========================================================================= Date: Tue, 8 Aug 2000 12:25:11 +0200 Reply-To: Mystara Sender: Mystara From: Thibault Sarlat Subject: Re: PRODUCTS: Gaz 6 (was Rockhome help needed) MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit i have just put all the gaz6 maps (remade ones) on my site.for those who don't have them Oliver a �crit : > At 12:01 AM 7/31/00 -0700, Beau Yarbrough wrote: > > > Alas, all my eBay attempts to get my hands on the Rockhome > > gazetteer have > >ended in failure. Thus, I turn to y'all: > > Kagyar's fortune hath smiled on me, as I have just acquired a used GAZ 6 > Dwarves of Rockhome. I need to ask those that purchased it new, mint, > and/or whole: > > What, besides the map, are the components of this accessory? > > Reply? > -o > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. -- Thibault Sarlat. ICQ 16622177. homepage http://www.mystara.com.bi Join me at: thibsylv@club-internet.fr or at tsarlat@etu.montaigne.u-bordeaux.fr ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 09:11:22 -0400 Reply-To: Mystara Sender: Mystara From: Erik Waddell Subject: Re: [GLANTRI] The Plague, thoughts MIME-Version: 1.0 Content-Type: Text/Plain Content-Transfer-Encoding: 7bit > Well, I think the Erewan and Belcadiz elves might have a problem with Sahdow Elves applying for membership simply because they are Shadow Elves, clerics be damned. I actually had not considered this.. thanks for pointing it out for me. :) I was actually considering having the Erewan elves make a play for independance (the damage caused by the plague gives the E.L.F the chance to cause alot of trouble), and of course Alhambra working to punish the upstart Erewan by forcing them back into subjugation. The Shadow elves might play an interesting role in such a conflict. > I love the duped dwarves, but are you setting this prior to Malachi becoming a prince? If so, would he promote chaos in Averoigne? I imagine Malachie becomes a Prince somewhere in the WotI series.. which I have not read. I figure that he is duped as well, though perhaps not as bad as the dwarves. He just wanted to let the dwarves in to cause some trouble for a rival or two, and to ensure that he could continue receiving covert support from Rockhome. When things start to go really wrong, he will do his best to make sure no one finds out his role in it all. I figure it would be interesting to have him make his play for princehood while the PC's have evidence they could use to damn him, or they could keepa secret and make Malachie help them out. > > With any plague in Glantri, you can spin in all sorts of sidebar adventures involving finding the reclusive alchemist who may know a potion that cures it, only to have to go stealing the old formulas from rotting libraries in Klantish and Boldavian castles. Also the dangerouse trip across the Broken lands to Darokin to negotiate for a steady flow of alchemical ingredients into Glantri. Good Suggestions! In fact, my players are all exchange students from Darokin, so they ought to be well suited to opening up this trade route. Their Master at the GSoM is an Alcheminst, and one of the players has already expressed an interest in pursuing the alchemical arts. Having them work on a cure would be a good story. Thanks for the ideas. :) Erik ------------------------------------------------------------------ Get free personalized email from the NHL at http://www.nhlmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 15:21:59 CEST Reply-To: Mystara Sender: Mystara From: Federico Kaftal Subject: Re: Adventurer's maps Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1; format=flowed >>Thibaut Sarlat wrote: so i do have some "rough" versions of those maps...but i don't think they are wrong (i mean they just have only the hexes but no rivers , no names... and i can easily erase the towns....). let me know what you think of it. Just tel me how you want it and i'll try to make it so.. >>Michael Harvey added: I don't think that adventurer's maps should be hex-based anyway. Hexmaps are handy for the GM but contain waaay too much information for players. Much better would be very simple freehand maps. Finally, if adventurers buy two maps of the same area each should be different owing to being handmade and subject to interpretation by the scribes or cartographers or explorers who made them. I'd say that anyplace where there are roads on the trailmaps is pretty common knowledge -- but not accurate distances or directions. To that end, a simple freehand line-map of Karameikos showing roads (and major rivers), important towns and forts which are located along the roads, and blank areas labeled "Dymrak Forest" or "Cruth Mountains" is what you'd buy in a marketplace. ------------------------------------ ------------------------------------ I agree with those Michael's sentences which are quoted above: we don't really need Hex maps with errors: rather, we need hand-made maps with less details on them: not all the rivers but just the bigger ones; not all the cities (and especially the military keeps!), but only those linked by well-known routes; not all the mountains/hills/swamps, but only the highest peaks and a few well-known peculiar areas. For instance, I wouldn't want my PCs who are not native from Ethengar to know *exactly* where the magical Black Sand zone lays! I am sure you already grasped the concept: it shouldn't be so easy for the PCs to find the "better" path during their voyages: they should see the unknown lake in front of them, but still wonder if it'd be quicker/safer to take a boat and cross it, or else follow the coastline on foot... who knows? Federico ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 15:51:38 +0200 Reply-To: Mystara Sender: Mystara From: Annelise Johnsen Subject: Re: Adventurer's maps In-Reply-To: <20000808132159.79976.qmail@hotmail.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii"; format=flowed I've done a map of Alfheim in CC2 which I've used as an adventurers map. I don't have a web page so I can't put it up, but if anyone's interested in seeing it, mail me privately and I'll send it. -Annelise ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 10:00:53 EDT Reply-To: Mystara Sender: Mystara From: Alex Benson Subject: Re: OT baldurs gate and IWD MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 8/6/00 12:05:07 PM Eastern Daylight Time, jobo@EIRCOM.NET writes: << sorry for the OT. but I recently acquired a second hand copy of the baldurs gate game for the pc, and there was no manual. can somebody tell me how to memorise spells.my character is a female elven thief/mage CE.she only has one good spell at the moment sleep.but since the first time i cast it i haven't been able to use it.HEELLP. please. mortus. >> okay...first off are you trying to memorize spells from your spell book or are you trying to put them in? i ask as you have to have them in your spellbook first. if you gained Sleep in the game you will have to write the spell into your spellbook before memorizing it. to do this go to your inventory pane and right click on the spell. there should be a WRITE MAGIC icon at the bottom. click on this and the spell will hopefully be written. I say hopefully as there is always a chance of failure. now if you already have Sleep in your spellbook....you picked it when you were doing the character generation.....you have to memorize it into your spell inventory. to do this click on the Mage Spellbook icon on the left side task bar. a screen should pop up with a partitioned book-like appearance....each pair of pages equalling a spell casting level. on the right hand "pages" are all of your known spells to memorize from. to the left is the memorize section. depending on your XP level there should be several squares. if the insides of these squares are empty then there are no selected spells. if they contain spells but have a gray washed out appearanc ethen the spell has already been cast. you can swap out spells by double clicking on a squared spell and click REMOVE. to insert a spell you double click on it from the right hand page. of course you'll have to rest to actually be able to use these spells. iirc it is 8 hours. on this note...Icewind Dale is very similar to BG. same engine, interface, and developers. I am currently involved in a campaign...about done with it to be honest with you....and have enjoyed wasting many hours with the games. one thing i would like to see is a game that allows you to create the setting and get away from FR. the under construction game of Neverwinter Nights is supposed to be like that. in fact what i have seen and heard about it reminds me alot of Vampire (first person 3D). now i have played and beaten VtM:R and dispite the game not living quite up to its potential i liked it. what i also like is the potential that the game java editors give the gamer to customize and even create seperate games. i hope NWN does share this VtM:R trait. you just might see certain Mystaran maps. i have seen some of the fan generated maps and scenrios and i am quite impressed. i can only imagine what this can lead to. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 03:34:21 +0200 Reply-To: Mystara Sender: Mystara From: erewan laubgaenger Subject: Re: Adventurer's maps MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Thibault Sarlat wrote: > well well well... > i work my ass off to make accurate maps and now you guys ask for inaccurate > ones...let me tell you something.... thibault - you made to good maps. the one who need "bad" maps: thake a printer after a fresh press thake some water and ruin the real map. so you have a map that is accurate but nor easy th read. IBON ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 17:47:04 +0200 Reply-To: Mystara Sender: Mystara From: erewan laubgaenger Subject: Re: Adventurer's maps MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Thibault Sarlat wrote: > well well well... > i work my ass off to make accurate maps and now you guys ask for inaccurate > ones...let me tell you something.... thibault - you made to good maps. the one who need "bad" maps: thake a printer after a fresh press thake some water and ruin the real map. so you have a map that is accurate but nor easy th read. IBON ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 21:11:49 +0200 Reply-To: Mystara Sender: Mystara From: Thibault Sarlat Subject: Re: Adventurer's maps MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit i'll be interested in getting it and of course putting it on my site in the map not done by me section, with credits to you and a link to your adress of course. I look forward to seeing it ... Annelise Johnsen a �crit : > I've done a map of Alfheim in CC2 which I've used as an adventurers map. I > don't have a web page so I can't put it up, but if anyone's interested in > seeing it, mail me privately and I'll send it. > > -Annelise > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. -- Thibault Sarlat. ICQ 16622177. homepage http://www.mystara.com.bi Join me at: thibsylv@club-internet.fr or at tsarlat@etu.montaigne.u-bordeaux.fr ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 13:23:51 -0700 Reply-To: Mystara Sender: Mystara From: Beau Subject: Online maze maker MIME-version: 1.0 Content-type: text/plain; charset="us-ascii" I'm not a big fan of mazes in D&D -- "OK, now you can turn left or go straight" -- but the source material for my Wit's End adventure pretty much dictates I have two mazes -- "twisty passages, all alike" -- although I plan to make them reasonably small. Discovery.com, it turns out, has a maze-maker online for people (like me) too lazy to build their own. http://puzzlemaker.school.discovery.com/AdvMazeSetupForm.html BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 23:04:35 +0200 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?H=E5vard?= Subject: Re: Adventurer's maps In-Reply-To: <4148FEAAD879D311AC5700A0C969E8907BC5CC@orsmsx35.jf.intel.com> MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=iso-8859-1 Content-Transfer-Encoding: 8BIT On Mon, 7 Aug 2000, Harvey, Michael wrote: > Examples of ideal player-handout maps: > http://perso.club-internet.fr/thibsylv/maps/maps_by_other/tkw3.gif I made this one. :) Actually I have quite a few more of these waiting to be finished. I just need to scan them and do the final computer enhancements. I'll let ya'll know when they are done. H�vard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Would it not be easier in this case for the government to dissolve the people and elect another?" -Bertolt Brecht ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 23:27:55 +0200 Reply-To: Mystara Sender: Mystara From: Thibault Sarlat Subject: Re: Adventurer's maps MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit i was afraid to not have put your name Havard I had some of those maps and had no idea who has made them. So if you are the author of one , let me know , i'll add your credit =?iso-8859-1?Q?H=E5vard?= a �crit : > On Mon, 7 Aug 2000, Harvey, Michael wrote: > > > Examples of ideal player-handout maps: > > http://perso.club-internet.fr/thibsylv/maps/maps_by_other/tkw3.gif > > I made this one. :) > Actually I have quite a few more of these waiting to be finished. I just > need to scan them and do the final computer enhancements. I'll let ya'll > know when they are done. > > H�vard > > Haavard R. Faanes (hoc@nvg.ntnu.no) > http://www.nvg.ntnu.no/~hoc > > "Would it not be easier in this case for the government > to dissolve the people and elect another?" -Bertolt Brecht > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. -- Thibault Sarlat. ICQ 16622177. homepage http://www.mystara.com.bi Join me at: thibsylv@club-internet.fr or at tsarlat@etu.montaigne.u-bordeaux.fr ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 23:55:32 +0200 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?H=E5vard?= Subject: Re: Adventurer's maps In-Reply-To: <39907B5B.79F34A95@club-internet.fr> MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=iso-8859-1 Content-Transfer-Encoding: 8BIT On Tue, 8 Aug 2000, Thibault Sarlat wrote: > i was afraid to not have put your name Havard > I had some of those maps and had no idea who has made them. So if you are > the author of one , let me know , i'll add your credit The only map I made that is on your side is the one that you have given me credit for. Thanks anyway Thib :) H�vard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Would it not be easier in this case for the government to dissolve the people and elect another?" -Bertolt Brecht ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 00:41:14 +0200 Reply-To: Mystara Sender: Mystara From: Thibault Sarlat Subject: Re: Adventurer's maps MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit I'll try to have Thyatis finnished by thursday, before going on vacation. =?iso-8859-1?Q?H=E5vard?= a �crit : > On Tue, 8 Aug 2000, Thibault Sarlat wrote: > > > i was afraid to not have put your name Havard > > I had some of those maps and had no idea who has made them. So if you are > > the author of one , let me know , i'll add your credit > > The only map I made that is on your side is the one that you have given me > credit for. Thanks anyway Thib :) > > H�vard > > Haavard R. Faanes (hoc@nvg.ntnu.no) > http://www.nvg.ntnu.no/~hoc > > "Would it not be easier in this case for the government > to dissolve the people and elect another?" -Bertolt Brecht > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. -- Thibault Sarlat. ICQ 16622177. homepage http://www.mystara.com.bi Join me at: thibsylv@club-internet.fr or at tsarlat@etu.montaigne.u-bordeaux.fr ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 19:52:36 -0400 Reply-To: Mystara Sender: Mystara From: Geoff Gander Subject: Re: Online maze maker Beau wrote: > > I'm not a big fan of mazes in D&D -- "OK, now you can turn left or go >straight" -- but the source material for my Wit's End adventure pretty much >dictates I have two mazes -- "twisty passages, all alike" -- although I >plan to make them reasonably small. > Discovery.com, it turns out, has a maze-maker online for people (like me) >too lazy to build their own. Neat! I might just use this on my players. This link's a keeper! Geoff -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 8 Aug 2000 23:16:58 -0700 Reply-To: Mystara Sender: Mystara From: Greg Weatherup Subject: Fwd: The Death of Vanserie Vllardoen XI, Act II scene I Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Aloha all, The anon author is back at it. Greg Weatherup Gecko Gwxup@excite.com http://www.fortunecity.com/tattooine/spock/67/index.html http://members.fortunecity.com/gecko_g/ ----- Original Message ----- > Message-ID: <001b01c00190$774801a0$365eabd4@default> > From: [Deleted] > To: "greg weatherup" > Subject: The Death of Vanserie Vllardoen XI, Act II scene I > Date: Wed, 9 Aug 2000 01:28:14 > > Dear Greg, [Deleted] > I find only now the necessary free time to continue my drama. > Since I still want want to be anonymous could you forward this to the > Mystara List. Thanks in advance > [Deleted] > > The author apologizes for the delay but he was very busy in this last period > > Act II > Scene I > > Inside Linden > > enters from a door in the left of the stage Juliana and Anton. Juliana is > weeping > > ANTON (Trying to consol her): It was a simple funeral, isn't it? > JULIANA (her voice broken by the sighs and the tears): Mum would has ever > wanted that her funeral would be simple and informal. She doesn't like > cerimonies and similars....(and after looking nervously around) Where's dad? > Wasn't he present to the funeral? > ANTON: Vanserie wasn't present. He told me he had most important duties > elsewhere > JULIANA:(now rage takes place instead of tears) Also at the end he > continues to hurt my poor mother: first he killed her, for having prohibited > her to receive preistly healing, and now this...he has dishonered her...he > killed her twice...I hate him... > ANTON: he's working hard to find a cure... > JULIANA(interrupting him): these are only a bulk of lies. He's mad! totally > mad! perhaps the rotting decay has taken also his brain...he's totally > without feelings, a painful monster who hungers for a senseless > power...where his madness at the end will lead him? I hate him...but that > awful figure once was my father and I loved him... > VANSERIE(enters from a door in the right of the stage, this is the first > time during the drama that Vanserie appears on the stage, he's covered with > large robes that alsonst mask him, but sometimes it could happen to see some > zones of rotting flesh): I don't care if you hate or love me, Juliana...I > don't care...since in few days you will revere me!!!you and those stupid > fools outside!!!you and those fools clerics! you and all the other > wizards!!! Yes, all the wizards will revere me, Vanserie...the most powerful > wizard on Mystara...the one who has defeated the plague...who has won upon > those bastard Alphatians...the one who has erased the line between life and > death...the one who has discovered the secret of immortality!!! Yes, > daughter! Hate me!!! I'm not going to care, but you will crawl at my foot > when I'll have the absolute power!!! > JULIANA(really shocked): this is not my father...it cannot be it...oh...I > cannot suffer...such a...visi...on (and she lost her senses falling on the > ground) > ANTON (kneeling down to Juliana and tending to her): you were right Juliana, > your father totally went mad. Only a cruel mad could teel such things to his > daughter... > VANSERIE: No Anton, you are the mad...like all the others. Wait Anton! And > bring Juliana to bed. She must be ready for the upcoming day when I'll have > the ultimate power. Then I'm going to sit on the throne of immortality and I > want Juliana at my right side...she's my only heir, after all. > (Anton exits with the body of Juliana from the door in the left of the > stage) > (Vanserie is now alone in the stage but suddenly appears from the door in > the right a very pale-green woman with torn dresses, scars all around her > body, hair that goes in every direction. She vaguely resembles the wife of > Vanserie, she makes a couple of paces in the direction of Vanserie, then she > stops and after few seconds she runs away fron the same door) > > VANSERIE: Who's she? none. I think there were someone over there, near the > door...someone that was walking towards me. But I don't see anyone, but > instead I feel a strange chill sensation... what could it be? Damn it! It > must be this damned plague, it makes me seeing unreal things...I think in > few days it is going to kill me...but it doesn't matter...for that time I > will already ready...I will prevail...I must prevail...(then yelling > loudly): Joop!Joop! Bring me a sheet and a quill, I have in mind how to > solve another piece of he experiment. I must put it on paper NOW!!! > > (enters Joop) > _______________________________________________________ Say Bye to Slow Internet! http://www.home.com/xinbox/signup.html ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 09:23:29 CEST Reply-To: Mystara Sender: Mystara From: Federico Kaftal Subject: Mystaran shops Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1; format=flowed Hi, here's my Christmas present (in advance...): a list of a few Mystaran shops not very well known. At least some of them are not on Stanley's site: Stanley, would you please add these links to your site section, if not already present? Thank you. 1) Cyberdungeon http://www.cyberdungeon.com/ 2) Noble Knight http://www.nobleknight.com/dd1.html 3) Eric Pass (his server is very often unavailable: try again and soon or late you'll find it active) http://www.nyx.net/~epass/dd.html#mod 4) The Dragon's Trove http://www.dragontrove.com/basic.html 5) Dragoneggs http://www.dragoneggs.com/misctotal.htm 6) Jason Zavoda (mail him for a catalogue) nemesis@magpage.com 7) Mike Badolato (mail him for a catalogue) BADMIKE3@aol.com ... and of course there's eBay (http://www.ebay.com) which is often cheaper - but you need to search through and then bid and cross your fingers! Cheers! Federico ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 09:27:51 CEST Reply-To: Mystara Sender: Mystara From: Federico Kaftal Subject: Night's Dark Terror Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1; format=flowed Hi Mystarans, Among the modules I have played, the one I liked best is for sure B10 "Night's Dark Terror", by Jim Bambra Graeme Morris and Phil Gallagher (I have not played Allston's "Wrath of the Immortals", yet). Do any of you know more material created (for D&D/AD&D) by these three guys? I would be very interested... Thank you. Federico ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 10:21:03 +0100 Reply-To: Mystara Sender: Mystara From: Gordon McCormick Subject: Re: Night's Dark Terror In-Reply-To: <20000809072751.83960.qmail@hotmail.com>; from kaftal@HOTMAIL.COM on Wed, Aug 09, 2000 at 09:27:51AM +0200 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii On Wed, Aug 09, 2000 at 09:27:51AM +0200, Federico Kaftal wrote: > Hi Mystarans, > Among the modules I have played, the one I liked best is for sure B10 > "Night's Dark Terror", by Jim Bambra Graeme Morris and Phil Gallagher (I > have not played Allston's "Wrath of the Immortals", yet). > > Do any of you know more material created (for D&D/AD&D) by these three guys? > I would be very interested... I think Jim Bambra did PC 3 The Sea People, and the Ethengar gazetteer. but I'm tired and could be wrong. gordon ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 14:13:10 +0100 Reply-To: Mystara Sender: Mystara From: Paul George Dooley Subject: An old alternate view of the magic draining effect of the NoS MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit I was going through some old stuff and found some notes I made on an alternate way for the apparent draining to happen. Rather than the "Cursed by Immortals" cop out, I wondered if what actually happened was that a trispace node of the Mystaran pentaspace was attracted to the Beagles engine due to all the tinkering over the ages. The stronger the drain upon the engine the tighter the oscillation of the node through Mystaran space, until eventually it becomes fixed there. Ah well, what with the SNAFU (WotI) rewrite of the gold box Immortal set, seems that's irrelevant now. -- Hamlet I, v, 166. Words to live by? Paul ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 08:50:07 -0700 Reply-To: Mystara Sender: Mystara From: John Calvin Subject: Elven Evolution MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Hi all, Well, I've been thinking about Shadow Elves lately, and have come upon a quandry. The ancestors of shadow elves went underground in 3000 BC, just after the GRoF. They re-settled the surface again in 1950 BC. They went back underground in 1700 BC, and did not resurface again (in full force) until 1010 AC. In 896 BC they did find the HW, and by that time it's sun was deadly to them. Now consider two points: 1) The average elven lifespan is 600 years (some may live to be 800+, but they are exceptional) 2) Elves can have children ever 100 years or so. So for the purposes of furthering this discussion, I'm going to assume that every hundred years a new elven 'generation' is born, and that each generation lasts for approx 600 years. These assumptions might be off a bit (and of course I'm over simplifying here just to make things easier), so if you disagree please let me know. The first period of underground occupation lasted for 1050 years. This means that there were roughly 4 or 5 generations of elves who spent their time completely underground. They never saw the surface. These would be elves born from 3000 BC to 2550 BC. Any elves born after 2550 BC would have made it back to the surface. Gaz 13 doesn't mention any specific elven trauma upon returning to the surface at this time, so I assume that the elves had remained pretty much the same (physically speaking) throughout this first underground occupation. Two generations were able to live on the surface until the second catastrophie once again drove them underground. Gaz 13 says that the elves fled below ground out of instinct and racial memory, but the fact is that fully 2/3 to 1/2 of the elves living on the surface at that time would have personally remembered living underground. So the second period of underground occupation lasts from 1700 BC to 896 BC (when the SW stumble upon the HW). This is only a period of 800 years...little more than 2 or 3 elven generations, but when their expidition reaches the HW surface, the elves find that the red sun is detrimental to their health...many of them die... So...one explination is that the period of interim above ground dwelling really did not effect the evolution of many elves. Most elves around at that time had been living underground at one point in their lives anyway. So if we take the total time period brom 3000 BC to 896 BC (when the elves must have ben fully adapted to living underground, because the sun actually hurt them at this point) then we have some radical elven evolution happening over a period of 10 to 11 elven generations. Hmmm...I've always felt that this was not enough time for elves to essentially evolve int shadow elves (they go from living under the sun, to being killed by the sun...), but now that I'm putting these thoughts into words, I'm not so sure. Two doses of radiation (one at 3000 BC and one at 1700 BC) pobably could have sped up the process a bit. What do the people on this list think? Was this enough time to evolve or not? I would have to say that it all depends on how those generations that emerged in 1950 BC were able to deal with their sun-lit environment. If they were able to re-gain the surface without any problems, then I have to say that little to no evolution took place during the initial 1050 years underground (4 to 5 generations), and so it is unlikely that enough evolution took place in the latter 800 (2 to 3 generations) years to render the elves suceptable to the light of the sun. On the other hand, perhaps the elves who emerged during 1950 BC were already considered to be 'shadow elves' because they could not stand the full light of the sun. They would have been forced to dwell "in the shadows", and might have been nocturnal at this point. If this was the case, then another dose of radiation and another 800+ years underground might have been enough to do the trick. Has anybody on the list thought about this before? If so, I would love to hear your ideas. John ===== Rule #65. If I must have computer systems with publically available terminals, the maps they display of my complex will have a room clearly marked as the Main Control Room. That room will be the Execution Chamber. The actual main control room will be marked as Sewage Overflow Containment. from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________________________ Do You Yahoo!? Kick off your party with Yahoo! Invites. http://invites.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 13:12:37 -0400 Reply-To: Mystara Sender: Mystara From: Geoff Gander Subject: Re: Elven Evolution John wrote: >So the second period of underground occupation lasts from 1700 BC to 896 BC (when the SW >stumble upon the HW). This is only a period of 800 years...little more than 2 or 3 elven >generations, but when their expidition reaches the HW surface, the elves find that the >red sun is detrimental to their health...many of them die... I think an important distinction here is that the Gaz is referring to the HW sun, not the "real" one. Perhaps the HW sun produces more radiation than the true one, which might account for the deaths? As I recall, only a few years (maybe 100 or so) earlier, a shadowelf expedition ventured upwards into the broken lands, thought the entire world was as desolate as that place, and retreated underground. No mention was made of anyone dying there. An alternate explanation is that a portion of the elves had been selected to become the Schattenalfen, so that this new culture of subterranean elves (by now they had reached the HW side of the World Shield) would not be lost through a future resurfacing. Thus, they had been altered to be vulnerable to sunlight. IIRC, no mention is made of "good" shadowelves being vulnerable to the HW sun - apart from the usual requirement of adjusting to the bright light. My two cents, Geoff -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 10:16:08 -0700 Reply-To: Mystara Sender: Mystara From: "David S. Leland" Subject: Re: Elven Evolution In-Reply-To: <20000809155007.15917.qmail@web1202.mail.yahoo.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii"; format=flowed At 08:50 AM 8/9/00, John Calvin wrote: Has anybody on the list thought about this before? If so, I would love to hear your ideas. Other races and creatures on Mystara also seem to evolve too rapidly. My assumption has been that evolution simply happens faster on Mystara and that even without huge explosions the engine lets out a lot of radiation, enough to affect the mutation rate of the whole planet (outside, at least). In the real universe, there is a lot more radiation closer to the center of the galaxy, relative to our far out position. This makes Earth much safer than planets that are closer to the center. Mystara could easily be subject to more radiation for that and/or other reasons like the engine. Elves are not the most hardy of races and might be particularly susceptible to radiation and increased mutation. Heck, that could explain not only the fast evolution to Shadow Elves, but also their low birth rate. Of course it doesn't explain their long lifespan, but at this point I can just slough off this pseudoscience and say: It's a kind of magic! Magus Coeruleus dleland@cogsci.ucsd.edu cogsci.ucsd.edu/~dleland ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 13:28:56 EDT Reply-To: Mystara Sender: Mystara From: SR Johnson Subject: Re: Elven Evolution MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable ON 8/9/00 12:12:18 PM Eastern Daylight Time, John Calvin (chimpman.geo@YAHOO.COM) wrote:=20 >Well, I've been thinking about Shadow Elves lately, and have come upon a=20 quandry.=20 For several years, I''ve used an alternate timeline for Mystara that streche= s=20 out all the events from the canon history. I noticed Mystaran history at=20 times=20 does not leave appropriate timespans for the evolution of various peoples. =20 One example would be the Traldar (as they are described in B10=E2=80=94short= =20 and stocky), how did they become normal humans again? =20 In my Mystara, sometimes I have explained away conundrums like=20 the Traldar and your Shadow elf observations with a good, believable=20 excuse based on info that doesn't interfere with canon. For example,=20 if I accept the canon info on the Traldar as accurate, one explanation=20 for the Traldar's quick "evolution" is that they intermingled with nearby=20 Antalian peoples and their distinctive traits were mostly bred out. [They=20 might still have a greater occurance of short &/or stocky people though.] As for the elves, the sensitivity to the Red Sun requires a more drastic=20 explanation. Elves never really get much sun in their deep forests and=20 thus tend to be fairly light complexioned to begin with. Apparently, the=20 Red Sun's radiation is stronger or different from the outer world's. But=20 since the S. elves have never really had a strong natural resistance to=20 radiation, perhaps the further lack of sunlight has nearly withered their=20 resistance to nothing. Or it may be that elven skin needs constant=20 exposure to sunlight to maintain this defense and once dulled (as with=20 Shadow elves) it takes many months to return to that of their surface=20 brethren. [This would explain how shadow elf spies adapt back to=20 surface sunlight and why the Red Sun's radiation was deadly.] Shawn J. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 14:11:04 -0400 Reply-To: Mystara Sender: Mystara From: SteelAngel Subject: Re: Elven Evolution In-Reply-To: <3a.8daefa1.26c2eed8@aol.com> MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Evolution happens far far too fast on Mystara to be even considered as such. We may have to turn to the creationists for this one :) Mystaran elves are inherently magical beings, ne? It may be assumed that their magical structure may adapt much faster to changes of climate. In fact, even after one generation. Another thing to consider is that the Elven racial maximum is ~800 years or so. IMHO, an 800 year old elf is quite frail - since the SE's lived at a time of great chaos, it could be that most elves didn't live past 3 or 4 hundred. Either way, elves live far too long for 'real world' rules to have any efect. We may have to just leave it as "magic" :) Ethan ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 14:27:14 -0400 Reply-To: Mystara Sender: Mystara From: Erik Waddell Subject: Re: Elven Evolution MIME-Version: 1.0 Content-Type: Text/Plain Content-Transfer-Encoding: 7bit > Has anybody on the list thought about this before? If so, I would love to hear your > ideas. Here's an idea: The 'mutation rate' of Shadow Elves could certainly be increased by their dabbling with the Soul Crystals. In fact, the Gazetteer explains that Rafiel has worked things so that the radiation from these crystals affects future generations, rather than the current ones. The most obviouis effect of this is the crippled children that Shadow Elves will give birth to now and then. However, there is no reason to believe that this radiation damage 'sent to the future' by Rafiel is only present in the obvious cases of these children. It seems more likely that over the past 10-11 generations this radiation has affected ALL newborn Shadow Elves... it just happens that it's only really visible in the particularly bad deformities. But small changes, not visible to the naked eye, would affect each newborn, effectively mutating the race over time. Erik ------------------------------------------------------------------ Get free personalized email from the NHL at http://www.nhlmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 15:52:58 EDT Reply-To: Mystara Sender: Mystara From: SR Johnson Subject: Re: Elven Evolution MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit On 8/9/00 12:12:18 PM EDT John Calvin wrote: >They went back underground in 1700 BC, and did >not resurface again (in full force) until 1010 AC. All this talk of Shadow elves made me look at Gaz 13 but I could find no mention of the resurfacing in 1010. John, could you please direct me to where you found it? BTW, everyone, I noticed a small discrepancy in the HW set's info on Schattenalfen elves. In "History on the Outer World" (pg. 83 of DMS), it says the Schattenalfen first found the Shadow elves in the City of Stars right after the Glantri Cataclysm in 1700 BC, but the Shadow elves did not even discover the cavern where the City of Stars was to later be built until 1104 BC. However, the histories in both Gaz 13 and the HW set strongly imply that the two groups met up in Aengmor. Gaz 13 says the Shadow elves discovered it in 1420 BC and on pg.13 of the HW DM's sourcebook, say the Schattenalfen build Aengmor in 1420 BC. The history doesn't match perfectly and it wasn't an critical historical fact, but there it is anyway. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 13:05:14 -0700 Reply-To: Mystara Sender: Mystara From: John Calvin Subject: Re: Elven Evolution MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii >They went back underground in 1700 BC, and did >not resurface again (in full force) until 1010 AC. All this talk of Shadow elves made me look at Gaz 13 but I could find no mention of the resurfacing in 1010. John, could you please direct me to where you found it? << Gaz history stops at 1000 AC. If you want history up until 1013 then you have to look through WotI and the PWAs (and that other one...the JA (yuck)). After 1013 you have to go to fan written material (the MA has done a pretty good job for 1014, 15, 16, and they are currently working on 1017. >> BTW, everyone, I noticed a small discrepancy in the HW set's info on Schattenalfen elves. In "History on the Outer World" (pg. 83 of DMS), it says the Schattenalfen first found the Shadow elves in the City of Stars right after the Glantri Cataclysm in 1700 BC, but the Shadow elves did not even discover the cavern where the City of Stars was to later be built until 1104 BC. However, the histories in both Gaz 13 and the HW set strongly imply that the two groups met up in Aengmor. Gaz 13 says the Shadow elves discovered it in 1420 BC and on pg.13 of the HW DM's sourcebook, say the Schattenalfen build Aengmor in 1420 BC. The history doesn't match perfectly and it wasn't an critical historical fact, but there it is anyway. << Yeah, this part of the history is pretty confusing. IIRC elves didn't even build Aengmor, Atraughin and his Azcan followers built it. I'm not sure if you are confusing the City of the Stars and Aengmor.? The Shadow Elves built the City of the Stars. The Shattenalfen (a splinter group of shadow elves) found Aengmor, and took it (from Atraughin and his Azcan followers). John ===== Rule #46. If an advisor says to me "My liege, he is but one man. What can one man possibly do?", I will reply "This." and kill the advisor. from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________________________ Do You Yahoo!? Kick off your party with Yahoo! Invites. http://invites.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 16:04:58 EDT Reply-To: Mystara Sender: Mystara From: SR Johnson Subject: Abbreviations on MML MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit Hey Mystraphiles, I'm still a few weeks new to the list and I've noticed a few abbreviations being used frequently. At first, I was sure I'd pick them all up in a few days and some I did. But there's still a few that have me stumped, so even though I feel sort of stupid having to ask, could someone please post a list of the most common ones (or direct me to a list of them somewhere). I'm not really talking about product abbreviations, I am familiar with those. Thanks. BTW--By The Way (easy) IMC--In My Campaign (easy enough) MML--Mystara Mailing List HW--Hollow World IIRC--??? (What is this?!) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 13:09:18 -0700 Reply-To: Mystara Sender: Mystara From: John Calvin Subject: Re: Elven Evolution MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii >So the second period of underground occupation lasts from 1700 BC to 896 BC (when the SW >stumble upon the HW). This is only a period of 800 years...little more than 2 or 3 elven >generations, but when their expidition reaches the HW surface, the elves find that the >red sun is detrimental to their health...many of them die... >> I think an important distinction here is that the Gaz is referring to the HW sun, not the "real" one. Perhaps the HW sun produces more radiation than the true one, which might account for the deaths? As I recall, only a few years (maybe 100 or so) earlier, a shadowelf expedition ventured upwards into the broken lands, thought the entire world was as desolate as that place, and retreated underground. No mention was made of anyone dying there. << Yup, that's a good point. The red sun is harsher than the outer sun, but no matter what, the shadow elves had to change in order to be killed by its rays. Many other cultures of elves live in the HW, and they are not affected by it. Does anyone know what the exact penalties for shadow elves (and schattenalfen) are for being exposed to either of the suns? I know that the schattenalfen take direct damage from the red sun (but can't recall how much), but I'm not sure about the outer sun... John ===== Rule #46. If an advisor says to me "My liege, he is but one man. What can one man possibly do?", I will reply "This." and kill the advisor. from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________________________ Do You Yahoo!? Kick off your party with Yahoo! Invites. http://invites.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 13:14:35 -0700 Reply-To: Mystara Sender: Mystara From: John Calvin Subject: Re: Elven Evolution MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Several people have raised the idea that the shadow elves (and perhaps other races on Mystara) are being affected by radiation (either from the NoS, CoS, soul crystals, or some other source). I like this idea. It's kind of ironic that Rafiel promises his people that they will return to the outer world, but by having them interact with soul crystals, and the CoS he is mutating them to the point where that may not be possible. On a side note: Has anyone done any work on the history of the shadow elves (or any related elves) during that brief period where they came back on the surface (between 1950 and 1700 BC)? If so, could somebody please direct me to it? Thanks John ===== Rule #46. If an advisor says to me "My liege, he is but one man. What can one man possibly do?", I will reply "This." and kill the advisor. from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________________________ Do You Yahoo!? Kick off your party with Yahoo! Invites. http://invites.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 13:18:23 -0700 Reply-To: Mystara Sender: Mystara From: Beau Subject: Feedback wanted: Shadow Grues MIME-version: 1.0 Content-type: text/plain; charset="us-ascii" As previously mentioned: 1) I'm working up a scenario inspired by "Zork," "Adventure" and the text adventures of the 1970s/1980s and need a grue for it, 2) Geoff Gander created one (available at http://dnd.starflung.com/) but it wasn't EXACTLY what I had envisioned (I wanted it to be a native of the Plane of Shadow), so here's my working version of the Shadow Grue, based in part on Geoff's Grue. Feedback eagerly desired. (And yes, I'm using as much of the 3E format as I know at this point. My campaigns will be switching over at the end of the month, and this critter won't be used until then, at least.) --- Shadow Grue (Based on the monster from the Zork games and an OD&D write-up by Geoff Gander) Medium-size Magical Beast Hit Dice: 4d8 (18 hp) Initiative: +6 (+2 dexterity, +4 improved initiative) Speed: base 30 feet AC: 14 Attacks: 2 claws or 1 bite Damage: claws 2d4+2; bite 3d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: See invisibility Special Defenses: Darkvision 60 ft., light sensitivity Special Qualities: Saves: Abilities: Str, Dex 15, Con, Int 6, Wis 15, Cha Skills: Intuit Direction, Listen, Move Silently, Feats: Alertness, Blind-Fight, Improved Initiative Climate/Terrain: Plane of Shadow, unlit underground areas Organization: Solitary Challenge Rating: Treasure: Alignment: Usually neutral Advancement: Shadow grues are dangerous predators that silently move from their dens on another into darkened areas on the Material Plane. Natives of the Plane of Shadow, shadow grues have only been seen there, although even then, reports are hazy at best, as the grues flee any illumination investigators bring with them or slay those who rely on some other means to navigate in the gloom. From examining victims of their attacks, these silent creatures are apparently bipedal and roughly man-sized, with two clawed paws and a vicious set of jaws. Those who have relied on darkvision and encountered shadow grues bear out this theory. Dead grues melt into a pool of clammy shadow stuff which vanishes inside a minute and instantly when exposed to light. On the Material Plane, grues are typically encountered in unlit underground regions, which their silence and ability to navigate in complete darkness makes into a killing field for them. Most beings who have heard of them, though, know how to keep them at bay: light. Light equal to or greater than candle light will drive them away, shifting back to the Plane of Shadow immediately. Magical light equivalent to a light spell pains them enough that they must make a successful willpower saving throw to return once the light is extinguished. Shadow grues are able to see from their plane to the Material Plane, waiting for darkness before shifting over. While shadow grues can (and do) leave the Material Plane at will, they can only cross back from the Plane of Shadow after 1d12 minutes + 1 minute per hit point of damage taken. BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 06:23:54 +1000 Reply-To: Mystara Sender: Mystara From: shawn stanley Subject: what do you think of your sites Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" One of the least updated sections of the website is the link section. Therefore if you own a Mystara site out there then send me a brief (1-3 sentence) description of your own site so that it can go in the list in lieu of whatever I might write. Many, nay most, sites have not taken advantage of this request yet - it would be good if you could, and if you could reply to me personally when doing so. Thanks shawn stanley http://dnd.starflung.com what have you done for me lately ... more to the point what have i done for me - mightyfew, "i can't wait" ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 23:16:49 +0200 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?H=E5vard?= Subject: Re: Abbreviations on MML In-Reply-To: <32.88e3ccd.26c3136a@aol.com> MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=iso-8859-1 Content-Transfer-Encoding: 8BIT On Wed, 9 Aug 2000, SR Johnson wrote: Don't be afraid to ask SR, thats what we're here for. I think that most abbreviations are mentioned in the FAQ, but i'm not quite sure. > BTW--By The Way (easy) > IMC--In My Campaign (easy enough) > MML--Mystara Mailing List > HW--Hollow World > IIRC--??? (What is this?!) IIRC seems to be a tricky one to many although it is used frequently. It means If I recall Correctly. Some others: WotI--Wrath of the Immortals NoS--Nucleus of the Spheres aka the Radience YMMV--Your Mileage May Vary IMO/IMHO--In My Opinion/In My Humble Opinion AFAIK--As Far As I Know H�vard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Would it not be easier in this case for the government to dissolve the people and elect another?" -Bertolt Brecht ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 18:04:59 -0400 Reply-To: Mystara Sender: Mystara From: SteelAngel Subject: Re: Abbreviations on MML In-Reply-To: <32.88e3ccd.26c3136a@aol.com> MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII On Wed, 9 Aug 2000, SR Johnson wrote: > BTW--By The Way (easy) > IMC--In My Campaign (easy enough) > MML--Mystara Mailing List > HW--Hollow World > IIRC--??? (What is this?!) If I Recall Correctly ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 16:53:44 -0700 Reply-To: Mystara Sender: Mystara From: Andrew Theisen Subject: Re: Elven Evolution In-Reply-To: <20000809155007.15917.qmail@web1202.mail.yahoo.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Not to borrow too heavily from the Drow of Greyhawk and FR, but perhaps there is some inherent property of the depths in which the Shadow Elves live that alters their body chemistry? Either radiation of a sort in the caverns (which would certainly tie in with the Chamber of the Spheres and Soul Crystals) or else something to do with the foods they eat or something? ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 20:37:19 -0400 Reply-To: Mystara Sender: Mystara From: Jeff Daly Subject: Re: Evolution and Traldarans MIME-Version: 1.0 Content-Type: multipart/alternative; boundary="----=_NextPart_000_0056_01C00241.9CBC74A0" This is a multi-part message in MIME format. ------=_NextPart_000_0056_01C00241.9CBC74A0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable First off, let's keep in mind that our ideas regarding how fast = Evolution "should" happen come from the deductions of theorists = regarding a theory. As such, it is perfectly legitimate in our fantasy = worlds to say, "They have it all wrong, that's not how it works...its = like this..." Heck, if we can take actual scientific LAW and turn it on its head for = our fantasy worlds, we can certainly play around with theories. =20 Mystara has a great deal of precedence for taking what is understood as = "true" or "likely to be true" and standing it on its head. Talk to some = theorists and they will swear up and down that time is a dimension. = Talk to a "pure" Mystaran and he will respond calmly, "No my dear = fellow, Time is a sphere, not one of the infinite dimensions by any = means..." The Theory of Evolution will not be proven as fact until one of two = things happen. Either we'll have to invent a time machine, so that the = phenomenon can be properly observed, or we will have to spend millions = of years watching it happen from this date. Either way, chances are = that no one will be able to authoritatively dispute any mistakes you = might make. Well, unless God suddenly manifests and says, "NO MISTER DM...THAT'S NOT = IT AT ALL..." But I don't think that will happen. I'll be the first to say that I = believe God has a sense of humor, but He's not ridiculous about it. I think the above stands apart from the typical "Do what you want in = your own campaign" standby. It is, in my view, an important point to = make. Now, aside from that, regarding the stature of Traladarans... Someone mentioned that they went from short and stocky to relatively = normal in a erm...short...period of time. Keep in mind that in terms of = evolution, it wasn't that long ago that English knights were so short. = I've heard that the average knight was 4 feet tall, and I've also heard = that this is a myth and that the average knight was somewhat taller than = that. Either way, they were shorter than us. This was due in part to diet...consider that Traladarans, in their = poverty stricken, low educated villages, likely did not eat a = well-balanced meal. Now bring in the Thyatians as well as trade from = various parts of the world, and you have a changing diet. Couple that with Traladarans "getting out" a little more, and you have a = less inbred society as well. No, I'm not saying they're all a bunch of = inbreds. But you can figure that they were a bit more insular to each = other back then. Each village pretty much kept to itself. Now that = they have the Thyatians to contend with, they have forgotten their = distrust of each other and even encourage their sons to seek women in = the next village. That's what ah'm figgerin... ------=_NextPart_000_0056_01C00241.9CBC74A0 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
First off, let's keep in mind that our = ideas=20 regarding how fast Evolution "should" happen come from the deductions of = theorists regarding a theory.  As such, it is perfectly legitimate = in our=20 fantasy worlds to say, "They have it all wrong, that's not how it = works...its=20 like this..."
 
