Can't Find the Book..

Post/Author/DateTimePost
#1

zombiegleemax

Jan 31, 2006 21:44:04
Hi, would anyone know where I could find a copy of the Mystara game world book? I keep seeing all these additions for Mystara but cant find the AD&D core book. Any help would be appreciated. Thanks
#2

thorf

Jan 31, 2006 23:19:10
They never actually released a core book as such for Mystara, under any rules set. The closest thing to a core book for AD&D would be the Karameikos and Glantri boxed sets, but they basically just deal with their own respective countries, not the whole setting.
#3

havard

Feb 01, 2006 2:08:39
They never actually released a core book as such for Mystara, under any rules set. The closest thing to a core book for AD&D would be the Karameikos and Glantri boxed sets, but they basically just deal with their own respective countries, not the whole setting.

Karameikos, Kingdom of Adventure actually works well as an introduction to the entire game world IMO.

If you pick up the Joshuan Almanac as well, you will get more detail to the rest of the Outer World.

You might also want to take a look at these downloads available from paizo at 4$ a piece. A Gold mine of information on Mystara IMO.

Håvard
#4

agathokles

Feb 01, 2006 2:44:03
If you pick up the Joshuan Almanac as well, you will get more detail to the rest of the Outer World.

OTOH, the Poor Wizard's Almanac III is already AD&D, and covers a larger area (IIRC, Joshuan's Almanac ignores the Hollow World).

You might also want to have a look at the Savage Coast campaign book, which details one of the three subsettings (the others being the Known World and the Hollow World), since at least some character kits and races are widely reusable in AD&D Known World at least -- the Lupin and Rakasta races, unless you have the DM articles that detail them, and most kits, with the exception of those that are SC-specific, like the Inheritor, the Honorbound or the Webmaster.
#5

havard

Feb 01, 2006 4:02:56
You might also want to have a look at the Savage Coast campaign book, which details one of the three subsettings (the others being the Known World and the Hollow World), since at least some character kits and races are widely reusable in AD&D Known World at least -- the Lupin and Rakasta races, unless you have the DM articles that detail them, and most kits, with the exception of those that are SC-specific, like the Inheritor, the Honorbound or the Webmaster.

Agreed! This material can also be downloaded for free at:
http://www.wizards.com/default.asp?x=dnd/dnd/downloads

Make sure to check out the material both under the Mystara and Savage Coast headings.

Håvard
#6

zombiegleemax

Feb 01, 2006 18:05:55
Thanks, for helping me out. I didn't know that there wasn't a Mystara "core" book. I quess that explains why I couldn't find one. I'll check out Karameikos, and the downloads.
#7

sbwilson

Feb 01, 2006 21:29:48
This actually brings to mind an interesting question: Are new folk to the Mystaran setting put off by the lack of a core book?

Personally, I don't think a core book would work, because by its very nature it would have to leave a TON of information out. Of course, even if you did put all the gazetteer info into a huge tome, there would be all the contradictions that us Mystara fans love to fiddle with to make each of our campaigns unique.

So, is the amount of information (scattered over so many sources) too intimidating? If you had the chance to create a core rulebook, what would you put in it?
#8

havard

Feb 05, 2006 13:11:11
This actually brings to mind an interesting question: Are new folk to the Mystaran setting put off by the lack of a core book?

Personally, I don't think a core book would work, because by its very nature it would have to leave a TON of information out. Of course, even if you did put all the gazetteer info into a huge tome, there would be all the contradictions that us Mystara fans love to fiddle with to make each of our campaigns unique.

So, is the amount of information (scattered over so many sources) too intimidating? If you had the chance to create a core rulebook, what would you put in it?

Good questions Steve!

I think it is a shame that there never was a Mystara Core book, especially because it would make it easier for newcomers to learn about our setting.

But you have a point that there are many problems involved if putting such a tome together, especially the hard choices about what to include.

