They meet a horrendous volley of missile fire from the Thadders. The Thyatian charge is further complicated by the confining nature of the entryway. Still their press is too much for the defenders and the Thadders begin falling back across the Hammerspan to the City Gate. Pursuing them, the Thyatians themselves are pushed back into the outer keep by the retreating Thadders and the support of their fellows manning the inner gatehouse. The length of the Hammerspan causeway is littered with the dead and wounded. For now the Thyatians must be content with the outer defense keep. The barrages on the SeaGate are meeting with less success. The distance provided by the waters of the Alphatian Caldera have had the artillery operating at the extreme limits of their range. By the time the outer keep falls, the SeaGate bears but deep gouges and some burnt and shattered boarding to attest the artillerists' efforts. Even the use of flamable projectiles has had little effect. Most land short, leaving the waters ablaze. Those that do strike the doors are quickly extinguished by the Thadders from the ramparts above. Helena summons her officers to discuss the battle. Gen. Aromatelli, of the 27th Cohort, cites plans to bolser the assault upon the SeaGate and moving artillery peices to the battlements of the keep. Helena agrees and orders it done. She also orders the battleweary 6th Cohort to stand down for the remainder of the night. The fresh 12th Cohort will work in shifts to hold the keep and maintain a harrassing volley of crossbow fire on the ramparts and gatehouse facing the keep. Aromatelli returns to the matter of the SeaGate. He points out that even if the gates are ruined there will still be a great deal of wreckage to contend with. Unlike the keep, clearing that wreckage will be difficult. Helena agrees but has no immediate solution. She tells Aromatelli to peirce the gate and she will deliver the admitance. After dismissing her staff, she begins going over the day's reports. Most is of little importance. What is noticable is the lack of contact from Arogast's Group M. He had been overly indulgent in reporting his position. For Helena the silence is deafening. Looking at the map, she plots his last known position along the southern coast. Suspecting the worse she dispatches a message to the naval contingents near Harbortown of her suspicions that the junior captain had found the Thadder ships. Before retiring for the night, Helena contacts Eusebius to inform him of the capture of the outer keep. He congratulates her and her troop's efforts but presses for the capture of the city itself. To emphasize the need he informs her of the "concessions" Thyatis had made regarding the IoD (described further below) and the need for the Empire to come out with Minrothad intact and in Thyatian hands. Force B: In Harbortown, Valicius settles into his new administrative duties. His predecessor, Gen. Di Cicero is well on his way to meet Nikkos's forces at Open Island. Valicius's thought sof easy duty are quelled by the arrival of Serico and Dregarus's ships. Valicius mobiles his forces to aid in their resupply. Later after dark news of the disappearance of Arogast's ships incrreases the pace of the resupply. Using his own forces and local labor, the resupply effort is carried out throughout the night. Serpico plans to head back to sea in the morning. Under Serpico's direction, Valicius has the ships stationed at Harbortown readied as well. Force C: Gen. Nikkos is pleased to report that the reorganized forces are ready and waiting for the arrival of di Cicero's forces. While he is waiting, Nikkos begins going over strategies for the Alfheisle campaign. As the senior officer he rightfully expects to oversee the operation. Force D: Adm. Pentalon's fleet sails a steady course for Harbortown. The late arriving news of the possible Thadder fleet in the area terrifies Pentalon. Though he is confident in the abilities of his ships, he knows that any battle would be comlicated by the supply ships. He also fears how losing any of these vessels would reflect upon his career and future. Pentalon places his men on alert and sails on. They should make Harbortown by midday the following day. Force E: Capt. Ostenphius and his troops continue their lonely vigil at BrightCliff. The day does see the return of their riders from Harbortown. Group F - Captain Dregarius (along with Group G) arrives at Harbortown to top off their supplies. They report the impending arrival of the supplies. This news quickly spreads through the city, raising morale. With the late arriving news of the Thadder Fleet, the resupply effort is hastened to allow the vessels' departure. Group G - Serpico's ships arrive at Harbortown. Like Group F, they begin restocking their supplies. With the news of the Thadder ships possibly being in the vicinity Serpico unofficially assumes command of Dregarius's vessels. Technically this move disbands Group F and Dregarius's command. Serpico also suggests that Valicius has the vessels stationed at Harbortown readied for possible use. Valicius agrees with the naval officer. Group H - Capt. Xappellus and her ships continue their hunt for shipping. With the news of possible Thadder activity south of Trader Island, she half expects to be redeployed to that area. However the order never comes and she is not about to risk her career on not following orders. She will await her morning report to Adm. Helena for more information. Group I - In response to the attack the previous day, the Thyatian 14th Fleet sail precariously close to the defenses of Seahome. The act is one of defiance, to show that the Thyatians were not intimidated by the sea elves' attack. Missing from this sweep is the Tarrous, still undergoing repairs under the watchfull eyes of two other Thyatian warships. Group J - Adm. Corso's ships continue on through the northern sealane. With news of the possible Thadder presense he is undeterred from his orders. Personally he sees no reason to deviate. The incident could be a diversion or be the result of just part of the remaining Thadder Navy. Also there are Thyatian naval forces already on scene and he is sure that Serpico has the situation well in hand. Group K - Horatio's ships sail within sight of Harbortown before heading back in a northeastern direction. Receiving word of Arogast's vessel being missing, he decides to set sail for Fortress Island. Horatio believes the Thadders may be trying to make their way to the dwarves's island. The trip there is also an excuse for the captain to see his cousin, Adm. Perdry. Group L - Adm. Perdry's 23rd Fleet continues its vigil off the coast of Fortress Island. Ironside's daily visit is uneventful and rather brief. The dwarf and Thyatian do not discuss the seperate peace. Perdry does not want to press the matter too much. Group M - With the destruction of Arogast's vessels, Group M is technically no more. However, until a ruling comes from Adm. Helena the designation stands. In Minrothad City, the populace is in a near state of panic. The Thyatian presence had been somewhat accepted by this point as being "normal". But with their barrage, assault, and capture of the outer keep the dire nature of the seige has come full circle. The retreat in to the city has further strained food supplies as large quantities of foodstuffs had to be left behind. The city will have to depend even more upon the teleported shipments from the elves. The loss of the keep and the pounding at the SeaGate are foreboding signs of the city being cut off. Oran and Warheart meet all night to discuss the war's progress. The news from Redstone is most disheartening. This is only outdone by the later loss of the outside keep. Despite the setbacks, Warheart is confident his forces can hold out. As is, he can focus his troops to meet the Thyatians at their only point of entry. The wideness of the Alphatian Caldera bolsters their resolve in the improbability of attacks from other directions. As for the SeaGate, Warheart sees it as a diversionary tactic possibly intent to thwart any Minrothad departures from the harbor. The damage so far has been slight. And if need be the Gate can be reinforced by the vessels inside. Warheart is certain the Thyatians will focus on Hammerspan and the City Gate. Warheart is willing to trust the defenses for now. He admits that alot depends upon Delorno's vessels and their ability to do some damage to the Thyatian war effort. To quell the fears of the populace, Oran dispatches an announcement. In it he calls for solidarity and stout hearts during this time. He also recalls the historic defeats of the Thyatian fleet during their earlier attempt at conquest. He cites the sturdy dwarven defenses and the Minrothad will. The speech does some good. It at least provides some hope that the war is not lost. In Redstone, the Alphatian and Thyatian representatives begin meeting. The talks were almost interrupted by assassins intent. Fortunately, both sides were wary of each other and had cast numerous wards. These wards had detected the assassins' presense. Once discovered they were quickly subdued or killed. Further use of magic uncovered the foundation of the plot. Delayed by the investigations, the talks are finally begun around noon. The two parties meet behind closed doors. A few hours after nightfall the sides emerge with an agreement. The NACE will retain control of all of the lands that its forces have conquered. The Alatians are to become NACE properties as a whole. Dunadale, Kendach, Westrourke will likewise remain in the NACE fold. West Portage and Redstone will both become independant monarchies. The agreements are shocking to the general public as it effectively give NACE dominence on the IoD. However there are numerous contributing details that will only become known over the coming weeks. First and foremost is the awkward position of the Thyatian forces. The Thyatians are quite adamant in preserving Redstone. However the NACE seems quite content to continue the war to gain these through right of conquest. The divulgence of the NACEr's use of skyships and magic to provide their forces such rapid deployment further emphasizes the grave nature. Allotting it (and West Portage) independence is a compromise by both sides. Furmanglaive and Caerdwicca are not officially addressed in the agreement, however NACE is given a free hand in both kingdoms. The bulk of the agreement was ironed out by Terari and Demetrion. The general idea is to seperate the two peoples from each other and offer each the means to develope their own spheres of influence. Thyatis will expand its interest on Brun while the Alphatians will focus on IoD, Bellissaria, the Alatians, and the coast of Skothar. In its divided state, the IoD will always present a clash of interests between the two. Neither Demetrion nor Terari desire to see a continuation of the Great War. Eusebius is furious at the agreement and fears the loss of the IoD could jeopardize his throne. Demetrion states the consequences of doing otherwise. He also points out that the addition of the Minrothad Islands is far more economically beneficial that the accumulated lands lost on the IoD. He also points out that if Thyatian is to expand it should do so on Brun. As for Eusebius's hold on power, Demetrion quells the fears by the existance of the independant monarchies. Had the NACE continued in their expansions, the resulting military losses and escalation of war could have farther reaching consequences. Eusebius openly agrees with the Imperial Mage. However, he secretly consoles himself with the future prospect of retaking the IoD. The NACE offensives should curb future opposition to added military spending. Eusebius summons his advisors and begins crafting the public announcement of the agreement. He has them play up "overwhelming NACE strengths" and "heroic Thyatian resistance". He also assigns blame for the disaster to the military commanders on the IoD and the conquered kingdoms. Most perished in the fighting, the survivors will just have to be sacrificial lambs. Eusebius is adament that the spin doctors play up the status of Redstone and West Portage as not being conquered. He also has them hint that "proper funding" for the armed forces could have prevented this. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 06 Oct 1999 12:09:04 -0400 From: Kevin Powers Subject: [MYSTARA] - Adri Varma Plateau... long overdue! This just in! >Skeletal Fire Giant (aka Giant Skeleton, Very Rare): These large humanoid >skeletons stand 24 stones in height, about 100 stones in weight and have a >magical flame centered inside their chests. They appear to be intelligent >and in battle they can reach inside themselves and remove a portion of their >infernal flames, using it against an opponent. Because of their total lack >of a body, save their skeletal structure, edged and piercing weapons are very >ineffective. I am reminded about the "Stone Folk" and "Sandmen." Has anyone created similar societies, and has any work been done on expanding the write-ups on the Sandmen of the Adri Varma Plateau? Or any other denizens thereof? If not, would anyone be interested in a more-developed version of that gazetteer if I were to write an expanded edition? Is the author of that obscure tract still in-residence at the MML? I don't mean to intrude on anyone else's concept; I just liked the idea of an independant society on what had previously been a boring wasteland denoted only be "Hulean Held Territory" or something of that sort in the WotI boxed-set. Would any of the almighty mappers be interested in doing an 8-mile-per-hex map of the plateau or the rest of the west-of-Norwold Brun lands? If I am not mistaken, and if we include that latest map from Christian Constantin then the realms north of Grakhalia, Sindh, and Glantri are the only ones in Brun which have not been mapped in 8-mile hex. Now for Skothar and Davania! (Dare I utter the phrases "Hollow World" or "Blackmoor-Era Mystara?") Kevin Powers kjp@student.umass.edu *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 06 Oct 1999 09:52:30 -0700 From: Patrick Sullivan Subject: Re: [MYSTARA] - Adri Varma Plateau... long overdue! None of my players have ever had cause to venture up onto the Adri Varma, so I'm not well-versed on what's been created describing it. Where is this gazetteer that you mentioned? A couple years back we were discussing the problem of having saguaro cacti growing in such a cold place, and nowhere else on Mystara (WotI maps), and Bruce Heard posted a potentially-useful idea for heat-sucking cactus-people. You might try to find it if you decide to pursue this. Patrick > I am reminded about the "Stone Folk" and "Sandmen." Has anyone >created >similar societies, and has any work been done on expanding the write-ups >on the Sandmen of the Adri Varma Plateau? Or any other denizens >thereof? If not, would anyone be interested in a more-developed version >of that gazetteer if I were to write an expanded edition? Is the author >of that obscure tract still in-residence at the MML? I don't mean to >intrude on anyone else's concept; I just liked the idea of an >independant society on what had previously been a boring wasteland >denoted only be "Hulean Held Territory" or something of that sort in the >WotI boxed-set. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 6 Oct 1999 13:29:06 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Improved Permanence In a message dated 05/10/99 01:01:52 GMT Daylight Time, redrobyne@ellijay.com writes: > so you mean like a holy avenger sword would go dormant but a permanent alarm > spell would dispell? That makes better sense. Yup, that's my understanding - the DoD really is a bit of pain! Here's hoping the reverse-magic drain by the Nucleus is permitted to get rid of it eventually...;-) Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 06 Oct 1999 10:56:21 -0700 From: Patrick Sullivan Subject: [MYSTARA] - Planar descriptions Through some roundabout thought process, I found myself thinking of the movie with Roin Williams, Cuba Gooding, Jr., and Claire Forlani. The movie itself wasn't especially good (IMO), but the visual effects were absolutely stunning. It occurred to me that the mouth of hell would make great scenery for some entropic plane. The initial "heaven" scene with the living paintings would be an ideal home plane, IMO, for Mylertendal (sp?), the cool wizard of Aasla, when she reaches Immortality. Some of the other scenes could make awesome outer planes as well. Out of curiosity, has anyone detailed many of the outer planes of Mystaraspace? I remember thinking the descriptions in WotI were interesting, and, even though I doubt I'll ever DM a planar campaign, I'm curious--and I thought I might as well try to spark some interesting conversation ;-P Patrick *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 6 Oct 1999 14:22:12 EDT From: Mystaros@aol.com Subject: Re: [MYSTARA] - Campaign Cartographer 2 In a message dated 99-10-06 02:09:40 EDT, M76762@aol.com writes: << Also, Camp Cart is hard as anything to use properly. Does anyone know of any other programs of this type that are user friendly? Matt >> Yeah, CC2 is far less user friendly than I envisioned it being. I picked it up at Gen Con and tried it out ASAP when I got back home, but was severely disappointed in the way it worked. I guess the examples they use just make it look so easy :( I'm going to try the NBOS Fractal Mapper next when I get the chance. I understand there is a mapper from Ragnarok Press out there and at least one other from a company whose name fails me, but IIRC none of them are hex based. I'd pay good money for a mapper that uses D&D style hexes in an easy interface that drops the hexes into a snap-tight format... Mystaros *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 6 Oct 1999 15:27:00 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Herolian Brands (long) In a message dated 06/10/99 07:33:03 GMT Daylight Time, shane_henrymml@yahoo.com writes: > Is this world of Herol a place that's been used in > your campaign, or was it just thought up for the > spell's background? Hmm...that gets me thinkin'...how > about a Herol Gazetteer, Carl? ;-) Blige, I throw in a little flavour text, and see where it gets me...;-) "Herol, it's just this place, you know?" - it DID rate a visit, IMC, but only a brief one - my notes for the place are scanty in the extreme. I'll throw it back at you - "how about a Herol Gazetteer, Shane?" Seriously, you're better at this than I am (I'm STILL trying to get the Furshlugginer Torquera thing finished - I think "Torquera" is Alphatian for "Albatross"! ;-), so run with it, if you feel like it! Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 6 Oct 1999 15:27:02 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Magical Cloaks In a message dated 06/10/99 07:44:11 GMT Daylight Time, shane_henrymml@yahoo.com writes: > Do you mean that the Ochalean characters can be read > as the Common language of whatever locale the cloak is > currently in (ie. Thyatian in the KW, Slag in the SC, > Alphatian in the Alphatian Sea lands), or that the > writing simply can be read as the native language of > any literate viewer, no matter what their language? > This could be relevant, since not all people can read > Common, and since there are different "Commons" in > different regions. A very good point. I planned it as "anyone wearing the Cloak can read the feathers", and shorthanded that to "Common". I'll go with your second choice; it appears to be in the wearer's native script, or otherwise any language he/she can fluently read. If the wearer can't read at all, he/she can't use the feathers. How's that? Thanks for this; one of the best things about the MML is having people to catch your mistakes! :-) Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 6 Oct 1999 17:11:38 EDT From: RLaRue@aol.com Subject: Re: [MYSTARA] - Campaign Cartographer 2 In a message dated 10/6/99 1:24:34 PM Central Daylight Time, Mystaros@aol.com writes: << Yeah, CC2 is far less user friendly than I envisioned it being. I picked it up at Gen Con and tried it out ASAP when I got back home, but was severely disappointed in the way it worked. I guess the examples they use just make it look so easy :( >> I disagree. CC2 appears difficult to use, but after reading the manual, it becomes really pretty easy. I've used NBOS Fractal Mapper and while it has some interesting features, CC2 is far better. NBOS might get better in a few years, but I've stopped using it and gone completely over to CC2, DD2 and CD2. If you given up on it, try again. If you've never tried it, pick it up. You really can make those maps you see and while it is a lot of work, it's not difficult to use. The best advice I can give is: Read the book and try the examples. There is no better way to learn the software. Hope that helps. Rick *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 7 Oct 1999 07:07:00 +0800 From: "Francisco Navarro" Subject: Re: [MYSTARA] - Campaign Cartographer 2 - ----- Original Message ----- From: CC2 appears difficult to use, but after reading the manual, Uggh!!! Read the manual!!! Me no want to read sum dumb manual! :) Kit Navarro fanavarro@pacific.net.ph "Now, Kol, if you want to be part of the conspiracy, READ the plan..." - --allegedly said by Princess Dolores (a.k.a. Synn) to the stubborn kobold prince *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 06 Oct 1999 18:26:19 -0500 From: SB Wilson Subject: Re: [MYSTARA] - Adri Varma Plateau... long overdue! > I am reminded about the "Stone Folk" and "Sandmen." Has anyone >created >similar societies, and has any work been done on expanding the write-ups >on the Sandmen of the Adri Varma Plateau? Or any other denizens >thereof? If not, would anyone be interested in a more-developed version >of that gazetteer if I were to write an expanded edition? Is the author >of that obscure tract still in-residence at the MML? I don't mean to >intrude on anyone else's concept; I just liked the idea of an >independant society on what had previously been a boring wasteland >denoted only be "Hulean Held Territory" or something of that sort in the >WotI boxed-set. I "updated" the sandmen from one of the Blackmoor adventures (DA3?) after seeing a picture a friend had drawn. I haven't played around with it for many years now. I was taking an anthropology class at the time so some of the references might be kind of obscure - I'm not even sure if I can remember what they mean ;) As for a gazetteer-type expansion, you wouldn't be stepping on my toes at all. As a matter of fact, I'd be very interested in seeing what you do with it. I'd even be willing to help out where I could (I could even scan the picture if I can hunt it down amid my piles of papers). Email me privately and let's see what we can do! Steve sbwilson@kvalley.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 6 Oct 1999 21:49:55 -0400 From: "Christian Constantin" Subject: Re: [MYSTARA] - Adri Varma Plateau... long overdue! > I don't mean to >intrude on anyone else's concept; I just liked the idea of an >independant society on what had previously been a boring wasteland >denoted only be "Hulean Held Territory" or something of that sort in the >WotI boxed-set. Oops!!! Did I missed some Hulean expansion here? Would any of the almighty mappers be interested in doing an 8-mile-per-hex map of the plateau or the rest of the west-of-Norwold Brun lands? I already have made a preliminary map of the central Brun region in 24miles/hex, but it doesn't depict the AV plateau in details since I knew that there already was some development done on the region, but I might be interested about a 8 miles/hex for the AV plateau if you provide the cultural/geographical information. >If I am not mistaken, and if we include that latest map >from Christian Constantin then the realms north of Grakhalia, Sindh, and >Glantri are the only ones in Brun which have not been mapped in 8-mile >hex. Now for Skothar and Davania! (Dare I utter the phrases "Hollow >World" or "Blackmoor-Era Mystara?") The latest map "Western Brun" was in 24 miles/hex, I have made a complete map of the Hulean Empire in 8 miles/hex, which will be available soon, and, as said earlier, a map of central Brun in 24miles/hex. So, there is still a lot of room to map in 8 miles/hex even in Brun... Christian "Krieg!" Constantin *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 06 Oct 1999 21:15:30 -0700 From: Patrick Sullivan Subject: Re: [MYSTARA] - Adri Varma Plateau... long overdue! > Would any of the almighty mappers be interested in doing an >8-mile-per-hex map of the plateau or the rest of the west-of-Norwold >Brun lands? If I am not mistaken, and if we include that latest map >from Christian Constantin then the realms north of Grakhalia, Sindh, and >Glantri are the only ones in Brun which have not been mapped in 8-mile >hex. Now for Skothar and Davania! (Dare I utter the phrases "Hollow >World" or "Blackmoor-Era Mystara?") Out of curiosity, has anyone mapped much of Skothar in 8-mile hexes? I made a map of the small, mostly-forested peninsula around Port Marlin in Esterhold for one of my campigns, and if anyone's interested, I could spruce it up a bit, scan it, and put it somewhere on the web. But if it's already been done by someone else, I won't upload conflicting info. Patrick *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 7 Oct 1999 02:25:16 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Secret Craft Questions In a message dated 1999-10-05 20:10:33 Eastern Daylight Time, redrobyne@ellijay.com writes: > Ohh must be a bad line in the 2nd ed. Glantri box (I know I shouldve gotten > the GAZ) , it just says people who practice dracology start to get draconic > looking sfter 2nd circle I believe. And I was just wondering what color he > prefers since most dracologists tend to stick to a dragon matching their > alignment. Well, Gaz 3 had a rule which said that people who practiced the Secret Craft of Witchcraft (called Wokanism in the later boxed set) lost two points of charisma per circle gained. Nevertheless, that craft was dominated by some rather attractive looking elven women with above average charisma. In one of its few improvements over Gaz 3, the boxed set dropped all mention of that charisma loss. As for Jaggar, he is associated with the Star Dragon (leader of Lawful dragons) in Gaz 3, although a later Dragon article by Bruce Heard had him repudiate that title. From his alignment, he would have had to have chosen either a gold, crystal, ruby, or sapphire dragon as his favored dragon type, with gold and crystal as the most likely types according to both Gaz 3 and the boxed set. Given Jaggar's preference for wearing white, I would lean towards the crystal dragon as the most likely candidate for his preferred dragon type. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 7 Oct 1999 02:36:30 -0700 (PDT) From: Shane Henry Subject: Re: [MYSTARA] - Magical Cloaks - --- CQuaif@aol.com wrote: > I'll go with your second choice; > it appears to be in the wearer's native script, or > otherwise any language > he/she can fluently read. If the wearer can't read > at all, he/she can't use > the feathers. How's that? Sounds good -- that's what I would've chosen as well. Shane ===== __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 7 Oct 1999 02:34:38 -0700 (PDT) From: Shane Henry Subject: Re: [MYSTARA] - Herolian Brands - --- CQuaif@aol.com wrote: > "Herol, it's just this place, you know?" - it DID > rate a visit, IMC, but only > a brief one - my notes for the place are scanty in > the extreme. I'll throw it > back at you - "how about a Herol Gazetteer, Shane?" Touche! ;-) Hmm...well, if you could find some way of sharing all of your notes (and previously unnoted thoughts) on Herol, I promise that I'd make a Herol (Mini-)Gazetteer someday. "Someday" might be quite awhile away, since I'm short for time in the immediate future...but, as I say, if you went to all the trouble to gather your Herol material and get it to me, I would reciprocate. ***Shane says, as he tries to walk the fine line between commitment and laziness*** :-) Shane ===== __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 7 Oct 1999 13:17:31 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - Planar descriptions On Wed, 6 Oct 1999, Patrick Sullivan wrote: > Out of curiosity, has anyone detailed many of the outer planes of > Mystaraspace? I remember thinking the descriptions in WotI were > interesting, and, even though I doubt I'll ever DM a planar campaign, I'm > curious--and I thought I might as well try to spark some interesting > conversation ;-P I guess you mean the planes of the Mystara Multiverse. Mystara Space has planets not planes. Anyway, there is a list of planes on my homepage which could be used for inspiration... www.nvg.ntnu.no/~hoc/mystara.html Håvard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 7 Oct 1999 13:55:09 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: [MYSTARA] - Two Mystaras It occurs to me that there are two or possibly three ways to treat Mystara. There are probably more, but I think the distinction I'm going to make could be useful. 1. is the people who treat Mystara as a modern setting in which magic has assumed all the roles of technology. In this version of Mystara communications are fast, the WDL is a good idea. Living standards are high, there are actual tourists in Ierendi etc. 2. The second is a Mystara where one tries to keep much of the medieval/renaissance realities. Communications are slow. Disease isnt fully prevented by clerics. Magic is relatively rare (although still powerful, especially in places like Glantri city. I'm not talking about high and low fantasy. Or bright or dark fantasy, even. Although option one is less inclined to be low/dark than option one. Also, I suppose there is a third option somehere in between the two, but extreme models are more useful IMO. So, what version of Mystara do you play in? Håvard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #436 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Friday, October 8 1999 Volume 1999 : Number 437 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - O-T (And will be kept short): D&D Sosaria [MYSTARA] - Mystara and Alphatia - pre-landfall (was: Lycantrhopes from Alphatia?) Re: [MYSTARA] - O-T (And will be kept short): D&D Sosaria Re: [MYSTARA] - Adri Varma Plateau... long overdue! [MYSTARA] - Gaz 14 [MYSTARA] - MYSTARA] - Two Mystaras RE: [MYSTARA] - Two Mystaras [MYSTARA] - Casual magic in MY principalities... Re: [MYSTARA] - MYSTARA] - Two Mystaras Re: [MYSTARA] - O-T (And will be kept short): D&D Sosaria Re: [MYSTARA] - Two Mystaras Re: [MYSTARA] - Gaz 14 RE: [MYSTARA] - Two Mystaras Re: [MYSTARA] - MYSTARA] - Two Mystaras Re: [MYSTARA] - O-T (And will be kept short): D&D Sosaria ---------------------------------------------------------------------- Date: Thu, 07 Oct 1999 09:43:51 -0400 From: Andrew Toth Subject: Re: [MYSTARA] - O-T (And will be kept short): D&D Sosaria At 09:08 AM 10/6/99 EDT, you wrote: >In a message dated 10/5/99 6:56:12 PM Eastern Daylight Time, >beyowulf@pipeline.com writes: (focusing on the Law/Chaos axis, >especially during our stay on Serpant Isle). It was cool, can't wait to play >during the Age of Might, now that all the fractured realms of Old Sosaria are >whole again. Sounds great. But when was the Age Of Might? Is this from UO? By the way, how was the magic like? Did you use reagents? Did you run up against the 3 Banes(were they called Banes? I am talking about the 3 fragments of the Chaos serpent) Beyowulf Steely Blue Dragon -==UDIC==- "Stay frosty" - Reboot "'Some might say were interfering in their culture.' 'Screw'em.'" - B5, Crusade *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 07 Oct 1999 18:14:34 +0200 From: Jamuga Khan Subject: [MYSTARA] - Mystara and Alphatia - pre-landfall (was: Lycantrhopes from Alphatia?) > Well, I know this question wasn't directed at me, but I'll answer it for > myself anyway. Personally, I think the idea of virulent lycanthropy as the > result of magical experiments that backfired is more unique and more > uniquely Mystaran than guardians of nature somehow corrupted. There are > innumberable different defenders of nature, and I think the idea of a recent > introduction of lycanthropy not only makes more sense (as someone mentioned, > lycanthropy would eventually wipe out humanity) but it also adds a great > unique element to the setting. If i ever run M1, I plan to add some > remnants of the old shapeshifting population somewhere in the old Alphatian > homeplane. This doesn't necessarily limit lycanthropes to the post-landfall > Mystara either. IMC one of the PCs to go back in time to save Quagmire was > a Werewolf, and there's no reason that other lycanthropes couldn't have gone > back even farther and introduced at least a little bit of lycanthropy. > However, there needs to be a good explanation as to why the first massive > outbreaks in Mystara were post-landfall, and I think that PC4 does a good > job of explaining that. > Out of curiousity, do other AD&D settings or other FRPGs explain why > lycanthropy hasn't wiped humankind (directly or by demihuman purges) from > the planet? BTW, have anybody ever considered the possibility of Alphatian adventurers who have reached Mystara after a planar voyage? I've developed the idea when I've read "DA1 - Adventures in Blackmoor". The inn seems so anachronistic that IMC campaign Fredegar Cripps would answer the question who built the inn that there were three men wearing long silk robes with coppery skin who were paid to do the work. Well, you would never guess from where these men were originally from, wouldn't you? :-) Jamuga Khan "Hear and obey, because the Mighty Khan's word is law!" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 7 Oct 1999 12:48:14 EDT From: Arminath@aol.com Subject: Re: [MYSTARA] - O-T (And will be kept short): D&D Sosaria In a message dated 10/7/99 9:41:47 AM Eastern Daylight Time, beyowulf@pipeline.com writes: << Sounds great. But when was the Age Of Might? Is this from UO? By the way, how was the magic like? Did you use reagents? Did you run up against the 3 Banes(were they called Banes? I am talking about the 3 fragments of the Chaos serpent) >> The Age of Might is the New Age that takes place after Ultima IX: Ascention. See, he reasoned that when Mondain used his magic to warp the Gem of Might to make him Immortal, its destruction split Sosaria's continents into different dimensional realms and banished the true Titans (gods) from accessing the realms until they were made whole again. He was gonna make a place for it on Mystara, but this made it impossible, so the idea was scrapped. After the Avatar's ascention and the reunification of the torn dimensions, the gods returned and the new Age of Might has begun. We used the full spell system, assembling Words of Power and reagents for spells that didn't appear in the games. Those Shadowlords from the Gem shards were a b**** to banish and the Earth Serpant and its Serpants of Law and Chaos were some of the most difficult encounters I've ever seen! Ahhh....Mystara....Sosaria....I can't wait till the new campaigns in both worlds start for my gaming groups. Jim *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 07 Oct 1999 19:56:15 +0200 From: thibault sarlat Subject: Re: [MYSTARA] - Adri Varma Plateau... long overdue! skothar in 8 miles per hex!!!!!!!(you want to kill me????) maybe sometime, but not before the places are baptized...by the mml members. i am overwhelmed by the demands for new maps and since the return of my beloved one from her enchanted Caraibe islands , i don't have much time to work on the maps.but soon i will be able to post new maps.I promise. - -- Thibault Sarlat ICQ 16622177. Check out my sites : The main page is at http://www.mystara.com.bi Also, the Mapping Zone is at http://www.mystara-maps.com.bi And finally the Gazeteer zone is at http://www.mystara-gazeteers.com.bi Pour rejoindre la Mystara mailing liste francophone, rendez-vous sur ma page de garde en bas. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 7 Oct 1999 20:39:55 +0100 From: "Gold_Wyrm" Subject: [MYSTARA] - Gaz 14 This is a multi-part message in MIME format. - ------=_NextPart_000_0018_01BF1104.1CDDC2E0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Does anybody knows where can I get the Gaz 14 through the net? Reply directly to me... nelson.carreira@mail.telepac.pt Thanks in advance! - ------=_NextPart_000_0018_01BF1104.1CDDC2E0 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
Does anybody knows where can I get the Gaz 14 = through the=20 net?
Reply directly to me... nelson.carreira@mail.tele= pac.pt
 