Heck, if we can take actual scientific = LAW and turn=20 it on its head for our fantasy worlds, we can certainly play around with = theories. 
 
Mystara has a great deal of precedence = for taking=20 what is understood as "true" or "likely to be true" and standing it on = its=20 head.  Talk to some theorists and they will swear up and down that = time is=20 a dimension.  Talk to a "pure" Mystaran and he will respond calmly, = "No my=20 dear fellow, Time is a sphere, not one of the infinite dimensions by any = means..."
 
The Theory of Evolution will not be = proven as fact=20 until one of two things happen.  Either we'll have to invent a time = machine, so that the phenomenon can be properly observed, or we will = have to=20 spend millions of years watching it happen from this date.  Either = way,=20 chances are that no one will be able to authoritatively dispute any = mistakes you=20 might make.
 
Well, unless God suddenly manifests and = says, "NO=20 MISTER DM...THAT'S NOT IT AT ALL..."
 
But I don't think that will = happen.  I'll be=20 the first to say that I believe God has a sense of humor, but He's not=20 ridiculous about it.
 
I think the above stands apart from the = typical "Do=20 what you want in your own campaign" standby.  It is, in my view, an = important point to make.
 
Now, aside from that, regarding the = stature of=20 Traladarans...
 
Someone mentioned that they went from = short and=20 stocky to relatively normal in a erm...short...period of time.  = Keep in=20 mind that in terms of evolution, it wasn't that long ago that English = knights=20 were so short.  I've heard that the average knight was 4 feet tall, = and=20 I've also heard that this is a myth and that the average knight was = somewhat=20 taller than that.  Either way, they were shorter than = us.
 
This was due in part to diet...consider = that=20 Traladarans, in their poverty stricken, low educated villages, likely = did not=20 eat a well-balanced meal.  Now bring in the Thyatians as well as = trade from=20 various parts of the world, and you have a changing diet.
 
Couple that with Traladarans "getting = out" a little=20 more, and you have a less inbred society as well.  No, I'm not = saying=20 they're all a bunch of inbreds.  But you can figure that they were = a bit=20 more insular to each other back then.  Each village pretty much = kept to=20 itself.  Now that they have the Thyatians to contend with, they = have=20 forgotten their distrust of each other and even encourage their sons to = seek=20 women in the next village.
 
That's what ah'm = figgerin...
 
