========================================================================= Date: Mon, 29 Jan 2001 14:36:57 +0100 Reply-To: Mystara Sender: Mystara From: Jacob Skytte Subject: Riddle of the Runes MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable I just got the "interesting" screen saver "Riddle of the Runes" from a = friend. What's with that? "Artuaghin Clans", "Angmor", "Minothrad", = "Lerendi" ?!? At least most of the images of Mystara are from Mystara = products, apart from the occasional Dragonlance pic, even if they are = the lousiest scans I've ever seen... The placement of some images also = leave you wondering. The "Master of the Desert Nomads" in Ylaruam makes = a little sense, at least it's a desert. But "Mysteries of the Snow = Pearls" in Aengmor doesn't. Of course, if Aengmor was Alfheim, so some = sense in a twisted way, I guess... I don't know enough about most of the = other settings to see whether they got ripped off as bad as Mystarans. Did the programmers deliberately sabotage the program? Or wasn't there = any QA? Or was this just an attempt at making a quick buck in the end = days of TSR? Jacob Skytte scythe@wanadoo.dk ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 15:01:43 +0100 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?H=E5vard?= Subject: Re: question of a 1.000.000 gp In-Reply-To: <001301c0888f$db75b880$8b39abd0@tds.net> MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=iso-8859-1 Content-Transfer-Encoding: 8BIT On Sat, 27 Jan 2001, George Hrabovsky wrote: > In Norwegian, Mistere is something like "Loser." hehe. Playing with your dictionary? :) "Miste" means "to loose", but there is no word in Norwegian called Mistere and the word for "loser" is "taper". Off topic, but I just *had* to comment on that one. Cheers, H�vard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "God created man in his image, and then man returned the favour." -Voltaire ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 08:25:21 -0600 Reply-To: Mystara Sender: Mystara From: George Hrabovsky Subject: Re: question of a 1.000.000 gp MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 8bit That's what I get for putting parts of words together... :-) George ----- Original Message ----- From: "H�vard" To: Sent: Monday, January 29, 2001 8:01 AM Subject: Re: [MYSTARA] question of a 1.000.000 gp > On Sat, 27 Jan 2001, George Hrabovsky wrote: > > > In Norwegian, Mistere is something like "Loser." > > hehe. Playing with your dictionary? :) > "Miste" means "to loose", but there is no word in Norwegian called Mistere > and the word for "loser" is "taper". > > Off topic, but I just *had* to comment on that one. > > Cheers, > H�vard > > Haavard R. Faanes (hoc@nvg.ntnu.no) > http://www.nvg.ntnu.no/~hoc > > "God created man in his image, and then man returned the > favour." -Voltaire > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > The Mystara Homepage: http://www.dnd.starflung.com/ > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. > ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 16:04:36 +0100 Reply-To: Mystara Sender: Mystara From: Caroletti Subject: Re: Riddle of the Runes MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Jacob Skytte wrote: > I just got the "interesting" screen saver "Riddle of the Runes" from a friend. What is it? Iulius Sergius Scaevola Captain of the XXth Cohort Port Lucinius, Thyatis ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 17:19:15 +0100 Reply-To: Mystara Sender: Mystara From: Jacob Skytte Subject: Re: Riddle of the Runes MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Caroletti wrote: > Jacob Skytte wrote: >=20 > > I just got the "interesting" screen saver "Riddle of the Runes" from = a friend. >=20 > What is it? It's a screen saver that shows a map of a given campaign world (Mystara = is one of the options). While running there's a path traced in red, as = if to show a person travelling. Once the path reaches certain points on = the map, an appropriate image is shown. So, when you reach Ylaruam, = there's a (very blurry) picture of GAZ2, f.ex. Jacob Skytte scythe@wanadoo.dk ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Sun, 28 Jan 2001 22:55:35 +0100 Reply-To: Mystara Sender: Mystara From: Daniel Mayer Subject: NPC: Flosi Hammerhand MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit Another of my tuned PCs, now NPCs: Flosi was played like the giant who fears nothing. Have fun using him! ***** Flosi Hammerhand, Cleric of Thor "Thor�s Hand" OD&D: neutral (good), Level 22 St: 19 (23), In: 11, Wis: 16, Dex: 13, Con: 18, Ch: 15 Hp: 75 (+10), AC: (War/Adventure:) -7 / (At Ease:) 2 Weapons: +3 warhammer (returning, Int 8, det. magic, det. evil, +6 vs. Undead) Armor: +4 chain mail of healing, +3 boar fur of constitution (+10 hp) Magic Items: +4 ring of protection, ring of holiness, staff of healing (32), staff of healing (23), 6 metal vials of health, 5 Antidote, backpack of holding, girdle of (fire?) giant strength (23); Normal Items: tent, bedroll, 5 torches, 3 wineskins, waterskin, iron rations, mirror, Lore Book of the Valkyries ("Summon Valkyrie" 1/month) Cash: 12 pp, 65 gp, 12 sp, 13 cp Flosi is more a warrior than a cleric. As child of Thor he�s supposed to fight whenever possible or neccessary. He has an exceptional and non-human strength (19) which gave him in early years the co-name "Hammerhand". He was raised as child of a proud freeman of Ostland. His father was a skilled hunter and fighter, always keeping up honor and faith. So Flosi learned to be a humble servant of the gods, but never even thought about becoming a "Stumbling Hairless", as he called the priests. When being 14 years old, he was already 6.5 feet tall, he had a meeting with a valkyrie, without recognizing her. She told him legends of the mighty heroes of the north, and their faith in Odin and Thor. And she put some vague informations about an artifact of Thor in her stories. Days after, Flosi discovered the truth. She gave him the task to search for the lost "Skyship Of The Valkyries", the ship which was used to take those who died with honor to Asgard. Flosi left his family and the Northern Reaches for almost ten years, and returned with honor to the court of Knut when he finished the quest (Lvl 15). He was recognized as member of Thor�s servants and was offered a dominion in Ostland. But he refused. His calling as cleric wasn�t a profession to rule. So as one of the most widely known clerics of Thor, he has gained the title "Hand of Thor", one of the five honorary titles available ("Eyes", "Hand", "Voice", "Hammer", "Herald", from lowest to highest). Everyone of them gets a special artifact, the Lore Book of Valkyries, which can be used to summon a valkyrie to aid in a tough fight. It�s seldom used (a fight has to be won without help), but it�s nearly the only help a cleric of Thor get�s from his god in a one-to-one fight. Against overpowered enemies sometimes good to have. So without bein a noble he holds much political and clerical power in the Northern Reaches which he doesn�t use. Just once, he used his position to challenge the mad king of Ostland to a duell to death. Knut lost. Since then the queen rules sole. Flosi is somewhat of a loner of his folks, but enjoys the company of his true friends Laren ("smart buddy"), Aurelius ("great fighter") and Elaya ("most beautiful woman ever AND smart"). He goes along with Endarius and Thrandor, because he doesn�t like the ir sneaky way of life. As cleric of Thor he hasn�t access to plant-related spells as well as life-giving spells ("let the dead be dead"). So he never ressurected a fighter after death in battle. Only once he raised two children who where killed by his fault (AC 1009). Even now (AC 1012) he�s on the search how to pay his dept to Thor. Today he thinks about living with Aurelius in the Abbey of Banz, for living with fighting clerics/paladins goes conform with his way of life. If he goes to Banz, no one should even think to attack that abbey... too many powerful fighters in one place :) Flosi usually wears his chain with the boar fur, like the typical viking. He always is with his warhammer, as it is his holy symbol. Aside from his reputation he never tells someone he�s a cleric. And his manner suggests him being a fighter. One who loves fighting� ********** by Daniel Mayer Laren Nightmaster Tower of Dreams ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 13:47:22 -0500 Reply-To: Mystara Sender: Mystara From: Geoff Gander Subject: [GANDERG@tc.gc.ca: OT - FASA closes its doors] ================= Begin forwarded message ================= From: GANDERG@tc.gc.ca ("Gander, Geoff") To: au998@freenet.carleton.ca ("'Me'") Subject: OT - FASA closes its doors Date: Mon, 29 Jan 2001 13:17:46 -0500 > Just thought you'd like to know - pass this on to anyone who's interested. > > "Subject: FASA / RAL PARTHA IMPORTANT ANNOUNCEMENT > From: (JAKERYKER) > To: (ALL) > DateTime: 1/25/01 6:11:28 PM > > 25 January 2001 > After 20 happy-and difficult-years in business, FASA Corporation is > closing its doors. > > The adventure gaming world has changed much in those years, and it > is time for the founders of FASA to move on. We may produce a few > remaining products in the next month, but then we will close up shop. > > We will remain open to fill all orders from our inventory until > April 30, 2001. We do not plan to print any new inventory; when an item > goes out of stock, it will be gone forever. > > Making this decision now will allow FASA to meet all of its > obligations to suppliers, authors, artists and other freelancers. Our plan > is to sell our inventory, collect all of our receivables and royalties and > continue to manage our subsidiary rights. > > We are selling our BattleTech and Shadowrun properties to Wizkids > LLC, along with certain assets of Ral Partha Enterprises. > > As most of you know, Wizkids was started by Jordan Weisman, a > founder of FASA and the creator of the incredibly successful new game line > Mage Knight Rebellion. We know that FASA's properties will be in very good > hands at Wizkids. > > I want to thank all of our loyal fans and customers who over these > 20 years have made FASA Corporation a fun place to be and a company of > which we are very proud. > > Morton Weisman > > Ross Babcock" > > Let's now have a moment of silence for FASA Inc. and Ral Partha. > > > > > -- 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 The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 20:07:21 +0100 Reply-To: Mystara Sender: Mystara From: Caroletti Subject: Never the Same - 1. Christian Buzby MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit Note: this character has already appeared on the MMB. The "Never the Same" adventuring party had to appear originally only on the MMB, but I have recently been unable to connect to the MMB lately, and thus I re-send all the group here on the MML. CHRISTIAN BUZBY 28th Sviftmont 981, Vyonnes, New Averoigne, Glantri. History: Christian Christopher was born in Vyonnes, son of two werewolves. He was adopted by Colette Buzby, a young adventuress who was only 17 at the time, but was already a good magic user. It was she that had slain his parents during a raid conducted by her party in order to eliminate a pack of werewolves who hid in Vyonnes, and to which his parents belonged. Colette understood soon that Christian was a werewolf, but she hadn�t heart to leave a six week old boy to die, and grew him up as his own son. At 16, Christian was already a mature man, and he and Colette, who was by then 33, and an excellent wizard, capable of mantaining her age about ten years younger, fell in love with each other, leaving for Morlay, where they hoped to establish a new life together, both as werewolves. Christian learned the way of the forest and became a ranger, while Colette continued his magical research, and occasionally the couple adventured in the company of a Darokinian werefox named Weston. When Christian turned 22, he had a son from Colette, whom they called Alexander. Unfortunately, both his son and his wife were killed in a raid organized by Dame Genevieve de Sephora while he was away with Weston. Enraged and saddened, he vowed to do anything possible to bring the downfall of the Principalities of Glantri. He has become a friend and advisor to Malachie du Marais, and has personal friends among the Ten Thousand Fists of the Khan. With Weston, he met the other three members of �Never the Same� in AC 1004, and formed a group that worked several times in association with Harold Boar. In AC 1009, Buzby was delighted to watch the destruction of the Great School of Magic in Glantri, after having spent most of the war in anti-Glantrian activities and espionage. Personality: Buzby is a good and benevolent man, a real friend, and hates violence, but he has vowed to bring the downfall of Glantri and of the evil societies of the Known World. He knows very well that it is only utopia, but he will do anything nevertheless if it can help in his crusade against what he hates. Buzby doesn�t like revolts and revolutions, and doesn�t approve terroristic acts that will only harm the population. He thinks that only eliminating the rulers that are responsible of evil acts and change them with more proper ones the things will change. However, he is intimately disilluded, and more than once thought to stop adventuring. He is often in conflict with the others, because he feels that they are not as responsible for their actions and their ideals as he is. Appearance: Christian is of medium height, with blue eyes and blond long hair. He has a sad look in his eyes, and speaks always with a soft and beautifully modulated voice. He usually dresses like a huntsman or a woodcutter when travelling or adventuring, and doesn�t like to spend time in cities, where he feels uncomfortable in more mundane dresses. Stats (OD&D, AC 1010): Werewolf 8th - Ranger 10th. Str 12, Int 14, Wis 12, Dx 16, Cos 12, Cha 17 Alignment: Chaotic good. Note: there are no rangers in OD&D, but he is not really a fighter...and so you should use the ranger for od&d that appears at Shawn's! ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 22:00:16 +0100 Reply-To: Mystara Sender: Mystara From: Jacob Skytte Subject: NPC: Anneke Flieger MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Seeing how it appears to be NPC time, here's one of mine (not originally = intended as an NPC, but oh, well), using one of the craziest ideas from = G:KoM. Those Flaems have all the luck... Jacob Skytte scythe@wanadoo.dk ANNEKE FLIEGER "Come gather around the campfire, whelps! I will tell the tale of the = Mother to you this night. It was during a winter such as this, cold and = cruel, with little food and little shelter that She wandered into the = camp. She was of noble bearing and bore beautiful clothes and gear of = human design. Uzuk was chieftain then, and he rose from his meal, spiked = club in hand. As you've been told countless times, Uzuk had recently = defied Tzeluk-Khan, and he was expecting punishment. Uzuk was never too = bright, he ruled by force not wit, so when he saw it was just a female, = he laughed hard and loud. When the Mother heard this, a look of wrath = crossed her face, and with a small flourish She called forth lightning = to smite him. She then spoke to us, and told us of great danger, that = Tzeluk-Khan was coming to wipe us out, and that if we wished to survive, = we should follow her, and she would lead us to safer lands. Most of the = tribe agreed. As soon as we had packed our belongings and were leaving, = Tzeluk-Khan did appear, leading a fierce horde of warriors. The Mother = turned, and summoned forth fires, creating a barrier in front of the = horde. We fled quickly then, travelling for many weeks across mountains = and far beyond known territory. Eventually the Mother proclaimed that we = had reached our new home. She lived with us there for many years, and = our camp became grand and mighty under her protection. From among the = whelps, She chose seven as Her apprentices. I was among them. When we = had become as Her, with powerful magics and great learning, She left us = to wander the world as She had done before. She promised to return if = ever the need was great enough, but the Seven have proven worthy, and we = have protected you, and chosen from among you others to follow us. Now I = am the last of the Seven, the eldest of our tribe, and I pass along the = tale of the Mother, that you will revere Her as our savior, and remember = that She will help us if great need arises. I have spoken enough for one = night. My bones ache and I am weary. I only wish that one last time, I = could lay eyes on Her. Perhaps I will follow Her into the world, and = look for her, soon." "Now, children, come closer to the fireplace, and I will tell the sad = story of Diedreck and Anneke. It was many years ago, back when we Flaems = were the sole rulers of Glantri, or so the story goes. Diedreck and = Anneke were husband and wife, both powerful mages who loved each other = more than life itself. In those days, as now, the Ethengarians were our = enemies. Seeing our glorious lands, they desired them, and cruelly = wanted to wrest them from us. Now we have mighty fortifications, and = soldiers, but back then nobody was spared from the fighting. It was = during a great battle with the barbarian hordes that Diedreck and Anneke = were separated, and Anneke found herself facing a mighty khan. Flustered = by the absence of her love, she did not react in time, and the khan, = with a single strike, took off her head. When the battle was won, = Diedreck went out calling for Anneke, when he beheld the ghastly sight = of her headless body. The head was nowhere to be found. Beside himself = with grief, Diedreck used his most powerful magics to bring back his = wife, believing their love would conquer all. He reincarnated her, and = thus brought her back to life. Alas, through some cruel twist of fate, = she returned to life as an Orc! Fearing what their kinsmen would do, = should an Orc enter their town, they fled the lands of Glantri. They = tried living together, but Diedreck could not overcome his revulsion at = his wife's new form, so, though she loved him dearly still, he became = twisted and cruel to her. Eventually one day Diedreck rose against her, = screaming that she was an abomination, and that he would put things back = to their natural order. Wielding a knife, he came at her with murderous = intent, and gave Anneke no choice. With great pain in her heart, she = called the magics of fire, which she still commanded, and burned = Diedreck to ashes. Then she left to wander the world, looking for a = place where she would be accepted. Maybe she still wanders, looking for = that place." The story of Diedreck and Anneke is basically true. Anneke was, however, = reincarnated as a Hobgoblin, not an Orc. For centuries she has travelled = the world looking for acceptance. For a while she lived with her new = race, as related in the first story, but she found them too crude, and = returned to the world of men. She has dwelled in many places, but she = moves on in a few years if she encounters any sort of trouble or = prejudice. Appearance Anneke is of the Goblinus Grandis race, and in her natural shape is 6'4" = tall, skinny, and wizened. She has grey skin, a few grey tufts of hair, = small horns, a toad-like face with black lips, and protruding eyes. However Anneke wears both a Mask of Disguise and a Cape of Disguise = (from the Book of Marvelous Magic), enabling her to change her = appearance and voice. She uses these to imitate her former appearance. = In this form she is 6'4" tall (height cannot be changed by her magics, = in real life she was shorter), slender and delicate. She appears to be = somewhere in her 30s, with Flaemish features, coppery skin, and golden = hair tinged with red. Her eyes are a bright green. Mental disposition Anneke is a very sociable person, she likes the company of good friends, = and she loves festivities. She enjoys dancing and can be very = flirtatious, when she forgets herself. However, should any man make = advances, Anneke will quickly become nervous and flustered, fearful that = her secret should be disclosed. While she longs for romance, this is = something she denies herself for fear of being rejected. She is prone to = depressions if criticized, and suffers from feelings of inadequacy. Her = temper is violent, however, and if pushed she is quick to anger. Having spent most of her life on land, Anneke is unable to swim, and she = has an unreasonable fear of water and drowning. She always keeps at = least one Water Breathing spell memorized, and carries magic to help her = if she should find herself in water. She is particular fearful of = squids, and tentacled creatures in general. As a result she will try to = destroy them if she encounters any, but if she seems unable to do so, = she will cower and try to hide. Her greatest fear is that her true form will be revealed, and that she = will be dejected again. Thus, she goes to great lengths to ensure that = nobody will suspect her true nature. She is very thorough in this, and = it is always foremost on her mind. She is constantly wary of spells = being cast in her vicinity, for fear that they are divinations that will = reveal her. Spell-casting As a Wokan Anneke has a unique approach to spell-casting. She channels = her spells through a gri-gri, an exotic wand (basically a stick adorned = with a rat skull, some feathers and gems). She must wave the gri-gri = whenever she casts a spell. At least Anneke is spared the rituals to = memorize spells, since she is literate, and carries spell books. Should = she lose these, she can still memorize spells by dancing, howling and = shouting, while waving the gri-gri. Spells known (number of spells for that level): 1st level (4): Detect Magic, Light, Protection from Evil, Read = Languages, Read Magic, Shield, Sleep 2nd level (4): Continual Light, Detect Evil, Detect Invisible, = Invisibility, Levitate, Phantasmal Force, Web 3rd level (4): Clairvoyance, Dispel Magic, Fireball, Fly, Lightning = Bolt, Protection from Normal Missiles, Water Breathing 4th level (4): Charm Monster, Growth of Plants, Ice Storm/Wall, = Massmorph, Polymorph Self, Remove Curse, Wall of Fire 5th level (3): Animate Dead, Cloudkill, Dissolve, Hold Monster, = Pass-Wall, Wall of Stone 6th level (2): Death Spell, Move Earth, Projected Image, Reincarnation, = Stone to Flesh, Wall of Iron Equipment Anneke possesses many magical items, saved up over the years. She = carries most of these in a Bag of Holding. These include Potions of Fire = Resistance, Healing, Longevity, and Swimming, a Ring of Protection+3, an = Amulet of Protection from Crystal Balls & ESP, a Horn of Blasting, Wands = of Fear and Paralyzation, and a Dagger+3; +6 vs. water-breathing = monsters. Mundane equipment includes garlic, holy water, a mirror, and = many bottles of perfumes from all over the world. STATS (OD&D) 14th level Hobgoblin, 14th level Wokan Chaotic (Good), Str 5, Int 16, Wis 14, Dex 6, Con 7, Cha 16 (4 if = revealed as a Hobgoblin), hp 36, AC 6 (Natural AC of 8, +1 Dex penalty, = wearing Ring of Protection+3) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 22:12:38 +0100 Reply-To: Mystara Sender: Mystara From: Jacob Skytte Subject: NPC: Maktar MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable And another one... Jacob Skytte scythe@wanadoo.dk MAKTAR "Do you see him, my son? Yes, the one who sits alone in the corner. = That's right, the one with no beard. He is Maktar; "the ruined beard". = Once he had a proper name, like the rest of us, but no longer. Since he = lost his children to the Trolls, he has forsaken both his name, his clan = and his beard. It was during the harsh winter some 20 years ago, in the = month of Wharlin. Maktar was then a prominent cleric of Kagyar and a = proud and respected member of the Torkrest Clan. As Evedar of Evekarr = Fort, he had led his troops into the Troll infested hills, and had slain = a large number of them, believing them to have been driven from the = area. Maktar was called to Dengar, and travelled there with a company of = dwarves. His superiors had decided to promote him to Rasdar, to replace = the aging Korar at Fort Denwarf. Having some time off before being = appointed, he sent for his family. Alas, during the journey from Evekarr = Fort, they were waylaid by Trolls, driven to a madness by hunger and the = recent slaughter, who had managed to find a way past Evekarr. His entire = family, and their entourage, were slain and eaten. Only twisted = fragments of metal remained. When Maktar heard of this, he went quite = mad, and, in grief, shaved off his beard. He immediately went to his = superiors, demanding that a punitive force should be sent to exterminate = the Trolls from Rockhome and it's borders. Seeing that this could never = succeed, since the Trolls could easily withdraw to Vestland where the = army could not enter, they refused. In great wrath Maktar proclaimed = that he would no longer have any part in the Rockhome military, and that = he would no longer belong to the Torkrests, since they had let him down. = He swore that as long as Trolls remained in Rockhome, he would remain = beardless. Since then he has travelled far, in search of the gold needed = to raise an army to exterminate the trolls. Every now and then he = returns to Rockhome, to try and persuade the army to exterminate the = Trolls, and when Evekarr Fort sends out expeditions, he shows up to join = them. Many of his former soldiers still see him as their leader, and let = him fight with them during these campaigns. So, though he appears a = ragged and worn vagabond, do not pick a fight with him, for he is a = Troll-killer, and also has the favor of Kagyar." The story of Duric Dorficwarf is well-known in Rockhome. Now known as = Maktar, he travels the world, adventuring, to raise money for an army to = exterminate all Trolls, an impossible quest it would seem. Appearance Maktar is a fairly short and stocky dwarf, whose most remarkable feature = is the lack of a beard. Among the dwarves of Rockhome this is almost = unheard of. Maktar goes through a ritual shaving each morning while = praying to Kagyar to grant him spells. He is also tonsured, but rarely = removes his helm when awake. Occasionally he is mistaken for a large = gnome, and this annoys him endlessly. Maktar is in his late Adulthood, = 96 years old. His eyes are are a light shade of grey, and his hair would = be dark brown if he had any. Constantly on the road, he does not wear = any jewelry (he sold most of it for cash), and his travel-worn clothes = are rumpled and dusty. Mental disposition A very serious Dwarf, Maktar has little time for needless frivolity. He = is outspoken, and will constantly chastise his companions if they seem = unfocused or less eager than himself to reach their objective. As a = former military commander, he is good at evaluating opposition and = making the best of his own resources. Often, he will be the one shouting = orders while moving to engage the enemy. Caring deeply for others, Maktar soon becomes attached to his travelling = companions, and will do what he can to assist them, though he expects = the same from them, and considers it a betrayal if they refuse to help = him when he's in trouble. In the company of strangers, he is slow to = warm up, and guarded at first. If he loses any trusted companions, he is = thrust into grief. First he will fight to avenge them, then he will = mourn for them. Should he fear that one of his companions is in mortal = danger, he will do anything to save them, including sacrificing his own = life. Maktar, like most of his race, is unable to swim. He has found that he = can tread water, however, and he is not afraid of water, unlike most = other dwarves. This might be because, he has no beard to drag him down = when wet. Instead, Maktar has developed a fear of heights. He is fine so = long as he can't see the ground below him, but freezes if exposed to a = great height within sight of ground. It will take great force of will to = get him moving again. Spell-casting Maktar casts spells as an ordinary Cleric. He does not use the reversed = versions of spells, except when confronting Trolls. He will not use = healing magics on non-dwarves unless he knows them well, and is = forbidden from using raise dead spells on non-dwarves. As a Dwarf-Cleric = of Kagyar, he is unable to Turn Undead. Spells per level: 1st: 4, 2nd: 4, 3rd: 3, 4th: 3, 5th: 2, 6th: 1 Equipment Always prepared for battle, Maktar dresses in a Plate Mail+2, wears a = Shield+2 with the special power of Absorption, wields a Hand Axe+3, and = two Throwing Axes. All of his equipment is worn and dirty, except for = his Holy Symbol: an emerald with a beautiful carving of a crossed hammer = and chisel, easily worth 7,000 gold pieces. STATS (OD&D) 12th level Dwarf-Cleric, Attack Rank D Neutral (Good), Str 14, Int 9, Wis 13, Dex 7, Con 16, Cha 13, hp 62, AC = -1 (Plate Mail+2 for AC 1, -3 Shield bonus, +1 Dex penalty) Maktar takes only half damage from damage-causing spells and spell-like = effects, a quarter if he succeeds at a Saving Throw (if allowed by the = spell). ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 22:13:39 +0100 Reply-To: Mystara Sender: Mystara From: thibault sarlat Subject: Re: Riddle of the Runes MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit where can i get this screen saver please? Thibault Sarlat. ICQ 16622177. homepage http://www.mystara.com.bi Join me at: thibsylv@club-internet.fr or at clenarius@hotmail.com ----- Original Message ----- From: Jacob Skytte To: Sent: Monday, January 29, 2001 5:19 PM Subject: Re: [MYSTARA] Riddle of the Runes > Caroletti wrote: > > > > Jacob Skytte wrote: > > > > > I just got the "interesting" screen saver "Riddle of the Runes" from a friend. > > > > What is it? > > It's a screen saver that shows a map of a given campaign world (Mystara is one of the options). While running there's a path traced in red, as if to show a person travelling. Once the path reaches certain points on the map, an appropriate image is shown. So, when you reach Ylaruam, there's a (very blurry) picture of GAZ2, f.ex. > > Jacob Skytte > scythe@wanadoo.dk > > ******************************************************************** > The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp > The Mystara Homepage: http://www.dnd.starflung.com/ > To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM > with UNSUB MYSTARA-L in the body of the message. > ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 22:32:20 +0100 Reply-To: Mystara Sender: Mystara From: Jacob Skytte Subject: Re: Riddle of the Runes MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable thibault sarlat wrote: > where can i get this screen saver please? Well, it's not shareware, so I guess one would have to find it, perhaps = in a store that deals in used software? It hails from the end days of = TSR, so I doubt you can get it from the company. It's really just for = collectors, since it stinks, but I guess you're a collector (as am I). = ;) Jacob Skytte scythe@wanadoo.dk ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 23:27:33 -0000 Reply-To: Mystara Sender: Mystara From: "paul.benfield" Subject: Re: [GANDERG@tc.gc.ca: OT - FASA closes its doors] In-Reply-To: <200101291847.NAA17614@freenet10.carleton.ca> MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit NO WAY!!!!!! What is the world coming to, first ICE goes bankrupt and now FASA. Behind D&D in its many forms Shadowrun has to be one of my favourite RPGs. I can only hope that 3rd Edition sells well..... Things are not looking good for Role-playing at the moment. This is a very sad day for our hobby. In shock. Paul Benfield -----Original Message----- From: Mystara [mailto:MYSTARA-L@ORACLE.WIZARDS.COM]On Behalf Of Geoff Gander Sent: 29 January 2001 18:47 To: MYSTARA-L@ORACLE.WIZARDS.COM Subject: [MYSTARA] [GANDERG@tc.gc.ca: OT - FASA closes its doors] ================= Begin forwarded message ================= From: GANDERG@tc.gc.ca ("Gander, Geoff") To: au998@freenet.carleton.ca ("'Me'") Subject: OT - FASA closes its doors Date: Mon, 29 Jan 2001 13:17:46 -0500 > Just thought you'd like to know - pass this on to anyone who's interested. > > "Subject: FASA / RAL PARTHA IMPORTANT ANNOUNCEMENT > From: (JAKERYKER) > To: (ALL) > DateTime: 1/25/01 6:11:28 PM > > 25 January 2001 > After 20 happy-and difficult-years in business, FASA Corporation is > closing its doors. > > The adventure gaming world has changed much in those years, and it > is time for the founders of FASA to move on. We may produce a few > remaining products in the next month, but then we will close up shop. > > We will remain open to fill all orders from our inventory until > April 30, 2001. We do not plan to print any new inventory; when an item > goes out of stock, it will be gone forever. > > Making this decision now will allow FASA to meet all of its > obligations to suppliers, authors, artists and other freelancers. Our plan > is to sell our inventory, collect all of our receivables and royalties and > continue to manage our subsidiary rights. > > We are selling our BattleTech and Shadowrun properties to Wizkids > LLC, along with certain assets of Ral Partha Enterprises. > > As most of you know, Wizkids was started by Jordan Weisman, a > founder of FASA and the creator of the incredibly successful new game line > Mage Knight Rebellion. We know that FASA's properties will be in very good > hands at Wizkids. > > I want to thank all of our loyal fans and customers who over these > 20 years have made FASA Corporation a fun place to be and a company of > which we are very proud. > > Morton Weisman > > Ross Babcock" > > Let's now have a moment of silence for FASA Inc. and Ral Partha. > > > > > -- 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 The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 18:35:58 -0500 Reply-To: Mystara Sender: Mystara From: Mike Donnelly Jr Subject: Re: [GANDERG@tc.gc.ca: OT - FASA closes its doors] MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit "paul.benfield" wrote: > NO WAY!!!!!! > > What is the world coming to, first ICE goes bankrupt and now FASA. > > Behind D&D in its many forms Shadowrun has to be one of my favourite RPGs. Yes, and you haven't even mentioned BattleTech (one of the more fun tactical games to come along before rampant use of computers...) > In shock. > > Paul Benfield You aren't the only one. OTOH, if you take a good look at who bought the rights to their two hot sellers, it's none other than one of the original founders of the company. All in all, it might be the best thing to happen in a long time... ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 18:42:44 -0500 Reply-To: Mystara Sender: Mystara From: Mike Donnelly Jr Subject: Re: [GANDERG@tc.gc.ca: OT - FASA closes its doors] MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit "paul.benfield" wrote: > NO WAY!!!!!! > > What is the world coming to, first ICE goes bankrupt and now FASA. > > Behind D&D in its many forms Shadowrun has to be one of my favourite RPGs. Yes, and you haven't even mentioned BattleTech (one of the more fun tactical games to come along before rampant use of computers...) > In shock. > > Paul Benfield You aren't the only one. OTOH, if you take a good look at who bought the rights to their two hot sellers, it's none other than one of the original founders of the company. All in all, it might be the best thing to happen in a long time... Then again, I said that when Gygax's divorce went through and that turned out to be an immediate hit followed by unmitigated disaster. It's all well and good to allow bean counters their opinion in how to run the business. It's quite another thing when you let them *run* the business for you. While it was good to allow the story line to progress, I think they let their success ran off and started dragging them along. Then they brought out too many alternate RPGs... Kinda like what TSR did a long time ago: ie Boot Hill (who rememeber that?), Dawn Patrol (anyone?), Star Frontiers, ect. This could be the rebirth of BT & Shadowrun or it's downfall. I'm hoping for the former. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 19:16:55 EST Reply-To: Mystara Sender: Mystara From: "Larry E. Lamb" Subject: Re: Celtic Karameikos MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit I plan to use the "Celtic hestorik" handbook for a base to re-form karameikos. I dont plan to use all of it, i cinda like to see dragons with high INT (in that book all dragons have animal INT). I will use the classes and monsters and the equipment and the god/dess in the book. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 16:49:00 -0800 Reply-To: Mystara Sender: Mystara From: Ricardo Matheus Subject: Re: Maps on Rules Cycl. Mime-Version: 1.0 Content-Type: text/plain; format=flowed >i think they come from the Trail maps (TM series) I should have guessed, the all-famed and all-impossible-to-find ones! I will never have one full complete map of the Known World! Darkblood _________________________________________________________________________ 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 The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Mon, 29 Jan 2001 20:16:34 -0600 Reply-To: Mystara Sender: Mystara From: Eric Anondson Subject: Re: Maps on Rules Cycl. In-Reply-To: <20010130011455.33F3D83FE@brea.mc.mpls.visi.com> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit >> i think they come from the Trail maps (TM series) > > I should have guessed, the all-famed and all-impossible-to-find ones! > I will never have one full complete map of the Known World! I just looked. Yup, there ARE lighthouses on the Trail Map. I had heard stories about how hard it was to find the Trail Maps. And then one day the Eastern Countries showed up on eBay with a BuyItNow of $15.00. So... I had to. Oh, that was a nice find. Eric Anondson (Still on the prowl for a Western Countries) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 30 Jan 2001 14:03:15 +0100 Reply-To: Mystara Sender: Mystara From: =?iso-8859-1?Q?H=E5vard?= Subject: Re: [GANDERG@tc.gc.ca: OT - FASA closes its doors] In-Reply-To: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=iso-8859-1 Content-Transfer-Encoding: 8BIT On Mon, 29 Jan 2001, paul.benfield wrote: > NO WAY!!!!!! > > What is the world coming to, first ICE goes bankrupt and now FASA. It is sad, even though I cant say I miss RoleMaster.. > Behind D&D in its many forms Shadowrun has to be one of my favourite RPGs. Wizkids will continue SR. If they dont succeed, I'm sure someone else will buy it. Good old games tend to stay alive. Ars Magica and Warhammer are good examples of this. > I can only hope that 3rd Edition sells well..... > > Things are not looking good for Role-playing at the moment. D&D is with all its flaws _the roleplaying game_. Vampire aside, D&D is the most popular and famous roleplaying game, and the day D&D goes, the hobby is dead. Still.. With FASA gone, Steve Jackson Games and Chaosium are the last of the old rpg companies still alive.... H�vard Haavard R. Faanes (hoc@nvg.ntnu.no) http://www.nvg.ntnu.no/~hoc "God created man in his image, and then man returned the favour." -Voltaire ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 30 Jan 2001 17:21:29 +0100 Reply-To: Mystara Sender: Mystara From: Caroletti Subject: Re: Celtic Karameikos MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit "Larry E. Lamb" wrote: > I plan to use the "Celtic hestorik" handbook for a base to re-form > karameikos. I dont plan to use all of it, i cinda like to see dragons with > high INT (in that book all dragons have animal INT). I will use the classes > and monsters and the equipment and the god/dess in the book. I see. Then you could have a "Church of Karameikos" based on Roman gods, and I could help in that...8-) Iulius Sergius Scaevola Captain of the XXth Cohort Port Lucius, Thyatis ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 30 Jan 2001 17:37:45 +0100 Reply-To: Mystara Sender: Mystara From: Caroletti Subject: Never the Same - 2. Brad Kull MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit BRAD KULL 13th Yartmont 980, Akesoli, Republic of Darokin. ---------------------------------------------------------- History: Bradten William Kull was born in Akesoli, son of a middle-class merchant who wanted him to become a merchant too. Kull, however, was not too happy of this, although he begun to travel with his father through western Darokin, accompanying him and learning the job. In AC 998, however, on the road from Darokin to Selenica, most of the caravan�s members were killed by one of the guards, who didn�t know he had been infected by lycanthropy. Among the few survivors, Brad fled in the wilderness alone, while his father Ariel was killed. Brad reappeared in Akesoli only three months after, much changed in spirit, and by then a werewolf himself. He had been captured by two Thyatian adventurers, Harold and Jacob Boar, while in wolf form, and although they hadn�t been able to cure him, they taught him of his new condition and offered their help. Kull spent some time with them, and with Publicola, their uncle, who discovered his magical potential and introduced him to another wizard who lived in Akesoli. Returning home only to discover that his mother had died of despair, believing to have lost both his husband and only son, Brad Kull decided to move to Akesoli, under the patronage of the wizard (and retired adventurer) Minnear. In AC 1001 he started his career as an adventurer joining Paul Ramsey and other adventurers as a magic-user in a quest to save a village from nearby goblins. Soon after the two met also Hyatt McIntyre and started a long series of adventures that eventually led them to the encounter with the other members of �Never the Same�, a name he invented for the group. He has built himself a tower a dozen of kilometers east of Akorros around AC 1007, but spends most of the time in a flat in the city, retiring in the tower only when researching. Personality: Brad Kull is a very nice man. He is calm, very polite, educated and pacific. He is intelligent and sensitive. However, Brad Kull is very shy, and in public he remains mostly silent, speaks little and only when it is necessary, and appears somehow nervous. This makes him unnerving to people that doesn�t know him, and that meets him casually or for the first time. His politeness, thus, is often mistaken for sarcasm and mocking. However, it doesn�t take long to realize that he is a �good guy�. Brad doesn�t care of his comrades� political views, and thus is a very good friend of Hyatt, while he finds a bit annoying certain attitudes of Weston and Ramsey. Anyway, he gets along well with all of them. Appearance: Kull is quite beautiful, having delicate features (maybe too delicate), long black hair, and deep brown eyes. He has a deep scar on his left chin, and is very embarassed if people takes notice of this, so he often wears a cloak with its hood always on- and this obviously doesn�t add to his personality when dealing with strangers. Stats (OD&D, AC 1010): Werewolf 4th - Magic User 10th. Str 14, Int 17, Wis 10, Dx 14, Cos 12, Cha 11 Alignment: Neutral. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 30 Jan 2001 17:51:35 +0100 Reply-To: Mystara Sender: Mystara From: Caroletti Subject: Re: NPC: Flosi Hammerhand MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit First note about your characters in general. High-level, but not millions of magical items. Too much magic for me, but probably not munchkin. Anyway, this matters little. > He has an exceptional and > non-human strength (19) 18 should already be non-human strenght. Strenght 18 would be people like Mike Tyson, Muhammad Al� or similar, so why 19? Anyway, is there an explanation for 19? Ok, I'm picky...8-) > When being 14 years old, he was already 6.5 feet tall, he had a > meeting with a valkyrie, without recognizing her. She told him legends > of the mighty heroes of the north, and their faith in Odin and Thor. And > she put some vague informations about an artifact of Thor in her > stories. Days after, Flosi discovered the truth. She gave him the task > to search for the lost "Skyship Of The Valkyries", the ship which was > used to take those who died with honor to Asgard. Just a question. Why did the Valkyrie ask him? Ok, ok, stop throwing fireballs at me, Laren! I had already problems in the past with another mageling who used them too much against me...8-) > He goes along with Endarius and > Thrandor, because he doesn�t like the > ir sneaky way of life. This sentence doesn't make any sense. Your pc probably ate some words. > Flosi usually wears his chain with the boar fur, like the typical > viking. 8-) Iulius Sergius Scaevola Captain of the XXth Cohort Port Lucinius, Thyatis ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 30 Jan 2001 13:20:10 -0800 Reply-To: Mystara Sender: Mystara From: Chris Furneaux Subject: Re: Maps on Rules Cycl. MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii --- Eric Anondson wrote: > >> i think they come from the Trail maps (TM series) > > > > I should have guessed, the all-famed and > all-impossible-to-find ones! > > I will never have one full complete map of the > Known World! > > I just looked. Yup, there ARE lighthouses on the > Trail Map. I had heard > stories about how hard it was to find the Trail > Maps. And then one day the > Eastern Countries showed up on eBay with a BuyItNow > of $15.00. So... I had > to. Oh, that was a nice find. > > > Eric Anondson (Still on the prowl for a Western > Countries) > Ask and ye shall recieve. I think this is what your looking for, saw it not so long ago, but I'm not much for buying things, just looking (although I did buy WotI and the PWA2) shipping costs too much. http://s1.amazon.co.uk/exec/varzea/ts/exchange-glance/Y02Y6334989Y0271395/202-4145445-6719069 BTW, which came first RC or the trail maps? I'm assuming the RC. The bonus for me is if somone maps it in the end then I get to print it off (acess to a A3 colour laser, or I could send it to the ploter at school but that'd cost heeps) Chris. __________________________________________________ Get personalized email addresses from Yahoo! Mail - only $35 a year! http://personal.mail.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 30 Jan 2001 23:01:56 +0100 Reply-To: Mystara Sender: Mystara From: Daniel Mayer Subject: Re: NPC: Flosi Hammerhand MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit Caroletti wrote: > > First note about your characters in general. High-level, but not millions of > > magical items. Too much magic for me, but probably not munchkin. Anyway, > this matters little. A warhammer, a chain mail, a very little bit of healing magic, 2 rings and a additional protective gear is much? I even killed the rod of health! I don�t know, how exceptional your adventures were, but since lvl 12 (we only played �til 15th) at least on full staff of healing was needed. So his many magical items aren�t that much at all. I just once played the group against ONE huge red dragon. 2 staves of healing combined with some teleportation magic was necessary to get the group out at live... reduced, Flosi just owns a weapon, two pieces of armor and two rings. Really much. Oh, the book�s a matter for itself. It was brought in as reason for a longer campaign we never played. Would have been removed sometimes (charged perhaps?) Aurelius is treated the same matter: One really good weapon (two adventures to get it), a standard armor for higher level PCs, and additional protective gear for the heavy fights. Else a fight against a nightmare would end after two rounds... Even for a very-high-level paladin. And this should�nt be. But it�s kind of a question itself to the list: To play a PC to 20th lvl, in my games it takes about 20 game-years at least. If a PC roams the Known World for 20 years, he should find a things or two. Surely not that much to be overpowered, but he should be able (for the game) to resist the call of death for some time, even in heavy situations... ?! And all my players just kept the items most valueable. The rest was sold or used til desintegration. And I must say, Thyatian, I never gave away magical items for less than MUCH blood... or at least intense use of the brains of all players! I only once played in a group, where the master gave a paladin of 5th (!) lvl a holy avenger... The rest of the group got comparable items. Didn�t gave much fun, if a 5th-lvl-group was able to defeat a lair of vampires and wights. > > He has an exceptional and > > non-human strength (19) > > 18 should already be non-human strenght. Strenght 18 would be people like > Mike Tyson, Muhammad Al� or similar, so why 19? Anyway, is there an > explanation for 19? Ok, I'm picky...8-) Yes, indeed, you are. There is a story, yes. But like before, we never played it, so it was just an idea that died. By the way, the two boxers should be somwhere in 18/xx. Who�s stronger? 19 is a score no human has normally. That much I know... > > > When being 14 years old, he was already 6.5 feet tall, he had a > > meeting with a valkyrie, without recognizing her. She told him legends > > of the mighty heroes of the north, and their faith in Odin and Thor. And > > she put some vague informations about an artifact of Thor in her > > stories. Days after, Flosi discovered the truth. She gave him the task > > to search for the lost "Skyship Of The Valkyries", the ship which was > > used to take those who died with honor to Asgard. > > Just a question. Why did the Valkyrie ask him? Ok, ok, stop throwing > fireballs at me, Laren! I had already problems in the past with another mageling who > used them too much against me...8-) > Fireball, tzzz. Never used it for real fun... and I can�t believe Stalker uses such small spells against you, too. > > He goes along with Endarius and > > Thrandor, because he doesn�t like the > > ir sneaky way of life. > > This sentence doesn't make any sense. Your pc probably ate some words. Only some. But perhaps my english... I meant that Thrand*i*r and Endarius didn�t use always the honorable way to finish the job. Endarius is a thief (coming later), organized in the Triade as agent. And Thrandir lives a more neutral life... the result is more important than the way. > > Flosi usually wears his chain with the boar fur, like the typical > > viking. > > 8-) > Surprised? :)) Ok. All my players almost everytime played typical fantasy heroes: The kingly elven warrior (died at 3rd lvl), stupid but strong fighter (lived to 6th lvl, most companions died some levels before him because of his faults, at least three mages...), the chaotic thief who stole from the neutral fighter (a "friend", and died because of that at 2nd lvl)... etc.etc.etc. Maybe those stories could put some fun in the list? Anyway, I�ll send you some bad dreams about fire wherever you step. 1 hp/rnd damage as long you stand on stone :) Daniel Mayer Laren Nightmaster Tower of Dreams ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 30 Jan 2001 17:13:19 -0500 Reply-To: Mystara Sender: Mystara From: SteelAngel Subject: Re: NPC: Flosi Hammerhand In-Reply-To: <3A7739D4.1A775E14@fhwt.de> MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=X-UNKNOWN Content-Transfer-Encoding: QUOTED-PRINTABLE On Tue, 30 Jan 2001, Daniel Mayer wrote: > Yes, indeed, you are. There is a story, yes. But like before, we never > played it, so it was just an idea that died. By the way, the two boxers > should be somwhere in 18/xx. Who=B4s stronger? 19 is a score no human has > normally. That much I know... Well, not really. 3e humans can get a strength of 19+, as well as 1st ed Dwarves.=20 As for 18/xx, that's just a bad idea, that thankfully died with that decrepit system that was AD&D.=20 Sorry 'bout the inane post, but I like bashing AD&D.. A lot..=20 Ethan ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 31 Jan 2001 00:35:48 +0100 Reply-To: Mystara Sender: Mystara From: Caroletti Subject: Re: NPC: Flosi Hammerhand MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit > > To play a PC to 20th lvl, in my games it takes about 20 game-years at > least. [removed defensive rant] Ok, you convinced me. I said that it is not munchkin, just that I restrain myself even more from giving magical items. Anyway, it wasn't really an important critique. 8-) > Yes, indeed, you are. There is a story, yes. But like before, we never > played it, so it was just an idea that died. ? I am curious...8-) > Fireball, tzzz. Never used it for real fun... and I can�t believe > Stalker uses such small spells against you, too. Your words, not mine. Got it, Stalker? 8-) > I meant that Thrand*i*r and > Endarius didn�t use always the honorable way to finish the job. I supposed so, but may I suggest you to submit the correction to Shawn, so we can have a perfect version for the Official Page? > > 8-) > > > Surprised? :)) Ok. All my players almost everytime played typical > fantasy heroes: Nothing bad in it. I prefer that 100000000 of times rather than dwarven magic user or lizard man priest-ranger-monk. At least they make sense. My smile was definitely an appreciation, I like viking characters. However, what's the fun in feedback if you don't criticize a bit? 8-) > Maybe those stories could put some > fun in the list? Why not? Send them along! > > > Anyway, I�ll send you some bad dreams about fire wherever you step. 1 > hp/rnd damage as long you stand on stone :) I live in Port Lucinius, we have water enough to quench any fire. 8-) Iulius Sergius Scaevola Captain of the XXth Cohort Port Lucinius, Thyatis ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 30 Jan 2001 17:54:18 -0600 Reply-To: Mystara Sender: Mystara From: Eric Anondson Subject: Re: Maps on Rules Cycl. In-Reply-To: <20010130213100.3384884E9@breg.mc.mpls.visi.com> Mime-version: 1.0 Content-type: text/plain; charset="US-ASCII" Content-transfer-encoding: 7bit >> (Still on the prowl for a Western Countries) > Ask and ye shall recieve. > http://s1.amazon.co.uk/exec/varzea/ts/exchange-glance/Y02Y6334989Y0271395/202- > 4145445-6719069 It sure was what I was looking for. But the instant I finished registering an account to Amazon.co.uk the listing ended. Ah well. Thanks greatly though! Eric Anondson ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 30 Jan 2001 16:13:05 -0800 Reply-To: Mystara Sender: Mystara From: Ricardo Matheus Subject: Re: Maps on Rules Cycl. Mime-Version: 1.0 Content-Type: text/plain; format=flowed >I just looked. Yup, there ARE lighthouses on the Trail Map. I had heard >stories about how hard it was to find the Trail Maps. And then one day the >Eastern Countries showed up on eBay with a BuyItNow of $15.00. So... I had >to. Oh, that was a nice find. > > >Eric Anondson (Still on the prowl for a Western Countries) Since you have it, would you please take a look to find out if there are some other details beyond those on DotE and, if possible describe then so I can include in the map I�m making? You may give positions of things like the lighthouses relative to the cities or towns (soemthing like 4 hexes southeast and 3 south of "someplace"). All that only if you can spare the time, of course. Darkblood _________________________________________________________________________ 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 The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 30 Jan 2001 16:25:18 -0800 Reply-To: Mystara Sender: Mystara From: Auld Skald Subject: Re: Maps on Rules Cycl. In-Reply-To: <20010130212010.2006.qmail@web1402.mail.yahoo.com> MIME-Version: 1.0 Content-Type: text/plain Content-Transfer-Encoding: 8bit Quoting Chris Furneaux : > --- Eric Anondson wrote: [snip] > BTW, which came first RC or the trail maps? I'm > assuming the RC. Not that it's important, but I'm pretty sure the Trail Maps came first. I seem to recall getting them when they first came out, and before I'd heard about the Rules Cyclopedia. I have them both, so if you want me to look up dates on the materials, e-mail me privately. - Auld Skald ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 30 Jan 2001 19:39:29 -0800 Reply-To: Mystara Sender: Mystara From: Chris Furneaux Subject: Re: Maps on Rules Cycl. In-Reply-To: <980900718.3a775b6e85440@members.uniserve.ca> MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii > Not that it's important, but I'm pretty sure the > Trail Maps came first. I seem > to recall getting them when they first came out, and > before I'd heard about the > Rules Cyclopedia. I was just wondering cause I always found the maps in the RC a bit arbitry when it came to their arangement, however the fact that they come from the trail maps sergests to me that it might be worth me photocoping them and trying to peice them togeather. How much of a trail map do they make up? (and which one?) What are they missing? Chris. P.S. Who snaped it up(the trail map)? __________________________________________________ Get personalized email addresses from Yahoo! Mail - only $35 a year! http://personal.mail.yahoo.com/ ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Tue, 30 Jan 2001 22:28:59 -0500 Reply-To: Mystara Sender: Mystara From: Dan Eustace Subject: Leehashire MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Hello, MML! I just got back on the list with this new e-mail address. Here's = something I wrote up a while back for my campaign in Norwold. Some of = this file is included in the M-almanac, but here is the whole thing. = BTW, I have a detailed map of the area that I am hoping to eventually = post on starflung. Enjoy. Dan Eustace =20 Leehashire Population: 6,500 (Hin). Languages: Alphatian, Lalor (hin). Coinage: Alphatian standard - Crown (gp), Mirror (sp), Judge = (cp); barter. Government Type: Democracy; elected clan representatives = (Clanmasters) advise an elected sheriff. Description: Leehashire is composed of seven halfling = clanholds, each with its own leadership (and Crucible of Blackflame). = The close proximity of the clans to one