I think it would be a good idea if a core book went to a great detail about one area/country, say Karameikos. This would be neccesary to make sure the book wouldnt be just a collection of vague references to every country on Mystara, but actually something a new GM could pick up and and use to start playing. So K:KoA isnt too far off the mark, only they should have called it The Mystara Campaign setting, and should have made it a bigger, book. Beyond the stuff on Karameikos, emphasis should be IMHO on the Known World countries, providing say a one page description of each of those countries, and then a much more vague description on areas beyond that, say 1 page on the Savage Coast, 1 page on the Alphatian Sea region and 1 page on the Hollow World. Although K.KoA handles it pretty well, the Mystara Core Book should include great detail on the most common immortals and their churches, as well as some information on Wizardry in the Known World.

I think the above was a complicated way of saying that if they had packed together K:KoA and the atlas section from one of the PWAs and a few essential bits from WotI that would have made a good Mystara Core Book.

Comments?

Håvard
#9

jtrithen

Feb 05, 2006 23:43:29
.... So, is the amount of information (scattered over so many sources) too intimidating? If you had the chance to create a core rulebook, what would you put in it?

If I had my wish fulfilled to create such a book, a quick outline of what I think would be important in it is below (just brainstorming here, of course, and I'm sure I forgot some stuff, and didn't go into as much detail as I might like if I took more time).

I love making lists and doing research, and an undertaking like this would be an enjoyable one (like many Mystaraphiles).

Of course, this would probably be a 300-plus page book, so would be pretty daunting (how big is the Rule Cyclopedia, and how big are most 3.5 rules books these days, anyway, in comparison?). Has anything like this been done before that has comprehensively covered an old game world in such detail (like Greyhawk)? Obviously, all game world books tend to take in recent history as much as possible, right? Mystara books usually outline the countries in AC 1000, and like those, this one could do the same and then have additional blips about near-future (and further?) timelines (e.g., WOTI).

But, I would certainly enjoy an overview of all the countries and regions. Some of the more important ones (Karameikos, Thyatis, and some major ones in the "sub-settings" would get more space, of course). And then some additional general political commentary about how they get along could be added, maybe in the 'Themes' section below, in addition to summaries in each nation's outline under the 'Gazetteers' section. I'm sure some of the section headings could be renamed better. Please edit or submit ideas (I'm curious what others think).

Of course, I think only canonical materials (TSR/Wizards of the Coast published) should be used, and depending on the rules slant, probably including additional AD&D and 3.5-related stuff in the Appendix I listed at the bottom (this would be a helpful list I think, referencing all materials ever
published).


I. Introduction (What is Mystara?)
II. Overview (planetary geography, cosmology and the multiverse)
III. PCs (Races and Classes)
IV. Equipment
V. Magic
VI. Gazetteers (each section broken down with people, places and things, culture, groups/organizations, and even a small section with monsters particular to a region)
[INDENT]A. Known World (50%)
B. Savage Coast
C. Hollow World
D. Other Regions and sub-settings (Tall Tales of the Wee Folk, Top Ballista, The Sea People, Night Howlers, Voyage of the Princess Ark, Pandius, etc.)[/INDENT]
VII. The Immortals
VIII. Dungeon Master Material
[INDENT]A. Themes of Mystara
B. Adventures or Scenarios[/INDENT]
IX. Appendix: All things Mystara
X. Index


And, what about the rules, and which ones should be used? If this were a fan-based publication, which it probably wouldn't be because of copyright issues, many fans probably would LIKE OD&D references, maybe along with additional 3.5 stat's. BUT, to make it useful for current players, I'm sure that 3.5 would be the main way to go. I'm not sure what major areas the rules come into play in a game setting overview like this except maybe the magic section (which would include Mystara-specific spells, overview of how magic works in Mystara, and major Mystara-specific magic items/artifacts), AND listings of NPCs (the important ones would be listed in the Gazetteers sections, with some general/summarized stat's, of course).