Thanks in advance!
- ------=_NextPart_000_0018_01BF1104.1CDDC2E0-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 7 Oct 1999 21:43:18 +0200 From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= Subject: [MYSTARA] - MYSTARA] - Two Mystaras >So, what version of Mystara do you play in? >Håvard I defenetly would use the 2nd option. Magic is far more interesting when it is restrained and not swamping the game world. Morphail (Ohad Shaham) "and all the while as vampires feed- I bleed..." /the Pixies *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 7 Oct 1999 17:34:44 -0400 From: "Simon B. Sinister" Subject: RE: [MYSTARA] - Two Mystaras I think if you run Mystara "as written" you've really got no choice but (1), do you? I mean, thanks to some of those Gazeteers and supplements it's rather hard to take the setting seriously... SIMON B. SINISTER - -----Original Message----- From: owner-mystara-l@lists.imagiconline.com [mailto:owner-mystara-l@lists.imagiconline.com]On Behalf Of Håvard Rønne Faanes Sent: Thursday, October 07, 1999 7:55 AM To: mystara-l@lists.imagiconline.com Subject: [MYSTARA] - Two Mystaras It occurs to me that there are two or possibly three ways to treat Mystara. There are probably more, but I think the distinction I'm going to make could be useful. 1. is the people who treat Mystara as a modern setting in which magic has assumed all the roles of technology. In this version of Mystara communications are fast, the WDL is a good idea. Living standards are high, there are actual tourists in Ierendi etc. 2. The second is a Mystara where one tries to keep much of the medieval/renaissance realities. Communications are slow. Disease isnt fully prevented by clerics. Magic is relatively rare (although still powerful, especially in places like Glantri city. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 8 Oct 1999 00:52:13 +0300 (EET DST) From: Markus Olavi Montola Subject: [MYSTARA] - Casual magic in MY principalities... A conversation, finally! :-) > 1. is the people who treat Mystara as a modern setting in which magic has > assumed all the roles of technology. In this version of Mystara > 2. The second is a Mystara where one tries to keep much of the > medieval/renaissance realities. Communications are slow. Disease isnt My Glantrian Mystara began as a comedical magical fantasy, from the Glantrian Gondola Games. As the characters were first-year students in the GSoM, the power-level was very low, but as the game took place in Glantri, the magic-level was very high. IMC, everything is enchanted, but only rare things are really valuable. Who bothers to include a garage door remote control in his character sheet? Since then, the player power level has risen, and the trinkets have become casual. I don't even feel like describing the magic gondolas the characters use, usually they do and it only makes difference if something special happens. But magic is everyday in my Glantri. Outside Glantri it is not. There the magic level is lower. IMC, there are very strict prohibitions on exporting magic from the Principalities, as Glantriand do not feel like giving out their advantage to other countries. Smuggling is casual, and nowadays (1004-1005) King Thar is beginning cooperation with the smugglers. I am a great fan of George Orwell and 1984. IMG, the Council watches. They don't see everything, but at least the mundaners are afraid. Powerful monitoring spells work in the whole country, registering things like teleporting and crossing the borders. Even the use of the Radiance or very powerful clerical magic trigger some Etienne's sensors. One way of casual magic is the GlanCom system, inspired by the Finnish cell-phone -boom and Amberian tarot-cards. Portable telecommunication (with visual element) is common in Glantri, though expensive. Persisting rumours claim that the Government listens your calls, but who can tell? As the Alphatians begun their magical invasion using teleporting and gating troops and monsters in Glantri, the Princes chose a desperate action. They creted a country-wide barrier preventing all use of instantaneous transportation. Only some inter-dimensional spells and artifact magic work there. Now one must travel by foot or by flying or by boat, but Glantri is still infested by inter-dimensional monsters. My Alphatia works on a differrent principle. In Alphatia, the magic is less used, but much more massive. Alphatian school of magic "the High Magic" breaks boundaries strongly, but many Alphatians dislike the "tricks and trinkets" they do in Glantri. A Glantrian prince throws ten fireballs at his enemy, an Alphatian king casts his unique 9th-level "Disintegrate that which can not be disintegrated, passing spells that block even those spells that go through the spell-blocking spells". Casting the Alphatian High Magic has its costs in casting time, research time, research costs, health, vigor, components and everything else, but given time and resources they do what they want. And they have their way of extending life and creating resources out of nowhere. The teleport-shield will come crashing down. Soon. - Markus ----------------------------------------------------------------- W A R I S P E A C E F R E E D O M I S S L A V E R Y I G N O R A N C E I S S T R E N G T H ----------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 7 Oct 1999 14:53:13 -0700 (PDT) From: Diego Subject: Re: [MYSTARA] - MYSTARA] - Two Mystaras Hey! > >So, what version of Mystara do you play in? > > >Håvard > > I defenetly would use the 2nd option. Magic is far more interesting when it is restrained and not swamping the game world. I completely agree! I too like to play a more fantasy oriented version of the game. But I can see where some aspects of the world lend itself to the first option. I think that part of the fun of Mystara is in the parody and satire of the modern world. Therefore some of the 'fantastic' inventions are ok, but the mass production of them is slow and costly. IMC at the top levels comunications and transportation are fast and diseases are rare (with ready mages and clerics who support various states), but on the military level there are not enough mages and clerics to accomplish this. That is why heros are needed to get rid of the dragons (metephoricly). It isn't the modern world, it is its own creation. Which is most of the fun! I have played in high fantasy campaigns and Renaisance campaigns in Mystara and they were fun as well, so there is no one correct way. And I think that this is part of the greatness of Mystata, all can find a place and play up stuff they like and down play the stuff they don't. Later, Diego *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 07 Oct 1999 18:52:31 -0700 From: IronWolf Subject: Re: [MYSTARA] - O-T (And will be kept short): D&D Sosaria Did you make this stuff up for Ultima 9? Because the last I heard, it wasn't out yet. (I heard that somehow some of the information on the backstory got loose on a CD-ROM, but some of the claims sound so preposterous that I myself figured it was probably a deliberate misinformation release.) Adamantyr "It's Specularum, damn it!" Arminath@aol.com wrote: > In a message dated 10/7/99 9:41:47 AM Eastern Daylight Time, > beyowulf@pipeline.com writes: > > << Sounds great.  But when was the Age Of Might?  Is this from UO?  By the > way, >  how was the magic like?  Did you use reagents?  Did you run up against >  the 3 Banes(were they called Banes?  I am talking about the 3 fragments of >  the Chaos serpent) >> > > The Age of Might is the New Age that takes place after Ultima IX: Ascention. > See, he reasoned that when Mondain used his magic to warp the Gem of Might to > make him Immortal, its destruction split Sosaria's continents into different > dimensional realms and banished the true Titans (gods) from accessing the > realms until they were made whole again.  He was gonna make a place for it on > Mystara, but this made it impossible, so the idea was scrapped.  After the > Avatar's ascention and the reunification of the torn dimensions, the gods > returned and the new Age of Might has begun.  We used the full spell system, > assembling Words of Power and reagents for spells that didn't appear in the > games.  Those Shadowlords from the Gem shards were a b**** to banish and the > Earth Serpant and its Serpants of Law and Chaos were some of the most > difficult encounters I've ever seen! > > Ahhh....Mystara....Sosaria....I can't wait till the new campaigns in both > worlds start for my gaming groups. > > Jim > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 8 Oct 1999 03:55:26 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Two Mystaras In a message dated 1999-10-07 07:56:14 Eastern Daylight Time, hoc@nvg.ntnu.no writes: > It occurs to me that there are two or possibly three ways to treat > Mystara. There are probably more, but I think the distinction I'm going to > make could be useful. > > 1. is the people who treat Mystara as a modern setting in which magic has > assumed all the roles of technology. In this version of Mystara > communications are fast, the WDL is a good idea. Living standards are > high, there are actual tourists in Ierendi etc. > > 2. The second is a Mystara where one tries to keep much of the > medieval/renaissance realities. Communications are slow. Disease isnt > fully prevented by clerics. Magic is relatively rare (although still > powerful, especially in places like Glantri city. > > I'm not talking about high and low fantasy. Or bright or dark fantasy, > even. Although option one is less inclined to be low/dark than option one. > > Also, I suppose there is a third option somehere in between the two, but > extreme models are more useful IMO. > > So, what version of Mystara do you play in? I would definitely prefer something between the two extremes cited. In peaceful times (ca. AC 1000 to 1004) I would lean towards the first option, but during and after WotI I would lean towards the second option as magical resources of all nations are hoarded for military purposes. Whether the WDL is a good idea or not depends on its success in re-establishing peace in the areas of Brun controlled by its members. While we are at it, I should mention one of the major businesses in my version of Mystara. With a price for teleportation given on the trail maps, I assumed that an enterprising mage from Klantyre was able to set up a business that could transport small groups between the capital cities of the Known World at the listed price. So whenever wealthy adventurers had reason to have themselves teleported several hundred miles from their current location, they would go to the local office of Scotty's Teleport Service, pay him most of their treasure from their last adventure, and be off for their next adventure. Come to think of it, Scotty himself (who mysteriously seems to be present in any local office that the party visits) never did get around to providing them with that special distress signal device he promised.... *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 8 Oct 1999 12:38:00 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - Gaz 14 On Thu, 7 Oct 1999, Gold_Wyrm wrote: > Does anybody knows where can I get the Gaz 14 through the net? http://www.wizards.com/dnd/DnDDownloads.asp#Mystara Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 8 Oct 1999 12:42:41 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: RE: [MYSTARA] - Two Mystaras On Thu, 7 Oct 1999, Simon B. Sinister wrote: > I think if you run Mystara "as written" you've really got no choice but (1), > do you? I mean, thanks to some of those Gazeteers and supplements it's > rather hard to take the setting seriously... Actually, I think that, because of the way Mystara is presented you are forced to pick and chose what you like about the setting. Including everything will produce a totally inconsistent world. You have everything from the silly Top balista, to the high magic/high political Glantri to the low magic/dark fantasyish Karameikos. I think this is a good thing. It means that everyone can find what they want in Mystara and make it into something that they like. It is one of the greatest strengths of Mystara. But I have also had complaints from players who said that because of things like top balista and Orcs of Thar they have problems taking the setting seriously, even if I'm saying that these things are very different in my campaign... Håvard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 8 Oct 1999 13:04:19 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - MYSTARA] - Two Mystaras On Thu, 7 Oct 1999, àéìï ùçí wrote: > I defenetly would use the 2nd option. Magic is far more interesting > when it is restrained and not swamping the game world. I agree on this one. IMC magic exists, but it is rare. But at the same time it is very powerful. Wizards are feared and respected. There's noone going about saying stuff like "oh, he is just anotgher first-level mage." Ofcourse, I'm playing in Karameikos AC1001 which is pretty low on magic from the start. If my players were to go to Glantri city or Alfheim, they would realize that magic is pretty common in some places of the world, and is to some extent treated as a part of everyday life. IMC elves excell at this, and often cast spells without thinking much about it. Magic is no different to them than taking a walk. This is also partly true in Glantri. But only among the spellcasters. Non-magicusers in Glantri live in fear and ignorance of the upper caste in that country. Håvard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 8 Oct 1999 11:29:24 EDT From: Arminath@aol.com Subject: Re: [MYSTARA] - O-T (And will be kept short): D&D Sosaria In a message dated 10/7/99 9:54:07 PM Eastern Daylight Time, ironwolf@ewa.net writes: << Did you make this stuff up for Ultima 9? Because the last I heard, it wasn't out yet. (I heard that somehow some of the information on the backstory got loose on a CD-ROM, but some of the claims sound so preposterous that I myself figured it was probably a deliberate misinformation release.) >> Made it all up using what sparse info was on the web and putting some of the events together from the series that made sense after you saw the results. Ascention is due out this winter! *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #437 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Saturday, October 9 1999 Volume 1999 : Number 438 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - Two Mystaras Re: [MYSTARA] - Herolian Brands Re: [MYSTARA] - Gaz 14 Re: [MYSTARA] - Two Mystaras Re: [MYSTARA] - Gaz 14 Re: [MYSTARA] - Maps of Mystara and D&D convention Re: [MYSTARA] - Orient Re: [MYSTARA] - Orient Re: [MYSTARA] - Two Mystaras [MYSTARA] - Wandering Monsters Re: [MYSTARA] - Maps of Mystara and D&D convention Re: [MYSTARA] - Wandering Monsters Re: [MYSTARA] - Wandering Monsters ---------------------------------------------------------------------- Date: Fri, 8 Oct 1999 12:54:29 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Two Mystaras In a message dated 07/10/99 12:56:14 GMT Daylight Time, hoc@nvg.ntnu.no writes: > So, what version of Mystara do you play in? Well, as my posts over the last few months might indicate, I've always favoured a "choice one" world; In particular, the thought that magic varies throughout the world, and different areas/races have their own unique spells and powers to call upon - that certainly kept my players guessing! Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 8 Oct 1999 12:54:21 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Herolian Brands In a message dated 07/10/99 10:46:36 GMT Daylight Time, shane_henrymml@yahoo.com writes: > Hmm...well, if you could find some way of sharing all > of your notes (and previously unnoted thoughts) on > Herol, I promise that I'd make a Herol > (Mini-)Gazetteer someday. "Someday" might be quite > awhile away, since I'm short for time in the immediate > future...but, as I say, if you went to all the trouble > to gather your Herol material and get it to me, I > would reciprocate. ***Shane says, as he tries to walk > the fine line between commitment and laziness*** :-) :-)) Hokay, Jefe, I'll see what I can come up with...although, considering Herol is an entire planet, my notes cover less than a drop in the ocean...and weren't THAT good to begin with (I think all I managed was a fairly-generic city, a few NPCs, and a couple of variant creatures - the Brands were really the best bit about it)! I'll gather the bare shreds together, and zap them to you privately in the next few days...assuming *real life* doesn't interfere! ;-) Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 08 Oct 1999 10:00:20 -0700 From: Patrick Sullivan Subject: Re: [MYSTARA] - Gaz 14 >> Does anybody knows where can I get the Gaz 14 through the net? > >http://www.wizards.com/dnd/DnDDownloads.asp#Mystara This link actually takes you to Gaz 13, The Shadow Elves. It's definitely well-worth downloading if you don't already have it, but if you really meant Gaz 14, The Atruaghuin Clans, this won't really help. Patrick *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 8 Oct 1999 12:59:23 EDT From: Mystaros@aol.com Subject: Re: [MYSTARA] - Two Mystaras In a message dated 99-10-08 03:59:04 EDT, Kaviyd@aol.com writes: << Come to think of it, Scotty himself (who mysteriously seems to be present in any local office that the party visits) never did get around to providing them with that special distress signal device he promised.... >> I don't suppose that he also provides a mercenary bodyguard service, with warriors dressed in second-rate (i.e., cursed) red-steel armor, eh? Mystaros *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 08 Oct 1999 10:57:59 -0700 From: "Mr. Darknerd" Subject: Re: [MYSTARA] - Gaz 14 Better grab this fast, because if Hasbro discover's WotC gives out freebies, these tidbits won't be available. - -- On Fri, 08 Oct 1999 10:00:20 Patrick Sullivan wrote: >>> Does anybody knows where can I get the Gaz 14 through the net? >> >>http://www.wizards.com/dnd/DnDDownloads.asp#Mystara >This link actually takes you to Gaz 13, The Shadow Elves. It's definitely >well-worth downloading if you don't already have it, but if you really meant >Gaz 14, The Atruaghuin Clans, this won't really help. >Patrick > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe mystara-l' as the body of the message. > > HotBot - Search smarter. http://www.hotbot.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 09 Oct 1999 00:12:25 +0200 From: Jamuga Khan Subject: Re: [MYSTARA] - Maps of Mystara and D&D convention > In a message dated 23/09/99 05:02:41 GMT Daylight Time, gf691805@er.uqam.ca > writes: > > > [Snap, Snap, Snap, said the volley of arrows] > > Jamuga!! Haven't your horsemen learnt not to "shoot first, reanimate later" > yet? > > Carl Q (still with occasional zombie fingers...;-) Well, yes, indeed, they have. At least I've assumed it. Perhaps they were not MINE horsemen. :-) Jamuga Khan "Hear and obey, because the Mighty Khan's word is law!" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 09 Oct 1999 00:13:00 +0200 From: Jamuga Khan Subject: Re: [MYSTARA] - Orient > *This goes for you, too, zombie Carl - undeath is no excuse for decreased > productivity. I don't care if your fingers fall off when you type out your > documents - production quotas must be met! :-) Perhaps I should send some of my better healers to poor Carl. It seems that their work wasn't sufficient the last time... Jamuga Khan "Hear and obey, because the Mighty Khan's word is law!" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 8 Oct 1999 22:12:16 EDT From: GlobalFrog@aol.com Subject: Re: [MYSTARA] - Orient In a message dated 10/8/99 4:13:48 PM Mountain Daylight Time, JamugaKhan@gmx.net writes: << Perhaps I should send some of my better healers to poor Carl. It seems that their work wasn't sufficient the last time... Jamuga Khan >> He just needs a good seamstress...no need to send healers. froggy :) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 8 Oct 1999 23:25:31 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Two Mystaras In a message dated 1999-10-08 13:00:58 Eastern Daylight Time, Mystaros@aol.com writes: > I don't suppose that he also provides a mercenary bodyguard service, with > warriors dressed in second-rate (i.e., cursed) red-steel armor, eh? I really wish I had thought of that one! Of course, this campaign pre-dated the portion of the Princess Ark series where Haldemar visited the Savage Coast, so "red steel" would have meant nothing to me or to my players at the time. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 08 Oct 1999 23:17:04 -0700 From: Patrick Sullivan Subject: [MYSTARA] - Wandering Monsters Has anyone ever undertaken the task of compiling wandering monster lists for specific regions of Mystara besides what's provided in the RC or various accessories? In particular, I think it would be really nice to have some sort of chart like in the Creature Catalog for specific areas of the Savage Coast using monsters provided in the SC Monstrous Compendium appendix as well as other Mystara creatures. I might try to compile such a chart sooner or later, but I'm hoping against hope that someone's already done so :~) On a related note, does anyone know where I can find an explanation of 2nd Edition Treasure Types (without having to buy the DM's Guide) or a conversion of them to OD&D types? That's the one thing that I have difficulty translating from one system to another. Patrick *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 9 Oct 1999 06:59:11 +0800 From: "Francisco Navarro" Subject: Re: [MYSTARA] - Maps of Mystara and D&D convention From: Jamuga Khan > > > [Snap, Snap, Snap, said the volley of arrows] > > > > Jamuga!! Haven't your horsemen learnt not to "shoot first, reanimate later" yet? > > > > Carl Q (still with occasional zombie fingers...;-) > > Well, yes, indeed, they have. At least I've assumed it. > Perhaps they were not MINE horsemen. :-) Methinks I hear peals of laughter and the clinks of delicate china in the background... all across the steppes... all the way into Glantri... Kit Navarro Underbulter in charge of tea and scones at Fenswick Keep fanavarro@pacific.net.ph *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 9 Oct 1999 12:23:51 EDT From: BoBoII@aol.com Subject: Re: [MYSTARA] - Wandering Monsters In a message dated 10/9/99 2:16:36 AM Eastern Daylight Time, pds3@dana.ucc.nau.edu writes: << Has anyone ever undertaken the task of compiling wandering monster lists for specific regions of Mystara besides what's provided in the RC or various accessories? >> There is the begining of region by region brakedown in the country descriptions in the PWA's. This might be a good starting place, without sifting through the GAZ's. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 9 Oct 1999 14:11:59 -0400 From: "Christian Constantin" Subject: Re: [MYSTARA] - Wandering Monsters >Has anyone ever undertaken the task of compiling wandering monster lists for >specific regions of Mystara besides what's provided in the RC or various >accessories? In particular, I think it would be really nice to have some >sort of chart like in the Creature Catalog for specific areas of the Savage >Coast using monsters provided in the SC Monstrous Compendium appendix as >well as other Mystara creatures. I might try to compile such a chart sooner >or later, but I'm hoping against hope that someone's already done so :~) A great idea, if you need some help for Hule or Western Brun as a whole, I would be interested to list them! BTW, it could be interesting to design a table so that we could draw the monsters randomly according to the land type and the region in which the PCs are traveling... Christian "Krieg!" Constantin *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #438 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Sunday, October 10 1999 Volume 1999 : Number 439 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - Wandering Monsters [MYSTARA] - Favourite Character! Re: [MYSTARA] - Two Mystaras [MYSTARA] - Two Mystaras Re: [MYSTARA] - Planar descriptions Re: [MYSTARA] - Two Mystaras Re: [MYSTARA] - Orient Re: [MYSTARA] - Favourite Character! Re: [MYSTARA] - Two Mystaras [MYSTARA] - Immortals Project Re: [MYSTARA] - Two Mystaras Re: [MYSTARA] - Two Mystaras Re: [MYSTARA] - Two Mystaras [MYSTARA] - Hulean Correspondence 14 ---------------------------------------------------------------------- Date: Sat, 09 Oct 1999 11:33:54 -0700 From: Patrick Sullivan Subject: Re: [MYSTARA] - Wandering Monsters >A great idea, if you need some help for Hule or Western Brun as a whole, I >would be interested to list them! >BTW, it could be interesting to design a table so that we could draw the >monsters randomly according to the land type and the region in which the PCs >are traveling... >Christian "Krieg!" Constantin Yeah, this was exactly what I was thinking--not just "Hule," one chart for the southern grasslands, another for the farmland throughout central Hule, another for the eastern forests aroud the edge of the Black Mountains, yet another for Darkwood, and so on. Pretty much everyone on the list can use some WM tables for specific areas, so perhaps this could be something of a continuing project? What format would be best? I probably won't be able to post anything for at least a week (I need to get my Creature Catalog from home), and right now I'm working on deatailing northern Yavdlom (free shameless plug alert)--I've posted a couple things to the MMB already--I'm not going to clutter the list with them, but if anyone would be interested in taking a look, I'd really appreciate the input. Just e-mail me at pds3@dana.ucc.nau.edu Patrick *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 9 Oct 1999 14:36:05 -0400 (EDT) From: Brad McMillan Subject: [MYSTARA] - Favourite Character! Hiya folks... I started playing OD&D (pre-WOTI) back in 1994 for the first time. Before that it was just AD&D FRs and Ravenloft. My OD&D experience has been an incredible character journey as its a one-on-one campaign - just th DM and me - and I'm very fortunate to have a DM with all the GAZ's and nearly all the modules and accessories, and all the box sets, before Mystara went AD&D that is. So my introduction has been rather thorough, I've learned a lot, and since my DM (and I) prefers to emphasis the story and role-playing aspects of the campaign moreso than getting me in to combat I've literally experienced chapters upon chapters of great gaming! I've often felt if I had documented each gaming session, and edited them in to chapters, I'd have a couple of pretty awesome novels! I wouldn't mind sharing some of my story experience, but before I do, I was wondering about the rest of you. I was wondering if you would like to share a bit about your one most favourite character, his/her background, and what they accomplished. Hey - we're the heroes and heroines of Mystara, I think we deserve some recognition, don't we? ;) Slainte! Brad - --------------------------------------------------------------------------- Brad McMillan/Brude Mac a'Mhaoilein "Armchair" Celtic Archae-Anthropologist & Historian Goderich, Ontario, Canada Email: bmcmillan@odyssey.on.ca - ---------------------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 09 Oct 1999 14:42:33 -0400 From: redrobyne Subject: Re: [MYSTARA] - Two Mystaras My Mystara is at a point where mechanical or natural inventions are competing with magical abilities so as sorda a "war" if you will. The time period I have is a early renaissance for most countries but I try to keep a unique flavour for each country(i.e. Thyatis still has the roman columns and the banded mail instead of going to plate). Living standards aren't to high for the average although more than would be in real world Ierendi is reserved for the the somewhat wealthy as a vacation spot, magic is costly although fairly frequent so mechanics are used by the poor. That is my Mystara in a nutshell *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 08 Oct 1999 18:21:08 +0000 From: Agathokles Subject: [MYSTARA] - Two Mystaras My campaign is definitely low magic, even though magic using PCs are quite common. IMC, in Karameikos there are only two or three mages over 4th level other than those named in the Gaz. More, magic items are rare, but only a few "common use" items (potions of healing, arrows and the rare magic armor) are standard items (ie dagger +1,...) Most other items always have hidden properties (though not always ulseful), which are revealed in time. Mages are quite secretive, and few openly sell or teach their spells outside the guilds, so PC research is strongly encouraged (since PC wizard don't get any spell after first level without research or guild membership). Even Ierendi is toned down, with fewer tourists and more merchants, pirates and smugglers. The only places where magic is relatively common IMC are the three magocracies and, to a lesser extent, the elven kingdoms. That's how things work IMC Giampaolo Agosta BTW, do you keep the same amount of magic items given in D&D adventures like B4 and B11? I find that rate too high. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 02:48:02 +0200 From: DM Subject: Re: [MYSTARA] - Planar descriptions At Wed, 06 Oct 1999 10:56:21 -0700, Patrick Sullivan wrote: >Out of curiosity, has anyone detailed many of the outer planes of >Mystaraspace? I remember thinking the descriptions in WotI were >interesting, and, even though I doubt I'll ever DM a planar campaign, I'm >curious--and I thought I might as well try to spark some interesting >conversation ;-P You mean Mystara Outer PLanes? I created a couple of planes when I run my first planar campaign. One (Yzorderrex) was basically a huge city completely surrounded by the Vortex except for the gateway to the astral plane (constantly guarded by a monolith-like baak). The whole city is miles long and wide, and near the end (judging from the entrance) lies a majestic tower (1 km high) that can be seen from any point of the city (provided you're high enough). There are various creatures living in the different quarters of the city (called kesparate), each one with its customs and diets and all of them interact living their day off like in a normal prime plane metropolis. only in this case they produce everything they need to survive inside the various parts of the city, and they must trade with one another to get what's needed. A special police force composed by titanic beings that slowly move across the wider streets patrol the city. When something's wrong, one of them pops up and solves the matter with rude violence. If troubles arise, they have a collective mind, so they all know what's happening and who are the criminals... etc.. Another one (Jokalaylau) was a flatworld with one great ocean limiting the land to the south west and a huge mountain chain to the northeast. The hundred miles wide plains that lie between these two geographical features are sparsely inhabited by birdlike people who have got a matriarchal society and have enslaved males long ago. they consider all kind of males inferior and if any male circulates in their cities, they have to be chained and owned by a female mistress, else they're seized and put in the common pits with other males without master. The fate of these males is to be used for reproduction or as meat to sell in the realm or in the astral plane. It is said another realm ruled by the males exists in a fiery desert behind the mountains, but nobody has ever seen it and nobody dares challenge the holy mountains to find out the truth... Another one I detailed is Terra's homeplane, basically a gigantic sphere of rock and stones where tribes of different races live peacefully alongside. They are nevertheless always huge by human standards and eat strange rocky substances to live on. There are oracles of Terra in every part of this gargantuan planet, usually built atop the highest peaks (10 miles high!) and it's a heck of a trip to arrive there, especially for those who cannot fly.. I've also developed a few worlds in the Astral plane and the Outer PLane of TIme, but I think I'll end here ;) Mainly I think Mystaran DMs here have never done significant work on the outer planes because campaigns tend to stay located on Mystara, which is a well enough developed setting to peruse. IMHO Planescape is a bit too complicated to start buying it and adapting to a different mystaran cosmology, so I thought to leave it to others and made up my outer planes only when the need arose (only a few times, fortunately! It's a hell of a time campaigning in a world created from scratch! :)). DM Senior Editor of the Mystaran Almanac First Officer of U.S.S. Unicorn Visit Marco's Mystara Homepage at: http://www.geocities.com/TimesSquare/Dungeon/2967 Join the Mystara Webring at: http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html Join the Starfleet Academy at: http://gilda.it/startrek (Italian RPG PBEM) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 02:58:23 +0200 From: DM Subject: Re: [MYSTARA] - Two Mystaras At Thu, 7 Oct 1999 13:55:09 +0200 (CEST),Haavard_Roenne_Faanes wrote: >It occurs to me that there are two or possibly three ways to treat >Mystara. There are probably more, but I think the distinction I'm going to >make could be useful. > >1. is the people who treat Mystara as a modern setting in which magic has >assumed all the roles of technology. In this version of Mystara >communications are fast, the WDL is a good idea. Living standards are >high, there are actual tourists in Ierendi etc. > >2. The second is a Mystara where one tries to keep much of the >medieval/renaissance realities. Communications are slow. Disease isnt >fully prevented by clerics. Magic is relatively rare (although still >powerful, especially in places like Glantri city. > >I'm not talking about high and low fantasy. Or bright or dark fantasy, >even. Although option one is less inclined to be low/dark than option one. > >So, what version of Mystara do you play in? With my older players I play in a high fantasy world where magic abunds (heck, with Alphatia and Glantri and Herath around, how can you resist a high magic campaign?? Once your players come to know of their existance, you're doomed ;)). I find it very interesting, and ineed magic is the common replacement for technology, albeit only the most powerful and richest of people can peruse it for their greater or petty goals (from creating a gourmet lunch to blasting a whole army of undead or some other nasty creature in a wink). In another campaign I'm running (set in AC 980) the magic is kept voluntarily low, and I'm playing in a very Victorian Selenica that often times looks like a mix of London, New Delhi and Prague (the fact that one of the main characters is a private investigator and demon hunter called Arthur C. Baskerville obviously has something to do with this choice ;)). The third Mystara campaign is set just prior WotI (we're slowly reaching it..) and so far it has been voluntarily kept in the middle between the two (very few magic items found in lost treasures and mostly epic challenges for the heroes), even though sometimes I indulge into high fantasy adventures (like the time the adventurers had to launch an assault on Honor Island to defeat Gherynid before the Civil War in Ierendi ruined the kingdom). All in all, Mystara is what you make of it. Obviously some areas are low magic (Soderfjord, Ostland, or Atruaghin for example) while others (already mendtioned) are high magic. You just have to choose how the nations in between are influenced by this abundance of magic... DM Senior Editor of the Mystaran Almanac First Officer of U.S.S. Unicorn Visit Marco's Mystara Homepage at: http://www.geocities.com/TimesSquare/Dungeon/2967 Join the Mystara Webring at: http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html Join the Starfleet Academy at: http://gilda.it/startrek (Italian RPG PBEM) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 07:51:46 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Orient In a message dated 08/10/99 23:13:48 GMT Daylight Time, JamugaKhan@gmx.net writes: > Perhaps I should send some of my better healers to poor Carl. > It seems that their work wasn't sufficient the last time... How about I just post my fingers to you direct? Saves on air fare...;-)) Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 10:10:09 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - Favourite Character! Brad wrote: > > I was wondering if you would like to share a bit about your one most >favourite character, his/her background, and what they accomplished. Hey - >we're the heroes and heroines of Mystara, I think we deserve some >recognition, don't we? ;) I think this is a good idea. I always like reading about what goes on in other gaming groups - it sometimes gives me ideas about what to throw at my own PCs (as well as general campaign-related ideas), and the way a DM details a part of Mystara in which I may not be interested might just make me want to take a look at that area again. :-) I've been describing the exploits of my gaming group for the past 3-4 sessions or so, and posting them on my geocities website. I find it a rewarding experience because it sort of immortalizes the characters, and it allows me to preserve ideas that I came up with during play. Go for it! :-) Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 10:22:30 -0400 (EDT) From: au998@freenet.carleton.ca (Geoff Gander) Subject: Re: [MYSTARA] - Two Mystaras Giampaolo wrote: > >BTW, do you keep the same amount of magic items given in D&D adventures >like B4 and B11? I find that rate too high. I always pare back the magic quotient considerably. My PCs actually have relatively little in the way of magic items - a few healing potions (which they hoard like gold), a couple of rings (protection +1, fire resistance, memory,etc.), and maybe a magic weapon or two. A couple of them have red steel weapons (which IMO aren't *really* magical), and one of them has an arrow +5 (just one, and the party had to fight a couple of ogres to get it as part of a treasure hoard - they were 3rd level at the time). I have also altered the XPs rewarded for treasure, too. In the RC, it says the DM should award 1 XP for every gp worth of treasure the PCs find. IMO this is too much; I award 1 XP for every pp worth of treasure. This reduces the importance of finding money (though obtaining it is still just as important in terms of being able to buy food and sleep in an inn at night). The bulk of the XPs I award derive from combat, good roleplaying (I penalize PCs who do not stay in character), performing great deeds, and good ideas (such as a well-conceived skirmish to wipe out a goblin raiding party). If I kept the old system of XPs for gps, my party would be a much higher level right now. This way, they have more time to develop, and grow accustomed to their new abilities as they advance. As for Havard's original question, my Mystara is midway between the two, but closer to high magic. Mages are relatively rare, and feared, but at the same time almost everyone has seen magic in some form, or knows someone who has. Magic is a mysterious, frightening, powerful force - almost an element in itself - which can only be controlled by enigmatic wizards. Geoff - -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 16:06:03 +0100 From: "Paul George Dooley" Subject: [MYSTARA] - Immortals Project Could someone point me in the right direction please as a cr4ashed hard drive has taken all my old links. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 13:26:50 EDT From: M76762@aol.com Subject: Re: [MYSTARA] - Two Mystaras In a message dated 10/10/99 9:22:55 AM EST, au998@freenet.carleton.ca writes: << A couple of them have red steel weapons (which IMO aren't *really* magical) >> I'm sorry.... Red Steel? What is that? M *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 19:23:15 +0100 From: "Paul George Dooley" Subject: Re: [MYSTARA] - Two Mystaras > I'm sorry.... Red Steel? What is that? > M Red Steel come from the Savage Coast and is a metal residue from the Cynnabryl amulets many wear to stave off the Red Curse's side effects. It weighs half as much as steel by volume and can hit monsters requiring magic weapons. For full details try tsr/wotc/HASBRO to see if they still allow free downloads of the entire Red Steel AD&D campaign expansion from their site *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 14:26:48 -0400 (EDT) From: the Wizard of Frobozz Subject: Re: [MYSTARA] - Two Mystaras On Sun, 10 Oct 1999, Geoff Gander wrote: > I always pare back the magic quotient considerably. My PCs actually have > relatively little in the way of magic items - a few healing potions (which This is what I try to do, as well. I have no wish to let the characters get their hands on weapons of mass destruction until they merit them. It also makes individualizing magic items much more fun and worthwhile. Who cares who made the potion if its just another variation on a healing potion (of which they have hundreds)? > IMO this is too much; I award 1 XP for every pp worth of treasure. This > reduces the importance of finding money (though obtaining it is still just > as important in terms of being able to buy food and sleep in an inn at > night). The bulk of the XPs I award derive from combat, good roleplaying > (I penalize PCs who do not stay in character), performing great deeds, and > good ideas (such as a well-conceived skirmish to wipe out a goblin raiding Absolutely! This is also how I play mine. I try to keep a nice balance, a semi-realistic working world with a bit of magic now and again to throw things for a loop and remind characters they're playing "swords and SORCERY." - --Frobozz-- ________________________________________________________ One look in her lusting eyes, savage fear in you will rise Teeth of terror sinking in: the bite of the She-Wolf. --Megadeth, "She-Wolf" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 14:40:41 -0400 From: "Christian Constantin" Subject: [MYSTARA] - Hulean Correspondence 14 This is the beginning of the second phase of the Hulean Correspondance, from time to time Zoran Dragovic will intervene on the MML to report his findings about Hule, the Land of the Master. This work will eventually be bound together in a large Hulean GAZ. This week is the first chapter covering the geography of Hule, the following chapters will be sent as the will be ready. Comments and questions are warmly welcomed and will be answered ASAP. For those of you who haven't followed the first series of Zoran's interventions, you can find them at: http://www.geocities.com/TimesSquare/Cauldron/5014/ Christian "Krieg!" Constantin Jandak, Yarthmont 26, AC 1010 Dear old friend, I hope that you were not worrying too much about my fate. Three weeks have passed since my last desperate letter, but you wouldn't believe what I have lived during these three weeks. We were first made prisoner by the Hulean Guard in the sewers of Debredladany. We fought fiercely but were force to surrender under the weight of the number of Huleans pouring into the secret cave. Many Monzag rebels died while trying to escape, but, in the end, it was useless to fight anymore. The Huleans brought us out of the underground tunnels. I saw that they had captured other Monzag rebels, but that Katerina, the cleric from Olgaria wasn't among them. I thought that my fate was to finish at the hands of a Hulean executioner, but that wasn't to count on the Immortals. Praise Halav and Petra, contrarily to the rebels who were put to the axe swiftly, as a foreigner, I was brought to Seyvan (the capital of the Hulean kingdom of Karsun) for a full trial. There, destiny smiled again upon me. At first, all the odds seemed against me: the jury was made of angry-looking Holy Men willing to use me as an example of how disruptive foreigners should be dealt with within Hule, the popular crowd was responding to their violent religious exhortations, and I wasn't fluent enough in Hulean to invent a lie that would have saved my life. The tide, however, shifted rapidly, when a man stood among the first ranks of the audience, and began a vigorous plea on my side. He told the jurors and the crowd that my knowledge of the City-States could be of good use for the Master, that my magic could be studied in order to improve Hule's military capacities, and, also, that after living for a while in Hule, I would adopt their superior customs and believes and become a powerful asset in the hands of the Master. He suggested that my sentence should be downgraded from the death penalty associated with spying charges, to a sentence of confinement in his own tower in Jandak (Hule's metropolis and the siege of the central religious bureaucracy). He also asked for my belongings to be given back for further magical studies. After some discussions, I saw that, out of respect for my savior, the jurors agreed to give my life to this lone man. The crowd did also seem to be impressed by this man since only whispers came out of the formerly enraged populace when the decision was made public. At that moment, I didn't knew how lucky I was to be taken by this mysterious man. It is only two days later, when he and a small group of Hulean military came to take me out of Seyvan's Dungeon, that I understood why this man was so respected: he is at the head of one of Hule's biggest wizards' guild. This discovery made, I also knew that it would be quite difficult to escape this man's grip once on his own terrain. However, I also knew, that it was no time to try heroic actions. But, moreover, I was curious about that man, and the knowledge I could get from him, such a man would have a terrific library from which I could draw answers to my questions about the Master, Hule and the neighboring lands. I was right! My host prove to be one of the most interesting person I have ever met. He is like a sponge to knowledge, every words that we exchange during a discussion look like if they are absorbed by him and computed to serve hidden goals. He his far from the cruel and brutal goblinoids which often represent Hule, he's cold and calculator, not evil in nature, even though one could see that he is used to deal with evil forces. There is this kind of dark light behind his eyes, that tells that I'm part of a bigger scheme, which I can't even have a glimpse of. They gave me my belongings back, they don't know about the real purpose of the small box through which I've sent you my letters, they think that the only other receiver is the one in my office in Slagovich, and I've told the Holy Men that this device will help me to get information from my own place. Today, was the first time that they've left me alone in the Guild's library, where only non-magical books and parchments are kept, I had the time to copy an official map of the Empire, which I send you with a resume of my readings about Hule's geography. Praise the Immortals for my fate lies in Their hands. Your friend, Zoran Dragovic *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #439 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Monday, October 11 1999 Volume 1999 : Number 440 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - Hulean Gaz, Chap 1: Geography [LONG] [MYSTARA] - Where do they go when they die? Re: [MYSTARA] - Where do they go when they die? Re: [MYSTARA] - Two Mystaras Re: [MYSTARA] - Two Mystaras Re: [MYSTARA] - Where do they go when they die? [MYSTARA] - re: Two Mystaras [MYSTARA] - EGG has been here! [MYSTARA] - New Items (semi-long) Re: [MYSTARA] - New Items (semi-long) Re: [MYSTARA] - re: Two Mystaras ---------------------------------------------------------------------- Date: Sun, 10 Oct 1999 14:40:56 -0400 From: "Christian Constantin" Subject: [MYSTARA] - Hulean Gaz, Chap 1: Geography [LONG] Geographical Survey (For a 8 miles/hex map of the Empire, go there: http://www.geocities.com/TimesSquare/Cauldron/5014/Graphs/Maps/Hulemap.JPG it's a big file!) Hule is a vast and diverse country. It stretches from the warm and salty waters of the Gulf of Hule to the cold and windswept Zdredanyan Forest. The Nine Kingdoms, the core of the Hulean Empire, are located on the eastern side of the Hulean Basin. This asymmetric bowl-shaped depression, extends from the Black Mountains’ foothills in the east to the Bylot Hills to the west, and from the Great Escarpment in the south to the hills of the Zdredanyan forest in the north. The center, and lowest point of the Hulean Basin lies somewhere between the Rockwater marshes and Lake Tros. Therefore, the eastern side of it is somewhat larger and flatter than the western side. On this steeper western side are located Hule’s principal colonies, the Converted Lands. Many rivers take shape in the higher regions and flow into the basin, attracting many different peoples and fauna as well as giving rise to a wide range of flora. Hule itself - the Nine Kingdoms, the eastern side of the basin- consists primarily of flat rolling hills and large valleys. The arable lands are plenty but many are a little more than steppes since they are devoted to semi-nomadic herding and small scale cultures. The valleys tend to be heavily settled, while the higher lands are left to the semi-nomadic humans and to the humanoid tribes. The climate is dryer in the southern part of the country, where the Great Escarpment reaches its highest point, than in the northern part, which receives the cold and humid winds of Brun’s hinterland during winters. Due to the lack of rain during the winter months and the porous bedrock, the southern part of Hule is distinguished from the rest of the land by its rocky steppes and its semi-deserted badlands. The Mountains The Black Mountains dominate Hule’s eastern frontier. They are some of the tallest and most dangerous mountains anywhere on Mystara. Many of the mountain range’s peaks are permanently snow covered, and large glaciers fill the higher valleys. The Hulean side’s foothills are heavily forested in contrast to the side facing the Sind Desert. However, at altitudes of over 12,000’, only the grasses and lichens of tundra terrain cling to survival. Peaks reaching higher than 15,000’ in altitude (of which there are many in the Black Mountains] present nothing but bare rock to wind and sky. The Karapazçkoy and Deraglü Daglari (Karapazçkoy and Deraglü Ranges) are small westward extensions of the Black Mountains. These ranges are smaller and have eroded more than the main chain since they are more exposed to the winds coming from southern Hulean steppes and to the heavy rainfalls rolling in from the Gulf of Hule during summers. The highest peaks of these ranges can reach 15,000’, but the average is around 7,500’. As with the rest of the Black Mountains, the Karapazçkoy and Deraglü Ranges, are made mostly of gneiss even though the erosion has brought the underlying granite back to the surface. The two ranges are embedded in forested hills, which give way to the precipitous Ghörez and Filça rivers’ valleys. The Yözbek Daglari is like a row of swords planted into the foothills of the Black Mountains. It forms the western wall of the River Saryaz canyon and its peaks are as high as they are in the rest of Black Mountain Chain. The Yözbek Daglari is a common sight for anybody leaving Hule since it closes the northern side of the Great Pass. Climate: The Hulean side of the Black Mountains is much more humid than the eastern side facing the Sind Desert. If the foothills have a temperate climate, the higher valleys are icy cold during much of the year since temperatures drop approximately 4ºF for every 1,000’ increase in altitude. One could say that there are only two seasons in these harsh regions: spring and winter. Indeed, the Mountains’ fall, winter and spring are all very cold and snowy while summer, which may last only two or three weeks around the highest summits, is mild at best. Terrain: The high mountains, steep cliffs, and rocky slopes of the Black Mountains make them uninhabitable for most living creatures. Travel through the Black Mountains is nearly impossible, except via certain passes and trails. Travelers confront food scarcity, snow-covered crevasses, avalanches, cunning monsters, freezing cold, and air so thin it makes breathing difficult. Few mineral resources have been found in the Black Mountains, and if there were, their exploitation would be more than risky and would turn back even the most hardy dwarf. Population: Orcs, ogres, kobold, goblins, hobgoblins, gnolls and bugbears all live in the caves and wild lands of the mountains and foothills. Less common intelligent inhabitants include mountain giants, a few scattered and beleaguered dwarven colonies and some dragons. Monsters and creatures with some affection for cold, arid or airy territories can be found throughout the Black Mountains. Only, in the southern part of the range, will one find human settlements, and those settlements are confined to the valleys cutting into the Black Mountains. Hills and foothills Most of Hule’s frontiers are drawn in hilly terrain, some of them forested, others semi-arid or cultivated. The foothills of the Black Mountains are as high as many other mountain ranges elsewhere on Mystara. They are mostly covered by primeval vegetation but many expose bare summits. Numerous small streams cut through the landscape of the Black Mountains’ foothills where they merge into bigger rivers flowing toward the center of the Hulean Basin. Those small streams and rivers flow into mighty canyons with precipitous cliffs and only near the basin’s edge do the valleys widen. Karcij Tepe, at the southwestern end of Hule are completely different, they are small rolling hills covered with leafy trees, with a thick cover of pine near the summits. Small rivers and streams flowing from the natural sources of the region are common and flow peacefully toward the bigger rivers of the Savage Baronies. The Çuyak Tepe, at the border of Dvinzinia and Hule are formed by the conjunction of the foothills of the Black Mountains and those of the Dvinzinian Range. These high hills are rocky, only sparse grass and torn bushes are able to survive in the constant cold wind flowing down the slopes of the northern Black Mountains. Vapçi and Siyah Tepe are two similar-looking hilly forests. These hills are the westernmost arm of the Black Mountains. They slowly give way to the higher hills of the Zdredanyan Forest. These are generally rolling hills with a higher summit here and there and are covered with a dense mix of primeval and leafy forest. Climate: The northern hills and foothills mostly have a cold temperate climate with long chilly and humid winter, short and warmer fall and spring, and fair summer. The southern hills tend to be dryer and receive much of their rain only during the heavy downpours in spring. Summers in the southern hills are dry and hot, fall is slightly colder while winter is relatively warm and punctuated by localized rain showers. The Çuyak hills are made more arid than the other northern hills by the constant winds blowing from the Black Mountains higher valleys. Terrain: The foothills of the Black Mountains are characterized by steep slopes climbing rapidly from narrow forested valleys to bare summits. The streams and small rivers regularly jump from one level to another thus forming charming falls and cataracts, but also deadly sinkholes and cliffs. Travel occurs mainly through these narrow valleys, which are ideal ambush sites for the surrounding humanoid communities. The Master has forbade human settlement in the foothills and reserves the lands for his humanoid guests and troops. They make their living from trade in furs and timber, fishing and a little grazing. The Karcij Hills are densely forested and represent a terrain slightly rougher than the neighboring valleys and plains. However, settling there is made difficult by the dense forest and by the fact that these hills are the frontline between Hule and the Savage Baronies. The Cuyak Tepe is rocky and inhospitable with steep slopes giving way to semi-desert valleys. The summits of these hills are tormented and eroded by the biting wind blowing from the mountains. Rocks are regularly detached from the highest points and rolls down into the lowest valleys. However, these hills are rich with mineral deposits (silver, copper and tin) that are exploited by small Hulean communities. Travel through the most remote parts of the Çuyak Hills is risky since water and food sources are scarce. The northern forested hills are uneven and rolling. They do not represent a particular obstacle for anyone willing to cross them. In winter, though, the heavy snowfalls common in the region tend to make them nearly impassable. Population: All the hills surrounding Hule are considered to be frontier lands and are placed under the responsibility of the military administration only to be given to the numerous humanoid tribes of Hule. Few humans would try to settle these lands since they are far from being the best lands for farming and the humanoids that hold most of them are far from friendly. Only the Çuyak Hills bear a larger human and dwarven population due to the mining activities carried out in the region. The Siyah hills are rumored to harbor a small elven community battling the Master’s authority in the region. All kinds of humanoids may be encountered in the Hulean Hills, where they tend to be seen in larger groups than anywhere else since the hills are clearly their territory. Monsters of almost any types can be found in the hills according to the particular type of land (rocky or forested) that they prefer. The Great Escarpment and the Coastline The southern part of the Hulean Basin rises gradually to form a plateau which ends abruptly at the latitude of the Gulf of Hule. There, following a fault line created by the telluric activity brought in the region by the explosion of a Blackmoorian device in modern-days Broken Lands, the altitude drops by nearly 2,000’ into the lowlands of the Gulf of Hule in its easternmost part or by an average of 1,200’ into the steppes of the Yazaks in its western portion. Telluric and volcanic activities are quite common along the Great Escarpment and well into the southern part of the Black Mountains. The Great Escarpment is only interrupted at four points: the Kâman River Canyon, the narrow valleys of the Tilkit and Kazâl Rivers, and the wider valley of the Rio Guadiana. The highest point of the Southern Hulean Plateau which terminates at the Great Escarpment, isn’t the edge of it. It can be found miles inland in the arid regions of Southern Hule. There, around 3,000’, the lands are subject to terrible winds coming from the vast expanse of land known as the Yazak Steppes. The windswept lands found at the top of the Escarpment are not suitable for agriculture given the drastic temperature changes, porous soil unable to retain rain water, and the constantly eroding top soil giving way to bare rock in certain places. The only activity in these regions is herding and grazing, the northern slope of the plateau being renowned for the exceptional quality of its wool. The highest region of the Plateau (Terra Vermelha, and the Deglun and Iskilü Ovari) are particularly arid. There, the joint action of heavy rainfall, porous sedimentary bedrock, and violent winds have carved the plateau into lone rocky towers, deep windy canyons, strangely-shaped hills and immense cave networks. Certain humanoid tribes dwell in this harsh land living like troglodytes in the natural caves or carving their houses directly into the soft rock. Some of them may even attribute supernatural powers to the more strange hills and revere them as sacred ground. Hule’s coastline consists of a small flat peninsula extending below the edge of the Great Escarpment. The Boyâzka Peninsula’s altitude varies between sea level and 100’ at the foot of the Great Escarpment. Small beaches and salty marshes punctuate the Hulean coastline. The shallow waters of the northern Gulf of Hule hinder the construction of deep sea ports and only in a few spots, often along rivers, is the water level deep enough for big vessels to land directly in the ports. Otherwise, in Boyâzka by example, ships must stop at some distance and shuttles are required to unload cargo and bring it in the city. Climate: The climate of the Southern Hulean Plateau and of the edge of the Great Escarpment is warm and temperate, but extremely windy. Winters are cold and dry but relatively short. Springs bring heavy rainfalls from the Izondian Deep and the overall atmosphere is humid although the rain is rapidly absorbed into the water table. Summer days tend to be dry and hot, while the nights remain colder. Fall is a little colder than summer but it brings more rain. Hule’s coastline is a lot more humid than the interior. It is temperate, with a hot but somewhat dry summer, a warm and damp fall, a temperate winter and a very rainy spring. Springs may bring thunderstorms and hurricanes from the Izondian Deep. Terrain: The Plateau is mainly covered by prairies with patches of lush grasslands. Forested lands may be found around the few rivers that flow in this region of Hule. Eighty percent of the plateau’s population (in Hule) are located along the banks of the two main rivers, namely the Kâdan and Kâzal rivers, where the soils are able to retain some of their water while supplemented by the rich silt of the higher regions. Azurun is the only major town located on the plateau, Iskilü lying at the northern edge of it. The flat lands facing the Gulf of Hule are densely forested and, only recently, did the Huleans begin to settle and exploit the region. Small fishing hamlets can be found everywhere along the coast while bigger cities can be found at the mouth of the region’s rivers. Located on the shore of a large bay, Boyâzka is an exception. The Castle of Yanidir (Yanidir Hisar) is Hule’s main military port, the gulf floor has been dredged to permit access to the docks for the huge Hulean war galleys. Population: From 1-5 persons (mainly humanoids) per square mile in the arid highlands to 20-30 persons per square mile in the valleys and near the larger towns. Azurun dwarves any other settlements in the region with an impressive 32,600 souls. Wandering tribes of humanoids can be found throughout the plateau in the most desolated places, the Master have given them much autonomy on these lands. The lower northern slope of the plateau is inhabited by semi-nomadic clans of humans that came to Hule in one of the numerous invasions of this country’s long history. Many geonid tribes can be found in the caves of the badlands. The Hulean Coast is among the most densely populated region of the country with well over 20 people per square mile everywhere along the coast. In the deepest forest and in the rivers’ delta, however, this proportion may rapidly fall to less than 5 people per square mile. Humanoids are few besides some raiders coming from the heights of the Escarpment. Foreigners are plenty in the Hulean ports to the opposite of the rest of the land. The Dark Wood The local people fear this large forest for it is rumored to be haunted. Humans do not live in it and most of the non-humans beings (even the evil ones) avoid it. The most common trees of the forest are oak and aspen. The underbrush in this forest is very thick. Thorn bushes abound. Animals found in the wood include bear, boars, deer, small game, owls, crow, ravens, toads, and bats. People going into the wood always have the sense that these creatures watch them as they travel. Running waters in the forest are enchanted. There is a cumulative chance that one drinking this water will be transformed into a boar or a deer (the transformation occurs after four saving throws vs. Spells consecutive or not). Groups of skeletons patrol the skies of the forest aboard flying barges. At the center of the Dark Wood is Lake Tros, a large (4,500 sq. mi.) and seemingly bottomless freshwater lake. Greatrealm, the Master's capital city, lies on the shore of this lake. Greatrealm consists mainly of a vast temple complex built inside a walled compound. Fields tended by the temples' novices surround the land around the temple. A large path lined by the statues of the different deities revered by the Huleans links the Temple to the shore of Lake Tros. All the buildings are heavily decorated with statues, friezes, elaborate eaves, towers, banners, and paintings. The Basin The biggest share of Hule’s territory is located on the western side of the Hulean Basin. In fact, it is made up of the large hydrographic basin of the Rosin River and its numerous tributaries. These rivers have carved out large valleys converging towards the center of Hule where the Rosin River funnels toward Lake Tros. The lands of Hule are among the best agricultural lands on Brun, the valleys are enriched by tons of sediment torn out of the Black Mountains and Zdredanyan Hills. This basin is made up of five main valleys: the Boycegiz and Gree Rivers valleys in the north, the Rosin and Gezrâde Rivers valleys in the east, and the Thanat River valley to the south. Climate: The climate of Hule’s basin regions is temperate and made up of four distinct and similarly long seasons. Spring is mild and humid from the rainfalls brought from the Izondian Deep by the strong southern winds and from the snow thawing on the slopes of the Black Mountains. Summer is dryer but regular thundershowers may form when temperatures stay high for long periods. Fall is more humid than summer, as the northern airflow brings the colder humid winds of Brun’s hinterland. Winter is cold and humid while the northern winds blow, snowfalls are rare in the south but common in the north. Terrain: The basin is a region of large rivers and valleys with some flat hills and many small woods. 70 percent of all Hulean humans live along the rivers. The highlands surrounding the valleys (depicted in yellowish green on the map) are dedicated to the semi-nomadic human tribes of Hule. A multitude of villages and small towns dot the landscape of the Basin and a few much bigger cities have bloomed at strategic locations. Most of Hule’s trade and travel are done along the rivers either on small barges or on the paved roads that link the major Hulean cities. Almost every kind of cereals and vegetables are cultivated in Hule’s irrigated fields and the rivers also provide plenty of freshwater fish. Population: Human population ranges from 20-30 people per square mile in the valleys to 10-15 in the highlands. Many large towns can be found along the mighty Hulean rivers. Jandak, Hule’s bustling metropolis, with 52,600 inhabitants and Khuur at 22,600 are the Basin’s biggest centers. Many humanoids live in the basin, but in contrast to their brethren in the more remote regions of Hule, they do not administer their own lands and are seldom organized in tribes. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 14:56:24 -0400 From: "Christian Constantin" Subject: [MYSTARA] - Where do they go when they die? While rereading the WotL description of the fiends, two questions woke up my brain... The fiends are supposed to be "evil mortal beings used as pawns by the Entropic Immortals. Thes beings were useful, but not ambitious or tough enough to be successful candidates for Immortality, so the Immortals transformed them into Lesser Fiends, a halfway step between mortality and Immortality" First: Are the Entropic Immortals the only one to grant that kind of halfway step? If so, wouldn't it be far better to be outmost evil if, in the end, you can almost reach Immortality without having to do a full quest, while, on the other hand, no such "fast track" exist for good/loyal people? Two: If there are "halfway steps" for mere pawns, are there other kind of semi-Immortality for normal Mystarans? In other word, where the soul/essence/energy/whateveryounameit of the normal Mystarans go when they die? Christian "Krieg!" Constantin *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 20:14:12 +0100 From: "Paul George Dooley" Subject: Re: [MYSTARA] - Where do they go when they die? These are answered out of order cos of a Wot I spoiler in First answer >> Two: If there are "halfway steps" for mere pawns, are there other kind of > semi-Immortality for normal Mystarans? In other word, where the > soul/essence/energy/whateveryounameit of the normal Mystarans go when they > die? There was the angels mentioned by Bruce in Dragon180 high level heroes who went through limboto their patrons plane or such. First: Are the Entropic Immortals the only one to grant that kind of halfway > step? IIrc the othes also reward the nearlyruns eg WOTI spoiler Balthac the titan. There are also some other references but cant quite nail them down at the moment *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 12:11:04 -0700 From: Patrick Sullivan Subject: Re: [MYSTARA] - Two Mystaras >For full details try tsr/wotc/HASBRO to see if they still allow free >downloads of the entire Red Steel AD&D campaign expansion from their site It is still available at http://www.wizards.com/dnd/DnDDownloads.asp There's an entire section of the site dedicated to Savage Coast downloads, which include rules for a dozen or so new PC races, full rules for adventuring in the Savage Coast (the region stretching along the southern coast of Brun from Hule and Slagovich to the Orc's Head Peninsula and the Arm of the Immortals, and a hundred or so unique monsters found in the Savage Coast. I highly recommend this setting--it's among the best TSR made for 2nd Edition, IMHO. Patrick *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 20:33:52 +0100 From: "Paul George Dooley" Subject: Re: [MYSTARA] - Two Mystaras > I highly recommend this setting--it's among the best TSR made for 2nd > Edition, IMHO. > Patrick > The only problem I have with it is that i bought it when it came out in the box. Then again it does almost complete my 'entire Mystara' connection. More on topic I,ve been thinking about the entire speciality priests of Immortals thing, whilst I applaud the effort and will ruthlessly pillage for al the ideas I can, personally when running my AD&D game I will allow the players to use the S&P/S&M route as long as it fits. Give the Generic cleric the -1 spell per level per day penalty. and maybe lay on hands to make up. I'll work it all out when I can remember where I put the CR2 cd. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 15:09:51 -0500 From: Aaron E Nowack Subject: Re: [MYSTARA] - Where do they go when they die? Check out the description of titans in WotI. They are the fiend equivlent for the other spheres. Aaron Nowack "Never let reality get in the way of a good hypothesis." http://www.geocities.com/TimesSquare/Dungeon/5930/ ___________________________________________________________________ Get the Internet just the way you want it. Free software, free e-mail, and free Internet access for a month! Try Juno Web: http://dl.www.juno.com/dynoget/tagj. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 23:19:05 +0200 From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= Subject: [MYSTARA] - re: Two Mystaras Giampaolo wrote: >Even Ierendi is toned down, with fewer tourists and more merchants, pirates and smugglers. I never treated Ierendi seriously because IMO it is a very bad GAZ. (I think we discussed it once) I also drawned Alphatia right from the start (990AC) toned down Thyatis and toned up some of the known world powers (Darokin, Glantri) if only with population numbers. > The only places where magic is relatively common IMC are the three magocracies and, to a lesser extent, the elven kingdoms. > 3 magocracies? I guess you mean Glantri, Alphatia and Herath? Morphail (Ohad Shaham) "and all the while as vampires feed- I bleed..." /the Pixies *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 11 Oct 1999 00:47:27 +0200 From: Fabrizio Paoli Subject: [MYSTARA] - EGG has been here! I get out of my spleeping status (there're about 2 months worth of unread mystara messages in my mailbox) just to tell you that Gary Gygax has been here. I've seen him, touched him, talked with him and had dinner with him! Not asked him about D&D, Mystara and related stuff, though. Great! And now back to my sleeping status :-) ************** Fabrizio Paoli brizio@gdr.net http://www.geocities.com/TimesSquare/Dungeon/4560/ ************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 20:04:38 -0400 (EDT) From: the Wizard of Frobozz Subject: [MYSTARA] - New Items (semi-long) Just a few things that ran through my brain during a long and boring lecture. Cheers! - --Frobozz-- Mage's Cot This item is almost exactly what it appears to be: a normal wood-frame folding cot with canvas. The difference here is that there is a small mesh bag on the underside of the cot. The whole apparatus radiates very minimal magic. If a mage places his spell book in the mesh bag before going to sleep, he will be able to learn one spell _in his sleep!_ The book must be opened to the page(s) with the desired spell, and the mage must get at least 3 hours of uninterrupted sleep for the item to work. It only works once every 48 hours and is good for only one spell. These items are fairly common amongst those strange mages who go out into the adventuring field, offering them the opportunity to have one spell ready even in the middle of the night, thus keeping them from being casualties during a midnight raid. They are actually banned at most schools of magecraft for obvious reasons. Chthonia's Portrait This is a small painting in a mahogany frame. It's about an 8x10, slightly smaller. It depicts a raven-haired female warrior with her foot atop a slain beast. The detail is amazing considering the size. The more amazing thing is that the picture _changes_ from day to day. The warrior herself is the only thing that never changes. The painting appears to be done in oil on canvas, with certain features being in relief. Which item is in relief differs from day to day, as does the picture itself. Once per week, the item in relief may be touched by the owner of the Portrait. When this happens, the item actually comes out of the portrait, growing instantly to real-world size and is useable. Roll d6 on the following table to see what results occur from which items: 1. Armor (the warrior's armor is in relief. When touched, the armor becomes available for the owner of the portrait. What type is left to the DM or may be determined randomly. Whatever type it is, it is +2 and stays in existence for 12 hours before disappearing) 2. Weapon (the warrior's weapon is in relief. Again left to DM or random chance what type of weapon, but it also is +2 and stays in existence for 12 hours) 3. Creature (the creature under the warrior's foot is in relief. It's never an overly powerful creature [i.e. no dragons], but whatever it is comes into existence under the control of the portrait's owner and will follow basic commands in Common, much like an automaton. Stays for d4 turns) 4. Object (some random, but useful, object which is in the background of the portrait. It could be something as simple as a backpack, or perhaps a tent. It stays for 12 hours) 5. Sun (when the sun is in relief in the background, touching it will give the Portrait's owner the ability to cast *Chromatic Orb* as an 8th level wizard, but only of the color that the sun is in the Portrait. This ability will stay with the owner until the spell is cast, or the owner next goes to sleep) 6. Background (four possible backgrounds are in relief. If it is a snow-covered mountain, touching it will give the owner the power to cast *Cone of Cold*. Storm clouds and lightning will give the power to cast *Lightning Bolt*. A background volcano bestows *Fireball*, and dark night in the background gives the power to cast *Darkness 15' Radius*. All of these spells are the same as *Chromatic Orb* above for duration and level of spell-use) This item is a one-of-a-kind thing. The woman in the portrait is the warrior Chthonia. She was killed battling the vampire lord Alyssa, and the Portrait was done for her sister Ambrosia by a priest of Chaos. It was first painted, then imbued with a minor Chaotic spirit, which gives it the power to call forth the items. Comments, crits...you know the drill! Lemme hear what you have to say. - --Frobozz-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 10 Oct 1999 20:34:29 -0400 From: redrobyne Subject: Re: [MYSTARA] - New Items (semi-long) I'm not sure what you mean on the cot. does he gain a completely new spell or simply memorizes a extra spell Stew > Just a few things that ran through my brain during a long and boring lecture. > > Cheers! > --Frobozz-- > > > Mage's Cot > > This item is almost exactly what it appears to be: a normal > wood-frame folding cot with canvas. The difference here is that there is > a small mesh bag on the underside of the cot. The whole apparatus > radiates very minimal magic. If a mage places his spell book in the mesh > bag before going to sleep, he will be able to learn one spell _in his sleep!_ > The book must be opened to the page(s) with the desired spell, > and the mage must get at least 3 hours of uninterrupted sleep for the > item to work. It only works once every 48 hours and is good for only one > spell. > These items are fairly common amongst those strange mages who go > out into the adventuring field, offering them the opportunity to have one > spell ready even in the middle of the night, thus keeping them from being > casualties during a midnight raid. They are actually banned at most > schools of magecraft for obvious reasons. > > > Chthonia's Portrait > > This is a small painting in a mahogany frame. It's about an > 8x10, slightly smaller. It depicts a raven-haired female warrior with > her foot atop a slain beast. The detail is amazing considering the > size. The more amazing thing is that the picture _changes_ from day to > day. The warrior herself is the only thing that never changes. > The painting appears to be done in oil on canvas, with certain > features being in relief. Which item is in relief differs from day to > day, as does the picture itself. > Once per week, the item in relief may be touched by the owner of > the Portrait. When this happens, the item actually comes out of the > portrait, growing instantly to real-world size and is useable. Roll d6 > on the following table to see what results occur from which items: > > 1. Armor (the warrior's armor is in relief. When touched, the > armor becomes available for the owner of the portrait. What type is left > to the DM or may be determined randomly. Whatever type it is, it is +2 > and stays in existence for 12 hours before disappearing) > > 2. Weapon (the warrior's weapon is in relief. Again left to DM > or random chance what type of weapon, but it also is +2 and stays in > existence for 12 hours) > > 3. Creature (the creature under the warrior's foot is in > relief. It's never an overly powerful creature [i.e. no dragons], but > whatever it is comes into existence under the control of the portrait's > owner and will follow basic commands in Common, much like an automaton. > Stays for d4 turns) > > 4. Object (some random, but useful, object which is in the > background of the portrait. It could be something as simple as a > backpack, or perhaps a tent. It stays for 12 hours) > > 5. Sun (when the sun is in relief in the background, touching it > will give the Portrait's owner the ability to cast *Chromatic Orb* as an > 8th level wizard, but only of the color that the sun is in the Portrait. > This ability will stay with the owner until the spell is cast, or the > owner next goes to sleep) > > 6. Background (four possible backgrounds are in relief. If it > is a snow-covered mountain, touching it will give the owner the power to > cast *Cone of Cold*. Storm clouds and lightning will give the power to > cast *Lightning Bolt*. A background volcano bestows *Fireball*, and dark > night in the background gives the power to cast *Darkness 15' Radius*. > All of these spells are the same as *Chromatic Orb* above for duration > and level of spell-use) > > This item is a one-of-a-kind thing. The woman in the portrait is > the warrior Chthonia. She was killed battling the vampire lord Alyssa, > and the Portrait was done for her sister Ambrosia by a priest of Chaos. > It was first painted, then imbued with a minor Chaotic spirit, which > gives it the power to call forth the items. > > > Comments, crits...you know the drill! Lemme hear what you have to say. > > --Frobozz-- > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 11 Oct 1999 10:29:03 +0300 (EET DST) From: Markus Olavi Montola Subject: Re: [MYSTARA] - re: Two Mystaras > The only places where magic is relatively common IMC are the three > magocracies and, to a lesser extent, the elven kingdoms. > > 3 magocracies? > I guess you mean Glantri, Alphatia and Herath? Don't folks forget the magocratic rajahstan of Jaibul. (in the southern Sind). - Markus ----------------------------------------------------------------- W A R I S P E A C E F R E E D O M I S S L A V E R Y I G N O R A N C E I S S T R E N G T H ----------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #440 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Tuesday, October 12 1999 Volume 1999 : Number 441 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - New Items (semi-long) Re: [MYSTARA] - Two Mystaras Re: [MYSTARA] - Where do they go when they die? Re: [MYSTARA] - New Items (semi-long) Re: [MYSTARA] - New Items (semi-long) Re: [MYSTARA] - New Items (semi-long) Re: [MYSTARA] - re: Two Mystaras Re: [MYSTARA] - Immortals Project [MYSTARA] - Baron Valentino's Meteor Form [MYSTARA] - look what they have in titan games...4 gaz and more Re: [MYSTARA] - Baron Valentino's Meteor Form ---------------------------------------------------------------------- Date: Mon, 11 Oct 1999 12:17:32 +0300 (EET DST) From: Markus Olavi Montola Subject: Re: [MYSTARA] - New Items (semi-long) > This item is almost exactly what it appears to be: a normal > wood-frame folding cot with canvas. The difference here is that there is Cot(?) Nice idea. IMC my players travel by flying and teleporting, so they won't need to use that one. Two of them have designed even higher-level variations from movement spells to make them able to travel long and fast. It is about two or three hours flight from Aasla to Dunadale by using baron Valentino's Meteor Form... :-) My game is nowadays rather high-powered. But I have made teleporting even more difficult. IMC, there are ranges for the Teleport and the spell takes one minute to cast. In addition, Glantri invoked a nation-wide 'teleport-shield' to prevent Alphatians from gating in! I rather see my characters flying with angelic wings or summoned dragons. No sleeping in the woods, no midnight encounters. > Chthonia's Portrait This remembered me of good'ol' Dorian Gray. Dorian Gray's portrait might be an useful idea for a magic item. > --Frobozz-- - Markus ----------------------------------------------------------------- W A R I S P E A C E F R E E D O M I S S L A V E R Y I G N O R A N C E I S S T R E N G T H ----------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 11 Oct 1999 12:08:59 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - Two Mystaras On Fri, 8 Oct 1999, Agathokles wrote: > BTW, do you keep the same amount of magic items given in D&D adventures > like B4 and B11? I find that rate too high. I try to keep magical items rare, but when the characters discover one, its always very powerful and unique. In that way magic becomes very special, and potions of plant control are nonexistent. Håvard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 11 Oct 1999 12:13:32 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - Where do they go when they die? On Sun, 10 Oct 1999, Christian Constantin wrote: > First: Are the Entropic Immortals the only one to grant that kind of halfway > step? If so, wouldn't it be far better to be outmost evil if, in the end, > you can almost reach Immortality without having to do a full quest, while, > on the other hand, no such "fast track" exist for good/loyal people? I created a series of Immortal servants for the other spheres; They were Angels, Black Elves, White Elves, Einherjar, Valkyres, Hellkyres and Shadow Knights. They are all available on Stans site. Direct link: http://dnd.starflung.com/newcrea.html > Two: If there are "halfway steps" for mere pawns, are there other kind of > semi-Immortality for normal Mystarans? In other word, where the > soul/essence/energy/whateveryounameit of the normal Mystarans go when they > die? Limbo? Håvard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 11 Oct 1999 11:06:11 -0400 (EDT) From: the Wizard of Frobozz Subject: Re: [MYSTARA] - New Items (semi-long) On Sun, 10 Oct 1999, redrobyne wrote: > I'm not sure what you mean on the cot. does he gain a completely new spell > or simply memorizes a extra spell Actually, I realized I used the wrong word after i posted this. I meant to say he could memorize one spell he already had in his spell book, not learn an entirely new spell. Sorry about the confusion. - --Frobozz-- ________________________________________________________ One look in her lusting eyes, savage fear in you will rise Teeth of terror sinking in: the bite of the She-Wolf. --Megadeth, "She-Wolf" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 11 Oct 1999 13:35:08 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - New Items (semi-long) In a message dated 11/10/99 10:18:08 GMT Daylight Time, mmontola@cc.hut.fi writes: > It is about two or three hours flight from Aasla to Dunadale by > using baron Valentino's Meteor Form... :-) Ooh, this sounds rather interesting...details, please? Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 11 Oct 1999 13:35:06 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - New Items (semi-long) In a message dated 11/10/99 01:04:53 GMT Daylight Time, sg96d355@drexel.edu writes: Frobozz, teriffic work as usual. Brief comments to follow:- > Mage's Cot > What an excellent idea! And so simple, many people (me included) must be wondering why THEY didn't come up with it! > > Chthonia's Portrait > I like this...magic paintings always appeal to me, for some reason; probably why I keep using them in spells! I particularly like the random aspect. A thought; it might be rather fun if, instead of creating the arms & armour outright, the Portrait "borrowed" them from somewhere else in the world...which might necessitate a visit from an angry owner, should those items return in less than pristine condition...;-) Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 11 Oct 1999 19:00:07 +0000 From: Agathokles Subject: Re: [MYSTARA] - re: Two Mystaras àéìï ùçí wrote: > > Giampaolo wrote: > > The only places where magic is relatively common IMC are the three > magocracies and, to a lesser extent, the elven kingdoms. > > > > 3 magocracies? > I guess you mean Glantri, Alphatia and Herath? > Yes, of course. These three countries are the major centers of magical knowledge in their respective regions, and all three have a relevant political position and are less secretive about their magic than other magocracies (Honour Island, for example), at least IMC. Giampaolo Agosta *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 11 Oct 1999 19:02:19 +0000 From: Agathokles Subject: Re: [MYSTARA] - Immortals Project Paul George Dooley wrote: > > Could someone point me in the right direction please as a cr4ashed hard > drive has taken all my old links. > http://www.geocities.com/TimesSquare/Fortress/2198/Mystara/IP/immoproject.html *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 11 Oct 1999 23:51:17 +0300 (EET DST) From: Markus Olavi Montola Subject: [MYSTARA] - Baron Valentino's Meteor Form > > It is about two or three hours flight from Aasla to Dunadale by > > using baron Valentino's Meteor Form... :-) > Ooh, this sounds rather interesting...details, please? This is over-powered spell, but it works in my campaign rather well. Baron Valentino's Meteor Form Level: 5 Range: 0 Duration: 5 minutes / level AoE: Self Meteor Form changes the caster and his equipment to a meteor with diameter of 50 cm. The meteor sears through the sky 100 km / h (combat move 280 !), followed by a flaming tail and loud noise equivalent to large motorcycle. The meteor can not stop nor slow, and it's turning radius is rather bad. Meteor's AC is -4 and it is immune to nonmagical weapons. It also removes one third of damage inflicted to caster. The mage cannot cast any spells other than those affecting only himself. He sees 360 degrees. If he hits something (victim can save vs. Death Ray to dodge the meteor), he inflicts 5d6 points of damage. If he hits something solid, he reverts to his normal form, taking 5d6 damage. Assuming the meteor form takes 10 seconds, during which the caster is both vulnerable and unable to do anything. When the caster takes his own form, the spell ends. * * * * * SPOILING WOTI * * * * * Our friends, Dal-Kher and Valentino, were rescuing the third PC, Halfar, from the Alphatian dungeons in Sundsvall. They escaped and fled to Aasla, planning to escape further by an air ship. They captured a flying ship, armed with a fireball cannon, and fled. Aaslan air fleet (still on the docks) sent some ships after them, and Halfar shot a dozen fireballs to the docks, ending up in burning the whole Aaslan fleet. Baron Valentino decided to hit the road, and it took about three hours for him to get to Dunadale, Dal-Kher and Halfar had some problems dealing with Alphatians. And this was quite straight from the WotI. - Markus ----------------------------------------------------------------- W A R I S P E A C E F R E E D O M I S S L A V E R Y I G N O R A N C E I S S T R E N G T H ----------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 11 Oct 1999 23:21:01 +0200 From: thibault sarlat Subject: [MYSTARA] - look what they have in titan games...4 gaz and more I take upon myself to let you know what Titan Games have to offer. here is their address. titangames@titangames.com I have them all but maybe you don't, and for gazetteers they are pretty cheap compared with the prices on e bay... TSR: (Alternity) (Star*Drive Campaign) Star*Drive Campaign Setting (2802) [$20, NM] (Gamma World) Referee's Screen (6502) [$8, VF] Gamma World Boxed Set (1983 Ed.) (7010) [$17, Box NM-Contents M] GW2: Famine in Far-Go (7502) [$7, VF] GW1: Legion of Gold (7503) [$4, VF] GW3: The Cleansing War of Garik Blackhand (7504) [$9.5, VF] GW4: The Mind Masters (7505) [$10, NM] (Metamorphosis Alpha) Metamorphosis Alpha Rules (1st printing, 1976) (SF18-R) [$105, F] (Misc. Fantasy Board Games) Fantasy Forest Game (?) [$13, Box P-Contents VF] (D&D) (Basic Rules) Basic Boxed Set (Red Dragon cover, with B2 module) (1001) [$16, Box G-Contents F] B2: The Keep on the Borderlands (9034) [$3.5, F] B3: Palace of the Silver Princess (9044) [$17.5, VF] B4: The Lost City (9049) [$17.5, VF] B5: Horror on the Hill (9078) [$17.5, NM] B11: King's Festival (9260) [$14, VF] (Blackmoor Campaign) DA4: The Duchy of Ten (9205) [$16, VF] (Companion Rules) CM2: Death's Ride (9118) [$6.5, G] (Expert Rules) Expert Rules Booklet (Erol Otus cover) (2015) [$5, G] XL1: Quest for the Heartstone (9114) (inserts loose)[$8.5, G] (Hollow World Campaign) Hollow World Boxed Set (1054) [$12.5, Box NM-Contents M] (Misc.) Dungeon Geomorphs Set One: Basic Dungeon (F1002) (cut out)[$33, VF] AC6: Player Character Record Sheets (9037) [$7, VF] AC6: Player Character Record Sheets (9037) (1 sheet missing)[$5.5, F] Monster & Treasure Assortment - Sets One-Three: Levels One-Nine (9047) [$10, VF] (Mystara Campaign) Gaz7: The Northern Reaches (9230) [$17.5, NM] Gaz11: The Republic of Darokin (9250) [$16, NM] Gaz13: The Shadow Elves (9287) [$15, NM] Gaz14: The Atruaghin Clans (9306) [$16.5, NM] - -- Thibault Sarlat ICQ 16622177. Check out my sites : The main page is at http://www.mystara.com.bi Also, the Mapping Zone is at http://www.mystara-maps.com.bi And finally the Gazeteer zone is at http://www.mystara-gazeteers.com.bi Pour rejoindre la Mystara mailing liste francophone, rendez-vous sur ma page de garde en bas. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 12 Oct 1999 13:59:05 EDT From: CQuaif@aol.com Subject: Re: [MYSTARA] - Baron Valentino's Meteor Form In a message dated 11/10/99 21:52:36 GMT Daylight Time, mmontola@cc.hut.fi writes: > Baron Valentino's Meteor Form > Level: 5 > Range: 0 > Duration: 5 minutes / level > AoE: Self > > Meteor Form changes the caster and his equipment to a meteor with > diameter of 50 cm. The meteor sears through the sky 100 km / h (combat > move 280 !), followed by a flaming tail and loud noise equivalent to > large motorcycle. The meteor can not stop nor slow, and it's turning > radius is rather bad. Meteor's AC is -4 and it is immune to nonmagical > weapons. It also removes one third of damage inflicted to caster. > The mage cannot cast any spells other than those affecting only > himself. He sees 360 degrees. If he hits something (victim can save vs. > Death Ray to dodge the meteor), he inflicts 5d6 points of damage. If he > hits something solid, he reverts to his normal form, taking 5d6 damage. > Assuming the meteor form takes 10 seconds, during which the > caster is both vulnerable and unable to do anything. When the caster > takes his own form, the spell ends. > I like this - the sort of fun "personal" spell you can have in a high-magic Mystara (not that there's anything wrong with a low-magic Mystara, of course, but I know where my preferences lie! :-). One question - by "hit something solid", I presume you mean like a stone wall, mountain etc. At what point do you consider something solid enough to cause reversion to normal form? Do any creatures fall into this category? And does the "solid" object take 5d6 damage as well, or is it just the caster? Excellent work, Markus! Carl Q. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #441 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Wednesday, October 13 1999 Volume 1999 : Number 442 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - Undersea 1015 [MYSTARA] - update Re: [MYSTARA] - Favourite Character! [MYSTARA] - Norwold Geography Re: [MYSTARA] - Norwold Geography Re: [MYSTARA] - Norwold Geography [MYSTARA] - More useless drivel. [MYSTARA] - favourite character Re: [MYSTARA] - favourite character [MYSTARA] - Campaign in Darokin ---------------------------------------------------------------------- Date: Tue, 12 Oct 1999 18:11:40 -0500 From: Aaron E Nowack Subject: [MYSTARA] - Undersea 1015 Readers of my Undersea Timeline know that Undersea was conquered by the devilfish in 1009. But what happended to it afterward? Now you get to find out. Undersea was once a haven for good and a light of civilization under the waves. However, in 1009 AC, Undersea collapsed before the overwhelming might of the devilfish and treachary from within. Now, Undersea is the home of dark powers, a place where weresharks and undead swim in the daylight, masters of all they survey. Smaar Most buildings in the great city that was Smaar no longer stand. The main exception to this is Queen Tarova's former palace. The coral of the castle has now died, and has turned black, almost in mockery of its former shining color. The tallest towers of the palace have fallen, and the water around the palace is now dark and cold, despite its shallow depth. The Great Temple of Manawra is now desecrated and home to dark rituals in which the devilfish sacrifice triton to Saasskas. In the Citadel of Magic, devilfish sorcerers plunder the collected knowledge of centuries of triton, corrupting the magics they find to their own purposes. From this dread citadel, Caxctiou (Triton Cleric 18 and Veyla) rules as king of Undersea. However, most of the power lies in the hands of his devilfish "advisor", Daannshir (Devilfish Patriarch). The Rest of Undersea In the rest of Undersea, small bands of triton struggle to survive, and servants of Saasskas have set themselves up as Barons. They are as follows: Lucrectius, Baron of Soudege (Triton Mage 12 and Wight) One of the wights created by Caxctiou, Lucrectius was awarded this barony for his service in the war against Undersea. Darius, Baron of Werea (Triton Cleric 8 and Wereshark) Darius is the son of the old Baroness, who was infected with lycanthropy during the war. Needless to say, he now gets his spells from Saasskas, not Manawra. Drazlik, Baron of Easa (Kopru 14, Wicca 12) Drazlik was loyal to Undersea... until it began to lose. He then offered his services to the devilfish, and was granted this barony. Margia, Baroness of Nortens (Triton Cleric/Mage 10 and Wereshark) Margia was the commander of Kitas's armies, and lead their treachary. She has since seized control of her former liege's barony. Kaarasa, Baroness of Soua (Devilfish Matriarch) Kaarasa was the leader of the invasion. She is the true power behind the throne, as Daannshir takes his orders from her. Conda Darklover, Baroness of Trasar (Merrow 10, Shaman 3) Conda was once known as Deepdiver, but on one of her voyages into the depths, something happenned to her, and she returned a Shaman of Saasskas. When this was discovered, she was given her current epithet, and cast out of her tribe. Jalian, Baron of Clargars (Triton Cleric/Mage 7) One of the triton who refused to go on Juliast's exodus, Jalian is cooperating with the devilfish to give what protection he can to the surviving triton. He is also the secret head of the Coral Guard (see below). Clargars is a haven for the various triton resistence groups. Naitoxu, Baron of Calitar (Triton Cleric 12 and Veyla) Naitoxu was one of the triton who was captured with Caxctiou. He has succeeded him as Baron. The Merrow Tribes Many merrow tribes followed the triton on their exodus, but more tribes choose to remain. Few of those tribes still survive. Those that live are either hunted fugitives living a substinence existence, or they have allied themselves with the devilfish to survive. The Sharkin The sharkin are by now extinct on the outer world. Deep Water Pool of the Kna The Kna now suffer the majority of devilfish attacks. This has forced them to stop attacks on Minrothad, as they concentrate their force on survival. The Sea Giants Most Sea Giants were killed in the wars. Those who survive are solitary warriors fighting a hopeless fight against the devilfish. The Aquarendi The Aquarendi remain in their villages around Alfeisle. However, they know the wrath of the devilfish will reach them soon, and have begun to prepare for their defense. The Coral Guard Taking its name from Undersea's elite force, this resistance group is the most powerful. Its members include triton, merrow, Aquarendi, and even a few Kna. They have several safe houses in the Aquarendi waters as well as more in the Barony of Clargars. Aaron Nowack "Never let reality get in the way of a good hypothesis." http://www.geocities.com/TimesSquare/Dungeon/5930/ ___________________________________________________________________ Get the Internet just the way you want it. Free software, free e-mail, and free Internet access for a month! Try Juno Web: http://dl.www.juno.com/dynoget/tagj. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 13 Oct 1999 02:22:02 +0200 From: thibault sarlat Subject: [MYSTARA] - update hello everyone. just a note to tell you that i added 3 new maps . They are located in the Savage coast and are about 150k each for the two biggest ones and just 40k for the smallest. they are all in ping format since you all agreed and are all able to read them with your browsers and TV machines... next map would cover the regions north of the last maps (from the sylvan realm to Wendar in 24 miles per hex). if you have any remark or comment , feel free to mail me. - -- Thibault Sarlat ICQ 16622177. Check out my sites : The main page is at http://www.mystara.com.bi Also, the Mapping Zone is at http://www.mystara-maps.com.bi And finally the Gazeteer zone is at http://www.mystara-gazeteers.com.bi Pour rejoindre la Mystara mailing liste francophone, rendez-vous sur ma page de garde en bas. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 12 Oct 1999 17:31:34 -0700 (PDT) From: Karleah of Harasis Subject: Re: [MYSTARA] - Favourite Character! Hi Brad: How are you? I am a member of the MML and it happened that I received your message. It was curious, not only because I also live in Canada ( B.C.) and it is nice to see a fellow citizen participating in the MML, but also because your idea is just what I was thinking about ! I am one of the founders of a yahoo club called MystaraWorld and I was going to post what you described in this e-mail as an idea for my members. I think we should share our stories and make our heros become famous. ( At least amongst us !). I would really like you to share your stories with us ! Would you be interested in becoming a member of our club and simply post your stories for everyone to enjoy? I will ask everybody else to contribute and of course I will contribute as well.Many members of our club are MML members and we cooperate with another club, which is also MML related, called Travelers of Mystara. Independently from you decision to join our club, please keep sending me info on your characters and their adventures. I would love that ! And feel free to write me back with questions or just for fun. :-) Karleah of Harasis. Oasis of Harasis, Ylaruam PS: Mystara World address is: http://clubs.yahoo.com/clubs/mystaraworlds - --- Brad McMillan wrote: > > Hiya folks... > > I started playing OD&D (pre-WOTI) back in > 1994 for the first time. > Before that it was just AD&D FRs and Ravenloft. My > OD&D experience has been > an incredible character journey as its a one-on-one > campaign - just th DM > and me - and I'm very fortunate to have a DM with > all the GAZ's and nearly > all the modules and accessories, and all the box > sets, before Mystara went > AD&D that is. So my introduction has been rather > thorough, I've learned a > lot, and since my DM (and I) prefers to emphasis the > story and role-playing > aspects of the campaign moreso than getting me in to > combat I've literally > experienced chapters upon chapters of great gaming! > I've often felt if I had > documented each gaming session, and edited them in > to chapters, I'd have a > couple of pretty awesome novels! I wouldn't mind > sharing some of my story > experience, but before I do, I was wondering about > the rest of you. > > I was wondering if you would like to share a > bit about your one most > favourite character, his/her background, and what > they accomplished. Hey - > we're the heroes and heroines of Mystara, I think we > deserve some > recognition, don't we? ;) > > Slainte! > > Brad > - --------------------------------------------------------------------------- > Brad McMillan/Brude Mac a'Mhaoilein > "Armchair" Celtic Archae-Anthropologist & > Historian > Goderich, Ontario, Canada > Email: bmcmillan@odyssey.on.ca > - ---------------------------------------------------------------------------- > > *************************************************************************** > To unsubscribe from this list send mail to > majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of > the message. > > ===== __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 12 Oct 1999 19:42:50 -0700 From: Patrick Sullivan Subject: [MYSTARA] - Norwold Geography I haven't yet finished my newly-acquired copy of CM1, but I did notice something rather interesting: according to p. 4, "Consider unmarked hexes to be forest, as this is Norwold's most common terrain type." However, when this map was redrawn in DotE and WotI, at least, the blank nexes were drawn as clear, rather than forest. I noticed that most of the fan maps follow, at least generally, the maps in WotI and DotE. I certainly don't want to sound ingrateful to the people who put those great maps on-line, but it does seem to make more sense for most of Norwold to be covered in forests. Was it a conscious decision to ignore this in most cases, or has that passage merely been pretty much overlooked? Patrick *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 12 Oct 1999 21:58:34 -0700 From: IronWolf Subject: Re: [MYSTARA] - Norwold Geography I think that at the time, there was no light and heavy forest differential, so they considered them 'clear' as a default. Obviously, with the Gazateers and related follow-ups, someone missed that. Good call! Time to make some changes. After all, Norwold is sort of the equivalent of Alaska in Mystara. (Large, mostly unexplored, claimed, but sparsely settled, with a lot of natural resources, and a cold climate.) Adamantyr "It's Specularum, damn it!" Patrick Sullivan wrote: > I haven't yet finished my newly-acquired copy of CM1, but I did notice > something rather interesting:  according to p. 4, "Consider unmarked hexes > to be forest, as this is Norwold's most common terrain type."  However, when > this map was redrawn in DotE and WotI, at least, the blank nexes were drawn > as clear, rather than forest.  I noticed that most of the fan maps follow, > at least generally, the maps in WotI and DotE.  I certainly don't want to > sound ingrateful to the people who put those great maps on-line, but it does > seem to make more sense for most of Norwold to be covered in forests.  Was > it a conscious decision to ignore this in most cases, or has that passage > merely been pretty much overlooked? > Patrick > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 13 Oct 1999 11:45:23 +0200 From: thibault sarlat Subject: Re: [MYSTARA] - Norwold Geography In my latest update i did change the nature of the hexes from clear to forested.The map is in the north section and is called "kwprewoti" for known world before the Wrath of the Immortals.But because of many discrepencies between the official maps (from CM1, X11, DotE, and WotI) i had to change a few things to make them coexist, assuming that the previous official maps were made by sages who had only small reports about the region and had never been there.I would also have to change the western part of the map from wendar to the upmost north and i am currently working with Christian Constantin on this matter. I would really like to have feedback concerning this map ( do you think that it is accurate or not?). thanks. - -- Thibault Sarlat ICQ 16622177. Check out my sites : The main page is at http://www.mystara.com.bi Also, the Mapping Zone is at http://www.mystara-maps.com.bi And finally the Gazeteer zone is at http://www.mystara-gazeteers.com.bi Pour rejoindre la Mystara mailing liste francophone, rendez-vous sur ma page de garde en bas. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 13 Oct 1999 13:30:16 -0400 (EDT) From: the Wizard of Frobozz Subject: [MYSTARA] - More useless drivel. For those who remember and liked my posts about the Curse of Chaos and the Lantern of the Gatekeeper, the being who lives inside the Lantern, Shrembrite, finally has stats and a history. They're posted on my website www.geocities.com/TimesSquare/Chamber/1370 the Stats are in the "Battlefield" section. Enjoy. (We now return you to your humdrum "real world.") - --Frobozz-- ________________________________________________________ One look in her lusting eyes, savage fear in you will rise Teeth of terror sinking in: the bite of the She-Wolf. --Megadeth, "She-Wolf" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 13 Oct 1999 16:13:52 -0400 From: redrobyne Subject: [MYSTARA] - favourite character My favorite PC (when I used to play) is Lord Shalander Silverleaf hes a 15/15 elven fighter/mage and owns a small estate on the eastern border of Karameikos with a well fortified castle. He also owns a museum of antiquites in Threshold (having some things found no where else in the world) and a moderate size shipyard s in Halag. He imports/exports with the surrounding nations using his small merchant fleet and a great many pack animals. He makes enough income to support everything he owns with a good bit of pocket change for other expences. He also owns a relic of an elven kingdom long past along with a great many other magical items. He won a very prestigious award after the crusade to free Alfheim(yes I retook Alfheim in my campaign). some more detail can be found at Jennifer Favia Guerra's page under more npc's. Stewart *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 13 Oct 1999 17:53:53 EDT From: Scoooman@aol.com Subject: Re: [MYSTARA] - favourite character Personally, and i'm not being conceited, but I think that I am my favorite character. Many of you know me as Meltheim, but my true origin is not of this realm. I am Melf, yes, that Melf. My full name with titles is Melf the Shadowstalker, Infiltrator to the Immortals, Devotee of Fate, Eyes of the Starwatcher. I am in fact, a level 7/8/8 Infiltrator on a mission from the Dreamland. I am in the process of a "seek and destroy" mission against the evil Queen Meridius, who has allied herself with the Unseelie forces here on Mystara. No information can be found on me, except what I tell, because all that think they know more have already been "taken care of" as it were. Meltheim the Shadowstalker Infiltrator to the Immortals Devotee of Fate Eyes of the Starwatcher *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 13 Oct 1999 19:03:08 -0400 From: "DJ Sahlas" Subject: [MYSTARA] - Campaign in Darokin Hello, folks Back after a brief absence, and have a few questions: 1) is traffic moving to the other list? I couldn't get on it to find out. 2) Has anyone set any campaigns in Darokin? I browsed through my archive, and found the excellent bit on the Church of Darokin by Marco Dalmonte. I'd be interested in what has been done in other campaigns. 3) Wasn't there some kind of working group on the City of Tuma? I looked for evidence of its existence, and found nothing. Anybody know? Thanks, Jim Sahlas *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #442 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Friday, October 15 1999 Volume 1999 : Number 443 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - Campaign in Darokin [MYSTARA] - Mystara FAQ v7.8 Re: [MYSTARA] - Campaign in Darokin Re: [MYSTARA] - Campaign in Darokin [MYSTARA] - The Claymore ---------------------------------------------------------------------- Date: Wed, 13 Oct 1999 21:03:10 -0400 From: redrobyne Subject: Re: [MYSTARA] - Campaign in Darokin I've played in Darokin but have not DM in it, sorry. Stewart > 1) is traffic moving to the other list? I couldn't get on it to find > out. > > 2) Has anyone set any campaigns in Darokin? I browsed through my > archive, and found the excellent bit on the Church of Darokin by Marco > Dalmonte. I'd be interested in what has been done in other campaigns. > > 3) Wasn't there some kind of working group on the City of Tuma? I > looked for evidence of its existence, and found nothing. Anybody know? > > Thanks, > > Jim Sahlas > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 14 Oct 1999 02:44:31 -0700 (PDT) From: Herve Musseau Subject: [MYSTARA] - Mystara FAQ v7.8 Mystara FAQ version 7.8 by Hervé Musseau The latest version of this document can be found at http://www.geocities.com/TimesSquare/Lair/8932/Mystara/mystfaq.txt Table of contents: Introduction to Mystara. (no updates) Geography and History of Mystara. (no updates) Personalities and Immortals of Mystara. (no updates) Miscellaneous. (7.5 added 1 shop, 7.6 added 1 shop, 7.6 updated Shawn's site URL, 7.6 updated Leroy's site URL, 7.7 added Mystara chat link, 7.8 added French Mystara Mailing List link) Spoiler warning: This FAQ contains information that is for the DM's eyes only. If you are a player in a Mystara campaign, by reading further you may spoil the fun of having to figure things out (especially if you read most of section 3 and part of section 4). If you intend to read the FAQ nonetheless, I advise to not read the answers before asking yourself whether you should know the answer in-game or not, and skip it if need be. Introduction to Mystara. Q: What is Mystara? A: Mystara is an imaginary world created by TSR as a campaign world for roleplaying games using the rules of Dungeons and Dragons. Q: What is a roleplaying game? A: Roleplaying games are games in which people play the role of imaginary fantastic characters like warriors or wizards and try to complete an adventure under the guidance of a game master. Q: I never heard of Mystara, but I know a setting called the Known World which looks pretty the same. What's the difference? A: Mystara got a name as a world only recently; before that, it was often referred to as the Known World, although Mystara is more than just the Known World. Geography and History of Mystara. Q: So, what's Mystara? The Known World and what else? A: Mystara is basically composed of 2 main parts, the Outer World and the Hollow World, plus 2 moons, and some other exotic settings. Q: A Hollow World? A: Yes. Mystara, unlike our earth, is hollow, an empty sphere. It has an internal sun that lights the interior world, making it inhabitable. It holds old civilizations that are now extinct on the Outer World, placed there by the Immortals with strong magic preventing them from evolving much or dying away. The only entrances to the Hollow World are through underground passages between the two worlds, and through the holes that stand in place of the north and south poles. Q: And the Outer World? A: The Outer World is mostly like our Earth. It comprises: * the Known World (now called Old World), where the most civilized countries are located, * Alphatia (only before AC 1009), * the Savage Coast and Hule, * the southern continent, called Davania, * the eastern continent, called Skothar. Q: Why is Alphatia part of Mystara only up to AC 1009? A: Because Alphatia, which is a large continent east of the Known World, sank into the ocean in AC 1009, at the end of the major event called Wrath of the Immortals. It is now a floating continent located in the Hollow World. Q: What exactly is Wrath of the Immortals? A: Wrath of the Immortals (or WotI) is an epic campaign that TSR published to update the Known World. It deals with the Great War that involves the major countries of Mystara and that was caused by the Immortals to obtain control of the Nucleus of the Spheres, a powerful artifact located under Glantri. At the end of the war, Alphatia sinks, Glantri and Thyatis have suffered dramatically from the conflict and three new powers enter the political scene of Mystara: the Heldannic Territories, the Hagiarchy of Hule and the "revamped" Kingdom of Karameikos. Q: On the continental map published in the Master DM's book, there are some empires I've never read anything about in other products and on the list, like the Empire of Dorphin IV or the Empire of the Great Khan. Do they exist? Where can I find information about these? A: The map in the Master set is "wrong, wrong, wrong!" In the series of articles written by Bruce Heard in Dragon Magazine, the first in the series (Dragon #153) explains this all. The map was released by a very imaginative Thyatian, and wrongly accepted for the truth. There is no Empire of Dorphin IV, no Empire of the Great Khan, etc. Also, as you probably guessed, the size of the Thyatian Empire was largely exaggerated on this map... Q: I've already heard of the Known World, and of the Hollow World too, but never as Mystara. What does all this mean? A: This is because Mystara is a very old world, one of the oldest created by TSR, and, as TSR grew, so did Mystara. All of these product lines are relevant to Mystara: * Mystara, of course, * the Known World and most stuff that were made for D&D (as opposed to AD&D) like these old good modules B and X, or the Gazetteers, * the Hollow World, * Red Steel/the Savage Coast, * Blackmoor. Also, some products bearing the label First Quest are related to Mystara. Q: Blackmoor? I know a Blackmoor, but it's part of Greyhawk, isn't it? A: Blackmoor was, like Greyhawk, the campaign world of one of TSR's founder, Dave Arneson. It was later placed in both Greyhawk and the Known World (as a past kingdom in the later), effectively making three Blackmoors exist. It seems there is no further relation between the two Blackmoors of Mystara and Greyhawk, however, although some people made the assumption; on the other hand, Judge's Guild's Blackmoor likely has much in common with Mystara's, as the DA series for the Known World was also written by Dave Arneson (so that JG First Fantasy Campaign is considered Mystara-relevant). Q: Where is it located? A: Blackmoor was a techno-magical kingdom that blew itself up a few millennia ago. The event shifted the planet's axis and Blackmoor is now the north pole. Sources are contradictory as to where Blackmoor stands; some place it on Brun, some on Skothar. Arguments in favor of Brun are the position of the Inn Between the Worlds and the Nucleus of the Sphere, and the fact that the Known World stands there; this is the solution proposed in some Gazetteers. Arguments in favor of Skothar are its sort of canonical status, and the feeling that all civilizations should not systematically come from the Known World; this is the solution proposed in the Hollow World box. Note that, if you consider the Hollow World solution to be the truth in your campaign, the map in the box does have a typo : the names of Blackmoor and Thonia have been reversed (Blackmoor was north of the Empire of Thonia according to all other sources). Bruce Heard's opinion on this matter : "Blackmoor -- the travelling legend. If there were archaeologist on Mystara, they would have a devil of time figuring where the darn place was really located. Officially, it's supposed to be up there by the Thonian Marches. Unfortunately, conflicting info has crept into several products, getting in the way of the Thonian theory. The best thing is to assume evidence of Blackmoor's presence elsewhere is the result of later colonizations and outposts. Other communities were also magically displaced (such as a certain ancient tavern in the Broken Lands of the Known World). Definitely a messy development of the World of Mystara! :)" So officially the answer is Skothar. Q: Ok, and now what's Red Steel? A: Red Steel is a setting that is part of Mystara (west of the Known World), although it was released as a stand-alone setting. Personalities and Immortals of Mystara. Q: I have a player of the Church of Karameikos, and I want to give him an Immortal, I suppose that it's a church with many Immortals (like the Greek / Latin church) but in Gaz 1 I didn't find any list of Immortals... A: These are the immortals of the Church of Karameikos, as told by Bruce Heard in an old Dragon Magazine: Asterius (Eternal of Thought), Leader Kagyar (Eternal of Matter) Ilsundal (Hierarch of Thought) Valerias (Hierarch of Matter) Vanya (Empyreal of Time). Also, although Chardastes is a native Traladaran Immortal, he is venerated through the auspices of the Church of Karameikos, not the Church of Traladara. This is extrapolated from info in B1-9 In Search of Adventure. The Immortals of the Church of Traladara are: Halav Petra Zirchev. Q: You spoke of Immortals, what are they? Are they Gods? Powers? A: Mystara has a different pantheon when compared to other D&D settings. Most notably, it has no gods, but beings called Immortals. Immortals are mortals who, through their deeds, have reached a higher status granting them more power than mere mortals. Basically, however, Immortals are not very different from Gods of other settings. Q: Is Jaggar von Drachenfelds the Star Dragon? A: No. According to Bruce Heard's article in Dragon #170 http://www.tsr.com/Dragon/Backissues/170jun91/170FromHatchlingTo.txt he became the Star Dragon for a brief period but relinquished the title for absolution. Q: Is Rad gone after Wrath? A: No, he's been absorbed into the Radiance, and some of his life force was used to lessen the drain of the artifact on Mystara's magic (thus there is only a Day of Dread each year, and not a week as in Wrath). Rad is not dead though, but he has been put into a slumbering state to reflect on his deeds (and hopefully change). This is covered in detail in the module Mark of Amber. Q: So is Rad back after Mark of Amber? A: The outcome of the module may vary from campaign to campaign, as the actions of the PCs decide his fate. The module's three outcomes are: 1. He returns as a mortal with no chance of being sponsored back to Immortality and no access to the Radiance (failure); 2. He returns as a mortal but can become an Immortal again sometime (normal success and most likely outcome); 3. He returns as a full Immortal (complete success). Later products avoid the issue, and the general consensus is that he should return but be left in the background, keeping low profile for some time, either rebuilding his following (if an Immortal) or attempting to reach Immortality again (if mortal). Few favor him becoming a mere mortal as most love him as an NPC. Q: Does the Radiance draw from Energy or Entropy after Wrath? A: In Wrath, the Radiance is altered to draw from Entropy instead of Energy. Yet in Karameikos: Kingdom of Adventure, the rules for the Radiance are exactly the same as in Gaz3, stating that it drains from Energy. This is a mistake in G:KoM; the authors overlooked that event in Wrath and forgot to update the info from Gaz3. Thus the new rules for the Radiance are undefined, as are the effects of Entropy-draining. Various suggestion have been made on the MML, though. Q: Where is Teldon? Is he dead? A: This is a short excerpt from Dragon Magazine #207 about Teldon's fate: "One of the attractions of the Magicians' Guild, its location in Karameikos' largest city, was its downfall. Such a collection of powerful (and often egotistical or secretive) mages in one location created great potential for conflict. The final straw was the creation of a mechanical beholder by one of the more advanced apprentices, powered by an Immortal's artifact. The resulting creation was turned loose in downtown Specularum, leveling a good section of the South End. The creation was defeated by the head of the Magicians' Guild, Teldon, but at great cost. Both mage and monster disappeared in a pure white ball of fire, and while they are assumed to have both been destroyed, they may instead have been teleported to some far-off location. The fact remained that the Magicians' Guild proved itself too dangerous to remain in Specularum, and lost one of its most valuable supporters." Q: And Bargle, where is he? A: After the fall of the Black Eagle Barony, Bargle is an itinerant villain that pops up here and there. He can easily be used as a recurring villain who the PCs bump into way too often (to their taste). He has been spotted in various place, including Esterhold and Serraine (always helping the evil guys, of course), but can have business just anywhere you wish. Well, good ole Bargle. Q: Is Kol a Shadow Elf or a Kobold? A: Earlier sources always presented Kol as a kobold who, using the rules from Gaz10, could cast spells. In Glantri: Kingdom of Magic, he is said to be one of the deformed shadowelf babies raised by the humanoids, thus explaining both his high intelligence and spellcasting abilities under the AD&D rules. It is both an interesting plot, and a disappointment to many, as it removes again the humanoids any glint of chance that they can achieve something by themselves. Many people ignore that sentence in G:KoM (or ignore the box altogether, preferring good old Gaz3), and some love the potential of that plot. As always, use whatever version suits your campaign and your taste best. Miscellaneous. Q: You mentioned something about D&D not being AD&D. What does that mean? A: Mystara was the world designed to be used with the rules of D&D (often called OD&D to better distinct it from AD&D and from the generic term D&D which could mean both; OD&D stands for Old D&D or Original D&D - note that some few people call it BD&D for Basic D&D to distinguish it from even older rules). It appeared in the old boxed rules: the Expert box, the Companion box and the Master box. Most of the earlier modules designed for D&D were set in this world. Recently, however, Mystara has been converted to AD&D (along with Red Steel), but many people who play in Mystara do it with the old rules (or their reediting, Rules Cyclopedia). Q: When I read stuff about Mystara I keep seeing acronyms I cannot understand like WotI or PWA. What do they mean? A: There is a list of Mystara relevant acronyms at http://www.geocities.com/TimesSquare/Lair/8932/Mystara/acronyms.html Q: I heard that the Mystara line was canceled. Is this true? A: It is unfortunately true. And Red Steel is canceled too. Some novels pertaining to Mystara may be released as part of the First Quest line, and modules may be part of the Odyssey line. AFAIK, there is no such products in preparation however, though Wizards of the Coast (which bought TSR) has expressed its willingness to publish material for dead worlds, but never namely mentioned Mystara. Keep faith. Joshuan's Almanac was the last product of Mystara (to be precise the novel "The Black Vessel" has been released after, and to be even more precise it deals with the Savage Coast) and the Savages Baronies the last of Red Steel (except for online exclusives). Q: But I saw in TSR's 97 preview that there would be Red Steel modules released as online exclusive. What does this mean? A: TSR has released these modules for free on its site of MPGN at ftp://ftp.mpgn.com and http://www.tsr.com. Q: So, if TSR has dropped the line, how can I get new material for Mystara? A: There are many people on the web who love Mystara and have taken upon themselves to keep Mystara alive (and well alive). There is a mailing list dedicated to Mystara (MML) where people discuss together about it, exchanging ideas, points of view, and more. To subscribe, send e-mail to majordomo@lists.imagiconline.com. In the body, have the single line: subscribe Mystara-L . It has 278 people, as of June 99. As a comparison, there are 395 people on the Realms list, TSR's flagship world (April 98). There is a French Mystara Mailing List (FMML) too, to join go to http://www.mystara.com.bi/ put your email in the designated area and you're on. There is also the TSR Mystara Message Board (MMB) at http://tsronline.wizards.com:80/mb/system/addnewuser.shtml where discussion revolves mostly around alternate Mystaras. There are also many pages around the net dedicated to Mystara, sometimes with lots of interesting materials. Some of these pages are organized into a Webring, check http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html for info about the Mystara webring. Now more than ever you should express your views on how Mystara should be brought back at http://CWSpot.com/Mystara/SaveMystara or join the SaveMystara Writer's Group whose goal is to get as many adventures and articles to the periodicals as we can. Q: Where can I find the old messages of the Mystara mailing list? A: The digests are collected at ftp://ftp.mpgn.com/Gaming/ADND/Worlds/Mystara/MailingListArchive/ and the oldest ones (prior to 1998) can be found at ftp://ftp.io.com/pub/mailing-lists/mystara-digest/ However for your convenience the most interesting articles the list has come up with are collected and sorted on Shawn's page at http://dnd.starflung.com Q: Where can I find the old messages of the Mystara message board? A: There is no archiving of the board. However for your convenience the most interesting articles the board has come up with are collected and sorted on Shawn's page at http://dnd.starflung.com Q: Where can I find a complete list of the material published for Mystara? A: The most complete lists to my knowledge is at http://dnd.starflung.com/prodlist.html It includes rulebooks and modules published by TSR, Mystara-relevant Judge Guild supplements, a list of various magazine #s that contain adventures, rules or world description pertaining to Mystara, novels, TSR net resources, and Clark Ashton Smith stories related to Averoigne. All of these are ranked according to compatibility with Mystara (explicit, implicit, compatible, etc.) and the type of product (campaign source, rules supplement, adventure, etc.). The list of the Dragon magazines that mention Mystara, including the Voyage of the Princess Ark series, can be found at http://dnd.starflung.com/dragon.html . Q: And where can I buy those products? A: Since the Mystara line is out of print, it is difficult to find them. If you're lucky you can find them in any shop that sells RPG stuff, or buy second-hand books. Some places where you can find Mystara stuff on the web: http://www.dragontrove.com/listing.html http://www.titan-games.com/ http://www.hitpointe.com http://www.eskimo.com/~darkh/ http://www.ida.net/users/groverm/sleeping.dragon/sdh.html http://www.djhobby.com/catalog/index.html http://www.sagesguild.com/ http://www.crazyegors.com/ http://www.sentrybox.com/ http://members.aol.com/aleeder454/ http://www.cyberdungeon.com/store/catalogue/dungeon.html the newsgroup rec.games.frp.marketplace and I got a special page for all Mystara books at Amazon.com: http://www.geocities.com/TimesSquare/Lair/8932/amazon.html Q: Where can I find the FAQ for the Mystara mailing list? A: Check at http://www.lesbois.com/members/malacoda/mmlfaq.htm or http://www2.crosswinds.net/~malacoda/mmlfaq.html AFAIK there is no plain text version of this FAQ. Q: Is there a Mystara chat? A: yes: http://clubs.yahoo.com/clubs/travelersofmystara . ===== ___________________________________________________________ Herve Musseau http://www.geocities.com/hmusseau/ __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 14 Oct 1999 12:16:08 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - Campaign in Darokin On Wed, 13 Oct 1999, DJ Sahlas wrote: > Hello, folks > > Back after a brief absence, and have a few questions: > > 1) is traffic moving to the other list? I couldn't get on it to find > out. I think we'll all be moved over when Leroy and WotC are ready. So I'm guessing nothing has happened yet. Or were you talking about the separate OD&D list? > 2) Has anyone set any campaigns in Darokin? I browsed through my > archive, and found the excellent bit on the Church of Darokin by Marco > Dalmonte. I'd be interested in what has been done in other campaigns. Several of my early campaigns were set in Darokin, usually around Darokin city and Corunglain. But I've also wanted to start a campaign in Selenica. The influence of the Ylari merchants is interesting and it is also close to Rockhome, Alfheim, Karameikos and Thyatis. What I've wanted to do is to involve the Houses of Darokin more in the campaign, providing a political element, but i'm not quite sure how to successfully accomplish this. Also, the idea of a Darokinian civil war fascinates me, and I might just start one and see if the pcs want to do something about it. > 3) Wasn't there some kind of working group on the City of Tuma? I > looked for evidence of its existence, and found nothing. Anybody know? Don't think so. Or maybe the cynicedia group had some theories on Tuma? Håvard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 14 Oct 1999 11:10:39 -0700 From: Dave Keyser Subject: Re: [MYSTARA] - Campaign in Darokin DJ Sahlas, > > 2) Has anyone set any campaigns in Darokin? I browsed through my > archive, and found the excellent bit on the Church of Darokin by Marco > Dalmonte. I'd be interested in what has been done in other campaigns. > > 3) Wasn't there some kind of working group on the City of Tuma? I > looked for evidence of its existence, and found nothing. Anybody know? > > Thanks, > > Jim Sahlas > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. I have a campaign set in Darokin, I am meaning to fully document it on the web. Essentially I used several Dungeon magazine adventures combined with the Darokin GAZ, Jenni's B1 suggestions, and the module B8. I essentially started the campaign on the main road between Selenica and Darokin City, with the party heading east, they visited a number of feudal borderland states and small towns before reaching Darokin City. Matthew Levy presented his ideas on the City of Tuma with a timeline and details that were posted on this list. I liked his stuff and corresponded with him, making a few changes for my campaign. I don't think Matthew has worked on it since, but I could be wrong. The Cynidicea development team may be working in some of the ideas from Matthew, or have developed something independently. If you want I can repost Matthew's timeline, along with a few of my own notes. Dave Keyser *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 14 Oct 1999 22:32:12 -0400 From: "DJ Sahlas" Subject: [MYSTARA] - The Claymore Hey, folks Has anyone else done any serious work on this order? (Bruce - if you're listening, I'd love to hear any tidbits you'd deem us worthy of!) I've fleshed them out quite a bit, but all my stuff is hard copy (of the graphite-pulp derivative interface). Jim Sahlas *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #443 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Saturday, October 16 1999 Volume 1999 : Number 444 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - Campaign in Darokin [MYSTARA] - Questions about module RPGA1, Rahasia, '83, 6065 Re: [MYSTARA] - Questions about module RPGA1, Rahasia, '83, 6065 Re: [MYSTARA] - Campaign in Darokin [MYSTARA] - Imports/exports of major cities [MYSTARA] - The Claymore Re: [MYSTARA] - Campaign in Darokin Re: [MYSTARA] - Imports/exports of major cities ---------------------------------------------------------------------- Date: Thu, 14 Oct 1999 22:29:24 -0400 From: "DJ Sahlas" Subject: Re: [MYSTARA] - Campaign in Darokin >I have a campaign set in Darokin, I am meaning to fully document it on the web. >Essentially I used several Dungeon magazine adventures combined with the >Darokin GAZ, Jenni's B1 suggestions, and the module B8. Yes - I remember Jenni's excellent fleshing-out of the main characters in B1. I'm also thinking of inserting B7 (in the Eastern part of Alfheim) as the second main adventure the party undertakes. Which Dungeon adventures? (were they specifically set in Darokin?) >Matthew Levy presented his ideas on the City of Tuma with a timeline and >details that were posted on this list. I liked his stuff and corresponded with him, >making a few changes for my campaign. I don't think Matthew has worked on >it since, but I could be wrong. The Cynidicea development team may be working >in some of the ideas from Matthew, or have developed something independently. I knew somebody had posted something like that, but a www search turned up nothing! (I can't believe that somebody didn't put that info on their web page). >If you want I can repost Matthew's timeline, along with a few of my own notes. Please do (with many thanks - in advance!). You can send me the stuff privately if you want, but I'm sure others on the list would be interested. My approach will be to really flesh out the pre-Renaissance style of Darokin. I'll be doing a lot of research on the Venetians and the Genoese. (Even though those bums sacked Constantinople). Jim Sahlas *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 15 Oct 1999 12:48:58 -0500 From: "Albert Edward Capt. 552 CSG/SCXX" Subject: [MYSTARA] - Questions about module RPGA1, Rahasia, '83, 6065 This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. - ------_=_NextPart_001_01BF1735.A1B54420 Content-Type: text/plain; charset="iso-8859-1" Was this module also released as B7, Rahasia, '84, 9115? Also, is I12, Egg of the Phoenix, '87, 9201 a reprint of the R series: R1, To the Aid of Falx, '82, 6060 R2, The Investigation of Hydell, '82, 6061 R3, The Egg of the Phoenix, '82, 6062 R4, Doc's Island, '83, 6063 Does anybody know anything about: RPGA2, The Black Opal Eye, '83, 6065 RPGA3, The Forgotten King, '83, 6066 RPGA4, The Elixir of Life, '84, 6067 ASEO out - ------_=_NextPart_001_01BF1735.A1B54420 Content-Type: text/html; charset="iso-8859-1" Questions about module RPGA1, Rahasia, '83, 6065

