mystara-digest         Sunday, June 20 1999         Volume 1999 : Number 266



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - Rangers, Druids, and Thugs
Re: [MYSTARA] - A new look for Druids (LONG)
Re: [MYSTARA] - Rangers, Druids, and Thugs
[MYSTARA] - RE: A couple of items
Re: R: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup...
Re: [MYSTARA] - Re: [Mystara] poll result
[MYSTARA] - more Nevvitz items (pt. 1 of 2)
[MYSTARA] - more Nevvitz items (pt. 2 of 2)
Re: [MYSTARA] - more Nevvitz items 
Re: [MYSTARA] - more Nevvitz items
R: R: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup...
Re: R: R: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup...
RE: [MYSTARA] - eBay bonanza!
[MYSTARA] - vessels for SAGA v1.0

----------------------------------------------------------------------

Date: Sun, 20 Jun 1999 02:10:07 EDT
From: Kaviyd@aol.com
Subject: Re: [MYSTARA] - Rangers, Druids, and Thugs

In a message dated 1999-06-19 18:51:07 Eastern Daylight Time, hoc@nvg.ntnu.no 
writes:

> How about using the fighter experience table. But then I would also give
>  the thugs at least 1d6 hp per level.
>  I dont like the idea of giving too many human classes attack ranks. In
>  fact I removed attack ranks completely from my old game.

Removing attack ranks makes many of the expansions to D&D more
reasonable and consistent.  After all, it makes no sense to limit a 
Halfling to 8th level plus ten attack ranks when a lowly kobold can
reach level 36!  

However, the description of Thugs given in the D&D Rules Cyclopedia
suggests that a 12 HD Thug is noticeably superior to a 12th level fighter
in combat, so I would give him a slower XP table for advancement and
make gains in power after level 12 more modest as compensation.  
After some additional reflection, here is my take on a Thug class:

Requirements:  Neutral alignment, Str/Int/Dex of 9+.

XP bonus:  Based on number of prime requisite ability scores of 13+:

0:  -10%
1:  +0%
2:  +5%
3:  +10%

If any prime requisite ability score has fallen below 9, XP penalty 
becomes -20%.

Hit Dice:  1d8 per level to level 12, +1 hit point per level thereafter.

Armor:  Up to chain mail (no shield)

Weapons:  Any

Special Abilities:

THAC0:  As monster of hit dice equal to level up to level 12.  Add one half
hit die per level thereafter.

Saving throws:  As thief of equal level.

Thieving skills:  All thieving skills as thief of equal level.

Fighter combat options:  Never gained.

Surprise:  3/6 chance to surprise foes if preparations are successfully made.

Assassination:  50% chance +/- 5% per hit die difference -- See THAC0
above for calculation of Thug's effective hit dice.

Disguise:  Chance to avoid detection is 40% at level 1, +10% per level
to maximum of 90% at level 6+.

Conceal alignment:  Since I don't like to use alignment languages, I would
interpret the ability to speak alignment languages as the ability to radiate
any desired alignment.  A Know Alignment spell cast on a Thug of level 10+
will yield whatever result the Thug desires.

XP table:  I would use a slight variation of the table I proposed in an 
earlier message:

Level   XPs

1          0
2          3000
3          6000
4          12K
5          25K
6          50K
7          100K
8          200K

Thugs require 200,000 XPs per level after level 8.

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------------------------------

Date: Sun, 20 Jun 1999 11:12:04 +0200
From: Fabrizio Paoli <brizio@gdr.net>
Subject: Re: [MYSTARA] - A new look for Druids (LONG)

At 12.59 11/06/99 -0700, Paul L. Ming wrote:

>    From a player perspective, I was completely stunned at how un-prepared
>for wilderness survival a druid is!  There is nothing that will help the
>druid live in the wilderness other than some spells.  Spells will run out.
>Need to find shelter?  A druid has as much chance as a city thief.  Need to
>do some hunting?  Might as well get the halfling, he has a better chance at
>hiding.  So, can we find any teak or cherry wood in this forest? Dont' ask a
>druid. He doesn't have a clue any more than the dwarf.  Ok, then where would
>we be able to find that kind of wood?  Again, the druid has no clue.  Why is
>that bear so protective and aggressive?  The druid has no idea.  Trying to
>run from that agressive bear?  Good luck, druids don't know how to move
>through the forest any more than anyone else.  ;-/  In short, a druid sucks
>when he is in the forest.  Sure, the DM can "assume" that a druid knows how
>to survive in the forest/hills/etc, but it doesn't even really hint at it in
>the rules.