Lastly, to make it useful to people currently interested in Mystara, one would have to make a few adventures or something immediately playable for practicality. Maybe one fully-fleshed out mid-level adventures, and at least 4 to 6 short adventures (from basic to Immortal-level playability), and some further summarized scenarios/ideas for DMs. (I am guessing that for most Mystara players, if not many other players of D&D in general, enjoy and adventure a majority of the time in mid-level adventuring, where you're not struggling to get started, you have some magic items, and you're not too powerful that it's not a challenge. Usually this is a "regional-type" adventure that doesn't necessarily involve saving a kingdom, though it can, but doesn't involve saving the world, but is not too far removed from the level of a stereotypical 'knight-saves-the-damsel-from-a-dragon' story. But I digress....)

I'm certainly not as well-versed and experienced in the nitty-gritty histories and 'all that is Mystara' as some of the board contributors out here, but I'm pretty well-read (and own most Mystara materials), and have DMd forever in Mystara.... Thanks for letting me say my 4 cents. ;)

[EDIT] The equipment section might not be necessary above, but might include some somewhat Mystara-specific weapons, such as rapiers, boomerangs.... Maybe this section could be re-vamped to touch on weapon mastery and general skills. I still used weapon master, even though (I know) it's unbalanced at higher levels, and has all kinds of holes in it, but I think it's quite 'Mystara-esque' (i.e., is part of the flavor of Mystara). And, of course, general skills are a big part of Mystara. IMHO :D
#10

gawain_viii

Feb 06, 2006 18:57:29
In my own project, I'm expecting 300 pgs or so of finished product... About half of the regional fluff will be expanded KW (including Sind and Wendar), a quarter each for Hule/Savage Coast and HW, and the last quarter of fluff will be the rest.

The outline I'm following is roughly equivelant to the FR Camp Set ToC.

The guys I'm working with are currently debating what materials to use, and the "current" campaign year. But if I were to guess the outcome, it will probably be AC1000 with the 1981 basic set adventure, B10 (lite) and WotI campaign-theme put in an appendix to kind of guide the potential readers towards the already established "future" timeline.
#11

havard

Feb 08, 2006 14:29:25
And, what about the rules, and which ones should be used? If this were a fan-based publication, which it probably wouldn't be because of copyright issues, many fans probably would LIKE OD&D references, maybe along with additional 3.5 stat's. BUT, to make it useful for current players, I'm sure that 3.5 would be the main way to go. I'm not sure what major areas the rules come into play in a game setting overview like this except maybe the magic section (which would include Mystara-specific spells, overview of how magic works in Mystara, and major Mystara-specific magic items/artifacts), AND listings of NPCs (the important ones would be listed in the Gazetteers sections, with some general/summarized stat's, of course).

I like your setup JT.
As for rules, I am wondering if we could make a ruleless version? As you say, rules for things like magic could be useful, but what if we just refer to page references in both 3E and Classic where these things are covered? Could be a useful supplement IMO.

Håvard
#12

Traianus_Decius_Aureus

Feb 08, 2006 14:46:08
In my own project, I'm expecting 300 pgs or so of finished product...

My monster conversions alone are already over 300 pages... and my conversion project for the rest of Mystara stands at about 200 pages with only about 25% done (admittedly with a lot of placeholders and not edited one bit). Anything Mystara has a lot of material to cover, especially when you add in: converted dominion rules, converted War, Sea and Siege Machine rules, the Radiance, etc...
#13

Cthulhudrew

Feb 08, 2006 16:08:50
Like Gawain, my version that I've been working with off and on is similar in format to the FRCS. I've included little "shout outs" in various sections that refer to OD&D settings/rules. For instance, in the section on half-elves, I have a sidebar referring to the lack of such in previous game editions, and some discussion of how 3E campaigns might/might not be affected by their presence.