Was this module also released as B7, Rahasia, '84, 9115?

Also, is I12, Egg of the Phoenix, '87, 9201 a reprint of the R series:
R1, To the Aid of Falx, '82, 6060
R2, The Investigation of Hydell, '82, 6061
R3, The Egg of the Phoenix, '82, 6062
R4, Doc's Island, '83, 6063

Does anybody know anything about:
RPGA2, The Black Opal Eye, '83, 6065
RPGA3, The Forgotten King, '83, 6066
RPGA4, The Elixir of Life, '84, 6067

ASEO out

- ------_=_NextPart_001_01BF1735.A1B54420-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 15 Oct 1999 10:59:32 -0700 (PDT) From: Damon Brown Subject: Re: [MYSTARA] - Questions about module RPGA1, Rahasia, '83, 6065 - --- "Albert Edward Capt. 552 CSG/SCXX" wrote: > Was this module also released as B7, Rahasia, '84, > 9115? > > Does anybody know anything about: > RPGA2, The Black Opal Eye, '83, 6065 > I could be wrong, but I believe that B7: Rahasia is both modules RPGA1 & RPGA2 packaged together. - -Damon ===== If a 'Vegetarian' is someone who eats vegetables, shouldn't 'Humanitarian' be another name for a 'Cannibal'? __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 15 Oct 1999 18:18:40 -0700 From: Dave Keyser Subject: Re: [MYSTARA] - Campaign in Darokin DJ Sahlas wrote: > >I have a campaign set in Darokin, I am meaning to fully document it on the > web. > >Essentially I used several Dungeon magazine adventures combined with the > >Darokin GAZ, Jenni's B1 suggestions, and the module B8. > > Yes - I remember Jenni's excellent fleshing-out of the main characters > in B1. I'm also thinking of inserting B7 (in the Eastern part of Alfheim) > as the second main adventure the party undertakes. I am planning that as well, though the group is higher level, I may only take some of the PCs through it. > > > Which Dungeon adventures? (were they specifically set in Darokin?) > There are some which are specific, and you can find them in the Mystara index lists on the web. But the ones I used were more generic. Dungeon #28 The trading outpost - about 24 miles west of Selenica on the road. Dungeon #46(the goblins and talking fish) and #56(rabid wolves) Small villages, rich farming communities, pefect for placing between the Westron Road and Armstead. Much of that area is not actually borderlands I believe. In Armstead, I used a combination of four adventures, each contributing to the crisis in Armstead Dragon Mag #50 adventure in a remote chapel, where a cult led by a vampire worships Dungeon #51 The Witch of Windcrag and using the threat of goblins and kobolds as described in the Darokin GAZ: Dungeon #27 Juggernaut (which ties in to Tuma, as I describe below) Dungeon #56 or 58, the one with the super kobolds those last two were the only AD&D adventures we have played so far Moving back north, the PCs began to encounter small baronies and villages along the Westron Road, which included Dungeon #54 the adventure with a redcap and wererats Imagine Mag #6 nice little adventure where the PC employer pulls a double/triple cross set in a small trading town module CM9, I just pulled the idea of the Festival of the Fens Dungeon #5 the rogue halfling and wizard adventure the PCs were then almost to the heartlands, and reached Farstead as described in PC1 Dragon #92, which is set in a town named Farstead, has the PCs track down an illusionist elf PC1, the full length adventure, where the PCs find the seneschal in fairy land then the PCs went on to play the module B8, and learned of Tuma this was placed near the mountain border with the Shires, southeast of the Streel Plain they then went on to Darokin City, and managed to tie up many loose ends from previous adventures, I took Fabrizio's idea of a Darokin Adventurer's Guild to provide more adventure hooks, and they went for Jenni's B1 adventure, they really enjoyed the background, solving who their employer was by the time they got back the PCs have then split up, with some leaving Darokin, but I have used two adventures from White Dwarf WD #65, which works well in Darokin City WD #91, two small frontier towns, about a day's ride east of Hendry, the hidden valley is just a few miles west of the mountains/Shire border > > >Matthew Levy presented his ideas on the City of Tuma with a timeline and > >details that were posted on this list. I liked his stuff and corresponded > with him, > >making a few changes for my campaign. I don't think Matthew has worked on > >it since, but I could be wrong. The Cynidicea development team may be > working > >in some of the ideas from Matthew, or have developed something > independently. > > >If you want I can repost Matthew's timeline, along with a few of my own > notes. > > Please do (with many thanks - in advance!). You can send me the stuff > privately if you want, but I'm sure others on the list would be interested. > Here is Matthew Levy's work ----- c. 3000 BC: The wreck of the Beagle, which has brought so much suffering and destruction to Mystara, is metamorphosed by the Pandian Council into the magical Nucleus of the Spheres, and it is moved from its original location to a huge cavern deep beneath the surface of Brun. This new location is not revealed to even the most powerful of mortals. The remnants of the Teigh-Mohr Combine, the Necromancer-Kings of Taymora, seek for the artifact in vain. (I threw this in just to put later parts in context. I'm not even sure of the date on the Nucleus c. 2200 BC?: The Kopru Empire begins its rise to power, aided by the arrival in the Thanegioth Islands of Tanagoro/Oltec humans who replace the troglodytes as favored slaves of the Kopru. (this is really rough at present. the Carnifex foldings in the Thanegioths collapsed c. 7700 BC and i am not certain what happened in the meantime ... the kopru were probably active, as well as Nagas and Yuan-Ti from the Serpentine Empire. There are also the Aranea, Rakasta, Tasloi, Ogres and Trolls, and Phanatons to account for ... the 2200 BC date is related to the arrival of the Tanagoro in Yavdlom but subject to radical revision if necessary - the eventual idea is that the kopru are involved in the destruction of Tuma indirectly, but i haven't worked out the dates for that yet. Also, there is the involvement of the Devilfish, Twaelar, and Taymorans to consider in this time period). 662-637 BC Thyatin migration to northern continent (this part's still kind of a mess, but i will rewrite it when i get the chance) c. 600 BC: Thyatin, Kerendan, and Hattian sea reavers begin to return permanently to the northern continent. They war against the Doulakki, who are the native human inhabitants of the southeastern coastal area (their language and culture are related to the Traldar/Milenians). 572 BC: Death of Gunzuth the Clanless, founding of the Five Shires. 561 BC: A member of the Council of Alphatia, a wizard named Arkenas, who specializes in extradimensional magic, happens almost by blind luck to discover the wreck of the FSS Beagle (the Nucleus of the Spheres) beneath the continent of Brun, in Orc territory. He is about to bring this information to the attention of the Council, when an attempt is made on his life by an unidentified assassin. Fearing intrigue in Sundsvall, Arkenas flees with his secret to the western lands of the Antalians, with whose ways he is familiar. 558 BC: As the Orcs of the lands that will become Darokin are being slowly pressed back by Mealiden Starwatcher's Elves in the east and the newly resurgent Hin to the south, an ignominious little Hamlet names Tuma is established near little Lake Neshonan in the Cruth mountains. The new inhabitants of the town are a mixed group of humans: some are from the Traldar lands to the south, but many are Thyatins from among the newly arrived "sea tribes"; they seek a new home on the other side of the mountains, away from the constant warfare between the Doulakki, Traldar, and Thyatin groups, who are being manipulated by their corrupt Nithian overlords. The new "Tumans" are led by the far-travelling Alphatian wizard Arkenas. The town is lucky to have his guidance, for he manages to stave off attacks from Orcs, Dwarves, Nithian troops, and sundry bands of Traldar rovers in the next few years. 555 BC: Arkenas begins writing a formal and complete law code for the new city. Unbeknownst to his people, this law code also contains within it a subtly encrypted message which gives the location of the Nucleus. 554 BC, september 4th: Arkenas of Tuma leads his people, along with Hin and Elvish auxiliaries, to defeat an Orcish horde led by Queen Udbala's maternal grandfather, King Udgar the Oiled (Anointed?), at the old Traldar port of Athenos. 554-530 BC Kerendans migrate to Brun 534 BC: Arkenas completes the Codex of Tuman Law. 529 BC : Arkenas dies peacefully in his sleep. The townspeople of Tuma have already de facto agreed to a hereditary monarchy of his male descendants, but his only son Corus is not nearly the great wizard his father was. However, Corus is perhaps an even better diplomat and politician. He forges an alliance with the Elves to the north and the Hin rebels to the south, allowing him to draw upon their help to fight off attackers, and helping to bring the two demi-human races closer together in the process. 517-513 BC: Massive famine and disease in the Nithian Valley to the east. The final collapse of the Empire is underway. 511 BC: Antalian marauders sack the Nithian capital; Pharaoh Seth-Nekket (do we already have a canonical name for the last Pharaoh of Nithia? I couldn't find one so I made one up) flees west to Tuma. King Corus, unable to restrain his curiosity, agrees to shelter the corrupt God-Emperor of the Nithians in exchange for access to forbidden magical knowledge. The people of Tuma live in fear of the death-pall the Pharaoh brings to the town, and the Elvish advisors sent by Mealiden all caution against Corus' actions, but he is not disuaded. In Nithia, chaos reigns as giant-led Antalians, Black Moon Gnolls, and Troglodytes (perhaps I should change this to Lizard Men, or Sis'thik) vie for mastery of the quickly depopulating river valley. 503 BC: Having acheived an alliance with the High General of the Thyatin Seareavers, Pharaoh Seth-Nekket leaves Tuma, marching with an army of mercenary humanoids to reclaim his Imperial Throne. 501 BC: Pharaoh Seth-Nekket has managed to partially retake his homeland, but he is killed by the Antalian hero Sigurd, a paladin who wields a Dwarf-wrought holy lance and rides into battle astride a huge White Dragon. Command of the Pharaoh's forces in the Valley falls to a Doulakki mercenary-general/king named Alexander (here is where I wanted to insert Cynidicea into the Tuma timeline ... there is much more work to do here but I will leave that till later). Violence and anarchy continue. 498 BC: Alexander reaches an agreement with the Gnoll chieftain Ghurnazzal. The two agree to join forces in an attack on the Antalians, driving them back north. Alexander builds a pyramid in celebration. 494 BC: the pyramid is completed. Zargon begins corrupting the Cynidiceans. Doulakki power begins to wane further. 493 BC: Queen Udbala of the Broken Lands raises the Great Horde and marches north, recruiting more troops from the Goblins and Gnolls. 492 BC: Battle of Sardal Pass. The Orcs are routed and massacred by the Dwarves. Kobolds invade the Gnomish Falun Caverns. 490 BC: By this point the Gnomes of the Northern Reaches have been driven out or killed. 480 BC: Hattians migrate to Brun c. 475 BC: Dwarves begin exploration and colonization of neighboring territories. 468 BC: A sizeable group of Dwarves is allowed to settle in Tuma; they begin mining operations in the Cruth mountains nearby. 462 BC, july 11th (i apologize for the non-mystaran months, i don't have my calendar handy but will convert these later): Adraneos Cindiel leads Tuman and Elvish troops to defeat Cheiranon Doulakhon at Athakia; The Doulakki are no longer an important political force. 454? BC, august 4th: Elvish citadel built at Corun's Glen 400 BC: King Aurille II of Haven abdicates in favor of Orollion and Rowena 353 BC, september 8th: The Salonikos Confederacy is formed (this ties together the Tumans, the Elves, the Hin and the now fast-declining Cynidiceans - the other allies are not very certain of the eastern humans at all but feel they have no better choice - Thyatins? Antalians? Gnolls? Dwarves?!!?!). :) 350 BC: Mealiden Starwatcher abdicates the throne. Alevar Grunalf is King of Alfheim. 251 BC: Glimreen Gemeye discovers a jet engine artifact from Blackmoorian times. ? november 26th Romulus and remus born (okay this is very incomplete ... my idea is to tie Tuma to the RW Rome by having Tuma's dates of existence = the time between Aeneas' voyage from Troy and the founding of Rome - Arkenas = Aeneas. not sure how i want to do this. any suggestions?) 202 BC, october 3rd: Ilirinia is born. 200 BC? Eastwind clan in control of southern Darokin 192 BC: Alphatian troops invade Thyatis. 190 BC: Alphatian conquest of Thyatis complete. 178 BC, april 24th: Lirdrium Arkayz born. 157 BC, december 4th: Traefus Izkirant is born. Lirdrium and Traefus are the two senator's sons who will later be chosen to guard the halves of the Tuman amulet. 155 BC, april 8th: Darokin City founded. c. 150 BC: Humanoid attacks on Alfheim prompted by Shadow Elves. work begins on flying city of Serraine. Nagpa and Tabi arrive and volunteer to help with the construction. (Nagpa are coming from Varellya I think?) 130 BC: The City of Tuma disappears from Mystara c. 100 BC: Traldar slaves in Lost Valley revolt against the Hutaaka. (perhaps Hutaaka are involved in security relationship with Tuma) 98 BC: Rebellion against the corrupt King Bollo of Rockhome; Rockhome Senate Established, after the Tuman/Thyatin model. 91 BC Sphinxes join Serraine project 14 BC the outer shell of Serraine is completed. 2 BC: Lucinius Trenzantanbium drives out or kills Alphatian overlords. 1 BC: Gnomes settle Highforge in Traladara territory 1 AC: Zendrolion Tatrokanitas becomes Emperor. 9 AC Gnomes contact Faenare to join Serraine 16 AC work begun on Great Library of Serraine 20 AC: Emperor Zendrolion dies. Empress Valentia the Justiciar issues her Citizen's Proclamation and initiates other reforms. 21 AC: Ansel Darokin declares himself King of Darokin, beginning the reign of the Eastwind Kings. 39 AC, Ambyrmont 1: The Flying City of Serraine makes its maiden flight. 91 AC Great LIbrary of Serraine completed. 114 AC?: (Tarquins ovethrown) (3)50 AC, april 9th: Sage of Atorathe born. (3)87 AC, april 20th: first battle of Shattenfaelsen - -------------- Now what I really liked was the idea that Arkenas was from Alphatia, and that he had discovered the Radiance, and that he put what he knew as a secret code in the Codex of Tuma Law. I haven't double checked all these dates, but the whole existence of Tuma on Mystara is flexible, since it was never addressed in the Gazeteers. So I made Arkenas' tomb the tomb which is discovered by the goblins in Dungeon #27, where they recover the marble mastodon. Although far from where I placed Tuma, I had the idea that Armstead was built on the ruins of a Tuman outpost or subject town. The tomb is actually hidden in the mountains, and the marble mastodon was created by Arkenas. The PCs eventually discovered the tomb and found one of the original Codex which had been buried with Arkenas. This brought them to the attention of Lirdrium Arkayz(from module B8) and a very nasty fiend, who began tracking them as they continued along the Westron Road. There are at least three of these codex in existence, with Lirdrium and the PCs having two. The third is held by the undefined individual mentioned in B8(unless he lost it). The fiend comes from the plane where Tuma was transported to(someplace I haven't really defined yet). He wanted the codex and the location of the tomb before Lirdrium could learn of the PCs. The PCs were later contacted by Lirdrium, learned about some of the history of Tuma and Arkenas, and then played through B8, and also defeated the fiend. Now as for the codex itself, I wanted to make it almost impossible to learn the secret hidden in the text. So I had the book be ordinary until the PCs entered the Hall of the Rock in B8, which triggered the nearly dead magic locked in the book. The PCs then detected it as magical, and eventually a PC cast read magic on it. But I decided to have Arkenas design the code so that only a mage with a powerful bloodline(such as Alphatian, Nithian, etc) could read it, and only if he was in the presence of a heroic warrior of Tuma. Arkenas envisioned that a Nithian would be able to master the Radiance, and that an alliance between the Nithians and his own Tuman people would be the proper custodians for the Radiance. Which is why Arkenas made the hidden code from a combination of the mage script, Tuman, and Nithian languages. However, thanks to the Spell of Oblivion, now almost no one knows the Nithian language, and the Immortals spell prevents one from understanding the code, even with magic. (A convenient way for the DM to prevent the PCs from learning more until much further along in the campaign.) The Tuman warrior in this case became the PC who claimed the Sword of the Rock from B8. That is as far as things have gotten so far. The PC who can read it and the PC who needs to be present have split up for now, but these thread will be picked up in the future. > > My approach will be to really flesh out the pre-Renaissance style of > Darokin. I'll be doing a lot of research on the Venetians and the Genoese. > (Even though those bums sacked Constantinople). > > I could not get the PCs interested in the merchant houses and trading, so I never pursued this area. But in fairness, many of the PC background came from outside Darokin. It will be interesting to see what you come up with. The Brechts from the Birthright campaign would be useful in getting ideas. Dave Keyser *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 15 Oct 1999 23:15:08 -0400 From: John Hofmann Subject: [MYSTARA] - Imports/exports of major cities I saw a list of imports and exports of many of the major cities on the archive page (i believe that the address was dnd.starflung.com/exp_imp.html -- but don't quote me), and I noticed that there were some blank spots on it, most notably in Thyatis, Alphatia, and the Isle of Dawn. I was wondering if anyone filled them in, and possibly added a few more cities to that. There doesn't seem to be any listing of cities on the Esterhold Pennisula and one or two other places. Are there any more complete lists circulating out there? If not, would there be any interest in that? I was thinking of working on it a bit, but if someone else did it, I'd rather save the time :) Thanks, John Hofmann djemonk@juno.com ___________________________________________________________________ Get the Internet just the way you want it. Free software, free e-mail, and free Internet access for a month! Try Juno Web: http://dl.www.juno.com/dynoget/tagj. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 15 Oct 1999 22:20:42 -0700 From: Andrew Theisen Subject: [MYSTARA] - The Claymore At 03:22 AM 10/15/99 -0400, "DJ Sahlas" wrote: > > > Has anyone else done any serious work on this order? (Bruce - if >you're listening, I'd love to hear any tidbits you'd deem us worthy of!) > > I've fleshed them out quite a bit, but all my stuff is hard copy (of >the graphite-pulp derivative interface). I've done a bit of work on them myself, but it isn't even hard copy- just vaporware in my head. :) Basically, as I've got it, they are actually followers of Vanya. Essentially several Klantyrians travelled around Mystara (post- Light of Rad decision in Glantri) and encountered the Hattians and were inspired by the Heldannic Knights of Vanya- a military order, as opposed to the "Sorcerors Only" regime in Glantri. They aren't truly Heldannic Knights, as they have separate (though similar) beliefs, but they are sponsored by Vanya. Beyond that, though, I haven't worked up too much of anything. I was toying with another possibility, that of the Claymore being a Christian order, like the RW Teutonic Knights (their inspiration pre-Mystara crossing). I'm not sure which one I'm personally going to go with just yet (probably the Vanya one). - ----- Andrew "Cthulhudrew" Theisen Aspiring screenwriter, actor, and gadabout jsmill@wans.net *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 16 Oct 1999 00:09:36 -0700 From: "Jenni A. M. Merrifield" Subject: Re: [MYSTARA] - Campaign in Darokin Dave Keyser wrote: > [...snip...] > they then went on to Darokin City, and managed to tie up many loose ends from previous > adventures, I took Fabrizio's idea of a Darokin Adventurer's Guild to provide > more adventure hooks, and they went for Jenni's B1 adventure, they really enjoyed > the background, solving who their employer was by the time they got back Hey, it's really neat to know that someone else has actually used this stuff in their own campaign! I'm so incredibly flattered, its disgusting - -- I got an ear-to-ear grin right after reading this and it hasn't gone away yet. I'm so glad you could make use of my developments -- and that you're PC's figured it out too. My "play test" group actually figured out who their employers were too, although they did make some errors in their deductions --- >>>SPOILER ALERT TO MOSTLY DEREK (& RICHARD A LITTLE)<<< IF YOU DON'T WANT YOUR "MISCONCEPTIONS" CLEARED AS A PLAYER, SKIP THE NEXT BIT | v | v | v | v | v As I was saying ... Most notably, they assumed that Jorn wasn't actually Rogahn's son, but was, in fact, Zelligar's son. This, of course, is not supposed to be the case. I suppose it was just "a bad gene mix" that made Jorn more capable of Magic than Fighting. They also didn't really clue in to the fact that Erig and Melissa are effectively a "couple", with Jorn more or less thinking of Erig as his adoptive father. | v | v | v | v | v >>>END SPOILER<<< In any case, they have continued to deal with "Ashbridge House of Art and Antiquities". In fact, I conveniently used the Ashbridges as the merchants who hired them for my home brew module "Jet Black" (which I have personally, and entirely unofficially, numbered as Module JAMM1 ;-). It's available at my Mystara web site for anyone who hadn't heard of it before: I've also made a cool illustration of the Villainess which I haven't uploaded yet but plan to soon ... maybe tonight) Jenni - -- Jenni A. M. Merrifield <==> strawberryJAMM Designs strawberry@jamm.com <==> http://www.jamm.com/jamm/ <------------------------------------------------------------------> God created Light. Then Earth, Vegetables, Animals, Man and Woman. Then God started to think: "I should create things I *like*!" And God said: "Let There Be Strawberries!" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 16 Oct 1999 12:36:58 +0200 From: Jost Westenberg Subject: Re: [MYSTARA] - Imports/exports of major cities - ------=_NextPart_000_0009_01BF17D3.2381A320 Content-type: text/plain; charset="us-ascii" This is a multi-part message in MIME format. - ------=_NextPart_000_0009_01BF17D3.2381A320 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Yes, i wood be interested in a list of "all" citys and there import & = export in Darokin and/or Minrothad style. Like GAZ 9 and 11 for my = Campain. I already have made an MS-Excel sheet or five of them to determinate = howmany traders and goods are in a city when my group is comming in a = town. But i have no information howymany times a single character can trade in = the same city in a week or a month. And the last question for today ! is there a system for BIG-TRADERS = (sorry i have found no better word, i mean greater nummers of loads or = another step higher TERMIN-GOODS or something else). P.S. sorry about my english, i am from germany =20 -----Urspr=FCngliche Nachricht-----=20 Von: John Hofmann=20 An: mystara-l@lists.imagiconline.com=20 Gesendet: Samstag, 16. Oktober 1999 05:15 Betreff: [MYSTARA] - Imports/exports of major cities I saw a list of imports and exports of many of the major cities on the archive page (i believe that the address was dnd.starflung.com/exp_imp.html -- but don't quote me), and I noticed = that there were some blank spots on it, most notably in Thyatis, Alphatia, = and the Isle of Dawn. I was wondering if anyone filled them in, and = possibly added a few more cities to that. There doesn't seem to be any listing = of cities on the Esterhold Pennisula and one or two other places. Are there any more complete lists circulating out there? If not, = would there be any interest in that? I was thinking of working on it a bit, but if someone else did it, I'd rather save the time :) Thanks, John Hofmann djemonk@juno.com ___________________________________________________________________ Get the Internet just the way you want it. Free software, free e-mail, and free Internet access for a month! Try Juno Web: http://dl.www.juno.com/dynoget/tagj. = *************************************************************************= ** To unsubscribe from this list send mail to = majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. - ------=_NextPart_000_0009_01BF17D3.2381A320 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
Yes, i wood be interested in a list of = "all" citys=20 and there import & export in Darokin and/or Minrothad style. Like = GAZ 9 and=20 11 for my Campain.
 