OTOH this is true also for the other classes.
There's nothing that makes a cleric more expert in religion and immortals,
than someone of another class, unless the cleric takes skills such as
"ceremony" or some kind of "lore".
Similarly the rules don't state that a mage knows spells, magical items or
spell-like abilities of monsters better than anyone else... unless he has
the "alternate magic" skill or something like that.
In short, if you like you can build your own forest druid, you just need to
take the proper skills ;-)
Bye

**************
Fabrizio Paoli	brizio@gdr.net
http://www.geocities.com/TimesSquare/Dungeon/4560/
**************
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------------------------------

Date: Sun, 20 Jun 1999 10:43:17 -0500 (CDT)
From: Byron Molix <c594314@showme.missouri.edu>
Subject: Re: [MYSTARA] - Rangers, Druids, and Thugs

On Sun, 20 Jun 1999 Kaviyd@aol.com wrote:

> 
> Level   XPs
> 
> 1          0
> 2          3000
> 3          6000
> 4          12K
> 5          25K
> 6          50K
> 7          100K
> 8          200K
> 
> Thugs require 200,000 XPs per level after level 8.
> 

Plugging most of this into the 2nd Ed. DMG's create a new class tables
gives 3500 at 2nd level, so your table is probably most accurate for game
balance.

Byron

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------------------------------

Date: Sun, 20 Jun 1999 13:03:56 -0400 (EDT)
From: the Wizard of Frobozz <sg96d355@drexel.edu>
Subject: [MYSTARA] - RE: A couple of items

Well, Carl, thanks for the kind commentary.  Actually, the Pea Shooter 
was an appropot gift, considering Captain Worthmilling's status as one of 
the premier buccaneers in the Known World (at least, IMC).  "Life of 
Luxury" is the fastest privateer vessel out there, and the Pea Shooter 
makes her one of the nastiest to encounter...or best to hire out.

More Nevvitz material coming right up!

- --Frobozz--

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------------------------------

Date: Sun, 20 Jun 1999 14:46:15 +0100
From: "Paul George Dooley" <Dooley@cableinet.co.uk>
Subject: Re: R: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup...

> When a character is turned to stone, all of him is turned to stone,
> including muscles, etc., as you have stated. But when you carve a statue
> out of stone which has never lived, you cannot carve all its internal
> organs and bones, etc., to be there when it is turned to flesh. All that
> would exist is the part you carved, i.e., the outside.

> So even if it's a VERY well-made statue, realistic in every detail, the
> magic will still register that it was never a genuine person (it's an
> "object" rather than a "creature"), and will turn it into a corpse-shaped
> slab of inert meat.  It'll lack bones, organs, and blood vessels -- heck,
> it should even lack skin! -- and any "hair" or "clothes" that were
depicted
> in the carving will be transformed into flesh along with the rest of it,
> since they're just part of what's REALLY only a funny-shaped rock.


I know this has probably finished by now but here`s another idea.
If said mage has both a knowledge of anatomy, and access to that Alphatian
`Stonform` spell then you could make a completely accurate statue.



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------------------------------

Date: Sun, 20 Jun 1999 15:43:42 +0100
From: "Paul George Dooley" <Dooley@cableinet.co.uk>
Subject: Re: [MYSTARA] - Re: [Mystara] poll result

> The Quill is more durable than the sword, more mystical than the
spellbook,
> more revered than the holy symbol and more deadly than the poison....
> for it is the bringer of the most potent...Truth

Who`s TRUTH? Subjectivity is the name of THAT game.