Similarly, I plan on making some sort of reference to the Paladin from OD&D compared to 3E (possible use as a Prestige Class instead of a base class, etc.) I think little things like that would be very useful for classic players, and might be interesting for newer players (who might like to differentiate their Mystara campaigns from "baseline" campaign settings.)
#14

zombiegleemax

Feb 08, 2006 16:09:00
What's the "base idea" Mystara is build upon?
I mean: Birthright is build upon the idea that some people has divine blood.
Ravenloft is build upon the idea of corrupting and misterious evil.
Dark Sun is build upon the absence of metal.
SpellJammer is build upon ancient cosmology, a quantic yes/no gravity field and crystal spheres flowing in phlogiston.
Planescape is build upon the idea of inner and outer planes, thought vs matter (we Mystarans felle the absence of energy, time and entropy in Planescape ;) ).

What's the basical Mystaran idea?
Radiance?
Aliens Alphatians?
The absence of "powers" as divinities and the presence of Immortals?
The Hollow World?
Nagpas?
Bargle the Infamous and his captive Aleena?

I think a "Complete Mystara Handbook" should show the base idea soon.
Byez
#15

Traianus_Decius_Aureus

Feb 08, 2006 20:32:20
This is my TOC at the moment...

World of Mystara Campaign Sourcebook 1
Table of Contents 1
Introduction 7
Playing a Mystaran Campaign 7

Chapter 1: Characters 8
Character Alignment 8
Character Races 8
The Known World 8
Human 8
Dwarf 9
Denwarf/Rockborn 9
Filwarf 11
Mordrigswerg 13
Elf 13
Wood Elf 13
Aquarendi 17
Shadow Elf 18
Water Elf 18
Gnome 19
Earth 19
Sky 21
Hin 22
Half-Elf 24
Half-Orc 24
Monstrous and Creature Crucible Races 24
GAZ10- The Orcs of Thar 24
Bugbear 24
Gnoll 24
Goblin 24
Hobgoblin 24
Kobold 24
Ogre 24
Orc 24
Troll 24
PC1- Tall Tales of the Wee Folk 24
Brownie/Redcap 24
Centaur 24
Dryad 24
Faun 24
Hsaio 24
Imp, Wood 24
Leprechaun 24
Pixie 24
Pooka 24
Sidhe 24
Sprite 25
Treant 25
Woodrake 25
PC2- Top Ballista 26
Faenare 26
Gremlin 26
Harpy 26
Nagpa 26
Pegataur 26
Sphinx 26
Tabi 26
PC3- The Sea People 26
Giant, Sea 26
Kna 26
Kopru 26
Kraken 26
Merrow 26
Nixie 26
Shark-kin 26
Triton 26
PC4- Night Howlers 26
Devilswine 26
Werebat 26
Werebear 26
Wereboar 26
Werefox 26
Werejaguar 26
Wererat 26
Wereseal 26
Wereshark 26
Weretiger 26
Werewolf 26
Child of an Immortal 26
Diabolus 26
Rakasta 26
Savage Coast and Orc’s Head Peninsula 29
Aranea 29
Cayma 29
Elves 29
Ee’aar 29
Graakhalian 30
Enduk 30
Gurrash (Gator Man) 30
Lizard Man, Shazak 30
Lupin 30
Manscorpion 30
Phanaton 30
Tortle/Snapper 32
Wallara 32
Hollow World 32
Introduction 32
Beastman 33
Bruteman 35
Dwarf, Kogolar 36
Elf 36
Blacklore 36
Gentle Folk 37
Icevale 37
Schattenalfen 37
Halfling, Merry Pirate 39
Human 39
Anatalian 39
Azcan 40
Jennite 40
Merry Pirate 40
Milenian 41
Neathar 41
Nithian 41
Oltec 41
Tanagoro 41
Traldar 41
Hutaakan 41
Kubitt 42
Lizard Man, Malpheggi 42
Orc, Krugel 42
Character Classes 43
Barbarian 43
Bard 43
Cleric 43
Druid 43
Fighter 43
Mystic (Monk) 43
Paladin 43
Ranger 43
Rogue 43
Rake Variant 43
Sorceror 43
Wizard 43
Additional Base Classes 43
Atruaghin Shamani 43
Ethengar Shaman 43
Epic Levels 43
Character Regions 43