I already have made an MS-Excel sheet or = five of=20 them to determinate howmany traders and goods are in a city when my = group is=20 comming in a town.
 
But i have no information howymany times = a=20 single character can trade in the same city in a week or a=20 month.
 
And the last question for today ! is = there a system=20 for BIG-TRADERS (sorry i have found no better word, i mean greater = nummers of=20 loads or another step higher TERMIN-GOODS or something = else).
 
P.S. sorry about my english, i am from=20 germany
 
 
 
-----Urspr=FCngliche Nachricht----- =
Von:=20 John = Hofmann=20
An: mystara-l@lists.imagiconline.com= =20
Gesendet: Samstag, 16. Oktober = 1999=20 05:15
Betreff: [MYSTARA] - = Imports/exports of=20 major cities

I saw a list of imports and exports of many of the = major cities=20 on the
archive page (i believe that the address=20 was
dnd.starflung.com/exp_imp.html -- but don't quote me), and I = noticed=20 that
there were some blank spots on it, most notably in Thyatis, = Alphatia,=20 and
the Isle of Dawn.  I was wondering if anyone filled them = in, and=20 possibly
added a few more cities to that.  There doesn't seem = to be=20 any listing of
cities on the Esterhold Pennisula and one or two = other=20 places.

Are there any more complete lists circulating out = there? =20 If not, would
there be any interest in that?  I was thinking = of=20 working on it a bit,
but if someone else did it, I'd rather save = the time=20 :)