 
------=_NextPart_000_0056_01C00241.9CBC74A0-- ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 22:11:46 -0500 Reply-To: Mystara Sender: Mystara From: Neal Subject: what do you think of your sites MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Shawn what is your address? mine bgbuff@tecinfo.com. thanks ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 20:57:43 -0700 Reply-To: Mystara Sender: Mystara From: Shawn White Subject: Re: what do you think of your sites MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Which Shawn? ----- Original Message ----- From: Neal To: Sent: Wednesday, August 09, 2000 8:11 PM Subject: [MYSTARA] what do you think of your sites > Shawn what is your address? > > mine bgbuff@tecinfo.com. > > thanks > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. > > ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 07:23:01 GMT Reply-To: Mystara Sender: Mystara From: Luca Toni Subject: Re: Double damage question Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1; format=flowed >To me it seems that downscaling *artifacts* is definitely the wrong way to >go... >I've always gone with the formula to roll the weapon's basic damage >(printed damage - varies with weapon mastery level) then multiplying, >and finally adding modifiers due to strength and magical bonuses etc. >Yes, it gets very nasty at higher levels of mastery, but then it >rarely becomes an issue, except for backstabbing; and IMO that is >supposed to be deadly in the first place and really isn't at (very) >high levels. I think this is the berst way, because if you are basic and you hit with a magic x2 sword (esample), you'll make < d8 x 2 + Str + Magic > damages, but if you are master in sword, you'll make < 2d6 +4 + Str + Magic > damages. The differences betwen the two characters in example it the mastery, not the strength or the magic bonuses. Luca Toni ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 02:01:03 -0700 Reply-To: Mystara Sender: Mystara From: Herve Musseau Subject: short traldar MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii >One example would be the Traldar (as they are described in B10—short and stocky), how did they become normal humans again? Actually, the Traldar from B10 aren't the original ones, they are themselves evolved from the original Traldar. For a good picture of what the Traldar of King Halav's era were, you have too look at the HW box set, as the Traldar have been preserved in the HW. Since the HW prevents most changes, the Traldar described there are for all intents and purpose a mirror of what they were like back then. The Traldar evolved in several cultures. First, the Traladarans of course, and all its variants everywhere as Traladrans have emigrated to several places (Glantri, Slagovich, ...). They are described in Gaz1. Also, the Traldar from the Lost Valley, described in B10. They are the result of the same number of years of evolution, but with very different conditions (slaves to the Hutaakans, low numbers, no outside contact, inbreeding, vs free people, diverse and dispersed throughout a country, with trade and contact with foreigners and intermarriage). And you also have the Milenians. The Milenians are already different from the original Traldar, and they can be found at their height preserved in the HW, too. They have continued to evolve in the outer world, as some remnants of the empire weren't destroyed and rather clinged to their past, in what are today city-states. ===== ___________________________________________________________ Herve Musseau http://www.geocities.com/hmusseau/ __________________________________________________ Do You Yahoo!? Kick off your party with Yahoo! Invites. http://invites.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 10:09:16 +0100 Reply-To: Mystara Sender: Mystara From: Gordon McCormick Subject: Re: what do you think of your sites In-Reply-To: <000901c00278$b8de95a0$4781dcd8@default>; from neal1@TECINFO.COM on Wed, Aug 09, 2000 at 10:11:46PM -0500 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii On Wed, Aug 09, 2000 at 10:11:46PM -0500, Neal wrote: > Shawn what is your address? shawn@starflung.com will get to Shawn Stanley. gordon ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 10:27:26 +0100 Reply-To: Mystara Sender: Mystara From: Gordon McCormick Subject: Re: Elven Evolution In-Reply-To: <20000809155007.15917.qmail@web1202.mail.yahoo.com>; from chimpman.geo@YAHOO.COM on Wed, Aug 09, 2000 at 08:50:07AM -0700 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii On Wed, Aug 09, 2000 at 08:50:07AM -0700, John Calvin wrote: > Hi all, > > Hmmm...I've always felt that this was not enough time for elves to essentially > evolve into shadow elves (they go from living under the sun, to being killed by > the sun...), but now that I'm putting these thoughts into words, I'm not so sure. I really don't think it's long enough for them to have evolved like that, but this is a fantasy world and we can use evolution to mean something other than 'evolution through natural selection'. So I for one would go for the theory that it happened through the intense magics surrounding the Chamber of Spheres - which would explain why it happened later since the Chamber was further along in it's production. As someone else said, if we can tinker around with the theory of gravity we can sure tinker around with any other theory :) gordon ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 05:54:43 EDT Reply-To: Mystara Sender: Mystara From: SR Johnson Subject: THE NATURE OF MAGIC MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable [Please Note: This post is somewhat large, so the Intro. is=20 intended to give the reader a good idea of what kind of material=20 follows (so the reader can more easily decide if she/he wants to=20 read the longer post or not).] INTRODUCTION: IN PURSUIT OF CONTINUITY The discussion of 3E Sorcerer magic last week has prompted me=20 to post something I concocted a while ago because I felt magic in=20 D&D and AD&D had little or no continuity. I felt the theory=20 behind magic (more or less as explained in the 2E PHB, chapter 7)=20 was sound, but it seemed to lack continuity between various types=20 of magic (wizard, priest, psionics, and the various innate powers=20 of monsters and races). I wanted all magic to be simply a part of=20 a greater whole. I have always gotten the impression that magic=20 in AD&D is a pervasive force, all-encompassing and universal. =20 To this end, I decided that in my Mystara setting, ALL types of=20 magic-using beings would draw their power from one ultimate,=20 fundamental source of magic. In addition, I wanted to create a=20 rules guideline which would allow lots of variety in the various=20 cultures=E2=80=99 magical arts, but I did not want to end up creating new=20 magic rules for each new culture I might introduce. The follow- ing premise on magical continuity for D&D/AD&D games will address both of the above needs. The first section describes the=20 core concept; the sections which follow describe its cultural im- plications and its manifestations on Mystara, respectively. THE SOURCE OF MAGIC Behind reality as the player-characters know it, there is a sort of=20 internal "skeleton", over which reality exists like skin atop muscle=20 and bone. This "skeleton" can best be envisioned as an unseen=20 essence that pervades all parts of the universe, DIRECTLY linking=20 everything to every other thing in a strange, non-Euclidean way. =20 All the physical laws of the universe are simply reflections of the=20 true, background laws that govern this universal essence. The aver- age Mystaran can only perceive normal reality, but on occasion,=20 someone is born with the ability to sense the universal essence. =20 Along with sensing the essence, many are also born with a natural=20 affinity to manipulate it as well. A person with a higher-degree of=20 innate attunement will be able to create more powerful magic and=20 will learn magic more quickly than those with less attunement. ALL=20 magic-using beings share the innate abilities to sense and manipu- late the essence. Likewise, almost all those "gifted" with these abil- ities must receive training in arcane (wizardly) or divine (clerical)=20 magic in order to learn how to manipulate the essence with finesse. This is because inborn ability can alter the essence only enough to=20 create minor effects. Although spellcasters often learn a great deal=20 of theory and technique on how to create magic, the ONLY thing=20 they learn that has any real effect on the essence, is how to focus=20 their minds. Certain exercises serve to hone the spellcaster=E2=80=99s=20 concentration, and to help develop a greater awareness and finer=20 control of their natural talents. These improvements then trans- late into progressively more complex and powerful magical=20 effects (i.e. spells). WHY MAGICA IS SO DIVERSE=20 Magica, or all that has to do with magic, is extremely diverse on=20 most D&D/AD&D game worlds and Mystara is no exception. =20 The reason for this is that Mystarans, just like the inhabitants=20 on other worlds, have yet to truly realize from where this power=20 comes. Since the ability to perceive the essence is not visual=20 (per se=E2=80=94a minor magical effect can easily make it visual), but=20 rather, is more like the senses of touch and hearing, it is not hard=20 to fathom how Mystarans would mistakenly credit all manner=20 of things for the gift of magic. From evil spirits and forces of=20 nature, to the Immortals, almost every possible idea has found=20 acceptance somewhere. What a given society will choose as=20 the giver or source of their magic is largely determined by the=20 culture. But most societies have erroneously drawn the con- clusion that certain gestures and sounds that occurred when a=20 magic effect was first achieved, are required to reproduce the same effect. Little do they know that it is only a coincidence=20 that those gestures and sounds occurred at the same time that=20 the "caster" successfully tapped the essence using ONLY his/ her natural talents. However, in most magic-using societies, a=20 great body of superstition and arcane dogma has arisen around=20 the topic of creating magic "properly", which merely serves to=20 obscure the truth further still. MYSTARAN MAGIC =20 As is the case on most worlds, Mystara=E2=80=99s magic tends to=20 divide mostly into two factions around divine (clerical)=20 and arcane (wizardly) magic. All those whom believe=20 magic is a gift from the Immortals, use many of the 2nd=20 Edit. priest spells as their core magical powers. Arcane=20 practitioners likewise have 2nd Edit. wizard spells as a=20 core "spell book" from which to choose their "spells". Divine Magic For the sake of "realism" and to lend flavor=20 and diversity to the various cultures, I allow very few=20 "generic" priests (clerics). All Mystaran priests are =E2=80=98of=20 a specific mythoi=E2=80=99 as per pgs.34-35 of the 2nd Edit. hand- book. Priests of a particular faith will only be taught=20 spells known by that faith or an affiliated faith of the same=20 or similar mythos. New spells are not "researched" as=20 with wizards, but rather someone in the faith must have=20 a series of "visions" (where meditation takes the place=20 of research=E2=80=94since refined mental focus can enhance=20 one=E2=80=99s natural gift) and it is this "prophet" who teaches=20 others the new "spell". Priests also do not tend to learn=20 spells outside their initial faith or mythos, unless they=20 convert to a new faith (in part or whole). This leads to=20 some faiths were there are no healing spells (due usual- ly to the mythos being contrary to it). Strangely, there=20 are even some faiths that use "spells" normally only=20 used by practitioners of arcane magic forms. Not=20 overly odd to priests though, as they, and much=20 of the general populace, tend to believe that even=20 arcane magic is divinely bestowed but that wizards=20 unknowingly serve deities that embody the various=20 elemental forces of nature. =20 Arcane Magic Adherents to arcane magic, however, be- lieve that they can control "the elements" through=20 the use of special materials, gestures, and sounds. =20 There is also a sizable segment of "arcanists" that=20 believe they are only indirectly controlling these=20 forces by "binding spirits" to their will (shamans=E2=80=99=20 magic often takes this form), but this is just one of=20 many theories used to explain magic. Over time, the sundry areas of arcane knowledge have been=20 greatly expanded. These various schools of=20 thought each center on a different type of magic=20 and almost all arcanists follow one school to the=20 exclusion of the others. Known as the arcane dis- ciplines, they roughly match the function of the=20 schools of magic in the 2nd Edit. PHB, but they=20 also include five universal forces whose domains overlap the areas of magic the schools represent. =20 These five forces directly correspond to the five=20 Immortal spheres of Matter, Thought, Energy,=20 Time, and Entropy. Although most arcanists=20 dabble outside of the discipline in which they=20 have expertise, few can actually master more=20 than one discipline. Most arcanists believe this=20 is because a certain methodology or technique=20 favors one type of magic or disfavors another=20 type, but the real reason is that the theories,=20 methods, and techniques of each arcane disci- pline are SO diverse that it becomes extremely=20 difficult for an arcanist to successfully learn=20 more than one. Still, Mystara has an unusually=20 strong "concordance" with the essence, so a=20 great many Mystarans are born with the ability=20 to create magic and more than a few of them=20 will achieve incredible heights of power. But=20 even among those made powerful by magic,=20 there is one people that stands above all others =E2=80=94the Alphatians. Concordance with the Essence The multitudes of Alphatia have an obvi- ous aptitude for magic as well as genuine flair when=20 it comes to its application. These magi have devel- oped myriad forms of magic; more than a few of=20 them are known nowhere else on (or inside) Mystara. Powerful Alphatian mages may have even tapped so=20 directly into the essence that they unleashed the terri- ble forces that destroyed Alphatia! "True dweomers",=20 which are the same magical effects that enspell arti- facts, WERE known to their elite. Being the result=20 of a nearly pure interaction with the essence, these=20 "spells" can create extraordinarily powerful magic. =20 The floating ships and isles for which Alphatian=20 magi are famous are some lesser examples of such=20 magic. But despite their accomplishments, they=20 have yet to grasp the full truth of magic=E2=80=99s actual=20 source. Magic theory in Alphatia does hold that=20 a mage taps into some sort of "pool" of magic=20 power that exists outside normal reality, but it in- correctly clings to the notion that special materials,=20 gestures, and sounds are necessary to access that=20 energy. And although they are aware that the=20 force of their minds is instrumental in using this=20 magic power, they do not yet understand it is the=20 ONLY thing accessing and shaping the source of=20 the magic! Nevertheless, there are those to whom=20 such an interaction with the essence is as simple=20 and ordinary as breathing. Shapers of the Essence There are some who have discerned=20 magic=E2=80=99s true nature. Of these, 3 major examples=20 are described below. First will be the inward=20 searching mystics, Sorcerers=E2=80=94the self-taught=20 magi, are second, and lastly will be the sage=20 elves, the greatest of Mystara=E2=80=99s essence shapers. A great many mystics share a similar=20 philosophy; that of achieving inner serenity, through what they call a "oneness" with the uni- verse. They teach that if one "listens" closely=20 enough, they can hear the universe "speaking" to them. Superior insights can then be gained=20 from taking note of what the universe is "say- ing". Mystics use this knowledge to perform=20 extraordinary and fantastical feats with their=20 bodies. One specific example of mystics are=20 those of Sind, who practice similar meditative=20 techniques and have learned many of the pow- ers that 2nd Edit. AD&D describes as psionics. A rare few people have been know to=20 develop magical abilities on their own. Though known by many names throughout Mystara,=20 their powers are identical to the Sorcerer (a new=20 mage-like class in Third Edition D&D). These=20 "Sorcerers" are Mystarans born with an unusual- ly high attunement with and instinctive compre- hension of the essence. With such a high capa- city for magic, it is effortless for those so gifted=20 to experiment on their own and thus refine their=20 inherent magical skills. These "wild talents"=20 can still receive training but often dislike it as=20 it is so different from the usual approach they=20 use to create magic, that they either quit (and just=20 continue to learn on their own) or are forced to=20 totally relearn everything they know about magic. =20 There is one difference that sets Mystaran Sorcer- ers far apart from those of other worlds=E2=80=94they can=20 can create magical effects identical to any arcane,=20 divine, or psionic spell [players may choose spells from all three lists]. To reflect the nature of learn- ing through experimentation, Sorcerers suffer a=20 penalty when learning "spells" that have no com- monalities (are of same school/discipline, sphere,=20 etc.) with spells they already know. Sorcerers are=20 second only to one other group when it comes to=20 truly understanding and being in "concordance"=20 with the universal essence. When it comes to being in harmony with=20 the essence, the Elves are the unsurpassed masters on Mystara. Elves, from their very first moments=20 of existence, have an intimate relationship with the natural environment. Their philosophy, their cus- toms, their magic=E2=80=94all revolves around the know- ledge that they are only one small part of a great=20 tapestry of life. The elves pay homage to the=20 essence as a surging lifeforce that flows through=20 everything like the "life=E2=80=99s blood" of the universe. Every living thing helps generate this lifeforce, so=20 they also believe it is weakened when death and=20 decay overshadow life and growth. It is by draw- ing upon this vast lifeforce that they are able to=20 create magical effects of enormous strength, du- ration and scale. Their union with nature is such=20 that every single elf is born sensing the universal=20 essence. Those with a greater intrinsic aptitude=20 become Keepers, druid-like protectors of the=20 sacred life groves (which "anchor" and focus=20 huge amounts of essence for use in very large=20 scale magic).=20 As someone suggested on the mailing=20 list, elves would be best represented as Sorcerer -class characters, but keep in mind their mythos=20 when choosing spells for them. They would use=20 a wide variety of "spells", but all would reflect=20 their closeness with nature and the forest. Elven=20 mentors teach students (of the essence) to refine=20 their powers through deep meditation and have=20 centuries-old techniques that assist in this pro- cess. The elves=E2=80=99 harmony and understanding of=20 the lifeforce also makes them peerless healers. =20 An elven healer in proximity to the life groves=20 is one of a select few Mystarans capable of=20 resurrecting the dead. =20 =20 All those whom use magic have uncovered some=20 small part of its true source. Those who have as- cribed credit to both divinity and the forces of=20 nature are both right and both wrong. Deities do=20 represent and are empowered by the background=20 components of the universe (Matter, Thought,=20 Energy, etc.) which subsequently comprise the=20 essence. Similarly, the forces of nature are, in=20 fact, surface manifestations of the essence. So in=20 a sense, divinity and natural forces do power=20 magic, if only as conduits from its true source. =20 I hope the premise above has been of some use.=20 If anyone is interested in more info about the=20 magic "disciplines" I use IMC (or anything=20 else I mentioned), please feel free to email=20 me directly. Shawn J. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 06:10:59 EDT Reply-To: Mystara Sender: Mystara From: SR Johnson Subject: Re: Abbreviations on MML MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit Thank you John & the other people who replied, without your help, it would have been a while before I figured out IIRC ! ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 14:10:58 +0200 Reply-To: Mystara Sender: Mystara From: Thibault Sarlat Subject: update on www.mystara.com MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit It seems that i forgot to upload the gaz 6 maps on my site. now it's done. sorry for the delay i ve been overbooked lately... -- Thibault Sarlat. ICQ 16622177. homepage http://www.mystara.com.bi Join me at: thibsylv@club-internet.fr or at tsarlat@etu.montaigne.u-bordeaux.fr ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 08:38:10 -0400 Reply-To: Mystara Sender: Mystara From: Dylan Gault Subject: Re: Feedback wanted: Shadow Grues In-Reply-To: <3.0.5.32.20000809131823.007b01c0@lby3.com> MIME-Version: 1.0 Content-type: text/plain; charset=ISO-8859-1 Content-transfer-encoding: Quoted-printable Okay, most of this is nit-picking 3E mechanics stuff. Beau wrote: > here's my working version of the Shadow Grue, > based in part on Geoff's Grue. > Feedback eagerly desired. > (And yes, I'm using as much of the 3E format as I know at this point. My > campaigns will be switching over at the end of the month, and this critter > won't be used until then, at least.) > --- > Shadow Grue > > Medium-size Magical Beast > > Hit Dice: 4d8 (18 hp) From what I've seen, any "Beast" has d10 hitdice. > Initiative: +6 (+2 dexterity, +4 improved initiative) Does every monster have improved initiative? (Kidding.) > Speed: base 30 feet > AC: 14 Why? You really should break down the AC. It will come up in play when your players try touch spells. > Attacks: 2 claws or 1 bite > Damage: claws 2d4+2; bite 3d4 Claw and bite damage are _supposed_ to be determined by the size of the beast, with modifiers added in for strength, extraordinary powers and supernatural powers. That said, your guess is as good as mine as to what these guidelines are. It's probably better for the guys at WotC to be bound by these rules, because they balance things out better. For one's own home grown campaign, it probably doesn't matter that much. > Face/Reach: 5 ft. by 5 ft./5 ft. > Special Attacks: See invisibility Isn't that an SQ? (Picky picky.) > Special Defenses: Darkvision 60 ft., light sensitivity Those too? > Special Qualities: > Saves: > Abilities: Str, Dex 15, Con, Int 6, Wis 15, Cha You should take the stats from a wolf or a sog or something like that. Should be in the PHB (a scant 1.75 hrs away for me). > Skills: Intuit Direction, Listen, Move Silently, > Feats: Alertness, Blind-Fight, Improved Initiative Why blind-fight if they have darkvision? Do they really run into that much magical darkness? Better would be to give them this ability that dragons and grimlocks have, Blindsight: SQ=97Blindsight (Ex): Can ascertain creatures by non-visual means (mostly hearing and scent, but also by noticing vibration and other environmental clue) with a range of 60 feet. The range can be smaller, I cut that out of the description for a young black dragon. You should give them SQ-Scent too, so they can track by smell. > [snip] the grues flee any illumination investigators bring > with them or slay those who rely on some other means to navigate in the > gloom. Excellent tactic. >[snip] > > Most beings who have heard of them, though, know how to keep them at bay: > light. Light equal to or greater than candle light will drive them away, > shifting back to the Plane of Shadow immediately. Magical light equivalent > to a light spell pains them enough that they must make a successful > willpower saving throw to return once the light is extinguished. Shadow > grues are able to see from their plane to the Material Plane, waiting for > darkness before shifting over. You should throw in a little mechanic for this. Give a penalty to the Grue, maybe, while it is in the light and require a Will save in order to stay, based on the strength of the light. Tougher, older grues might be able to tough it out a few rounds, in order to kill the source of the light. > > While shadow grues can (and do) leave the Material Plane at will, they can > only cross back from the Plane of Shadow after 1d12 minutes + 1 minute per > hit point of damage taken. > Good, that lets you use them against a weaker party, they can drive the beast off and it doesn't keep harassing them immediately, in fact, it may decide not to come back at all. What might be better than a single monster description is an overlay, or template, in the new 3E. It si a set of stats that you add to an existing monster. Then you can have shadow grue wolves, shadow grue pythons, shadow grue decapods... The monsters are all consistent, but they all look different and attack slightly differently. This can account for different descriptions of the monster. The characters can investigate the monster with sages or other adventuring groups, and still not know exactly what they're getting into. Here's a suggestion: Shadow Grue Template (or whatever its called) Outsider HD +2d8[?] (+ Con bonus) Initiative: (gains feat, see below) AC: (gains +2 natural) SQ: Gains Blindsight [leave scent for grue wolves] Abilities: [maybe add some plusses and minuses here.] Skills: Intuit +3, Listen +4( including feat), Move Silently +4, Spot +4 (including feat) Feats: Alertness, Improved inititative The description stays pretty much the same as you wrote it. I like the idea of using a template for the plane of shadow monsters, because it makes the minsters like shadows - darker copies of the original. The template idea can be used in OD&D and AD&D version X too, with slight difference. Nice monster though, and nice description. You could write a whole adventure around the PCs being hired to kill a grue and collect some of that shadow stuff residue, all without exposing it to light. Well, back to work. Dylan ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 06:58:41 -0700 Reply-To: Mystara Sender: Mystara From: III Subject: Hello. I'm back. Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: quoted-printable Howdy All, Since etiquette often requires introducing yourself when you join a forum like this, here=92s a quick and dirty history of... Well, me. My daddy first gave me the Basic set red box when I was knee high to the hitching post. My totally fabricated stab at the date is 1984, but I=92ve been wrong before and will be again. Anyway blah blah blah... gaming... blah blah blah... You know the drill. I discovered the MML during the spring of 1997 (again, all dates are subjec= t to change without notice). I lurked for quite a while and eventually started posting. I spent the 1997-98 school year as a visiting student at Oxford, an ocean away from my last gaming (pseudo-)group. By the summer of 1998, when I was getting ready to head back to the States, I was burned out= . I hadn't played anything in a year, too many Victorian novels had fried my brain, and I wasn't interested anymore. I let my subscription to Dragon lapse, boxed up my D&D collection, and quit the MML. =20 So, two years go by and here I am- B.A. in hand, living in Boston, working boring temp jobs because inertia keeps me from looking for a real job or going back to school, and generally as burned out as ever. Recently I was exchanging email with an old friend of mine back in Portland, OR. We inevitably fell into the old patterns ("I'm home next week and still haven'= t seen the X-Men movie, wanna go?" "What the h**l is this D&D 3rd edition thing I just heard about?") Anyway, he got me thinking about Mystara again, and decided to look up some of my favorite websites from the old days. I quickly discovered that the MML is still going strong. In fact, a considerable number of the old familiar faces are still churning out nifty Mystara material on a regular basis. My affection for Mystara started coming back. I figured, why not?