another has encouraged the hin = to develop together. The stronghold of Leeha is the clans' central = gathering place. The stronghold is located near the White Bear River. = The hin have excavated huge warrens along the riverbank, so that the = members of all the clans may stay in Leeha and have a safe roof over = their heads and a warm fire before their feet. The hin control passage = up and down the river, charging a toll of 1-10 gp per vessel, according = to its size (~1 gp/10 Hull Points). The hin can muster a force of 1500 = warriors. Although the small folk try not to become involved in human = quarrels, they do not hesitate to band together and defend their = homeland against incursions by monsters and other undesirables. =20 History: The area of Leehashire was settled in the distant = past by hin driven from the Northern Reaches by kobold invaders. It is = believed that these northern hin originally left the Five Shires as = colonists, or were driven from there during some earlier turmoil. The = hin lived alone - and mostly peacefully, except for humanoid incursions = - for many centuries, which is one reason they retained their Lalor = language better than their Five Shires brethren. They have reacted = peaceably to the arrival of human cities in the last century; in fact, = they have profited from trade with the humans. =20 A great army of orcs, led by a green dragon, invaded = Leehashire some years ago (1984 AY). Hin losses were heavy, especially = in the eastern clans (Gardener and Divotfoot). That area of the Shire = was in ruin. The hin forces were rallied by a brave young sheriff, = Collin Nimblefingers, whose guerrilla tactics helped beat the orcs at = their own game. The orcs were driven back into the hills, and the = dragon was not seen again. Sheriff Collin was secure in his office. He = successfully defended Leeha from an invasion of frost giants, from = Frosthaven, in the brutal winter of 2002 AY when the Great Bay froze = completely over. A key hero in that engagement was Shaedrik Divotfoot, = who succeeded Collin as Sheriff in 2010 AY. =20 Climate: The climate in Leehashire is similar to that in the = rest of Norwold. It is a temperate region, with four seasons. Spring = generally begins in early Flaurmont. The rivers are high and the ground = wet from the melting snow of the previous winter. Temperatures range = from 30 - 45. Summer begins in late Klarmont and lasts through to early = Ambrymont. Summer days are long here, as daylight can approach 16 = hours. Temperatures range from 45 - 65, but temperatures can climb much = higher during a heat wave. Autumn lasts from mid-Ambrymont until late = Eirmont. Temperatures average 35 - 45. In winter, which starts in late = Eirmont and lasts through Thaumont, the days grow very short (as little = as 8 hours of daylight) and the bitter cold sets in. Temperatures drop = to an average of 20 - 35. However, temperatures below zero, along with = frigid winds are not uncommon. Leeha's climate is somewhat milder than = is typical for other areas around the Great Bay. This is partly due to = its distance from the open ocean, and partly due to the unique nature of = the hin lands. Precipitation is common, with violent thunderstorms in = summer, and heavy snow in winter. Rain, snow, or a mixture can fall in = spring and autumn, depending on the exact time of the season. On = average, there is precipitation every four days, although droughts have = been known to occur in times past. The ocean is relatively calm here, = and there is usually a gentle sea breeze. But the sea being what it is, = storms still occur, especially during the bleak winter months. Coastal = areas can take a pounding during a dreaded Nor'easter. =20 Terrain: Leehashire is one of the most beautiful regions in = all of Norwold. Its rolling hills are forested with a mixture of = evergreens, oak, maple, hickory, elm and ash in the south-east. Lakes = and rivers are plentiful in the hills, which are known as the Catbergs. = Hin venture here quite often, but this area is more of a borderland. = Men from neighboring dominons also travel these hills, and orcs can be = found further to the south. =20 The forested area is known as the Greenwood. The Greenwood is pleasant = and peaceful, and it abounds with wildlife. Wild animals are the only = concern while travelling here. =20 The forests give way to gentle rolling fields and meadows filled with = wildflowers and fruit trees, as well as crops. Streams are smaller and = gentler in the fields which make up the heart of the shire. Smaller = ponds are also common in the fields. The rivers tend to flow toward the = sea or into the White Bear River.=20 The Greenwood River originates deep in the Catbergs. It flows southward = through the forest and across farmland, before turning west to join the = White Bear just north of Leeha. The Naszbras River starts in a region = of the Greenwood south of Goodfield. It flows peacefully from the woods = across the fields to the east, then turns northward through Fogvail = Swamp, before emptying into the Gulf of Leeha. Fogvail Swamp is a dark and murky place, which is often shrouded in = mist. Few hin dare go here. Quicksand is a deadly peril found amongst = the peat bogs here. Twisted and stunted trees give shelter to all types = of swamp denizens, monsters included. The inland swamp eventually gives = way to saltmarsh along the coast, but most of the water here is stagnant = and infested with insects. During winter, the bogs will freeze over, = making them easy to cross, but some monstrous inhabitants remain active = all winter. =20 The White Bear River is a major waterway that is navigable for most of = the year. It often freezes over during the winter. The river is deep = and slow-moving as it passes through the shire, but the water is cold = from its source in the Icereach Range. In some places, the river can be = over a mile wide, depending on the season. The banks tend to be fairly = steep as the river winds through the valley, but it is not so in all = places. The banks of the river are very fertile allowing a wide variety = of crops to grow there. =20 To the west of the White Bear, the forests become denser, and evergreens = grow more common toward the foothills of the Icereach. The western = forest is called the Hightimber. The southern part of this forest is = thick with smaller trees and ground cover. Thickets, brambles and ferns = are common beneath the taller evergreens. North of Leeha, these woods = tend to have older, taller trees with little underbrush. Moss and = needles carpet the forest floor. The trees are broken by the occasional = meadow. Freshwater lakes, ponds, rivers and streams are all abundant = throughout this region. The River Dinelbras marks the northern edge of = this forest. The stretch of Hightimber Forest between Leeha and Grassy Knoll is = crossed by the dangerous Snakebite River. Poisonous serpents are found = in this area, including water moccasins and rattlesnakes. The Snakebite = crawls its way to Saurian Saltmarsh, on the coast of the Great Bay. Hin = rarely travel here. In addition to the snakes and other swamp-life, = fierce lizard men also dwell here (but rarely venture from the = saltmarshes). =20 To the north of the Great Bay, the woods also become increasingly more = evergreen, but are rarely completely so. The trees are dense and = thick, making travel difficult. The woods form a protective border on = this side of the shire, and have been dubbed the Northguard Woods. = These woods are a true wilderness and are mostly unexplored. =20 Settlements: =20 Leeha: =20 Population: 1,000 Leeha is the capital of the shire. It is the = central meeting place for the seven clans of Norwold, and also the seat = of government in the shire. There is a central marketplace where goods = can be traded between the clans as well as with outsiders. Most types = of goods can be found here, although some foreign items may be quite = pricey. Larger two-handed weapons and clothing and armor larger than = hin-size will be difficult to find here. Horses are very rare in Leeha, = but ponies can be had easily. The market is not far from the river, = which has docks and warehouses (both above and below ground) to = accommodate river traffic and sea-going vessels. However, dock space = for larger ocean vessels is limited. =20 Leeha is not heavily fortified, but there is a central fort = where the Leeha Defense Force and Krondar are based. The Sheriff's = Mansion is adjacent to the Defense Fort. A stone bridge crosses White = Bear River in the center of town. It has two guard towers and a wooden = drawbridge to allow ships to pass. The more common smaller vessels can = pass under when the bridge is down. It is here that the toll is = collected for watercraft traveling on the river. Note that the toll is = paid in both directions, and that all ships entering Leeha are subject = to it, as the bridge must be passed in order to reach the docks. The = shire maintains a small fleet of riverboats and sailboats to patrol the = waterway. =20 Most streets in Leeha are either dirt or grass to = accommodate hin feet. The only paved area is found surrounding the = Defense Fort. The entire town is walled and there are several towers, = as well. The two main gates are the North Gate and the River Gate, but = there are many other unofficial doors and tunnels leading into and out = of town. A huge network of warrens and burrows has been dug into the = riverbanks and extends beneath the city. The entire population of the = shire could take refuge in the town and warrens if the need arose. Many = of the underground chambers are storerooms containing stockpiles of food = and other goods to withstand an extended siege. Because of this (and = the small size of the hin), the town seems rather open and spacious. It = is less crowded than human cities and there are several parks or = "greens" to allow for leisure activities (a very important part of any = hin's life!). =20 Leeha is famous for its many fine inns and pubs. Without = exception, these inns are high quality places, filled with warm food and = good cheer. Many are large enough to accommodate humans. Hin songs and = stories can be enjoyed with fine ale well into the night. Various acts, = shows, and other entertainment take place on an almost constant basis, = with yallaren playing a large part. In addition to the inns, various = craft stores and all kinds of shops can be located in Leeha. Most = residences are one or two stories tall, but all have some type of = cellar. Many of these "hobbit holes" are more spacious than the above = ground dwelling and some are entirely underground! During deep snows = which could paralyze a halfling city, the residents simply retreat to = their burrows and life goes on. Despite the quaint and pleasant = character of Leeha, it is not without its shadier side. The south-west = side of town, near the banks of the river, is known as "Nighthin Nest". = It is here that thieves, smugglers, and other undesirables ply their = trade. Most decent hin avoid this part of town. Very few are fool = enough to venture into the burrows beneath this area of town where rival = gangs fight over territory. Being what they are, yallaren are sometimes = involved in these activities, even if just for a time. Nevertheless, = this is still a dangerous and unsavory part of town. Most Krondar will = avoid patrolling this area, or will turn a blind eye toward dubious = activity. =20 Overall, however, Leeha has the atmosphere of one big happy = family. The seven clans are represented in roughly equal numbers, many = of whom have chosen to live in Leeha permanently. The mix of full time = residents and yallaren passing through make it an interesting place to = visit. It may seem somewhat uncontrolled at times (especially during = holidays), but the hin tend to watch out for their own. They are = friendly folk who are willing to a lend a hand to almost anyone. The = residents are more aware than they may seem, however, and many are quite = worldly. They will not hesitate to quickly band together and repel = disrespectful or dangerous visitors. Highthicket: Population: 600 (150 in clanhold, = 450 in surrounding area) Highthicket is a small clanhold = housing the Highthicket Clan. The clan and town both take their name = from the Highthicket River which flows down from the foothills of the = Icereach Range into the White Bear River. Highthicket is a community of = loggers and outdoorshin. Wood and timber are the primary resources of = this area, which is deep in Hightimber Forest. Hin who are not loggers = are most likely fur trappers or game hunters. Grouse and wild turkey = can be found here. Deer, bears, and cougars also inhabit the = surrounding woods and mountains, in addition to animals whose pelts are = coveted by trappers, such as beaver, fox, mink, and ermine. The hin are = good stewards of the land, and will never overcut the forest. This = clanhold is significantly removed from Leeha, so that visits from = outsiders are rare. When visitors do arrive, they are not greeted as = warmly as they would be in Leeha. The Highthicket Clan are hard-working = and tend to keep to themselves and their woodlands. Merrybrook: Population: 800 (200 in clanhold, = 600 in surrounding area) Merrybrook is home to the clan of = the same name. It lies down the road from Highthicket, near the = confluence of the Highthicket, Fishrun, and White Bear Rivers. As such, = the rivers are the major fact of life for this clan. Fishing is their = mainstay. Brook trout, salmon, and other fish are plentiful in all of = these fresh mountain streams. The waters also help to provide a fertile = soil along their banks where various foodstuffs (such as potatoes) can = be grown. The Merrybrook Clan are also skilled river pilots. = Riverboats and sailboats can both be found here for navigating the White = Bear and some stretches of the Fishrun. Smaller canoes and rowboats can = advance further up the Fishrun and the Highthicket, both of which = contain significant rapids. The Merrybrook are somewhat adventuresome, = and travel to Leeha and beyond fairly often. Some even take to piracy = along the White Bear. The clan is quite receptive to guests who can = arrive easily by way of the rivers. There are a few decent taverns and = inns scattered throughout the clan's territory, all of which serve = excellent "fish and chips". Celebrations and merrymaking are almost = constant among this clan, which has its share of musicians and = entertainers. Nimbleville: Population: 800 (350 in clan hold, = 450 in surrounding area) Nimbleville is the clanhold of the = Nimblefingers Clan. It is located northeast of Leeha, on the shores of = the Gulf of Leeha. The shoreline is rocky, and only a few small boats = may dock here. The Nimblefingers Clan are the most stealthy and = streetwise clan in Norwold. They make excellent scouts or spies, as the = case may be. Keep your pouch close to your hip while in Nimbleville, as = thieves are common here. These hin are curious rather than ruthless = robbers. They are raised with the notion that personal property is more = communal than personal. Any item of interest is fair game, and some = items can change hands several times in the course of a day. There are = some hin, however, who take their crime more seriously. They are known = as "Nighthin", and they can be as tough as any human bandit. Aside from = the illegal activity and loose definiton of possessions here, = Nimbleville is a haven for various artists and craftshin. Potters, = leatherworkers, carpenters, glassblowers, and other artisans all ply = their trade here. Many outsiders pass through here enroute to Leeha. = Whether purchasing hin crafts, or simply passing through, purses tend to = be lighter after leaving Nimbleville. This usually does not leave the = best impression of the hinfolk on visitors. Fort Divotfoot: Population: 1,100 (400 in clanhold, = 700 in surrounding area) Fort Divotfoot is home to the = military-minded Divotfoot Clan. Located along the trail east of = Nimbleville, Fort Divotfoot is the most heavily fortified of the = clanholds. It's walls are completely of stone, and numerous towers = provide further protection. A central tower-keep is at the heart of the = Fort. This clan is devoted to military pursuits. Their soldiers are = always vigilant for incursions of orcs or other humanoids. Patrols = range throughout the clan's range and even extend into areas held by = neighboring clans. One can find all types of weapons and armor here, = including some of larger sizes. Weaponsmiths, armorers, bowers and = fletchers all have shops here. The fort is kept clean and is run with = the type of precision that only a military outpost could be. The town = tends to shut down early, and the parties are more subdued than in other = clanholds. The Divotfoots are the watchdogs of the shire and have come = to the defense of their more carefree brethren on more than one = occassion. This clanhold contrasts sharply with neighboring = Nimbleville. The Law is firm in Fort Divotfoot, and Krondar are obeyed = without question. The hin here are not oppressed, however. The = military way is their tradition and one they are proud of. They have a = strong sense of duty to clan and shire. The lands surrounding the fort = are fertile and are farmed for various grains and other crops. Farming = is the primary occupation of the majority of non-military personnel. = Lazyday Stream crosses the pastures and is a popular spot for hin on = leave from the fort. It flows into Lake Gusst, which once saw a pitched = battle with orcs along its shore. Goodfield: Population: 900 (200 in clanhold, = 700 in surrounding area) Goodfield is the clanhold of the = Gardener Clan. It is located to the east of and slightly to the north = of Fort Divotfoot. The lands of Goodfield are extremely fertile and are = the breadbasket of the shire. All kinds of crops are grown here, = including wheat, corn, alfalfa, clover, parsley, beans, and various = garden vegetables. Some hin keep small orchards of fruit trees, mainly = apple and pear, especially along the banks of Appletree Creek, which = flows through the territory. Carrots, radishes, and turnips are all = plentiful. Some hin cultivate rare herbs, such as wolfsbane. Flowers = are grown, both for commerce and for their aesthetic appeal. Hin = farmers will also keep some animals, including chickens, dairy cows, = goats, and pigs. Hobbit-holes are the primary dwellings in this region = of the shire. The Gardener Clan is quiet and folksy in character. They = tend to mind their business and not travel too far from home. Those who = do, yallaren or not, are looked at funny by their neighbors. The = Gardeners enjoy a good meal and a night of merrymaking even more so than = other hin clans (save the Merrybrook). They welcome visitors and = stories from afar and they seem to derive some sense of adventure from = this. As long as the adventure stays away from Goodfield, it is fine; = they just don't like it too close to home. A warm, cozy home and = sharing a good meal with family and friends is valued above all else by = members of this clan. Grassy Knoll: Population: 600 (150 in clanhold, = 450 in surrounding area) This town is found about 40 miles = north of Leeha, and is home to the Lowhill Clan. It is a smaller = clanhold, built atop a small, grass covered hill. The lands between = Grassy Knoll and the coast are suitable for farming, although the soil = is rockier than in other areas of Leehashire. The Lowhill Clan is more = noted for the mines which are located in the foothills southwest of = town. The hills produce ample quantities of tin, copper, and even some = iron. Lake Galass (or Lucky Lake) is in the vicinity of the mines. = It's waters are reported to bring good fortune to those who drink or = bath in them. Sometimes ore can be found on the lake bottom and also = along Cupribras Stream which runs out from the lake. The hin in this = town are fairly hard working folk, but they work the mines at a pace = that is not as tiresome as the more industrious dwarven folk. The = mine's yields are suitable for the needs of Leehashire, with maybe some = excess for trade on occasion. In addition to mining supply shops and = the like, there are a few decent inns and saloons. Other shops belong = to metalsmiths and craftshin who work with the recovered metals. On a = historical note, Grassy Knoll, is the site of a dark event in Leeha's = past. In 1963 AY, a popular Sheriff, Kennedy Divotfoot, was = assassinated here while on a victory parade through town. Krondar = arrested the alleged assassin, but he was later killed before he could = stand trial. This led many hin to concoct wild conspiracy theories = about who was actually responsible and why. The rumors persist to this = day. =20 Port Hinly: Population: 700 (400 in clanhold, = 300 in surrounding area). This clanhold is located on the = northern shore of the Gulf of Leeha, and is home to the Harborhin Clan. = The coast is rocky here, but the harbor at Port Hinly is clear and is = deep enough to accomodate larger vessels. The Harborhin are an = adventurous sea-going people. Their livelihood is bound up in the = waters of the Great Bay. Ships and boats leave daily for Leeha. These = hin are skilled sailors. Harborhin ships sail to towns all around the = Great Bay. Some adventurous captains even sail beyond the Bay's waters = to Oceansend, the Isle of Dawn, or other territories. The Harborhin are = skilled merchants and are the chief traders of Leehashire. They are = more worldly than the other clans and tend to view the other clans as = somewhat parochial and naive. However, Port Hinly, has a good number of = residents who have never left the clanhold. Such folk tend to be = fisherhin, dockworkers, net-makers, or shop keepers. The town is a mix = of these locals who like to mind their own business, and seahin who = travel far and wide. Port Hinly does have a marketplace, but most rare = or imported goods make there way to Leeha where there is a greater = demand for such items. In winter, the port can be lashed by fierce = storms, and only the most foolhardy would dare to set sail during the = winter months. Ice is also a hazard during this time, and it is not = unusual for the harbor to freeze-in. In the event of an attack on = Leehashire by sea, the Harborhin seafarers serve as an early warning = system, and can be mobilized by the Clanmaster to form a makeshift navy. = Most hin vessels are lightly armed, if at all, having only ballistae = and possibly a light catapult. What they lack in artillery, they make = up for with good boarding techniques, skilled maneuvering, and general = enthusiasm. Some of them may even be pirates, who have honed these = skills from previous work. In fact, hin pirates are more likely to be a = threat to the area than is a foreign naval presence. Another danger on = the open water is the Great Bay Monster, affectionately called Bailey by = the locals. Many hin report sightings of the Monster, but it has never = been proven to exist. Harborhin treat it either as a joke, or with = extreme seriousness - there is no inbetween. Nonetheless, Bailey is = often blamed when ships fail to return to port. =20 Most of the town is located close to the waterfront, with a fair = portion located out on the docks. Hobbit holes are uncommon here. The = surrounding lands are settled only very close to the central clanhold. = The Harborhin have not ventured too far into the Northguard Woods. Some = homes can be found on the River Smoothstone just west of town, but few = are beyond there. The coast road to Grassy Knoll is generally close to = shore, and only passes through several wooded sections. There is an inn = located by Pinecone Brook to accomodate travellers between the two = clans, but it is not large enough to house humans comfortably. =20 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 31 Jan 2001 01:21:25 EST Reply-To: Mystara Sender: Mystara From: "Larry E. Lamb" Subject: Re: Celtic Karameikos MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit Thats cool. Emnail me privatly so as not to cluter the list unless you all dont mind to it to much. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 31 Jan 2001 07:31:54 +0100 Reply-To: Mystara Sender: Mystara From: thibault sarlat Subject: Re: Leehashire MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit i would really appriciate to have a copy of this map too, cause i am currently working on finnishing norwold in 8 miles/hex. thanks Thibault Sarlat. ICQ 16622177. homepage http://www.mystara.com.bi Join me at: thibsylv@club-internet.fr or at clenarius@hotmail.com ----- Original Message ----- From: Dan Eustace To: Sent: Wednesday, January 31, 2001 4:28 AM Subject: [MYSTARA] Leehashire Hello, MML! I just got back on the list with this new e-mail address. Here's something I wrote up a while back for my campaign in Norwold. Some of this file is included in the M-almanac, but here is the whole thing. BTW, I have a detailed map of the area that I am hoping to eventually post on starflung. Enjoy. Dan Eustace Leehashire Population: 6,500 (Hin). Languages: Alphatian, Lalor (hin). Coinage: Alphatian standard - Crown (gp), Mirror (sp), Judge (cp); barter. Government Type: Democracy; elected clan representatives (Clanmasters) advise an elected sheriff. Description: Leehashire is composed of seven halfling clanholds, each with its own leadership (and Crucible of Blackflame). The close proximity of the clans to one another has encouraged the hin to develop together. The stronghold of Leeha is the clans' central gathering place. The stronghold is located near the White Bear River. The hin have excavated huge warrens along the riverbank, so that the members of all the clans may stay in Leeha and have a safe roof over their heads and a warm fire before their feet. The hin control passage up and down the river, charging a toll of 1-10 gp per vessel, according to its size (~1 gp/10 Hull Points). The hin can muster a force of 1500 warriors. Although the small folk try not to become involved in human quarrels, they do not hesitate to band together and defend their homeland against incursions by monsters and other undesirables. History: The area of Leehashire was settled in the distant past by hin driven from the Northern Reaches by kobold invaders. It is believed that these northern hin originally left the Five Shires as colonists, or were driven from there during some earlier turmoil. The hin lived alone - and mostly peacefully, except for humanoid incursions - for many centuries, which is one reason they retained their Lalor language better than their Five Shires brethren. They have reacted peaceably to the arrival of human cities in the last century; in fact, they have profited from trade with the humans. A great army of orcs, led by a green dragon, invaded Leehashire some years ago (1984 AY). Hin losses were heavy, especially in the eastern clans (Gardener and Divotfoot). That area of the Shire was in ruin. The hin forces were rallied by a brave young sheriff, Collin Nimblefingers, whose guerrilla tactics helped beat the orcs at their own game. The orcs were driven back into the hills, and the dragon was not seen again. Sheriff Collin was secure in his office. He successfully defended Leeha from an invasion of frost giants, from Frosthaven, in the brutal winter of 2002 AY when the Great Bay froze completely over. A key hero in that engagement was Shaedrik Divotfoot, who succeeded Collin as Sheriff in 2010 AY. Climate: The climate in Leehashire is similar to that in the rest of Norwold. It is a temperate region, with four seasons. Spring generally begins in early Flaurmont. The rivers are high and the ground wet from the melting snow of the previous winter. Temperatures range from 30 - 45. Summer begins in late Klarmont and lasts through to early Ambrymont. Summer days are long here, as daylight can approach 16 hours. Temperatures range from 45 - 65, but temperatures can climb much higher during a heat wave. Autumn lasts from mid-Ambrymont until late Eirmont. Temperatures average 35 - 45. In winter, which starts in late Eirmont and lasts through Thaumont, the days grow very short (as little as 8 hours of daylight) and the bitter cold sets in. Temperatures drop to an average of 20 - 35. However, temperatures below zero, along with frigid winds are not uncommon. Leeha's climate is somewhat milder than is typical for other areas around the Great Bay. This is partly due to its distance from the open ocean, and partly due to the unique nature of the hin lands. Precipitation is common, with violent thunderstorms in summer, and heavy snow in winter. Rain, snow, or a mixture can fall in spring and autumn, depending on the exact time of the season. On average, there is precipitation every four days, although droughts have been known to occur in times past. The ocean is relatively calm here, and there is usually a gentle sea breeze. But the sea being what it is, storms