Thanks,

John Hofmann
djemonk@juno.com
________________= ___________________________________________________
Get=20 the Internet just the way you want it.
Free software, free e-mail, = and free=20 Internet access for a month!
Try Juno Web: http://dl.www.juno.com/dynog= et/tagj.
*********************************************************= ******************
To=20 unsubscribe from this list send mail to majordomo@lists.imagicon= line.com
with=20 the line 'unsubscribe mystara-l' as the body of the=20 message.
- ------=_NextPart_000_0009_01BF17D3.2381A320-- - ------=_NextPart_000_0009_01BF17D3.2381A320-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #444 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Sunday, October 17 1999 Volume 1999 : Number 445 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - Clerics and Speciality Priests Re: [MYSTARA] - Imports/exports of major cities [MYSTARA] - The Corliss Guide to Northern Karameikos (very long) Re: [MYSTARA] - Clerics and Speciality Priests [MYSTARA] - Firearms and Magic [MYSTARA] - The Sisterhood of the Fens, Pt. 2 - new spells (long) ---------------------------------------------------------------------- Date: Sat, 16 Oct 1999 15:27:59 +0100 From: "Paul George Dooley" Subject: [MYSTARA] - Clerics and Speciality Priests First thanks to whoever sent me the location of the Immortals Project, I'll rip the site later today. Secondly I mused about an idea I had on the list and said I'd post it when it was sort of up and running so here goes. In my opinion there are two distinct types of priests on Mystara (plus Druids of course), Pantheonists such as followers of Church of Karameikos, and those with specific Immortal patrons (In AD&D, what with the PO series, it is now possible to make each specialist a unique individual as far as spells allowed, granted powers etc, whilst keeping them sort of balanced). So heres my take on the whole thing. Generic Cleric (0CP left) Sphere Access (using POSM lists) Major: All, Astral, Charm, Combat, Divination, Guardian, Healing, Necromantic, Protection, Summoning. Minor: Elemental Earth, Elemental Water. Abilities: Blunt weapons, Any armour, Turn undead, Followers (as normal), Lay on hands as paladin, -1 to speed of spellcasting (min.= 1) Penalties: -1 spell of each level (before wis bonus, and if total now <1 then don't get wis bonus at that level) Speciality Priest (120CP left) Abilities: Free minor access to spheres of patron eg. Thought = thought and elemental air, Time=time and water, Energy=fire and chaos,Matter=earth and law. Major access costs difference minor to major. Patrons gift from WotI Penalties: Must take both Ceremony (patron) and Religeon proficiencies at 1st level. Have an observance that MUST do once per day else no spells or abilities. All else is fluid and entirely up to the GM as they see fit but heres some I've reworked from the Birthright stuff in Dragon (sorry cant remember which issue), and elsewhere. 50CP Mage of 1/2 level (round down). If take both mage WP and NWP (10CP) then can use mage only items 50CP Thief of 1/2 level (round up). If take both thief WP and NWP (10CP) then can use thief only magic items 15CP Warrior att/rnd, but only if have warrior thac0, NWP, D10 for HD, and all weapons. Use warrior items The above can only be taken if the patron is know to favour suck a class eg. Asterius for thieves - -5CP Cannot use shield. Warriors can take this also This is very much still a work in progress and all input would be appreciated *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 16 Oct 1999 10:55:14 -0400 From: "Christian Constantin" Subject: Re: [MYSTARA] - Imports/exports of major cities > >Are there any more complete lists circulating out there? If not, would >there be any interest in that? I was thinking of working on it a bit, >but if someone else did it, I'd rather save the time :) I know that it isn't exactly the same area as you were looking for, but I have done some work in the Darokin/Minrothad GAZ style for the cities of the Western Lands (Hule, Sind and the eastern SC). You can find it at: http://www.geocities.com/TimesSquare/Cauldron/5014/Entries/Prelude/Tradetab. htm Hope it will be of any help Christian "Krieg!" Constantin *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 16 Oct 1999 13:26:20 -0700 (PDT) From: Damon Brown Subject: [MYSTARA] - The Corliss Guide to Northern Karameikos (very long) Hey all! This is a project I've been working on for a while and it's finally done(whew!). It's designed to be something of a traveler's guide (ala Fodor's, Lonely Planet, etc.) and was designed to be a handout for players. A couple of warnings: it is written pre-Wrath and has several things that entirely my own invention. Feel free to use and modify as necessary for your campaign if you wish. Just don't claim credit for writing it - I can't claim full authorship myself since there are several passages quoted from TSR material in there. Oh yeah, I was going to post this stuff in character (as Brendan Corliss) but I realized that some people might be offended(maybe rightly so) that someone was posting material that wasn't 100% original( about 90% of it is) and hiding behind a pseudonym. Future related posts will most likely be done in character (I have an e-mail account for 'Brendan' ;-p), but it'll still be me. Anyway, feedback is most-welcome. So here you go: The Corliss Guide to Northern Karameikos - ---------------------------------------- Greetings Friends! My name is Brendan Corliss & I am a merchant from The Republic of Darokin. In the course of my travels within the central regions of the Known World, I have had an opportunity to see many sights throughout Darokin, Karameikos, & even Alfheim. As I journeyed the land, I realized that many of my experiences might prove useful to other travelers. What you are reading now is one in a series of pamphlets designed to take the inconvenience & difficulty out of your journey. Let my experience be your guide. I hope it serves you well! And if you are ever in Darokin City, stop in at 23 Tentrid & tell us what you think. Feedback is always welcome. Until then, may all of your endeavors be Gold! - -Brendan This publication will touch upon the 6 largest population centres in the northern regions of The Grand Duchy of Karameikos: Highforge, Kelvin, Penhaligon, Rifllian, Threshold, & Verge. The intention is to give at least a generalised view of the accommodations & services offered in these areas. Each entry for a city or towne is divided into 3 sections: general overview, accommodations, & special interest. Whilst many accounts are first hand, some have been conveyed by reliable sources & have been verified for accuracy wherever possible. Local currency is as follows: the Royal(r) - a gold coin, the Crona(c) - a silver coin & the Kopec(k) - a copper coin. Unless otherwise noted, local laws conform to the Duke's Law which states that Assault, Endangerment, Escape (from Authorities), Fraud, Murder, Slander, Tax Avoidance, Theft & Treason are all crimes of varying degrees. A legal expert should be consulted if more detailed information is necessary. HIGHFORGE General overview The towne of Highforge is a large community of Gnomes & Dwarves nestled in the Wulfholde Hills near the Hillfollow (Shutturga) River. There are a number of exterior stone buildings in the community, but the bulk of the settlement lies below ground. Highforge is governed by the Gnome-King Dorfus Hilltopper, although the town still owes its allegiance to the Grand Duchy. Accommodations As Highforge is a community of Gnomes & Dwarves, creature comforts for humans are scarce, although still present. Since a good deal of trade takes place here, the above-ground community has 2 notable inns: The Iron-Axe & The Highforge Hostelry. The Iron-Axe is run by a Dwarf by the name of Konar Orc-Cleaver. Konar's establishment caters mainly to adventure-types & has somewhat of a rough reputation. Humans & Hin are welcome but Elves are discouraged. The tavern is frequently patronised by locals, so a visitor can often get a real sense of the 'local flavour' by staying here. Accommodations are adequate whilst the food & drink are quite satisfactory, if not altogether unique to the region; Konar's own Orc-Cleaver ale is highly regarded in the community. Room rates are quite reasonable ranging from 5k for the common room to 5c for a private room. Vacancy trends are inconsistent at best. The Highforge Hostelry is owned by a Thyatian named Bern Galasso. Mr. Galasso's establishment caters primarily to middle-class merchants & traders. Whilst not a luxurious inn, The Highforge Hostelry maintains impeccable standards of tidiness & the accommodations are comfortable if not extravagant. The food & drink, however, are above-average. Room rates are average, ranging from 8c for a standard room to 1r for a 1st class room. Vacancies are more common during the winter months. Special Interest As a self-sufficient community, Highforge maintains most of the basic businesses that a typical human community would. Their real specialty, however, is the craftswork, particularly stone & metal working. Masons & smiths are so common in the towne that it would be impossible to list even a small fraction of them. Interested parties are encouraged to seek out the appropriate Guild & inquire into commissioning expert services. All major Guilds maintain halls in the centre of the above-ground area. Visitors are strongly discouraged from attempting to enter the subterranean areas unaccompanied or from seeking 'free-lance' labour. One important note: humans, Elves, & Hin should be careful when visiting Highforge. Whilst all three races are welcome, or at least tolerated, it is still a Gnomish & Dwarvish community, both in population as well as custom. 'Outsiders' in violation of local laws often receive the strictest punishment for a given crime. KELVIN General overview At over 20000, Kelvin is the second-largest city in the Grand Duchy of Karameikos. It is located near the covergence of Windrush (Wulfholde), Hillfollow (Shutturga), & Highreach (Volaga) rivers. It is essentially a large walled encampment. Inside the walls are a large field for caravans to set up, whilst a secondary wall surrounds the city of Kelvin proper. Inside the city is a third walled area where the garrison fortress & Baronial Castle are located. The city & surrounding lands are governed by Baron Desmond Kelvin II, son of the founder of the city. Accommodations Since it was designed as a way-stop for caravans, the outer encampment is often bustling with merchant activity. Staying in this area is free of charge as long as you can prove to the local guard that you have legitimate 'business' to attend to - not just loitering. Of course, quality of accommodations depends on what you bring with you, but the opportunities & contacts present for those seeking mercantile business is unparalleled in the region. The cross-section of accommodations for the city of Kelvin proper is represented by the following 3 inns: The Star of Machetos, The Karameikan Road Lodge, & Alexander's. The hospitality of the Baronial Castle is, of course, by invitation only. The Star of Machetos is a luxurious inn located in the merchant district near the castle. The proprietor, Tiberius Logan, named the establishment after his former home in Thyatis. The Star of Machetos caters exclusively to wealthy travelers, especially merchants. The accommodations, as well as the dining, are exquisite. The rates, as expected, are quite high, ranging from 5r for a standard room to 10r for the suite. Vacancies are rare as 'The Star' is a highly sought-after lodging. The Karameikan Road Lodge is actually one in a "chain" of inns under the ownership of a young entrepreneur by the name of Nikolai Caledon. The Karameikan Road Lodge has developed a reputation for consistency at all of its 5 locations*. Accommodations are as expected: satisfactory if unremarkable. Rates are a standard 1r for a private room. There is no food or beverage served. Vacancies are most common during winter months. *Also located in Specularum, Threshold, Penhaligon, & Vorloi. Alexander's is a typical example of a basic roadside hostel. Essentially a warehouse divided between a tavern & sleeping room, this establishment offers shelter from the elements when the weather might make staying on the caravan grounds less than pleasant. Accommodations are modest yet tolerable. Rates are a standard 1c for the common room. The tavern serves a basic menu from dawn till dusk & beverages at all hours. Vacancies usually depend upon the weather. Special interest Kelvin's location on the Duke's Road, as well as near 3 converging rivers, makes it an ideal stopover for those travelling the Karameikan countryside. This, combined with the strict order maintained by the Baron, makes the city somewhat of a sanctuary for travelling merchants. On the subject of order, also note that noble men-at-arms are especially welcome in the community. The Baron, in fact, is a member of the Order of the Griffon, the knightly organisation affiliated with the Church of Karameikos & is favourably disposed toward Knights & Paladins. One final note: No wizard magic may be cast within the city walls, period. Violation is a Class 3 offense - or worse, if the magic results in a greater crime. PENHALIGON General overview Penhaligon is a fortified town half-way between Kelvin & the border pass leading to Darokin. Penhaligon Village acts as a way-station for folk traveling to & from Selenica. It suffers its share of non-human attacks, but trade & travel revenues are brisk. Lady Arteris Penhaligon has ruled the area since her father's death in AC 996. Accommodations Like Kelvin, Penhaligon is situated on the Duke's Road, benefiting greatly from the travel in & out of Darokin. Whilst not as large & prestigious as its neighbour to the south, Penhaligon does manage to maintain something of a haven for the weary traveler. Three representative lodgings are House of the Three Suns, The Adler, & Malakov's Inn. The House of the Three Suns is owned by Sir Barton Midvale, a retired Knight. It is named after Sir Barton's knightly order. More of a guest-house than a traditional inn, three rooms of this elegant manor are available. Each room is spacious & luxuriant with a rate of 3r per night. Breakfast is included, but no other meals are served. Vacancies are unpredictable. The Adler is a boisterous establishment located in the heart of Penhaligon. Run by Hans Kurtzweg, a Heldann immigrant, the Adler is a popular destination for adventurers and other travelers seeking a "memorable experience". When things get too far out of hand, Hans and his staff are well equipped to handle any rowdiness. A hearty menu is served during daylight hours whilst the strong, yet palatable, beverages are served anytime. Individual rooms are 1r, whilst the common room is 2k. Vacancies for private rooms are seasonal while there is always at least a bunk or two available in the common room. Malakov's Inn is located several miles north of Penhaligon on the Duke's Road. This quaint stopover, run by Vlad & Simona Malakov, provides an alternative to staying in one of the larger population centres. One of the very special highlights of this charming pension is the outstanding traditional-Traladaran menu. Meals are included in the 8c rate. Vacancies are strictly seasonal. Special Interest With its location on the Duke's Road and its proximity to the Wulfholde Hills, Penhaligon is full of opportunity for the travelling sell-sword or wandering mage. Lady Ateris regularly employs free-lance adventurers to help keep the peace in the area and has a reputation for reasonable pay & decent treatment. RIFLLIAN General Overview Rifllian is a small Elven village of nearly 200 inhabitants on the western bank of the Windrush River. The village is an outpost for the Callarii Elves and serves as a trading post for those wishing to do business with the Callarii, or simply as a stopping place for tavelers. Accomodations The only inn in Rifllian to cater to non-Elves is The Silver Swan. Run by a personable Hin by the name of Stubbs Plattermann, The Silver Swan is very clean & homey and is patronised by local Elves as well as passing traders. Stubbs prides himself on the range of his menu and meals are available throughout the day. The rooms are all private & cozy and run 12c per night. Special Interest Rifllian is the only location for outsiders to safely make unsolicited contact with the Callarii. The Elves of the village are all acustomed to dealing with strangers and are kindly disposed toward humans. Also of note is the Elves fondness for horses. A horse-trader with fine mounts can expect to receive a warm welcome in the area. Any transaction larger than 500r, however, must be handled through Prestelle, the towne-master. Prestelle has a well-deserved reputation for driving a hard-bargain yet she is said to always be fair. THRESHOLD General Overview Threshold is a frontier community on the Windrush(Wulfholde) River near Lake Windrush. Originally a simple logging community, it has grown into sprawling settlement of nearly 5000 since the coming of the Thyatians. Despite its large population, Threshold is not a squalid, crowded towne due mainly to a law passed by Baron Sherlane Halaran that forbids any building to be built within 50' of each other. Accommodations Threshold has a full range of services, as one would expect from a community of this size. A wide range of accommodations are available in the town represented by the following: The Volk, The Rose of Valerias, and The Black Jug. The Volk is the oldest and most prestigious hotel in Threshold. Currently owned by Yuri Ilyov, this local landmark has been in the Ilyov family for over 100 years. The Volk is noted for its understated elegance and impeccable service. The finest cuisine in the region is served during supper hours. Rates for a standard room are 3r while the suites range from 8-10r. Vacancies trends tend to be somewhat unpredictable. The Rose of Valerias is a comfortable, informal establishment catering to both Thyatians and Traladarans. The tavern is a favourite destination for younger crowds, especially from The Threshold Academy. Owner Monika Chronus, a devout member of The Church of Karameikos, views her establishment as a symbol of unity in the Grand Duchy. Food & beverages are served at all hours yet the atmosphere remains peaceful due to the typical patronage. Rooms are small but only run 1c per night. There is no common room. Vacancies are rare when the Academy is in session but common during the summer months. The Black Jug is a rough and tumble tavern on Fogor's Isle, the tenement section of Threshold built before the Baron's law. Accommodations are less than refined as is most of the clientele. Adventuring opportunities, however, are numerous here and the proprietors often overlook certain ordinances pertaining to weapons and magic. There are no private rooms and the common room is 5k per night. Vacancies depend on the sobriety, or lack thereof, of the evening's revelers. Special Interest Located near the foot of the Black Peak Mountains in the extreme north of Karameikos, Threshold offers many opportunities for wilderness expeditions. Adventurers can find employment ranging from simple exploration to taming the local wilds of monsters. In addition to the many employment opportunies, Threshold is developing a reputation as a burgeoning intellectual centre. As part of his ongoing attempt to transform the towne into a modern community, Baron Halaran has established The Threshold Academy. Whilst still a small school (100 students), the Academy boasts a curriculum that includes Agricultural Sciences, Forestry, Local & International History, Astronomy, and Mathematics. Enrollment has steadily increased during its 5 year history and the school has attracted students from as far as Selenica. There are also 2 local laws worthy of note. First, casting of wizard magic within towne limits is a minimum of a Class 1 crime. Second, only daggers, swords, & staffs may be carried. Prohibited weapons are confiscated by the towne guard. Also, keep in mind that though wearing armour is not illegal, citizens will be highly suspicious of amoured persons wandering the streets. VERGE General Overview Verge is a small village located on the road between Rifllian & Threshold. Originally a sleepy farming community, Verge has more than doubled in size since the arrival of Duke Stefan. Sir Retameron Antonic & his wife, Halia, rule the village and surrounding countryside from their tower on an overlooking hill. Sir Retameron is of mixed parentage and is a great proponent of an integrated Karameikos without distinction of Traladaran or Thyatian. Verge, in fact, is a remarkably diverse community for its size. Accomodations Verge's lone inn, The Boar's Head, is a comfortable hostel run by a Thyatian named Sebastian Tullus. It is a full service establishment, offering hearty meals and strong drink but does not offer anything extravagent. The rooms are somewhat utilitarian yet well maintained. Private rooms are 1r and the common room is 1c. The inn tends to be full during the winter months as the road between Verge & Threshold is often impassable due to snow. Special Interest In the last ten years, Verge has become an important regional community, boasting most of the services that one might find in a much larger towne. The village also has a friendly & tolerant atmosphere that is somewhat unique for a smaller community in Karameikos. Traveling adventurers can often endear themselves to the local population, especially Sir Retameron & Halia, by sharing exploits of their travels. Be warned, however, the locals have heard many a tale and are adept at distinguishing fact from fiction. Auf wiedersehen, Damon ===== If a 'Vegetarian' is someone who eats vegetables, shouldn't 'Humanitarian' be another name for a 'Cannibal'? __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 16 Oct 1999 20:34:00 EDT From: BoBoII@aol.com Subject: Re: [MYSTARA] - Clerics and Speciality Priests In a message dated 10/16/99 10:31:25 AM Eastern Daylight Time, dooley@cableinet.co.uk writes: << In my opinion there are two distinct types of priests on Mystara (plus Druids of course), Pantheonists such as followers of Church of Karameikos, and those with specific Immortal patrons >> The Northern Reaches started to give some specialty priest-like stats for Clerics of specific Immortals. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 02:49:23 +0100 From: "Paul George Dooley" Subject: [MYSTARA] - Firearms and Magic Does anyone have any idea of the effects, if any, of the Hasp of Reloading from AC4 (I think) upon pistols from the Savage Coast? IIrc this item reloads missile weapons and even recocks crossbows so it could become devastating when placed on a firearm. For if in addition the user has the required specialisation they would automatically gain the additional shot first in the round. Also if anyone has the AD&D stats for this item could they send me them please *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 05:38:44 EDT From: CQuaif@aol.com Subject: [MYSTARA] - The Sisterhood of the Fens, Pt. 2 - new spells (long) All, Here's part 2 of the Sisterhood - the new spells. Carl Q. - - Some of the specialist versions of common Mage spells - mostly created by Madam Arkari herself - are detailed below:- Dream Pollen Level: 1 Range: 20' Duration: 2d6 Turns Effect: sends creatures within range to sleep This variant Sleep spell does not, despite its name, necessarily require pollen to function; any particulate vegetable matter (poppy seeds, a dandelion clock, ground tree bark, etc) will do. The caster must hold a handful of such matter in her left hand while casting the spell; at its finish, she must blow sharply on the "pollen", spraying it in an area measuring roughly 10' x 10'. All creatures of less than 4 HD in that area will immediately fall asleep (no saving throw) for 2d6 Turns, unless shaken awake. Creatures with more than 4 HD are not affected. Victims of this spell can be usually slain with a single blow from a weapon, if desired. The spell is most often used to capture intruders without resorting to combat. Those affected by the spell will often awaken unharmed, but bound hand and foot; in some cases, they may be left where they fall, but deprived of their weapons, their implements - and their clothes.... River-Torch Level: 1 Range: touch Duration: 1d6 Turns + Turn per caster's level Effect: Creates a light-source This variation on the standard Light spell requires a simple bulrush, a common river plant, as a focus. The caster touches the bulbous head of the bulrush at the spell's completion, which causes it to burst into ghostly green flames. These flames do not consume the bulrush, nor can they be used to ignite other matter. The River-Torch casts light to the same range as the standard Light spell, and may be carried by anyone (or placed in one location) once it is cast. The River-Torch cannot be extinguished by wind or water; only a Dispel Magic spell, or the will of the caster, can cause the spell to end before its duration expires. When the spell fades, the bulrush crumbles into dust. Verdant Elixir Level: 1 Range: touch Duration: special (see below) Effect: charms 1 individual This adaptation of the Mage-spell Charm Person has seen frequent use amongst the Sisterhood, particularly at those times when their sect has come under heavy scrutiny and condemnation. The spell requires that a herbal infusion, such as willowbark tea, be brewed by the Fenwitch - a Herbalism skill roll is required to ensure that the decoction can hold a dweomer. The brew is then enchanted with this spell, and given to the chosen recipient to drink - no more than an hour can pass between enchantment and consumption, or the spell fades. The liquid must be consumed by the drinker of her own free will (although she need not know that it is more than just a restorative), or the spell will fail. The enchantment takes effect with no saving throw, and functions more or less identically to a Charm Person effect, with a saving throw allowed approximately once per week to break the Charm; however, A Fenwitch who chooses to keep her Charmed and ensorcelled companions for any length of time will have them drink more regular doses "for their health", to reinforce her control. This spell, one of the first taught to the apprentice Fenwitch, is the basis for many other potion-based spells - For example, Hali's Golden Philtre (a 3rd-level spell) acts as a Hold Person spell on each person who drinks it (the spell can enchant enough Philtre for four individuals). Many Fenwitches have their individual favourites; DMs are encouraged to come up with their own variations. Fenland Javelin Level: 2 Range: 80' Duration: See below Effect: Enchants 1 missile + 1 per 3 levels This spell, like the River-Torch spell above, requires bulrushes as a material component. The caster must touch the head of the rush when casting; this causes the entire bulrush to stiffen and lose flexibility, and to glow with a green radiance. The Fenland Javelin (so called because it is thrown like a long dart) may be hurled by the caster, or anyone she gives it to, at any living target within range. Although it does not hit automatically, the thrower gains +1 on "to hit" rolls. If the missile strikes, it explodes with a bright green flash, causing 1d6 + 2 points of damage to the target. If it misses, it vanishes at the end of the round after it is thrown, and cannot be reused. The caster may enchant one Javelin at 3rd level, two at 6th, three at 9th, etc. The enchantment lasts for one round per level of the caster; only one Javelin may be hurled per round by any one person, but anyone may throw a Javelin with the caster's permission. Unused Javelins fade away harmlessly at the end of the spell's duration, consuming the bulrushes in the process. Marsh Mist Level: 3 Range: see below Duration: See below Effect: Reduces visibility This spell simulates the powers of the Invisibility spell; it calls up thickening tendrils of mist from the swamp (or other wetlands), weaving them into a thickish bank of fog which covers an area of 500 square feet. Visibility is reduced by one-third within the affected area; those within it may make out the shapes of other objects and people without too much difficulty - with the exception of the caster, who is undetectable by either normal sight or infravision whilst within the Mist. See Invisible spells will not locate the caster in this instance, since the presence of the Mist obscures the effect. The Marsh Mist lasts for up to two hours, unless dispelled; the caster may remain undetectable until it fades, unless she attacks another person within the Mist, at which point she becomes as visible as everyone else within the Mist. This spell will not function in arid areas, and may have a reduced area of coverage (DM's decision) in other non-swampy locations. Companion Level: 4 Range: 1 mile radius Duration: See below Effect: Summons and binds one animal This spell, which has no equivalent in the common spell list, summons an animal to serve the caster. The Fenwitch must travel alone to a quiet area of the swamp and enter a light trance, during which the spell sends out an empathic call to all creatures within the radius of 1 mile. Within 12 hours, one single creature will respond and travel to the caster's location, where it is allowed a Saving Throw vs. Spells to resist the binding - if successful, the DM rolls 1d6; on a roll of 1-5 it simply leaves the vicinity, on a roll of 6 it attacks the caster. If the creature (which must be a normal animal or bird with HD less than or equal to the caster's level) fails its throw, it is bound to the caster and serves her as a Companion for a year and a day, or until killed. The Companion's intelligence increases somewhat as a consequence of the spell, allowing it to understand spoken commands. Both caster and Companion share an empathic link; if within a mile of each other, they can sense if the other is hurt, and the Companion will always hurry to help its mistress, laying down its life if necessary. The mistress may summon the Companion to her via this link. No other abilities are granted by this spell. Once the term of service is up, the Companion is free to leave, and may never again be bound by any Fenwitch using this spell. If treated well by its mistress, however, it may stay of its own accord. The spell may be cast, successfully or not, no more than once per year by any Fenwitch, and may not be recast within a calendar month of the previous Companion's death or freedom, whichever comes first. Note: the enhanced intelligence granted by this spell has a tendency to carry over into future generations sired or borne by a Companion; consequently, various species of swamp-based animals are growing more intelligent - even sentient - as time goes by. Evil Eye Level: 4 Range: 15' Duration: See below Effect: Paralyses one individual This enchantment is a highly specialised version of the Hold Person/Hold Monster spells, unique to the Sisterhood. Once cast, the Fenwitch may hold the magic within her, unused, for up to 1 Turn; hence, many Fenwitches cast this spell before combat, giving them an extra edge in battle. At any time during combat, the caster may attempt to lock eyes with a single target within range, who may be human, humanoid, or animal - magical creatures with more than one "plus" in their HD description are immune to the spell. If successful (the victim fails a Saving Throw vs. Spells at -1), the target freezes in place, and remains paralysed for 1d6 Turns (unless the effect is dispelled). In this state, the victim may be slain easily, if desired. This power, more than any other, defines the Sisterhood in the minds of the common folk; expressions like "she'll put the Evil Eye on you!" have gone into the language, and the power is ascribed to all Fenwitches, whether of high enough level to cast the spell or not. Phantasmal Guard Level: 4 Range: 60' radius Duration: Special Effect: Creates illusionary guardian Amongst the many tales and rumours circulated about the Fenwitches over the years, one theme in particular causes folk to make warding signs against evil more than any other; the stories which tell of the Sisterhood consorting with unclean spirits, and even binding those spirits to their will. While most of these tales are mere horror stories, they have a small basis in truth; this spell is responsible for most such tales. This is a variation on the standard Mage spell Phantasmal Force, although it is more specific in nature. When cast on a particular spot, it sets up a warding effect to 60' radius of that point. Whenever an intelligent being (anything above animal intelligence) enters the area of effect, the spell is triggered, creating a ghostly apparition (the details are left to the imagination of the Fenwitch responsible). The illusion has both visual and audible components, and is usually set to warn off intruders in the most terrifying way possible (those with an Intelligence of 11 or less are affected as if by a Clerical Cause Fear effect, no save, the first time they experience this; those of higher intelligence may Save vs. Spells to resist). Once triggered, the spell effect lasts for up to 10 rounds before fading, unless disbelieved. This spell is most often used by Fenwitches to guard their homes from intruders. The caster may choose to set the spell to respond to a specific race, sex, or number of beings, if she chooses, or exclude certain individuals from triggering the effect. The spell may lay dormant for up to 24 hours before being triggered; if not set off during this time, it fades away, and must be recast. Only one Phantasmal Guard may be cast on an area at any one time; each additional casting negates the earlier one. Marsh Gas Level: 5 Range: 30' diameter cloud Duration: 6 Turns Effect: Creates a foul-smelling mist This spell calls up a bank of fog from the wetlands, as per the Marsh Mist spell; however, this enchantment draws on traces of sulphur, chlorine and other chemicals in the soil to create the equivalent of a Cloudkill effect, centred on the caster. The Marsh Gas spell creates a sickly-looking yellow-and-green mist, centred on the caster . Visibility is reduced to zero within the effect; even Infravision cannot allow the hapless intruder to see further than the end of his nose (although Truesight might - DM's option). Creatures of 5HD or less must make a Saving Throw vs. Poison each round they remain within the cloud, or die. Those who succeed, or who have 6HD or more, instead take 1 hp of damage per round until they escape the noxious fumes. The spell normally remains centred on the caster, moving as she does; however, she can choose to have it remain stationary (decided during casting), perhaps to block a narrow passing-place. This spell will not function in non-swampy locations, requiring as it does specific elements in the surrounding earth and water; moreover, the spell cannot be cast again within 1 mile of the last casting-place until a month has past, to allow the land to recover. The caster herself, plus up to three others (who must be touching her and/or each other during casting), are immune to the spell's damaging effects, although even they cannot see through the Marsh Gas. Nature's Curse Level: 9 Range: see below Duration: special Effect: warps weather-patterns within limited areas The most powerful of the unique spells in the Fenwitch's arsenal, this allows her to drastically alter the long-term weather patterns in a set area. Nature's Curse requires a small, hollow blown-glass globe, roughly 6" in diameter, as a focus. The spell is cast on the globe, creating an image of the target area as afflicted by the desired weather-pattern, within it; the globe is then smashed, releasing the spell onto the affected area. The spell can affect an area measuring roughly one square mile per level of caster - at 36th level, enough to enclose a small village - and can reach targets upto 1 mile distant per five levels of the caster. The area must be one that the Fenwitch knows, or has studied, well enough to visualise. The caster selects a specific, broad weather-pattern (i.e. heavy rainfall, no rainfall, snow, drought, etc) during casting, which can take up to 12 hours to complete; when the spell is released, that weather pattern gradually takes effect during the next hour. The spell's duration is dependent on the desired effect; stable, not-immediately-lethal effects - such as a rainless sky, or dense freezing fog - can remain in place for up to 6 months, while extremely violent and destructive weather (like storms, blizzards, etc.) usually last no more than three days. Due to the spell's magic, the altered weather only harms the afflicted area, although side-effects, such as heavy flooding, might spill out into the surrounding landscape. The spell can be cancelled by Dispel Magic of sufficiently high level, by a suitably-worded Wish, or by casting another Nature's Curse - with opposing weather-patterns - on the affected area. This spell is extremely difficult and draining to cast; the Fenwitch can make use of it only twice per year at most, and is utterly exhausted by the effort - - she can move at no more than half speed, cannot fight, and cannot cast any other spells until she has had at least two days' complete rest. TO BE CONTINUED... *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #445 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Sunday, October 17 1999 Volume 1999 : Number 446 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - The Sisterhood of the Fens, Pt 1 [MYSTARA] - The Sisterhood of the Fens, part 3 - New Skills (longish) [MYSTARA] - The Sisterhood of the Fens, Part 4 - PCs & NPCs (long) [MYSTARA] - update Re: [MYSTARA] - The Sisterhood of the Fens, Part 4 - PCs & NPCs (long) [MYSTARA] - Claymore Re: [MYSTARA] - The Sisterhood of the Fens, Pt. 2 - new spells (long) [MYSTARA] - Tome of Mystara Re: [MYSTARA] - The Sisterhood of the Fens ... Re: [MYSTARA] - Campaign in Darokin [MYSTARA] - [ADMIN] The Move to Wizard's Servers (was Campaign in Darokin) ---------------------------------------------------------------------- Date: Sun, 17 Oct 1999 05:38:40 EDT From: CQuaif@aol.com Subject: [MYSTARA] - The Sisterhood of the Fens, Pt 1 All, Since Darokin seems to be the topic of interest lately, I thought I'd share the following new NPC or PC class with you. It's a long, long post, so I'll split it over several mails. Please let me know what you think, as I've not attempted anything quite this big before. Carl Q. - - The Sisterhood of the Fens: This small, secretive group of magic-users was first formed in 873 by the Hedge-Witch Semba Arkari. Madam Arkari was the wise-woman of Andelham, a small farming village on the edge of the Malpheggi Swamp in Southern Darokin, to the South and West of Elstrich. An herbalist and chirurgeon, she also happened to possess true magical powers - powers which caused fear, resentment and (finally) hate in her parochial and superstitious neighbours (unlike most Darokinians, those dwelling in the Southern regions remain ignorant and fearful of magic and its workers, even to this day). One terrible night, Madam Arkari's cottage was set ablaze, her implements and paraphernalia destroyed; Madam herself was driven from her home by the torch-wielding mob. She managed to escape them by disappearing into the depths of the nearby Malpheggi Swamp, where she proceeded to make her new home*. With her spellbooks destroyed, Madam Arkari was forced to recreate her spells and powers from the ground up, adapting them to her new environment; she used these spell-variants to keep intruders away from her home. Within a few years, the legend of the "Witch of the Fens" had spread far and wide; people would speak her name in a whisper, and make warding signs against evil whenever she was discussed. Every strange or unfortunate circumstance, from milkless cows and stillborn children to droughts and even eclipses, was attributed to her influence. Witchcraft and magic became ever more feared and misunderstood in the rural villages of Southern Darokin, and practitioners of the art were reviled or - in some cases - executed. A few brave (or desperate) young women who possessed magical talent fled to study under Madam Arkari, eventually forming the Sisterhood of the Fens. [*NB: Andelham cannot be found on any modern map - the village was abandoned in the Summer of 894 after three years of severe drought, and razed to the ground by the worst storm on record the following Winter. None of the former inhabitants ever returned. Strangely, both dry spell and storm affected only Andelham and its environs....] Members of the Sisterhood, commonly known as "Fenwitches", have all the powers and abilities of standard Magic-Users; however, they also have access to spells and skills available nowhere else. A Fenwitch may learn any common spell, if a teacher can be found (Mage scrolls are useless to her, as the Sisterhood lacks the spell Read Magic). Due to their sheltered location and secretive practices, the Fenwitch spell list is somewhat more limited than that of standard Mages. The following "standard" spells are known and taught by the Sisterhood:- Spells by level: 1st: Analyse; Detect Magic; Hold Portal; Darkness (reversed form only); Protection from Evil; Read Languages; Shield. 2nd: Detect Evil; Detect Invisible; ESP; Levitate; Locate Object; Phantasmal Force; Web. 3rd: Clairvoyance; Dispel Magic; Fly; Slow (reversed form only); Infravision; Prot. from Evil 10' Radius; Prot. from Normal Missiles. 4th: Charm Monster; Confusion; Growth of Plants; Ice Storm/Wall; Polymorph Self; Polymorph Other; Remove/Bestow Curse. 5th: Animate Dead; Conjure Elemental (Water or Air); Contact Outer Plane; Dissolve/Harden; Feeblemind; Magic Jar; Telekinesis. 6th: Death Spell; Geas/Remove Geas; Invisible Stalker, Lower Water; Move Earth; Stone to Flesh/Flesh to Stone; Weather Control. 7th: Charm Plant; Create Normal Monsters; Lore; Magic Door/Magic Lock; Power Word Stun; Summon Object; Teleport Any Object. 8th: Dance; Mass Charm/Remove Charm; Permanence; Polymorph Any Object; Power Word Blind; Symbol; Travel. 9th: Contingency; Gate/Close Gate; Heal; Immunity; Power Word Kill; Prismatic Wall; Shapechange. TO BE CONTINUED... *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 05:38:47 EDT From: CQuaif@aol.com Subject: [MYSTARA] - The Sisterhood of the Fens, part 3 - New Skills (longish) Part 3 of the Sisterhood - new skills. Carl Q. - - Fenwitch Skills: All Fenwitches have certain skills available for them to learn, handed down from their founder. These are outlined below:- Herbalism (Wisdom): This skill is derived from the "Healing" skill outlined in the Rules Cyclopedia; it concerns the knowledge of herbcraft and the ability to brew potions, poultices and decoctions from them. As per the Healing skill, a character with Herbalism may (if sufficient/correct herbs are on hand) heal 1d3 hp-worth of wounds per person, per day. The same set of wounds may not be treated twice by this skill, although new damage is subject to further healing. Additionally, the Herbalist has the knowledge to brew cures for various mundane (NOT magical) diseases and treat ailments such as rheumatism, arthritis, boils, rickets, etc. (although not to cure them outright). This is classed as a "Wisdom" skill (rather than an "Intelligence" one) because the Herbalist must be able to diagnose ailments from limited clues, devise treatments from the available herbs and roots, and also recognise curative plants wherever they may be found. A side aspect of the skill enables the Herbalist to simulate diseases and other ailments for disguise, or other, purposes - either by brewing a potion which causes similar symptoms or by creating "make-up" which simulates skin diseases and other disorders. A skilled Herbalist can often recognise the presence and nature of poisons, and (perhaps with penalties to their skill rolls) devise partial or complete antidotes to them. No Herbalist, unless irredeemably Evil, will ever brew poisons herself, as this contradicts everything they stand for. This skill requires 2 slots to learn, and 1 to improve. Circle Dance (Dexterity): This is a skill unique to initiates of the Sisterhood of the Fens, enabling the user to boost the effectiveness of the next spell she casts. The Fenwitch builds a small bonfire, then dances around it in a wild fashion for 1 Turn. She then makes a skill roll; if successful, she gains a bonus to the next spell cast (+1 to damage dice, -1 to saving throw for target, +10% to casting range/duration etc). The bonus increases by +1/+10% for each time the skill is taken. If a number of Fenwitches dance together, the highest skill-level in the Circle applies for the roll; all participating Fenwitches gain the bonus of that skill-level. The Circle Dance can be performed only once per day, and requires 1 Turn of rest after completion, otherwise the Fenwitch is at -1 to hit and damage until she does rest. The bonus must be used within 12 hours, or its benefits are lost. (Note: among the many tales told about the Sisterhood, one of the most popular - among the menfolk, at least - is the salacious rumour that the Fenwitches dance naked around their fire. While this may be true in some instances, most Fenwitches are far too self-conscious to behave in such a wanton fashion!) This skill requires 2 slots to learn, and a further 2 to improve. Deduction (Intelligence/Wisdom): This skill permits the Fenwitch to reach swift and accurate conclusions about a person, object, place or situation from observable clues. The initial skill roll allows the Fenwitch to spot, and correctly interpret, such clues, providing basic information - the equivalent of a cursory examination. If she wishes to probe deeper, a second roll, with a penalty of -1 to -4 (DM's decision) on the roll, is required. A failure either denotes that the Fenwitch sees nothing, or that she has received the wrong impressions (again, DM's decision). Use of the skill encompasses both Intelligence (to spot telltale signs) and Wisdom (to determine what they mean), so the effective Skill level may vary according to the individual situation. The DM should decide which attribute is most applicable on a case-by-case basis. Fenwitches skilled at Deduction are often believed to have some form of Second Sight by those who cannot see what is, to the Fenwitch at least, plainly obvious. It was fear of this supposed power, more than anything else, which ultimately caused the inhabitants of Andelham to drive Madam Arkari from their midst, long ago. This skill requires 1 slot to learn or improve. Cryptography (Intelligence): This skill permits the deciphering of codes and other cryptic messages. The length and complexity of the message determines any adjustments to the Skill roll; a simple, short code of transposed letters incurs no penalty, while an intricate cipher of an ancient or distant dialect might incur penalties of anything from -1 to -4 (DM's call). If the coded message is particularly long - more than a paragraph - the Fenwitch should make additional rolls; for each failure, a portion of the message will be wrongly translated, giving a false message. If the Fenwitch fails to translate a message and the roll misses by more than 2, she cannot attempt to translate that code again until she goes up by one experience level. Conversely, if the roll succeeds by 3 or more, the Fenwitch has broken the code completely, and may use it herself with automatic success, if desired. All Fenwitches are taught the code Madam Arkari invented to write in her spellbooks; consequently, any Fenwitch can read the spellbook of another, unless that book has been further coded. At each experience level, the Fenwitch may attempt to create one new code; roll 1d4 to determine its complexity (1 is a simple code, 4 a fairly intricate one), adding 1 to the total for each additional time the skill is taken; reduce the "difficulty rating" by 1 to determine the Skill-roll penalty incurred by others attempting to break it (e.g. a rating of 4 incurs a -3 penalty). Note: a Read Languages spell will not decipher codes created by this Skill, although it will enable the caster to use the Skill on codes written for a foreign language which the caster does not already know. This Skill requires 1 slot to learn or improve; Fenwitches receive it as a bonus Skill at 1st level. TO BE CONTINUED... *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 05:38:51 EDT From: CQuaif@aol.com Subject: [MYSTARA] - The Sisterhood of the Fens, Part 4 - PCs & NPCs (long) And finally, here's the last part of my Fenwitch post - details on converting the standard Magic-User class to play a Fenwitch, and a couple of ready-to-use Fenwitch NPCs. Hope you've enjoyed this - if so, please tell me so! :-) Carl Q. - - Fenwitch PCs: Players who wish to create a Fenwitch PC should use the standard Magic-User as a base, with the following changes:- - - Fenwitches must be female (and Human, if using AD&D Character Kits rules). - - Most Fenwitches are of Neutral Alignment; Lawful and Chaotic members of the Sisterhood are possible, but uncommon. If using the AD&D axes, the Sisterhood includes roughly equal numbers of Good and Neutral members - Fenwitches who turn to Evil are expelled from the Sisterhood and ostracised by their peers, becoming Renegades. - - Fenwitches must have a Wisdom score of at least 15, in addition to Intelligence requirements. - - Fenwitches do not gain XP bonuses for high Prime Requisite scores. - - Fenwitches must take Herbalism (see above) as a starting Skill/Non-Weapon Proficiency (if Skills or NWPs are used in your campaign). - - Fenwitches receive Cryptography (see above) as a bonus Skill at 1st Level; Fenwitch spellbooks are written using Madam Arkari's personal code. Consequently, Fenwitches do not receive Read Magic as a starting spell. - - Fenwitches may acquire a single apprentice at Name level, who is replaced once she reaches 4th level. A Fenwitch may never build a stronghold larger than a simple hut in a swampy region. - - Fenwitches who are publicly known to be of the Sisterhood usually receive - -2 to reaction rolls in Southern Darokin, due to decades of horror stories about them. The further from the Malpheggi Swamps they go, however, the less people have heard, or believe, the tales - outside Darokin, their reaction rolls suffer no penalty. Sample Fenwitch NPCs: *********** Ursalla Gerodin. Female Human Fen6. Age 24. AC 9, hp 22, STR 9, DEX 11, CON 11, INT 16, WIS 16, CHA 11. AL N (NG). Dmg 1d6 (staff). Skills: Cryptomancy, Herbalism +1, Circle Dance, Deduction, Craft (Weaving). Languages: Common (Darokin), Elf, 1 unused. Appearance: Ursalla is young and attractive, with long red-brown hair (usually worn in a braid down her back) and arresting green eyes. Her smile, like her demeanour, is shy, but genuine and likeable. She wears simple, homespun clothing, and could easily be mistaken for just another village goodwife. She serves her village as in the respected capacity of Herbwoman; only a very few folk - those she trusts implicitly - know of her Fenwitch powers. History: Ursalla was born in the tiny village of Dervey, which is located to the North of Port Tenobar on the South-western edge of the Swamps. An unusually bright child, she was apprenticed to the Mirelle, the village Herbwoman, at the age of seven. Recognising the child's innate intelligence and magical potential, Mirelle contacted friends within the Sisterhood (although not a Fenwitch herself, she had received her Herbalist training from them) and carefully arranged magical training for Ursalla. This, of course, had to be done in secret, during the many "herb-finding trips" Mirelle and Ursalla made into the Swamp. The rest of the time, Mirelle taught her all she knew about medicinal herbs. Despite the relative irregularity of her schooling, Ursalla proved an excellent student in both magic and Herbcraft. Mirelle chose to retire when Ursalla turned 18; the young Fenwitch took over her duties, moving into her teacher's hut. Since then, she has continued her studies in secret, excelling particularly in the art of potion-based spellcasting, while carefully maintaining her "cover". She is among the few Fenwitches to dwell permanently amongst normal folk, and keeps an eye out for likely-looking girls in nearby villages. An excellent judge of character, Ursalla makes good use of her Deduction Skill, Medallion of ESP and magic to gauge people before giving her trust - those who "pass" will find her to be a good friend. Ursalla is likely to be the first Fenwitch the adventurers encounter, although they probably won't discover that fact until they know her better. She can serve as a (non-magical) healer for wounded party members, or her name might be suggested if the adventurers need a guide into the Swamp. She might even become a love-interest for one of the party - which would certainly make for some interesting times if Ursalla ever became the target of anti-Fenwitch sentiments.... Magic Items: Medallion of ESP (a gift from Mirelle), Potion of Healing x3, Potion of Invisibility x1. Spells: 1st Level: Verdant Elixir*; River-Torch*. 2nd Level: Detect Evil; Locate Object. 3rd Level: Marsh Mist*; Hali's Golden Philtre*. [*=new spell] *********** Mad Mab, the Hag of the Swamps. Female Human Fen14. Age 68. AC 6, hp 30, STR 10, DEX 8, CON 12, INT 17, WIS 15, CHA 7. AL C (CN). Dmg 1d6/2d6 (Staff of Striking). Skills: Herbalism, Deduction, Cryptography, Knowledge (Outer Being Lore), Mysticism, Nature Lore (Swamp), Snares, Singing, Music (Harp). Languages: Common (Darokin), Elf, Lizardman. Appearance: Mab is the archetypal "wicked witch" in appearance, with stringy grey hair, eyes like black beads, gnarled hands, and a wrinkled, leathery face. She wears many layers of faded, ragged homespun; her body is thin and bent beneath her voluminous garb. All she lacks to complete the picture is a warty nose and an evil cackle. The most surprising thing about her is her voice; it is cultured and resonant, a rich, deep contralto, completely at odds with her appearance. One look in her eyes, however, will show the observer how she obtained her name - the spark of madness lies there, the signs of one who has seen and done things which have strained her sanity past breaking point. History: The only daughter of a rich merchant, Mab - whose birth-name was Margaret Celemorne - grew up surrounded by the best that money could buy in Darokin City. Whatever she desired would be provided by her doting Father; jewellery, fine clothes, books, anything. When, at age 14, she displayed a talent for magic, he proudly hired a young graduate from the Great School of Magic in Glantri to teach her. Sadly, a year or so later, Margaret's Father was killed when his caravan was raided by bandits; since most of his fortune had been tied up in that caravan, Margaret was left destitute, dependent on the grudging kindness of her relations to survive. Desperate to continue her magical studies - her kin refused to waste money on a tutor of any kind; what good would an education do her, after all? - she gathered her few remaining treasures and ran away, heading for Glantri. Unfortunately for her, Margaret had never been out of the city before, and had no idea where Glantri lay, nor how far away it was. In a matter of days, she was well and truly lost. Over the next few weeks she travelled to the far South, where she heard exaggerated stories of the Sisterhood of the Fens and their great powers. Reasoning that the Sisterhood were her best chance of continuing her studies, she ploughed into the Malpheggi Swamp, hoping to track them down. They found her instead, in the form of the Fenwitch Abrana, who rescued her from certain death in a mud-filled sinkhole. She took the proud young woman on as a servant (to teach her humility), and then, a year later, as an apprentice. Over the next few decades, Mab (the name Abrana gave her, to separate her from her old life) grew strong in magic, and became one of the Sisterhood's most respected members. Despite her great powers, however, she was never quite satisfied with her rustic life. After Old Abrana died, she became distant and unapproachable. In time, Mab grew to despise many of her less-educated (or "simple") sisters - and to disregard their strictures against "forbidden" magics. Her studies took her into the disturbing realms of "black" magic; she even uncovered long-buried texts concerning the mythical Outer Beings.... Things came to a head in 993 AC: periodically, the suspicions of the nearby settlements tended to overflow, causing the superstitious villagers to denounce supposed "witches" in their midst, and even - if sufficiently drunk - - to make forays into the Swamp to drive off the "Evil Sisters of Darkness". This time, the mob actually caught a "Sister of Darkness"; Mab's young apprentice, Lori. In their drunken fury, they callously beat the helpless girl to death. Arriving too late to stop them, Mab screamed incoherent curses at the murdering villagers; something within her broke at that moment, and she poured all her power, her grief and anger, into calling up a forbidden creature of Chaos - a Greater Servitor of Akh'All. The monster literally tore the 100-strong mob apart in mere minutes. The sight of the carnage shocked Mab out of her grief; realising the extent of the evil she had unleashed, she cast her mightiest magics to try and banish, or at least contain, the monstrosity. After a titanic struggle, which devastated a large tract of swampland, she managed to force it back into the realm it came from, but at a grave cost; her powers were much reduced (from 30th to 14th level), and her sanity damaged beyond repair. Nowadays, Mab spends much of her time winging above the Swamps and surrounding settlements in the form of a giant black raven, courtesy of a spell of her own devising. A sight of the "Black Bird" is considered unlucky, and those who see her ward themselves against the Evil Eye. Apart from these forays (which are mostly made to forage for food), Mab keeps to her dilapidated hut in the depths of the Swamp, brooding on her memories. The other Fenwitches avoid her, and prepare themselves in case her madness should drive her irrevocably to true evil.... Player characters are unlikely to encounter Mad Mab unless they travel into the Malpheggi Swamp itself, although sightings of the "Black Bird" can occur up to 2 hexes from the Swamp's boundaries. Encounters with Mab vary randomly, depending on her current mental state. At one time she might seem like a lonely, slightly dotty old woman; the next, an evil, twisted crone whose only joy is in other people's suffering. Low-level parties are advised not to push her too far; although much weaker than in her prime, Mab is still a powerful Fenwitch, and can give even a mid-level party a run for their money. Magic Items: Wand of Fireballs (5 charges remaining), Staff of Striking (11 charges remaining), Ring of Human Control, Ring of Protection +3, Eggs of Wonder (x3), numerous Potions. Spells: 1st Level: Darkness; Dream Pollen*; Verdant Elixir*; Shield. 2nd Level: ESP; Fenland Javelin*; Phantasmal Force; Web. 3rd Level: Dispel Magic; Fly; Marsh Mist*; Prot. from Normal Missiles. 4th Level: Brew the Wings of Omen*(see below); Curse; Evil Eye*; Phantasmal Guard*. 5th Level: Conjure Elemental; Marsh Gas*; Telekinesis. 6th Level: Death Spell; Invisible Stalker. [*=new spell] Mab's Spell: Brew the Wings of Omen Level: 4 Range: touch Duration: 6 Turns, + 1 Turn per level of caster Effect: Polymorphs drinker into raven-form This Polymorph Self variant is derived from the same root as the Fenwitch enchantment Verdant Elixir; it enchants a potion which permits the drinker to take on a specific alternate form - that of a giant raven, a huge creature with a 10' wingspan. The potion requires a number of specific ingredients, including raven-feathers (or crow, blackbird, etc - any corvid will do), human hair (from the caster) and ground willowbark. Although vast quantities of this brew may be prepared all at once, only a single dose may be enchanted by the spell at any one time. The prepared potion is inky-black, topped with a repulsive grey froth; it must be consumed within 1 hour of casting the spell, or its efficacy fades. The drinker (who need not be the caster) gains the ability to assume giant raven-form (use stats for the Giant Eagle (Hiak) from the Hollow World Adventure Book, page 22; hit points and effective HD remain the same in both forms), and to swap backwards and forwards between raven and normal forms at will, for the duration of the spell. The imbiber's clothes, and any small items or weapons carried, become part of the raven-form; spells cannot be cast whilst wearing a raven's shape. Any wounds received in one form carry over into the other. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 13:12:05 +0200 From: thibault sarlat Subject: [MYSTARA] - update I have proceded to a small update of my site.Most of the non Ping format maps have been replaced by ping format map.Only 5 or 6 maps remained in another format , and they would be replaced within a month.If you have any problem seeing /saving those maps , just say it to me privately and I would set a new site for you with all the maps in gif.But please for this , give me some time. - -- Thibault Sarlat ICQ 16622177. Check out my sites : The main page is at http://www.mystara.com.bi Also, the Mapping Zone is at http://www.mystara-maps.com.bi And finally the Gazeteer zone is at http://www.mystara-gazeteers.com.bi Pour rejoindre la Mystara mailing liste francophone, rendez-vous sur ma page de garde en bas. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 08:20:52 -0400 From: "jdaly" Subject: Re: [MYSTARA] - The Sisterhood of the Fens, Part 4 - PCs & NPCs (long) Inspired by David Eddings perhaps? *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 09:43:41 EDT From: Ambreville@aol.com Subject: [MYSTARA] - Claymore > Has anyone else done any serious work on this order? (Bruce - if you're listening, I'd love to hear any tidbits you'd deem us worthy of!) [DJ] Nothing much really -- I had left this intentionaly wide open for everyone's interpretation. I haven't seen your version of the Claymore, but assuming that they have some links with the HK may not be too far fetched. I wouldn't say that they are a part of the HK, but certainly the knights wouldn't mind giving them some support, either tacit or monetary, especially in exchange for info and an ability to quietly meddle with internal Glantrian affairs. If anything the Claymore could help conceal visiting HK observers. Likewise, Freiburg would have little trouble harboring Claymore leaders outside of Glantri. I would otherwise see the Followers of the Claymore as proud and free-spirited, so they would probably not jeopardize Glantri's sovereignty (such as giving it away to the HK in exchange for the removal of the Council). Bruce *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 14:07:59 -0400 (EDT) From: the Wizard of Frobozz Subject: Re: [MYSTARA] - The Sisterhood of the Fens, Pt. 2 - new spells (long) On Sun, 17 Oct 1999 CQuaif@aol.com wrote: > All, > > Here's part 2 of the Sisterhood - the new spells. > > Carl Q. Good Lord, Carl! You've been mighty busy. When I have a chance to read the whole thing, I'll give you critical commentary, but in the meantime, you've been reading David Eddings' _Belgariad_ again, haven't you? I certainly like yours better, though. Keep up the great work. - --Frobozz-- ________________________________________________________ One look in her lusting eyes, savage fear in you will rise Teeth of terror sinking in: the bite of the She-Wolf. --Megadeth, "She-Wolf" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 13:15:02 -0500 From: onesimus@swbell.net Subject: [MYSTARA] - Tome of Mystara Jenn, you have done a superb job on Tome #1. I look forward with great anticipation to your next offering. God bless, Spencer *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 12:43:31 -0700 From: "Jenni A. M. Merrifield" Subject: Re: [MYSTARA] - The Sisterhood of the Fens ... Omigosh Carl. I'm utterly STUNNED by this AWESOME post of yours. The back-story, the new spells, new skills and NPC's.... Wow. I don't know what else to say except that, if I haven't mentioned it before, I truly love the depth of your creativity when it comes to the stuff you post. Now then, having gotten the Very Sincere Flattery out of the way, I have one question about the Spell "Evil Eye": CQuaif@aol.com wrote: > Evil Eye > Level: 4 > Range: 15' > Duration: See below > Effect: Paralyses one individual > [...snip...] > > At any time during combat, the caster may attempt to lock eyes with a single > target within range, who may be human, humanoid, or animal - magical > creatures with more than one "plus" in their HD description are immune to the > spell. If successful (the victim fails a Saving Throw vs. Spells at -1), the > target freezes in place, and remains paralysed for 1d6 Turns (unless the > effect is dispelled). In this state, the victim may be slain easily, if > desired. > > [...snip...] In this section you say "... magical creatures with more than one 'plus' in the HD description are immune to the spell." By "more than one 'plus'", do you actually mean "more than one 'star'" (i.e., the stars that are generally used in a creature description as an indication of magical capabilities) or did you mean that a magical creature which is 2+2 HD or 3+3 HD is immune but one that is 1 HD or even 4+1 HD is not? I suspect it is the former, but I wanted to make sure... BTW: If it wasn't clear to you from the Very Sincere Flattery, there is an extremely high chance that The Sisterhood of the Fens is going to end up in my Darokin Based Campaign :-) Jenni - -- Jenni A. M. Merrifield <==> strawberryJAMM Designs strawberry@jamm.com <==> http://www.jamm.com/jamm/ <------------------------------------------------------------------> God created Light. Then Earth, Vegetables, Animals, Man and Woman. Then God started to think: "I should create things I *like*!" And God said: "Let There Be Strawberries!" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 13:16:37 -0700 From: "Jenni A. M. Merrifield" Subject: Re: [MYSTARA] - Campaign in Darokin I just realized I never answered Jim's question about Darokin Campaigns: DJ Sahlas wrote: > > 2) Has anyone set any campaigns in Darokin? I browsed through my > archive, and found the excellent bit on the Church of Darokin by Marco > Dalmonte. I'd be interested in what has been done in other campaigns. As should be obvious, from my B1 Adaptations and the setting for "Jet Black", my current campaign is in Darokin. Actually, that's misleading, since the campaign those were done for has been on hiatus since just before my son was born last year (i.e. Sept. 1998). And, while I am planning on restarting a campaign, it will probably not be that one for a number of reasons. However, my next campaign will also start off placed somewhere in the Darokin vicinity -- it's probably my favourite area, with eventual plans for the PC's to travel westerly. This is primarily because the Gaz's and Boxed sets I more or less "started with" and now own are: Darokin, Irendi, Atruaghin, Champions of Mystara and Red Steel. Now If I could only get my hands on the Alfheim Gaz.... (ha!). In any case, my previous campaign started with the PC's being hired by "The Ashbridge House of Art and Antiquities" to locate some items in the lost hideout of the famous Duo of Zelligar and Rogahn (my B1 Adaptation). After succeeding there, the PC's returned to Darokin City where they spent some time in training and further research of some of the items they picked up (most notably a map describing where the "Lost Treasure of The Dread Pirate Roberts" might possibly be found). Then they were approached by the Ashbridges again and asked if they would investigate the House's chances with an Artist who had just burst onto the Darokin Art Scene -- assuming that the Auction for her Stunning artwork went well (personal Module JAMM1 - Jet Black). After foiling the scheme of the Villainess Matrissa, most of the PC's returned to Darokin with the unfortunate news after turning the conveniently "Jetted" Matrissa in to the authorities at Akorros (One PC stayed with the authorities to provide more details -- the Player moved away -- and was supposed to "catch up later", so the other PC's would leave information with trusted individuals regarding their next planned stop) After spending a bit more time in Darokin, disposing of some of the items acquired in Matrissa's well appointed Manor, the PC's then headed down to Athenos from Darokin with the intent of finding a sailing ship in order to follow up on the map to the Pirate Treasure. On the way down, they ran across a hefty reward poster for anyone able to locate the Seneschal of Farstead who had mysteriously gone missing ("The Lost Seneschal" full length adventure from PC1), Always interested in extra cash, they followed the side path to that little adventure and then eventually continued through to Athenos. Once in Athenos, they were told that the only Ship that might be available for hire had just sailed across the bay to Port Tenobar, and when they got *there* they found out that the Captain was planning on retiring soon. However, but his first mate winked at them knowingly and said that he usually planned to retire at this time every year, and they could probably catch up to him at his home village of Saltmarsh to the North East, on the Edge of the Malpheggi Swamp. Once in Saltmarsh, they met the Captain who said he would consider their request if they could help the village clear up a small "problem". Apparently there was a "haunted mansion" nearby, once the home of a powerful Mage who went missing many years ago, and while it had always had a haunting aura about it, sightings and queer activities had increased lately. If the PC's could look into this for them ... well the captain and the village council would be very pleased.... (AD&D Module U1 - The Secret of Saltmarsh (acquired as an OOP download from TSR)-- heavily adapted to oD&D from AD&D. Also modified for the necessarily revised location and balanced for the party's current level.) We were in the very beginning of this Module when the game "stopped". I had planned to continue with the rest of the U series (U2 - Danger at Dunwatter and U3 - The Final Enemy, also acquired as OOP downloads) and then I had other vague plans that would eventually take them West across the Dread Sea over to the Serpent Peninsula and beyond. So, there you go. :-) Jenni - -- Jenni A. M. Merrifield <==> strawberryJAMM Designs strawberry@jamm.com <==> http://www.jamm.com/jamm/ <------------------------------------------------------------------> God created Light. Then Earth, Vegetables, Animals, Man and Woman. Then God started to think: "I should create things I *like*!" And God said: "Let There Be Strawberries!" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 16:41:58 -0600 From: "Leroy Van Camp III" Subject: [MYSTARA] - [ADMIN] The Move to Wizard's Servers (was Campaign in Darokin) > 1) is traffic moving to the other list? I couldn't get on it to find > out. Nope, not yet, though not from lack of me trying to get things set up properly. I am not sure of when it will happen, but hopefully soon. I will be making a formal annoucement when it happens. Note that you should not try to subscribe to the new list yet, as everyone there will likly be unsubbed once things seem up and running. If this list goes down because MPGN closes it down before the new one is up, the place to find out more news is my website, the URL for which is in my .sig. Leroy Van Camp III malacoda@uswest.net http://www.users.uswest.net/~malacoda/TarkasBrainLabIV.html ICQ #20039817 "When you die you're free. I had a friend who committed suicide, and she's free now. I talked to her on a ouija board, and she said she was free." November 17, "Wasted" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #446 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Tuesday, October 19 1999 Volume 1999 : Number 447 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - Tome of Mystara Re: [MYSTARA] - Tome of Mystara Re: [MYSTARA] - The Claymore [MYSTARA] - new stuff from Titan Games Re: [MYSTARA] - Tome of Mystara [MYSTARA] - update [MYSTARA] - about my site Re: [MYSTARA] - The Corliss Guide to Northern Karameikos (very long) ---------------------------------------------------------------------- Date: Sun, 17 Oct 1999 17:28:24 -0700 (PDT) From: Jenn Subject: Re: [MYSTARA] - Tome of Mystara - --- onesimus@swbell.net wrote: > Jenn, you have done a superb job on Tome #1. I look > forward with great > anticipation to your next offering. > > God bless, > > Spencer Thanks, Spencer! We're certainly glad you liked the Tome - but congrats must also go to Kevin Turner, my partner in crime, and all the contributing authors. :-) I'd also like to take the opportunity to thank everyone who has left guestbook entries and replied to the poll; thanks for the great response! We can't wait to see what everyone submits for Tome #2! (Yes, that's a not-so-subtle hint that we're taking submissions. ;-) Jenn http://www.geocities.com/mystaratome ===== __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 18 Oct 1999 01:43:31 +0100 From: "michael.jones" Subject: Re: [MYSTARA] - Tome of Mystara IU have to say it's very good, excellent stuff By the way, is that 'Ann Stone' font that was used for the title? Flossy Jenn wrote: > --- onesimus@swbell.net wrote: > > Jenn, you have done a superb job on Tome #1. I look > > forward with great > > anticipation to your next offering. > > > > God bless, > > > > Spencer > > Thanks, Spencer! We're certainly glad you liked the > Tome - but congrats must also go to Kevin Turner, my > partner in crime, and all the contributing authors. > :-) > > I'd also like to take the opportunity to thank > everyone who has left guestbook entries and replied to > the poll; thanks for the great response! We can't wait > to see what everyone submits for Tome #2! > > (Yes, that's a not-so-subtle hint that we're taking > submissions. ;-) > > Jenn > > http://www.geocities.com/mystaratome > > > > ===== > > __________________________________________________ > Do You Yahoo!? > Bid and sell for free at http://auctions.yahoo.com > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 17 Oct 1999 21:37:44 -0400 From: "DJ Sahlas" Subject: Re: [MYSTARA] - The Claymore >I was toying with another possibility, that of the Claymore being a >Christian order, like the RW Teutonic Knights (their inspiration >pre-Mystara crossing). I'm not sure which one I'm personally going to go >with just yet Actually - yeah, that's along the lines that I've developed them! I wonder if anyone else has read "The Talisman" by Sir Walter Scott (it's the little-known sequel to "Ivanhoe", which itself is fading from the public consciousness). The central character is a devout Scottish knight - the prototypical follower of the Claymore! His travels toss him together with a Moor (you can see the parallels with the Emirates of Ylaruam!) and in general, I'd highly recommend it. But anyway, since the Klantyrans came from a Medieval Scotland-type place, I thought it made sense that the Followers of the Claymore were in fact Christians. A Claymore looks a lot like a cross, anyway, and surely they came with their native religious beliefs. In my campaigns, they worship "the (holy) spirit of the Claymore". So who answers their prayers and grants their spells? Well, I don't know. That's the problem. I kind of liked the idea that even the Immortals aren't sure where they get their spells. Alternately, of course, they might have been anonymously "adopted" by some immortal (I'd be interested in people's opinions as to who would be the most appropriate) and so while the continue to practice their old beliefs, they might begin to evolve somewhat. Jim Sahlas *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 18 Oct 1999 16:10:05 +0200 From: thibault sarlat Subject: [MYSTARA] - new stuff from Titan Games Last week i shared what i got from Titan games.Here is the mail i got from them a few minutes ago.I hope it will help some of us to find OOP. Objet: Titan Games Preview for (10/17/99) la date: Mon, 18 Oct 1999 03:23:25 -0500 (CDT) De: titangames@titangames.com A: thibsylv@club-internet.fr Howdy Everyone, I've cataloged another nice selection of older RPGs and wargames this week, especially older TSR Forgotten Realms items and FASA Shadowrun. Games Wanted: Do you have older board/wargames, RPG games, miniatures or magazines that you'd like to trade for newer games or just sell to raise cash? We are always looking for games and we want your old gaming stuff. If you or a friend would like to sell or trade-in any of your gaming items, just get in touch with us and we can work out a deal. We don't deal in computer or console games, or CCGs, but almost anything else is fair game. Website Update: Web Site location: http://www.titangames.com/ Standard Info: If we have put you on this mailing list and you would like to be removed, please let us know, we don't wish to send unwanted mailings to anyone. Have a good week, more items next week, Quincey & Janna Koziol Titan Games, Inc. koziol@titangames.com ______________________________________________________________________________ Remember: We also sell new games at a 30% discount from retail prices! ______________________________________________________________________________ Used Item Discounts: $100-$199 = 5% Discount $300-$399 = 15% Discount $200-$299 = 10% Discount $400+ = 20% Discount 4th class/surface shipping free for all purchases over $200 ______________________________________________________________________________ Conditions: Unless otherwise noted, all items are fully intact with no missing parts. N=New - Still in the original shrinkwrap M=Mint - I took it out of the shrinkwrap (for some reason) and put it up for sale; looks like it's right from the printer's NM=Near Mint - Corners or Binding have minimal or no wear VF=Very Fine - Corners, Binding have small wear, Cover may be slightly scuffed F=Fine - Corners, Binding, or Cover have wear or small creases, etc. G=Good - Corners, Binding, or Cover more wear, large creases or scuffing Fa=Fair - Corners, Binding, or Cover very worn, many creases and much scuffing P=Poor - Corners, Binding, or Cover excessively worn, possible tears in cover ______________________________________________________________________________ Note: The most current version of the catalog can also be found on our web-site: http://www.titangames.com/ ______________________________________________________________________________ Magazines: Dragon: 37(photocopied "Pit of the Oracle" module)[$21, VF], 56[$8, G], 59[$4, G], 60[$6, F], 65[$5, G], 67[$4, G], 70[$3, Fa], 77[$6, VF], 81[$7, NM], 83[$6, VF], 84[$7, NM], 85[$7, NM], 87[$6, VF], 90[$6, VF], 91[$6, VF], 100[$100, VF], 101[$5, VF], 103[$6, NM], 104[$6, NM], 105[$6, NM], 110[$5, VF], 111[$3, G], 113[$6, NM], 114[$3, G], 115[$6, NM], 117[$6, NM], 119[$3, G], 123[$5, VF], 124[$5, VF], 127[$6, NM], 128[$5, VF], 129[$6, NM], 130[$6, NM], 131[$5, VF], 133[$5, VF], 134[$5, VF], 135[$3, G], 136[$3, G], 139[$6, NM], 140[$5, VF], 142(no AD&D2 preview)[$4, VF], 143[$6, NM], 145(missing AD&D2 poster)[$4, VF], 146(missing Buck Rogers poster)[$4, VF], 148(photocopied "Deck of Many Things" supplement)[$7, VF], 150[$5, VF], 152(missing poster)[$4, VF], 153[$4.5, VF], 154[$4.5, VF], 155[$4.5, VF], 157[$4.5, VF], 159[$5.5, NM], 160(missing Trading Cards)[$4, VF], 161[$5.5, NM], 162[$4.5, VF], 163[$5.5, NM], 165[$5.5, NM], 166[$5.5, NM], 167[$5.5, NM], 169[$4.5, VF], 170[$5, NM], 172[$5, NM], 173[$5, NM], 174[$5, NM], 175[$4, VF], 176[$5, NM], 177[$4, VF], 180[$4, VF], 182[$5, NM], 184[$5, NM], 188[$5, NM], 191[$5, NM], 200[$8, NM], 213[$5, NM], 214[$5, NM], 215[$5, NM], 217[$5, NM], 225[$5, NM], 230[$5, NM], 231(no CD-ROM)[$5, NM], 232[$4, VF], 233[$4, VF], 234[$5, NM], 235[$5, NM], 236[$5, NM], 237[$5, NM], 238[$4, VF], 239[$5, NM], 240[$4, VF], 241[$4, VF], 248[$5, NM], 249[$5, NM], 250[$5, NM], Best of The Dragon 1 (revised-$3.95 edition)[$11, F] Best of Dragon 2(revised. $3.95 edition)[$12.5, F] Best of Dragon 3[$13, VF] Best of Dragon 4[$13, VF] Best of Dragon 5[$15, VF] Strategy & Tactics: 179("The First Afghan War, 1839-42")[$12, M], Atlas Games: (Cyberpunk) The Osiris Chip (5010) [$6, NM] The Chrome Berets (5025) [$7, NM] All Fall Down (5040) [$5.5, VF] The Bonin Horse (5050) [$7, NM] Green War (5055) [$7, NM] Northwest Passage (5070) [$7, NM] Avalanche Press: (Misc. Wargames) Red Steel (1007) [$18, Box NM-Contents M] Avalon Hill: (Bookcase Games) Panzer Blitz (807) (punched)[$19.5, Box NM-Contents NM] France, 1940 (840) (punched)[$20, Box NM-Contents NM] FASA: (Shadowrun) (Sourcebooks) Shadowrun Rulebook (1st Ed, softbound) (7100) [$8, G] Shadowrun GM Pack (7102) [$5, G] Sprawl Sites (7103) [$10.5, F] Shadowtech (7110) [$9, F] Seattle Sourcebook (7201) [$9, G] The Universal Brotherhood (7205) [$20, Folio Fa-Contents VF] DNA/DOA (7301) [$10, G] Mercurial (7302) [$12, VF] Dream Chipper (7303) [$4.5, F] Queen Euphoria (7304) [$7.5, VF] Bottled Demon (7305) [$11.5, G] Harlequin (7306) [$10.5, Fa] Dragon Hunt (7307) [$10, G] Total Eclipse (7308) [$7, F] Elven Fire (7310) [$12, VF] Ivy & Chrome (7311) [$5.5, G] One Stage Before (7312) [$6, VF] A Killing Glare (7314) [$8.5, VF] Shadowrun Rulebook (2nd Ed, softbound) (7901) [$9, G] Grimoire (7903) [$11, VF] Flying Buffalo: (Grimtooth's Traps) Grimtooth's Traps (blue cover) (8501) [$6, VF] Hansen Games: (Misc. Boardgames) 221 B Baker Street Game Set (H-0) [$7, N] Ianus Games: (Cyberpunk) Media Junkie (MJ1) [$6.5, NM] Moments in History: (Misc. Wargames) Clash of Titans - The Tank Battle for Kursk, 1943 (ziplock) (CoT-14) [$20, NM] Piercing the Reich - The Battle for Aachen (PTR-04) [$20, Box NM-Contents M] Omega Games: (Misc. Wargames) Eastern Front Solitaire (v3.1) (no box, punched)[$10, NM] Palladium: (Macross II) Macross II Sourcebook One (591) [$7, VF] (Robotech) Southern Cross (553) [$5, G] R. Talsorian: (Cyberpunk) Cyberpunk 2.0.2.0. (2nd Ed, softbound) (3002) [$11.5, G] Tales from the Forlorn Hope (3121) [$8.5, NM] Home of the Brave (3221) [$8.5, F] Solo of Fortune II (3361) [$8.5, NM] Sonoma Multimedia: (Computer Games) Cold War Warfare - Harpoon II, Perfect General II & Hind (Windows 3.1, CD-ROM) [$14, Box VF-Contents M] SPI: (Misc. War Games) Sinai (plastic tray edition) (SA) (punched)[$12, Box VF-Contents NM] The East is Red - The Sino-Soviet War (no box, partly punched)[$15, NM] Talonsoft: (Computer Games) West Front (Windows 95/98, CD-ROM) [$15, Box VF-Contents NM] TSR: (D&D) (Basic Rules) Basic Boxed Set (Erol Otus Cover) (1011) [$12, Box F-Contents F], [$10, Box G-Contents G] B1: In Search of the Unknown (9023) [$15.5, VF], (interior pencil)[$13.5, F] B3: Palace of the Silver Princess (9044) [$17.5, VF], [$16, F] B4: The Lost City (9049) [$17.5, VF], (inserts loose)[$17, VF] B5: Horror on the Hill (9078) [$17.5, VF] B6: The Veiled Society (9086) [$15.5, VF] BSOLO: Ghost of Lion Castle (9097) [$12, F] B7: Rahasia (9115) [$16, VF] (Companion Rules) Set 3: Companion Rules Boxed Set (1013) [$14.5, Box VF-Contents VF] Companion Rules (player's & DM's books) (1013) [$4.5, Fa] CM1: Test of the Warlords (9117) [$8, VF] CM2: Death's Ride (9118) [$9.5, VF] CM3: Sabre River (9119) [$8, Fa] CM4: Earthshaker! (9128) [$9, Fa] (Expert Rules) Set 2: Expert Rules Boxed Set (Elmore cover) (1012) [$13, Box F-Contents F] X1: The Isle of Dread (orange cover) (9043) [$4, VF] X2: Castle Amber (9051) [$14.5, VF], (photocopied inserts)[$9.5, Fa] X3: Curse of Xanathon (9056) [$10.5, F], [$9.5, G] MSOLO2: Maze of the Riddling Minotaur (9060) (partly colored, missing pen, photocopied inserts)[$3, F] MSOLO2: Maze of the Riddling Minotaur (9060) (partly colored, missing pen, inserts loose)[$2.5, G] X4: Master of the Desert Nomads (9068) [$11, F] X5: Temple of Death (9069) [$9, F] X7: The War Rafts of Kron (9079) [$11.5, VF], [$10, F] X6: Quagmire! (9081) [$13, F] X8: Drums on Fire Mountain (9127) [$12.5, VF] X9: The Savage Coast (9129) [$14, VF], [$12.5, F] XS2: Thunderdelve Mountain (9157) [$8, F] X10: Red Arrow, Black Shield (9160) [$25, NM] (Master Rules) Set 4: Master Rules Boxed Set (1021) [$17, Box VF-Contents VF] (Misc.) AC4: The Book of Marvelous Magic (9116) [$10, F] AC5: Dragon Tiles II - The Revenge of Rusak (9145) [$15, N] (Mystara Campaign) Gaz1: The Grand Duchy of Karameikos (9193) [$15, F] Gaz3: The Principalities of Glantri (9208) [$13.5, VF] Gaz4: The Kingdom of Ierendi (9215) [$14, VF] Gaz7: The Northern Reaches (9230) [$17.5, NM] Gaz9: The Minrothad Guilds (9236) [$20, VF] Gaz11: The Republic of Darokin (9250) [$17.5, NM] TM2: The Eastern Countries Trail Map (9404) [$13, VF] (AD&D - 1st Edition) (Forgotten Realms) Forgotten Realms Campaign Set (1031) [$16.5, Box VF-Contents NM], [$12.5, Box G-Contents VF] City System Boxed Set (1040) [$21.5, Box VF-Contents NM] FR1: Waterdeep and the North (9213) [$7.5, G] FR2: Moonshae (9217) [$14, F] FR3: Empires of the Sands (9224) [$23.5, VF] FR4: The Magister (9229) [$40, F] FR5: The Savage Frontier (9233) [$26, F] FR6: Dreams of the Red Wizards (9235) [$26.5, F] FRC1: Ruins of Adventure (9238) [$21.5, VF] (Generic Modules) A1-4: Scourge of the Slavelords (9167) [$41, G] D1-2: Descent into the Depths of the Earth (9059) [$26, VF] D3: Vault of the Drow (9021) [$23.5, VF] G1-3: Against the Giants (9058) [$34.5, VF] I4: Oasis of the White Palm (9053) [$6.5, G] I8: Ravager of Time (9169) [$12, VF] Q1: Queen of the Demonweb Pits (9035) [$23.5, NM] S1: Tomb of Horrors (9022) [$11, VF] S3: Expedition to the Barrier Peaks (9033) [$10, VF] S4: The Lost Caverns of Tsojcanth (9061) [$10, VF] T1-4: The Temple of Elemental Evil (9147) [$65, Fa] U1: The Sinister Secret of Saltmarsh (9062) [$11, Fa] U2: Danger at Dunwater (9064) [$14, F] (Misc.) The Rogues Gallery (9031) [$13.5, VF] (Rulebooks) Players Handbook (2nd Cover) (2010) [$9.5, VF] Monster Manual II (2016) [$20, VF], [$17, G] Unearthed Arcana (2017) (name inside cover)[$50, F] Dungeoneer's Survival Guide (2019) [$5, Fa] Dark and Hidden Ways (2019Sxxx1501) (no folder)[$31, VF] Wild Things (2020Sxxx1501) (no folder)[$30, VF] (AD&D - 2nd Edition) (Al-Qadim) ALQ1: Golden Voyages Boxed Set (9366) [$19.5, Box NM-Contents M] ALQ2: Assassin Mountain Boxed Set (9431) [$23, Box NM-Contents M] ALQ4: Secrets of the Lamp Boxed Set (9433) [$22, Box NM-Contents M] Ruined Kingdoms Boxed Set (9440) [$21, Box NM-Contents M] Corsairs of the Great Sea Boxed Set (9449) [$22, Box NM-Contents M] Cities of Bone Boxed Set (9467) [$21, Box NM-Contents M] (Forgotten Realms) The Ruins of Undermountain Boxed Set (1060) [$20.5, Box VF-Contents NM] Menzoberranzan Boxed Set (1083) [$25, Box F-Contents NM] The Ruins of Myth Drannor Boxed Set (1084) [$21.5, Box VF-Contents NM] The Ruins of Undermountain II Boxed Set (1104) [$23, Box VF-Contents NM] FR7: Hall of Heroes (9252) [$18, NM] FR8: Cities of Mystery (9262) [$19.5, Box VF-Contents NM] FR9: The Bloodstone Lands (9267) [$28, VF] FR10: Old Empires (9274) [$33, NM] LC2: Inside Ravens Bluff, The Living City (9282) [$30, VF] FR11: Dwarves Deep (9300) [$27.5, NM] FR13: Anauroch (9320) [$29, VF] FR14: The Great Glacier (9351) [$19, NM] FRQ1: Haunted Halls of Eveningstar (9354) [$17.5, F] Volo's Guide to Waterdeep (9379) [$11, VF] FR16: The Shining South (9388) [$21.5, VF] FRM1: The Jungles of Chult (9389) [$20, VF] FRS1: The Dalelands (9392) [$15, NM] Cormyr (9410) [$55, NM] Hellgate Keep (9562) [$7, NM] The City of Ravens Bluff (9575) [$17, NM] (Misc.) Treasure Chest (9426) [$8.5, VF] (Monstrous Compendium) MC1: Volume I (with binder) (2102) [$16.5, NM] (Ravenloft) Realm of Terror Boxed Set (1053) [$12.5, Box VF-Contents NM] Forbidden Lore Boxed Set (1079) [$10.5, Box VF-Contents NM] Victory Games: (Misc. Wargames) NATO - The Next War in Europe (30004) [$19, Box NM-Contents M] White Wolf: (Mage: The Ascension) Mage: The Ascension Rulebook (softbound) (4000) [$10.5, G] Storyteller's Screen (4001) [$4.5, NM] Loom of Fate (4002) [$9, NM] The Book of Chantries (4003) [$9, NM] The Book of Shadows: Mage Players Guide (4050) [$13, NM] Technocracy: Iteration X (4202) [$10, NM] (Vampire: The Masquerade) Children of the Inquisition (2250) [$7.5, VF] (World of Darkness) The Chaos Factor (4101) [$10.5, NM] XTR Corp. (Misc. Wargames) Fateful Lightning [$18, M] Yaquinto Games: (Misc. Wargames) The Thin Red Line (1310) (punched)[$20, Box VF-Contents NM] - -- Thibault Sarlat ICQ 16622177. Check out my sites : The main page is at http://www.mystara.com.bi Also, the Mapping Zone is at http://www.mystara-maps.com.bi And finally the Gazeteer zone is at http://www.mystara-gazeteers.com.bi Pour rejoindre la Mystara mailing liste francophone, rendez-vous sur ma page de garde en bas. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 18 Oct 1999 07:52:02 -0700 (PDT) From: Jenn Subject: Re: [MYSTARA] - Tome of Mystara > IU have to say it's very good, excellent stuff We're all glad you liked it! > By the way, is that 'Ann Stone' font that was used > for the title? > > Flossy It's from a banner generator form, but I think it was called "Kramer". Jenn ===== __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 18 Oct 1999 17:28:22 +0200 From: thibault sarlat Subject: [MYSTARA] - update hi i just updated my site by redrawing the map of Hule, the city states,the savage baronies and the hule held territorries (based on C.constantin map "HuleAC1000"). It takes 190k, and i believe it is now good enough to share it with you. Any comment are welcome as always. - -- Thibault Sarlat ICQ 16622177. Check out my sites : The main page is at http://www.mystara.com.bi Also, the Mapping Zone is at http://www.mystara-maps.com.bi And finally the Gazeteer zone is at http://www.mystara-gazeteers.com.bi Pour rejoindre la Mystara mailing liste francophone, rendez-vous sur ma page de garde en bas. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Mon, 18 Oct 1999 22:56:37 +0200 From: thibault sarlat Subject: [MYSTARA] - about my site I just tracked down some flaws in my site.i would have to change them soon. be patient .I promise i would fix it tomorow. - -- Thibault Sarlat ICQ 16622177. Check out my sites : The main page is at http://www.mystara.com.bi Also, the Mapping Zone is at http://www.mystara-maps.com.bi And finally the Gazeteer zone is at http://www.mystara-gazeteers.com.bi Pour rejoindre la Mystara mailing liste francophone, rendez-vous sur ma page de garde en bas. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 19 Oct 1999 11:48:18 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - The Corliss Guide to Northern Karameikos (very long) > PENHALIGON > General overview > Penhaligon is a fortified town half-way between > Kelvin & the border pass leading to Darokin. > Penhaligon Village acts as a way-station for folk > traveling to & from Selenica. It suffers its share of > non-human attacks, but trade & travel revenues are > brisk. Lady Arteris Penhaligon has ruled the area > since her father's death in AC 996. I got confused by the usage of town and village here. I dont remember penhaligions population, but I should think it should be referred to as a town. This may sound like mere nitpicking, but Penhaligion is a significant location in my campaign so thats why I take such interest in it :) I also noticed that you didn't mention the Castle of the Three Suns or the Order of the Three Suns from the Penhaligion Trilogy. Was that deliberately left out due to the questionability of those books being "canon"? Overall, really cool stuff. Do we get to see a guide for Southern Karameikos aswell? Håvard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #447 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Tuesday, October 19 1999 Volume 1999 : Number 448 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - The Corliss Guide to Northern Karameikos (very long) [MYSTARA] - A non canon Version of Korizegy Keep - Part 1 [MYSTARA] - A non canon Version of Korizegy Keep - Part 3 [MYSTARA] - A non canon Version of Korizegy Keep - Part 2 ---------------------------------------------------------------------- Date: Tue, 19 Oct 1999 08:08:37 -0700 (PDT) From: Damon Brown Subject: Re: [MYSTARA] - The Corliss Guide to Northern Karameikos (very long) - --- Håvard_Rønne_Faanes wrote: > I got confused by the usage of town and village > here. I dont remember > penhaligions population, but I should think it > should be referred to as a > town. This may sound like mere nitpicking, but > Penhaligion is a > significant location in my campaign so thats why I > take such interest in > it :) > You are absolutely correct about the population - it is definitely a town. The reference to Penhaligon Village is directly from GAZ1 and/or K:KoA. I also though it was odd when I read it but then assumed they meant that Penhaligon was made up of several parts. Penhaligon proper(the Village) + The Castle + the surrounding countryside = the town of Karameikos. Of course, that might not work for others. As I said, feel free to modify it to suit your campaign. > I also noticed that you didn't mention the Castle of > the Three Suns or the > Order of the Three Suns from the Penhaligion > Trilogy. Was that > deliberately left out due to the questionability of > those books being > "canon"? > Yeah, I kinda side-stepped that one. The books (at least the 1st one) seemed to give the impression that Penhaligon was just the Castle of the Three Suns. I didn't really care for that idea. I also thought that the Order was a bit overpowered for the region - at least IMC. I did, however, make a reference to it: the guest-house owned by Sir Barton Midvale, The House of the Three Suns. > Overall, really cool stuff. Do we get to see a guide > for Southern > Karameikos aswell? > Thanks. Yeah, I will be doing Southern Karameikos... eventually. In fact, I plan on doing a total of five more (yikes!): Southern Karameikos, Eastern Darokin, Central Darokin, Western Darokin, & Alfheim. Of course, these are *long* term goals. S. Karameikos will probably be first since that's where my characters will be adventuring next. Once again, thanks for the feedback and just remember that this is really only a framework. People should feel free to use whatever they want from it and modify it fit their own campaigns. Good Luck & Good Adventuring! auf wiedersehen, Damon ===== If a 'Vegetarian' is someone who eats vegetables, shouldn't 'Humanitarian' be another name for a 'Cannibal'? __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 19 Oct 1999 14:15:44 -0200 From: Victor Caminha Subject: [MYSTARA] - A non canon Version of Korizegy Keep - Part 1 Hi. When i checked the references on the Poor Wizards Almanac and elsewhere, the mention of this haunted keep always made me wonder about its contents. When i read the contents on Karameikos - Kingdom of Adventure , I felt disappointed for the minimal contents and a good story being potentially wasted. So, i set to work out a version, more fleshed out. I always liked the idea of a haunted castle, filled with a historic background and scary scenes. I also wanted a place which could be the one whispered in taverns in legends, in fear. A truly old story that could be an integral part of the country, containing part of its history and yet bearing a terrible and believable curse. This KK has two thousand years old, already standing when the alphatians made landfall. The fate of three Immortals is also connected to the keep. The decisions the trio made would affect their personalities (mostly for Petra ) and Ranivorus would not be immortal if he decided to stay until the end. The Keep is also the site that became the parting point for the gnoll invasion, for the killing of whole Traldar villages and the transference of some to the Hollow World, so great was the danger. The Keep also marked the end of the Invasion with the Traldar squashing the last of gnollish resistance. It bears the influence of two powerful immortals of Entropy and was trod by the feet of Traladara's most holy Immortals. Thank you Marco, for your support and opinions :) Disclaimer: The story is a bit over-powered , and contains a series of errors (such as Thyathis and Korydzegy - i only noticed them after). - ------------------------------------------------------------------------------ RUMORS: The Korydzegy Keep (i will abreviate as KK) as a haunted place is long whispered and feared, the clerics of Halav, Zirchev and especially Petra warn against anyone entering that forsaken place. The thyathians of Karameikos , after so many hours of dread tales, have learned to leave it alone. The traladarans, by oral tradition passed along the legend of KK. This is some of the stories told about it: - - KK is the site of a dormant gate to the Pyts (false) - - No one who worships Petra, Halav or Zirchev will receive their favours or powers (including turn undead and spells). They are on their own. (True) - - KK is a very ancient castle, centuries old perhaps a millenium. (half true) - - Judging its age, its hard to tell how it has such architecture, mixing ancient traladara (in truth, Traldar) walls with another wholly foreign style(true) - - KK existed already when the Alphatians arrived (true) - - The Lord of all vampires and werewolves of Karameikos live in the keep. During a certain Full moon, once in a decade, all vampires and werewolves of the kingdom secretly migrate there to pay homage (false) - - The voices of the long dead still echo in KK, reminding of a harsh past, forced to expose everyone its gruesome deeds (true) - - KK was a stronghold against the gnoll invasion, long ago. Once destroyed, the dead soldiers still walk its walls defending against any intruder (false) - - A long-dead patriarch of Petra sought her aid and advise to band an army and destroy that cursed place once and for all. When he saw the statue of in the altar crying tears of blood, he took as a bad omen and gave up (true). Synopsis of the history in BC 1000: While the Alphatians were setting foot in Mystara, the Nithian Empire was at its peak , the gnolls were on migration and began invading the lands of Traldar. Event 1- In this land a strong willed woman defeated other pretendents to the throne of Krakatos and ascended as Queen Petra. Coupled to her beauty, many suitors were available. One of them was a ruthless and batle hardened warlord, but was rejected by his cruel and blood ways, choosing Halav to betrothal. The other traldar nobles disliked him, giving little importance to his small domain in the far northwest. This man, Andrei Korydzegy, so turned its shoulders to the council of nobles, vowing they one day would regret looking down on him. In his passioned cries for revenge, an immortal heard his souls and quietly told he could get his chance to ruin all those he hated if he embraced his ideals. Under his guidance, he grew even more strong, and his dedication crowned when at the end of a grand quest he found an artifact of its patron, the Fiery Brand of Masauwu. Masauwu told his follower to wait and let his army arrive, for his allies were coming. Combining with his power and the blessing of Masauwu in this artifact, he would be avenged and a part of traldar would be his. Event 2- In ancient Nithia, a small army of renegades ran afoul from the Pharaoh's force. Each soul had a different origin from the stain that eventually blackened wholly their souls. The gnolls consisting the last remaining ones of the experiment of the nithians sorcerers who tried to create a perfect slave race. The experiment was abandoned when they turned to be brutal and savage. However, one of the templar magic-users (as in HW Kingdom of Nithia) of name Inherkhan, still persisted in experimenting, even when the clerics of Pflarr deemed this practice blaspheme, even when the other magic-users expulsed him from the order as a renegade for his foulness. It mattered little to him. for he was having great progress in the intelligence of these beings, especially in one of them who he treated as a near equal, gaving the name of Ranivorus. The power of Inherkhan and the fear and respect he inspired , including on Ranivorus, let him accompany the last outcasts out of the empire. The group became stronger when they were joined by Auridaman, a former patriarch of Pflarr, who falled when he was spurned by a minor cleric of Isiris, falled when he killed her consort - a Horoni- and was caught when his immortal abandoned him to his fate. Auridaman was sentenced to the mines, but escaped by the hands of a hairy man who later guided him to a long escape, all the while making him fuel his emotions and channeling his hatred for Pflarr, when he committed the final act - the desecration and defilement of a tomb which contained the remains of a faithful high cleric of Pflarr, he heard a laughter, almost animalistic, and then heard a voice in his mind. "You failed when you choose the Black Prince instead of redeeming yourself in my eyes. NOW LEAVE! And have the reward from your Master". When he awoke, his feet were hooves as a goats's. The later nights, he received visions from his now eager patron, who called himself Master of the Dead, all the while denying he was Thanatos. As this other Master was the Reaper, he was the Goat. After commiting himself to this new, more dedicated patron, he received an omen to join a band of other people who also were cast down because of Pflarr. So, he met Inherkhan , Ranivorus and his gnolls. The appearance of Auridaman impressed then, and soon the gnolls began treating the Patriarch with almost religious reverence (Ranivorus included, but later he abandoned all of them when he foresaw the doom). This, however, did not endear the Patriarch to Inherkhan, who saw Auridaman as a challenge to his rule. When they were in the lands outside the empire, they encountered a large army of gnolls form the Broken Lands. After a quick clash with the leaders of the Horde, with Auridaman killing the Gnoll Leader, the other gnolls accepted surrender and being led by the Cleric, now an enormous force. Inherkhan now was left out of the command, and secretly raged inside. Auridaman guided the army south to the lands of traldar, after dreaming a small castle in the woods that would become his seat of power. Event 3: The days passed in Andrei Kodydzegy small keep when rumors of an army of monsters were on their way. As he was told by his patron, this was his chance to brought the nobles of traldar on his heels. Although he was surprised to see an army consisted by hyena-headed humanoids, he did not hesitated and, for the horror of his troops, he threw open the gates in welcome and invited their leaders to talk. The few of his man who dared question his orders were slaughtered. Aurimadan talked to Korydzegy haltingly (as he was not exactly proficient in an ancient traladara) with Inherkhan as his advisor. One of the first tasks was to expand his stronghold to a mighty castle. With the supervisioning and magical aid of the Templar magic-user, added to a mass of gnolls under their command, KK grew to a enormous size, second to none in all Traldar and still a very respectable fortress in the current time (My statistics came to a 200X200 wall plus 90X90 keep). With some expert architecture from the nithian magic-user revamping the previous petty dwelling of traldar design, it brought wonder to all who did not recognize the Nithian architecture. Also, a lair for Korydzegy's great mount, Smolder (a large red dragon he subdued in his last years; both it and his rider became later had their reputations spread like wildfire for their might). The Invasion: So, the gnoll invasion began. Initially, some small groups pouring through the woods, then in full force. Only when Korydzegy received word form the council of traldar nobles he entered into action. He met a force of 150 footmen which would supposedly agroup with his forces. He, armed with his torch (masauwu fiery brand) and his mount , apppeared in front of then and began the slaughter, butchering everyone, leaving just one survivor to limp back to relate his meaning for those who diregarded him so. Even with the Traldar troops' superior knowledge of the terrain, the forces of Auridaman and Korydzegy were more organized and the mere of the Flame-Bearer (as Korydzegy became known to the common folk) and his mount were enough to cause panic. The nobles, wisely reasoned that they were steadily progressing to a doomed war unless they took urgent measures. So, they arranged an ambush (disguised as a parley) with Korydzegy while someone could sneak into that suddenly impregnable fortress to discover their weakness. To the surprise, none other than Petra, Queen of Krakatos and exalted cleric of Vanya volunteered to this mission, in company with Halav and a skillfull but squalid magic-user known as Zirchev. While they infiltrated the keep, the 500 men force sent to dispatch Korydzegy could have better luck; they had gambled upon his arrogance to meet then without his steed. The Ambush: And so Korydzegy, the Flame-Bearer and scoruge of Traldar went to meet the petty nobles who now would cower before his might. In a certain clearing on the woods he met with two of the younger (and brave) nobles. When they got assured he was alone, with only two guards as token escort they silently signalled to the army hidden in the woods. For a moment Korydzegy and his guards were being surrounded by archers and lancers. "TREACHERY!" He cried! And instead of admitting surrender he marched straight to the barrier of spears waving his torch, clashing when his guards fell. While he was certainly outragedly outnumbered and with no espace to escape, her eyes burnewd with a passion and lust for their blood. Answering this emotion, the Brand grow even hotter, a bonfire in his hand. And from the flame surged the effect the traldar so feared : several huge balls of molten rock from the torch, exploding and killing all who were near. Nevertheless, this army new the risks and the meaning of their sacrifice. Even by the carnage caused by the flames and the rocks, they carried on, with scores of soldiers burning when they close on too near Korydzegy. Even the Flame-Bearer was singed by the flames he wield for he was fighting in a cramped condition. He raged by this pain and even more that they continue to advance regardless. So he decided to augment its power even more. Suddenly , the flame on the torch became blinding white, and so became the new shower of rocks that emerged from the torch. Aghast, the soldiers began to fall even more quickly as the power of that unholy weapon became greater by the minute, in the hands of an enraged warrior.Their number have dropped to half when a breach on their ranks became exposed. Blind to his rage, Korydzegy ignored the possibility of escape , decided to reduce all of them to cinders. The soldiers, however began to retreat in terror for they never saw a greater display of destruction, even compared to the earlier demonstration of the torch. But the as they began to retreat, the irate Flame-bearer didnt let they leave at least. Once more the white flames ,explosion and rocks flowed into his hands. In a berserk fury he wielded the torch unaware that the white flames began to cover his hands and body. The last surviving soldiers saw a Korydzegy wholly covered in white flame attacking their ranks, oblivious he was being consumed. And the killing frenzy continued until there was nothing visible in his body except white flame. Then, in a final explosion of white flames, Korydzegy and his torch vanished as consumed by this inferno. From the initial 500 men, only 25 survived, most at the deaths door or dying, a few able to walk. These remaining men returned to the their lord to tell the happening, as was a hidden agent of Aurimadan, who galloped at full speed back to the Keep to warn of their rulers death. - ------------------------------------------------------------------------------ An explanation: As you have noted, the main immortals involved in this conflict are : - -Masauwu : who saw the humanoid migration as an perfect oportunity to cause ruin and misery coupled with his job of finding more suitable candidates for the Entropy. A Task that Korydzegy failed in his eyes for not controlling his passion). (PS: Masauwu IMC is much older than his minrothadan origin written in WoTI) - - Orcus: A Patron of humanoids much more stronger in that time, before Atzanteotl became more proeminent and with the still weak (in any) influence of the immortal humanoids of that time. Answering the prayers of his followers for conquest and mass destruction, he was only too happy to combine his plot with Masauwu. In Master Set, he is confounded with Masauwu and their joining of forces between Korydzegy and Aurimadan could be the explanation to this. The Fiery Brand of Masauwu (from the Master set, por your convenience:) Legend: The Legendary Guardian of Death, Masauwu (possibly another name for Orcus) is greatly feared. Its rumored he walks across the entire earth every night, appearing as a dark-skinned giant clad in animal skinsand carrying a flaming torch. This device is sometimes left for others to use, especially if they will further his causes. It has horrible and awesome powers, but if the user impresses Masauwu by employing it often and with diligence, he may grant even greater ones. Description: This is a club-like torch, 4 feet long. Its not normally burning when found. If lit, it can be only extinguished by water. Magnitude: greater Artifact Power limits: 4/A, 3/B, 3/C, 4/D Sphere: Entropy (Death) Suggested powers: (PP 450) A1 Meteor Swarm 100 A1 Obliterate 90 A4 Turn as CL36 95 A5 Spell damage bonus 1,2,3 = 4 80 B2 Detect invisible 35 B3 Teleport 50 Activation: The artifact is active when found. each time the userslays another creature by using this item, knowledge of 1 power is granted (maximum 2 per day) The artifact may be wielded as a club. Powers are revealed in order of PP cost. Use of powers: The artifact must be lit for any powers to function, issuing forth from the flames, on command. Suggested Handicaps (3) 1- When the first power is used: contitution score drops 5 points (minimum score of 3) 2- When turn undead is first used: user loses 3 levels 3- When spell damage bonus is first used to augment meteor swarm: Doom is sent. User and artifact will utterly vanish, but leave all equipment carried, either when user is next struck by any undead creature, or when spell damage bonus is applied to the meteor swarm a third time. (this is what happened to Korydzegy. His body and soul and artifact were carried away..its ironic that the haunted keep is NOT haunted by the one who named it:) Suggested penalties (5) 1- Cause critical wounds, cast at user, saving throw applies 2- Attract undead: if adventuring underground or outdoors after dark, 2-8 undead arrive in 1-6 rounds. All are off one tipe. Roll 1d12 to find Hit Dice type 3- Operational cost. User loses 20% of all treasure owned, not counting magic 4- Die* : user drops dead instantly, no saving throw (can be normally raised) 5- Poison Gas: Artifact releases 20.000 cubic feet of purple gas. Each victim within it must make a saving throw vs poison at -2 or die. User is not affected by the gas! *I would not count this effect having ever appeared , by a stroke of luck :) []s Victor Caminha *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 19 Oct 1999 14:15:52 -0200 From: Victor Caminha Subject: [MYSTARA] - A non canon Version of Korizegy Keep - Part 3 The Fall of KK: After the death of Korydzegy and Smoulder and the poisoning of the supplies the things began to change for in the army of Gnolls they were suffering from a lack of morale for the losses, and Aurimadan panicked dedicating more and more time to meditation and prayer for guidance than actually leading the invasion. The Gnolls were both afraid and still respectful from the "blessed patriarch"to take action, but Ranivorus began to lose his patience as they began to lose ground when well coordinated attacks by the council (now ready and with better conditions in the beggining of the war). In this chaos, Inherkhan , as advisor of Aurimadan, didnt do the least to convince the Patriarch to lead then. For the wizard, there could not be a better chance to become the ruler of invasion. Zhivorag was panicked for the state of chaos he provoked and fearing the full wrath of his Master if the situation grew worse he daily pleaded to Aurimadan to get out of his throne and take charge, nut the cleric did not hear the ulzaq - - jhe was lost in thought triing to commune with his patron to know what happened and why he abandoned him. When Inherkhan tried to lead, he saw that he did not inspired caith or morale in the troops and the defeats were becoming more and more serious. When the situation became worse, Ranivorus confronted him, demanding either to lead or to convince Aurimadan to take action. Inherkhan in presumptious pride refused to take order from his creation. With this insult he attacked the magic-user and after a desperate battle he managed to wound him mortally.Leaving the wizard to die, the gnoll concluded there was not a unified presence now that could restart the offensive against the humans. Foreseeing the carnage and destruction that would reach the Keep, he told the gnolls that he would not fight without proper leadership in this war and was leaving, to sack the other lands, perhaps again in the north. A band of gnolls joined him, but most decided to stay under the leadership of a hardy gnoll that called Ranivorus as a coward for fearing the humans (this hardy gnoll became "the king of beastmen" told by the Legend of Halav in traladara). Ranivorus didnt flinched to the insult, smiling inside that the staying gnolls would pay the price for a leaderless keep against the human horde. While Zhivorag was pacing the keep, enraged by Aurimadan inaction he saw the dying , semi-conscious body of Inherkhan. Deciding to discount his frustrations in the wizard, the ulzaq taunted him, asking what he was going to do as neither the Nithian Immortals would receive him in the underworld neither the ones who promoted the War was interested in a pitiful creature such as him. The wizard ordered Zhivorag to save him, and the Demon laughed, as he was never bound to Inherkhan and his life was at its hands. So, to save him he would want some compensation - the demon wanted the guarantee that his spirit would be his to feast but he would never attempt to harm his body in anyway . Inherkhan laughed, coughing blood, saying that he knew enough of necromancy to not be tricked into trade for an immortal undead form. Zhivorag replied that if he turned into an undead, someone could shatter his spirit and not be any scrap for his feast. He proposed that he possessed knowledge to make him undying and unaging but not undead in anyway. At the death's door, and failing to see the hidden trick, he accepted. Them, Zhivorag arranged a plaster to help close his wounds..a very crude bandaged that would hold death only for some hours..then he arranged the necessary ingredients and began chanting arcane words that Inherkhan repeated eacth time...by the eve of the sunset it was finished and the ulzaq tored the bandaged apart , reopening the wound. As the blood spilled, the wizard felt his life seeping from his body. As he glared to Zhivorag, the homunculus sneered: "No, i didnt break my promise. You will live, not as undead but as a magical spirit which i channeled using your magic. You will no longer use any but the weakest magical power but i am certain that your eternal life as a magical, imaterial and impotente phantom will compensate that. Oh, by the way, i told i would never harm your body. I will extract my payment in the due time" After that, the homunculus departed and the body of inherkhan died. Now, he was doomed to live in a magical noncorporeal form, as a lesser Phantom (see Creature Catalog). Inherkhan fled the company of the others, ever in fear the ulzaq appeared to devour him (in truth, he could only do that in true Demon form), seeking to live in the walls of the Keep. So, under the leadership of the one who became known as "The king of the Beastmen), the Traldar clashed in a bloody warm , but now with the possibility of victory. And finally, after a decisive battle between the Gnoll leader and Halav where both died (but the later was raised by Petra then) it began the offensive against the center of the invasion. Making the gnoll army retreat to the keep, the traldar besieged it and finally stormed into it, killing to the last when finally they confronted Aurimadan, lost in thought. The traldar, excepting the trio of heroes, never saw him in combat or leading the armies, but recognizing as one of the leader diospatched him with a single blow in the chest. And so enraged and bloodlust they continue to raze the keep, finally deciding to set it afire , sealing the doors of the main keep doors with stone to ensure that none of the survivors (if any) could escape the flames. Orcus became enraged by the defeat of their followers, and refused to answer the troubled questions of Aurimadan until the end. When all was over, he cursed the ones who failed him with undeath, all the gnolls, men and creature that once lived and died on the castle. In the depths of the colapsed pit, Smolder awakened by the Curse, now as an undead red dragon. Aurimadan continued lost in thought in his throne, as a grey philosopher. Zombies, skeletons, even ghouls and a weakened Vision now inhabited its lair. The only ones who were spared were Zhivorag (who died in the flames only to return later to the keep in ulzaq form in permanent banishment for his actions) and Inherkhan who continue to roam the halls with fear and frustration as a magicam lesser phantom. The years passed from the victory and gradually some of the victorious nobles tried to claim the land and its castle. Most of then had not returned and those who did reported a stronghold filled with undead, ghosts and death. Hearing this, the council of nobles declared that area forbidden and unsafe. The later attempts resulted only in more death, even if their own score managed to destroy large members of the undead. Centuries later, the clerics of the three repeated that the keep is a place forsaken by the immortals, a ground not safe for mortals to walk. Explanation why KK is still haunted after 2000 years: So, when the keep fell and became a cursed place it remained so even when the three ascended to Immortality. Petra is still ashamed for what she did (not so Halav and Zirchev) so she decided that neither she nor the other two would ever take a hand in dismantling the Curse. the other two were taken aback for her proposal, but she insisted that such was the price for the winning of the war. So, the curse and the haunting still exists because: a) The main clerics of Traldar/traladara/karameikos were from the three. And each who entered KK was unable to turn and cast spells. And entering a haunted place without clerical help is suicide. The few hot headed clerics and warriors who entered died. They inflicted losses on the undead there..mostly skeletons and zombies of the gnoll and human guards that still patrolled. the few who ventured further became dead. b) Because of the stripping of clerical powers of this place, no seasoned cleric of Petra, Halav or Zirchev would EVER approve its entering..The Keep os a place forsaken for the immortals and so must remain in that way. c) The best chance someone have in dispelling the curse is a party which contains a cleric not of the three. There are some immortals that could send their agents there, but petra made i clear that if the Curse were ever to be lifted , it would be due to mortals, just the way the keep fell. d) Of course, most entropic immortals find extremely amusing the way the Three assume the Keep as their responsability. Ranivorus sometimes watch the keep with a sly smile on his face, satisfied for leaving before its destruction. If he did not resolve that, he would never reach immortality. Masauwu know what happened and the treachery of the Howling demon, thinking his punishment as very proper. Even if it wasnt, he became much more disgusted by the failure of Korydzegy than the treachhery of Zhivorag, so he doesnt pays attention to tKK today. Orcus, as the bringer of the Curse, wants it stays this way. He also punished Zhivorag to stay in homunculus form as long the keep existed. If the Ulzaq got killed by the hands of Adventurers, he would return to his home plane,then Orcus would recreate a new homunculus body and throw him back (this takes from a month to several years, depending on Orcus' agenda). If Zhivorag commited suicide to escape the place, Orcus would kill him - permanently. The same happened if the homunculus take an active hand in destroy the Keep or leave the place. So, even after millenia, Zhivorag is desperate to leave, but not risk its destruction. At most he will give clues in a most indirect way. In fact, if the adventurers capture him and threaten to kill him, he will be glad for it is an excusable way to tip then more directly. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 19 Oct 1999 14:15:49 -0200 From: Victor Caminha Subject: [MYSTARA] - A non canon Version of Korizegy Keep - Part 2 More details from the ambush and the characters: So, the original ruler of KK vanished form the land, along with his torch. But how he originally got into the trap is not yet fully explained. Here it is: When Orcus and Masauwu agreed in cooperating with one another in this little plot, The Goat didnt trust at the least in his ally. So he decided to send a spy to the keep, to watch more closer on Korydzegy and the others. He summoned one of his minions, Zhivorag, a howling demon (not just fiend) who failed in an important mission to his master sometime ago and was awaiting punishment. So the Black Prince declared he would be sent to a keep in the Prime Plane as a Ulzaq Homunculus to serve a mortal while watching the affairs, especially atent to any plits that his "ally" could be scheming through Korydzegy. With no choice and eager to please Orcus, Zhivorag accepted. Homunculus (as described in Creature catalog, i can put the statistics later if you wish) are a forced mortal form taken by Immortals who are sent to the prime plane to serve a magic-user or cleric as form of punishment. So, Zhivorag was sent to KK, not to serve Aurimadan, but Inherkhan the templar. Orcus reasoned that the appearance of this new servant to the Patriarch would be obvious to Masauwu that was an envoy of his Patron. Instead, the Ulzaq appeared to the disgruntled wizard who wanted badly the rulership but was barred to a positio of mere advisor for both Aurimadan and Korydzegy were the acknowledged rulers. Zhivorag explained that he long listened to the anger and his unfulfilled lust for the throne and he was willing to help as his "familiar". After proving his utility showing great knowledge on arcane and the suggestion of a plan to put him as the rightful ruler, Inherkhan gladly accepted. The ulzaq explained that Korydzegy was a hard and suspicious man and far more dangerous because his torch. Zhivorag also proposed that he would appear to Aurimadan as his familiar. However, in order to build the confidence of the patriarch in him, it was necessary to implant a lie. So the homunculus was to tell the Patriarch that he was in truth a supposed minion of his Patron and he was there to watch over ,the guise of Inherkhan's servant was just a cover, for it would be much more dificult to spy if it became clear that he was the servant of Aurimadan. Occasionally he would report to the patriarch any news from the Keep and from his enemies. The demon told so clearly and bluntly to the former templar that he didnt realize how true it was. Zhivorag's Plan: All of the story above agreeable to Orcus move, to watch for any treachery or threat to his plor and followers. However, it was the howling demon own ideas that led to the eventual doom of KK and perhaps the cause of victory for Halav and his allies. Zhivorag reasoned that his master would be much more satisfied if Masauwu suffered a little stroke and left the scene. As his main pawn was Korydzegy, his death could strenghten and consolidate Aurimadan in power as the sole ruler of the Keep and eventually all Traldar. So, he spent nights first feeding the old wizard paranoia to the warrior, then beggan plotting with him of its destruction (without the knowledge of Aurimadan or his patron). Zhivorag knew about the Doom effect of the Fiery Brand, so he gambled at the warriors overconfidence and bloodlust if he was put in a do-or-die situation. As the warrior had already augmented the power of the meteor swarm before, a third time would mean his destruction and Masauwu would blame the warriors incompetence and foolishness with his artifact rather than accusing Orcus. Then, after the situation was stabilized and the conquest of traldar restarted, the demon would arrange for the death of Inherkhan (as he was just a pawn and not to an possible obstacle in Aurimadan's rule). So, he sent an anonymous message to the Traldar Concil of Nobles telling how to defeat Korydzegy. All they had to do was to assemble a huge force to ambush him under the pretext of there were some nobles who wanted peace and parley and wanted to negotiate in secret. If Korydzegy agreed, their forces would be his to control. However, secrecy was to be absolute and they would not risk that a large red dragon flying would be discreet at all. So they pleaded to Korydzegy to appear in more conventional ways, bringing whatever army he wants. Even alone they wouldnt dare to move against the Flame-Bearer (Zhivorag rationalized that if the warrior came mounted on his dragon he could very well fly above and just toast with the steed's breath). When the Council received the letter, they became very suspicious of a traitor in the rank of someone's clearly winning the war but, desperate for a plan, agreed although they sent a respectable but not so huge force (500 men). When a message for parley arrived in KK, Inherkhan produced a very detailed report about it to make certain that Aurimadan would be convinced by the vality of it. With the Patriarch's help, Korydzegy was still suspicious but agreed on the terms. Infiltration and sabotage fo the three Heroes - The Shame of Petra While the warrior was riding to his doom, a trio of adventurers disguised as soldiers entered the Keep. This was the second part of Zhivorag's plan. In the same message he proposed the death of Korydzegy to the Council he also offered that it could be arranged an entrance to the keep, disguised as Korydzegy's man. This could wield precious information about the keep and the logistics of their plans. So, once the spies were inside and the death of Korydzegy became known, Zhivorag would make certain that they would be caught and executed by Auridaman (warned by the ulzaq). What the demon didnt count that the trio of spies were the Queen of Krakatos and his consort along with a skilled mage. Their power enabled to foil their uncovering long enough to escape and wreak havoc in the keep. While Korydzegy was leaving a pair of three soldiers were entering the bastion of the gnoll invasion. Disguised with the armor and cloaks they found at the place their contact (the homunculus) told. So, the three began to discover and make a report about the enemies conditions. Petra,as cleric of Vanya*** , Halav as a great warrior and weaponsmith and their magic-user friend Zirchev. They began surveying the troops, the supplies. Halav controlled his anger for walking in the midst of "beastmen", all of then watched nervously the great pit, a 60'x60'pit that conected below to the chamber of Korydzegy's pet, Smolder (a large red Dragon). Zirchev suggested that the disguises could not be enough, so periodically he arrangeg proper invisibility spells, which just saved then for it made Zhivorag lose track of then, just when a messenger arrived anouncing the death of Andrei Korydzegy. With the momentaneous turmoil, Petra and Zirchev wanted to leave as their mission were done. However, Halav convinced both that staying for one night in a secure chamber could yield more benefits as they could inflict more damage upont the armies that blasted Cleric and wizard. While sabotage was not at all impossible, Petra were still relutant , but finnaly acquitted. While they were resting in a chamber created by Zirchev (disintegrating a section of wall and using a stoneform/wall of stone then) Halav discussed about poisoning the food supplies of the army, greatly weakening their position, not giving time to recover after their leaders death. When Petra heard this she was appaled by the suggestion, one that only her former suitor (Korydzegy) could suggest. While protesting, Halav argued "This is WAR! A war we're losing badly if urgent measures are not taken. So what to poison the watering hole of this viles hyenas? Once they conquer Traldar they would do much worse than that. I feel confort in your compassion, dear Queen,but in this situation is Worthless! I want to expect now the words form the brave woman who conquered the throne of Krakatos and always followed the dictates of her Immortal, not the gentle actions from the woman i love. We must act!" . After some minutes of harsh words, Petra grew FURIOUS, not for her betrothed but for she knew it was truth and it was an act she would ever regret. She callously agreed and sneaked ,managing to poison at night the supplies. "It is done"- she said in a cold tone, then letting tears of anger and pity for herself fall. In the day after, they left the chamber, and strolled around the courtyard looking for a discreet leave. When they were near the Pit, Zhivorag saw the trio and in bat form began to scream aloud for the gnolls (as Aurimadan was sill locked in his quarters meditating and asking WHAT have gone wrong to lose Korydzegy in this manner). As Ranivorus and his company apppeared, Petra arranged a less subtle distraction. He cast an Earthquake on the Pit. the nearer gnolls of the opposite side fell, and while the Pit was collapsing on itself, they could see the from the botton the form of smolder flying against the debris, trying to leave before the pt closed. His efforts almost succeded and while his head were begginging to appear, the rest of the pit collapsed, and it fell all the way down under the weight of the stones, crushing it to death. While this was happening, Zirchev ended his magic door on the wall of the Keep and the trio escaped. - ---------------------------------------------------------------------------- *** There is none a reference about Petra worshiping Vanya but i decided because Petra in her earlier days were more fired with determination in ascending the throne and convincing the more patriarchal Traldar that she was a fit ruler and because Vanya later became her Sponsor. During the war her heart was torn between compassioned justice and the necessity of win the war at any cost. When she was forced to take the actions described she was filled with guilt , ashamed for what she did. Thereafter her character moved to the aspect she later became known: defender, protector of besieged cities and those in need. Until this event, while compassionate she was still enrolled in the spirit of "victory seeker" that the clery of Vanya had. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #448 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Wednesday, October 20 1999 Volume 1999 : Number 449 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - A non canon Version of Korizegy Keep - Part 4 (final) [MYSTARA] - acess to to maps at page [MYSTARA] - H'lo? Re: [MYSTARA] - H'lo? Re: [MYSTARA] - H'lo? Re: [MYSTARA] - H'lo? Re: [MYSTARA] - The Corliss Guide to Northern Karameikos Re: [MYSTARA] - H'lo? Re: [MYSTARA] - acess to to maps at page [MYSTARA] - update of the gazetteers site... ---------------------------------------------------------------------- Date: Tue, 19 Oct 1999 14:15:54 -0200 From: Victor Caminha Subject: [MYSTARA] - A non canon Version of Korizegy Keep - Part 4 (final) So, the Keep became a haunted site, powered by an Immortal Curse. How the Curse works? Orcus laid the Curse for punishment to those who failed in his eyes. The Focus of the curse is centered on Aurimadan, now a grey philosopher, lost forever in thought. As long he exists the curse will not be broken. While he ignores any attack upon him, it wont be that easy to accomplish as each century he ponders it creates 2d4 malices (both described in Creature catalog..i can describe them later if you wish). By now, Two thousand years have passed ,so there are 40d4 malices created, most confined in the throne room with him! By the intrusion of adventurers and nobles (most fallen by the undead skeletons and zombies in the courtyard) there were some losses ,but you can judge there are still about 100 malices roaming. The Curse prevents the decaying of the Keep. Thats why many wonder about its alien (nithian-traldar) architecture and it appears that the Keep is not older than 100-200 years. It bears the marks of the siege and the burning the traldar commited (especially in the main keep); but there is not a sign that a 2000 year erosion occurred. The only damage visible was done by the siege or by intruders after its fall. Should anyone kill Aurimadan, the curse will be broken and in 1 turn , starting gradually, the keep will suffer the age of 2000 years in minutes, turning its stone walls to dust, its metals to rust and any non-magical objects the adventurers bring will suffer a similar fate. Finally, the only remains of the castle will be a huge pile of rock dust and debris. The only items except to this aging effects are the magical items found in the fortress or items possessed by victims killed after the curse (their objects suffered the effects of time normally however). Also, when the Curse is lifted, Zhivorag will assume his manifestation (Howling demon) form at last, taking the phantom of Inherkhan (if still "living") with him to his home plane(debts are never forgetted). The Hauntings and inhabitants: One of the aspects (another effect of the curse) that made KK famous is that the actions of the past still echo within the walls, which is called "phenomena". Conversations, arguments, especially the ones that link to the history of the Keep and its inhabitants. When someone walks in any location within the keep these "phenomena" may happen. The living then experiment a heavy sense of disoprientation, then they become the unseeing expectators of a scene of the past. They cannot be seen nor they can interact with the "phenomena". Some actions taken in the past, especially those linked to the doomed fate of the keep, are so strong that may be revisited whenever someone steps in the especific place. Such examples are the created chamber of Zirchev, while the trio was resting and planning for the sabotage of the keep. Another is a conversation of Korydzegy with Aurimadan about the meeting with the supposed Traldar nobles. These are just examples (i still need to create then..not with much time to work on this right now) but any reasonable and conceivable within the story presented in the last msgs that ocurred in the keep could be arraged by the DM to be visited by the party as a "phenomena". One of the sites of these "phenomena" (the one above describing Aurimadan and Korydzegy discussing plans) is also filled with a danger. One of the few creatures transformed but not turned into an undead is a garden of white roses (actually dormant vampire roses that can sense the presence of warm-blooded creatures and slowly creep into any caught by the phenomena) which originally were red - a garden once tended by Aurimadan as recording to the cleric of Isiris he once fell in love) Also, one of these scenes are not a "phenomena", but a ghostly horde (see creature catalog). In the battlements, courtyard and more exposed parts of the keep are the remaining bodies of zombies and ghouls that were destroyed by intruders in these milenia(as their bodies do not decay, its interesting to note that there are no undead skeletons). Very rarely, a corpse form one of the transpassers can be found(but the transpassers who die in the keep will NOT being turned into an undead just for their deaths). But these undead still exists in less explored areas (in the dungeons for examples, there are chained ones who in life were Korydzegy men who were not freed by the traldar). In these dungeons there are the corpses tortured and killed before the coming of the Traldar. Most were discovered and buried but a few reamin and so a Lesser Haunt (see creature catalog) roam its cell. At the bottom of the pit , Smolder - now an undead dragon- exists , mostly a savage and almost mindless beast that have two concern: to kill any transpasser and to recollect his buried treasure. This last was not met with much success as most of the hoard is buried under tons of rock and dirt and it doesnt want to create a cave-inn, so the digging for his treasure yielded only part of his original hoard. The dragon has a absolute hatred to any female, from it confound with the cleric (Petra) who caused the collapse of its lair. When the Pit collapsed, there were some tunnels conecting to the keep, some of which were destroyed or blockaded. One tunnel was being crossed by a group of soldiers who were leaving smoulder lair after bringing food supplies. They became trapped when the earthquake was cast and they died of hunger and disease, not before one killed after another, resorting to caniballism for survival. This group became ghouls and the most savage and voracious of them became an Elder Ghoul (See creature Catalog). In the Food Supplies building, the Curse affects any food/water and potion spoling, just as an spirit aura does. This is a reflection of the poisoning petra made here. In the main Keep, its walls are covered with soot and ash a heavy scent of burning is present, as if the building burned to the ground. In one, once blockaded chamber now thorughly burned was former occupied by a group of soldiers who died in agony. When the curse struck they returned as a weaker form of a Vision (turned as Spectre, its crying power affects only once; the victims who save at first time will not need to save the following rounds). In the Guards' Captain room, it lays its body and his undead form - a wraith. This evil man suicided with a dagger rather to fall under the hands of the traldar. In the Chapel (dedicated to orcus) there are still some cerimonial trappings and relics dedicated to the Black Prince. If someone tampers withit, the Statue of his image will move to attack the defilers (treat as a Guardian Warrior from Creature Catalog, but without a horse) In Inherkhans Room lies his body, and the Phanntom takes a extreme caution to mantain it safe from harm (much to the amusing of Zhivorag). He hopes that a high-level cleric could raise himself back to his body (which is impossible due to its transformation. It would need a Wish to do that). Cowardly and spiteful, he tries to watch any movement within KK. Finding the PCs he will first convince them he was a poor soldier/adventurer who died by the hands of the gnolls before the traldar came. Then he will lead then to a "safe route to end the Curse" leading then right to Smolder Lair. He will disappear and watch if the party can destroy the dragon (the few who got so far havent). If they manage to do that, he will reason that they could be powerful enough to raise him..so he will appear later in another visage to try to convince raising his body, offering anything any information or reward he thinks he could give (or deceive the party he has). At this moment Zhivorag would appear to show how pathetic he is, before defiling his body with his claws,much to Inherkhans grief. Its important to say that, because the Spell of Oblivion on Nithia, Inherkhan will be most amnesiac about anything that connects to Nithia. He will remember about meeting Aurimadan and building the Keep, but will not remember where he came from ,etc. Zhivorag: If the party seems capable to destroy Aurimadan while surviving the malices (its not so difficult as it seems) he will appear to then, trying to cooperate to get their help (although his aid will be in the most indirect way, through hints not direct clues , because Orcus forbid him against that). If attacked he will immediately flee , for everytime it dies he returnd to the Home Plane of Orcus , is tortured and punished then returned to the Prime Plane. He also promises to reveal tols the Pcs about the location of the Keeps treasure in a hidden vault , near the dungeons of the Keep if they succeed killing Aurimadan and thus break the curse (the vault exists but was thoroughly looted when Traldars stormed KK) - a malicious plot of his to kill greedy Pcs searching for a nonexistant treasure while the keep collapses upon then. If they leave immediately, they will see Korydzegy Keep falling at last. Then, the Ulzaq will appear next to then in the ground and in pain..telling that their rewards would indeed great...he goes on speaking labouriously for some minutes when finnaly his transformation takes place and he finnaly sheds of the homunculus mortal form turning back to a Full Howling Demons. Then waving his arms and claws meancingly to the party he bellows "RUN FOR YOUR LIVES" while using a Fear aura attack upon then (Any Pc saving would be advised to run, even if Zhivorag will not attack them because the Codex forbids it) and then will catch with his claw the cowering Inherkhan from the ground and travels back to the outer plane saying maliciously "The Feast will finally begin". - ------------------------------------------------------------------------------ Well, thats it. Hope it wasnt too boring an nonsense. []s Victor Caminha "Receive the bounty of your hero's deed Tainting thy life by the gift of the dead Eternally running from a priestly bead Unable to bear the Orb in your head You'll walk in the darkness so alluring Without Hope to cleanse your sin Away from the joy of the living Forever to serve your Twin" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 19 Oct 1999 16:59:03 -0400 From: "JJJ" Subject: [MYSTARA] - acess to to maps at page thibault-dunno if youve noticed this prob, but your maps cant be enlarged. You have a really great site, and it is really the kind of resource that I need for my mystara campaign. Just wanted to help you out some on your fix if you didt already know. Justinian Von Herzogovitch *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 19 Oct 1999 17:13:04 -0400 From: "SteelAngel" Subject: [MYSTARA] - H'lo? Is there anyone there? Hello.. lo.. lo.. lo..? I have a Question. In AC9, there is mention of a few "secret races" Cycindeans, Quariks, etc. However.. I've never heard of the Quariks. They are supposed to live in a cystal city in the far north. What supplement/adventure has more info on this race, or is it just one of those creations for the Creature Catalogue? Ethan *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 19 Oct 1999 17:27:28 EDT From: Scoooman@aol.com Subject: Re: [MYSTARA] - H'lo? well, i think it is just another scam, or a ploy if you wish, for TSR to create interest in a topic, then create a whole different book that costs a "reasonable price" just so that we can buy that one up and add it to the myriad of supplementals which already coat our libraries. Meltheim the Shadowstalker Infiltrator to the Immortals Devotee of Fate Eyes of the Starwatcher *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 19 Oct 1999 17:58:20 -0400 From: "SteelAngel" Subject: Re: [MYSTARA] - H'lo? > well, i think it is just another scam, or a ploy if you wish, for TSR to > create interest in a topic, then create a whole different book that costs a > "reasonable price" just so that we can buy that one up and add it to the > myriad of supplementals which already coat our libraries. Not quite sure about that though, The Cycindeans were found in the adventure B4, which came out a scant few years before AC9. (This is D&D supplement, not AD&D!) Most of the monsters in the supplement came from modules, with only a few new ones added. Ethan *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 19 Oct 1999 18:06:24 EDT From: Scoooman@aol.com Subject: Re: [MYSTARA] - H'lo? oh, no doubt that the monsters are in the modules, but the information on a lot of creatures are only mentioned in either the periodicals which were discontinued, or in some random peripheral. In either event, you must pay what seems a ransom in order to play correctly. My gm just went through this, gary gygax's module "The Shattered Circle" talks about creatures which are only found in the compendiums. Meltheim the Shadowstalker Infiltrator to the Immortals Devotee of Fate Eyes of the Starwatcher *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 19 Oct 1999 13:50:27 +0200 From: DM Subject: Re: [MYSTARA] - The Corliss Guide to Northern Karameikos At Sat, 16 Oct 1999 13:26:20 -0700 (PDT), Damon Brown > > Hey all! This is a project I've been working on for >a while and it's finally done(whew!). It's designed to >be something of a traveler's guide (ala Fodor's, >Lonely Planet, etc.) and was designed to be a handout >for players. Hiya Damon! I liked this stuff a lot. I especially think the idea to write guides for players is to be praised, since usually the difficult thing is to tell the players all things they're supposed to know about their homeland or country they're visiting. I hope you'll do the same with other locations that have not had a PLayer's section when the Gazetteers were released.. oh, btw, I think that mentioning common laws and town specific laws is also a good way to tell PCs what they can and cannot do, and above all it helps DMs a lot (they don't have to flip thru the original gaz to find that damn page where the laws are supposd to be described, never finding it.. ;)). hope to see more next time! ;) DM Senior Editor of the Mystaran Almanac First Officer of U.S.S. Unicorn Visit Marco's Mystara Homepage at: http://www.geocities.com/TimesSquare/Dungeon/2967 Join the Mystara Webring at: http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html Join the Starfleet Academy at: http://gilda.it/startrek (Italian RPG PBEM) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Tue, 19 Oct 1999 19:14:51 -0400 From: "SteelAngel" Subject: Re: [MYSTARA] - H'lo? > this, gary gygax's module "The Shattered Circle" talks about creatures which > are only found in the compendiums. Yeah, PC2 (Top Ballista) References monsters found only in AC9 (Creature Catalogue) That's why I ended up buying it. It's a pisser :) Ethan *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 20 Oct 1999 13:11:35 +0200 From: thibault sarlat Subject: Re: [MYSTARA] - acess to to maps at page you mean that clicking on the thumbnail doesn't lead you to the bigger version of the map? I think i corrected that flaw yesterday night.Please try again and report any problem so that i can fix it.If you have any other idea as for the way i organize my site , just tell me, this kind of feedback is more than welcome . It is a must... thanks for your input. I am on my way to add many other things to the site.I you have preference or needs don't hesitate to ask. thib - -- Thibault Sarlat ICQ 16622177. Check out my sites : The main page is at http://www.mystara.com.bi Also, the Mapping Zone is at http://www.mystara-maps.com.bi And finally the Gazeteer zone is at http://www.mystara-gazeteers.com.bi Pour rejoindre la Mystara mailing liste francophone, rendez-vous sur ma page de garde en bas. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 20 Oct 1999 21:00:40 +0200 From: thibault sarlat Subject: [MYSTARA] - update of the gazetteers site... I just updated my gazetteers site.I added all the entries for Hule made by the Great Christian Constantin.I intend to add in a few days the last "hulean correspondence ".The savage coast section has also been completely rebuilt.I also updated the North section. The next improvement will consist in having particular zones of my maps linked to the corresponding geographical entries in the Gaz section.But it is not ready yet.I 'll let you know. as always , feedback is welcome. - -- Thibault Sarlat ICQ 16622177. Check out my sites : The main page is at http://www.mystara.com.bi Also, the Mapping Zone is at http://www.mystara-maps.com.bi And finally the Gazeteer zone is at http://www.mystara-gazeteers.com.bi Pour rejoindre la Mystara mailing liste francophone, rendez-vous sur ma page de garde en bas. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #449 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Thursday, October 21 1999 Volume 1999 : Number 450 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - maps Re: [MYSTARA] - new stuff from Titan Games Re: [MYSTARA] - new stuff from Titan Games Re: [MYSTARA] - new stuff from Titan Games Re: [MYSTARA] - new stuff from Titan Games [MYSTARA] - K.K. Re: [MYSTARA] - K.K. Re: [MYSTARA] - K.K. Re: [MYSTARA] - K.K. (Korizegy Keep) Re: [MYSTARA] - K.K. (Korizegy Keep) [MYSTARA] - CUSTOM: 3E races and classes for Mystara Re: [MYSTARA] - new stuff from Titan Games Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara [MYSTARA] - Shadow Elves Re: Re: [MYSTARA] - K.K. [MYSTARA] - Barrier question Re: [MYSTARA] - Barrier question Re: [MYSTARA] - acess to to maps at page ---------------------------------------------------------------------- Date: Wed, 20 Oct 1999 17:27:56 EDT From: Scoooman@aol.com Subject: [MYSTARA] - maps Does anyone have any maps of Fort Doom, The Lost Valley of Hutaka, Specularum, Selenica, Corunglain, or Halag? If so, I would greatly appreciate them! Meltheim the Shadowstalker Infiltrator to the Immortals Devotee of Fate Eyes of the Starwatcher *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 20 Oct 1999 14:46:39 -0700 From: "Mr. Darknerd" Subject: Re: [MYSTARA] - new stuff from Titan Games While it is nice to know everything they sell, perhaps displaying only the Mystara and OD&D portions would be more relevent to the mailing list. [snip] >TSR: > (D&D) > (Basic Rules) > Basic Boxed Set (Erol Otus Cover) (1011) [$12, Box >F-Contents F], [$10, Box G-Contents G] > B1: In Search of the Unknown (9023) [$15.5, VF], (interior >pencil)[$13.5, F] > B3: Palace of the Silver Princess (9044) [$17.5, VF], [$16, >F] > B4: The Lost City (9049) [$17.5, VF], (inserts loose)[$17, >VF] > B5: Horror on the Hill (9078) [$17.5, VF] > B6: The Veiled Society (9086) [$15.5, VF] > BSOLO: Ghost of Lion Castle (9097) [$12, F] > B7: Rahasia (9115) [$16, VF] > (Companion Rules) > Set 3: Companion Rules Boxed Set (1013) [$14.5, Box >VF-Contents VF] > Companion Rules (player's & DM's books) (1013) [$4.5, Fa] > CM1: Test of the Warlords (9117) [$8, VF] > CM2: Death's Ride (9118) [$9.5, VF] > CM3: Sabre River (9119) [$8, Fa] > CM4: Earthshaker! (9128) [$9, Fa] > (Expert Rules) > Set 2: Expert Rules Boxed Set (Elmore cover) (1012) [$13, >Box F-Contents F] > X1: The Isle of Dread (orange cover) (9043) [$4, VF] > X2: Castle Amber (9051) [$14.5, VF], (photocopied >inserts)[$9.5, Fa] > X3: Curse of Xanathon (9056) [$10.5, F], [$9.5, G] > MSOLO2: Maze of the Riddling Minotaur (9060) (partly >colored, missing pen, photocopied inserts)[$3, F] > MSOLO2: Maze of the Riddling Minotaur (9060) (partly >colored, missing pen, inserts loose)[$2.5, G] > X4: Master of the Desert Nomads (9068) [$11, F] > X5: Temple of Death (9069) [$9, F] > X7: The War Rafts of Kron (9079) [$11.5, VF], [$10, F] > X6: Quagmire! (9081) [$13, F] > X8: Drums on Fire Mountain (9127) [$12.5, VF] > X9: The Savage Coast (9129) [$14, VF], [$12.5, F] > XS2: Thunderdelve Mountain (9157) [$8, F] > X10: Red Arrow, Black Shield (9160) [$25, NM] > (Master Rules) > Set 4: Master Rules Boxed Set (1021) [$17, Box VF-Contents >VF] > (Misc.) > AC4: The Book of Marvelous Magic (9116) [$10, F] > AC5: Dragon Tiles II - The Revenge of Rusak (9145) [$15, N] > (Mystara Campaign) > Gaz1: The Grand Duchy of Karameikos (9193) [$15, F] > Gaz3: The Principalities of Glantri (9208) [$13.5, VF] > Gaz4: The Kingdom of Ierendi (9215) [$14, VF] > Gaz7: The Northern Reaches (9230) [$17.5, NM] > Gaz9: The Minrothad Guilds (9236) [$20, VF] > Gaz11: The Republic of Darokin (9250) [$17.5, NM] > TM2: The Eastern Countries Trail Map [snip] regards, jm HotBot - Search smarter. http://www.hotbot.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 20 Oct 1999 17:50:44 EDT From: Scoooman@aol.com Subject: Re: [MYSTARA] - new stuff from Titan Games I don't really recommend Titan Games unless you're willing to wait a while. I ordered about 5 items from them, and it took over a week before i got anything confirming my order, and then another week or so before they told me if it was able to ship to me. One good thing about them, is that they do have a lot of mystara stuff, and that they can take cash payments, which helps for us 17 year olds with no credit! So if you're willing to wait at least 3 weeks to get your stuff, go for it, if not, then don't. Meltheim the Shadowstalker Infiltrator to the Immortals Devotee of Fate Eyes of the Starwatcher *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 20 Oct 1999 18:04:57 -0400 From: redrobyne Subject: Re: [MYSTARA] - new stuff from Titan Games You acted out of character!Whoa whats happening? *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 20 Oct 1999 18:05:30 EDT From: Scoooman@aol.com Subject: Re: [MYSTARA] - new stuff from Titan Games sorry, i've been out of the Reverie too long. Upon returning to the Fairie Rings, I found myself taking on the characteristics of some . . . human. Needless to say, this has been remedied, and I am back to my old self, the Shadowstalker. Meltheim the Shadowstalker Infiltrator to the Immortals Devotee of Fate Eyes of the Starwatcher *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 20 Oct 1999 22:02:16 -0400 From: redrobyne Subject: [MYSTARA] - K.K. This is a multi-part message in MIME format. - --Boundary_(ID_NJ+CWrtQSFjEDhzPg2BLJw) Content-type: text/plain; charset=iso-8859-1 Content-transfer-encoding: quoted-printable First thing you did a wonderful (and obviously painstakingly) job on = this. Also...(theirs a downside to this) I would like the stats of = Hormunculus, If you would please Victor. Stew 3 - --Boundary_(ID_NJ+CWrtQSFjEDhzPg2BLJw) Content-type: text/html; charset=iso-8859-1 Content-transfer-encoding: quoted-printable
First thing you did a wonderful (and obviously = painstakingly)=20 job on this. Also...(theirs a downside to this) I = would like=20 the stats of Hormunculus, If you would please Victor.
 