Chapter 2: Prestige Classes and Class Substitution Levels 44
New Prestige Classes and Class Substitution Levels 44
Air Wizard 44
Avenger 45
Azcan Eagle Knight 45
Azcan Jaguar Knight 45
Azcan Knight of the Winged Viper 45
Balancer 45
Chosen of Kagyar 45
Darokinian Merchant 45
Dominion Ruler 46
Fire Wizard 46
Hin Master 48
Honorbound 48
Milenian Cleric of Zargos 48
Milenian Griffon Rider 48
Milenian Holy Defender of Petra 48
Milenian Mariner of Protius 48
Milenian Midwife of Matera 48
Milenian Red-Hair of Halav 48
Milenian Sorceror of Zargos 48
Minroth Merchant Prince 48
Mystaran Knight 49
Nithian Artificar of Ptahr 49
Nithian Child of Pflarr 49
Nithian Fang of Ravinorus 49
Nithian Flame-bearer of Rathanos 49
Nithian Horonii 49
Nithian Lockmaster 49
Nithian Mage-Scribe 49
Nithian Montoth 49
Nithian Runner 49
Nithian Seal-bearer 49
Nithian Templar 49
Nithian Thanaton 49
Nithian Thorn of Isiris 49
Northman Hero 49
Radiance Mage 50
Radiance Shaman 50
Shepard of Rad 50
Treekeeper 50
Ylarai Dervish 50
Appropriate Prestige Classes (Previously Published) 50

Chapter 3: Skills and Feats 51
Skills (Previously Published) 51
New Skills and New Uses For Old Skills 51
Feats (Previously Published) 51
New Feats (Including Regional Feats) 51

Chapter 4: Equipment 53
Wealth Other Than Coins 53
Metal Bar Values 53
Trade Goods 53
Weapons 53
Mystaran Weapon List 53
New Weapon Descriptions 57
Armor & Shields 59
Mystaran Armor List 59
New Armor and Shield Descriptions 60
Adventuring Gear 60
Mystaran Adventuring Gear List 60
NewAdventuring Gear Descriptions 62
Alchemical Substances & Items 63
Tools and Skill Kits 63
Clothing 63
Food, Drink and Lodging 63
Siege Weapons and Equipment 63
Mounts and Related Gear 66
Horses and Ponies 66
New Transportation 74
Spellcasting and Services 75
Special Materials 75

Chapter 5: Magic 80
Spells of Mystara 80
Clerical Domains 81
New Spell Descriptions 93
New Magic Items 103
Armor 103
Armor Qualities 104
Weapons 104
Weapon Qualities 109
Potions 109
Rings 109
Rods 110
Scrolls 111
Staffs 111
Wands 111
Wonderous Items 111
Artifacts 116
Immortal Artifacts 117

Chapter 6: Geography & Economics 118
The Known World 118
The Empire of Alphatia 118
The Empire of Thyatis 118
The Grand Duchy of Karameikos 119
The Emirates of Ylaraum 120
The Principalities of Glantri 122
The Kingdom of Ierendi 123
The Kingdom of Alfheim 124
The Kingdom of Rockhome 124
The Northern Reaches (Ostland, Vestland and Soderfjord) 125
The Five Shires 126
The Minrothad Guilds 126
The Broken Lands 127
The Republic of Darokin 128
The Ethengarian Khanates 128
The City of Stars (The Great Cavern City of the Shadow Elves) 129
The Atruaghin Clans 129
The Dreamlands 129
Serraine 129
The Sunlit Sea 129
Thanegioth Archipelago 129
Sind and Jaibul 129
The Plain of Fire 129
The Divinarchy of Yavdlom 129
Ulimwengu 129
The Heldannic Freeholds 129
Wendar 129
Norwold 130
The Isle of Dawn 130
The Savage Coast 130
The Hollow World 130
Azcan Empire 130
Gentle Folk 131
Jennite Lands 131
Kingdom of Nithia 131
Kubitt Valley 131
Malpheggi Swamp 131
Merry Pirates 131
Milenian Empire 131
Neathar Lands 131
Schattenalfen Caverns 131
Tanagoro Plains 131
Other Regions of Mystara 132
Davania 132
Skothar 132