= =20 I'll join up again see what's happening. So here I am. If you don=92t mind I=92ll just sit over there in the corner= and listen. Who knows? I may still have something useful to add. -Andy Morrow III _______________________________________________________ Say Bye to Slow Internet! http://www.home.com/xinbox/signup.html ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 10:12:40 -0400 Reply-To: Mystara Sender: Mystara From: Geoff Gander Subject: Re: Abbreviations on MML >IIRC--??? (What is this?!) If I Recall Correctly Geoff -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 10:16:15 -0400 Reply-To: Mystara Sender: Mystara From: Geoff Gander Subject: Re: Elven Evolution John Calvin wrote: >Yup, that's a good point. The red sun is harsher than the outer sun, but no matter what, >the shadow elves had to change in order to be killed by its rays. Many other cultures of >elves live in the HW, and they are not affected by it. I think, when the Schattenalfen were created, their cellular structures were altered so that they could never venture to the surface again (perhaps the Immortals, or Atzanteotl, foresaw a future date when the shadowelves would return to the surface once more) - thus preserving for all time a subterranean subgroup of elves, while at the same time creating a "captive audience" for Atzanteotl. IIRC, "real" shadowelves (of GAZ 13 variety) do not suffer any problems from the HW sun aside from discomfort. I think the HW boxed set player's guide contains some info to this effect, pointed ly making that crucial distinction between Schattenalfen and shadowelves. Geoff -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 10:31:17 -0400 Reply-To: Mystara Sender: Mystara From: Geoff Gander Subject: Re: Feedback wanted: Shadow Grues Beau, Though I admit almost complete ignorance on the subject of 3E (and thus can't really comment on the technical aspects), the mental image you conjure is certainly apt. Perhaps both the shadow grues and my more mundane version might coexist? Since everything seems to have a shadow plane counterpart.... Geoff -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 10:37:39 -0400 Reply-To: Mystara Sender: Mystara From: Geoff Gander Subject: Re: Hello. I'm back. Welcome back, Andy, I remember some of your posts from way back when. :) Geoff -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 08:43:28 -0700 Reply-To: Mystara Sender: Mystara From: III Subject: Hello. I'm back. Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: quoted-printable Since its sometimes seen as good etiquette to introduce yourself when joining forums such as this one, here=92s a quick and dirty history of... Well, me. My daddy first gave me the Basic set red box when I was knee high to the hitching post. My totally guess at the date is 1984, but don't quote me on that. Anyway blah blah blah... gaming... blah blah blah... You know the drill. I discovered the MML during the spring of 1997 (again, my dates are totally inaccurate). I lurked for quite a while and eventually started posting. I spent the 1997-98 school year as a visiting student at Oxford, an ocean awa= y from my last gaming (pseudo-)group. By the summer of 1998, when I was getting ready to go home, I was burned out. I hadn't played anything in a year, too many Victorian novels had fried my brain, and I wasn't interested anymore. I let my subscription to Dragon laps, boxed up my D&D collection, and quit the MML. =20 So, two years go by and here I am- living in Boston, B.A. in hand, working boring temp jobs because inertia keeps me from looking for a real job or going back to school, and generally as burned out as ever. A few days ago = I called an old friend of mine back home (Portland, OR). We inevitibaly fell into the old patterns ("I'm home next week and still haven't seen the X-Men movie, wanna go?" "What the h**l is this D&D 3rd edition thing I just hear= d about?") He got me thinking about Mystara again, and, high on nostalgia, I decided to look up some of my favorite websites from the old days. I quickly discovered that the MML is still going strong. In fact, a considerable number of the old familiar faces are still churning out nifty Mystara material on a regular basis. =20 I became interested again. So when I fly out to visit the folks this weekend, I'm going to make a point of digging out all my Mystara and OD&D material. I'll see how much of it I can fit in my suitcase. And I'm rejoining the MML. So here I am. Don't mind me, I'll just be sitting in the corner and listening for a while. =20 -Andy Morrow III _______________________________________________________ Say Bye to Slow Internet! http://www.home.com/xinbox/signup.html ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 12:33:56 -0400 Reply-To: Mystara Sender: Mystara From: Erik Waddell Subject: Chill Touch MIME-Version: 1.0 Content-Type: Text/Plain Content-Transfer-Encoding: 7bit I was just wondering if anyone out there with a players handbook nearby could post or email to me the description of the 1st-level wizard spell CHILL TOUCH, including damage and all that. Thanks, Erik ------------------------------------------------------------------ Get free personalized email from the NHL at http://www.nhlmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 09:53:10 -0700 Reply-To: Mystara Sender: Mystara From: Wizards Shopper Subject: Re: Elven Evolution Comments: To: Andrew Theisen In-Reply-To: <3.0.5.32.20000809165344.007d7880@pop.wans.net> MIME-Version: 1.0 Content-Type: text/plain Content-Transfer-Encoding: 8bit Quoting Andrew Theisen : > Not to borrow too heavily from the Drow of Greyhawk > and FR, but perhaps there is some inherent property > of the depths in which the Shadow Elves live that > alters their body chemistry? Either radiation of a > sort in the caverns (which would certainly tie in > with the Chamber of the Spheres and Soul Crystals) or > else something to do with the foods they eat or > something? This idea has plenty of merit. The World Shield has all kinds of strange properties. I believe it's also noted in the Brethren Trilogy that even properly treated World Shield ore starts to disintegrate after being exposed to the inner sun. Living /within/ the World Shield could imbue individuals with some of the WS properties. If they eat food grown in the WS, then that would get incorporated into their tissues, wouldn't it? Perhaps eating normal food long enough to have a complete external change of tissue (skin and eyes, at least) would prevent the problem with the inner sun. Of course, that would still take /years/, and the elves would have no idea. In other words, it isn't an evolutionary change, but an individual environmental adaptation. That sounds like a more reasonable explanation, and easier to change, than massive evolution. What do you think? Of course, if you still want the Soul Crystals' radiation to be the reason for the changes, that could still work. Although, I think there are probably synergies with this. Considering the WS ore deflects magic, why not radiation? Perhaps eating WS-grown food gives some resistance to the unusual, magically modified NoS radiation &/or induces adaptive mutations? Cheers, Derek ----------------------------------------------------- This mail was sent through Uniserve's Web Mail at https://members.uniserve.ca/mail/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 07:45:05 +0100 Reply-To: Mystara Sender: Mystara From: Richard Tongue Subject: Re: Chill Touch MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit -----Original Message----- From: Erik Waddell To: MYSTARA-L@ORACLE.WIZARDS.COM Date: Thursday, August 10, 2000 05:58 Subject: [MYSTARA] Chill Touch >I was just wondering if anyone out there with a players handbook nearby could post or email to me the description of the 1st-level wizard spell CHILL TOUCH, including damage and all that. > >Thanks, > >Erik > Chill Touch ( Necromancy ) 1st Level Range : 0 Components : V, S Duration : 3 rounds + 1 round / level Casting Time : 1 Area of Effect : The caster Saving Throw : Neg. When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost strength returns at the rate of 1 point per hour. Damage must be cured magically or healed normally. This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee fo 1d4 rounds + 1 per level of the caster. Hope this helps. Richard Tongue ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 07:52:26 +0100 Reply-To: Mystara Sender: Mystara From: Richard Tongue Subject: Re: Chill Touch MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit -----Original Message----- From: Erik Waddell To: MYSTARA-L@ORACLE.WIZARDS.COM Date: Thursday, August 10, 2000 05:58 Subject: [MYSTARA] Chill Touch >I was just wondering if anyone out there with a players handbook nearby could post or email to me the description of the 1st-level wizard spell CHILL TOUCH, including damage and all that. > >Thanks, > >Erik > Chill Touch ( Necromancy ) 1st Level Range : 0 Components : V, S Duration : 3 rounds + 1 round / level Casting Time : 1 Area of Effect : The caster Saving Throw : Neg. When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost strength returns at the rate of 1 point per hour. Damage must be cured magically or healed normally. This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee fo 1d4 rounds + 1 per level of the caster. Hope this helps. Richard Tongue Sorry for any repetition, but I don't think this went through first time. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 12:16:17 +0200 Reply-To: Mystara Sender: Mystara From: DM Subject: Re: Encumbrance (was: Squeezing your players for cash) Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Jacob Skytte wrote: Subject: Re: Encumbrance (was: Squeezing your players for cash) <> No, actually I do not see this great problem. With D&D rules, a person can only have two Permanency cast upon him and at high levels having Fly cast permanent is no big deal, provided u know how to cope with that. I personally don't like having Fly spell at low levels (say below 9th level) because that really spoils the mood, but once the PCs reach Name level and then progress beyond 20th, permanencies are way too common (for NPCs as well, obviously) if u have a wizard friend. <> Curiously it never really happened frequently here. In order to dispel a permanent spell u need cast Dispel twice (first negates the Permanency, second the spell properly), and this means two round while the other person can cast two deadly offensive spells (if he's a M-U) or slash u into pieces (if he's not). So other tactics are involved. A dispel is usually cast only when the other party or single enemy has got MANY spells in function, not just a Fly permanency, and it's useful to tone him donw (this happens TO my PCs also.. ehehe!). <> Sure I did in the old days, but nowadays there's no dragon who would be so silly to attack them: it could deal serious damage in the first round, but he'll never manage to get them down in one round, and after that he's toasted. :p I usually measure my PCs strength by the number of magic items they carry: the more magic items, the less powerful a PC is per se. It is not a coincidence that the three most powerful PCs IMC have only a couple of magic items each (protection ring and a magical weapon) and one hasn't got any at all... brrrr, scary! :) <> Oh no, well, this was just an example to quote numbers, but theoretically a person could carry another one with all his stuff while flying without problems (usually a person weighs 1600 coins + some 600 coins of equipment). DM Senior Editor of the Mystaran Almanac First Officer of U.S.S. Unicorn "You don't stop playing because you grow old: you grow old because you stop playing!" Visit Marco's Mystara Homepage at: http://www.geocities.com/TimesSquare/Dungeon/2967 And Mystara Italian Homepage at: http://www.geocities.com/TimesSquare/Dungeon/9940 Join the Mystara Webring at: http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html Join the Starfleet Academy at: http://gioco.net/startrek (Italian RPG PBEM) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 12:27:31 +0200 Reply-To: Mystara Sender: Mystara From: DM Subject: Dexterous Deflecting Halfling? (was: Double damage question) Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" On Sat, 5 Aug 2000 03:58:23 +0100, Phillip Jones wrote: <> Because of his Deflect ability with weapons mastery? Well, I see no problem here. Have u ever thought of DISARMING him instead of trying direct attacks? Disarming attacks cannot be deflected nor parried, and once u hit, the poor halfling must make a Dex check with the penalties for: - weapons mastery (some weapons give penalties to the Disarm check, ex: longsword, short sword); - the attacker's Strength and Dexterity bonus; - another 3 points of malus if the attacker can already Disarm from the Fighter's Combat Skills (Parry, Smash, Disarm, remember?). So, suppose your halfling has a 16 Dexterity and is hit by a 12th level fighter with Str & Dex 16, who's Expert in short sword (-2 to Dex check IIRC), then he must pass his Dexterity check with this malus: 16 - (2+2+2+3) = 16 -9. With a roll of 7 or less he succeeds. Pretty low if u ask me, it's likely he'll be disarmed with the first try, and then the attacker(s) can slice him into pieces (he cannot retrieve the weapon until his turn of actions). :) Also, even if he's got a low Save vs Death Ray, he has a limited number of deflect attempts (usually 3 at Grand Master, and they don't increase with Speed!), so u only need put him against foes who deal more blows he can parry, no big deal. Also remember: punches, kicks, tails and fangs cannot be deflected... and neither cesti can (4d4 with a punch can be quite a lot!). So use mystics and beasts against him. Hope that helps! :) And no, I'm not a sadic DM, but I've got to survive, mind u! :p DM Senior Editor of the Mystaran Almanac First Officer of U.S.S. Unicorn "You don't stop playing because you grow old: you grow old because you stop playing!" Visit Marco's Mystara Homepage at: http://www.geocities.com/TimesSquare/Dungeon/2967 And Mystara Italian Homepage at: http://www.geocities.com/TimesSquare/Dungeon/9940 Join the Mystara Webring at: http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html Join the Starfleet Academy at: http://gioco.net/startrek (Italian RPG PBEM) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 20:12:46 +0100 Reply-To: Mystara Sender: Mystara From: Paul George Dooley Subject: Re: Dexterous Deflecting Halfling? (was: Double damage question) MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit > > Have u ever thought of DISARMING him instead of trying direct attacks? > Disarming attacks cannot be deflected nor parried, Have to disagree with that on the basic principle that even though it might say so in the game, and it makes no mention either way in the Rules Cyclopedia, it's just not true. > Also, even if he's got a low Save vs Death Ray, he has a limited number of > deflect attempts (usually 3 at Grand Master, and they don't increase with > Speed!), so u only need put him against foes who deal more blows he can > parry, no big deal. Unless this occurs only ocasionally people will know all you are doing is picking on the player and, since he's known far and wide as one of the finest users of his weapon anywhere, most opponents will choose to go annoy his comerades and bargain over his captured friends. As to the Speed thing even then that's not forbidden, chech the wording on Haste, but I can see your point in doing so. Mind you I do sort of like the idea of the evil cleric being able to deflect 8 blows per round in the final conflict with the PCs. > Also remember: punches, kicks, tails and fangs cannot be deflected... and > neither cesti can (4d4 with a punch can be quite a lot!). So use mystics > and beasts against him. > No mention of this either, you can deflect a certain mumber of melee or thrown weapons a round. All the above definately fit the melee category. However in any game I was in that you ran I'd abide by your rulings of course. I may disagree with them but, YOUR game, your rules. Hamlet I, v, 166. Words to live by? Paul ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 9 Aug 2000 09:56:17 +0100 Reply-To: Mystara Sender: Mystara From: Richard Tongue Subject: OD&DITIES MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Hi. I am grateful to see that I've had several hits over the past few days, but very little in the way of direct e-mail response. With OD&DITIES 2 coming soon, I was wondering if anyone had anything they would like to submit to the magazine. Anything at all would be helpful. If you have read the fanzine, I could use some comments on the magazine, whether you found it useful, advanced enough, or interesting, what bits you found best and worst, what you would like to see in future issues, anything of that sort. What about some of the letters from the webring? Would any of the authors like to see these reaching a wider audience? With hope for a good response, Richard Tongue ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 15:59:44 -0400 Reply-To: Mystara Sender: Mystara From: Erik Waddell Subject: Movement Rates MIME-Version: 1.0 Content-Type: Text/Plain Content-Transfer-Encoding: 7bit Here's another bookkeeping question for you all.. much thanks to those who helped me with the Chill Touch spell earlier. I'm at the office, but work is slow, so I'm trying to get some bookkeeping done for my campaign, only I don't have my books handy. :) I love getting paid for this stuff :) Here's my question: What are the movement rate modifiers for Mountains, Hills, Grassland, and desert? What modifier do trails and roads apply to the movement rate? I think trails make the movement rate 2/3, and roads 1/2, but I can't remember. Anyone who can answer these questions for me will get my eternal gratitude (well, maybe a week's worth of gratitude). :) Erik ------------------------------------------------------------------ Get free personalized email from the NHL at http://www.nhlmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 22:39:56 +0100 Reply-To: Mystara Sender: Mystara From: Phillip Jones Subject: Re: Dexterous Deflecting Halfling? (was: Double damage question) MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit > On Sat, 5 Aug 2000 03:58:23 +0100, Phillip Jones > wrote: > > < due to his saving throw vs death ray!!! (unless, he gets surrounded that is)>> > > Because of his Deflect ability with weapons mastery? Well, I see no problem > here. > > Have u ever thought of DISARMING him instead of trying direct attacks? > Disarming attacks cannot be deflected nor parried, and once u hit, the poor > halfling must make a Dex check with the penalties for: > - weapons mastery (some weapons give penalties to the Disarm check, ex: > longsword, short sword); > - the attacker's Strength and Dexterity bonus; > - another 3 points of malus if the attacker can already Disarm from the > Fighter's Combat Skills (Parry, Smash, Disarm, remember?). > > So, suppose your halfling has a 16 Dexterity and is hit by a 12th level > fighter with Str & Dex 16, who's Expert in short sword (-2 to Dex check > IIRC), then he must pass his Dexterity check with this malus: > 16 - (2+2+2+3) = 16 -9. > With a roll of 7 or less he succeeds. Pretty low if u ask me, it's likely > he'll be disarmed with the first try, and then the attacker(s) can slice > him into pieces (he cannot retrieve the weapon until his turn of actions). :) > Good idea, unfortunately IMC only the major "bad guys" have weapon masteries. I did try to include "minor personalties" (those named individuals, who rank just above the run of the mill NM), but it slowed combat down unbelievably (the characters spent more time bogged down in fights than role-playing), so I scrapped it. Thus, its not very often he meets somebody actually capable of using the Disarm option. Its worth keeping back as a secondary option though. :) > Also, even if he's got a low Save vs Death Ray, he has a limited number of > deflect attempts (usually 3 at Grand Master, and they don't increase with > Speed!), so u only need put him against foes who deal more blows he can > parry, no big deal. I actually thought that being Hasted would actually increase the number of deflects he can make in one round. Being Hasted actually increases the number of actions that the hasted character can do in one round (double his attacks etc), and as one action allows that character to, say deflect 3 blows, then having an additional action (which he uses to attack with) should yield another 3 deflections. Of course, only one attempt to deflect could be made for a single blow..... > Also remember: punches, kicks, tails and fangs cannot be deflected... and > neither cesti can (4d4 with a punch can be quite a lot!). So use mystics > and beasts against him. I actually allow punches, kicks, and tails to be deflected (on the basis of these attacks can be brushed aside without actually harming the attacker), but not fangs (as I can't see how a bite could be deflected without actually harming the attacker - getting smacked in the head or chewing on a blade has got to hurt!!). This also stops PC mystics being too overpowered. A PC that gets multiple attacks relatively early, a quite serious amount of damage when punching/kicking someone, and undeflectable attacks, would be a nightmare!!! I do have other ways to limit a deflect though. What I have done is imposed the rule that an attack can only be deflected if the attacking creature is no more than 1 size category higher/lower than the deflecting individual (I better mention here that I've adopted a sizing system much like in AD&D, the D&D one being far to generic). For example: A human (size M) could block an attack from an orge (size L) or a goblin (size S) but not the blow from a giant (size G) as its blow would be far to powerful, or a pixie (size T) as any deflection would actually not just knock the attack aside but harm the attacker as well (not the desciption of a Deflect in my opinion!) > Hope that helps! :) > And no, I'm not a sadic DM, but I've got to survive, mind u! :p > > DM It has alot. Thanks. My minds now a whirl of ideas on just how to cut that pesky halfling down to size. :) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 15:02:49 -0700 Reply-To: Mystara Sender: Mystara From: Beau Subject: Re: Feedback wanted: Shadow Grues In-Reply-To: <200008101431.KAA13180@freenet10.carleton.ca> MIME-version: 1.0 Content-type: text/plain; charset="us-ascii" At 10:31 08/10/2000 -0400, Geoff Gander wrote: >Though I admit almost complete ignorance on the subject of 3E (and thus >can't really comment on the technical aspects), the mental image you >conjure is certainly apt. Perhaps both the shadow grues and my more >mundane version might coexist? Since everything seems to have a shadow >plane counterpart.... That's a good thought! AD&D already has elemental grues, too, so making it a category of beast that crosses all sorts of planar boundaries makes sense. BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 10 Aug 2000 15:01:55 -0700 Reply-To: Mystara Sender: Mystara From: Beau Subject: Re: Feedback wanted: Shadow Grues In-Reply-To: <200008101241.IAA13404@smtp13.bellglobal.com> MIME-version: 1.0 Content-type: text/plain; charset="iso-8859-1" Content-transfer-encoding: quoted-printable At 08:38 08/10/2000 -0400, Dylan Gault wrote: >Okay, most of this is nit-picking 3E mechanics stuff. Not at all. Many good suggestions! > From what I've seen, any "Beast" has d10 hitdice. Hmmm. I hadn't noticed that. I don't want the default grue to be overwhelming, though ... >> Initiative: +6 (+2 dexterity, +4 improved initiative) >Does every monster have improved initiative? (Kidding.) In the source material, grue attacks are always fatal. Instead of giving them a ridiculously high damage per attack, I chose to go with "and suddenly, your throat is ripped out" due to speed. >> Speed: base 30 feet >> AC: 14 > >Why? You really should break down the AC. It will come up in play >when your players try touch spells. Good point. >> Attacks: 2 claws or 1 bite >> Damage: claws 2d4+2; bite 3d4 > >Claw and bite damage are _supposed_ to be determined by the >size of the beast, with modifiers added in for strength, extraordinary >powers and supernatural powers. That said, your guess is as good >as mine as to what these guidelines are. It's probably better for the >guys at WotC to be bound by these rules, because they balance >things out better. For one's own home grown campaign, it probably >doesn't matter that much. I hope to get the PHB today. If I'm lucky, some of these guidelines will be in the supplemental material included with this printing. If not, I'll have to think about tweaking this once the 3E MM comes out. >> Skills: Intuit Direction, Listen, Move Silently, >> Feats: Alertness, Blind-Fight, Improved Initiative > >Why blind-fight if they have darkvision? Do they really run into that >much magical darkness? Better would be to give them this ability >that dragons and grimlocks have, Blindsight: > >SQ=97Blindsight (Ex): Can ascertain creatures by non-visual means >(mostly hearing and scent, but also by noticing vibration and other >environmental clue) with a range of 60 feet. Hmmm. My thinking was that the grues are able to see in the darker areas of the Plane of Shadow just fine, and do use their eyes. (And flee, in part, because the bright light hurts their eyes.) But an Improved Blind-Fight feat that duplicated the effects of Blindsight might be appropriate. >> [snip] the grues flee any illumination investigators bring >> with them or slay those who rely on some other means to >navigate in the >> gloom. > >Excellent tactic. All credit to the designers of the Zork games for that. >> While shadow grues can (and do) leave the Material Plane at will, >they can >> only cross back from the Plane of Shadow after 1d12 minutes + >1 minute per >> hit point of damage taken. >> >Good, that lets you use them against a weaker party, they can >drive the beast off and it doesn't keep harassing them immediately, >in fact, it may decide not to come back at all. That was my thought. In Wit's End, the hin pirates have a pitch black cave with either end sealed to prevent the bright ever-burning lights on either end from leaking in, and a ledge up above that leads to another bright room. When the PCs move through, a pirate uses a Wand of Unlight (a new magical item and another in-joke referencing the text adventure games source material) to douse the party's lights, leaving them alone with the grue. The player characters then have to SCRAMBLE to relight the lamps/torches/spells before the grue arrives and attacks ... Presumably they'll decide to get the hell out rather than fight once the lamps are relit. (Especially since the pirate will be listening outside the ledge's doorway and his wand has plenty of charges.) >What might be better than a single monster description is an >overlay, or template, in the new 3E. It si a set of stats that you add >to an existing monster. Then you can have shadow grue wolves, >shadow grue pythons, shadow grue decapods... The monsters are >all consistent, but they all look different and attack slightly >differently. This can account for different descriptions of the >monster. The characters can investigate the monster with sages or >other adventuring groups, and still not know exactly what they're >getting into. Kind of a neat idea, and I like the idea of other types of grues, but I do want there to be a core version before I start working up the others. The default shadow grue would basically be a what? Clawed carnivorous gorilla? BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 08:44:39 +0100 Reply-To: Mystara Sender: Mystara From: Tim Hewitt Subject: Nature of Magic MIME-Version: 1.0 Content-Type: multipart/alternative; boundary="----=_NextPart_000_01A5_01C00370.630D2440" This is a multi-part message in MIME format. ------=_NextPart_000_01A5_01C00370.630D2440 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable I always thought the source of magic on Mystara was due to the radiation = from the nuclear engines of the spacecraft that crashed in the Blackmoor = era and is now buried deep under Glantri city. ------=_NextPart_000_01A5_01C00370.630D2440 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
 