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Date: Sun, 20 Jun 1999 13:47:25 -0400 (EDT)
From: the Wizard of Frobozz <sg96d355@drexel.edu>
Subject: [MYSTARA] - more Nevvitz items (pt. 1 of 2)

The first one Evar Nevvitz had nothing to do with, but it's cool anyway.  
The others show why he's fun at parties, like Carl said.

Enjoy.  And, if you don't happen to recognize the places listed here, 
it's because I started out with only the AD&D2 Mystara material, and had 
no idea there was more stuff published, so I made my own other continent 
on the other side of the Known World.  That's just me.  --F--


Drill Knife

	A thrown weapon made of a steel highly concentrated with iron, 
this strange looking thing appears to be two fist-sized cones connected 
base-to-base with a leather-wrapped cylinder in between.  The cones are 
made in a spiral fashion with the tips being very sharp; weighted and 
balanced for throwing.  When thrown overhand like a football, it strikes 
for d6+1 and gives a +2 to hit versus armor less than plate. 
	Retrieval is a slight problem...requiring a non-intensive setting 
to accomplish (non-combat, non-countdown).
	Its weight is prohibitive, weighing as much as a normal 
longsword, and is most commonly seen carried in a stylized hip holster.
	Now standard issue for the troops stationed at Eagle's Eye Keep, 
and fashioned by their one-eyed, one-handed weaponmaster for his own 
self-defense.


Gwen's Magic Bubbles

	Evar Nevvitz only made two containers of these, and their current 
whereabouts are not known.  It is known that the vessels and stoppers are 
made of glassteel (as the AD&D spell of the same name).
	The potion itself is purplish-pink in color and casts rainbows 
about the room like a prism when held to the light.  It was never meant 
for consumption (causing nausea and diarrhea if swallowed), and its 
function lies in the combined use of the strange stopper and the potion.  
The stopper has a long wand with a ring on the end, all made of 
glassteel, the stopper lined with rubber.  When properly coated with the 
potion, the long wand produces shiny bubbles with a rainbow sheen to 
them.  The imagination of the user determines the size and shape of the 
bubble.  Like normal soap bubbles, they float about, slightly lighter 
than air, and subject to any whims of air current.  Unlike soap bubbles, 
however, the Magic Bubbles do not pop on contact with a surface.  
Instead, they pop only when willed to do so by the user, they suffer 6hp 
damage, or after 2d6 turns have elapsed.  Items may be put inside the 
Bubble as it forms, and such items are treated as if they are also 
lighter than air for the duration of the Bubble.  Air supply is limited; 
the DM should determine how large a bubble could hold how much air.  And 
all items inside the Bubble will immediately plummet to earth when the 
Bubble pops.  One vessel contains enough fluid for d20+5 Bubbles.  If 
poured on a floor, no matter the surface, treat it as if liquid soap were 
on a tile floor.
	Nevvitz created these items for amusement in performances, not 
really prepared for the aftermath of falling cattle when the Bubbles 
burst.  They are named for Nevvitz's "one true love," the sprite 
Gwendolyn.


- --Frobozz--


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------------------------------

Date: Sun, 20 Jun 1999 14:10:25 -0400 (EDT)
From: the Wizard of Frobozz <sg96d355@drexel.edu>
Subject: [MYSTARA] - more Nevvitz items (pt. 2 of 2)

Obviously, these are more intended for humor, but I suppose they can have 
some applications in the hands of unscrupulous and desperate adventurers.


the Wand of Flip!