Chapter 7: The Immortals 133
Basics of Immortality 133
Sphere 133
Immortal Rank 133
Other Notes 134
The Immortals of Mystara 134
Philosopher Clerics 186
The Mystaran Multiverse 187

Chapter 8: Organizations and Major Personae 188
Important NPCs 188
Important Organizations 188

Appendix 1: Game Mechanics 189
Of Ships and the Sea 189
Hull Points 189
Ship Qualities 189
Ports of Call 189
Dominion Rules and Economics 190
Dealing with the Authorities 190
Titles 192
Dominions 193
Dominion Administration 195
Dominion Confidence Level 199
Alternative Tax System from Champions of Mystara: 201
Detailed Dominion Population and Food Rules (Optional) 203
The War Machine 207
The Siege Machine 215
The Sea Machine 222

Appendix 2: Conversion from OD&D to D&D 3.5 225
Maps 226
#16

maddog

Feb 08, 2006 21:06:20
Wow! That's a huge amount of work!

Appendix 2: Conversion from OD&D to D&D 3.5 225

Do you have this appendix completed yet? I could make great use of it.

--Ray.
#17

zombiegleemax

Feb 09, 2006 1:10:47
This is my TOC at the moment...

Additional Base Classes 43
Atruaghin Shamani 43
Ethengar Shaman 43
Epic Levels 43
Character Regions 43

Chapter 2: Prestige Classes and Class Substitution Levels 44
New Prestige Classes and Class Substitution Levels 44
Air Wizard 44
Avenger 45
Azcan Eagle Knight 45
Azcan Jaguar Knight 45
Azcan Knight of the Winged Viper 45
Balancer 45
Chosen of Kagyar 45
Darokinian Merchant 45
Dominion Ruler 46
Fire Wizard 46
Hin Master 48
Honorbound 48
Milenian Cleric of Zargos 48
Milenian Griffon Rider 48
Milenian Holy Defender of Petra 48
Milenian Mariner of Protius 48
Milenian Midwife of Matera 48
Milenian Red-Hair of Halav 48
Milenian Sorceror of Zargos 48
Minroth Merchant Prince 48
Mystaran Knight 49
Nithian Artificar of Ptahr 49
Nithian Child of Pflarr 49
Nithian Fang of Ravinorus 49
Nithian Flame-bearer of Rathanos 49
Nithian Horonii 49
Nithian Lockmaster 49
Nithian Mage-Scribe 49
Nithian Montoth 49
Nithian Runner 49
Nithian Seal-bearer 49
Nithian Templar 49
Nithian Thanaton 49
Nithian Thorn of Isiris 49
Northman Hero 49
Radiance Mage 50
Radiance Shaman 50
Shepard of Rad 50
Treekeeper 50
Ylarai Dervish 50
Appropriate Prestige Classes (Previously Published) 50

What's the difference between "Additional Base Classes" and "Prestige Classes and Class Substitution Levels"
Why Atruagin Shamans are "Additional" and Radiant Shamans are "Prestige"?
Where Hakomoons, Bratacks, Horse Warriors, Wokans, Inheritors are?
#18

agathokles

Feb 09, 2006 2:02:15
Beyond the stuff on Karameikos, emphasis should be IMHO on the Known World countries, providing say a one page description of each of those countries, and then a much more vague description on areas beyond that, say 1 page on the Savage Coast, 1 page on the Alphatian Sea region and 1 page on the Hollow World. Although K.KoA handles it pretty well, the Mystara Core Book should include great detail on the most common immortals and their churches, as well as some information on Wizardry in the Known World.

Comments?