I always thought the source of magic = on Mystara=20 was due to the radiation from the nuclear engines of the spacecraft that = crashed=20 in the Blackmoor era and is now buried deep under Glantri = city.
 
 
------=_NextPart_000_01A5_01C00370.630D2440-- ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 02:28:16 -0700 Reply-To: Mystara Sender: Mystara From: Herve Musseau Subject: MML FAQ v7.11 Comments: To: FMML , Shawn Stanley MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Time to repost the FAQ. The only changes in this version, though not noted, are additions to the list of Mystara-carying webshops. ------------- Mystara FAQ version 7.11 by Herv� Musseau The latest version of this document can be found at http://www.geocities.com/hmusseau/Mystara/mystfaq.txt Table of contents: Introduction to Mystara. (no updates) Geography and History of Mystara. (no updates) Personalities and Immortals of Mystara. (7.9 fixed a typo, 7.10 changed Dragon article URL) Miscellaneous. (7.7 added Mystara chat link, 7.8 added French Mystara Mailing List link, 7.10 changed all TSR links, 7.10 changed MML subscription procedure and archive 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 you do 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://dnd.starflung.com/immguard.html 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 Glantri: Kingdom of Magic, 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/hmusseau/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. D&D3 may do Mystara good, or not. 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 at http://www.wizards.com/dnd/DnDDownloads.asp. Several other Mystaran and non-Mystaran files are available there as well. 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 LISTSERV@ORACLE.WIZARDS.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 cipher.wizards.com (usenet) 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 http://209.67.104.4/archives/mystara-l.html, the older ones 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/ http://www.nobleknight.com/ http://www.nyx.net/~epass/dd.html http://www.dragoneggs.com/ Jason Zavoda (mail him for a catalogue) nemesis@magpage.com Mike Badolato (mail him for a catalogue) BADMIKE3@aol.com the newsgroup rec.games.frp.marketplace various auction sites like http://www.ebay.com/ and I got a special page for all Mystara books at Amazon.com: http://www.geocities.com/hmusseau/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!? Kick off your party with Yahoo! Invites. http://invites.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 14:21:16 +0200 Reply-To: Mystara Sender: Mystara From: DM Subject: OT: Charlemagne's Paladins Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Hi guys! Sorry for this OT question, but I recently bought some of the fantastic Historical Sourcebooks of TSR and while reading Charlemagne's Paladins book (HR2) that there's something weird in the table listing the prices for the equipment found in the Holy Roman Empire at that age. Namely, the table (on page 53) has costs for common goods, but ALL other types of items (weapons, armor, even animals and transports) are listed as N/A, that's to say impossible to find within the Empire. Now, I may understand a khopesh is not for sale within Charlemagne's dominion, but not even a HORSE, a LANCE or any POLEARM or SWORD????? So I reasoned there must be an error, maybe the writer (the great Ken Rolston, who obviously has got great reference books and it showed in GAZ2 and GAZ7) didn't finish this list.. so has any of you finished it by chance and wants to give this poor DM a help? ;) Please reply privately. Thanks! :) DM Senior Editor of the Mystaran Almanac First Officer of U.S.S. Unicorn "You don't stop playing because you grow old: you grow old because you stop playing!" Visit Marco's Mystara Homepage at: http://www.geocities.com/TimesSquare/Dungeon/2967 And Mystara Italian Homepage at: http://www.geocities.com/TimesSquare/Dungeon/9940 Join the Mystara Webring at: http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html Join the Starfleet Academy at: http://gioco.net/startrek (Italian RPG PBEM) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 14:24:48 +0200 Reply-To: Mystara Sender: Mystara From: DM Subject: 3rd Ed Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Hallo Leute! :) Just in case any of you is gonna pick up the Player's Manual of D&D 3rd Edition this week (I'm sure some will do), could u please post here after reading it your first comments and considerations, and above all an analytical summary of its main features for us curious bunch who will not see it for still a long time? Thanks! DM Senior Editor of the Mystaran Almanac First Officer of U.S.S. Unicorn "You don't stop playing because you grow old: you grow old because you stop playing!" Visit Marco's Mystara Homepage at: http://www.geocities.com/TimesSquare/Dungeon/2967 And Mystara Italian Homepage at: http://www.geocities.com/TimesSquare/Dungeon/9940 Join the Mystara Webring at: http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html Join the Starfleet Academy at: http://gioco.net/startrek (Italian RPG PBEM) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 06:57:33 -0700 Reply-To: Mystara Sender: Mystara From: III Subject: DMing is Like Dealing Drugs Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: quoted-printable All right, here=92s a problem for you. As a DM I always had trouble with t= he first adventure of a campaign. I want to hook the players early, get them interested both in what is happening to their characters in particular, but also, on a larger scale, interested in what makes that campaign unique. In terms of Mystara, I always found the Basic series modules rather generic (which is, I=92m sure, mostly because many of them were written before the idea of Mystara as a unique game world was really solidified.) I was never really happy with the way I presented Mystara to the players during their very first exposure. Designing very low level adventures is hard anyway- the characters have minimal resources and capabilities and the players, as often as not, don=92t know anything about the setting yet. Presenting cool stuff, unique to Mystara, that will make the players want to come back, but won=92t immediately get the characters killed, is difficult. So, think back to the Mystara campaigns that you=92ve played or ran. How d= id the very first adventure(s) hook you? How did the DM get you interested in playing in Mystara? -Andy Morrow Incidentally, sorry about the double post yesterday (=93Hello. I=92m Back= =94).=20 Excite went down, and I didn=92t think the first one had gone out. (I =91m receiving the list as a digest and disabled the acknowledgements to minimiz= e Inbox clutter. Really outsmarted myself that time.) So I rewrote the message from memory, came surprisingly close to the original, actually.=20 Anyway, sorry about that, it won=92t happen again. _______________________________________________________ Say Bye to Slow Internet! http://www.home.com/xinbox/signup.html ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 10:24:22 EDT Reply-To: Mystara Sender: Mystara From: Lord Deldain Subject: Re: 3rd Ed MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 8/11/00 5:54:55 AM Pacific Daylight Time, mdalmonte@PROVINCIA.RA.IT writes: << Just in case any of you is gonna pick up the Player's Manual of D&D 3rd Edition this week (I'm sure some will do), could u please post here after reading it your first comments and considerations, and above all an analytical summary of its main features for us curious bunch who will not see it for still a long time? >> Well considering my copy just arried, literally less than 2 minutes ago, I haven't had time to read through it and form a decent summary but needless to say I'll have one posted sometime this afternoon. -Deldain ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 15:30:15 +0100 Reply-To: Mystara Sender: Mystara From: Paul George Dooley Subject: Re: Nature of Magic MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit ----- Original Message ----- From: "Tim Hewitt" To: Sent: Friday, August 11, 2000 8:44 AM Subject: [MYSTARA] Nature of Magic >I always thought the source of magic on Mystara was due to the radiation from the nuclear engines of the spacecraft that crashed in the Blackmoor era and is now buried deep under Glantri city. Actually it's supposedly the intense magical field of Mystara which caused the engines to fail IIRC. Hamlet I, v, 166. Words to live by? Paul ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 10:39:10 -0400 Reply-To: Mystara Sender: Mystara From: Erik Waddell Subject: Isles of Steam MIME-Version: 1.0 Content-Type: Text/Plain Content-Transfer-Encoding: 7bit Does anyone know where I can find maps for the Isles of Steam? I remember coming across a few somewhere on the web, but I can't remember where. Erik ------------------------------------------------------------------ Get free personalized email from the NHL at http://www.nhlmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 08:33:09 -0700 Reply-To: Mystara Sender: Mystara From: John Calvin Subject: Re: Elven Evolution MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii >> Quoting Andrew Theisen : > Not to borrow too heavily from the Drow of Greyhawk > and FR, but perhaps there is some inherent property > of the depths in which the Shadow Elves live that > alters their body chemistry? Either radiation of a > sort in the caverns (which would certainly tie in > with the Chamber of the Spheres and Soul Crystals) or > else something to do with the foods they eat or > something? This idea has plenty of merit. The World Shield has all kinds of strange properties. I believe it's also noted in the Brethren Trilogy that even properly treated World Shield ore starts to disintegrate after being exposed to the inner sun. Living /within/ the World Shield could imbue individuals with some of the WS properties. If they eat food grown in the WS, then that would get incorporated into their tissues, wouldn't it? Perhaps eating normal food long enough to have a complete external change of tissue (skin and eyes, at least) would prevent the problem with the inner sun. Of course, that would still take /years/, and the elves would have no idea. In other words, it isn't an evolutionary change, but an individual environmental adaptation. That sounds like a more reasonable explanation, and easier to change, than massive evolution. What do you think? << This idea has some merit. In fact I may incorporate it into a workup Ive been trying to get together for Hidden Blackmoor (which makes its home in the WS). However, I think the idea has some problems with concern to shadow/shatten elves....the major one being this: Shattenalfen do not live in the world shield...they live in caverns very near to the surface of the HW. These are the elves most affected by the HW sun (it kills them after prolonged exposure), and yet they have no contact at all with the WS. The shadow elves on the other hand, live in the WS, and yet (as some others have pointed out to me) they suffer less at exposure to either sun, than do their shattenalfen brethren. >> Of course, if you still want the Soul Crystals' radiation to be the reason for the changes, that could still work. Although, I think there are probably synergies with this. Considering the WS ore deflects magic, why not radiation? Perhaps eating WS-grown food gives some resistance to the unusual, magically modified NoS radiation &/or induces adaptive mutations? << I think that my own preferences lean toward having the elven changes by evolutionary changes (at least in a semi-scientific/fantastical way), with the radiance acting as the critical factor for such evolution. This also gives me an opportunity to involve more characters with the radiance than would normally be possible (ie... not only Glantrian mages and Shadow Elves need be concerned with this power, as it affects every living thing on Mystara...). John ===== Rule #46. If an advisor says to me "My liege, he is but one man. What can one man possibly do?", I will reply "This." and kill the advisor. from "A Guide to Becoming an Evil Overlord" by Peter Anspach __________________________________________________ Do You Yahoo!? Kick off your party with Yahoo! Invites. http://invites.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 19:59:48 +0200 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?H=E5vard?= Subject: Re: Isles of Steam In-Reply-To: <000811103910D6.05733@webb1.iname.net> MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=iso-8859-1 Content-Transfer-Encoding: 8BIT On Fri, 11 Aug 2000, Erik Waddell wrote: > Does anyone know where I can find maps for the Isles of Steam? I > remember coming across a few somewhere on the web, but I can't > remember where. What are the Isles of Steam? H�vard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Would it not be easier in this case for the government to dissolve the people and elect another?" -Bertolt Brecht ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 20:03:38 +0200 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?H=E5vard?= Subject: Re: Nature of Magic In-Reply-To: <01b401c00368$20dfe4c0$e6a0b6c3@Tim.dccl.net> MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=iso-8859-1 Content-Transfer-Encoding: 8BIT On Fri, 11 Aug 2000, Tim Hewitt wrote: > I always thought the source of magic on Mystara was due to the > radiation from the nuclear engines of the spacecraft that crashed in > the Blackmoor era and is now buried deep under Glantri city. The nuclear engines of the FSS Beagle, later referred to as the Nucleus of the Spheres is _a_ source of magic, but not _the_ source of magic. As Paul Dooley pointed out, there was plenty of magic on Mystara before the FSS Beagle crashed. H�vard http://www.nvg.ntnu.no/~hoc "Would it not be easier in this case for the government to dissolve the people and elect another?" -Bertolt Brecht ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 21:56:35 +0200 Reply-To: Mystara Sender: Mystara From: Jacob Skytte Subject: Re: 3rd Ed MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable DM wrote: > Just in case any of you is gonna pick up the Player's Manual of D&D = 3rd > Edition this week (I'm sure some will do), could u please post here = after > reading it your first comments and considerations, and above all an > analytical summary of its main features for us curious bunch who will = not > see it for still a long time? I just saw it had arrived today here in Denmark; how come you won't see = it for a long time? (I didn't buy it though, I don't need any more rule = books just now...) Jacob Skytte scythe@wanadoo.dk ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 22:05:26 +0200 Reply-To: Mystara Sender: Mystara From: Jacob Skytte Subject: Re: DMing is Like Dealing Drugs MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Andy Morrow wrote: > So, think back to the Mystara campaigns that you've played or ran. = How did > the very first adventure(s) hook you? How did the DM get you = interested in > playing in Mystara? My first campaign consisted of some dungeons that eventually turned out = to be located on Mystara. It wasn't until the Companion level adventures = that we got into any sort of Mystara-like adventures though (probably = because of the generic basic adventures, and the fact that we didn't = have a lot of Expert adventures). Later campaigns have started in different ways. The most memorable = campaign (that died out at the end of high school) started with each PC = originating in a different country, and each of the players having read = the Player's Book of the appropiate GAZ. This turned out to be an = excellent way to start since everybody had their own Mystaran quirks. = The first adventure was something about a prophecy that got the PCs = mixed up in the rivalry between Glantrian and Alphatian wizards... I started my latest campaign out with some Dungeon adventures; some of = them were Mystara-specific. But I guess that the players just basically = liked role-playing in a world that I (as DM) was intensely familiar = with, so I had a plausible answer for every question. Since I've only = ever run (and played in) Mystara and Ravenloft campaigns it's just the = natural way to go. Jacob Skytte scythe@wanadoo.dk ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 16:14:50 -0400 Reply-To: Mystara Sender: Mystara From: Geoff Gander Subject: Re: Isles of Steam The only map of the Isles of Steam is located at: dnd.starflung.com/img/dnd/cestia.gif The Isles lie just southeast of Everfeed. There is also a writeup on their history on Shawn's site (by me) as well. Geoff -- Geoff Gander, BA 97 Cartographer/Game Designer/Government Peon Carnifex Loremaster au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 22:19:37 +0100 Reply-To: Mystara Sender: Mystara From: Phillip Jones Subject: Re: DMing is Like Dealing Drugs MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit << All right, here's a problem for you. As a DM I always had trouble with the first adventure of a campaign. I want to hook the players early, get them interested both in what is happening to their characters in particular, but also, on a larger scale, interested in what makes that campaign unique. In terms of Mystara, I always found the Basic series modules rather generic (which is, I'm sure, mostly because many of them were written before the idea of Mystara as a unique game world was really solidified.) I was never really happy with the way I presented Mystara to the players during their very first exposure. Designing very low level adventures is hard anyway- the characters have minimal resources and capabilities and the players, as often as not, don't know anything about the setting yet. Presenting cool stuff, unique to Mystara, that will make the players want to come back, but won't immediately get the characters killed, is difficult. So, think back to the Mystara campaigns that you've played or ran. How did the very first adventure(s) hook you? How did the DM get you interested in playing in Mystara? -Andy Morrow >> I am currently running four campaigns in Mystara, and have had different types of players when I've started them. I've had those players who've gamed before, and so have an idea of what role playing games are all about, and I've had completely new players, that have no idea on role pleying games at all. For "experienced" gamers, I generally gave them a bit of information on the country that their adventuring in. Not too much, just a basic overview on the culture and its people. I also tend to run smaller adventures (which allow greater role playing opportunities, than larger adventures like say the B series, which are mainly hack 'n slash), with bits of information on the cultures/countries scattered through it. By the time the experienced gamers characters have reached 5th level, the players are generally quite familiar with the different countries of the Known World, and indeed are in the process of visiting one or two. For "novice" gamers, their main priority is to get their characters as hard as posssible, as soon as possible. This, I accomodate them. I generally start them off in a B module like Keep on the Borderlands, or Palace of the Silver Princess, and by the time they finish it, it will have generally achieved several things. 1. It will have sated their bloodlust that all new players have. 2. They discover combat is very hazardous to their health. 3. It will allow them to gain a level or two, thus sating their cravings for personal power. 4. It will allow them to discover no matter how powerful they become, the DM always has something more powerful up his sleeve :). These lessons have been learnt by 4th level at the latest, and at this point I start to introduce them to the world around their characters. Once this topic has been started up, the players are like sponges soaking up great amounts of information in no time at all. By the time their characters have reached 6th level, they are also quite familiar with the different cultures and customs of the countries of the Known World. My most favourite quote from a novice player upon discovering the world around him: "You mean I can rule a barony in this place if I wanted to!!!!" Hopes this helps :) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 18:32:49 EDT Reply-To: Mystara Sender: Mystara From: Lord Deldain Subject: Review -The new Player's Handbook MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit So here it is, my review of the PHB. Well, actually this is the first part, covering the first four chapters, as a full review is going to take more time. I'll try to get part 2 up tomorrow morning, and part 3 up tomorrow night. But first, a few things I think I should point out... The only fair way, I believe, to review the book is to break it down chapter by chapter, touching on the best and the worst parts of each chapter. But first, I have a few general comments that I have to made. First, I have to emphasize that the over all graphical layout of the book is beautiful. Congrats to the entire design team for a job well done, but a bit of extra praise for the art director and artists who did a great job in capturing the feel of the new edition in vivid detail. Second, I'm not going to go into major details about rules, character creation, etc., because I believe that if that's what you want to know, then you either need to check out Eric Noah's 3e page or buy the book for yourself. However if you have a question you're dying to ask about the rules or something I don't cover, ask and I'll answer. I'd like to try to answer any 3e questions I can, since I'm kind of a self-proclaimed 3e guru. ;) And finally, I'm a little bias when it comes to comparing 3e to the previous editions. In my mind, 1st and 2nd edition were lacking the overall unity that can be found in the new d20 system, and both prior PHBs pale in comparison to the new one in every area. So thus, if I seem to favor the new system almost exclusively over any single part of the older ones, it's because I probably do. No offense to anyone who likes the old editions of course, as everyone entitled to like and play whatever they want. After all, what really matters is that you're having fun, right? So with that out of the way. Lets get on with the (rather long) review. * Chapter 1: Abilities Not really a whole lot to ramble on about here, for better or worse. This chapter basically introduces the 6 ability scores mostly for the newbies out there. Each ability is given a short and precise description, what the modifiers of the ability apply to, the ability's relative skills. A master table at the start of chapter lists the modifiers and bonus spells for ability scores between 1 - and 45. Simple enough. Once nice added feature is that description of each ability includes a list of creatures and races along with their relative ability scores. For example, the strength table give examples for a Toad having a Str of 1, a Centaur as having a Str of around 18-19, and a Great gold wyrm as having a 46-47 strength. Another nice add-on to this chapter is found at the very end, which describes how a character's Intelligence, Wisdom and Charisma score can give you ideas as to how to role-play them. Examples include how having a low Intelligence might mispronounce and misuse words or fail to get a joke, or a character with high Charisma might be attractive, confident or striking. * Chapter 2: Races I love this chapter. If not for every improvement over the previous edition descriptions of the races, but for the change to how they look. Now not every halfling looks like a clone of Frodo, the gnomes no longer look, to put it bluntly, idiotic, and the dwarven women are sans facial hair finally! Once again, I have to bow down and praise the art team for doing such a good job, and trying to break away from Tolkienesque stereotypes (no offense to intended Tolkien, I swear). Besides the vastly improved art, each race is given a much better run-down. Including sections that describe: personality, physical description, relations with other races, favored alignment, typical settlements, religion, languages, common names, racial traits & the reasons behind them, and even a section describing a typical adventurer of that race. Of all the races to get revised, I think the halflings and gnomes got the biggest overhaul and probably the best. Gnomes now gain some innate cantrips and haflings no longer seem like they should all be carrying the One Ring. My only beef with the races is the addition of the half-orc. I would rather have seen full-blooded orcs get included, or may even ogres, but not just their half-blooded kin. Maybe it's just me, or the fact that it's still so new, but they just don't seem 'right.' * Chapter 3: Classes I'm almost as impressed by the update to the classes as I am with the races. The fact that each class now stands along, and aren't grouped into categories their old categories is handled well. The unified exp table is also a fave. However, the most handy thing in this chapter are the starting packages which basically let new player's choose a class, and have their skills, equipment, and feats laid of for them through pregenerated templates. The classes are handled really well, with all the 'old' classes getting some impressive facelifts. I especially love the revised Druids and Bards. Not only does each class have it's own handy table, but each useful role-playing info such as their common characteristics, reasons for adventuring, favored religion, common races, possible backgrounds, and even what other classes they get along with. Now I can't review the class chapter without mentioning the new classes. First off we have the Barbarian, which I'm not that fond of. It's not that they aren't interesting, it's just that I don't really see why we would need another 'Warrior' class. The same goes for the Monk, who could have filled a nice nitch as another 'Priest' class, although I do think they are handled much better than the Barbarian. The only one that really grabs my attention is the Sorcerer. Though I was wary of them at first, after actually seeing how their spellcasting is handled, I'm all in favor of them. However, the one aspect of this chapter that clearly stands out is the section on multiclassing. Unlike the useless paragraph in the 2nd edition PHB, this section covers all aspects of multiclassing, such as experience penalties, favored classes, and how to determine HP, Attack Bonus, Saving Throws and so on when a character takes on a new class. Over all, I have to say the new rules for multiclassing are one of my favorite changes from the old editions. * Chapter 4: Skills A vast improvement over the proficiency system, IMO, the skills presented in the PHB are great for one reason: they're they backbone of the system. Feats, class & race abilities, spells, all of them are influenced by or work in conjunction with skills in some form or fashion. The skills help to define a lot of things that proficiencies could never have accounted for. Such as why can't anyone attempt to move silently/hide in shadows/etc., or why isn't there a way for spellcasters to prevent spells from being disrupted and lost. All of these situations, and tons more, are now handled with skills. Since going into detail about every skill isn't an option, I figured I'd simply highlight a few of my favorites. Concentration is the skill that stands out foremost in my mind, and I'm sure it's going to see a lot of use in play. The 'available to anyone' thief skills such as Move Silently, Hide, and Disable Device are probably going to run a close second in favorite skills of my players. Of course, the skills I'm most thankful for, as a DM and a player, are the Spot, Listen and Search skills which now solid rules for situations that never really got much attention. As for the individual skills descriptions, each one covers when a check needs to be made, common tasks, difficulty classes for tasks, if you can attempt to make a check again if you fail, others skills that give you bonuses to rolls with the given skill, and even how long it takes to use the skill. Not bad at all. My only real complaints is that I'd like to see a master table for difficulty classes and relative tasks such as the few they list as examples for general ability score checks, but I'm sure that such a table will show up in the DMG. The only other complaint, I want to see more skills! ;) Well, that's all for now, once I have time to reread over the rest of the book, I'll have the other parts of the review up. Hope this is what you guys were asking for. -Deldain ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 15:57:31 -0700 Reply-To: Mystara Sender: Mystara From: Kar Ess Subject: Re: Isles of Steam MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii It's here http://dnd.starflung.com/farend.html --- H�vard wrote: > On Fri, 11 Aug 2000, Erik Waddell wrote: > > > Does anyone know where I can find maps for the Isles of Steam? I > > remember coming across a few somewhere on the web, but I can't > > remember where. > > What are the Isles of Steam? > > H�vard > > Haavard R. Faanes (hoc@nvg.ntnu.no) > http://www.nvg.ntnu.no/~hoc > > "Would it not be easier in this case for the government > to dissolve the people and elect another?" -Bertolt Brecht > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. __________________________________________________ Do You Yahoo!? Kick off your party with Yahoo! Invites. http://invites.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 16:24:50 -0700 Reply-To: Mystara Sender: Mystara From: Beau Subject: Re: Review -The new Player's Handbook In-Reply-To: <18.d8ea22.26c5d911@aol.com> MIME-version: 1.0 Content-type: text/plain; charset="us-ascii" My 3E question: I know that Barbarians have to take the Literacy skill. Is there an accomodation made in the PHB for requiring other player characters to take it, too? I'm pretty strongly against all PCs IMC being able to read and write by default. BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 18:06:54 -0700 Reply-To: Mystara Sender: Mystara From: Greg Weatherup Subject: Fwd: The Death of Vanserie Vlaardoen XI, Act II scene II Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Aloha, The anonomous (sp?) author has already sent me another segment. ----- Original Message ----- > Message-ID: <001301c003df$938919c0$ed5dabd4@default> > From: [Deleted] > To: "greg weatherup" > Subject: The Death of Vanserie Vlaardoen XI, Act II scene II > Date: Fri, 11 Aug 2000 23:59:47 +0200 > > Author's note: for those who didn't read the first act or those who want to > refresh their minds, you can find the first act at Shawn's website > > Act II > scene II > a roon inside Linden > Vanserie is sitted down to a desk, writing something strange on some paper > sheets. Joop, a servant is near him > > VANSERIE: Thanks Joop, for having bring to me these sheets and the ink. > JOOP: It's an honour for me to serve a man like his Lordship > VANSERIE (sighing in relief): Ah Joop, you're one of the few that still > loves me. Most of the servants srve me only because they've got fear. Fear > of my wrath, of my...madness and of my plague. Even my family has turned > against me... > JOOP: Juliana loves you, my Lord. > VANSERIE: Once perhaps...once; but now...(then Vanserie stops his speech. > The woman that appeared in the previous scene is again on the stage. She's > walking towards Vanserie and she's screaming very loudly. She also has two > chains in her hands and she's battering them on the ground, making still a > lot of loud more) Who are you, mad woman? Why do you dare to interrupt my > sacred studies? > (The woman doesn't reply, continuing his loudly and wildly screams) > JOOP: er...sorry my Lord, but where's this mad woman? Tell me and I'll bring > her outside here...maybe in the jail > VANSERIE (a little panicked): But she's here! She's in front of me! And > she's screaming loudly...too much loudly! Stop this damned woman! Tell me > want you want! I'm starting to feel, a strange emotion, that I've never felt > before. My legs are trembling, my heart is running fast, and even I'm unable > to raise a single hand. Was is this? maybe fear? Fear! so, the mighty > Vanserie, for the first time has fear... but fear of what? Of this woman? > She will not hurt me...I defeated thougher enemies before. But if she would > stop screaming for a while, then I'll be able to concentrate myself... > JOOP (astonished): there's none in front of you, my Lord (then he begins to > departing from Vanserie and he tells to himself) He's totally going mad, his > end must be near...It's better to leave from here > VANSERIE (seeing Joop's leaving): Oh Joop! you're not better than the > others...(then turned again to the woman he yells) Who are you!?!? You are a > monster, aren't you? A monster sent by some enemies of mine to kill me, > arent' you? Joop!Joop! help me defeating this monster! I order this to you! > WOMAN (suddenly stopping to scream, with an waful voice): The time of orders > for you is finished, Vanserie! (then she return to scream) > VANSERIE (Outraged): What ibsolence! Who are you to say these things to me? > I'm not scared by you, monster! Instead you must fear me! > (then he starts casting spells to the woman. Obviously the spells don't hurt > her) > VANSERIE: Die! Die! All in this manner shall finish Vanserie's enemies. DIE! > (then enters Anton attracted by the loudly sounds, who approaches Joop) > ANTON: What's happening here? > JOOP (totally scared): He's gone crazy! He's talking about a mysterious > woman who's menacing him. But no women are here! Let me leave sir, plaese > ANTON (to Joop): Depart, and don't tell to anyone what you saw (then telling > himself): maybe this is Vanserie's last hour, maybe not. Let's see how far > his madness is arrived (and he goes to the right side of the stage) > (The woman departs, exiting from the stage through the left side, always > screaming) > VANSERIE (exhausted): She ran away but surely she'll return...I didn't hurt > her...Who's she? > > _______________________________________________________ Say Bye to Slow Internet! http://www.home.com/xinbox/signup.html ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 16:16:20 +0200 Reply-To: Mystara Sender: Mystara From: DM Subject: Re: Dexterous Deflecting Halfling? (was: Double damage question) Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Phillip Jones wrote: > Also, even if he's got a low Save vs Death Ray, he has a limited number of > deflect attempts (usually 3 at Grand Master, and they don't increase with > Speed!), so u only need put him against foes who deal more blows he can > parry, no big deal. <> ohhhh, well Phillip, I'm suggesting u ways to tone down these kick-ass abilities by using rules where there's vacuum in the original stuff, but if u really wants to hurt yourself... :p Anyway, u just have to think about this: if u allow Deflect to be doubled by Haste, what will happen when you halfling will get two Haste on himself and attain high mastery with short sword? I'll tell u what: he'll be UNTOUCHABLE. You'll have to put scores of magic users against him to harm him, and that is not always feasible.. (also he'll wonder why all these sorcerers hanging around now that he can fend off all those mean 36th level fighters...) :) Seriously though, I have always limited the number of Deflectable hits to that listed by weapon masteries, to avoid both PCs and NPCs profiting from this. And if u say giving weapon mastery to too many people slows down combat, you'll see that giving to many Deflect will surely speed up down combat.. yes, the NPCs will die faster! :p > Also remember: punches, kicks, tails and fangs cannot be deflected... and > neither cesti can (4d4 with a punch can be quite a lot!). So use mystics > and beasts against him. <> WHAT???????? Have u ever tried using a sword to deflect a punch, I mean IRL? It is just impossible, believe me! I reason that the AC bonus given by the weapon reflects the ability of the character to use his weapon to fend off the attack attempts and close his guard, but if he gets hit by a punch, he cannot deflect it as if it was a weapon or he'll harm the attacker but he'll get harmed nonetheless. So I simply judge he cannot deflect natural weapons. <> Well, if u don't allow fangs to be deflected cause it'd harm the attacker, then why do u allow deflecting talons, claws and kicks? I assure u in case the weapon hits, it WILL harm the attacker! But that would be too powerful in game terms (dealing Hps while defending!). << This also stops PC mystics being too overpowered. A PC that gets multiple attacks relatively early, a quite serious amount of damage when punching/kicking someone, and undeflectable attacks, would be a nightmare!!!>> Well then depower the Mystic PC, as I've done. Sure he gets multiple attacks earlier, but hey, he cannot use protective stuff and gets no Armor Value! He can be killed easily at low and middle levels than a common fighter! Also, u can always deflect natural weapons by using a SHIELD! IMC I allow a PC using a shield to save vs Death Ray to deflect any attack (even natural weapons up to 2 size larger, like a dragon's claws - see Combat & Tactics for a list of monster relative size and their limbs size - except boulders and siege weapons). Obviously the shield gets some damage and the PC loses 1 attack for each deflect attempt he makes with the shield, but it can work! <> I use this rule as well, but I rule that the attacking weapon must be maximum one size larger than the deflecting WEAPON (not individual). IMHO a short sword held by a halfling can deflect a broadsword held by an ogre.. DM Senior Editor of the Mystaran Almanac First Officer of U.S.S. Unicorn "You don't stop playing because you grow old: you grow old because you stop playing!" Visit Marco's Mystara Homepage at: http://www.geocities.com/TimesSquare/Dungeon/2967 And Mystara Italian Homepage at: http://www.geocities.com/TimesSquare/Dungeon/9940 Join the Mystara Webring at: http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html Join the Starfleet Academy at: http://gioco.net/startrek (Italian RPG PBEM) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 16:30:41 +0200 Reply-To: Mystara Sender: Mystara From: DM Subject: Re: Dexterous Deflecting Halfling? (was: Double damage question) Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Paul George Dooley wrote: > Have u ever thought of DISARMING him instead of trying direct attacks? > Disarming attacks cannot be deflected nor parried, << Have to disagree with that on the basic principle that even though it might say so in the game, and it makes no mention either way in the Rules Cyclopedia, it's just not true.>> Why then? Please give me a reason. IMO a Disarm attempt cannot be deflected cause it's something different from a blow dealt to harm the character, and the character has been trained to deflect blows carried in a certain fashion, blows directed at vital points with a certain amount of speed, etc. A Disarm option instead is very nimble, it doesn't harm the opponent, and it's directed against the weapon more than the opponent. So even if u put your weapon in the attacker's way, you actually help his Disarming attempt! That's my reason behind the rule. > Also, even if he's got a low Save vs Death Ray, he has a limited number of > deflect attempts (usually 3 at Grand Master, and they don't increase with > Speed!), so u only need put him against foes who deal more blows he can > parry, no big deal. << Unless this occurs only ocasionally people will know all you are doing is picking on the player and, since he's known far and wide as one of the finest users of his weapon anywhere, most opponents will choose to go annoy his comerades and bargain over his captured friends.>> Well, give em more opponents tout court, more for everyone! After all why should the odds be always in favour of the PCs? I've seen dozens of times the situation where 5-6 PCs go all against a single baddie and defeat him.. OBVIOUSLY! It's 6 against 1, hell, and they're not always 10 levels lower than him! What do u think the poor 1st lvl guardsman should say when he is confronted by 10th level PCs who don't want to give him the weapons or refuse to be carried to the constabulary for interrogation, uh? Well, shit happens.. FOR EVERYONE, remember! ;) << As to the Speed thing even then that's not forbidden, chech the wording on Haste, but I can see your point in doing so. Mind you I do sort of like the idea of the evil cleric being able to deflect 8 blows per round in the final conflict with the PCs.>> Oh well, it's always a double edged weapon, Paul, since the PCs can use it too. ANd in these cases, I always go with toning down the rule. Give em too much, and your campaign will be dead! I tell u I've been running a Master level campaign for the last 4 months and it's always difficult to keep the players on their toes, but this kinda things help. Also, to ask something along the line, how do u use the Smash attack? I mean, do u allow multiple Smash maneuvers in the same round (one per attack)? IMC I've ruled one Smash per ACTION, so more smash only if hasted... (and that -5 penalty is just useless once the Fighters start using Weapon Mastery bonuses -just need to be Expert with +4 to balance it - or reach 20th level or so). DM Senior Editor of the Mystaran Almanac First Officer of U.S.S. Unicorn "You don't stop playing because you grow old: you grow old because you stop playing!" Visit Marco's Mystara Homepage at: http://www.geocities.com/TimesSquare/Dungeon/2967 And Mystara Italian Homepage at: http://www.geocities.com/TimesSquare/Dungeon/9940 Join the Mystara Webring at: http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html Join the Starfleet Academy at: http://gioco.net/startrek (Italian RPG PBEM) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Fri, 11 Aug 2000 22:25:07 -0400 Reply-To: Mystara Sender: Mystara From: Dylan Gault Subject: Re: Review -The new Player's Handbook In-Reply-To: <3.0.5.32.20000811162450.007d5990@lby3.com> MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT I'll get to my PHB comments in a moment. Whoops, probably too long. Beau wrote: > My 3E question: I know that Barbarians have to take the Literacy skill. Is > there an accomodation made in the PHB for requiring other player characters > to take it, too? I'm pretty strongly against all PCs IMC being able to read > and write by default. Yeah, I often run things like that too. It isn't in the PHB, but that's because it's a campaign (balance) issue, so it's bound to be covered in the DMG. The campaign as it is set out in the PHB is essentially Greyhawk, things like the spread of literacy is a culturalaspect of the campaign, rather than a need for any particular class. This doesn't sound like a major campaign balance issue, so you should be able to talior it without too much worry. Just be sure to tell your players first [wink]. (Rumour has it that the DMG handle issues like this fantastically, but I'll wait and see.) Character Creation Basic Section (pg 4): "[Step] 0. Check with your Dungeon Master Your Dungeon Master (DM) may have house rules or campaign standards that vary from the standard rules." They should put this rule at the start of every chapter of evert RPG book. On to the PHB as a whole... I must say that while the art is nice, and consistent, it's still a little behind the times. I mean, every female in the picture of all the races on page 13 has a washboard stomach and an (at least) ample chest. And the Men on the opposite page are all pretty buff too. I mean, I lkie the change for halflings and all, but if people can eat well enough for these physiques in Greyhawk, at least somebody shoudl be obese. I mean, really, wizards are the couch potato of the adventuring world. Let's see a fat wizard already! [Rant over.] As far as mechanics of "roll"-playing go, the system is nice and complicated, without being too difficult to learn and use. I've said it before and I'll say it again: it's like Earthdawn. If you can swing a sword/club/fist, you can try to do nothing but dodge, charge someone, or perform a number of other actions that one imagines that one could do. As far as "role"-playing goes, will have to see. If your players relax with the rules and feel free to build the characters they want, then you should see some great playing. Being able to advance in a number of classes gives you room to develop in a way consistent with a wide variety of heroic visions. If you throw every rule you've got at the players, the group as a whole is better off being single-classed. This way, everyone can max out and be good at a few things, and working together can cover all the bases. Let me try to give an example... Take Conan, from the movie. Here is a young kid, who let's say learns one level of barbarian as a youngster. Then as a young adult, he gets more experience in the ring. Now he goes off to learn how to become a fighter, with training that is much more focussed and precise. (Barbarian fighter is such a good, single-minded combination that it is almost a single class.) Later on, he joins up with a thief, and learns some skills from him. So now he can fight, go a little crazy if he wants to, and he can sneak up on people to deliver a little more punishment. Not if Conan's family had never crossed Thulsa doom, and Conan had advanced only as a barbarian, this Conan (ConanB), might be better in a party than Conan (ConanA). Why? Well, ConanB would be have some higher level abilities that ConanA would be missing. The real benefits in continuing as a barbarian, though, are in being able to go bezerk more times a day, getting the ability to dodge traps better than normal, and the ability to shrug off a little damage. In a party setting, this might be usefull. ConanB would dodge a trap that burined the party. Then he could enter a rage and get the strength to lift the beam that is pinning the rest of the party. Of course, maybe ConanA could spot the trap, and thus the whole thing would be avoided. As you go up levels, though, it gets harder to spot those traps. So it would be better to have ConanB and a high level Rogue in the party than two of ConanA. Gee, I hope this made some sense. We'll probably hash through this, and more Mystara related matters within 3E, in the next few months. Toodles, Dylan ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 03:37:04 -0300 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?Andr=E9_Martins?= Subject: Re: Elven Evolution MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 8bit ----- Original Message ----- From: "SteelAngel" > Evolution happens far far too fast on Mystara to be even considered as > such. We may have to turn to the creationists for this one :) > > Mystaran elves are inherently magical beings, ne? It may be assumed that > their magical structure may adapt much faster to changes of climate. In > fact, even after one generation. > > Another thing to consider is that the Elven racial maximum is ~800 years > or so. IMHO, an 800 year old elf is quite frail - since the SE's lived at > a time of great chaos, it could be that most elves didn't live past 3 or 4 > hundred. > > Either way, elves live far too long for 'real world' rules to have any > efect. We may have to just leave it as "magic" :) > This is the right way to go. Real world evolution, based solely on chance mutations and the best solutions having a higher probability of surviving and, therefore, becoming more and more common with time in a species, works just too slowly to serve as an explanation. Yes, computer models do show that large variations can happen in a few thousand generations under a constant evolutionary pressure, but with slow breeding species like elves we are talking about tens of generations, instead of thousands. And that would pressupose some kind of pressure. I just can't see what kind of pressures the elves would have to be vulnerable to light. That doesn't mean that can't happen, but it would be some side-effect of something else, then. Anyway, in a setting where gods do influence everyday life, where the planet is considered a sentient and intelligent living being (and that is not a metaphor), creationism seems by far the simpler solution. It would just be a matter of finding the right forces pushing a species into a direction or another. Likely candidates are the Immortal themselves; Old Ones; really powerful wizards from any species toying with lesser beings; some sort of species thinking spirit inhabiting the Shadow World and fighting to keep its representants alive, even if it has to change itself; or anything else you can come up with. The actual players behind evolution are probably best left foe each DM to decide. About radiation, it wouldn't cause fast real life evolution like some people were proposing. It can increase mutation rate, surely, but that would be detrimental to the species as most mutations are worse than the original, only very rare ones would be beneficial. That does mean a strong pressure for evolution, but evolution towards making a species less vulnerable to radiation. In a very simple way, elves who are more vlnerable would give birth to sick, weak, children, elves who were more resistant would be the ones having children and so on. If the pressure were storng enough (too much radiation) the effects could be seen rapidly. The vulnerable elves dies in a great disaster for their civilization as only the rare resistant ones survive and are left to repopulate the areas they live in. Those events would have certainly be recorded in elven history. I am not saying that evolution won't happen in Mystara. It will, specially when very strong pressures are present. It is just that there are other faster acting forces loose, so those are bound to be the right explanation for most events. Andr� ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 04:10:50 -0300 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?Andr=E9_Martins?= Subject: Re: Evolution and Traldarans MIME-Version: 1.0 Content-Type: multipart/alternative; boundary="----=_NextPart_000_0114_01C00413.4CFE5540" This is a multi-part message in MIME format. ------=_NextPart_000_0114_01C00413.4CFE5540 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable ----- Original Message -----=20 From: Jeff Daly=20 First off, let's keep in mind that our ideas regarding how fast = Evolution "should" happen come from the deductions of theorists = regarding a theory. As such, it is perfectly legitimate in our fantasy = worlds to say, "They have it all wrong, that's not how it works...its = like this..." You can't just say they have it all wrong. That's how OUR world works. = But, of course, we are talking about a fanatsy setting, where things can = and do happen differently. Heck, if we can take actual scientific LAW and turn it on its head for = our fantasy worlds, we can certainly play around with theories. =20 I couldn't agree more on this point, but I feel some comments are = necessary on the remaining of your letter. Mystara has a great deal of precedence for taking what is understood = as "true" or "likely to be true" and standing it on its head. Talk to = some theorists and they will swear up and down that time is a dimension. = Talk to a "pure" Mystaran and he will respond calmly, "No my dear = fellow, Time is a sphere, not one of the infinite dimensions by any = means..." That's not exactly an argument, as you are using different meanings for = the words in each sentence. If you define time the way it is done in = Physics, it is a dimension, but that definition of dimension has nothing = to do with the mystaran one. The Theory of Evolution will not be proven as fact until one of two = things happen. Either we'll have to invent a time machine, so that the = phenomenon can be properly observed, or we will have to spend millions = of years watching it happen from this date. Either way, chances are = that no one will be able to authoritatively dispute any mistakes you = might make. Not true. Evolution is as well proved as any scientific theory can be = and, in its more basically form, it is so simple that one will have a = really hard time just trying to explain why it wouldn't be so. Ok, there = are creationists in the world, but those are NOT the serious people = studying those phenomena. But then, there is always lots of people who = don't work in the area, don't know much about it, but feel theymight = have something to say, who speaks their minds, confusing the things for = anyone outside the academic=20 Well, unless God suddenly manifests and says, "NO MISTER DM...THAT'S = NOT IT AT ALL..." Can you say that it was really God who appeared and not some other = intelligent being capable of deceiving you and me? Can you be sure you = are not crazy? Seems even that wouldn't solve it :) But let's leave = religious stuff out of the discussion, as that could go too far... Andr=E9 ------=_NextPart_000_0114_01C00413.4CFE5540 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
 
 
 
 
----- Original Message -----
From:=20 Jeff Daly=20

First off, let's keep in mind that = our ideas=20 regarding how fast Evolution "should" happen come from the deductions = of=20 theorists regarding a theory.  As such, it is perfectly = legitimate in our=20 fantasy worlds to say, "They have it all wrong, that's not how it = works...its=20 like this..."
 