still occur, especially during the bleak winter months. Coastal areas can take a pounding during a dreaded Nor'easter. Terrain: Leehashire is one of the most beautiful regions in all of Norwold. Its rolling hills are forested with a mixture of evergreens, oak, maple, hickory, elm and ash in the south-east. Lakes and rivers are plentiful in the hills, which are known as the Catbergs. Hin venture here quite often, but this area is more of a borderland. Men from neighboring dominons also travel these hills, and orcs can be found further to the south. The forested area is known as the Greenwood. The Greenwood is pleasant and peaceful, and it abounds with wildlife. Wild animals are the only concern while travelling here. The forests give way to gentle rolling fields and meadows filled with wildflowers and fruit trees, as well as crops. Streams are smaller and gentler in the fields which make up the heart of the shire. Smaller ponds are also common in the fields. The rivers tend to flow toward the sea or into the White Bear River. The Greenwood River originates deep in the Catbergs. It flows southward through the forest and across farmland, before turning west to join the White Bear just north of Leeha. The Naszbras River starts in a region of the Greenwood south of Goodfield. It flows peacefully from the woods across the fields to the east, then turns northward through Fogvail Swamp, before emptying into the Gulf of Leeha. Fogvail Swamp is a dark and murky place, which is often shrouded in mist. Few hin dare go here. Quicksand is a deadly peril found amongst the peat bogs here. Twisted and stunted trees give shelter to all types of swamp denizens, monsters included. The inland swamp eventually gives way to saltmarsh along the coast, but most of the water here is stagnant and infested with insects. During winter, the bogs will freeze over, making them easy to cross, but some monstrous inhabitants remain active all winter. The White Bear River is a major waterway that is navigable for most of the year. It often freezes over during the winter. The river is deep and slow-moving as it passes through the shire, but the water is cold from its source in the Icereach Range. In some places, the river can be over a mile wide, depending on the season. The banks tend to be fairly steep as the river winds through the valley, but it is not so in all places. The banks of the river are very fertile allowing a wide variety of crops to grow there. To the west of the White Bear, the forests become denser, and evergreens grow more common toward the foothills of the Icereach. The western forest is called the Hightimber. The southern part of this forest is thick with smaller trees and ground cover. Thickets, brambles and ferns are common beneath the taller evergreens. North of Leeha, these woods tend to have older, taller trees with little underbrush. Moss and needles carpet the forest floor. The trees are broken by the occasional meadow. Freshwater lakes, ponds, rivers and streams are all abundant throughout this region. The River Dinelbras marks the northern edge of this forest. The stretch of Hightimber Forest between Leeha and Grassy Knoll is crossed by the dangerous Snakebite River. Poisonous serpents are found in this area, including water moccasins and rattlesnakes. The Snakebite crawls its way to Saurian Saltmarsh, on the coast of the Great Bay. Hin rarely travel here. In addition to the snakes and other swamp-life, fierce lizard men also dwell here (but rarely venture from the saltmarshes). To the north of the Great Bay, the woods also become increasingly more evergreen, but are rarely completely so. The trees are dense and thick, making travel difficult. The woods form a protective border on this side of the shire, and have been dubbed the Northguard Woods. These woods are a true wilderness and are mostly unexplored. Settlements: Leeha: Population: 1,000 Leeha is the capital of the shire. It is the central meeting place for the seven clans of Norwold, and also the seat of government in the shire. There is a central marketplace where goods can be traded between the clans as well as with outsiders. Most types of goods can be found here, although some foreign items may be quite pricey. Larger two-handed weapons and clothing and armor larger than hin-size will be difficult to find here. Horses are very rare in Leeha, but ponies can be had easily. The market is not far from the river, which has docks and warehouses (both above and below ground) to accommodate river traffic and sea-going vessels. However, dock space for larger ocean vessels is limited. Leeha is not heavily fortified, but there is a central fort where the Leeha Defense Force and Krondar are based. The Sheriff's Mansion is adjacent to the Defense Fort. A stone bridge crosses White Bear River in the center of town. It has two guard towers and a wooden drawbridge to allow ships to pass. The more common smaller vessels can pass under when the bridge is down. It is here that the toll is collected for watercraft traveling on the river. Note that the toll is paid in both directions, and that all ships entering Leeha are subject to it, as the bridge must be passed in order to reach the docks. The shire maintains a small fleet of riverboats and sailboats to patrol the waterway. Most streets in Leeha are either dirt or grass to accommodate hin feet. The only paved area is found surrounding the Defense Fort. The entire town is walled and there are several towers, as well. The two main gates are the North Gate and the River Gate, but there are many other unofficial doors and tunnels leading into and out of town. A huge network of warrens and burrows has been dug into the riverbanks and extends beneath the city. The entire population of the shire could take refuge in the town and warrens if the need arose. Many of the underground chambers are storerooms containing stockpiles of food and other goods to withstand an extended siege. Because of this (and the small size of the hin), the town seems rather open and spacious. It is less crowded than human cities and there are several parks or "greens" to allow for leisure activities (a very important part of any hin's life!). Leeha is famous for its many fine inns and pubs. Without exception, these inns are high quality places, filled with warm food and good cheer. Many are large enough to accommodate humans. Hin songs and stories can be enjoyed with fine ale well into the night. Various acts, shows, and other entertainment take place on an almost constant basis, with yallaren playing a large part. In addition to the inns, various craft stores and all kinds of shops can be located in Leeha. Most residences are one or two stories tall, but all have some type of cellar. Many of these "hobbit holes" are more spacious than the above ground dwelling and some are entirely underground! During deep snows which could paralyze a halfling city, the residents simply retreat to their burrows and life goes on. Despite the quaint and pleasant character of Leeha, it is not without its shadier side. The south-west side of town, near the banks of the river, is known as "Nighthin Nest". It is here that thieves, smugglers, and other undesirables ply their trade. Most decent hin avoid this part of town. Very few are fool enough to venture into the burrows beneath this area of town where rival gangs fight over territory. Being what they are, yallaren are sometimes involved in these activities, even if just for a time. Nevertheless, this is still a dangerous and unsavory part of town. Most Krondar will avoid patrolling this area, or will turn a blind eye toward dubious activity. Overall, however, Leeha has the atmosphere of one big happy family. The seven clans are represented in roughly equal numbers, many of whom have chosen to live in Leeha permanently. The mix of full time residents and yallaren passing through make it an interesting place to visit. It may seem somewhat uncontrolled at times (especially during holidays), but the hin tend to watch out for their own. They are friendly folk who are willing to a lend a hand to almost anyone. The residents are more aware than they may seem, however, and many are quite worldly. They will not hesitate to quickly band together and repel disrespectful or dangerous visitors. Highthicket: Population: 600 (150 in clanhold, 450 in surrounding area) Highthicket is a small clanhold housing the Highthicket Clan. The clan and town both take their name from the Highthicket River which flows down from the foothills of the Icereach Range into the White Bear River. Highthicket is a community of loggers and outdoorshin. Wood and timber are the primary resources of this area, which is deep in Hightimber Forest. Hin who are not loggers are most likely fur trappers or game hunters. Grouse and wild turkey can be found here. Deer, bears, and cougars also inhabit the surrounding woods and mountains, in addition to animals whose pelts are coveted by trappers, such as beaver, fox, mink, and ermine. The hin are good stewards of the land, and will never overcut the forest. This clanhold is significantly removed from Leeha, so that visits from outsiders are rare. When visitors do arrive, they are not greeted as warmly as they would be in Leeha. The Highthicket Clan are hard-working and tend to keep to themselves and their woodlands. Merrybrook: Population: 800 (200 in clanhold, 600 in surrounding area) Merrybrook is home to the clan of the same name. It lies down the road from Highthicket, near the confluence of the Highthicket, Fishrun, and White Bear Rivers. As such, the rivers are the major fact of life for this clan. Fishing is their mainstay. Brook trout, salmon, and other fish are plentiful in all of these fresh mountain streams. The waters also help to provide a fertile soil along their banks where various foodstuffs (such as potatoes) can be grown. The Merrybrook Clan are also skilled river pilots. Riverboats and sailboats can both be found here for navigating the White Bear and some stretches of the Fishrun. Smaller canoes and rowboats can advance further up the Fishrun and the Highthicket, both of which contain significant rapids. The Merrybrook are somewhat adventuresome, and travel to Leeha and beyond fairly often. Some even take to piracy along the White Bear. The clan is quite receptive to guests who can arrive easily by way of the rivers. There are a few decent taverns and inns scattered throughout the clan's territory, all of which serve excellent "fish and chips". Celebrations and merrymaking are almost constant among this clan, which has its share of musicians and entertainers. Nimbleville: Population: 800 (350 in clan hold, 450 in surrounding area) Nimbleville is the clanhold of the Nimblefingers Clan. It is located northeast of Leeha, on the shores of the Gulf of Leeha. The shoreline is rocky, and only a few small boats may dock here. The Nimblefingers Clan are the most stealthy and streetwise clan in Norwold. They make excellent scouts or spies, as the case may be. Keep your pouch close to your hip while in Nimbleville, as thieves are common here. These hin are curious rather than ruthless robbers. They are raised with the notion that personal property is more communal than personal. Any item of interest is fair game, and some items can change hands several times in the course of a day. There are some hin, however, who take their crime more seriously. They are known as "Nighthin", and they can be as tough as any human bandit. Aside from the illegal activity and loose definiton of possessions here, Nimbleville is a haven for various artists and craftshin. Potters, leatherworkers, carpenters, glassblowers, and other artisans all ply their trade here. Many outsiders pass through here enroute to Leeha. Whether purchasing hin crafts, or simply passing through, purses tend to be lighter after leaving Nimbleville. This usually does not leave the best impression of the hinfolk on visitors. Fort Divotfoot: Population: 1,100 (400 in clanhold, 700 in surrounding area) Fort Divotfoot is home to the military-minded Divotfoot Clan. Located along the trail east of Nimbleville, Fort Divotfoot is the most heavily fortified of the clanholds. It's walls are completely of stone, and numerous towers provide further protection. A central tower-keep is at the heart of the Fort. This clan is devoted to military pursuits. Their soldiers are always vigilant for incursions of orcs or other humanoids. Patrols range throughout the clan's range and even extend into areas held by neighboring clans. One can find all types of weapons and armor here, including some of larger sizes. Weaponsmiths, armorers, bowers and fletchers all have shops here. The fort is kept clean and is run with the type of precision that only a military outpost could be. The town tends to shut down early, and the parties are more subdued than in other clanholds. The Divotfoots are the watchdogs of the shire and have come to the defense of their more carefree brethren on more than one occassion. This clanhold contrasts sharply with neighboring Nimbleville. The Law is firm in Fort Divotfoot, and Krondar are obeyed without question. The hin here are not oppressed, however. The military way is their tradition and one they are proud of. They have a strong sense of duty to clan and shire. The lands surrounding the fort are fertile and are farmed for various grains and other crops. Farming is the primary occupation of the majority of non-military personnel. Lazyday Stream crosses the pastures and is a popular spot for hin on leave from the fort. It flows into Lake Gusst, which once saw a pitched battle with orcs along its shore. Goodfield: Population: 900 (200 in clanhold, 700 in surrounding area) Goodfield is the clanhold of the Gardener Clan. It is located to the east of and slightly to the north of Fort Divotfoot. The lands of Goodfield are extremely fertile and are the breadbasket of the shire. All kinds of crops are grown here, including wheat, corn, alfalfa, clover, parsley, beans, and various garden vegetables. Some hin keep small orchards of fruit trees, mainly apple and pear, especially along the banks of Appletree Creek, which flows through the territory. Carrots, radishes, and turnips are all plentiful. Some hin cultivate rare herbs, such as wolfsbane. Flowers are grown, both for commerce and for their aesthetic appeal. Hin farmers will also keep some animals, including chickens, dairy cows, goats, and pigs. Hobbit-holes are the primary dwellings in this region of the shire. The Gardener Clan is quiet and