Yes, we did something on those lines in the (rules-neutral) Mystara Newbie Guide. While the Guide was never released in final version, the raw material is there: an atlas of the Known World in thirty or so pages.
#19

agathokles

Feb 09, 2006 2:05:35
What's the difference between "Additional Base Classes" and "Prestige Classes and Class Substitution Levels"

3E rules differences. Basically, whether the class can be taken at first level or not.
#20

Traianus_Decius_Aureus

Feb 09, 2006 14:06:41
Couple of responses:

Originally Posted by maddog
Do you have this appendix completed yet? I could make great use of it.

Not yet, although some will be derived from the conversion guidelines posted on the Mystara3E site.

Originally Posted by Arcanda
What's the difference between "Additional Base Classes" and "Prestige Classes and Class Substitution Levels"

An additional base class starts at level 1, like the regular class.

A prestige class is taken later, after certain requirements are met, and general specialize in doing one thing well. For instance a cavalier excels at mounted combat with lance and sword, but sacrifices the normal benifits of continuing as a fighter or paladin.

Class Substitution Levels are specific options available at certain levels of a class if a character is eligible for them. For instance, a Nithian Fang of Ravinorus (a Cleric) at Level 20 can use a substitute level 20 in which he gives up his divine spellcasting advancement for that level, but in return is transformed into a Gnoll.


Why Atruagin Shamans are "Additional" and Radiant Shamans are "Prestige"?

Atruaghin Shamans are a base class largely because I felt they are different enough in temperment from a druid to warrent a new class rather than prestige class grafted onto a druid. Radiant shamans are very closely tied to a cleric in feel, and the powers add nicely to a cleric in the context of a prestige class. That is of course purely my opinion, and I expect some people will disagree. But right now much of this is still only in sketch form, so things may change.

Where Hakomoons, Bratacks, Horse Warriors, Wokans, Inheritors are?

The Ethengar Gaz is the one I'm least familiar with. Hakomoons and brataks may become class substitution levels for wizard and rogue respectively, but I haven't looked over them enough to decide if they require special handling. There is a Bowman Charger prestige class already in 3e (published in a Dragon mag) that is a steppe warrior type. I plan on using that as a recommended prestige class for ethengar characters.

Wokans- If by these you mean humanoids with arcane spellcasting, this is already allowed in the core 3e rules. I suppose a class could be created for it, but I'm not sure it would be any different from a regular arcane caster other than a more limited spell list.

Inheritors- I'm not sure how much Savage Coast I'm going to do. First thing is determining if the Red Steel/Curse 3e stuff from Dragon is worthwhile. Other than the races (which may be found elsewhere in Mystara) and maybe (a big maybe) the monsters, much of this will have to wait until the main Mystara part is done.
#21

zombiegleemax

Feb 09, 2006 16:50:00
The Ethengar Gaz is the one I'm least familiar with. Hakomoons and brataks may become class substitution levels for wizard and rogue respectively, but I haven't looked over them enough to decide if they require special handling.

I give you some quick information, hoping to be useful to the cause of the Golden Khan!
Brataks are thieves, with a great disguise ability. They operate as messengers, as spies and are very very good archers (as you can think of someone who practices daily).
Hakomons are strange wizars, with more hit points than basic magic-users and using a stranger learning method for spells: they use sigils instead of books. Sigils can be on the cloth of their yurt, their robe, ora just any cloth.They are eremitic as they live alone in the steppes. They follow a strange mysticism, with taboos incomprensible to many.
There is a Bowman Charger prestige class already in 3e (published in a Dragon mag) that is a steppe warrior type. I plan on using that as a recommended prestige class for ethengar characters.

Well.
Wokans- If by these you mean humanoids with arcane spellcasting, this is already allowed in the core 3e rules. I suppose a class could be created for it, but I'm not sure it would be any different from a regular arcane caster other than a more limited spell list.