You can't just say they have it all wrong. = That's how=20 OUR world works. But, of course, we are talking about a fanatsy setting, = where=20 things can and do happen differently.
 
Heck, if we can take actual = scientific LAW and=20 turn it on its head for our fantasy worlds, we can certainly play = around with=20 theories. 
 
I couldn't agree more on this = point, but I=20 feel some comments are necessary on the remaining of your = letter.
Mystara has a great deal of = precedence for taking=20 what is understood as "true" or "likely to be true" and standing it on = its=20 head.  Talk to some theorists and they will swear up and down = that time=20 is a dimension.  Talk to a "pure" Mystaran and he will respond = calmly,=20 "No my dear fellow, Time is a sphere, not one of the infinite = dimensions by=20 any means..."
 
That's not exactly an argument, as you are = using=20 different meanings for the words in each sentence. If you define time = the way it=20 is done in Physics, it is a dimension, but that definition of dimension = has=20 nothing to do with the mystaran one.
The Theory of Evolution will not be = proven as=20 fact until one of two things happen.  Either we'll have to invent = a time=20 machine, so that the phenomenon can be properly observed, or we will = have to=20 spend millions of years watching it happen from this date.  = Either way,=20 chances are that no one will be able to authoritatively dispute any = mistakes=20 you might make.
Not true. Evolution is as well proved as = any=20 scientific theory can be and, in its more basically form, it is so = simple that=20 one will have a really hard time just trying to explain why it wouldn't = be so.=20 Ok, there are creationists in the world, but those are NOT the serious = people=20 studying those phenomena. But then, there is always lots of people who = don't=20 work in the area, don't know much about it, but feel theymight have = something to=20 say, who speaks their minds, confusing the things for anyone outside the = academic
 
Well, unless God suddenly manifests = and says, "NO=20 MISTER DM...THAT'S NOT IT AT ALL..."
 
Can you say that it was really God who = appeared and=20 not some other intelligent being capable of deceiving you and = me? Can=20 you be sure you are not crazy? Seems even that wouldn't solve it :) But = let's=20 leave religious stuff out of the discussion, as that could go too=20 far...
 
Andr=E9
------=_NextPart_000_0114_01C00413.4CFE5540-- ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 00:31:45 -0700 Reply-To: Mystara Sender: Mystara From: "David S. Leland" Subject: Re: Elven Evolution In-Reply-To: <00e501c00427$c1754e60$46f0b6c8@virtua.com.br> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii"; format=flowed Just a few bulletted thoughts re: evolution/creation. * There is currently renewed controversy about punctual vs. gradual evolution, such that some researchers think we can have examples of very fast evolution brought on by cataclysmic events in the environment. * There is currently some evidence, far from conclusive, that certain organisms may be able to actually change their own rate of mutation in response to environmental events. Yes, it smacks of Lamarckianism, but isn't directed at particular adaptations, just an increase in mutability so as to favor risk-taking in the face of great pressure. * Arguing against the feasibility of evolutionary arguments and for creationism on Mystara is applying a double standard to fantasy. There is nothing more fantastical about a magical world with fast mutation and evolution sans excessive genetic failures than a world with not only creationism, but repeated creationist interventions and modifications in response to environmental events. If you can buy the idea of Immortals not only creating races but modifying them again and again over the centuries and millenia, it is hardly a stretch to think that on Mystara evolution has a magical (or just an alternative natural) mechanism that supports speedy changes in species with most variations being viable. * For comparison, check out Top Ballista and consider the whole notion of gnomes' fantasy physics. Serraine flies, and it ain't just spells. It's >fantasy physics<. If fantasy physics, why not fantasy evolution? Magus Coeruleus dleland@cogsci.ucsd.edu cogsci.ucsd.edu/~dleland ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 05:08:56 -0300 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?Andr=E9_Martins?= Subject: Re: Elven Evolution MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 8bit ----- Original Message ----- From: "David S. Leland" To: Sent: S�bado, 12 de Agosto de 2000 04:31 Subject: Re: [MYSTARA] Elven Evolution > Just a few bulletted thoughts re: evolution/creation. > > * There is currently renewed controversy about punctual vs. gradual > evolution, such that some researchers think we can have examples of > very fast evolution brought on by cataclysmic events in the > environment. Sure enough, but I wasn't willing to enter into that discussion. My point was that even that very fast wouldn't be enough for the elves to change in few generations. If you get down from thousands of generations to hundreds of them, that's incredibly fast, evolutionary (we could then be very different from the ancient egyptians, if there were a catastrophe to ensure that). Still not enough for elves to change noticeably in a few thousand years. > * There is currently some evidence, far from conclusive, that certain > organisms may be able to actually change their own rate of mutation > in response to environmental events. Yes, it smacks of > Lamarckianism, but isn't directed at particular adaptations, just an > increase in mutability so as to favor risk-taking in the face of > great pressure. I know that is out of topic, so please answer in private. When I started studying the subject, I remember thinking that might be a possibility, but I never developped that idea. Can you point me to references to those evidences? Andr� ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 10:43:22 +0100 Reply-To: Mystara Sender: Mystara From: Phillip Jones Subject: Re: Dexterous Deflecting Halfling? (was: Double damage question) MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit > < deflects he can make in one round. Being Hasted actually increases the > number of actions that the hasted character can do in one round (double his > attacks etc), and as one action allows that character to, say deflect 3 > blows, then having an additional action (which he uses to attack with) > should yield another 3 deflections. Of course, only one attempt to deflect > could be made for a single blow.....>> > > ohhhh, well Phillip, I'm suggesting u ways to tone down these kick-ass > abilities by using rules where there's vacuum in the original stuff, but if > u really wants to hurt yourself... :p > > Anyway, u just have to think about this: if u allow Deflect to be doubled > by Haste, what will happen when you halfling will get two Haste on himself > and attain high mastery with short sword? I'll tell u what: he'll be > UNTOUCHABLE. You'll have to put scores of magic users against him to harm > him, and that is not always feasible.. (also he'll wonder why all these > sorcerers hanging around now that he can fend off all those mean 36th level > fighters...) :) > > Seriously though, I have always limited the number of Deflectable hits to > that listed by weapon masteries, to avoid both PCs and NPCs profiting from > this. And if u say giving weapon mastery to too many people slows down > combat, you'll see that giving to many Deflect will surely speed up down > combat.. yes, the NPCs will die faster! :p Totally agree with you. But what do you do about the attack damage for the extra attacks? Limit them to base damage only? If you allow the PC weapon mastery damage for the additional attacks, then by default, you must allow the additional defence benefits as well. However, your last post has got me thinking on a system change that'll stop them deflecting so often. Its either going to be a -2 penalty to the saving throw vs death ray to deflect for each level of weapon mastery (much like the way the "to hit" roll system is based), or a -2 penalty for each level of difference between the two combatants. I'm not sure on which option I'll choose yet, as they haven't been tested in practice yet. Any thoughts on the two proposed systems would be appreciated though. > < these attacks can be brushed aside without actually harming the attacker),>>> > > WHAT???????? Have u ever tried using a sword to deflect a punch, I mean > IRL? It is just impossible, believe me! I reason that the AC bonus given by > the weapon reflects the ability of the character to use his weapon to fend > off the attack attempts and close his guard, but if he gets hit by a punch, > he cannot deflect it as if it was a weapon or he'll harm the attacker but > he'll get harmed nonetheless. So I simply judge he cannot deflect natural > weapons. Not IRL no (although I've "practiced" with my sons plastic sword a bit ) ), although if you smack the inside of the arm with the flat of the blade, it would knock the arm out wide, thus causing the blow to miss, much in the same way as they block in karate etc. This would be acceptable, as although the blow might sting, it would not cause HPs damage. I'm sure that there are other ways to deflect a punch with a sword, but as I'm not an expert I can't think of any other examples to give. > < harming the attacker - getting smacked in the head or chewing on a blade has > got to hurt!!). >> > > Well, if u don't allow fangs to be deflected cause it'd harm the attacker, > then why do u allow deflecting talons, claws and kicks? I assure u in case > the weapon hits, it WILL harm the attacker! But that would be too powerful > in game terms (dealing Hps while defending!). I have had arguments from my players that they should be able to deflect a bite as well, but until they give me an example of how this could be achieved without injuring the creature, I won't allow it. :) > << This also stops PC mystics being too overpowered. A PC that > gets multiple attacks relatively early, a quite serious amount of damage > when punching/kicking someone, and undeflectable attacks, would be a > nightmare!!!>> > > Well then depower the Mystic PC, as I've done. Sure he gets multiple > attacks earlier, but hey, he cannot use protective stuff and gets no Armor > Value! He can be killed easily at low and middle levels than a common > fighter! > Also, u can always deflect natural weapons by using a SHIELD! IMC I allow a > PC using a shield to save vs Death Ray to deflect any attack (even natural > weapons up to 2 size larger, like a dragon's claws - see Combat & Tactics > for a list of monster relative size and their limbs size - except boulders > and siege weapons). Obviously the shield gets some damage and the PC loses > 1 attack for each deflect attempt he makes with the shield, but it can work! I have developed weapon mastery charts for Shields, but I do not allow them to deflect with them at basic (default) level. I believe the bonus to AC is good enough for an unskilled wielder to have. Is this Combat & Tactics in one of the AD&D Options books?? I primarily run OD&D but do have the AD&D 2nd Ed PHB and DMG. I haven't noticed that section though. > < the rule that an attack can only be deflected if the attacking creature is > no more than 1 size category higher/lower than the deflecting individual (I > better mention here that I've adopted a sizing system much like in AD&D, the > D&D one being far to generic).>> > > I use this rule as well, but I rule that the attacking weapon must be > maximum one size larger than the deflecting WEAPON (not individual). IMHO a > short sword held by a halfling can deflect a broadsword held by an ogre.. I don't know about that, a giant can use a human sized sword like a dagger, but the force behind the blow would send a halfling flying. Its definately worth looking into though. Thanks. :) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 02:47:18 -0700 Reply-To: Mystara Sender: Mystara From: "David S. Leland" Subject: Re: Elven Evolution In-Reply-To: <01a901c00434$904008a0$46f0b6c8@virtua.com.br> Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1"; format=flowed Content-Transfer-Encoding: quoted-printable My first two points on the current state of evolution science in the=20 real world were not intended to be solid arguments for what could=20 happen on Mystara based on real world precedent. I just wanted to=20 broaden the perspective of people who might not be aware of these=20 controversies so that they see how amazing the possibilites still=20 seem in the real world. I highly doubt that punctual evolution in=20 the real world could ever be fast enough to account for proposed=20 elven evolution rate, but I think it could be a lot faster than we=20 think, and thus make the "stretch" of a fast fantasy evolution=20 explanation more feasible than if we use currently accepted rates of=20 evolution. I'll get back to you privately about the changing rate of mutation=20 thing after I talk to my friend who knows more about this. I heard=20 about it from him and two other biology grad students, but I've never=20 read 1st hand about it and can't point you to anything just yet. I'm=20 not in that field but frankly I think the concept is pretty exciting! At 01:08 AM 8/12/00, Andr=E9 Martins wrote: ----- Original Message ----- From: "David S. Leland" To: Sent: S=E1bado, 12 de Agosto de 2000 04:31 Subject: Re: [MYSTARA] Elven Evolution > Just a few bulletted thoughts re: evolution/creation. > > * There is currently renewed controversy about punctual vs.=20 gradual > evolution, such that some researchers think we can have examples=20 of > very fast evolution brought on by cataclysmic events in the > environment. Sure enough, but I wasn't willing to enter into that discussion. My=20 point was that even that very fast wouldn't be enough for the elves to change in few generations.=20 If you get down from thousands of generations to hundreds of them, that's incredibly fast, evolutionary (we could then be very different from the ancient egyptians, if there were a=20 catastrophe to ensure that). Still not enough for elves to change noticeably in a few thousand years. > * There is currently some evidence, far from conclusive, that=20 certain > organisms may be able to actually change their own rate of=20 mutation > in response to environmental events. Yes, it smacks of > Lamarckianism, but isn't directed at particular adaptations, just=20 an > increase in mutability so as to favor risk-taking in the face of > great pressure. I know that is out of topic, so please answer in private. When I=20 started studying the subject, I remember thinking that might be a possibility, but I never developped=20 that idea. Can you point me to references to those evidences? Andr=E9 dleland@cogsci.ucsd.edu cogsci.ucsd.edu/~dleland ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 14:39:13 +0100 Reply-To: Mystara Sender: Mystara From: Paul George Dooley Subject: Re: Dexterous Deflecting Halfling? (was: Double damage question) MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit > Why then? Please give me a reason. > IMO a Disarm attempt cannot be deflected cause it's something different > from a blow dealt to harm the character, and the character has been trained > to deflect blows carried in a certain fashion, blows directed at vital > points with a certain amount of speed, etc. A Disarm option instead is very > nimble, it doesn't harm the opponent, and it's directed against the weapon > more than the opponent. So even if u put your weapon in the attacker's way, > you actually help his Disarming attempt! That's my reason behind the rule. > I could do the old joke about opinions, but for once I'll try not to lower the tone, other than by my presence of course. If the cha5racter has only been trained to fight against one kind of opponent using one kind of weapon then your version might have some validity, but since for survival sake, they would train against opponents using different styles and weapons they shouldn't suffer this problem. Usually one of the very first things taught is how to avoid getting your weapon taken off of you, puting a different bit of the weapon in the way actually is one of the basic ways of stopping any disarming attempt. It's actually shown in a manual of swordplay which is demonstrated at the Armories here in the UK. However, as before, if I was paying in a game you were running, your opinion is the one that counts. > > Also, even if he's got a low Save vs Death Ray, he has a limited number of > > deflect attempts (usually 3 at Grand Master, and they don't increase with > > Speed!), so u only need put him against foes who deal more blows he can > > parry, no big deal. > > << Unless this occurs only ocasionally people will know all you are doing > is picking on the player and, since he's known far and wide as one of the > finest users of his weapon anywhere, most opponents will choose to go annoy > his comerades and bargain over his captured friends.>> > > Well, give em more opponents tout court, more for everyone! After all why > should the odds be always in favour of the PCs? I've seen dozens of times > the situation where 5-6 PCs go all against a single baddie and defeat him.. > OBVIOUSLY! It's 6 against 1, hell, and they're not always 10 levels lower > than him! > What do u think the poor 1st lvl guardsman should say when he is confronted > by 10th level PCs who don't want to give him the weapons or refuse to be > carried to the constabulary for interrogation, uh? Well, shit happens.. FOR > EVERYONE, remember! ;) > If shit happens all the time every time though it becomes boring. As for the guard is he just a 'rent a cop' or a dedicated member of the king's guard? The first may use harsh language but will usually not risk their own life, whereas the second, knowing that not following his orders and responding with violence will have the PC dancing the "Last Waltz", is much more likely to engage. > << As to the Speed thing even then that's not forbidden, chech the wording > on Haste, but I can see your point in doing so. Mind you I do sort of like > the idea of the evil cleric being able to deflect 8 blows per round in the > final conflict with the PCs.>> > > Oh well, it's always a double edged weapon, Paul, since the PCs can use it > too. That's why my high level baddies throw dispel magic at the area the PCs are in before engaging. ANd in these cases, I always go with toning down the rule. Give em too > much, and your campaign will be dead! I tell u I've been running a Master > level campaign for the last 4 months and it's always difficult to keep the > players on their toes, but this kinda things help. > My own personal favourite tactic against powerful PCs, once the enemy is aware of them, is concentrated poisoned bowfire against one opponent, preferably the cleric, until they drop, then choosing another PC for the same service. Playing your baddies that smart also means that if cornered by the PCs they will surrender, rather than die in a pointless melee, planning their escape and revenge. > Also, to ask something along the line, how do u use the Smash attack? I > mean, do u allow multiple Smash maneuvers in the same round (one per > attack)? IMC I've ruled one Smash per ACTION, so more smash only if > hasted... (and that -5 penalty is just useless once the Fighters start > using Weapon Mastery bonuses -just need to be Expert with +4 to balance it > - or reach 20th level or so). > Only one per round in my game too, but I do allow it for those heroic cleaving a boulder in two maneuvers. After all the character could probably do more damage with individual attacks at this level. Hamlet I, v, 166. Words to live by? Paul ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 13:04:01 EDT Reply-To: Mystara Sender: Mystara From: Lord Deldain Subject: Re: Review -The new Player's Handbook MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 8/11/00 7:33:50 PM Pacific Daylight Time, dylan.gault@SYMPATICO.CA writes: << I must say that while the art is nice, and consistent, it's still a little behind the times. I mean, every female in the picture of all the races on page 13 has a washboard stomach and an (at least) ample chest. And the Men on the opposite page are all pretty buff too. I mean, I lkie the change for halflings and all, but if people can eat well enough for these physiques in Greyhawk, at least somebody shoudl be obese. I mean, really, wizards are the couch potato of the adventuring world. Let's see a fat wizard already! >> There is one slightly obese human on the size comparison chart (the one with the Great Red Wyrm, Cloud Giant, etc.). But I do agree, most of the characters have the 'model' syndrome in that everyone pictured seems to be the most perfect member of their race they could find. But we all know the reason for that is because that's what most newbies tend to play, at least from what I've seen. It usually takes people a while to warm up to the idea of playing physically imperfect characters. For whatever reason they might have. I know I was guilty of it at first, but now it seems I can't make a character without giving them some strange flaw or disfigurement that works into their background. - Deldain ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 13:07:02 EDT Reply-To: Mystara Sender: Mystara From: Lord Deldain Subject: Re: Review -The new Player's Handbook MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 8/11/00 4:43:13 PM Pacific Daylight Time, lby3@LBY3.COM writes: << My 3E question: I know that Barbarians have to take the Literacy skill. Is there an accomodation made in the PHB for requiring other player characters to take it, too? I'm pretty strongly against all PCs IMC being able to read and write by default. >> >From everything I've seen it assume all charactes, except Barbarians of course, are automatically literate. I think they assume as much because of the stronger emphasis on fantasy over reality in the new edition. In the more historic 1e and 2e rules it made more sense. However, the easy way to remedy the problem is to make literacy a class-skill for all the other classes, and if they don't take it, it's because they made the decision not to. -Deldain ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 13 Aug 2000 10:33:21 -0600 Reply-To: Mystara Sender: Mystara From: Leroy Van Camp III Subject: Re: Review -The new Player's Handbook MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Lord Deldain meandered fecklessly... > << My 3E question: I know that Barbarians have to take the Literacy skill. Is > there an accomodation made in the PHB for requiring other player characters > to take it, too? I'm pretty strongly against all PCs IMC being able to read > and write by default. >> > > From everything I've seen it assume all charactes, except Barbarians of > course, are automatically literate. I think they assume as much because of > the stronger emphasis on fantasy over reality in the new edition. In the more > historic 1e and 2e rules it made more sense. However, the easy way to remedy > the problem is to make literacy a class-skill for all the other classes, and > if they don't take it, it's because they made the decision not to. I have always enjoyed that fact that at least one or two of the PC's in any larger game I run are unlikely to be able to read or write. It is a small thing, but it tended to emphasize that idea that some people tend to fill certain roles in the group. I have removed automatic literacy from all classes except the Wizard, Cleric and Bard. Everyone else must pay 2 skill points. It doesn't really work as a skill, per se, since you never have to roll against it. It is an either/or kind thing. Leroy Van Camp III malacoda@uswest.net http://www.users.uswest.net/~malacoda/TarkasBrainLabIV.html ICQ #20039817 "My hamster had five babies last week. This morning when I looked in the cage she had ate two of them little babies. What the heck. Had a couple myself." Earl, Red Meat ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 14:11:34 EDT Reply-To: Mystara Sender: Mystara From: SR Johnson Subject: Mystaran Evolution MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable Boy, John C. really sparked off a big explosion of responses=20 when he posted "Elven evolution" on 8/9/00!! Not that I think this will put an end to this matter (only time can=20 do that=E2=80=94you know that dimension/sphere thingie), but I've=20 noticed there seems to be a partial consensus on a few things: --> That the various "races" and species of life on Mystara go=20 through significant biological changes in relatively short timespans. --> That most of us want a reason for each change (if not provided=20 by canon material already) and we want it to make sense. --> That, depending on taste, some Mystraphiles think their=20 Mystara should be governed by (more or less) real-world=20 science and some Mystraphiles think things like "evolution" are better off being mysterious and fantastical.=20 --> That even the more real-world oriented, like myself (I like to=20 mix fantasy & sci-fi), know that in a fantasy setting, conun- drums that contradict real-world science are resolved by=20 remembering that where there is magic, all rules are mutable. See, everyone really is in agreement! ;-) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 15:16:20 -0400 Reply-To: Mystara Sender: Mystara From: Jeff Daly Subject: Re: Evolution and Traldarans MIME-Version: 1.0 Content-Type: multipart/alternative; boundary="----=_NextPart_000_0006_01C00470.45118C00" This is a multi-part message in MIME format. ------=_NextPart_000_0006_01C00470.45118C00 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable ----- Original Message -----=20 From: Jeff Daly=20 First off, let's keep in mind that our ideas regarding how fast = Evolution "should" happen come from the deductions of theorists = regarding a theory. As such, it is perfectly legitimate in our fantasy = worlds to say, "They have it all wrong, that's not how it works...its = like this..." =20 You can't just say they have it all wrong. That's how OUR world works. = But, of course, we are talking about a fanatsy setting, where things can = and do happen differently. Yes, yes I can say they have it all wrong. Unless you are willing to = come to my house and try to physically prevent me, I can say anything I = want. Reread what I wrote. =20 Heck, if we can take actual scientific LAW and turn it on its head = for our fantasy worlds, we can certainly play around with theories. =20 =20 I couldn't agree more on this point, but I feel some comments are = necessary on the remaining of your letter. Mystara has a great deal of precedence for taking what is understood = as "true" or "likely to be true" and standing it on its head. Talk to = some theorists and they will swear up and down that time is a dimension. = Talk to a "pure" Mystaran and he will respond calmly, "No my dear = fellow, Time is a sphere, not one of the infinite dimensions by any = means..." =20 That's not exactly an argument, as you are using different meanings = for the words in each sentence. If you define time the way it is done in = Physics, it is a dimension, but that definition of dimension has nothing = to do with the mystaran one. Its not a different meaning at all. Time is time. Just ask Aristotle. The Theory of Evolution will not be proven as fact until one of two = things happen. Either we'll have to invent a time machine, so that the = phenomenon can be properly observed, or we will have to spend millions = of years watching it happen from this date. Either way, chances are = that no one will be able to authoritatively dispute any mistakes you = might make. Not true. Evolution is as well proved as any scientific theory can be = and, in its more basically form, it is so simple that one will have a = really hard time just trying to explain why it wouldn't be so. Ok, there = are creationists in the world, but those are NOT the serious people = studying those phenomena. But then, there is always lots of people who = don't work in the area, don't know much about it, but feel theymight = have something to say, who speaks their minds, confusing the things for = anyone outside the academic=20 If you have proof that the Theory of Evolution is a scientific fact, = then I would love for you to share that proof. There are many = scientists who would be quite interested. The very word "theory" means = that it has not been proven. When you speak of its "basic form" perhaps = you are talking about mere change. That's not really the Theory of = Evolution, which is a specific scientific theory. Your disparagement on = creationists is not really very nice, nor is it very well thought out. = Both sides are taking a stand on an issue using certain presuppositions = for their arguments. Whether the world was created in 7 days or 7 = billion years is just really not a big issue for me. I take = creationists and evolutionists with an equal grain of salt. =20 Well, unless God suddenly manifests and says, "NO MISTER DM...THAT'S = NOT IT AT ALL..." =20 Can you say that it was really God who appeared and not some other = intelligent being capable of deceiving you and me? Can you be sure you = are not crazy? Seems even that wouldn't solve it :) But let's leave = religious stuff out of the discussion, as that could go too far... Since I was talking about a theoretical situation, then theoretically = all answers could be provided so that even the most skeptical mind would = believe. =20 Andr=E9 ------=_NextPart_000_0006_01C00470.45118C00 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
 
 
----- Original Message -----
From:=20 Jeff Daly=20

First off, let's keep in mind that = our ideas=20 regarding how fast Evolution "should" happen come from the = deductions of=20 theorists regarding a theory.  As such, it is perfectly = legitimate in=20 our fantasy worlds to say, "They have it all wrong, that's not how = it=20 works...its like this..."
 