 
 
Stew 3
- --Boundary_(ID_NJ+CWrtQSFjEDhzPg2BLJw)-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 20 Oct 1999 22:32:26 -0400 From: "SteelAngel" Subject: Re: [MYSTARA] - K.K. > First thing you did a wonderful (and obviously painstakingly) job on this. Also...(theirs a downside to > this) I would like the stats of Hormunculus, If you would please Victor.3 Huh? What exactly are we talking about? Ethan *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 20 Oct 1999 22:37:06 -0400 From: redrobyne Subject: Re: [MYSTARA] - K.K. The Korizengy Keep (sorry I did seem to forget to mention it) alternate story. Stew 3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 21 Oct 1999 01:16:49 -0200 From: Victor Caminha Subject: Re: [MYSTARA] - K.K. (Korizegy Keep) At 22:02 20/10/99 -0400, you wrote: >First thing you did a wonderful (and obviously painstakingly) job on this. Thanks :) > Also...(theirs a downside to this) I would like the stats of Hormunculus, If you would please Victor. > Ok. Below are the statistics from the Creature Catalog. Please note that there are three kinds of Homunculus (one for each alignment). AC: 0 HD: 3**** Move: Fylgar 60'(20') / Fly 240'(80') Gretch 150'(50')/Fly 180'(60') Ulzaq 60' (20') Attacks: Fylgar 1 bite or 1 tail : dmg 1d4 or 1d3 Gretch:1 bite or 1 tail : dmg:1d4 or 1d4+ special Ulzaq: 2claws/1 bite : dmg: 1d2/1d2/ 1d4 + special No. Appearing: 1(0) Save as: Magic-user 21 Morale: Fylgar 9 Gretch 8 Ulzaq 8 Treasure type: L Intelligence: Fylgar 12 Gretch: 11 Ulzaq: 6 (i disagree with this...as Zhivorag dont have this score) Alignment: Fylgar Lawful Gretch Neutral Ulzaq Chaotic Xp value: Fylgar 95 Gretch 95 Ulzaq 110 Abilities common to all homunculus: - - Immune to nonmagical weapons, cold & fire based attacks - - Invisible, detect magic and detect evil at will - - Regenerate 1 hp/round (ability may be conferred to Master if he is within 10' of the Homunculus) - - Save as 21th MU - - As long as it is a willing servant, it can communicate telepathically with its master up to a mile distance. The master can use all the sensesof his servant (including infravision) up to 1 mile away. - - If master is in physical contact with the homunculus, he gains +3 to all saving throws. - - 1/week the homunculus may use its own special knowledge and insight to help ots master make important decisions. This assistance is equivalent to a Commune Spell. - - If reduced to 0 hp, its body is destroyed and will return to the plane he originally came. The master of the homunculus will lose 1d+1 hp permanently. Fylgar abilities: - - polymorph into black cats or hawks. - - extremely quick reactions (+1 to initiative rolls) - - Tail attack has +4 bonus to hit. - - innate invisible at will - - Protection from evil 10' 3/day Gretch abilities: - - polymorph into a raven or giant rat - - tail attack has a poisonous barb: save vs poison or lose 1 pt of Dexterity (per hit) . It will last 2d4 turns. If Dexterity falls to 3 or less, victim will fall unconscious. - - immune to mind-affecting spells - - Slow (as spell) 1/day Ulzaq abilities: - - polymorph into normal bats or frogs . - - poison bite; save vs poison or lose 1 pt of strenght (per hit). It will last 2d4 turns. If strenght falls to 3 or less, victim will fall unconscious. - - immune to electrical attacks - - Confusion 1/day - --------X--------- Hope it helps. []s Victor Caminha "Receive the bounty of your hero's deed Tainting thy life by the gift of the dead Eternally running from a priestly bead Unable to bear the Orb in your head You'll walk in the darkness so alluring Without Hope to cleanse your sin Away from the joy of the living Forever to serve your Twin" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Wed, 20 Oct 1999 23:44:53 -0400 From: redrobyne Subject: Re: [MYSTARA] - K.K. (Korizegy Keep) Thanks! Stew3 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 21 Oct 1999 00:25:49 EDT From: Kaviyd@aol.com Subject: [MYSTARA] - CUSTOM: 3E races and classes for Mystara I think I now know just enough about the 3E rules to have an idea as to how it might be adapted for the Mystara (Known World/BD&D) setting: Races: All of the standard races are available, and in some places a variety of non-standard races may be available. For now I will concentrate on the standard races. Classes: Not all classes are freely available -- some either are not found at all or are found only in certain regions, while others are required for certain races. In particular, the wizard class is available only to characters who have magic talent -- and that talent is possessed only by a small percentage of the population for most races. Generally, if a character does not begin play as a wizard, there is very little chance that he can become one later. Now on to the particulars: Human: Humans may begin play as clerics, fighters, mages, thieves, monks, or assassins (with the last two classes being relatively rare). Other classes may be possible depending on just how their descriptions in the 3E rules fit in with this setting, with the following likely dispositions: Probably present: Barbarian (in remote, uncivilized regions), Ranger (at the edge of civilization) Uncertain: Bard, Sorcerer. We have too little information about how these classes will be handled -- most likely they will not be found among Known World humans. Probably absent: Paladin, Druid. This setting has multi-class options for high level fighters and clerics that supersede these classes. Defender: This name is derived from a kit in "Red Steel" and refers to the Paladins and Avengers of the D&D Rules Cyclopedia. Any fighter of level 9+ may swear allegiance to a church of compatible alignment and becomes a level 1 cleric upon gaining the next level. From that point on the character is required to advance in the cleric and fighter classes (and no others, if he already has other classes) in such a way as to keep his cleric level at about half his level as a fighter. The Defender has no restrictions on weapon use even if the 3E rules would normally impose such restrictions on a fighter/cleric. Balancer: A neutral cleric of level 9+ can train to become a level 1 druid at any point when he is about to gain a level. From that point on he must advance so as to keep his cleric and druid levels as even as possible. Spellcasting ability is based on sum of cleric and druid levels, with spell availability expanded to include spells available to either class. On the other hand, weapons and armor are severely restricted -- a Balancer can use only those weapons and armor types that are allowed to both the cleric and druid classes. Granted powers are derived from each class at the appropriate level. The ability to turn undead is not lost but ceases to improve until the character has gained enough druid levels to permit further advancement in the cleric class. Forester: Any fighter or ranger (preferably of low level) can train with elves to become a forester (and thereby acquire mage or perhaps another class requiring magical talent as a second class). However, since most humans do not have magical talent, such training is unlikely to be successful. Half-Orc: Half-Orcs are generally regarded as human, but with their disadvantaged backgrounds they seldom are able to become spellcasters, at least initially. As a result, they generally begin play as fighters, thieves, assassins, or rangers and may add cleric as a second class. They may become wizards only if their orcish parent has at least some shadow elf ancestry (chance as for human of possessing wizardly talent). It is at this point that I should point out that the "preferred" class for half-orcs has never been revealed, but based on precedents set in 1st edition that class should be the assassin class. However, will 3E designate as a "preferred" class a class that has been hidden away in the DMG? It should be quite interesting to see how this concept works out. Half-Elf: In the world of Mystara, most Half-Elves are regarded as though they were fully human, and they generally have the same class options as humans. However, their elven ancestry increases their magical talent to the point that they almost always succeed in training to become Foresters. Elf: Elves of the Known World begin play as Foresters (fighter/mages or ranger/mages). They may acquire any other class as a third class, although elven monks, assassins, barbarians, and clerics are virtually unheard of. However, they may select the druid class as a third class or become Defenders. Dwarf: Dwarves of the Known World begin play as fighters. Later on they may become clerics (if in Rockhome or another dwarven homeland) or thieves (if in a human or halfling city). Other classes are possible but far less common. No dwarf has yet been born with magical talent, but one who gains access to a wish may use that wish to gain such talent and then become a level 1 mage with the next level gain. Gnome: Gnomes of the Known World begin play as fighters. Later on they may become clerics or thieves. Other classes are possible but far less common. Gnomes have approximately as much magic talent as half-elves and thus a decent chance of becoming multi-classed wizards (illusionists). Halfling: Halflings of the Known World begin play as fighters or rangers. Later on they may become thieves. At level 8+ they may become "Masters" and become clerics, druids, or both. Other classes are possible but far less common. Halflings share the dwarven lack of magical talent and can gain it only by means of a wish. I will add notes for non-standard races later if there is sufficient interest. Meanwhile -- does anyone have any comments or suggestions for what I have described so far? *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 21 Oct 1999 10:08:48 +0200 From: Frank Subject: Re: [MYSTARA] - new stuff from Titan Games I don't really agree with this... I live in Holland and I received my books very, very quick every time.Only in vacation periods they may have a little delay.. They're a bit expensive, that's all! Frank *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 21 Oct 1999 14:01:35 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara On Thu, 21 Oct 1999 Kaviyd@aol.com wrote: > I think I now know just enough about the 3E rules to have an idea as to > how it might be adapted for the Mystara (Known World/BD&D) setting: > > Races: All of the standard races are available, and in some places a > variety of non-standard races may be available. For now I will concentrate > on the standard races. > > Classes: Not all classes are freely available -- some either are not found > at all or are found only in certain regions, while others are required for > certain races. In particular, the wizard class is available only to > characters > who have magic talent -- and that talent is possessed only by a small > percentage of the population for most races. Generally, if a character > does not begin play as a wizard, there is very little chance that he can > become one later. > > Now on to the particulars: > > Human: Humans may begin play as clerics, fighters, mages, thieves, > monks, or assassins (with the last two classes being relatively rare). > Other classes may be possible depending on just how their descriptions > in the 3E rules fit in with this setting, with the following likely > dispositions: > > Probably present: Barbarian (in remote, uncivilized regions), Ranger > (at the edge of civilization) > > Uncertain: Bard, Sorcerer. We have too little information about how > these classes will be handled -- most likely they will not be found > among Known World humans. I wouldn't be surprised to see Bards in many of the Known World countries. But as you say, it depends on how they work in the game. The same goes for sorcerers, but im more sceptical to these guys. > Half-Orc: Half-Orcs are generally regarded as human, but with their > disadvantaged backgrounds they seldom are able to become spellcasters, > at least initially. As a result, they generally begin play as fighters, > thieves, > assassins, or rangers and may add cleric as a second class. They may > become wizards only if their orcish parent has at least some shadow elf > ancestry (chance as for human of possessing wizardly talent). > > It is at this point that I should point out that the "preferred" class for > half-orcs has never been revealed, but based on precedents set in 1st > edition that class should be the assassin class. However, will 3E > designate as a "preferred" class a class that has been hidden away > in the DMG? It should be quite interesting to see how this concept > works out. What is the function of this system of "preferred Classes"? Will they get an xp bonus if they chose that particular class? I think the concept of the assasin as a class is ridiculous anyway, but there is no reason why we can't make the preferred class for Mystaran Half-Orcs a fighter... > Elf: Elves of the Known World begin play as Foresters (fighter/mages or > ranger/mages). They may acquire any other class as a third class, although > elven monks, assassins, barbarians, and clerics are virtually unheard of. > However, they may select the druid class as a third class or become > Defenders. Elven Clerics of Ilsundal is a possiblity. The elves of the Mystaran south pole could be regarded as elvel Barbarians...Assasins and monks dont seem apropriate though. > Dwarf: Dwarves of the Known World begin play as fighters. Later on they > may become clerics (if in Rockhome or another dwarven homeland) or thieves > (if in a human or halfling city). Other classes are possible but far less > common. > No dwarf has yet been born with magical talent, but one who gains access to > a wish may use that wish to gain such talent and then become a level 1 mage > with the next level gain. The moulder dwarves could be ideal dwarven mages or even sorcerers. As could possibly the hollow world dwarves.. > Gnome: Gnomes of the Known World begin play as fighters. Later on they > may become clerics or thieves. Other classes are possible but far less > common. Gnomes have approximately as much magic talent as half-elves > and thus a decent chance of becoming multi-classed wizards (illusionists). I dont see the gnome illusionist as typical for Mystara. Rather I see Gnome elementalists (Air and Earth) as a possiblity.. Håvard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 21 Oct 1999 17:10:51 +0300 (EET DST) From: Markus Olavi Montola Subject: [MYSTARA] - Shadow Elves Has anybody developed Shadow elves any further? Or created magic items and spells of Shadow-elven origin? - Markus ----------------------------------------------------------------- W A R I S P E A C E F R E E D O M I S S L A V E R Y I G N O R A N C E I S S T R E N G T H ----------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 21 Oct 1999 10:57:47 EDT From: FreddiePal@aol.com Subject: Re: Re: [MYSTARA] - K.K. In a message dated 10/20/99 10:35:11 PM, you wrote: <> Where is this? Did i miss it? Please repost it (or post it for the first time, if you haven't already!... thanks *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 21 Oct 1999 19:56:31 +0200 From: DM Subject: [MYSTARA] - Barrier question Hi everyone! JUst a quick question: is the priest's spell Barrier hollow or full? I mean, do the hammers/blades/knives whatever fill the whole area of the Barrier or do they fill only its perimeter? I've always thought it was full, but reading some D&D adventures lately, the question sprung to my mind.. Any clues? As usual, thanx for the answers ;) DM Senior Editor of the Mystaran Almanac First Officer of U.S.S. Unicorn Visit Marco's Mystara Homepage at: http://www.geocities.com/TimesSquare/Dungeon/2967 Join the Mystara Webring at: http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html Join the Starfleet Academy at: http://gilda.it/startrek (Italian RPG PBEM) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 21 Oct 1999 14:18:03 -0500 From: "Ed Paynter" Subject: Re: [MYSTARA] - Barrier question - ----- Original Message ----- From: DM To: Sent: Thursday, October 21, 1999 12:56 PM Subject: [MYSTARA] - Barrier question > Hi everyone! > > JUst a quick question: is the priest's spell Barrier hollow or full? I > mean, do the hammers/blades/knives whatever fill the whole area of the > Barrier or do they fill only its perimeter? I've always thought it was > full, but reading some D&D adventures lately, the question sprung to my mind.. > > Any clues? > > As usual, thanx for the answers ;) In the PHB, Blade Barrier (lv 6 Priest), It states that it creates a wall of blades that rotate around a central point. But it also says that the blades rotate in a plane. It seems that this would mean that the wall is mainly 2 dimensional and not a circle, and could be seen from the side like this: | \ / --- depending on what plane you wanted them in... Depending on the DM, you might be allowed to make the wall circular, but in any case, the area would not be filled IMO, especially since the area of effect is listed as 5-60 square feet, not cubic feet. Anyway, thats my two cents. Ed Paynter epaynter@iupui.edu > DM > Senior Editor of the Mystaran Almanac > First Officer of U.S.S. Unicorn > > Visit Marco's Mystara Homepage at: > http://www.geocities.com/TimesSquare/Dungeon/2967 > > Join the Mystara Webring at: > http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html > > Join the Starfleet Academy at: > http://gilda.it/startrek (Italian RPG PBEM) > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 21 Oct 1999 18:10:54 -0400 From: "JJJ" Subject: Re: [MYSTARA] - acess to to maps at page dunno. when clicking on the links i get the (404 url not found) for the pics. your maps look great...I always tried to tape together my maps from te rules cyclopedial; these images would make KW very comprehensible. Justinian Von Herzogovitch *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #450 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Friday, October 22 1999 Volume 1999 : Number 451 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - Thib's Maps Re: [MYSTARA] - Planar descriptions Re: Re: [MYSTARA] - K.K. Re: [MYSTARA] - Barrier question Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara RE: [MYSTARA] - CUSTOM: 3E races and classes for Mystara Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara Re: [MYSTARA] - Thib's Maps [MYSTARA] - Hoddie's site gone? Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? [MYSTARA] - Newbie mystarists; OD&D-AD&D-3E Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Re: [MYSTARA] - OD&D, AD&D2,3E-D&D -- Standard Net language for Mystara? Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? RE: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? ---------------------------------------------------------------------- Date: Thu, 21 Oct 1999 15:29:44 -0700 (PDT) From: Damon Brown Subject: [MYSTARA] - Thib's Maps I hate to say it Thib, but I'm also having trouble with maps. Here's the error message I get: Not Found The requested URL /thibsylv/geo/support cartes/kwprewoti.htm was not found on this server. That's on my computer at work... I will also try on my computer at home and see if it works. It's a shame, 'cuz you're maps are really awesome & we don't get to admire them in their full glory :o( auf wiedersehen, Damon ===== If a 'Vegetarian' is someone who eats vegetables, shouldn't 'Humanitarian' be another name for a 'Cannibal'? __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 21 Oct 1999 16:22:20 -0700 (PDT) From: Shane Henry Subject: Re: [MYSTARA] - Planar descriptions - --- DM wrote: > You mean Mystara Outer PLanes? I created a couple of > planes when I run my > first planar campaign. > > One (Yzorderrex) was basically a huge city > completely surrounded by the > Vortex except for the gateway to the astral plane > (constantly guarded by a > monolith-like baak). > Another one (Jokalaylau) was a flatworld with one > great ocean limiting the > land to the south west and a huge mountain chain to > the northeast. > Another one I detailed is Terra's homeplane, > basically a gigantic sphere of > rock and stones where tribes of different races live > peacefully alongside. > I've also developed a few worlds in the Astral plane > and the Outer PLane of > TIme, but I think I'll end here ;) Marco, I'd enjoy seeing these Outer Planar locales presented formally, in a gazetteer-type format, to the MML. If this were to happen, one useful thing would be to include some additional notes telling to what degree these creations diverge from any canon sources. Also useful would be a relatively short suggestion on how to incorporate these locales into both the expected OD&D cosmology, and also the AD&D Planescape cosmology. Anyway, I think it'd be neat to have some more extraplanar locales for our Mystara campaigns. Shane ===== __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Thu, 21 Oct 1999 22:48:19 -0400 From: redrobyne Subject: Re: Re: [MYSTARA] - K.K. > >> > > Where is this? Did i miss it? Please repost it (or post it for the first > time, if you haven't already!... thanks > Victor posted a whole story on it. Very interesting and much better then the one in K:koa (although the old one could be used as a coverup...) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 04:22:01 -0200 From: Victor Caminha Subject: Re: [MYSTARA] - Barrier question In PH says that the size of the barrier varies. And i did not see anything stating against the caster being on the center point of the barrier. The RC says especifically that the hammers ocupy a 30x30 area. And, as Ed Paynter stated, it did not describe as cubic feet, so i imagine the barrier more like a ring of flying hammers (or blades in AD&D) then a solid "disk" composed of concentric rings of hammers. Hope it helped :) []s Victor Caminha "Receive the bounty of your hero's deed Tainting thy life by the gift of the dead Eternally running from a priestly bead Unable to bear the Orb in your head You'll walk in the darkness so alluring Without Hope to cleanse your sin Away from the joy of the living Forever to serve your Twin" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 02:24:21 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara In a message dated 1999-10-21 08:02:21 Eastern Daylight Time, hoc@nvg.ntnu.no writes: > What is the function of this system of "preferred Classes"? Will they get > an xp bonus if they chose that particular class? I think the concept of > the assasin as a class is ridiculous anyway, but there is no reason why we > can't make the preferred class for Mystaran Half-Orcs a fighter... As best I understand it, a "preferred class" is a class that a demi-human character can take as part of a multi-classed combination without XP penalty -- the default XP penalty is apparently 20% per extra class. It is rumored that the "preferred classes" will be as follows: Dwarf: Fighter Elf: Mage Halfling: Thief In each case the "preferred" class is a class that has a level limit of 15 and is part of the possible multi-classed combinations under 2d edition rules. In regard to gnomes, I am inclined to agree about them not commonly being depicted as illusionists on Mystara. I would instead make their preferred wizard specialty be elementalism -- earth elemenatalism for "normal" gnomes and air elementalism for the sky gnomes of Serraine. Presumably the "ice gnomes" of Davania would be water elementalists, leaving some yet undiscovered subraces as fire elementalists. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 14:31:10 +0800 From: "Murphy, Jason" Subject: RE: [MYSTARA] - CUSTOM: 3E races and classes for Mystara > In regard to gnomes, I am inclined to agree about them not commonly > being depicted as illusionists on Mystara. I would instead make their > preferred wizard specialty be elementalism -- earth elemenatalism for > "normal" gnomes and air elementalism for the sky gnomes of Serraine. > Presumably the "ice gnomes" of Davania would be water elementalists, > leaving some yet undiscovered subraces as fire elementalists. > > [MURPHY Jason] hmmmm....Volcanic Gnomes. I guess if any race would be capable of harnessing volcanic energy through mundane means it would be gnomes. By mundane i mean Mystaras peculiar mixture of fantasy physics. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 03:54:58 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara In a message dated 1999-10-22 02:25:34 Eastern Daylight Time, Kaviyd@aol.com writes: > In regard to gnomes, I am inclined to agree about them not commonly > being depicted as illusionists on Mystara. I would instead make their > preferred wizard specialty be elementalism -- earth elementalism for > "normal" gnomes and air elementalism for the sky gnomes of Serraine. > Presumably the "ice gnomes" of Davania would be water elementalists, > leaving some yet undiscovered subraces as fire elementalists. Speaking of elementalists, I would propose one further suggestion -- that all four elements be regarded as mutually antagonistic. Thus, if a character is specialized as an air elementalist, all three of the other elemental schools count as opposition schools for that character. After all, the bitterest rivalry in Alphatian history was between Air and Fire -- which you will notice are not opposed elements under AD&D rules. As compensation for the added opposition schools, you may want to consider looking through the Glantrian Secret Craft of Elementalism and granting some or all of its abilities to non-Glantrian elementalist wizards. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 11:16:29 +0200 From: thibault sarlat Subject: Re: [MYSTARA] - Thib's Maps I just found what was wrong about the links, i think they work fine now.If someone else could be kind enough to check the links and report it to me please.thank you. - -- Thibault Sarlat ICQ 16622177. Check out my sites : The main page is at http://www.mystara.com.bi Also, the Mapping Zone is at http://www.mystara-maps.com.bi And finally the Gazeteer zone is at http://www.mystara-gazeteers.com.bi Pour rejoindre la Mystara mailing liste francophone, rendez-vous sur ma page de garde en bas. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 15:25:07 +0200 (CEST) From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= Subject: [MYSTARA] - Hoddie's site gone? I noticed that Hoddies website featuring all those nice maps was missing. Is the website permanently gone? Håvard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Remember, there are no stupid questions, just stupid people." -Mr Garrison, South Park. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 10:31:51 -0400 From: "SteelAngel" Subject: Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara > In regard to gnomes, I am inclined to agree about them not commonly > being depicted as illusionists on Mystara. I would instead make their > preferred wizard specialty be elementalism -- earth elemenatalism for > "normal" gnomes and air elementalism for the sky gnomes of Serraine. > Presumably the "ice gnomes" of Davania would be water elementalists, > leaving some yet undiscovered subraces as fire elementalists. In my Davanian Gnome works, I have actually given the Snartan Gnomes fire magicks. Think of it this way - Vulcania isn't named for it's ice flows, and Snartans build HUGE earthshakers using steam power from fire elemental pupae. I'd hope that they'd have some resistance to fire, and control of it, y'know :) By the by, someone has already done great details of water gnomes. I really wish I remembered who to give a reference. As always, it's probably up at Stan's site. Ethan *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 10:33:07 EDT From: Ambreville@aol.com Subject: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Here's a topic that may prove unpopular for some (sorry!). Since it is getting increasingly difficult to win over new players for Mystara, I wanted to suggest that a standard game system be used when discussing Mystara on the net. Obviously, I'm not asking anyone give up their preferred game. Whatever they play at home is of course fine. I'm only suggesting that a standard game language be used for the purpose of net discussions. The reason for this is simple. Mystara has been out of print for a quite a while now and it is increasingly difficult to acquire original releases, a handicap upon which little or no impact can be had. Discussing Mystara on the basis of OD&D is another inconvenience from the point of view of trying to attract outsiders. On this we can have an impact. Although I like OD&D very much, I think it creates a problem with newer players who are totally unfamiliar of OD&D. They might be interested in Mystara but not at the cost of learning OD&D on top of what game system they are currently using. The obvious alternative is AD&D2 for the moment. I'm not really excited about choosing the latter as the standard Mystara net-lingo, however. On the other hand I've been given the opportunity to go through 3E-D&D, which I think is quite good. I think it would be a good idea to switch to 3E as much as is practical for everyone involved as soon as it becomes the standard at TSR/WotC. There still will be conversion issues and other mismatches -- 3E has a whopper of gaming alternatives that simply don't exist with OD&D, and that will affect the setting (3E elves can be anything under the sun, not just spellcasters with swords, and all races can possibly have access to paladins or odd multiclassed characters, etc). It won't be perfect but at least the Mystara language used on the net can be "standardized" to make this setting a bit more attractive to newcomers. Naturally, this may require some preparation. Aspects of Mystara would need to be altered to function with 3E (or vice-versa). I'm not sure how to approach this to make it a group effort since I'm not entirely clear how much of the present version of 3E I may divulge on the net... I'll be in contact with powers that be at WotC about this. I also suspect plenty of 3E beta material has already leaked out among the general public that would keep such a project within the realm of what's feasible. Please understand that I do NOT advocate dropping OD&D or anyone's favored game system as their gaming platform at home. One way of accommodating everyone is that 3E be used as the default game language (if not for gaming at conventions), allowing notes for OD&D equivalents listed in brackets or as footnotes. Again, this is just a suggestion. I'm interested in your opinions and ideas. Thanks Bruce Heard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 17:49:59 +0300 (EET DST) From: Markus Olavi Montola Subject: [MYSTARA] - Newbie mystarists; OD&D-AD&D-3E On Fri, 22 Oct 1999 Ambreville@aol.com wrote: > Mystara but not at the cost of learning OD&D on top of what game system they > are currently using. The obvious alternative is AD&D2 for the moment. I'm not > really excited about choosing the latter as the standard Mystara net-lingo, I don't think anyone takes on Mystara spontaneously these days. If the world is to be revived, it can only be done by a) further commercial-ish publications or b) personal interaction such as mastering Mystara to people who have never played here before. At least in Finland (at least in Helsinki), the Mystara is practically in coma -- no-one even considers using the world, as no-one remembers the good ol' universe anymore. But personal promotion *is* very efficient. Three months ago I begun an introductory promoting RuneQuest campaign, and now there are about ten more Gloranthophiles in my friends. I don't know if any of them will ever master anything in Glorantha, but now they know what it is all about and it is up to them to take it or leave it. That is how Vampire and WoD have spread. Large larps of 100 players convert lot of people quickly, who in their turn organize more games. Same could possibly be done with Mystara. Anyone can try it. Anyone can do it! And when mastering a conversion campaign, you can use any rules the players want or you want. Someone here mastered Mystara with Rolemaster! - Just Do It - > Bruce Heard - Markus Montola, Glantrophile ----------------------------------------------------------------- W A R I S P E A C E F R E E D O M I S S L A V E R Y I G N O R A N C E I S S T R E N G T H ----------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 13:11:00 -0400 (EDT) From: the Wizard of Frobozz Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? On Fri, 22 Oct 1999 Ambreville@aol.com wrote: > Here's a topic that may prove unpopular for some (sorry!). I wouldn't say it's "unpopular," just touchy. For myself, I can certainly understand how having a well-defined lexicon would make things easier for all involved, especially the new players and those who want to know more about Mystara. On the other hand, I have entire bookcases devoted to just my D&D stuff. I can't afford to be keeping up with the latest edition and product and revision simply to keep my statistics level with everyone else's. Not being one who is great with systems and their divination, I certainly have no suggestions for how to make it work, though as I said, I can certainly see the need. Not a lot of help, I know, and I like the idea, but the thought of having to purchase yet another edition when for me the old ones work just fine...it's a bitter pill to swallow. Anyone have any ideas on how to make information more "generic" without losing their flavor or reducing all of us to spending godawful amounts of money? Unhelpfully, - --Frobozz-- ________________________________________________________ One look in her lusting eyes, savage fear in you will rise Teeth of terror sinking in: the bite of the She-Wolf. --Megadeth, "She-Wolf" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 13:31:16 -0400 From: "jdaly" Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? I think what you say makes sense. Is there anywhere we can go for a rundown on 3rd Edition? - ----- Original Message ----- From: To: Sent: Friday, October 22, 1999 10:33 AM Subject: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? > Here's a topic that may prove unpopular for some (sorry *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 13:35:56 -0400 From: "jdaly" Subject: Re: [MYSTARA] - OD&D, AD&D2,3E-D&D -- Standard Net language for Mystara? - ----- Original Message ----- From: the Wizard of Frobozz To: Sent: Friday, October 22, 1999 1:11 PM Subject: Re: [MYSTARA] - OD&D, AD&D2,3E-D&D -- Standard Net language for Mystara? > Anyone have any ideas on how to make information more "generic" without > losing their flavor or reducing all of us to spending godawful amounts of > money? > > Unhelpfully, > --Frobozz I play an entirely different system from D&D. Some things that are pure Mystaran, translate very well into it. For the rest, I make it up as I go along. I think we should start compiling a list of changes and additions as soon as 3rd Edition comes out. Let's be on the cusp!!!!! *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 13:45:00 -0400 From: John Hofmann Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? On Fri, 22 Oct 1999 10:33:07 EDT Ambreville@aol.com writes: > The reason for this is simple. Mystara has been out of print for a > quite a > while now and it is increasingly difficult to acquire original > releases, a > handicap upon which little or no impact can be had. Discussing > Mystara on the > basis of OD&D is another inconvenience from the point of view of > trying to > attract outsiders. On this we can have an impact. > Using a standard Net language won't alleviate the problem of getting our hands on older material, unless by converting it, we are allowed to publish it on the Net without TSR lawyers jumping on us. However, I see this as a possibility only if everyone at TSR and WotC all happen to go insane at the same time. As to attracting outsiders, I'd be interested to see how many people on this list subscribed because they loved Mystara in all its glory and wanted a forum to discuss it, and how many subscribed because they were interested in Mystara and wanted to learn more about it. Maybe we've got as many Net-Mystarans as we're going to get. Should we post a survey? > Although I like OD&D very much, I think it creates a problem with > newer > players who are totally unfamiliar of OD&D. They might be interested > in > Mystara but not at the cost of learning OD&D on top of what game > system they > are currently using. The obvious alternative is AD&D2 for the > moment. I'm not > really excited about choosing the latter as the standard Mystara > net-lingo, > however. On the other hand I've been given the opportunity to go > through > 3E-D&D, which I think is quite good. I think it would be a good idea > to > switch to 3E as much as is practical for everyone involved as soon > as it > becomes the standard at TSR/WotC. > I disagree. I think that OD&D is not too difficult to understand, and not too foreign to AD&D players. Maybe all that's needed to solve this problem is a "What's the difference between ADnD and DnD?" addition to the FAQ. There is merit to the 3E-standard, though. I'm not disagreeing with that, but I question the NEED to make ANYTHING the standard on this list. If we did decide to have a standard, I'd almost say that OD&D should be the standard. Then all that would have to be converted would be the AD&D2 stuff, much of which has it's roots in OD&D game mechanics (here I am specifically thinking of the Almanacs). Like I said, though, I wouldn't even want to make that standard ... not here. > There still will be conversion issues and other mismatches -- 3E has > a > whopper of gaming alternatives that simply don't exist with OD&D, > and that > will affect the setting (3E elves can be anything under the sun, not > just > spellcasters with swords, and all races can possibly have access to > paladins > or odd multiclassed characters, etc). It won't be perfect but at > least the > Mystara language used on the net can be "standardized" to make this > setting a > bit more attractive to newcomers. > That's not a big deal. At least, I don't anticipate it being a huge headache (I've never seen the 3E rules, though, just the press releases about it and the little I could glean from discussions on rec.games.frp.dnd). OD&D to AD&D2 is almost formulaic, and I think that standards could very easily come up with. If we, of the Mystara List, decide to adopt 3E as the Standard Language for Mystara, then I will wholeheartedly embrace the idea even if I think it's not necessary. If we just decide to convert material to 3E, then count me in. I don't mind doing things like that at all, and I've gotten a few sideways jabs here for being too meticulous in the presentation of ideas here, but I don't think that you could be too meticulous in developing a conversion from one game system to another. John Hofmann djemonk@juno.com ___________________________________________________________________ Get the Internet just the way you want it. Free software, free e-mail, and free Internet access for a month! Try Juno Web: http://dl.www.juno.com/dynoget/tagj. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 17:01:36 -0400 From: "Simon B. Sinister" Subject: RE: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? jdaly asked "Is there anywhere we can go for a rundown on 3rd Edition?" Try this site. It's more helpful than the official one!: http://www.mailbag.com/users/ericnoah/dandd3e.htm - ----------------- SIMON B. SINISTER - ----------------- http://members.home.net/simonbsinister/trod.htm *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Fri, 22 Oct 1999 18:44:29 -0700 From: IronWolf Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Sounds great to me, Bruce! Unfortunately, I don't have much access to the material myself, so I'll be happy to hear your ideas. Obviously Mystara's cultures and races were developed with original class systems in mind, but I would feel that 3e could give players the chance to really shine as 'beyond the normal'. IronWolf "It's Specularum, damn it!" Ambreville@aol.com wrote: > Here's a topic that may prove unpopular for some (sorry!). > > Since it is getting increasingly difficult to win over new players for > Mystara, I wanted to suggest that a standard game system be used when > discussing Mystara on the net. Obviously, I'm not asking anyone give up their > preferred game. Whatever they play at home is of course fine. I'm only > suggesting that a standard game language be used for the purpose of net > discussions. > > The reason for this is simple. Mystara has been out of print for a quite a > while now and it is increasingly difficult to acquire original releases, a > handicap upon which little or no impact can be had. Discussing Mystara on the > basis of OD&D is another inconvenience from the point of view of trying to > attract outsiders. On this we can have an impact. > > Although I like OD&D very much, I think it creates a problem with newer > players who are totally unfamiliar of OD&D. They might be interested in > Mystara but not at the cost of learning OD&D on top of what game system they > are currently using. The obvious alternative is AD&D2 for the moment. I'm not > really excited about choosing the latter as the standard Mystara net-lingo, > however. On the other hand I've been given the opportunity to go through > 3E-D&D, which I think is quite good. I think it would be a good idea to > switch to 3E as much as is practical for everyone involved as soon as it > becomes the standard at TSR/WotC. > > There still will be conversion issues and other mismatches -- 3E has a > whopper of gaming alternatives that simply don't exist with OD&D, and that > will affect the setting (3E elves can be anything under the sun, not just > spellcasters with swords, and all races can possibly have access to paladins > or odd multiclassed characters, etc). It won't be perfect but at least the > Mystara language used on the net can be "standardized" to make this setting a > bit more attractive to newcomers. > > Naturally, this may require some preparation. Aspects of Mystara would need > to be altered to function with 3E (or vice-versa). I'm not sure how to > approach this to make it a group effort since I'm not entirely clear how much > of the present version of 3E I may divulge on the net... I'll be in contact > with powers that be at WotC about this. I also suspect plenty of 3E beta > material has already leaked out among the general public that would keep such > a project within the realm of what's feasible. > > Please understand that I do NOT advocate dropping OD&D or anyone's favored > game system as their gaming platform at home. One way of accommodating > everyone is that 3E be used as the default game language (if not for gaming > at conventions), allowing notes for OD&D equivalents listed in brackets or as > footnotes. Again, this is just a suggestion. I'm interested in your opinions > and ideas. > > Thanks > > Bruce Heard > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #451 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Saturday, October 23 1999 Volume 1999 : Number 452 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Re: [MYSTARA] - OD&D, AD&D2,3E-D&D -- Standard Net language for Mystara? Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language forMystara? [MYSTARA] - The controversy! OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language forMystara? Re: [MYSTARA] - The controversy! OD&D, AD&D2, 3E-D&D -- Standard Net languagefor Mystara? Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara- Gnomish Elemntalists Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara- Gnomish Elemntalists ---------------------------------------------------------------------- Date: Fri, 22 Oct 1999 18:50:16 -0700 From: IronWolf Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? > I disagree.  I think that OD&D is not too difficult to understand, and > not too foreign to AD&D players.  Maybe all that's needed to solve this > problem is a "What's the difference between ADnD and DnD?" addition to > the FAQ. > > There is merit to the 3E-standard, though.  I'm not disagreeing with > that, but I question the NEED to make ANYTHING the standard on this list. >  If we did decide to have a standard, I'd almost say that OD&D should be > the standard.  Then all that would have to be converted would be the > AD&D2 stuff, much of which has it's roots in OD&D game mechanics (here I > am specifically thinking of the Almanacs).  Like I said, though, I > wouldn't even want to make that standard ... not here. >   I'll grant that most Mystara materials are in OD&D form, but I don't think it should be the standard. Most of my players won't even touch OD&D, they don't have the books, which means they're always borrowing mine if we try to play, and then they find the system too limited. (Nothing puts the gray hairs on you faster than some guy saying "D&D came in boxes?") Myself I've been working on a 2e version, but with 3e on the way, I'm looking forward to it, especially the flexible cosmology rules. (Which will stop the grumblings about the butchering of it done in the 2e version.) IronWolf "It's Specularum, damn it!" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 00:25:15 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - OD&D, AD&D2,3E-D&D -- Standard Net language for Mystara? In a message dated 1999-10-22 13:42:24 Eastern Daylight Time, jdaly@friend.ly.net writes: > I think we should start compiling a list of changes and additions as soon as > 3rd Edition comes out. Let's be on the cusp!!!!! Why wait? Some of the rules have been leaked/released from official sources. I tried to begin such an effort with a message that I recently cross-posted to this list and the DND-L list. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 00:25:14 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? In a message dated 1999-10-22 10:34:29 Eastern Daylight Time, Ambreville@aol.com writes: > Although I like OD&D very much, I think it creates a problem with newer > players who are totally unfamiliar of OD&D. They might be interested in > Mystara but not at the cost of learning OD&D on top of what game system they > are currently using. The obvious alternative is AD&D2 for the moment. I'm not > really excited about choosing the latter as the standard Mystara net-lingo, > however. On the other hand I've been given the opportunity to go through > 3E-D&D, which I think is quite good. I think it would be a good idea to > switch to 3E as much as is practical for everyone involved as soon as it > becomes the standard at TSR/WotC. I came out in favor of this idea a couple of months ago, when 3E was first announced. From what has been publicly released so far, it is clear that 3E is much friendlier to Mystara than any variant of the 2d edition rules. > There still will be conversion issues and other mismatches -- 3E has a > whopper of gaming alternatives that simply don't exist with OD&D, and that > will affect the setting (3E elves can be anything under the sun, not just > spellcasters with swords, and all races can possibly have access to paladins > or odd multiclassed characters, etc). It won't be perfect but at least the > Mystara language used on the net can be "standardized" to make this setting > a bit more attractive to newcomers. One possibility to consider is that the old "race=class" idea imposes more restrictions on how a character starts out than on how he develops later on. For example, we could agree that all Rockhome dwarves begin their careers as 1st level fighters. Under 2d edition rules, that would be unduly restrictive, as demi-humans have no options for acquiring new classes under those rules. However, it is obvious that the 3E multi-classing rules will let dwarves and other demi-humans explore other options as they advance in level. Similarly, the Mystaran "paladin" and "druid" classes as described in the D&D Rules Cyclopedia can probably be re-interpreted as human multi-classing options in 3E. Of course, we may want to close off certain classes for cultural or other reasons. In particular, we would need to address the point that is brought up in a number of places that most humans do not have the ability to learn wizardly magic -- so any character who does not begin play as a mage will need either luck or magical intervention to learn the skills of that class later. > Naturally, this may require some preparation. Aspects of Mystara would need > to be altered to function with 3E (or vice-versa). I'm not sure how to > approach this to make it a group effort since I'm not entirely clear how much > of the present version of 3E I may divulge on the net... I'll be in contact > with powers that be at WotC about this. I also suspect plenty of 3E beta > material has already leaked out among the general public that would keep > such a project within the realm of what's feasible. I would lean towards customizing the 3E rules to fit Mystara rather than vice versa, given a choice. I would recommend reading the official 3E Web page by WotC (especially the 3E FAQ) and the "10 Rules" article in the October issue of Dragon magazine for information that has been publicly released, and then reading Eric Noah's 3E Web page for what seems to be fairly reliable speculation on details beyond that point. We can do quite a bit with what we already know or suspect. You may want to approach the folks at Wizards with specific issues that you wish to discuss, perhaps with a view of moving their release/leakage of the relevant information back so that we can discuss those issues on this list. > Please understand that I do NOT advocate dropping OD&D or anyone's favored > game system as their gaming platform at home. One way of accommodating > everyone is that 3E be used as the default game language (if not for gaming > at conventions), allowing notes for OD&D equivalents listed in brackets or as > footnotes. Again, this is just a suggestion. I'm interested in your opinions I sincerely hope that we can do this. I had thought that we would have no chance to do this before the rules are published, but if you can accelerate that effort then that should net you quite a few well deserved PPs (and I think that reference should tell you how most of us regard you). *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 00:00:11 -0500 (CDT) From: CronoCloud@webtv.net (Ron Rogers) Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? I have to disagree with most of the posters. Mystara is OD&D and OD&D is Mystara. Yes, you can convert the world to other systems, but why? Is any edition of AD&D truly superior to OD&D? Sure you've got added options and rules for everything with AD&D, but does that make it better, especially for newbies? OD&D is by far the easiest to learn of the D&D systems and it is not overly complex. Sometimes it seems to me that people are ashamed of the OD&D system. They shouldn't be, it is well balanced, plays quickly and it basically just works fine as it is. By the way I play in an AD&D campaign so I am no OD&D only partisan. CronoCloud (Ron Rogers) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 01:25:14 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language forMystara? In a message dated 1999-10-23 01:00:37 Eastern Daylight Time, CronoCloud@webtv.net writes: > I have to disagree with most of the posters. Mystara is OD&D and OD&D > is Mystara. Yes, you can convert the world to other systems, but why? > Is any edition of AD&D truly superior to OD&D? Sure you've got added > options and rules for everything with AD&D, but does that make it > better, especially for newbies? OD&D is by far the easiest to learn of > the D&D systems and it is not overly complex. If we limited discussion to 1st and 2d edition versions of AD&D then I would agree with you -- the rule system summarized in the D&D Rules Cyclopedia is the most rational set of rules published to date. However, from what I have seen of what WotC is planning for the 3E rules due out next August, I think it will prove to be a superior system to every previous version of D&D or AD&D even if we judge it only on its ability to cover the world of Mystara. Okay, for anyone from Wizards who reads this list -- I have staked my reputation on the quality of a set of rules that I have very incomplete knowledge of. Everyone at your company who has said anything about 3E has indeed led me to believe all that I have written above. Please don't disappoint us! *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 04:04:30 -0400 (EDT) From: Brad McMillan Subject: [MYSTARA] - The controversy! OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Hi folks. I don't often make posts to the mailing list but I just had to jump in to this topic with both feet. It concerns me that the topic Bruce has brought up seems to have diverged away from the points he was trying to make, and it is to these points that I am replying. Let's take a look at what he said and perhaps we'll get back on topic... >Since it is getting increasingly difficult to win over new players for >Mystara, I wanted to suggest that a standard game system be used when >discussing Mystara on the net. Obviously, I'm not asking anyone give up their >preferred game. Whatever they play at home is of course fine. I'm only >suggesting that a standard game language be used for the purpose of net >discussions. What Bruce wrote above is two fold: 1. He is suggesting to us that we talk about only -1- game system, and 2. He is suggesting that we only talk about this -1- game system in the "standard" language of that system. These suggestions concern me in a few ways. First of all, OD&D and AD&D Mystara is a dying, if not dead, -commercial- product. As Bruce says, it has been out of print for quite a while now and is increasingly difficult to acquire original releases/materials. We all know this very well. However, it is not a dying, or dead, FAN product. It's the reason we flock to this Mailing List and the Message Board, adding our input, write-ups, maps, stories, webpages, etc...to keep the Mystara world ALIVE! We endeavor to PRESERVE a game we all know and love very much. So when it's suggested that we standardize our medium of PRESERVATION (this List) to that of -only- 3ED&D, well then....we really ARE NOT working to preserve -everything- we have worked very hard for! T$R/WotC said they are scrapping Mystara, and many other favourite worlds. Why, then, would we want to promote their 3E D&D by focusing all our Mystara efforts in to THEIR format??? Who's doing the work here anyways? Them, or US? They sure aren't the fans, are they? Continued... >Discussing Mystara on the basis of OD&D is another inconvenience from the point >of view of trying to attract outsiders. On this we can have an impact. >Although I like OD&D very much, I think it creates a problem with newer >players who are totally unfamiliar of OD&D. They might be interested in >Mystara but not at the cost of learning OD&D on top of what game system they >are currently using. The obvious alternative is AD&D2 for the moment. I'm not >really excited about choosing the latter as the standard Mystara net-lingo, >however. On the other hand I've been given the opportunity to go through >3E-D&D, which I think is quite good. I think it would be a good idea to >switch to 3E as much as is practical for everyone involved as soon as it >becomes the standard at TSR/WotC. As has been mentioned by a few other posters to the List, OD&D is a VERY easy system to learn! Far less complex than even AD&D, which is still fairly easy to understand. Bruce, I have a great deal of respect for you, for all you've done to create the Mystara products, OD&D and AD&D, that we love, but you really sound like you're being put up to this! You're selling us 3E D&D, when all we want is for our WORLD to remain in the format that we enjoy most: OD&D and AD&D! >There still will be conversion issues and other mismatches -- 3E has a >whopper of gaming alternatives that simply don't exist with OD&D, and that >will affect the setting (3E elves can be anything under the sun, not just >spellcasters with swords, and all races can possibly have access to paladins >or odd multiclassed characters, etc). It won't be perfect but at least the >Mystara language used on the net can be "standardized" to make this setting a >bit more attractive to newcomers. Again, why are you selling us 3E D&D? We want OD&D and AD&D Mystara! We already know our world has been decommissioned for the scrap yard. WE are the ones keeping it alive, not T$R/WotC! >Naturally, this may require some preparation. Aspects of Mystara would need >to be altered to function with 3E (or vice-versa). One more reason NOT to get 3E D&D involved with Mystara. We got working systems as it is, OD&D and AD&D. If it's not broken, DON'T FIX IT! Now, I'd like to take a moment and say that I think a lot of us would be interested in 3E D&D -IF-, and ONLY -IF-, T$R/WotC would continue to promote and manufacture MYSTARA materials! Which leads me in to your closing thoughts, Bruce... > I'm not sure how to approach this to make it a group effort since I'm not >entirely clear how much of the present version of 3E I may divulge on the >net... I'll be in contact with powers that be at WotC about this. I also >suspect plenty of 3E beta material has already leaked out among the general >public that would keep such a project within the realm of what's feasible. IF we can be -sure- that T$R/WotC is going to support the Mystara world commercially, I'm confident many of us would get behind them, supporting -them- with the level of effort we've placed in to this List. But until that day comes, I strongly suggest we stay the course (heh, sounds like a Clinton line), and do OUR OWN THING with Mystara, because really...we do it damn well! >Please understand that I do NOT advocate dropping OD&D or anyone's favored >game system as their gaming platform at home. One way of accommodating >everyone is that 3E be used as the default game language (if not for gaming >at conventions), allowing notes for OD&D equivalents listed in brackets or as >footnotes. Again, this is just a suggestion. I'm interested in your opinions >and ideas. Bare in mind, if you change the -language- of a culture, you change that culture. Likewise, if you change the language of a game world, you change that game world. Many people have stated that Mystara is OD&D and OD&D is Mystara. This is true, however, AD&D has adapted to Mystara as well. Both OD&D and AD&D have their differences, but are fundamentally the same, thus Mystara translates well enough between the two. I see no reason to stop discussing Mystara in the OD&D and AD&D formats. They have become accepted, and relevent forms of the Mystara world. 3E D&D hasn't!!! Again, why make an effort to support 3E D&D, when no effort is being made to support Mystara? It sounds too much like we do all the work and T$R/WotC gets all the kudos. I think if T$R/WotC is going to get anything from us they're going to have to compromise. Give us Mystara, and we'll give you our loyalty. Throw me the idol, and I'll throw you the whip! ;) Bruce, please keep us informed on how you do in your discussions with WotC/"the powers that be" on the matter. I think many of us are interested, but we are all still VERY loyal to our gaming heritage of OD&D and AD&D Mystara. Thank you! Brad - --------------------------------------------------------------------------- Brad McMillan/Brude Mac a'Mhaoilein "Armchair" Celtic Archae-Anthropologist & Historian Goderich, Ontario, Canada Email: bmcmillan@odyssey.on.ca - ---------------------------------------------------------------------------- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 01:37:03 -0700 From: IronWolf Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language forMystara? Ron Rogers wrote: > I have to disagree with most of the posters.  Mystara is OD&D and OD&D > is Mystara.  Yes, you can convert the world to other systems, but why? > Is any edition of AD&D truly superior to OD&D?  Sure you've got added > options and rules for everything with AD&D, but does that make it > better, especially for newbies?  OD&D is by far the easiest to learn of > the D&D systems and it is not overly complex. Complexity isn't the issue with me. It's that my players will either not play OD&D because they think it's for kids, and that I'm the only one with the materials, so that I almost never have my Rules Cyclopedia during the game, because someone has to borrow it. Rules systems have to take a backseat to the environment of the real world. > Sometimes it seems to me that people are ashamed of the OD&D system. > They shouldn't be, it is well balanced, plays quickly and it basically > just works fine as it is. I'm not, it's just I don't get any players with it. I can berate them or yell at them about it, but what good would that do? They can barely be convinced to play D&D as is, most of my gamer crowd prefers White Wolf style systems. IronWolf "It's Specularum, damn it!" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 01:52:22 -0700 From: IronWolf Subject: Re: [MYSTARA] - The controversy! OD&D, AD&D2, 3E-D&D -- Standard Net languagefor Mystara? Good points all, Brad old buddy. I can sort of see where Bruce is coming from, though. Let's face it, getting new people into Mystara is tough. You can argue "Why do we need new people?" but the fact of the matter is that without them, everything for Mystara will die eventually. We'll all grow old. :) Another factor is disassimilation. One by one we'll either become disinterested, move on to other things, or each person will further customize and individualize the rules systems until they begin to disagree with one another. At this point, several versions of things crop up. I dread to think of having to publish everything in three or more versions to satisfy everybody. You can argue OD&D is simpler and easier, but the fact of the matter is that it is not the current D&D system model, and that you will have to devote time and resources to train every new player you try and get to it. I think what Bruce is suggesting is that if we all agree to one standard, then it becomes a lot easier. Then you can simply prepare materials for the current and available system. And if you play OD&D or 2eAD&D, you can convert them yourself! Plus it's much easier to sell to new players. As for the WoTC sell factor, well, I wouldn't expect anything myself. It takes a LOT of interest to sell a commercial product. However, standardization is important to a fan product too. If we're all on different systems, then our workload increases if we want to share. And sharing is what it's all about, in my opinion. I don't know about the rest of you, but I certainly appreciate what everybody on this list has done for Mystara, even if I don't use it or agree with it. It's kept the world alive and fresh in our minds and lives. To conclude this lengthy and likely caffeine-induced rant, let's all relax a bit. Nobody's forcing anyone to learn the same language here, we just have to agree on a common language to use. 3rd Edition rules are the strongest candidate for this in my opinion, because they are the newest and will be the most easily obtainable. Then you'd just need to convert to whatever system you want to use. Heck, you could run Mystara using FUDGE if you wanted to. IronWolf "Okay, maybe it's Mirros... No way! It's Specularum, DAMN IT!"     Brad McMillan wrote: >         Hi folks. >         I don't often make posts to the mailing list but I just had to jump > in to this topic with both feet. It concerns me that the topic Bruce has > brought up seems to have diverged away from the points he was trying to > make, and it is to these points that I am replying. > >         Let's take a look at what he said and perhaps we'll get back on topic... > > >Since it is getting increasingly difficult to win over new players for > >Mystara, I wanted to suggest that a standard game system be used when > >discussing Mystara on the net. Obviously, I'm not asking anyone give up their > >preferred game. Whatever they play at home is of course fine. I'm only > >suggesting that a standard game language be used for the purpose of net > >discussions. > > What Bruce wrote above is two fold: > > 1. He is suggesting to us that we talk about only -1- game system, and > 2. He is suggesting that we only talk about this -1- game system in the > "standard" language of that system. > > These suggestions concern me in a few ways. > > First of all, OD&D and AD&D Mystara is a dying, if not dead, -commercial- > product. As Bruce says, it has been out of print for quite a while now and > is increasingly difficult to acquire original releases/materials. We all > know this very well. However, it is not a dying, or dead, FAN product. It's > the reason we flock to this Mailing List and the Message Board, adding our > input, write-ups, maps, stories, webpages, etc...to keep the Mystara world > ALIVE! We endeavor to PRESERVE a game we all know and love very much. So > when it's suggested that we standardize our medium of PRESERVATION (this > List) to that of -only- 3ED&D, well then....we really ARE NOT working to > preserve -everything- we have worked very hard for! > > T$R/WotC said they are scrapping Mystara, and many other favourite worlds. > Why, then, would we want to promote their 3E D&D by focusing all our Mystara > efforts in to THEIR format??? Who's doing the work here anyways? Them, or > US? They sure aren't the fans, are they? > > Continued... > > >Discussing Mystara on the basis of OD&D is another inconvenience from the > point >of view of trying to attract outsiders. On this we can have an impact. > >Although I like OD&D very much, I think it creates a problem with newer > >players who are totally unfamiliar of OD&D. They might be interested in > >Mystara but not at the cost of learning OD&D on top of what game system they > >are currently using. The obvious alternative is AD&D2 for the moment. I'm not > >really excited about choosing the latter as the standard Mystara net-lingo, > >however. On the other hand I've been given the opportunity to go through > >3E-D&D, which I think is quite good. I think it would be a good idea to > >switch to 3E as much as is practical for everyone involved as soon as it > >becomes the standard at TSR/WotC. > > As has been mentioned by a few other posters to the List, OD&D is a VERY > easy system to learn! Far less complex than even AD&D, which is still fairly > easy to understand. > > Bruce, I have a great deal of respect for you, for all you've done to create > the Mystara products, OD&D and AD&D, that we love, but you really sound like > you're being put up to this! You're selling us 3E D&D, when all we want is > for our WORLD to remain in the format that we enjoy most: OD&D and AD&D! > > >There still will be conversion issues and other mismatches -- 3E has a > >whopper of gaming alternatives that simply don't exist with OD&D, and that > >will affect the setting (3E elves can be anything under the sun, not just > >spellcasters with swords, and all races can possibly have access to paladins > >or odd multiclassed characters, etc). It won't be perfect but at least the > >Mystara language used on the net can be "standardized" to make this setting a > >bit more attractive to newcomers. > > Again, why are you selling us 3E D&D? We want OD&D and AD&D Mystara! We > already know our world has been decommissioned for the scrap yard. WE are > the ones keeping it alive, not T$R/WotC! > > >Naturally, this may require some preparation. Aspects of Mystara would need > >to be altered to function with 3E (or vice-versa). > > One more reason NOT to get 3E D&D involved with Mystara. We got working > systems as it is, OD&D and AD&D. If it's not broken, DON'T FIX IT! > > Now, I'd like to take a moment and say that I think a lot of us would be > interested in 3E D&D -IF-, and ONLY -IF-, T$R/WotC would continue to promote > and manufacture MYSTARA materials! Which leads me in to your closing > thoughts, Bruce... > > > I'm not sure how to approach this to make it a group effort since I'm not > >entirely clear how much of the present version of 3E I may divulge on the > >net... I'll be in contact with powers that be at WotC about this. I also > >suspect plenty of 3E beta material has already leaked out among the general > >public that would keep such a project within the realm of what's feasible. > > IF we can be -sure- that T$R/WotC is going to support the Mystara world > commercially, I'm confident many of us would get behind them, supporting -them- > with the level of effort we've placed in to this List. But until that day > comes, I strongly suggest we stay the course (heh, sounds like a Clinton > line), and do OUR OWN THING with Mystara, because really...we do it damn well! > > >Please understand that I do NOT advocate dropping OD&D or anyone's favored > >game system as their gaming platform at home. One way of accommodating > >everyone is that 3E be used as the default game language (if not for gaming > >at conventions), allowing notes for OD&D equivalents listed in brackets or as > >footnotes. Again, this is just a suggestion. I'm interested in your opinions > >and ideas. > > Bare in mind, if you change the -language- of a culture, you change that > culture. Likewise, if you change the language of a game world, you change > that game world. Many people have stated that Mystara is OD&D and OD&D is > Mystara. This is true, however, AD&D has adapted to Mystara as well. Both > OD&D and AD&D have their differences, but are fundamentally the same, thus > Mystara translates well enough between the two. > > I see no reason to stop discussing Mystara in the OD&D and AD&D formats. > They have become accepted, and relevent forms of the Mystara world. 