Yes, I was meaning humanoids magic-users. I liked the "naturalistic" touch given to wokans (as opposed to witch doctors) in the Red Steel boxed set. It explains why their spells are limited.
More, in Orcs of Thar there is a nice table (page 40 players handbook) that shows who is your master. It is more than social class.
Inheritors- I'm not sure how much Savage Coast I'm going to do. First thing is determining if the Red Steel/Curse 3e stuff from Dragon is worthwhile. Other than the races (which may be found elsewhere in Mystara) and maybe (a big maybe) the monsters, much of this will have to wait until the main Mystara part is done.

Oh... and what about the Web of Intrigue? It is one of my favourutes ;)
#22

jtrithen

Feb 10, 2006 1:07:38
I like your setup JT.
As for rules, I am wondering if we could make a ruleless version? As you say, rules for things like magic could be useful, but what if we just refer to page references in both 3E and Classic where these things are covered? Could be a useful supplement IMO.

Håvard

Not sure about making references. I have most of the Mystara products, but it's hard enough for me to always flip between books (LOTS of books) when getting prepared for game sessions.

I'd be very interested to know what the general consensus would be from others. I'm a bit of a rules-light person myself, but generally don't drive much of a plot in my sessions either (I let my players do a lot of it, yet still guiding them on the main path of the modules; I usually do published material because of time as much as the good/fun ideas, though often adjusted for game balance. I spend too much of my time crunching numbers, but I have to to make the adventures balanced and challenging.)

What if general guidelines were given for major NPCs (for their stats)? Such as: Duke Stephan Karameikos, F12-24 (I don't know what levels he really is in the different materials anyway). Actually, I think that makes for too much 'muckiness.' So, which way would one go, considering space constraints and what would interest players? OD&D (or whichever term I'm supposed to use; I can never keep track) or D&D 3.5, or both?

One would have to consider to a large degree what would interest a potential reader that drove them to want to look into Mystara.... I'm gonna' have to save that for another post later, because of time, at the moment. I think it ties in with Arcanda's post about the 'base idea;' I somewhat disagree with there being a 'base idea' about Mystara, but there are probably some themes common to new and old players looking to find out more about an old game world (or, in my situation, just have more information compiled in one place!).
#23

Hugin

Feb 10, 2006 11:21:08
So, which way would one go, considering space constraints and what would interest players? OD&D (or whichever term I'm supposed to use; I can never keep track) or D&D 3.5, or both?

One idea would be to make a rules-less version first. It could then be used as a template to create a version with any rules set; just fill in the blanks.
#24

gawain_viii

Feb 12, 2006 15:01:28
An update on my own CS...

After a good week of productive work (finally), the scope of my project has changed. It will focus on the expanded KW, with only a brief description of the SC and HW. I figured that incorporating those into one book, it would never get done. So I've decided the CS is just the KW, and I woll work on two seperate "Player's Guides to" for the SC and HW later.

My rules are 3.5, but I've included sidebars explaining certain differences between the rules sets... why Paladin and Druids should be treated as PrC's as a preferred player's option, why all elves should have at least 1 arcane level, why there's no arcane dwarves, etc. Im writing it in such a way that the "standard" 3e rules can still be used but the options SHOULD be preferred.

I'm not including the CC series info because I don't have all of them. but that may change if I get copies before I'm done.

I do have a question or two to ask for criticism and suggestions... Should I or shouldn't I include the 6th "Sphere of Power" with no currently known immortals in order to incorporate the Positive Material Plane? or is it not that popular? Also, what campaign year would most of you prefer a cs to be written around??
#25

Cthulhudrew

Feb 12, 2006 19:12:10
I do have a question or two to ask for criticism and suggestions... Should I or shouldn't I include the 6th "Sphere of Power" with no currently known immortals in order to incorporate the Positive Material Plane? or is it not that popular? Also, what campaign year would most of you prefer a cs to be written around??

I don't know that a Positive Material is necessary, actually (or a Negative, for that matter). IMO, I just figure that "negative energy" is those energies that are primally Entropic, and "positive energy" is the energies that are primally behind the other four spheres of existence.