You can't just say they have it all = wrong. That's=20 how OUR world works. But, of course, we are talking about a fanatsy = setting,=20 where things can and do happen differently.
 
Yes, yes I can say they have it all = wrong. =20 Unless you are willing to come to my house and try to physically prevent = me, I=20 can say anything I want.  Reread what I wrote.
 
Heck, if we can take actual = scientific LAW and=20 turn it on its head for our fantasy worlds, we can certainly play = around=20 with theories. 
 
I couldn't agree more on = this point, but=20 I feel some comments are necessary on the remaining of your=20 letter.
Mystara has a great deal of = precedence for=20 taking what is understood as "true" or "likely to be true" and = standing it=20 on its head.  Talk to some theorists and they will swear up and = down=20 that time is a dimension.  Talk to a "pure" Mystaran and he = will=20 respond calmly, "No my dear fellow, Time is a sphere, not one of the = infinite dimensions by any means..."
 
That's not exactly an argument, as you = are using=20 different meanings for the words in each sentence. If you define time = the way=20 it is done in Physics, it is a dimension, but that definition of = dimension has=20 nothing to do with the mystaran one.
 
Its not a different meaning at all.  = Time is=20 time.  Just ask Aristotle.
The Theory of Evolution will not be = proven as=20 fact until one of two things happen.  Either we'll have to = invent a=20 time machine, so that the phenomenon can be properly observed, or we = will=20 have to spend millions of years watching it happen from this = date. =20 Either way, chances are that no one will be able to authoritatively = dispute=20 any mistakes you might make.
Not true. Evolution is as well proved as = any=20 scientific theory can be and, in its more basically form, it is so = simple that=20 one will have a really hard time just trying to explain why it = wouldn't be so.=20 Ok, there are creationists in the world, but those are NOT the serious = people=20 studying those phenomena. But then, there is always lots of people who = don't=20 work in the area, don't know much about it, but feel theymight have = something=20 to say, who speaks their minds, confusing the things for anyone = outside the=20 academic
 
If you have proof that the Theory of = Evolution is a=20 scientific fact, then I would love for you to share that proof.  = There are=20 many scientists who would be quite interested.  The very word = "theory"=20 means that it has not been proven.  When you speak of its "basic = form"=20 perhaps you are talking about mere change.  That's not really the = Theory of=20 Evolution, which is a specific scientific theory.  Your = disparagement on=20 creationists is not really very nice, nor is it very well thought = out. =20 Both sides are taking a stand on an issue using certain presuppositions = for=20 their arguments.  Whether the world was created in 7 days or 7 = billion=20 years is just really not a big issue for me.  I take creationists = and=20 evolutionists with an equal grain of salt.
 
Well, unless God suddenly manifests = and says,=20 "NO MISTER DM...THAT'S NOT IT AT ALL..."
 
Can you say that it was really God who = appeared and=20 not some other intelligent being capable of deceiving you = and me?=20 Can you be sure you are not crazy? Seems even that wouldn't solve it = :) But=20 let's leave religious stuff out of the discussion, as that could go = too=20 far...
 
Since I was talking about a = theoretical=20 situation, then theoretically all answers could be provided so that even = the=20 most skeptical mind would believe.
 
Andr=E9
------=_NextPart_000_0006_01C00470.45118C00-- ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 16:32:41 EDT Reply-To: Mystara Sender: Mystara From: Lord Deldain Subject: Review (part 2) - The new Player's Handbook MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit PHB Review (continued) * Chapter 5: Feats Of all the changes between the earlier editions, feats have to be the most radical. I'm not really sure where I stand on feats just yet. They're a great way to customize a character, allowing a player to distinguish his character's skills from others. However, some of the feats are a little too powerful, IMO. As for the chapter itself, it's about the same as the skills chapter. A master table of feats is given, followed by the individual rules, prerequisites, and benefits of each feat. The section on metamagic feats is rather useful, explaining that non-sorcerers must designate their metamagic enhanced spells iwhen they prepare their spells each day. Another thing I wasn't aware of is that metamagic enhancements may be stacked on a single spell, which could definately get nasty. I'm not really sure if I have any favorite feats per se, but if I had to choose it would be a tie between the metamagic and item creation feats. I'm most fond of the item creation feats, however, because they give more solid rules for creating magic items. The idea of magic items costing you XP is great, and it offers PC spellcasters interesting options. Do you save your XP to level up, and gain more spells, etc., or do you spend your XP to create a potent magic? Like with all the feats, unfortuantely, there is a lot of room left open for abusing the new rules. Hopefully the DMG will give good guidelines for new DMs to help keep this abuse to a minimum. * Chapter 6: Description When I first read through the book yesterday, I really only thumbed through this chapter as I wanted to move on to other, more important things. But having gone back and read it, I'm really impressed by this short chapter. The treatment given to alignment here is a major improvement, giving characters more room to role-play within a given alignment, without that old annoyance of loosing experience. The descriptions and archetypes given help explain the alignment system in the best way I've ever seen it handled. The next largest part of this chapter is the section on religion. Though I can understand why they included it, I'm not fond of having 'default' gods being in the PHB, especially ones from Greyhawk. I'd rather them have touched on other aspects of religion, such as having to pay a tithe, what happens when you fall out of a god's favor, and non-deity worshipping clerics, and so on, but instead I get to read about Boccob and Kord. So needless to say, this is probably the one section that could have been handled much better. However, the chapter redeems itself at the end, but giving us new age, height and weight tables for the races, a section on apperance and how they can be tied into Charisma, personality and how it can be affected by race and alignment, and a section on backgrounds with good sample questions to get player's thinking about their character's history. The last section, Customizing your Character isn't bad either, reinforcing the idea that you can change the rules to fit your character but only with the DM's approval. * Chapter 7: Equipment Yet another favorite, the new equipment chapter is packed full of great info. A good list of trade goods is included, rules for selling loot, weapon qualities, times for getting in and out of armor, various clothing sets, descriptions for all the equipment, and even special items can be found in this chapter. Two things really stood out in my mind when I read this chapter. First there is the art, which includes pictures for everything from weapons and armor, to equipment, wagons, and mounts, all of which I am thankful for. And second the special items, which includes tindertwigs (alchemy-created matches), silvered bolts and arrows, antitoxins, and masterwork weapons. The only real downside to the chapter is that there aren't idividual prices for clothing items such as cloaks, boots, etc. Instead they are grouped together in 'outfits' such as the traveler's outfit, which includes boots, a wool skirt or breeches, a shirt, a hooded cloak, etc. Oh, and none of the outfits are illustrated, which is a minor annoyance. But since they handled every other bit of equipment so well, I'm willing to let them slide. * Chapter 8: Combat By far one of the longest chapters, the combat section covers every aspect of combat in intricate detail, which every combat junkie out there will be sure to read at least a dozen times. And why a dozen times? Because combat now has so many options, it's just plain scary. From Attacks of Opportunity, to turning undead, to attacking objects it's all covered. Of all the new rules for combat, my favorite is a simple one: the way initiative is handled. Plain and simple, you roll a d20, add any modifiers, proceed in order of highest to lowest roll, and repeat each turn. No more re-rolling initative, no more weapon speeds, no more numeric casting times. As a DM, I couldn't be happier. To touch on a few of the most interesting changes, characters now heal a number of HP per day equal to their level, the 'hanging on death's door' option is now a standard rule, and spellcasters can cast defensively to avoid an Attacks of Opportunity. ------------------------------------ Well that's all for part 2. I'm about to sit down and read through the chapters on magic and spells once again and I'll try to have the rest of the review up later tonight. As always, I'm happy to answer any questions. - Deldain ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 13 Aug 2000 13:48:43 -0600 Reply-To: Mystara Sender: Mystara From: Leroy Van Camp III Subject: Re: Review (part 2) - The new Player's Handbook MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Lord Deldain meandered fecklessly... > Of all the changes between the earlier editions, feats have to be the most > radical. I'm not really sure where I stand on feats just yet. They're a great > way to customize a character, allowing a player to distinguish his > character's skills from others. However, some of the feats are a little too > powerful, IMO. Which do you think are too powerful? Leroy Van Camp III malacoda@uswest.net http://www.users.uswest.net/~malacoda/TarkasBrainLabIV.html ICQ #20039817 "My hamster had five babies last week. This morning when I looked in the cage she had ate two of them little babies. What the heck. Had a couple myself." Earl, Red Meat ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 17:24:03 EDT Reply-To: Mystara Sender: Mystara From: Lord Deldain Subject: Re: Review (part 2) - The new Player's Handbook MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 8/12/00 2:02:50 PM Pacific Daylight Time, malacoda@USWEST.NET writes: << Which do you think are too powerful? >> It's not so much that they're too powerful now that I think about it, it's that some can be a bit abusive. And those I feel have the potential for the most abuse are the combat-based feats (like Cleave, Power Attack, Whirldwind Attack, and so on) and the magic feats (Still Spell, Maximize Spell, Craft Wonderous Item, etc.). Of course the potential for feats to be abusive isn't really more than the potential for a character using a Greatsword or Fireball to be abusive. It's really just a matter of DM's learning to deal with feats. And I think those of us who are experienced in handling troublesome abilities will adapt faster than those who are just getting into the game. - Deldain ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 18:37:53 -0400 Reply-To: Mystara Sender: Mystara From: Dylan Gault Subject: Re: Review (part 2) - The new Player's Handbook In-Reply-To: <31.8bfa67e.26c71a73@aol.com> MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Lord Deldain writes: > Of course the potential for feats to be abusive isn't really more than the > potential for a character using a Greatsword or Fireball to be abusive. It's > really just a matter of DM's learning to deal with feats. And I think those > of us who are experienced in handling troublesome abilities will adapt faster > than those who are just getting into the game. The makers of the system claim that the feats (& the great sword, etc., etc.) are there to be used to their absolute fullest. They claim that everything balances out. The toughest thing will probably be for all of us old DM to make sure that we also "abuse" these feats (& such). The new monsters and NPCs should be using the new rules too. Game balance with the new rules will probably be hard to acheive until every DM has had the new Monster Manual for a while. Don't overestimate the feats either. Careful planning can neutralize the feats easily. If characters can only be near one creature at a time, then Cleave and Whirldwind Attack and some others are pretty useless. Careful tactics can make the difference. Don't encourage your players to rush in and hack. At first level there's no bonus for that anyway, as you only get one attack/round. Learn to move around the field of battle, in order to work out some flanking and other moves. I have a feeling that the item creation feats are going to be a lot better than the metamagic feats (except for Sorcerors). I predict that quite a few 1st level wizards will be cranking out scrolls for ranged offensive attacks - it's really cheap. That could be good, or bad, not sure yet. I'm going to run the game though its paces next week. This is one aspect I'll try and check out. Dylan ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 18:37:53 -0400 Reply-To: Mystara Sender: Mystara From: Dylan Gault Subject: Re: Review (part 2) - The new Player's Handbook In-Reply-To: <10.e06c64.26c70e69@aol.com> MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT General comments on PHB (and replies to Lord Deldain's). > * Chapter 5: Feats A page stolen out of Champions (Remember, ICE? The Hero System?) Not quite superpowers, more than skills. They are really there to do customization. Do you want your wizard to use a sword? Fine, spend a feat. That mean's you give up the ability to cast a spell while hiding, silently, behind a curtain, in the darkenss or whatever. Or learning to make potions so you can cast that protection spell on yourself once, without having to speak or use a spell slot, or even provide a self-only spell for someone else. Though alternately, you could learn one level of fighter. But which would you rather do: learn all the weapons, all the armour (that you won't wear anyways), get a better hit dice for one level and a slightly better bonus to hit, OR learn that fireball spell this level? > > * Chapter 6: Description > The next largest part of this chapter is the section on religion. Though I > can understand why they included it, I'm not fond of having 'default' gods > being in the PHB, especially ones from Greyhawk. This is irking, though I guess they're trying to make things simple for 1st time players. The spcific religions are seen throughout the book, actually. They've made it the DMs job to make sure the players know that these gods are not in the Mystara campaign. (I mean, that's what everyone will be playing, right?) I guess they think that most experienced players will just see past the inclusion of these gods and wait to see what the DM says. The clerics can just follow a specific set of beliefs, anyway, without following specific dieties (or Immortals). These clerics suffer because they have no associatied church, but they don't have to. I'm thinking of developing something specific for the churches of Traladar and Karameikos (like Good domain for Traladar + something else, maybe luck, they're so superstitious). I would have liked to see a larger personality section in this chapter. Earthdawn and vampire both had a good idea in this section: give examples of the personality traits, pick one or two a character really adheres to, even if secretly, and pick one that the character appears to everyone to have, even if the character portrays that trait unknowingly or fraudulently. > * Chapter 7: Equipment > The only real downside to the chapter is that there aren't idividual prices > for clothing items such as cloaks, boots, etc. Instead they are grouped > together in 'outfits' such as the traveler's outfit, which includes boots, a > wool skirt or breeches, a shirt, a hooded cloak, etc. Oh, and none of the > outfits are illustrated, which is a minor annoyance. But since they handled > every other bit of equipment so well, I'm willing to let them slide. The outfit illustration should be a campaign thing. Too bad that Mystara is now unsupported. Maye we can get a place for outfit drawings on the starflung site? Is there really such a demand for specific clothing items in your campaign? Well dressed characters should be getting uniquely made, and thus uniquely priced, clothing items. > * Chapter 8: Combat The best part of this chapter is that sections cross-reference each other. This isn't done perfectly, though. I had to stumble upon the rule regarding when someone is hit or not, when someone is firing into melee. Maybe I should have clued in more when the text said that fighting characters provide cover for each other. The actual section, like a lot of the chapter, is a little tricky and requires a little thought. Once you get it down and use it a couple of times, it should be pretty easy to remember, I hope. The helpless defender rule is good too. I'm gonna teach it to all my ghouls. You will want to map out at least a few of the early combats. You shouldn't need to be too detailed though. Because I can't paint, I'm going to be using counters instead of miniatures. Better yet, graph paper, pencil and an eraser. I'll wait to hear more of Lord D's comments before I go on, because I usually agree with him, and he can do all the typing. I will say one thing: "Paladin only spells." Ahhh. +5 holy avengers (in any weapon): made for Paladins, made by Paladins. Bye for now, Dylan ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sat, 12 Aug 2000 18:37:53 -0400 Reply-To: Mystara Sender: Mystara From: Dylan Gault Subject: Illiteracy (was: Review - PHB) In-Reply-To: <019101c00544$3200c480$c889a1d8@thedeadlands> MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Leroy Van Camp III "meandered fecklessly..." > I have always enjoyed that fact that at least one or two of the > PC's in any larger game I run are unlikely to be able to read > or write. It is a small thing, but it tended to emphasize that > idea that some people tend to fill certain roles in the group. > > I have removed automatic literacy from all classes except the > Wizard, Cleric and Bard. Everyone else must pay 2 skill points. > It doesn't really work as a skill, per se, since you never have to > roll against it. It is an either/or kind thing. > I once played in a game where the cleric couldn't read. We had a harrowing week and a half where we tried to teach him enough to read the cure disease scrolls that he had. It was harrowing because we all had mummy rot. Of course, if he had been a cleric of al-Kalim, there would have been no problem. Unlike the infidel clerics, they can all read. Dylan ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 13 Aug 2000 05:36:17 GMT Reply-To: Mystara Sender: Mystara From: Greg Radford Subject: Unsud-MYSTARA-L digest Mime-Version: 1.0 Content-Type: text/plain; format=flowed >From: Automatic digest processor >Reply-To: Mystara >To: Recipients of MYSTARA-L digests >Subject: MYSTARA-L Digest - 10 Aug 2000 to 11 Aug 2000 (#2000-224) >Date: Sat, 12 Aug 2000 00:00:15 -0700 > ><< message2.txt >> ><< message4.txt >> ><< message9.txt >> ><< message11.txt >> ><< message13.txt >> ><< message15.txt >> ><< message17.txt >> ><< message19.txt >> ><< message21.txt >> ><< message23.txt >> ><< message25.txt >> ><< message27.txt >> ><< message29.txt >> ><< message31.txt >> ><< message34.txt >> ><< message36.txt >> ><< message38.txt >> ><< message40.txt >> ><< message42.txt >> ><< message44.txt >> ><< message46.txt >> ><< message48.txt >> ><< message50.txt >> ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 13 Aug 2000 06:13:37 -0300 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?Andr=E9_Martins?= Subject: Re: Evolution and Traldarans MIME-Version: 1.0 Content-Type: multipart/alternative; boundary="----=_NextPart_000_001B_01C004ED.9E71EB00" This is a multi-part message in MIME format. ------=_NextPart_000_001B_01C004ED.9E71EB00 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable ----- Original Message -----=20 From: Jeff Daly=20 First off, let's keep in mind that our ideas regarding how fast = Evolution "should" happen come from the deductions of theorists = regarding a theory. As such, it is perfectly legitimate in our fantasy = worlds to say, "They have it all wrong, that's not how it works...its = like this..." You can't just say they have it all wrong. That's how OUR world = works. But, of course, we are talking about a fanatsy setting, where = things can and do happen differently. Yes, yes I can say they have it all wrong. Unless you are willing to = come to my house and try to physically prevent me, I can say anything I = want. Reread what I wrote. That's not what I meant. You can also say that Santa Claus exist if you = want to (that wouldn't make him more real, of course). Or that Earth is = flat, or that the sun goes round the Earth (yes, you can always choose a = proper reference frame to get the last one, but that is not what I am = talking about). I guess my choice of words was not the best possible and = so I apologize for that. But that does not change my point. And no reason to propose violent means to settle the argument, of course = :)=20 Mystara has a great deal of precedence for taking what is = understood as "true" or "likely to be true" and standing it on its head. = Talk to some theorists and they will swear up and down that time is a = dimension. Talk to a "pure" Mystaran and he will respond calmly, "No my = dear fellow, Time is a sphere, not one of the infinite dimensions by any = means..." That's not exactly an argument, as you are using different meanings = for the words in each sentence. If you define time the way it is done in = Physics, it is a dimension, but that definition of dimension has nothing = to do with the mystaran one. Its not a different meaning at all. Time is time. Just ask = Aristotle. My time to ask you to reread what I wrote. I was criticizing mostly your = two definitions for dimension, which is a precise mathematical concept = if you are talking about Physics and something different in Mystara. The Theory of Evolution will not be proven as fact until one of = two things happen. Either we'll have to invent a time machine, so that = the phenomenon can be properly observed, or we will have to spend = millions of years watching it happen from this date. Either way, = chances are that no one will be able to authoritatively dispute any = mistakes you might make. Not true. Evolution is as well proved as any scientific theory can = be and, in its more basically form, it is so simple that one will have a = really hard time just trying to explain why it wouldn't be so. Ok, there = are creationists in the world, but those are NOT the serious people = studying those phenomena. But then, there is always lots of people who = don't work in the area, don't know much about it, but feel theymight = have something to say, who speaks their minds, confusing the things for = anyone outside the academic=20 If you have proof that the Theory of Evolution is a scientific fact, = then I would love for you to share that proof. There are many = scientists who would be quite interested. The very word "theory" means = that it has not been proven. When you speak of its "basic form" perhaps = you are talking about mere change. That's not really the Theory of = Evolution, which is a specific scientific theory. Your disparagement on = creationists is not really very nice, nor is it very well thought out. = Both sides are taking a stand on an issue using certain presuppositions = for their arguments. Whether the world was created in 7 days or 7 = billion years is just really not a big issue for me. I take = creationists and evolutionists with an equal grain of salt. No, if there is one thing the word theory does not mean is that it was = not proven. Any scientific knowledge is a theory. Of course, that always = means you can later prove that knowledge is not the right way to = describe the world, or, at least, is no more than just a good = aproximation. If you want to know more about evolution and how that is a = theory as good and respectanble as any other currently accepted theory, = you should look for many interesting books written for the general = public. However, I'd advise you to take a look into what is scientific = method. Without it, creationism and evolution are just two different = ideas, apparently as good as any other we can come up with. It is how = those ideas become accepted and wheteher they are properly tested or not = that really makes the difference.=20 On proofs, given your statements, I don't know exactly what you'd accept = as one. Forgive me if I am wrong, but you sound like you want the kind = of definitive proof science will never give you. There is always = possibility for a better, or more complete, explanation, so it is = perfectly possible for you to never be satisfied. In science, we accept = the best available idea, the one the best fits the data, the one that = has more evidences in its favor and the one that makes sense (altough = making sense is very dangerous ground and should always be taken with a = grain of salt). Currently that is evolutionary theory and you should = talk to biologists about it. My remark about creationists is not very nice, I know. I have nothing = against them as individuals, but they do not make Science. You can work = to prove your idea right, but if evidence shows the other way, sticking = to your believes is not good scientific behavior. Their choices of = theories is not based on facts, but mostly on their personnal believes, = which they seem to think, the facts should conform to. But then, there = are just too many people, in all areas of science, who work that way, = altough that is far more common where political or religious interests = decide to tell us what is the true and what should be accepted, = regardless of evidence. Yes, it is perfectly possible (altough you will = not convince me of it) that we live in a world where evidence has been = planted by some powerful entity to confuse us, but then we will never = get to know what really happens. If you want to go deep into philosophy, = you can always doubt if we do exist and if we can ever know anything for = sure about the world; science does assume those issues as settled and = yes, we might have gone wrong right there. But that is the best we can = do. Personally, I feel very strongly that we should make it quite clear = the difference between science and ideology. Ideologies are an important = part of human life, but those shouldn't be confused with science.=20 Anyway, I guess we have already gone too far in the list and we'd better = keep it private from now on, if you do want to go on with the = disccusion. Andre ------=_NextPart_000_001B_01C004ED.9E71EB00 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
 
----- Original Message -----
From:=20 Jeff Daly=20
 
First off, let's keep in mind = that our ideas=20 regarding how fast Evolution "should" happen come from the = deductions of=20 theorists regarding a theory.  As such, it is perfectly = legitimate in=20 our fantasy worlds to say, "They have it all wrong, that's not how = it=20 works...its like this..."
 
You can't just say they have it all = wrong. That's=20 how OUR world works. But, of course, we are talking about a fanatsy = setting,=20 where things can and do happen differently.
 
Yes, yes I can say they have it all = wrong. =20 Unless you are willing to come to my house and try to physically = prevent me, I=20 can say anything I want.  Reread what I wrote.
 
That's not what I meant. You can = also say that=20 Santa Claus exist if you want to (that wouldn't make him more real, of=20 course). Or that Earth is flat, or that the sun goes round the = Earth (yes,=20 you can always choose a proper reference frame to get the last one, but = that is=20 not what I am talking about). I guess my choice of words was not the = best=20 possible and so I apologize for that. But that does not change my=20 point.
 
And no reason to propose violent means to = settle the=20 argument, of course :)
Mystara has a great deal of precedence for = taking what=20 is understood as "true" or "likely to be true" and standing it on = its=20 head.  Talk to some theorists and they will swear up and down = that=20 time is a dimension.  Talk to a "pure" Mystaran and he will = respond=20 calmly, "No my dear fellow, Time is a sphere, not one of the = infinite=20 dimensions by any means..."
 
That's not exactly an argument, as you = are using=20 different meanings for the words in each sentence. If you define = time the=20 way it is done in Physics, it is a dimension, but that definition of = dimension has nothing to do with the mystaran one.
 
Its not a different meaning at = all.  Time is=20 time.  Just ask Aristotle.
 
My time to ask you to reread what I wrote. = I was=20 criticizing mostly your two definitions for dimension, which is a = precise=20 mathematical concept if you are talking about Physics and something = different in=20 Mystara.
The Theory of Evolution will not = be proven as=20 fact until one of two things happen.  Either we'll have to = invent a=20 time machine, so that the phenomenon can be properly observed, or = we will=20 have to spend millions of years watching it happen from this = date. =20 Either way, chances are that no one will be able to = authoritatively=20 dispute any mistakes you might make.
Not true. Evolution is as well proved = as any=20 scientific theory can be and, in its more basically form, it is so = simple=20 that one will have a really hard time just trying to explain why it = wouldn't=20 be so. Ok, there are creationists in the world, but those are NOT = the=20 serious people studying those phenomena. But then, there is always = lots of=20 people who don't work in the area, don't know much about it, but = feel=20 theymight have something to say, who speaks their minds, confusing = the=20 things for anyone outside the academic
 
If you have proof that the Theory of = Evolution is a=20 scientific fact, then I would love for you to share that proof.  = There=20 are many scientists who would be quite interested.  The very word = "theory" means that it has not been proven.  When you speak of = its "basic=20 form" perhaps you are talking about mere change.  That's not = really the=20 Theory of Evolution, which is a specific scientific theory.  Your = disparagement on creationists is not really very nice, nor is it very = well=20 thought out.  Both sides are taking a stand on an issue using = certain=20 presuppositions for their arguments.  Whether the world was = created in 7=20 days or 7 billion years is just really not a big issue for me.  I = take=20 creationists and evolutionists with an equal grain of = salt.
 
No, if there is one thing the word theory = does not=20 mean is that it was not proven. Any scientific knowledge is a theory. Of = course,=20 that always means you can later prove that knowledge is not the = right way=20 to describe the world, or, at least, is no more than just a good=20 aproximation. If you want to know more about evolution and how that is a = theory=20 as good and respectanble as any other currently = accepted theory, you=20 should look for many interesting books written for the general public. = However,=20 I'd advise you to take a look into what is scientific method. Without = it,=20 creationism and evolution are just two different ideas, apparently as = good as=20 any other we can come up with. It is how those ideas become accepted and = wheteher they are properly tested or not that really makes the = difference.=20
 
On proofs, given your statements, I don't = know exactly=20 what you'd accept as one. Forgive me if I am wrong, but you sound like = you want=20 the kind of definitive proof science will never give you. There is = always=20 possibility for a better, or more complete, explanation, so it = is=20 perfectly possible for you to never be satisfied. In science,=20 we accept the best available idea, the one the best fits the data, = the one=20 that has more evidences in its favor and the one that makes sense = (altough=20 making sense is very dangerous ground and should always be taken with a = grain of=20 salt). Currently that is evolutionary theory and you should talk to = biologists=20 about it.
 