3E D&D > hasn't!!! > > Again, why make an effort to support 3E D&D, when no effort is being made to > support Mystara? It sounds too much like we do all the work and T$R/WotC > gets all the kudos. I think if T$R/WotC is going to get anything from us > they're going to have to compromise. Give us Mystara, and we'll give you our > loyalty. Throw me the idol, and I'll throw you the whip! ;) > > Bruce, please keep us informed on how you do in your discussions with > WotC/"the powers that be" on the matter. I think many of us are interested, > but we are all still VERY loyal to our gaming heritage of OD&D and AD&D Mystara. > > Thank you! > > Brad > --------------------------------------------------------------------------- >                         Brad McMillan/Brude Mac a'Mhaoilein >                 "Armchair" Celtic Archae-Anthropologist & Historian >                            Goderich, Ontario, Canada >                         Email: bmcmillan@odyssey.on.ca > ---------------------------------------------------------------------------- > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 02:07:35 -0700 (PDT) From: Shane Henry Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? - --- the Wizard of Frobozz wrote: > Anyone have any ideas on how to make information > more "generic" without > losing their flavor or reducing all of us to > spending godawful amounts of > money? I think that this is not always a huge problem in the first place, since very little Mystara fan-produced material (ie. the *only* new Mystara material for the immediate future) includes stats, which would be where various rules systems would vary the most. However, when stats *are* included in fan material, I think *any* rules system will remain acceptable (including GURPS, Rolemaster, etc.), but, if the fan-writer has access to (ie. owns) 3E rulebooks, then IMO D&D3E would be the best rules to use, ideally with OD&D parallel stats. If the writer *doesn't* have access to 3E books (chooses to remain a OD&D purist for whatever reason -- preference, bugetary restraints, etc.), then purely OD&D stats would be fine, of course. (On a side note, I don't think anyone will miss AD&D2E Mystara, but 2E would still be acceptable too.) For those elements of 3E which have no OD&D equivalent, ideally the fan-writer would include a footnote with a proper OD&D conversion. To help standardize these conversion notes, it'd be neat for the MML, as a group, to produce a OD&D/AD&D2E/D&D3E conversion document. Shane __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 13:21:53 +0200 From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= Subject: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? About the 3E- D&D thing. As Im not in a campaign these days (these years actually), this does not affect me. I never payed much attention to the game system. But as I like statistics like the next guy (or gal) I would hate to see myself not up to date with anyone else. But is the greates difference between game terms in a campign supplement? It is mostly character stats. To be more precise, sinse PCs are generated with the basic game rool book, what changes in the campign supplenments is NPC and monster stats. My idea (it is not a good idea just the least damaging financialy) is for TSR/WotC/Hasbro (its realy hard to follow these days...) to print out "upgrading sheets" for supplements that are written in an "outdated" game mechanics. An upgrading sheet for GAZ3 for example will contain only 3E-D&D stats for the NPCs of Glantri, stats for the new "spells" (circles) presented thier, and new 3E formats for the (3) new monsters showed there. "Common" spells and monster along with magical items etc, will betailed in the 3E (and 4E and so 5E...) rulebooks, so references to them will just corresponed the newer version, there is no reason to include those in the upgrading sheet. This sheets could be printed for very low prices (no color no chrome/hardback/maps/pullouts just black print on paper) and sold for a large profit. I dont know what the costs are, but I would pay up to 5$ for such sheets for my GAZes and other supplements if the alternative is buying new books or "staying behind". BTW some people I know have played in Mystara with "Hero" has anyone tried that system? Morphail (Ohad Shaham) "and all the while as vampires feed- I bleed..." /the Pixies *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 13:20:28 +0200 From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= Subject: Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara- Gnomish Elemntalists >------------------------------ Date: Fri, 22 Oct 1999 10:31:51 -0400 From: "SteelAngel" Subject: Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara > In regard to gnomes, I am inclined to agree about them not commonly > being depicted as illusionists on Mystara. I would instead make their > preferred wizard specialty be elementalism -- earth elemenatalism for > "normal" gnomes and air elementalism for the sky gnomes of Serraine. > Presumably the "ice gnomes" of Davania would be water elementalists, > leaving some yet undiscovered subraces as fire elementalists. In my Davanian Gnome works, I have actually given the >Snartan Gnomes fire magicks. Think of it this way - Vulcania isn't named for it's ice flows, and Snartans build HUGE earthshakers using steam power from fire elemental pupae. I'd hope that they'd have some resistance to fire, and control of it, y'know :) >By the by, someone has already done great details of water gnomes. I really wish I remembered who to give a reference. As always, it's probably up at Stan's site. > Ethan > Well I wouldnt say GREAT detail. But Im working on it. (actually Im waiting for a new computer and someone to familiarise me with HTMLing, and it all will be on a website- I promise) My basic idea at first was that all gnomes are linked to the elmental planes from the time they were created by Garal. Anyway after descussing the subject with DM and Geoff Gander (where are you these days BTW?) we decided to drop the basic conection to the planes and settle on great affilation to the different elemental powers. Anyway the "regular gnomes" (those found in the known world) are "earth gnomes" they are like the ones described in PC3- top ballista. The gnomes of Seirene (sp?) are the "air gnomes", they are also described in PC3. Now we come to the "fire gnomes" and "water gnomes". Well me and Marco both agreed that the Fire gnomes are ones living in southern Davania, and harnessing the volcanic energy so common in that area to operate machinary and live a better life.What Marco suggested is that these fire gnomes living are living along side the "ice gnomes" (from the migration map in HWboxed set) a wild and seperate race of gnomes that suffered greatly from the GroF. The general conflict between thre two peoples is between (ice gnomes)- "fire is bad look what it has done to our world" (fire gnomes)- "fire is good, look at all the things it is doing for us..." Either of these races could have fathered the "Eartheshakers" but I will assume it was the fire gnomes.( I dont remember what youre idea of thier origin was, Ethan. can you some it up again?) Finaly we have the "water gnomes" or the Sea Gnomes. This very strange lot lives under the waves in a bizzar city called Deepreach. Im corrently working on flashing them out in a mini Gazeteer, called "Deepreach". Their origin lies beside the earthgnomes of the northern reaches. But History takes these group of ingenious little critters to an entirely different placc. A history that ,like in many cases in Mystara, reminds us of real world events... Anyway please stay tuned to more on this. Im sorry for the VERY slow rate it is comming together. Morphail (Ohad Shaham) "and all the while as vampires feed- I bleed..." /the Pixies *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 07:35:00 -0400 From: "SteelAngel" Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? >From everything I have heard about 3E, I'm rather excited that those rules will fit rather well in a Mystaran context. Or, at least, it will be far superior to anything that AD&D has become in recent years. I'd be fully behind a 3e conversion when and only when the full 3e rules come out. Until then, I'll be writing all my supplements in the next best thing - oD&D. Ethan *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 07:48:55 -0400 From: "SteelAngel" Subject: Re: [MYSTARA] - CUSTOM: 3E races and classes for Mystara- Gnomish Elemntalists > Either of these races could have fathered the "Eartheshakers" but I will assume it was the fire > gnomes.( I dont remember what youre idea of thier origin was, Ethan. can you some it up again?) In a jiffy - Around 3600 BC, Garal created a race of gnomes in the southern continent (erroneously called Ice gnomes, because it was popularly thought that they came from some undiscovered continent at the south pole. The gnomes migrated northward to the warmer climes of Vulcania, got into a great "War of the Earthshakers" with an uber-lich, and the 5 major clans that were left, split up. One clan, the Snartans, travelled to Milenia, came back, and became the "fire gnomes" as they have mastered the "Earthshaker" concept. Of the other clans, Clan Gemeye moved to the lost valley, where they forsook the heavy earth-based machinery, and fostered more earthly and air-based magicks. Glimreen, and his brother (See Sharon's excellent story) came from this clan, learned a trade in Thimhallan, and travelled around the world, finally landing in Brun, discovering the jet-drives for serraine, and the rest is history! Ethan *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #452 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Saturday, October 23 1999 Volume 1999 : Number 453 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language forMystara? Re: [MYSTARA] - The controversy! OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? [MYSTARA] - Re: [MYSTARA] 3E races and classes for Mystara- Gnomish Elemntalists [MYSTARA] - Our game system has died, why slay Mystara as well? [MYSTARA] - OD&D vs AD&D Re: [MYSTARA] - Our game system has died, why slay Mystara as well? Re: [MYSTARA] - Our game system has died, why slay Mystara as well? [MYSTARA] - 3E Mystara [MYSTARA] - 3E Mystara [MYSTARA] - 3E Mystara [MYSTARA] - Defining Mystara's Flavor [MYSTARA] - Mystara 3E ---------------------------------------------------------------------- Date: Sat, 23 Oct 1999 07:50:07 -0400 From: "jdaly" Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language forMystara? Its not about shame. But if we insist that Mystara can only exist with OD&D, then Mystara is doomed to stay dead. And really, a campaign world exists independent of any particular rules system, IF its truly a good campaign world. - ----- Original Message ----- From: Ron Rogers To: Sent: Saturday, October 23, 1999 1:00 AM Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language forMystara? > I have to disagree with most of the posters. Mystara is OD&D and OD&D > is Mystara. Yes, you can convert the world to other systems, but why? > Is any edition of AD&D truly superior to OD&D? Sure you've got added > options and rules for everything with AD&D, but does that make it > better, especially for newbies? OD&D is by far the easiest to learn of > the D&D systems and it is not overly complex. > > Sometimes it seems to me that people are ashamed of the OD&D system. > They shouldn't be, it is well balanced, plays quickly and it basically > just works fine as it is. > > By the way I play in an AD&D campaign so I am no OD&D only partisan. > > CronoCloud (Ron Rogers) > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe mystara-l' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 07:53:19 -0400 From: "jdaly" Subject: Re: [MYSTARA] - The controversy! OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? - ----- Original Message ----- From: Brad McMillan To: Sent: Saturday, October 23, 1999 4:04 AM Subject: [MYSTARA] - The controversy! OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? > T$R/WotC said they are scrapping Mystara, and many other favourite worlds. > Why, then, would we want to promote their 3E D&D by focusing all our Mystara > efforts in to THEIR format??? Who's doing the work here anyways? Them, or > US? They sure aren't the fans, are they This kind of fanaticism will keep Mystara dormant. If that is your aim, fine. But I see no harm in focusing development efforts into Mystara, under the 3rd edition rules set. If TSR wished to revive Mystara, they would have a perfect legal right to do so. If we want to steer the ship, then we should start on the tiller now. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 11:58:03 EDT From: Kaviyd@aol.com Subject: [MYSTARA] - Re: [MYSTARA] 3E races and classes for Mystara- Gnomish Elemntalists In a message dated 1999-10-23 07:48:26 Eastern Daylight Time, spymaster@planetfortress.com writes: > Around 3600 BC, Garal created a race of gnomes in the > southern continent (erroneously called Ice gnomes, because > it was popularly thought that they came from some > undiscovered continent at the south pole. In that case we have our fire gnomes but not our water gnomes. Perhaps the water gnomes are an as yet undiscovered aquatic race? I recall somebody detailing that race for a non-Mystaran campaign at one time. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 13:00:25 -0400 From: Kevin Powers Subject: [MYSTARA] - Our game system has died, why slay Mystara as well? A brief preface: My sincerest apologies to Bruce Heard, whose ideas I have the utmost respect for and whose works are amongst my favourites. Certainly there should be a standard for any new players who happen upon Mystara or are introduced to it by any of us, but need it be the Third Edition of Dungeons & Dragons? Those who have supported an OD&D standard may be onto something; the Dungeons & Dragons Rules Cyclopaedia contains, within two covers, all of the information necessary to play the game (not the world, but indeed the game.) If we as Mystara could somehow convince WotC to unleash the Rules Cyclopaedia in the form of some sort of re-release, similar to the tiny Italian First Edition paperbacks, then the information which we treasure that tome for could become available to many more players. Unfortunately, I also hold another view which may displease a great many on the list: though Dungeons & Dragons as a game is a wonderful pursuit and those such as ourselves intend to continue playing it for quite some time, the number of new players is miniscule. Frankly speaking, there are no new recruits to speak of and those who would have become interested in the game are playing card games which prevent future interest in legitimate RPG's. Until Magic and Pokemon fail, Dungeons & Dragons will continue it's sharp decline until it's players are all veterans. We will continue to play Mystara, for indeed it is the greatest fantasy setting designed for a role-playing game. But we must join the Oerthian, Faerunians, Krynnish, Ravenloftish, and Al'Quadim in knowing that the game which formed the rules for our playing is effectively dead for others who have never played before. Petty squables about this game and that system related little to Mystara. I will be the first to admit that I am an OD&D/1st Edition AD&D zealot. But that does not mean that I will refuse to play in a 2nd Edition campaign. In today's level of RPG obscurity, we must take what we can get. I once would have argued precise points on the topic of rules systems, but that day has long since passed. If we continue to fester in this pit of rules, we will sever ourselves from the comparatively few who still play our game. And that would be a shame, for there is perhaps nothing which would slay Mystara faster than a pitiful debate about rules. Who would want to enter a campaign world that seems so distanced from any set of rules as to make it incompatible with all systems? Of course, we know that this is not the truth, but we ought now to think of those very few who will pick up an old Gazetteer and say "gee, could I borrow this?" Of those who will open "Adventures In Blackmoor" and say "neat, any chance that I could Dungeon Master a campaign here?" And of those who would open even Joshuan's Almanac or the Glantri: Kingdom of Magic boxed set and find something very appealing therein. I hate to bombard the list with a mass of rant such as this, but it is becoming increasingly difficult to join in debate over rules when there such action is directly counter to Mystaran progress. Our game is in a comma; only those of us who have played in the past will play in the future. Why make a bad situation even worse? Again, my sincerest apologies to Bruce Heard, whose ideas I have the utmost respect for and whose tomes are amongst my favourites. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 13:09:03 EDT From: Arminath@aol.com Subject: [MYSTARA] - OD&D vs AD&D OK, after lurking in the attic and watching the current threads concerning converting Mystara to 3E format as a standard and its pros and cons, I have to admit that Bruce is on the right track. Many people have made several good points,but to save space, I'll not snip and paste them and just give my $.02 worth. The Known World was made for OD&D. Mystara was made for 3E D&D. Plain and simple. After the Gaz series and boxed sets like Champions of Mystara and Wrath of the Immortals, players were given more options, like playing the Dwarf cleric, or a specialty priest of an Immortal. With the Installments of the Voyage of the Princess Ark (which I followed with extreme interest, since it grave much in the way of new material for my favorite game), we saw rules for Red Steel, Half-elves and more options for elves, like elven paladins and clerics. OD&D grew more in those years than any other I can recall. The the world was killed off, left adrift by the powers that be, but not abandonded by its loyal fans. Now we have the advent of 3E...a dreadful thing I feel, but once one gets past the initial reaction of *another* new edition of AD&D, look deeper...The doors have been thrown wide for players...unlimited race/class options...preferred classes for each race...no more % strengths. Now this may make one say that it goes against the grain of or favorite world, but I say no. Instead of applying the rules of the game to our world, apply the rules of our world to the game. Just because every race can be every class in 3E doesn't mean that's how you will play it. Maybe you will use the Rockhome Gaz that says Dwarves can be Dwarf Clerics, or in 3E a Dwarf Fighter/Cleric with the same restrictions. The rules are guidelines, to be used and changed as seen fit by each group...We all use house rules for something that isn't in our game, so make a few house rules to make 3E fit into our world, not make our world fit into 3E. Bruce, I'm interested in hearing everything you can tell us about this new D&D and how it will fit into our favorite world. Jim Bobb *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 13:55:22 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Our game system has died, why slay Mystara as well? In a message dated 1999-10-23 13:02:32 Eastern Daylight Time, kjp@student.umass.edu writes: > Certainly there should be a standard for any new players who happen > upon Mystara or are introduced to it by any of us, but need it be the > Third Edition of Dungeons & Dragons? It would be a far better choice than 2d edition, that's for sure! And you must admit that many of the gazetteers, creature crucibles, and other supplements did have to stretch the D&D rules quite a bit to get their new concepts to fit. I am in favor of using 3E because from everything I have read it it the only version of D&D/AD&D that is flexible enough to handle all of the wild character types present on Mystara. Unless WotC has really botched the transition from concept (which is familiar to many if not most of us) to detailed implementation (which we outsiders will not see until next August), then I have reason to believe that this system will actually work even better for Mystara than the older D&D rules. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 15:28:04 -0400 From: "SteelAngel" Subject: Re: [MYSTARA] - Our game system has died, why slay Mystara as well? > It would be a far better choice than 2d edition, that's for sure! And you > must admit that many of the gazetteers, creature crucibles, and other > supplements did have to stretch the D&D rules quite a bit to get their > new concepts to fit Hear hear! D&D was almost a hodgepodge of extra rules after all the supplements came out! It was as confusing as AD&D1 at some points! (Sorry Bruce, Gaz3 threw me for a loop for a week :) Anyway, from everyhting that has been insinuated about AD&D (D&D?) 3 It looks like WoTC has taken what made oD&D great, and what made AD&D1 great, tossed in the 2 good things about AD&D2 and has made a pretty flexible system. I'm all for moving to D&D3 over oD&D. But I'm reserving that move until after I have had a chance to buy the books, and pour thru them, as to make sure that someone didn't screw it up like (AD&D *cough* 2) Ethan *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 16:07:07 EDT From: Ambreville@aol.com Subject: [MYSTARA] - 3E Mystara > For myself, I can certainly understand how having a well-defined lexicon would make things easier for all involved, especially the new players and those who want to know more about Mystara. On the other hand, I have entire bookcases devoted to just my D&D stuff. I can't afford to be keeping up with the latest edition and product and revision simply to keep my statistics level with everyone else's. [Frobozz] No one's asking you to change your game at home, just to be a little open-minded about this. > Not a lot of help, I know, and I like the idea, but the thought of having to purchase yet another edition when for me the old ones work just fine...it's a bitter pill to swallow. Oh come now. Everything in the world changes eventually. With this sort of mentality, you'd still be riding the neighbor's old, wheezing nag to get to work every morning. It's not because it's okay with you to freeze your butt in winter and sweat like pig in summer that everyone else should too! I see people who bitch and moan when they have to fork out money for a new PHB, but next to that, they'll spend hundreds of dollars on computer games, CCG's, and not-so-cheap bad food. People buy all sorts of things everyday because what they already have seems out-dated. I guess it's the modern-day way! Besides, your argument suggests no one should change anything because it might disturb your habits, even if there are benefits for doing so. That doesn't seem entirely right either. :o) > Anyone have any ideas on how to make information more "generic" without losing their flavor or reducing all of us to spending godawful amounts of money? I guess that's what the discussion was about! Bruce Heard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 16:07:09 EDT From: Ambreville@aol.com Subject: [MYSTARA] - 3E Mystara > There is merit to the 3E-standard, though. I'm not disagreeing with that, but I question the NEED to make ANYTHING the standard on this list. If we did decide to have a standard, I'd almost say that OD&D should be the standard. [John Hoffman] Then I guess you're almost contracting yourself! :o) Having a 3E standard on the net isn't the end in itself. Making discussions about Mystara more attractive to 3E players by using a 3E standard eventually is the goal. I thought that was pretty clear from the beginning. Bruce Heard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 16:07:08 EDT From: Ambreville@aol.com Subject: [MYSTARA] - 3E Mystara > Maybe we've got as many Net-Mystarans as we're going to get. Should we post a survey? [John Hoffman] We'll NEVER have enough Net-Mystarans as far as I'm concerned! :o) > I think that OD&D is not too difficult to understand, and not too foreign to AD&D players. Yes, but you're missing a point. Although I don't necessarily agree that OD&D is simpler than 3E (see below), but wouldn't it be even simpler if no rule system had to be taught at all to newbies? Assuming 3E becomes the standard, most newcomers to Mystara will know 3E upfront. For them, it's even easier to get into Mystara if they don't have to bother with OD&D in the first place. And believe me, I know a lot of players who won't touch Mystara because of OD&D specifically. As far as 3E being more complex that OD&D, let me tell you this: there are major conceptual changes made to old AD&D game mechanics that make 3E easier in fact and far more intuitive than both AD&D and OD&D. There are aspects of OD&D that are simpler than old AD&D, but some are much more complex in fact. Finally, the only "complexity" I see in 3E is the amount of options it makes available to players. This does not entirely qualify it as being "more complex" but simply as "having more of it" available. OD&D is a dated system and it's beginning to show. That's not in Mystara's benefit. Bruce Heard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 16:07:14 EDT From: Ambreville@aol.com Subject: [MYSTARA] - Defining Mystara's Flavor As I pointed out in an earlier post, if becomes important to define what specifically makes Mystara a great setting. Here are excerpts of messages from the MMB that are relevant to this question... Fron Steven Schend: > From my point of view (coming from my work on Mystara, BR, and FR fantasy worlds), Mystara's unique flavor came from its initial setup as "the Known World" with all of its very crowded cultures and countries in an area far smaller than our other worlds--It was very much a European view of the world with many cultural distinctions between the countries. Greyhawk, Forgotten Realms, and most of our other worlds have a more Americanized "Manifest destiny" attitude of filling up and covering whole continents. That's the simplest surface "flavor" difference--Distinctions by culture in smaller areas vs. distinctions mostly by race across larger areas. > While FR now has cultural differences among its human populations, those took some time to become really distinct and different aside from the immediate archetype differences of Camelot / Cormyr and "Arabia" / Calimshan or Italy / Sembia. Now Tethyr stands distinct from other places as does Thay and others. Birthright comes close to the Mystara flavor in making the distinctions and forces of role-playing endemic to the human cultures (that, like Mystara's, were closely based on Real World fantasized cultures). (A recent non D&D example of something similar to this approach is 7th Sea.) > To sum up, what's most relevant to the flavor of Mystara (IMO) is the interactive and domino-theory nature of the human cultures (what affects one affects many), the role-playing opportunities of the varied cultures and races, and the fact that this is one of the few worlds where every square inch is known and quantified (inside and out with Hollow World). Use the world to allow for changes among the classes and races, but the Known World sector still might remain (in tone if not in dice and mechanics) close to its OD&D roots unless you and your players choose otherwise. - ------------------- To which I responded... I'll snip the rest of your post, all of which makes perfect sense. (Thanks a bunch for jumping in!) I'd like to take this opportunity to summarize your points about what makes Mystara unique, as follows: 1) The Known World's Structure > Distinctions by culture in smaller > areas vs. distinctions mostly by > race across larger areas. 2) Inspirational Sources > Mystara [...] closely based on > Real World fantasized cultures 3) Cultural Dynamics > the interactive and domino-theory > nature of the human cultures These three points are key to Mystara's identity as a game world. None of these involve game mechanics, which is very fortunate. Another few features I'd like to add: 4) Immortality: Characters and monsters can become divine beings, which in turn affects the definition and impact of "religion" in Mystara. 5) High Fantasy: although not totally unique, it is a feature of Mystara which blending high magic with a bit of light-hearted humor. 6) Politics/Economy: This is another feature of Mystara as everyday life is affected by the affairs of the mighty. Politics and details of its economy are a recurrent feature of this game world. 7) Separate universe and cosmography (sky shields, hollow world, invisible moon, etc) I'm sure there's more. I do not count (at least not yet) as "beneficial" thoses "features" derived essentially from what was not available in the game due to OD&D rules limitations, such as the lack of character/race flexibility, missing monsters, unavailable game mechanics, and, well... truncated alignments. On the latter, I like the main bias in Mystara being Law vs. Chaos, nevertheless I miss the alternate Good vs. Evil of the standard AD&D games. :o) - ----------------------------- To which Sharon added: To these -- all of which are excellent examples of Mystara's uniqueness -- I'd like to add: 8) Magical sophistication: Regions like Nithia, Alphatia and Glantri have developed the various fields of magic (constructs, flying ships, Secret Crafts, etc) to a degree which is only really approached by the FR setting, and these "special" magics are more integrated into the system. Nearly every part of the KW has its own brand of magic -- some cultural, some job-oriented, some racial -- and, given these precedents, it's very easy to add new ones. The AD&D spells from G:KoM continued this tradition by showing Glantrians as further along in the "arms race" of spell research (e.g. spells to mess with others' Teleports) than most worlds' mages. 9) Numerous multifaceted NPCs: While other worlds have just a few "signature" NPCs (Elminster, Drizzt, Iuz, Tasslehoff, etc) whose personalities are inextricably associated with their setting, Mystara tends to give each individual kingdom or region a generous helping of well-developed heroes, villains and leaders ... most of whom might be cast as allies OR enemies, depending on the whim of the DM and the PCs' own biases. If other worlds' NPC casts-of-characters conform to archetypical roles, as if they're stereotypical parts in a play -- smart-aleck ol' wizard, maverick hero, demonic power-player, comic reli ef -- those in the Mystara products are more like the roles you'd hand out to folks at a LARP, in which various participants' motives and misconceptions and alliances are DESIGNED to entangle with one another, behind the scenes. Comparing other settings' NPCs to Mystara's is like comparing "Star Trek", where personality clashes are resolved by the end of the episode, and "Babylon 5", where there's a lot more dynamic stuff going on between characters than is shown up front to the audience. 10) Reversals: Where else but Mystara would you find lycanthropes who seek to PUBLICLY establish themselves as a political lobby, or subterranean elves who are NICER than some of the surface-elves they oppose, or merfolk who cheerfully explain how humans evolved from THEM...? Perhaps as a side effect of the fact it's not always taken itself seriously, Mystara is the one world where such what-ifs, thought-experiments, and in-jokes can be picked up and explored, rather than being dismissed as silly or frivolous. Irony and role-reversals are one of the lasting trends which the Mystara materials have utilized, again and again -- what if magic could run off technology-derived nuclear power? what if orcs and so on could be PCs, and go "dungeon-crawling" in human fortresses and towns? what if shadow elves worship an Immortal who secretly used to be a 0-level human physics nerd? -- and the results have been fascinating/funny, in virtually every case I can think of. - ---------------------------- To which I responded: > 8) Magical sophistication [snipped f. l./Sharon] Absolutely. I was thinking of this as being a part of "high magic", but yes, you're right to point this out specifically. > 9) Numerous multifaceted NPCs Yup. Well developped PCs are asignature of Mystara. I would also add well developped and equally numerous guilds, brotherhoods, and secret societies. > 10) Reversals You mean role-reversals. Yes, actually this one's really important in Mystara. Not only are monstrous characters* very common but what would be assumed to be an evil/fearsome beast in other worlds would not be out of place in Mystara. (Were-PCs, lupins, rakastas, tortles, goatlings, araneas will certainly applaud here!) Thanks for the extra tidbits! I'll add all this to my running list! - ---------------------------------------- What else.... Here's something from Gordon > I think > it would be a good idea to switch to 3E as much as is practical for > everyone involved as soon as it becomes the standard at TSR/WotC. I'd have to agree with 3rd Ed as being the best one to use, 2nd Ed will be going the way of 1st ed and OD&D soon enough, no point in being tied to another soon-to-be-dead system. In addition if a lot of Mystara material is put out on the net, or in Dragon using 3rd Ed then it may attract the attention of folks who are just looking for new 3rd Ed stuff... > Aspects of Mystara would > need to be altered to function with 3E (or vice-versa). My opinion here is very much that 3E should be made to fit with Mystara - to be honest I don't really use rules that much in my games so details don't worry me too much. But Mystara was built using oD&D and it's peculiarities have influenced the campaign world. For example, in Mystara all elves can use magic, this is mentioned as being decisive in wars between Alfheim and Darokin for instance, and is a major part of the Shadowelves society. It's easy to just say that in Mystara, all elves must be multiclassed MU-something. Distinctive campaign worlds come from restricting the vast possibilities in the (A)D&D core game. There was a Dragon article a couple of years ago about not using every rule/monster in your campaign and it does make a difference. The lack of Halflings and Orcs in Dragonlance. The lack of Lycanthropes and, well, most mammals in Dark Sun. The restriction of all elves using magic in Mystara. All these help make the campaign worlds what they are. I'm now trying desperately to think of another example, but basically it boils down to making the rules fit the world rather than the other way round. Several times in the conversion to Mystara AD&D there were changes made just to fit with the basic rules of 2nd Ed. and most of them served no helpful purpose. Where did these silver and bronze dragons come from? Why not just say that there are none in Mystara allowing a bit of backward compatibility and making it different from the other worlds? I think using 3rd Ed is the way to go, notes about conversions can be put at the end of posts/articles if needed. gosh, that was a bit long winded, oh well :) - ------------------------------------ I guess this is getting a bit long... ::sigh:: To Gordon I responded... > In addition if a lot of Mystara material is put out on the net, or in Dragon using 3rd Ed then it may attract the attention of folks who are just looking for new 3rd Ed stuff... [Gordon] My point exactly. If Mystara gaming groups and mailings lists are unable to pull in new players, it is then a foregone conclusion that Mystara will become extinct. 3E would be more able to support Mystara's existence as an active campaign world than OD&D (not to mention 1st/2nd Ed. AD&D). > Distinctive campaign worlds come from restricting the vast possibilities in the (A)D&D core game. There was a Dragon article a couple of years ago about not using every rule/monster in your campaign and it does make a difference. I understand where you're going with this, but I don't entirely agree because of what this means to Mystara. As you pointed out earlier in your post, Mystara was created around OD&D as a showcase for that game system. OD&D was not modified to fit Mystara, much to the contrary -- in this does Mystara differ diametrically from AD&D-based campaign worlds. Remove OD&D as Mystara's main gaming platform and then many of this campaign world's idiosyncrasies lose their justification. One example among plenty others: why are elves always spellcasters in Mystara? Answer: that's ONLY because OD&D did not have provisions for anything but a single version of elves. There is no other justification for that. Maintaining this particular limitation does not really benefit Mystara. From the point of view of 3E players this seems like an arbitrary hindrance. New players are likely to want to use the game's new features, at least most of them. Taking these away in the name of a now-defunct game system which some of these players may have never even heard of, does not strike me as an effective way to attract these players. Sheesh, some of these newbies were still in diapers when OD&D was retired from the market! Limitations in other AD&D campaign worlds were imposed because of some rationale dictated by the design of the campaign world itself. That's often not the case with Mystara. The main rationale for many of Mystara's limitations is the absence of options in its original set of game rules. Taking game features away from 3E players with no better reason than "it being that way before" will probably cause most who come in contact with Mystara to dismiss it altogether. The same logic holds true to certain types of monsters. Why doesn't Mystara have metallic dragons (other than gold)? Answer: the rules did not cover them. Could there be? Why not. Mystara already has gold dragons... Mystara didn't have satyrs either until a version was introduced as the faun later on. Eventually, many AD&D-like monsters and game features would have found their place in Mystara, provided enough Gazetteers could have been published. There could have been a Gazetteer on dragons -- what then? I bet gaggles of dragons would have been covered there that weren't mentioned in the rules, possibly including metallics too. The short life-span of Mystara as a campaign world should not be the rationale for disallowing new game features nowadays -- as long as it does not hurt Mystara's flavor!(*) This opens a huge can of worms. Should one disallow everything that didn't exist before in Mystara solely by virtue of OD&D's intrinsic limitations? Or should one instead release the floodgates and alter Mystara wholesale? I don't think either extremes would be beneficial. I feel the solution lies in-between. That, in a way, is unfortunate because it is the more complex of the three options. We'd need to look at everything in detail and say "yea" or "nay". One thing is fore sure, this line of discussion requires both flexibility and open-mindedness! (*) What *IS* Mystara's unique flavor? What is it that makes Mystara different from FR, WG, and others? Defining this will ultimately govern what is acceptable for Mystara (and its chances at ever being published again). The next task then becomes the sorting out of that which is relevant to flavor from that which is an unnecessary lacuna. I think this is where the thread should go next. Anyone interested? - ----------------------------------------- I guess I'll stop here since I'm starting to repeat myself! Hope this helps! I'll try to respond to the other posts in this thread when I have more time. Thanks again for pitching in! Bruce *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 16:07:06 EDT From: Ambreville@aol.com Subject: [MYSTARA] - Mystara 3E First off -- thanks to everyone for their participation in this discussion! > But personal promotion *is* very efficient. Three months ago I begun an introductory promoting RuneQuest campaign, and now there are about ten more Gloranthophiles in my friends. I don't know if any of them will ever master anything in Glorantha, but now they know what it is all about and it is up to them to take it or leave it. [Markus] Indeed. The best way to get new people into Mystara is to "push" it ourselves, either among friends, at conventions, or simply on the net. Doing it with its original platform, OD&D, is okay. However, I'm pretty sure that once 3E is out, pushing Mystara with that game system would be more efficient, thus my request about using 3E as the lingua-franca. This means therefore that there is a need for consensus and preparedness prior to that time. Once again, I want to stress that I'm NOT suggesting anyone drop OD&D or anyone's favored game system. The main goal is to make it easier to "sell" Mystara to outside gamers. The necessary steps to achieve this goal are two-fold: 1) That we identify clearly the necessary alterations* with Mystara and/or 3E, first to avoid confusion among all parties involved and then to make this approach credible to both established Mystara players and (new) 3E players 2) Knowing the above, that Mystara discussions on the net primarily take place using 3E as the default communication standard. (*) One important point here is that the changes affect ONLY the 3E version of Mystara and not the OD&D version. This implies changes to Mystara are limited in number and clearly identified. A 3E-Mystara FAQ such as the general FAQ prepared by Herve Musseau's team would be extremely useful here. Obviously, I'm not asking anyone change their campaign games at home! Other implications are that changes involve essentially game mechanics (not the spirit of the setting itself) and everyone should show a minimum of flexibility and open-mindedness about what flies and what doesn't with either versions of Mystara. One important issue to understand is that the "spirit" of Mystara's setting should not be affected by its game system. In other words, no changes should be made to what defines Mystara as a game setting. Personally, I don't see Mystara's orginal game system as being an end in itself. Mystara is. Judging from what it calls itself, this mailing list is about Mystara BEFORE it is about OD&D. I don't feel that OD&D or any other set of game mechanics exclusively "define" Mystara as what it is, nor are they inseparable from that game setting. At this point, I think the obvious question becomes (pardon me for cross-posting myself here from what I have written earlier on the MMB): What *IS* Mystara's unique flavor? What is it that makes Mystara different from FR, WG, and others? Defining this will ultimately govern what is acceptable for Mystara (and its chances at ever being published again). The next task then becomes the sorting out of that which is relevant to flavor from that which is an unnecessary lacuna. I think this is where the thread should go next. I tend to think that features other than game mechanics fundamentally determine why Mystara is an attractive and fascinating world. One might argue that Mystara is notorious for its game mechanics because it was designed as a showcase for OD&D. But is this a good thing? Does this benefit Mystara? I don't think it does -- not in most cases anyway, *especially* from the point of view of 3E players who might be swayed by a Mystara campaign. If you bear with me just a bit longer, I'll post in one of my next messages what I and others have come up with so far on the MMB. I'm sure we'll find more. Naturally, this may disturb the habits of long-time gamers since in 3E characters are run differently, dice rolls are made for different things and with varying consequences, spells are different, etc. If you're running Mystara at home using OD&D, then none of this should matter to you. On the other hand, it is important that 3E adaptations be discussed and more importantly, that people on the MML/MMB don't jump at anyone's throat when they mention some 3E feature of their Mystara game that does not correspond with the "canon" OD&D version. Phew... sorry for being so long-winded... Bruce Heard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #453 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message. mystara-digest Sunday, October 24 1999 Volume 1999 : Number 454 Mystara is a trademark of TSR Inc. All Rights Reserved. The following topics are covered in this digest: [MYSTARA] - 3E Mystara [MYSTARA] - 3E Mystara Re: [MYSTARA] - Our game system has died, why slay Mystara as well? [MYSTARA] - 3E Mystara [MYSTARA] - 3E Mystara [MYSTARA] - 3E Mystara [MYSTARA] - 3E Mystara [MYSTARA] - 3E Mystara [MYSTARA] - 3E Mystara [MYSTARA] - 3E Mystara Re: [MYSTARA] - 3E Mystara Re: [MYSTARA] - Hoddie's site gone? [MYSTARA] - [ADMIN] The Law on This Whole "Official" Language Thing Re: [MYSTARA] - Planar descriptions Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? Re: [MYSTARA] - 3E Mystara Re: [MYSTARA] - 3E Mystara [MYSTARA] - Third Edition Mystara ---------------------------------------------------------------------- Date: Sat, 23 Oct 1999 16:13:07 EDT From: Ambreville@aol.com Subject: [MYSTARA] - 3E Mystara I have to disagree with most of the posters. Mystara is OD&D and OD&D is Mystara. [CronoCloud] Pardon me if I beg to differ with you entirely. That's the kind of narrow-minded, intolerant opinions that turn people off. Bruce *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 16:16:46 EDT From: Ambreville@aol.com Subject: [MYSTARA] - 3E Mystara > Sometimes it seems to me that people are ashamed of the OD&D system. They shouldn't be, it is well balanced, plays quickly and it basically just works fine as it is. [CronoCloud] Who's ashamed of what? That's totally besides the point. We're discussing the option of "talking 3E" in order to make the setting more accessible and attractive to new players. There's no shame in this. It's not a question of pride. This has nothing to do with OD&D not being good enough. It's more a matter of being pragmatic. Bruce Heard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 16:24:52 EDT From: Kaviyd@aol.com Subject: Re: [MYSTARA] - Our game system has died, why slay Mystara as well? In a message dated 1999-10-23 15:27:50 Eastern Daylight Time, spymaster@planetfortress.com writes: > But I'm reserving that move until > after I have had a chance to buy the books, and pour thru > them, as to make sure that someone didn't screw it up like > (AD&D *cough* 2) But it seems that Bruce Heard may be hinting at ways for us to get access to some of the information earlier than we might otherwise be able to. Of course, the question is at what cost? I must admit that I rather enjoy getting information about 3E by means of various leaks and rumors and being able to discuss them freely because I never had to sign an NDA (non-disclosure agreement). The playtesters and others who have access to the real material know slightly more than we do, but every time they post to a mailing list, message board, or Usenet newsgroup they have to weigh what they know vs. what they are allowed to say -- which is something that I am very glad I don't have to do. In any case, unless Bruce is planning to set up a small working group involving only some members of the list, this list should definitely be regarded as an insecure channel -- any new bit of gossip about 3E that gets loose on this list will be spread widely before most of us have even read it. In any case, a lot of the decisions about conversions should be easy -- for example, the obvious way to handle Mystics is to make them members of the new Monk class, so revealing details about that class should not be necessary unless there are extremely problematic options or details within the description of that class. On the other hand, it might be useful for us to know more about the bard and sorcerer classes if either of them might prove useful for handling some of the more exotic spellcasters such as shamans, wokani, and fairies. I suspect that the conversions will be fairly simple for those of us who are familiar with the older rules -- but some notes will be needed for people who happen to pick up some older modules. I vaguely recall reading some mention of such notes being added to the conversion book -- is that the plan now? If it isn't, will Bruce Heard be able to apply any influence to ensure that such material is added? To cite a case in point -- without having reference to the older D&D rules, would any of you have any idea how to convert a "10th level elf, attack rank F" into its AD&D equivalent? For that matter, try converting a "3d level ogre" -- that one is a bit trickier because the result is NOT an ogre who has reached 3d level as a fighter. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 16:26:38 EDT From: Ambreville@aol.com Subject: [MYSTARA] - 3E Mystara ...and sure enough, my posts aren't reaching you in the order I mailed them... Grmbl... Bruce Heard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 17:10:03 EDT From: Ambreville@aol.com Subject: [MYSTARA] - 3E Mystara > T$R/WotC said they are scrapping Mystara, and many other favourite worlds. Why, then, would we want to promote their 3E D&D by focusing all our Mystara efforts in to THEIR format??? Who's doing the work here anyways? Them, or US? They sure aren't the fans, are they? [Brad McMillan] T$R??? Being a wee bit immature here, Brad? TSR/WotC has nothing to do with my request to use 3E as the communication standard on the net. That's my personal suggestion to you. What you are promoting, Brad, is the fostering of an "us vs. them" mentality which simply isn't productive. Old TSR is no more. Why take out your bad feelings on WotC? They have nothing to do with TSR's decision to remove Mystara (I should say - -- TSR's inability to make a profit on Mystara, thereby justifying its dropping it). Grow up, Brad. > Bruce, I have a great deal of respect for you, for all you've done to create the Mystara products, OD&D and AD&D, that we love, but you really sound like you're being put up to this! I'm not being put up to anything by anyone. I don't work for WotC and I've disclosed my personal opinions honestly. > You're selling us 3E D&D, when all we want is for our WORLD to remain in the format that we enjoy most: OD&D and AD&D! Huh??? I'm not telling anyone to change the game systems they play. Only that we communicate with a standard that would be likely to attract more people. This requires a bit a work upfront and some flexibility. I'm not interested in preserving one set of game mechanics so much as I'm concerned about preserving Mystara itself. Cutting Mystara from the rest of the world and making it more and more marginal is just not the best solution to preserve/promote Mystara. > Again, why are you selling us 3E D&D? We want OD&D and AD&D Mystara! We already know our world has been decommissioned for the scrap yard. WE are the ones keeping it alive, not T$R/WotC! Although I could challenge your statement -- assuming the MML truly is the only entity working on keeping Mystara alive, then if it dies -- which it may - -- then it would also be entirely responsible for that too. How does this benefit Mystara? > One more reason NOT to get 3E D&D involved with Mystara. We got working systems as it is, OD&D and AD&D. If it's not broken, DON'T FIX IT! Nobody said it was broken. We're not asking you to change game systems.... yadda, yadda, yadda.... nuff said about this. Get with the program, Brad. > Now, I'd like to take a moment and say that I think a lot of us would be interested in 3E D&D -IF-, and ONLY -IF-, T$R/WotC would continue to promote and manufacture MYSTARA materials! Which leads me in to your closing thoughts, Bruce... Upfront support for a 3E Mystara can certainly help convince WotC (if that were possible at a point) to do something about Mystara. If we just ignore WotC in this respect, it's no skin off their nose -- they'll just keep ignoring Mystara and then nobody wins. On the other hand, if we do the ground work upfront on a 3E Mystara version, and it turns out that WotC chooses to reconsider Mystara, at least we have something we can pitch their way BEFORE they mess with it again (like the 2nd Ed Mystara). If you ignore this, then you're making it possible for a group of designers who know just about nothing about Mystara and have no personal interest to adapt it for 3E without your input. Who will be sorry then? > IF we can be -sure- that T$R/WotC is going to support the Mystara world commercially, I'm confident many of us would get behind them I'm not so confident. I'd like to put in my two cents worth if that were ever the case. IF it is done right, then I'd support it. But only if it's done right. > But until that day comes, I strongly suggest we stay the course (heh, sounds like a Clinton line), and do OUR OWN THING with Mystara, because really...we do it damn well! Sure, let us build walls around ourselves to make sure the enire world ignores us. That's really constructive! :o) > I see no reason to stop discussing Mystara in the OD&D and AD&D formats. Sure, let's have umpteen formats! Why not. That'll make it real simple for everyone! Look, 3E will happen whether you like it or not. You have a chance to make it work for you -- why ignore it with such passion? Or is it that in truth your beef has more to do with 3E itself (for whatever reason) and not with the support of Mystara. Judging from your arguments, that's what it sounds like. > They have become accepted, and relevent forms of the Mystara world. 3E D&D hasn't!!! Maybe that's because 3E has not been published yet. But when it is, I'm willing to endorse it fully because I know it is a good system and it will kick butts! > Again, why make an effort to support 3E D&D, when no effort is being made to support Mystara? It sounds too much like we do all the work and T$R/WotC gets all the kudos. I think if T$R/WotC is going to get anything from us they're going to have to compromise. Give us Mystara, and we'll give you our loyalty. Throw me the idol, and I'll throw you the whip! ;) Sure, Brad. Slam your fist on the table. Show 'em what a big guy you are! Surely WotC will roll over (laughing). Look, this sort of attitude will accomplish absolutely nothing with WotC. It seems to me you're putting the cart before the horse. WotC won't do a thing just because you make demands. Make it worth it for them, and then *maybe* you'll get something in return. Helping Mystara remain popular and retain a good support base with OD&D AND 3E can only help in this respect. Bruce Heard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 17:17:33 EDT From: Ambreville@aol.com Subject: [MYSTARA] - 3E Mystara > ...very little Mystara fan-produced material (ie. the *only* new Mystara material for the immediate future) includes stats, which would be where various rules systems would vary the most. However, when stats *are* included in fan material, I think *any* rules system will remain acceptable (including GURPS, Rolemaster, etc.), but, if the fan-writer has access to (ie. owns) 3E rulebooks, then IMO D&D3E would be the best rules to use, ideally with OD&D parallel stats. [Shane] Yup, that's were I'm coming from. >If the writer *doesn't* have access to 3E books (chooses to remain a OD&D purist for whatever reason -- preference, bugetary restraints, etc.), then purely OD&D stats would be fine, of course. Correct. If you just can't do it, oh well. As long as the primary communication language is 3E, we've attained our goal. If forced to list stuff in OD&D, and 3E has become the standard, then make sure you put a note to that effect. If we're just talking about adapting game mechanics, the adaption of Mystara to 3E will be a breeze. There's no reason to change the rest -- especially the flavor of the setting. Bruce Heard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 17:28:47 EDT From: Ambreville@aol.com Subject: [MYSTARA] - 3E Mystara >Certainly there should be a standard for any new players who happen upon Mystara or are introduced to it by any of us, but need it be the Third Edition of Dungeons & Dragons? [Kevin] Why yes! :o) IF 3E becomes the standard in the rest of the gaming world, which I think it will as far as D&D-style players are concerned. At least you should have a good look at it before dismissing it (better be early than sorry). You don't use a game that is out of print as a standard to attract new people. Get real! Some people have complained about having to buy a new PHB, but we're asking newbies to: 1) find an RC which is a rarity 2) fork out the kind of money appropriate for a collector's item 3) find players who will join his/her group to do the same... What's the likelihood of this happening? Isn't it simply more effective to just go and get a copy of 3E at least to be up to date with the rest of the real world? And this is not about D&D vs AD&D. That discussion is totally besides the point. Bruce Heard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 17:34:08 EDT From: Ambreville@aol.com Subject: [MYSTARA] - 3E Mystara > Just because every race can be every class in 3E doesn't mean that's how you will play it. Maybe you will use the Rockhome Gaz that says Dwarves can be Dwarf Clerics, or in 3E a Dwarf Fighter/Cleric with the same restrictions. The rules are guidelines, to be used and changed as seen fit by each group... [Jim Bobb] So well put! I agree with you here. I could see one set of people playing OD&D Mystara, where an elf is an elf and another group playing 3E, where elves can be barbarians or paladins... It does not matter as long as this does not turn into a bloodbath online with one set of intolerant people butchering another. What we should do is identify what is definitely not acceptable in Mystara. Once everyone knows this, there should be no big problem playing either games and discussing them constructively on this forum. > Bruce, I'm interested in hearing everything you can tell us about this new D&D and how it will fit into our favorite world. Pant, pant... I'm running out of time and finger skin here! I hope I've said plenty to answer your questions. :o) Bruce *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 17:37:28 EDT From: Ambreville@aol.com Subject: [MYSTARA] - 3E Mystara > D&D was almost a hodgepodge of extra rules after all the supplements came out! It was as confusing as AD&D1 at some points! (Sorry Bruce, Gaz3 threw me for a loop for a week :) [Ethan] LOL! Guilty as charged (including the rules that did not work). > But I'm reserving that move until after I have had a chance to buy the books, and pour thru them, as to make sure that someone didn't screw it up like (AD&D *cough* 2) No kidding! Hopefully we'll be able to get enough tidbits online about 3E to help dispell the cloud of bad feelings that's been rising here and there. Bruce Heard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 17:40:43 EDT From: Ambreville@aol.com Subject: [MYSTARA] - 3E Mystara Okay, I'm done for now. Gotta go check what's brewing on the MMB now. Thanks again for everyone's participation. :o) Bruce Heard *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 24 Oct 1999 00:48:24 +0300 (EET DST) From: a122286@students.cc.tut.fi Subject: Re: [MYSTARA] - 3E Mystara I do not agree with Mr Heard's suggestion. We are talking about a game world in this group, not about systems. If I write an article here, I try to make it in a language that everyone understands. If i want to give stats to something, I trust everyone can figure how great a item or person I'm talking about from my ODD terms, and everyone should change the stats to suit his own game anyway. In my opinion, roleplaying is not an exact science, nor would I like it to be done one. I can understand that the gamecompanies would like us to stick to the rules exactly, as it would ease their efforts. But all of us want something different. We have our own special rules and interpretations, but still we have been able to communicate quite well. If someone wants to use the 3rd ed terms, I dont mind it a bit. If someone feels the need to get more players to Mystara, and it helps him to speak in 3rd ed terms, go ahead. But i do not wish to see it made a standard in this list or anywhere else. Personally I am not going to by the whole book, as I dont see any need for it at the time. I'm happy with my MDD (Modified DD rules) and with the Storytelling rules I use in my two campaigns. Personally I have allways find it really disturbing to hear someone say, that I can not do this or that with the ODD rules, as I see it just as a sign of somewhat narrow mind. >From which I come to one more point. I would like to point out to Mr. Heard that in my opinion he is being not so slightly rude on the handling of this matter. Answering ap. 10 times in a row with the same subject is in my book an offense. One should really collect his opinions into one mail, even when responsing to many mails. Furthermore Mr. Heard has gone to answering into two mails just by basicly claiming the posters narrow-minded, while he himself, whom I had thought far better, has given us the narrow-minded idea of a really limited ODD, where a dwarf can only be a fighter (IMC there has been fighters, clerics, mage, tief etc... each posing as a individual). On the third post of his, Mr heard seem to attack Brad. I must side Brad with the fact, that I myself found the original post, and the later ones, to be slightly too much of advertising to my taste. Mr Heard's idea of a uni-language would of cource demand us all to buy the product, to be able to communicate in the _right_ way. Worst still, to commit to purchase a product that none of us has yet seen. Pasi Some cuttings, mailed by Mr Heard: > T$R??? Being a wee bit immature here, Brad? > Grow up, Brad. > > You're selling us 3E D&D, when all we want is for our WORLD to remain in > >the format that we enjoy most: OD&D and AD&D! > Huh??? I'm not telling anyone to change the game systems they play. Only > that we communicate with a standard that would be likely to attract more > people. > Sure, Brad. Slam your fist on the table. Show 'em what a big guy you are! - -- X Pasi Anias X p.03 - 2533536 X \\|// X X Sammonkatu 8-10 G 62 X a122286@proffa X (o o) X X 33540 Tampere X .cc.tut.fi X o000--(_)--000o X *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 15:01:14 -0700 (PDT) From: Shane Henry Subject: Re: [MYSTARA] - Hoddie's site gone? I was wondering the same thing. Incidentally, I wrote an email to him this very question the day before you posted your query on the MML. Unfortunately, I haven't gotten a response yet. It's a shame if the site's permanently gone, since his maps are beautiful. Shane ===== __________________________________________________ Do You Yahoo!? Bid and sell for free at http://auctions.yahoo.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 17:36:12 -0600 From: "Malacoda" Subject: [MYSTARA] - [ADMIN] The Law on This Whole "Official" Language Thing Mystarans, Wouldn't you know it? My computer is messed up for several days (found out too late that there are no drivers for my DSL modem for Windows 2000, and now things are severely messed up) and people pick this time to get themselves into a tissy. Looking over all the posts, it seems to me there is some confusion on what is being discussed. Some feel to think it is about some sort of official specific game that is to be used to talk about Mystara on the list. I don't think that is what is really being brought up, but to avoid any confusion, I will lay down the word on that particular point: There never has been, nor will there ever be, any sort of officially sanctioned roleplaying game that is designated as the point of referrence for discussing Mystara on this mailing list. This list is here to focus on Mystara, and people are free to discuss it in terms of whatever rolepaying game them choose to explore it in, as long as the topic remains focused on Mystara. Mystara is a made up fantasy world, and the only set of rules that is "best" used to explore it is whatever works best for you and you group. Anyone who feels otherwise needs to put down their dice get out more often. 3e is on its way to being the standard in the xD&D field, but before it was 2e and we all still seemed to get along just fine. If people want to post stuff using the 3e rules, they are free to do so. If they want to use the 2e rules, or the 1e rules, or OD&D, or GURPS, or Creeks and Crawdads, more power to them. As long as it is Mystara, it is welcome. As far as the rest of the discussion goes, I will be watching it very closely. Any more confrontational nonsense (i.e. "Grow up") will result in warnings. Either make a point, explore some options, come to a conclusion, or move on. Leroy Van Camp III malacoda@uswest.net http://www.users.uswest.net/~malacoda/TarkasBrainLabIV.html ICQ #20039817 "When you die you're free. I had a friend who committed suicide, and she's free now. I talked to her on a ouija board, and she said she was free." November 17, "Wasted" *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 24 Oct 1999 01:45:19 +0200 From: DM Subject: Re: [MYSTARA] - Planar descriptions At 21.44 22/10/99 -0400, Shane Henry wrote: >Marco, I'd enjoy seeing these Outer Planar locales >presented formally, in a gazetteer-type format, to the >MML. If this were to happen, one useful thing would be >to include some additional notes telling to what >degree these creations diverge from any canon sources. Whooo.. well, gazetteers for Outer Planes are not on my current schedule, sorry Shane, especially since I don't think many people will find them attractive or just useful. And u know why? cause the majority of people here play IN Mystara, with PCs who have not at their disposal such powerful means to travel thru cosmo or planes of existance. And if they really want to explore outer planes, I think they'll just give a look at Planescape instead of inventing something truly unique for Mystara Multiverse (which is something DIFFERENT from the AD&D universe..). Anyway, If I'll ever manage to finish the 100lbs pack of projects I have on my desk, no doubt I'll also start writing the Terari's Guide to the Outer Planes.. :) >Also useful would be a relatively short suggestion on >how to incorporate these locales into both the >expected OD&D cosmology, and also the AD&D Planescape >cosmology. Anyway, I think it'd be neat to have some >more extraplanar locales for our Mystara campaigns. Since I'm not a PLanescape fan nor supporter and I dunno anything bout it save the scant info I've found here and there, I guess I'm not the right person to put this kind of info in a likely future Outer Planes Gaz.. :) DM Senior Editor of the Mystaran Almanac First Officer of U.S.S. Unicorn Visit Marco's Mystara Homepage at: http://www.geocities.com/TimesSquare/Dungeon/2967 Join the Mystara Webring at: http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html Join the Starfleet Academy at: http://gilda.it/startrek (Italian RPG PBEM) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 24 Oct 1999 01:53:00 +0200 From: DM Subject: Re: [MYSTARA] - OD&D, AD&D2, 3E-D&D -- Standard Net language for Mystara? On Fri, 22 Oct 1999 10:33:07 EDT, Ambreville@aol.com wrote: >Here's a topic that may prove unpopular for some (sorry!). > >Since it is getting increasingly difficult to win over new players for >Mystara, I wanted to suggest that a standard game system be used when >discussing Mystara on the net. Obviously, I'm not asking anyone give up their >preferred game. Whatever they play at home is of course fine. I'm only >suggesting that a standard game language be used for the purpose of net >discussions. >Although I like OD&D very much, I think it creates a problem with newer >players who are totally unfamiliar of OD&D. >I think it would be a good idea to >switch to 3E as much as is practical for everyone involved as soon as it >becomes the standard at TSR/WotC. As for myself, I've always thought it's the campaign world not the game system that matters. My point is: the conversion to 3Ed is welcome as long as u provide the old timers a quick guide to translate 3E stats into OD&D stats. That is, I feel, mandatory, both because the bulk of Mystarans plays using OD&D rules, and because I think the old timers deserve this kind of treatment for the love and support they've always shown to the campaign. To sum up: do a 3ED conversion guide for OD&D Mystara please (which will then work both ways, mind u), and if this will later save u from typing stats both for OD&D and D&D 3Ed in every Mystara article you'll write on the net. Just a quick and simple solution, I think, even though I'm not that sure there will be many Mystarans who'll switch to 3Ed.. when it comes to rules system, I admit we're just as stubborn as the oldest dwarves.. ;) DM Senior Editor of the Mystaran Almanac First Officer of U.S.S. Unicorn Visit Marco's Mystara Homepage at: http://www.geocities.com/TimesSquare/Dungeon/2967 Join the Mystara Webring at: http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html Join the Starfleet Academy at: http://gilda.it/startrek (Italian RPG PBEM) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 18:32:00 -0700 From: IronWolf Subject: Re: [MYSTARA] - 3E Mystara With all due respect, Pasi, I think Bruce Heard, who has poured quite a few hours of his personal time and creativity into this campaign setting, is just trying to propose an idea that can aid in promoting it further. And likely he's had to deal with a lot of flak on this, so I don't blame him for getting a bit rude here and there. Let's all play nice here. If you don't like the idea of 3e Mystara, no problem. But some of us would like to discuss it here on the mailing list. If you don't want anything to do with it, that's fine, just ignore or delete the posts as they come to you. Simple and easy. Someone may feel it should be on a seperate list, but I disagree. This is the Mystara mailing list, and we have every right to discuss Mystara 3e rules here. IronWolf "It's Specularum, damn it!" > I do not agree with Mr Heard's suggestion. We are talking about a game > world in this group, not about systems. If I write an article here, I try > to make it in a language that everyone understands. If i want to give > stats to something, I trust everyone can figure how great a item or person > I'm talking about from my ODD terms, and everyone should change the stats > to suit his own game anyway. > > In my opinion, roleplaying is not an exact science, nor would I like it to > be done one. I can understand that the gamecompanies would like us to > stick to the rules exactly, as it would ease their efforts. But all of us > want something different. We have our own special rules and > interpretations, but still we have been able to communicate quite well. > > If someone wants to use the 3rd ed terms, I dont mind it a bit. If someone > feels the need to get more players to Mystara, and it helps him to speak > in 3rd ed terms, go ahead. But i do not wish to see it made a standard in > this list or anywhere else. Personally I am not going to by the whole > book, as I dont see any need for it at the time. I'm happy with my MDD > (Modified DD rules) and with the Storytelling rules I use in my two > campaigns. Personally I have allways find it really disturbing to > hear someone say, that I can not do this or that with the ODD rules, as I > see it just as a sign of somewhat narrow mind. > > >From which I come to one more point. I would like to point out to Mr. > Heard that in my opinion he is being not so slightly rude on the handling > of this matter. Answering ap. 10 times in a row with the same subject is > in my book an offense. One should really collect his opinions into one > mail, even when responsing to many mails. > Furthermore Mr. Heard has gone to answering into two mails just by basicly > claiming the posters narrow-minded, while he himself, whom I had thought > far better, has given us the narrow-minded idea of a really limited ODD, > where a dwarf can only be a fighter (IMC there has been fighters, clerics, > mage, tief etc... each posing as a individual). > On the third post of his, Mr heard seem to attack Brad. I must side Brad > with the fact, that I myself found the original post, and the later ones, > to be slightly too much of advertising to my taste. Mr Heard's idea of a > uni-language would of cource demand us all to buy the product, to be able > to communicate in the _right_ way. Worst still, to commit to purchase a > product that none of us has yet seen. > > Pasi *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sat, 23 Oct 1999 23:52:21 -0400 From: John Hofmann Subject: Re: [MYSTARA] - 3E Mystara On Sat, 23 Oct 1999 16:07:08 EDT Ambreville@aol.com writes: > > I think that OD&D is not too difficult to understand, and not too > foreign > to AD&D players. > > Yes, but you're missing a point. Although I don't necessarily agree > that OD&D > is simpler than 3E (see below) Actually, if you would have continued to read the post, you may have noticed that the idea was that there are volumes of Mystara detail already in the format of OD&D rules, simpler than 3E or not, and that it is unlikely that as much detail will be produced in 3E format. Why reinvent the wheel? It appears to be true that 3E is going to be flexible, and I think that is great. I think that is what people have been looking for for a while. Perhaps our best bet might be make a "3E Mystara netbook" or something of the sort that details creating Mystara characters with 3E rules. I think that the germ of that idea was presented just recently. Just my two cents. John Hofmann ___________________________________________________________________ Get the Internet just the way you want it. Free software, free e-mail, and free Internet access for a month! Try Juno Web: http://dl.www.juno.com/dynoget/tagj. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ Date: Sun, 24 Oct 1999 00:01:45 -0400 From: John Hofmann Subject: [MYSTARA] - Third Edition Mystara It seems that Third Edition offers a lot of potential for Mystara, but it also seems that not everyone cares. Perhaps when 3E comes out, those of us that are interested could get together and collectively develop a "3E Guide to Mystara" with some major features of Mystara in 3E format? Just some thoughts that might need to be included would be character creation, magical items, artifacts, and a guide to Immortals, possibly using the 3E Legends and Lore (or whatever it's going to be called) guidelines for creating a cosmos. I said earlier that I'd be the first one to volunteer for this, and I'd be more than willing to take part in any organization of it once it's time. This is just another couple of cents. John Hofmann ___________________________________________________________________ Get the Internet just the way you want it. Free software, free e-mail, and free Internet access for a month! Try Juno Web: http://dl.www.juno.com/dynoget/tagj. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara-l' as the body of the message. ------------------------------ End of mystara-digest V1999 #454 ******************************** *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe mystara' as the body of the message.