	Another practical joke item designed by the errant Nevvitz, this 
wand holds exactly 3 charges at a time, for reasons he would never share.
	Its purpose is to take any rectilinear chamber and rotate it 90 
degrees along one of three axes.  If this means that people and objects 
in the room are no longer on the floor, well, then they find the new 
floor in a hurry.  Passages into the room do NOT shift orientation, but 
doorframes and portals appear to move with the wall they are attached to, 
making exit rather difficult until the effects wear off, d20 turns 
later...also wreaking havoc when gravity asserts iteslf again.
	Occasionally, the wand will also roll the room 180 degrees on the 
vertical axis, effectively switching floor and ceiling.  Roll a d4 on the 
following chart to determine action:
	1) Room rotates on the horizontal axis.  Doors are useless unless 
aligned with a corresponding passsage in the original wall.  Floor stays 
level.
	2) Room rotates on the vertical axis.  Floor is now a wall.
	3) Room rotates on the diagonal.  Everything falls to a corner.
	4) Complete reversal.  Floor is now ceiling.  All items not 
bolted down are about to take a trip.

	Nevvitz was prone to use this wand at late-night parties in large 
castles, where the damage was not quite so noticeable from normal party 
damage and where the occupants of the room were drunk enough that they 
found it amusing as well as painful.  He was also known to just wander 
around saying "Flip!"  when he was punchy or tired...his associates left 
any rectilinear chamber when he began to say that.



Nippy-fish

	Usually found by the pouch-full, these strange items look like 
inch-long rubber fish.  When put into water, however, they animate, and 
immediately seek out their favorite thing:  the humanoid gluteus 
maximus.  No real damage is done by their bite, but the annoyance factor 
to an unsuspecting swimmer is very high, akin to multiple mosquito bites.
	The fish revert to rubber and float to the surface when the 
command word is spoken.  Removal from the water will also make them go 
dormant.
	Nevvitz was forced to leave hurriedly from the town of Sonrasax 
for putting several hundred of these in the Bay of Murmonn during the 
annual "Swim Across the Bay."


- --Frobozz--

________________________________________________________
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Date: Sun, 20 Jun 1999 16:00:55 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - more Nevvitz items 

I'll give my 2 cents (or tuppence ha'penny, in my case ;-) to both of these 
uploads at the same time:-

Drill Knife: very nice description - easy to visualise the item, which sounds 
pretty nasty! A question: does the spiral cone actually drill into the armour 
it strikes? Is that why it's hard to retrieve? I wasn't completely sure from 
the description. Hmmm....wouldn't it be unkind if there were enchanted Drill 
Knives which continued to bore into their targets, causing an additional 1d6 
each round until removed (by a bend bars roll)? Get Nevvitz on the case...

Gwen's Magic Bubbles: Ah, how romantic....is there a maximum size for an 
individual bubble? The idea of an iridescent Earthshaker-copy bearing down on 
a hapless castle flickers across my mind...seriously (?), I think Enigma 
might want to get her hands on a container of this stuff (and "improve" it? 
<shudder> ;-).

Wand of Flip!/Nippy-Fish: definite LOL material! I loved these. More, please!

Carl Q.

PS Enigma wants Evar's 'phone number....;-)

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Date: Sun, 20 Jun 1999 16:22:07 -0400 (EDT)
From: the Wizard of Frobozz <sg96d355@drexel.edu>
Subject: Re: [MYSTARA] - more Nevvitz items

On Sun, 20 Jun 1999 CQuaif@aol.com wrote:

> Drill Knife: very nice description - easy to visualise the item, which sounds 
> pretty nasty! A question: does the spiral cone actually drill into the armour 
> it strikes? Is that why it's hard to retrieve? I wasn't completely sure from 
> the description. Hmmm....wouldn't it be unkind if there were enchanted Drill 
> Knives which continued to bore into their targets, causing an additional 1d6 
> each round until removed (by a bend bars roll)? Get Nevvitz on the case...

Yes, it is supposed to drill into the armor, making it difficult to 
remove.  Even worse would be a drill knife loaded into the Pea Shooter.


> Gwen's Magic Bubbles: Ah, how romantic....is there a maximum size for an 
> individual bubble? The idea of an iridescent Earthshaker-copy bearing down on 
> a hapless castle flickers across my mind...seriously (?), I think Enigma 
> might want to get her hands on a container of this stuff (and "improve" it? 
> <shudder> ;-).