My remark about creationists is not very = nice, I know.=20 I have nothing against them as individuals, but they do not make = Science. You=20 can work to prove your idea right, but if evidence shows the other way, = sticking=20 to your believes is not good scientific behavior. Their choices of = theories is=20 not based on facts, but mostly on their personnal believes, which they = seem to=20 think, the facts should conform to. But then, there are just too many = people, in=20 all areas of science, who work that way, altough that is far more = common=20 where political or religious interests decide to tell us what is the = true and=20 what should be accepted, regardless of evidence. Yes, it is perfectly = possible=20 (altough you will not convince me of it) that we live in = a world=20 where evidence has been planted by some powerful entity to confuse us, = but then=20 we will never get to know what really happens. If you want to go deep = into=20 philosophy, you can always doubt if we do exist and if we can ever know = anything=20 for sure about the world; science does assume those issues as settled = and yes,=20 we might have gone wrong right there. But that is the best we can do.=20 Personally, I feel very strongly that we should make it quite clear = the=20 difference between science and ideology. Ideologies are an important = part of=20 human life, but those shouldn't be confused with science.
 
Anyway, I guess we have already gone too = far in the=20 list and we'd better keep it private from now on, if you do want to go = on with=20 the disccusion.
 
<other comments snipped as I will not = disccuss=20 religion and God here>
 
Andre
------=_NextPart_000_001B_01C004ED.9E71EB00-- ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 13 Aug 2000 09:51:27 -0700 Reply-To: Mystara Sender: Mystara From: III Subject: Talons of Night Characters Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit > Does anyone have the character write-ups for the six optional PCs from > Module M5 Talons of Night? (If it helps, the character names are Ethendril > h' Caramore, Knolimer Knolin, Unice, Shebb Woosley, Kavva Lindenelm, and > Blind Wooster.) I was looking through the module this afternoon and > discovered some notes I'd made about the characters, but seem to have lost > the write-ups themselves. Thanks. > > > -Andy Morrow III > > > > > > _______________________________________________________ > Say Bye to Slow Internet! > http://www.home.com/xinbox/signup.html > > ___________________________________________________________ > T O P I C A The Email You Want. http://www.topica.com/t/16 > Newsletters, Tips and Discussions on Your Favorite Topics _______________________________________________________ Say Bye to Slow Internet! http://www.home.com/xinbox/signup.html ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 14 Aug 2000 00:24:06 IDT Reply-To: Mystara Sender: Mystara From: Eyal Fleminger Subject: Re: Talons of Night Characters Mime-Version: 1.0 Content-Type: text/plain; format=flowed Hope this helps: Kavva Lindenelm Neutral 10th-level (attack rank K) female elf S 14 D 17 I 18 C 16 W 15 Ch 16 AC -6 HP 53 Chainmail +3 shield +3 ring of protection +2 Elven cloak Elven boots Long sword +3 Long bow +3 5 arrows +5 5 arrows +1/+3 vs other-planer monsters 3 potions of healing potion of flying scroll of protection from undead spell scroll: hold monster, wall of stone, cloudkill Blind Wooster Lawful 31st-level male cleric S 13 D 18 I 16 C 13 W 18 Ch 17 AC -5 HP 61 plate mail +3 (flying) shield +2 Ring of protection +2 war hammer +3/+5 vs spell-immune creatures magic eyes (grant normal sight, clairvoyance, infravision, magic missile - cast at 1/3 of current level, lose 1 constitution/use; regenerat 1 point/3 rounds) slate of identification ointment of blessing ring of holiness potion of elemental form potion of growth potion of plant cntrol Knolimer Knolin of Yskleb Neutral 27th-level male MU S 11 D 14 I 18 C 15 W 11 ch 12 Ac -2 HP 53 Vest of protection AC 2 ring of protection +3 wand of lightning bolts (30 charges) dagger +2/+5 vs bugs staff of dispelling (20 charges) scroll of shelter scroll of questioning potion of elemental form potion of ethereality potion of swimming 3 potions of healing Unice Lawful 27th-level female fighter S 17 D 14 I 12 C 16 W 10 Ch 16 AC -6 HP 92 pink plate mail +4 pink shield +1 pink hat of protection +2 longsword +2 helm of reading languages and magic horn of blasting everflowing bottle of pink wine scarab of protection 5 bottles of pink dye potion of giant strength potion of polymorph self Ethendril h'Caramore Lawful 30th-level male paladin S 18 D 18 I 13 C 18 W 16 Ch 12 AC -5 HP 107 Plate mail +3 (haste) shield +2 (ethereality) Two handed sword +3 ring of remedies ring of regeneration potion of super healing 2 potions of healing rod of victory Shebb Woolsy Neutral 30th-level male thief S 13 D 18 I 12 C 15 W 17 Ch 14 AC -2 HP 70 Leather armor +3 ring of protection +3 rod of weaponry +5 2 daggers +2 ring of life protection potion of longevity potion of black dragon control potion of levitation potion of flying boots of speed >From: III >Reply-To: Mystara >To: MYSTARA-L@ORACLE.WIZARDS.COM >Subject: [MYSTARA] Talons of Night Characters >Date: Sun, 13 Aug 2000 09:51:27 -0700 > > > Does anyone have the character write-ups for the six optional PCs from > > Module M5 Talons of Night? (If it helps, the character names are >Ethendril > > h' Caramore, Knolimer Knolin, Unice, Shebb Woosley, Kavva Lindenelm, >and > > Blind Wooster.) I was looking through the module this afternoon and > > discovered some notes I'd made about the characters, but seem to have >lost > > the write-ups themselves. Thanks. > > > > > > -Andy Morrow III > > > > > > > > > > > > _______________________________________________________ > > Say Bye to Slow Internet! > > http://www.home.com/xinbox/signup.html > > > > ___________________________________________________________ > > T O P I C A The Email You Want. http://www.topica.com/t/16 > > Newsletters, Tips and Discussions on Your Favorite Topics > > > > > >_______________________________________________________ >Say Bye to Slow Internet! >http://www.home.com/xinbox/signup.html > >******************************************************************** >The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp >Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp >To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM >with UNSUB MYSTARA-L in the body of the message. ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 14 Aug 2000 00:34:12 IDT Reply-To: Mystara Sender: Mystara From: Eyal Fleminger Subject: blade of vengeance help Mime-Version: 1.0 Content-Type: text/plain; format=flowed I acquired a copy of O2 Blade of Vengeance; however, it was missing the player's pullout. Can anyone help me with the missing info, particularly the legend of gallanor, and if possible a scan of the player's map (if it is permissable to copy it; if yes, there should be some small print somewhere in the margins) thanks -Eyal ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 14 Aug 2000 00:26:04 +0200 Reply-To: Mystara Sender: Mystara From: Jacob Skytte Subject: Re: Talons of Night Characters MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Andy Morrow III wrote: >> Does anyone have the character write-ups for the six optional PCs = from Module M5 Talons of Night? (If it helps, the character names are Ethendril h' Caramore, Knolimer Knolin, Unice, Shebb Woosley, Kavva = Lindenelm, and Blind Wooster.) I was looking through the module this afternoon and discovered some notes I'd made about the characters, but seem to have = lost the write-ups themselves. Thanks.<< Hey! Those are the favest pre-generated characters in all of the = published modules, IMNSHO. Since you already got the stats, here are = their backgrounds: Kavva Lindenelm Very small, even for a female elf, Kavva hails from a small elven clan = exiled to the small forest in the western end of Karameikos. Her long, = straight black hair frames a classically beautiful face, while her = somber, dark clothing is almost entirely without decoration. To the = trained eye, it is apparent that her chainmail, weapons and shield are = all antiques of classic elven manufacture, worth hundreds of thousand of = gold pieces. She was a clanmaster's wife, but returned to adventuring = recently when her mate was slain irrevocably in one of the senseless = human wars that have ravaged Norwold in recent years. Although she has = not forgiven humankind for this misdeed, she knows that more can be = accomplished for her kindred through peace than through vengeance. Even = so, she angrily denounces human follies and is quick to be critical when = a human companion fails at something. She uses her abilities to aid = others only when, in her judgment, it suits the best interest of the = mission. Blind Wooster What little of Wooster's balding red hair remains is shaved in a = priestly tonsure. His weight is greater than two of his companions = combined, yet he moves with uncanny dexterity. Unless angered, he always = smiles. His eyes are strange: pink, glassy orbs with no iris or pupil. = Originally from Ierendi, portly Wooster possesses no dominion of his = own, but serves as an impartial magistrate for several dominions in = Norwold. Nevertheless, his pleasant demeanor and success in adventuring = have won him many friends (even among Chaotics) and have provided him = with a large estate in one dominion. Special Powers: Although believed = to be blind, Wooster has magical gemstone eyes that grant him several = powers, including normal sight, clairvoyance, magic missile (as a = magic-user of 1/3 his level, which costs him 1 Constitution point each = time he uses it; but regenerates 1 point each three rounds), and = infravision as a dwarf. Anti-magic blinds him. Unless Wooster makes a = saving throw vs. Wands, the eyes cause him to see things as better than = they are (evil creatures are deceptively inoffensive, a trashy inn = appears as a respectable hotel, and so on). Ethendril h'Caramore The youngest son of a baron from the Principalities of Glantri, tall, = broad-shouldered Ethendril h'Caramore is a warrior's warrior. His pale = blond hair is bound into three long braids to remind him of a vow taken = as a youth. Likewise, due to a similar oath, he has spurned longevity = potions and appears much older than his companions. His armor and = weapons are mismatched, the pieces coming from a dozen different lands = and cultures. Yet worn by Ethendril, they seem natural. A hearty = companion with a positive word for everyone, his presence in a group of = allied NPCs adds +1 to their morale, +2 if they consider themselves his = friends. Ethendril is a Grand Master of the two-handed sword. He carries = a golden sculpture of a sailing boat that he can command to become a = full-sized small sailing boat (to carry up to 20 people) and command to = shrink again. Unfortunately, the ship is more fragile than a typical = sailing vessel and has but half the hull points and an AC of 8. Knolimer Knolin of Yskelb Knolimer Knolin hails from Darokin, but is not welcome there. Knolimer = is fair-skinned and dark-haired, with blue eyes and a knowing smile. = Although thin and wiry as a youth, age has added a few pounds to his = medium-height frame and a blaze of gray to both his temples and beard. = He favors modest (almost beggarly) robes, with sleeves often rolled up = above the elbows to keep them out of the way of his tinkering. A = self-avowed expert at everything, he is a tinkerer at magic, with a = thousand half-completed, untried or misplaced magical inventions = cluttering his manor. He is remembered for his thyme machine, which left = an herbal aroma for years, and his copy cabinet which is set to create = an instant of himself (or any other being) by putting the developing = clone on another plane in which time flows faster. Although a = less-than-adequate dominion ruler, he is loved by his subjects, for he = shares the wealth he acquires through adventuring with them. Knolimer = co-rules his dominion with Unice, his long-time adventuring friend. Shebb Woolsey Shebb looks to be about 40 years old, but was born in the Karameikan = city of Kelven over 160 years ago. Thinning brown hair; a none-too-thick = beard; a sly but kindly smile; and a pair of spectacles (stolen from a = wizard) are Shebb's trademarks. Age and infrequent action have added a = few pounds to his frame and he aches from an uncountable number of = wounds. Yet he is almost as lithe and limber as he was in his misspent = youth. He remembers visiting Thyatis 130 years ago when it was nothing = more than a large city-state ruled by shiftless no-accounts. Shebb has = mastered the dagger at Master level and the sword at Expert level. = Although he is a master of his own profession, Shebb's easygoing nature = has kept him from achieving great success as either a leader of other = thieves or as a dominion ruler. He currently rules a poverty-stricken = dominion north of Landsfall, supplementing its meager treasury with = forays into other countries' treasuries. Unice Tall, slender Unice is head and shoulders taller than all party members = except Ethendril. Although actually much older, she remains 25-30 years = old, thanks to the judicious use of magical potions. Unice had an early = encounter with an unnamed Immortal whose distinguishing feature (at = least what caught her attention) was his shocking pink hosiery. Unice = has since garbed herself entirely in pink, including enameling her armor = and weapons and dying her normally light blonde hair. Unice is very = serious about her preferred color - anything she acquires soon becomes = pink. Pink things are a good omen to her. She also likes to collect = souvenirs of places she visits (again, preferably pink things). Included = among these mementos is a magic bottle from which she can pour any = desired quantity of ros=E9 wine - pink, of course! She has an = unreasoning fear of spiders and must make an Intelligence Ability Check = each time she encounters a spider-like creature. If she fails the roll, = all attack, ability check and saving throw rolls are penalized by 2 = until the encounter ends. If she makes the roll, her anger causes all = rolls to receive a 3 point bonus for the same time period. Jacob Skytte scythe@wanadoo.dk ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 13 Aug 2000 19:43:50 -0400 Reply-To: Mystara Sender: Mystara From: Jeff Daly Subject: Re: Evolution and Traldarans MIME-Version: 1.0 Content-Type: multipart/alternative; boundary="----=_NextPart_000_000E_01C0055E.CDA23BC0" This is a multi-part message in MIME format. ------=_NextPart_000_000E_01C0055E.CDA23BC0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable I'll reply to the appropriate things here and the other things = offlist... ----- Original Message -----=20 From: Jeff Daly=20 First off, let's keep in mind that our ideas regarding how fast = Evolution "should" happen come from the deductions of theorists = regarding a theory. As such, it is perfectly legitimate in our fantasy = worlds to say, "They have it all wrong, that's not how it works...its = like this..." =20 You can't just say they have it all wrong. That's how OUR world = works. But, of course, we are talking about a fanatsy setting, where = things can and do happen differently. =20 Yes, yes I can say they have it all wrong. Unless you are willing = to come to my house and try to physically prevent me, I can say anything = I want. Reread what I wrote. =20 That's not what I meant. You can also say that Santa Claus exist if = you want to (that wouldn't make him more real, of course). Or that Earth = is flat, or that the sun goes round the Earth (yes, you can always = choose a proper reference frame to get the last one, but that is not = what I am talking about). I guess my choice of words was not the best = possible and so I apologize for that. But that does not change my point. =20 And no reason to propose violent means to settle the argument, of = course :)=20 That's precisely what I meant though, and your examples of a flat Earth = and the sun going round the Earth (Which, actually, it does. But the = Earth also goes around the Sun.) fit partially into my point. It is = scientific fact, as opposed to theory, that the Earth is not flat and = that the Sun and the Earth go around each other. However, it is = completely legitimate even when its scientific fact to stand what we = know completely on its head. We owe it to our players to use a little = pointer in these instances, but its perfectly legitimate nonetheless. What I mean by a "pointer" can be as simple as a mention in a prologue = about "the way the world really works as any rightminded individual = knows". Its not so fair to take a well understood fact from the real = world, change it, and just ignore it. Ah, the conversation is getting a = little too generic. Now someone could come along and say, "Oh, not in = every situation". True, nothing in every situation...right. With scientific theory we have an even bigger playground, even though = such things are found more often in science fiction. There is simply no = reason a person should be disallowed from taking what we know and = adding, subtracting, or simply changing. Eye color has nothing to do = with telepathy...but what if it did, and why can't it? Mystara has a great deal of precedence for taking what is = understood as "true" or "likely to be true" and standing it on its head. = Talk to some theorists and they will swear up and down that time is a = dimension. Talk to a "pure" Mystaran and he will respond calmly, "No my = dear fellow, Time is a sphere, not one of the infinite dimensions by any = means..." =20 That's not exactly an argument, as you are using different = meanings for the words in each sentence. If you define time the way it = is done in Physics, it is a dimension, but that definition of dimension = has nothing to do with the mystaran one. Its not a different meaning at all. Time is time. Just ask = Aristotle. =20 My time to ask you to reread what I wrote. I was criticizing mostly = your two definitions for dimension, which is a precise mathematical = concept if you are talking about Physics and something different in = Mystara. The mathematical definition of dimension is precisely the one being used = in the gold box edition of the Immortals set. ------=_NextPart_000_000E_01C0055E.CDA23BC0 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
I'll reply to the appropriate things = here and the=20 other things offlist...
----- Original Message -----
From:=20 Jeff Daly=20
 
First off, let's keep in mind = that our=20 ideas regarding how fast Evolution "should" happen come from the = deductions of theorists regarding a theory.  As such, it is = perfectly legitimate in our fantasy worlds to say, "They have it = all=20 wrong, that's not how it works...its like this..."
 
You can't just say they have it all = wrong.=20 That's how OUR world works. But, of course, we are talking about a = fanatsy=20 setting, where things can and do happen=20 differently.
 
Yes, yes I can say they have it all = wrong. =20 Unless you are willing to come to my house and try to physically = prevent me,=20 I can say anything I want.  Reread what I wrote.
 
That's not what I meant. You can = also say that=20 Santa Claus exist if you want to (that wouldn't make him more real, of = course). Or that Earth is flat, or that the sun goes round the = Earth=20 (yes, you can always choose a proper reference frame to get the last = one, but=20 that is not what I am talking about). I guess my choice of words was = not the=20 best possible and so I apologize for that. But that does not change my = point.
 
And no reason to propose violent means = to settle the=20 argument, of course :)
 
That's precisely what I meant though, and = your=20 examples of a flat Earth and the sun going round the Earth (Which, = actually, it=20 does.  But the Earth also goes around the Sun.) fit partially into = my=20 point.  It is scientific fact, as opposed to theory, that the Earth = is not=20 flat and that the Sun and the Earth go around each other.  However, = it is=20 completely legitimate even when its scientific fact to stand what we = know=20 completely on its head.  We owe it to our players to use a little = pointer=20 in these instances, but its perfectly legitimate = nonetheless.
 
What I mean by a "pointer" can be as = simple as a=20 mention in a prologue about "the way the world really works as any = rightminded=20 individual knows".  Its not so fair to take a well understood fact = from the=20 real world, change it, and just ignore it.  Ah, the conversation is = getting=20 a little too generic.  Now someone could come along and say, "Oh, = not in=20 every situation".  True, nothing in every = situation...right.
 
With scientific theory we have an even = bigger=20 playground, even though such things are found more often in science=20 fiction.  There is simply no reason a person should be disallowed = from=20 taking what we know and adding, subtracting, or simply changing.  = Eye color=20 has nothing to do with telepathy...but what if it did, and why can't=20 it?
Mystara has a great deal of precedence for = taking what=20 is understood as "true" or "likely to be true" and standing it = on its=20 head.  Talk to some theorists and they will swear up and = down that=20 time is a dimension.  Talk to a "pure" Mystaran and he will = respond=20 calmly, "No my dear fellow, Time is a sphere, not one of the = infinite=20 dimensions by any means..."
 
That's not exactly an argument, as = you are using=20 different meanings for the words in each sentence. If you define = time the=20 way it is done in Physics, it is a dimension, but that definition = of=20 dimension has nothing to do with the mystaran one.
 
Its not a different meaning at = all.  Time is=20 time.  Just ask Aristotle.
 
My time to ask you to reread what I = wrote. I was=20 criticizing mostly your two definitions for dimension, which is a = precise=20 mathematical concept if you are talking about Physics and something = different=20 in Mystara.
 
The mathematical definition of dimension = is precisely=20 the one being used in the gold box edition of the Immortals = set.
------=_NextPart_000_000E_01C0055E.CDA23BC0-- ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 14 Aug 2000 15:57:25 -0400 Reply-To: Mystara Sender: Mystara From: Erik Waddell Subject: The Church in Darokin MIME-Version: 1.0 Content-Type: Text/Plain Content-Transfer-Encoding: 7bit I've browsed though some of the ideas folks have had for worship in Darokin (at starflung.com), and they seem interesting, but I'm not sure they fit well into how I understand Darokin to be. Gold in the most important thing for the consumate Darokinian, and it seems to me rather unusual that the Darokin preoccupation with money and trade should not find its way into the structure of whatever church might exist in that country. Seeing as one must have a certain amount of gold in order to vote, or be considered a citizen at all really, why not make similar requirements for access to the churches. Theses churches are founded by Darokinians, for Darokinians. While the clerics may well be devoted to their immortals, they are also devoted to gold just like the rest of their countrymen. Perhaps a healthy tithe is required before one can pass through the temple doors (taxable by the government, of course). The idea, from the church point of view, is that those who want access to the blessings of the immortals will have to work hard and make money - survival of the richest. What does the mailing list think of this idea? Erik ------------------------------------------------------------------ Get free personalized email from the NHL at http://www.nhlmail.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 14 Aug 2000 13:17:25 -0700 Reply-To: Mystara Sender: Mystara From: Beau Subject: Re: The Church in Darokin In-Reply-To: <000814155725EQ.12348@webb3.iname.net> MIME-version: 1.0 Content-type: text/plain; charset="us-ascii" At 15:57 08/14/2000 -0400, Erik Waddell wrote: >I've browsed though some of the ideas folks have had for worship in Darokin (at starflung.com), and they seem interesting, but I'm not sure they fit well into how I understand Darokin to be. >Gold in the most important thing for the consumate Darokinian, and it seems to me rather unusual that the Darokin preoccupation with money and trade should not find its way into the structure of whatever church might exist in that country. > >Seeing as one must have a certain amount of gold in order to vote, or be considered a citizen at all really, why not make similar requirements for access to the churches. >Theses churches are founded by Darokinians, for Darokinians. While the clerics may well be devoted to their immortals, they are also devoted to gold just like the rest of their countrymen. Perhaps a healthy tithe is required before one can pass through the temple doors (taxable by the government, of course). The idea, from the church point of view, is that those who want access to the blessings of the immortals will have to work hard and make money - survival of the richest. > >What does the mailing list think of this idea? I'm not sure paying admission works for me, but one could take the worst historic excesses of the Catholic chuches and televangelists and apply them to Darokin quite nicely, I think. (And I'm Catholic myself, so no one jump on me, OK? Oh, and I'm also a televangelist.) BEAU http://www.LBY3.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 14 Aug 2000 23:57:58 +0200 Reply-To: Mystara Sender: Mystara From: Marco Fossati Subject: The Church in Darokin MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Yes, in my opinion, there's no immortal in Mystara that between its interest has also trade and merchants. Yes there's Astrius but I view him like a kind Mercury( the ancient greek god). So merchants and trade are no his main interests. What really lacks is an immortal like Waukeen ( God of gold and commerce in the Forgotten Realms setting). Sometimes I find unbelievable that in Darokin hasn't still grown a religion strongly based upon money. This is not a critic about the works of Mr. Dalmonte on the Church of Darokin, only a little oddities I found. Cheers, Marco Fossati ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 15 Aug 2000 00:21:08 +0200 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?H=E5vard?= Subject: Re: The Church in Darokin In-Reply-To: <012501c0063a$bc4ff380$015dabd4@default> MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=iso-8859-1 Content-Transfer-Encoding: 8BIT On Mon, 14 Aug 2000, Marco Fossati wrote: > Yes, in my opinion, there's no immortal in Mystara that between its interest > has also trade and merchants. Yes there's Astrius but I view him like a kind > Mercury( the ancient greek god). So merchants and trade are no his main > interests. What really lacks is an immortal like Waukeen ( God of gold and > commerce in the Forgotten Realms setting). Sometimes I find unbelievable > that in Darokin hasn't still grown a religion strongly based upon money. > This is not a critic about the works of Mr. Dalmonte on the Church of > Darokin, only a little oddities I found. Your name sounds Italian Marco so you should know that Mercury is the Roman god and Hermes the Greek analogy. Darokin is a very liberalist country allowing all sorts of religions and being filled with all sorts of people. Even though the principles of wealth and power are prevalent in Daokins official politics and the ideology of the mercheant class, I believe that most Darokinians have a more traditional medieval attitude to religion. H�vard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "Would it not be easier in this case for the government to dissolve the people and elect another?" -Bertolt Brecht ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 14 Aug 2000 16:02:33 -0700 Reply-To: Mystara Sender: Mystara From: "Harvey, Michael" Subject: Re: The Church in Darokin MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" I think it would make an interesting conflict if the organized religion in Darokin *opposed* worldly wealth, or taught that it was somehow dangerous. Christianity teaches that wealth is not inherently sinful but that it can be dangerous if it becomes an idol. That was part of the conflict over "indulgences" -- priests were accepting money for something which God says cannot be purchased. Thus, Darokin might have a religion based on noble principles, but a corrupt priesthood who accept bribes (and perhaps a schism with a traditionalist sect who wants to return to "pure religion"). In addition there could be a minor cult which revolves around a "god of money" and is popular with merchants and the poor (who want to be rich), but which is persecuted and snubbed by the incumbent church as "the false religion of the masses". (Maybe this last cult is backed by Hel in one of her false guises, hoping to breed confusion and conflict and steal supports from other immortals.) Throw in a thuggee cult from nearby Sind in Akesoli, and a voodoo cult in the Malpheggi region (from the nearly forgotten Atruaghin "squid" tribe, who got it from the Lizard Men, who got it from a group of ancient Kopru, who...), and you've got a nice volatile mix. Mike ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 15 Aug 2000 03:05:36 +0200 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?Andr=E9s_Piquer_Otero?= Subject: Re: The Church in Darokin MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 8bit fI have always thought of religion in Darokin as two-faced: 1. those religious orders or churchs which try to do charitable work in order to keep some social health amongst the disfavoured, some kind of "fantasy basic social insurance" which prevents the lowest rungs of population to grow restless at such a hard system. 2. some kind of ideology which presents richness as prosperity as a sign of the Immortals' favour (something similar to some aspects of RW Calvinism in the XVIth Century). So, favored people -rich and with prosperous business- would be likely to pursue or throw their children into the cleric's path. Maybe in other KW lands people pray for the immortals' favour to be prosperous, in Darokin they think they have the gods' favour when they have reached prosperity. That might suit the enterprising character of the Republic. On Immortals, I suppose they would play heavily on worship of Asterius. First, as an immortal of commerce, but also to appease his aspect of patron of thieves, so that the Republic business had less to fear from crime. just my 2 coppers Andr�s ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 15 Aug 2000 03:58:35 +0100 Reply-To: Mystara Sender: Mystara From: Paul George Dooley Subject: Re: The Church in Darokin MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit > Yes, in my opinion, there's no immortal in Mystara that between its interest > has also trade and merchants. Yes there's Astrius but I view him like a kind > Mercury( the ancient greek god). So merchants and trade are no his main > interests. What really lacks is an immortal like Waukeen ( God of gold and > commerce in the Forgotten Realms setting). If I may be so bold, what draws you to this view? His write-ups everywhere (HW, WotI, PWA 2&3, Joshuan's, K:KoA, RS) list his interests as merchants, trade and thieves. In fact his Red Steel write-up says he controls the moon, money and commerce, as well as being the patron of healers, traders, thieves, and travellers abroad. Any portfolio Waukeen hopes to fill seems well covered. Is there another source of information which contradicts this, or is it just your readings of the information? If it is just your own version any chance of a copy? So I can use it to bamboozle my players with yet another variation of worship for the same Immortal? Hamlet I, v, 166. Words to live by? Paul ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp Find Local Players: http://nafsasp.wizards.com/Registries/TSR/Welcome.asp To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message.