folksy in character. They tend to mind their business and not travel too far from home. Those who do, yallaren or not, are looked at funny by their neighbors. The Gardeners enjoy a good meal and a night of merrymaking even more so than other hin clans (save the Merrybrook). They welcome visitors and stories from afar and they seem to derive some sense of adventure from this. As long as the adventure stays away from Goodfield, it is fine; they just don't like it too close to home. A warm, cozy home and sharing a good meal with family and friends is valued above all else by members of this clan. Grassy Knoll: Population: 600 (150 in clanhold, 450 in surrounding area) This town is found about 40 miles north of Leeha, and is home to the Lowhill Clan. It is a smaller clanhold, built atop a small, grass covered hill. The lands between Grassy Knoll and the coast are suitable for farming, although the soil is rockier than in other areas of Leehashire. The Lowhill Clan is more noted for the mines which are located in the foothills southwest of town. The hills produce ample quantities of tin, copper, and even some iron. Lake Galass (or Lucky Lake) is in the vicinity of the mines. It's waters are reported to bring good fortune to those who drink or bath in them. Sometimes ore can be found on the lake bottom and also along Cupribras Stream which runs out from the lake. The hin in this town are fairly hard working folk, but they work the mines at a pace that is not as tiresome as the more industrious dwarven folk. The mine's yields are suitable for the needs of Leehashire, with maybe some excess for trade on occasion. In addition to mining supply shops and the like, there are a few decent inns and saloons. Other shops belong to metalsmiths and craftshin who work with the recovered metals. On a historical note, Grassy Knoll, is the site of a dark event in Leeha's past. In 1963 AY, a popular Sheriff, Kennedy Divotfoot, was assassinated here while on a victory parade through town. Krondar arrested the alleged assassin, but he was later killed before he could stand trial. This led many hin to concoct wild conspiracy theories about who was actually responsible and why. The rumors persist to this day. Port Hinly: Population: 700 (400 in clanhold, 300 in surrounding area). This clanhold is located on the northern shore of the Gulf of Leeha, and is home to the Harborhin Clan. The coast is rocky here, but the harbor at Port Hinly is clear and is deep enough to accomodate larger vessels. The Harborhin are an adventurous sea-going people. Their livelihood is bound up in the waters of the Great Bay. Ships and boats leave daily for Leeha. These hin are skilled sailors. Harborhin ships sail to towns all around the Great Bay. Some adventurous captains even sail beyond the Bay's waters to Oceansend, the Isle of Dawn, or other territories. The Harborhin are skilled merchants and are the chief traders of Leehashire. They are more worldly than the other clans and tend to view the other clans as somewhat parochial and naive. However, Port Hinly, has a good number of residents who have never left the clanhold. Such folk tend to be fisherhin, dockworkers, net-makers, or shop keepers. The town is a mix of these locals who like to mind their own business, and seahin who travel far and wide. Port Hinly does have a marketplace, but most rare or imported goods make there way to Leeha where there is a greater demand for such items. In winter, the port can be lashed by fierce storms, and only the most foolhardy would dare to set sail during the winter months. Ice is also a hazard during this time, and it is not unusual for the harbor to freeze-in. In the event of an attack on Leehashire by sea, the Harborhin seafarers serve as an early warning system, and can be mobilized by the Clanmaster to form a makeshift navy. Most hin vessels are lightly armed, if at all, having only ballistae and possibly a light catapult. What they lack in artillery, they make up for with good boarding techniques, skilled maneuvering, and general enthusiasm. Some of them may even be pirates, who have honed these skills from previous work. In fact, hin pirates are more likely to be a threat to the area than is a foreign naval presence. Another danger on the open water is the Great Bay Monster, affectionately called Bailey by the locals. Many hin report sightings of the Monster, but it has never been proven to exist. Harborhin treat it either as a joke, or with extreme seriousness - there is no inbetween. Nonetheless, Bailey is often blamed when ships fail to return to port. Most of the town is located close to the waterfront, with a fair portion located out on the docks. Hobbit holes are uncommon here. The surrounding lands are settled only very close to the central clanhold. The Harborhin have not ventured too far into the Northguard Woods. Some homes can be found on the River Smoothstone just west of town, but few are beyond there. The coast road to Grassy Knoll is generally close to shore, and only passes through several wooded sections. There is an inn located by Pinecone Brook to accomodate travellers between the two clans, but it is not large enough to house humans comfortably. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 31 Jan 2001 01:53:49 EST Reply-To: Mystara Sender: Mystara From: "Larry E. Lamb" Subject: Re: Celtic Karameikos MIME-Version: 1.0 Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit I also have a set of God/dds that i created. The list is below. These are the set of god'ddss that i created to "govern" my encarnation. Name Area of Control Stature Amthomnes Earth, Nature and Druids Greater Goddess Aren Fortune and Luck Intermediate Goddess Challanthes Paladins and Lawfull people Intermediate God Dexennos Love, Birth, Children and Marriage Intermediate Goddess Domet Oracles and Prophecy Intermediate God Father Time Time Greater God Finoleus Literature, Poetry and Wisdom Intermediate God Folen Oceans and Rivers Greater God Hisgual Mischief and Trichery Intermediate God Lear Rulership and Kingship Greater God Menord Arts, Craft and Metalwork Greater God Ospat Death and Disease Greater God Phallen Agriculture, Seasons Vegetation and Animals Intermediate Goddess Poe Thunder, Sky,Weather and Lightning Intermediate God Profor Culture (bringing of) and Fertility Intermediate Goddess Roben Cummunity and Ancesters Greater God Sauras Sun and Strength Intermediate God Sparnet War, Strength, Guardianship and Wisdom Greater God Taurel Justice and Light Intermediate God Theytus Moon, Darkness and the Night Intermediate God Tholos Healing and Guardianship Intermediate Goddess Zorba Magic Greater God ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 31 Jan 2001 12:31:20 +0100 Reply-To: Mystara Sender: Mystara From: Caroletti Subject: Never the Same - 3. Hyatt McIntyre MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit HYATT McINTYRE 9th Nuwmont 978, Caerdwicca, Thyatian Isle of Dawn. ------------------------------------------------------------------ History: Hyatt McIntyre was born in Caerdwicca, on the Isle of Dawn, illegittimate son of an alcoholist impoverished nobleman and a cousin of Uthgard McRhoomag. Hyatt started his adventuring career at 14, when he left for the mainland. He left Thyatis after having tried, with little or no success, the thief career, and became a brigand in the north-western forests of the Empire. Given the collapse of his group (AC 999), and with a reward for his head in Thyatis, he left heading for Selenica, but was caught by a pack of werewolves while he was fleeing, alone. Robbed of everything and left bleeding to death in the woods of eastern Darokin, Hyatt was saved by orcs, who tended his wounds only to bring him to their camp to torture him and then eat him. Unfortunately, the full moon manifested himself and turned him into a werewolf, and he killed all the orcs of the band. Hyatt was confused by his new powers, but they changed him appearantly for the better. He became a more ponderative man, and tried to study history and geography, living for some time in Selenica, and then moving to Akorros in AC 1001, always alternating his studying periods to adventures. In Akorros, Hyatt met and became a friend of Ramsey and Kull, and for two years he adventured with them before meeting Buzby and Weston in AC 1004, when they adventured for the first time together under the guide of Harold Boar. Since then, he has dedicated himself to adventures and to his wife Shona, who is not aware of his lycanthropy and who bore him a human son in AC 1008. He still lives in Akorros with her. Personality: Hyatt is a cynical man who is mostly uncaring of the consiquences of his actions on society, although he tries to follow a personal moral code: in adventures, do not harm innocent people, and accept only missions that will harm members of the Known World�s upper classes. Apart from this, he is a solitary man who spends most of his time studying ancient history of the Known World, and walking in the mountains searching for interesting geological features � he loves geology and geography. He seems to be a calm and controlled person, although he seems a little too indifferent to the world around him. He is quite sympathetic toward strangers, and even if he is a solitary man, he acts always politely when in company. Sometimes he drinks a beer too much, but even in those situations he never talks about his past and his adventures. Kull is probably his only true friend. Appearance: Hyatt is is about 1,75 meters of height, with light brown hair, kept short, a short beard, blue eyes and not too muscled, but extremely quick and reactive. He dresses usually in a good-fashioned way, but dislikes jewels and other decorations. Often he dresses only in one colour, and likes brown and blue especially. Stats (OD&D, AC 1010): Werewolf 7th - Fighter 12th. Str 12, Int 16, Wis 14, Dx 18, Cos 10, Cha 14 Alignment: Neutral. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 31 Jan 2001 20:05:45 +0100 Reply-To: Mystara Sender: Mystara From: The Stalker Organization: Angelfire (http://email.angelfire.mailcity.lycos.com:80) Subject: Re: NPC: Flosi Hammerhand Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit On Tue, 30 Jan 2001 23:01:56 Daniel Mayer wrote: >Caroletti wrote: >> >> First note about your characters in general. High-level, but not millions of >> >> magical items. Too much magic for me, but probably not munchkin. Anyway, >> this matters little. > >A warhammer, a chain mail, a very little bit of healing magic, 2 rings >and a additional protective gear is much? I even killed the rod of >health! Doesn't sound so overpowered to me. You should see what my group of adventurers (all about level 10-11) have managed to collect over the years. Or are you, perhaps, admitting, Captain Scaevola, that your empire is poor on magic? ;) (snip) >> >> 18 should already be non-human strenght. Strenght 18 would be people like >> Mike Tyson, Muhammad All or similar, so why 19? Anyway, is there an >> explanation for 19? Ok, I'm picky...8-) > >Yes, indeed, you are. There is a story, yes. But like before, we never >played it, so it was just an idea that died. By the way, the two boxers >should be somwhere in 18/xx. Who4s stronger? 19 is a score no human has >normally. That much I know... > Unless one is playing 3e of course :( (snip) >> >> Just a question. Why did the Valkyrie ask him? Ok, ok, stop throwing >> fireballs at me, Laren! I had already problems in the past with another mageling who >> used them too much against me...8-) >> > >Fireball, tzzz. Never used it for real fun... and I can4t believe >Stalker uses such small spells against you, too. > Why would I waste anything stronger on him? After all, I'm not trying to damage him... Which reminds me - has your hair grown back yet, Captain? If so, let me know if Laren or I should drop by to remedy that situation... ;) (snip) >> >Surprised? :)) Ok. All my players almost everytime played typical >fantasy heroes: The kingly elven warrior (died at 3rd lvl), stupid but >strong fighter (lived to 6th lvl, most companions died some levels >before him because of his faults, at least three mages...), the chaotic >thief who stole from the neutral fighter (a "friend", and died because >of that at 2nd lvl)... etc.etc.etc. Maybe those stories could put some >fun in the list? > Well, I'm laughing already... :) >Anyway, I4ll send you some bad dreams about fire wherever you step. 1 >hp/rnd damage as long you stand on stone :) > Oh, good - then I won't have to repeat my Sleep-Curse! ;) - The Stalker Who needs Cupid? Matchmaker.com is the place to meet somebody. FREE Two-week Trial Membership at http://www.matchmaker.com/home?rs=200015 ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Wed, 31 Jan 2001 15:00:27 -0800 Reply-To: Mystara Sender: Mystara From: Ricardo Matheus Subject: Re: Leehashire Mime-Version: 1.0 Content-Type: text/plain; format=flowed >i would really appriciate to have a copy of this map too, cause i am >currently working on finnishing norwold in 8 miles/hex. >thanks > > >Thibault Sarlat. So do I, as I�m interested in any kind of map. (but I was not the lucky one to snap the western countries trail map) Darkblood darkblood18@hotmail.com _________________________________________________________________________ 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 The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ========================================================================= Date: Thu, 1 Feb 2001 00:20:59 +0100 Reply-To: Mystara Sender: Mystara From: Caroletti Subject: Re: NPC: Flosi Hammerhand MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit > >Fireball, tzzz. Never used it for real fun... and I can't believe > >Stalker uses such small spells against you, too. > > > Why would I waste anything stronger on him? After all, I'm not trying to damage him... Which reminds me - has your hair grown back yet, Captain? If so, let me know if Laren or I should drop by to remedy that situation... ;) > > >Anyway, I'll send you some bad dreams about fire wherever you step. 1 > >hp/rnd damage as long you stand on stone :) > > > > Oh, good - then I won't have to repeat my Sleep-Curse! ;) Well, it seems that I am getting really good at unnerving the list's magic users... ...I don't fear fireballs nor curses. Thyatians never surrender to the enemy. I would prefer being burnt to ashes than accepting sheepily your menaces. 8-) Iulius Sergius Scaevola Proud Fighter Port Lucinius, Thyatis ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message.