I suppose a limitation of a size Large creature would be reasonable.  
Only one problem, though, once it's made, it follows prevailing air 
currents, and can't be controlled.  Should it last too long, the drop 
from the lower atmosphere should prove quite painful to those without 
Feather Fall.  Also, a high-speed wind and a cliff wall might be a nasty 
encounter, too.

> 
> Wand of Flip!/Nippy-Fish: definite LOL material! I loved these. More, please!
> 
> Carl Q.
> 
> PS Enigma wants Evar's 'phone number....;-)
> 
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> 

________________________________________________________
Wanting Mystara material in your hand instead of in your computer?

Your wait is almost over!!  The Tome of Mystara is in publication!

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------------------------------

Date: Sun, 20 Jun 1999 23:51:21 +0200
From: "G. SGARBI" <gio_sga@uol.it>
Subject: R: R: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup...

Hallo,
I'm the one put the Stone to Flesh dilemma...
I'd like to know what does a "stonform" spell...
...Is something like "stone shape" or something like X-ray vision?

Skarm The Warlock

- -----Messaggio originale-----
Da: Paul George Dooley <Dooley@cableinet.co.uk>
A: mystara-l@lists.imagiconline.com <mystara-l@lists.imagiconline.com>
Data: domenica 20 giugno 1999 19.27
Oggetto: Re: R: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup...


>> When a character is turned to stone, all of him is turned to stone,
>> including muscles, etc., as you have stated. But when you carve a statue
>> out of stone which has never lived, you cannot carve all its internal
>> organs and bones, etc., to be there when it is turned to flesh. All that
>> would exist is the part you carved, i.e., the outside.
>
>> So even if it's a VERY well-made statue, realistic in every detail, the
>> magic will still register that it was never a genuine person (it's an
>> "object" rather than a "creature"), and will turn it into a
corpse-shaped
>> slab of inert meat.  It'll lack bones, organs, and blood vessels --
heck,
>> it should even lack skin! -- and any "hair" or "clothes" that were
>depicted
>> in the carving will be transformed into flesh along with the rest of it,
>> since they're just part of what's REALLY only a funny-shaped rock.
>
>
>I know this has probably finished by now but here`s another idea.
>If said mage has both a knowledge of anatomy, and access to that Alphatian
>`Stonform` spell then you could make a completely accurate statue.
>
>
>
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Date: Sun, 20 Jun 1999 18:09:19 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: R: R: [MYSTARA] - [MYSTARA] Dilemmas for the Newsgroup...

>Hallo,
>I'm the one put the Stone to Flesh dilemma...
>I'd like to know what does a "stonform" spell...
>...Is something like "stone shape" or something like X-ray vision?
>
>Skarm The Warlock

The DoE boxed set, which covered Thyatis and Alphatia, included a bunch of
spells with which Alphatians can create objects of various materials.
Stoneform, for instance, could be used to create stone statues, buildings,
bridges, etc, out of thin air.  The higher-level the spell, the more
permanent and/or valuable the material can be; thus, Steelform is
higher-level than Woodform, which is higher-level than Clothform.


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Date: Mon, 21 Jun 1999 10:35:19 +1000
From: Murphy Jason <jason.murphy@mitswa.com.au>
Subject: RE: [MYSTARA] - eBay bonanza!

> Jason Murphy wrote:
> 
> >	During a tounge in cheek "Evil" campaign i was DM'ing the characters
> >armies attempted to simply pass through this village on the way to
> sieging
> >Shireton....the carnage was immense and totally unexpected. hehehe...well
> i
> >guess DM's can be a little evil too :)
> 
> *sigh* Halfling bashing....every campaign's gotta have it. :-)
> 
> Geoff
> 
> 
	[MURPHY Jason]  

	LOL....well in this case the denizens of Moon Hill pretty much put
an end to any Halfling bashing that was planned.


Jason Murphy
Software Engineer
MITS Limited
EMAIL: jason.murphy@mitswa.com.au
PHONE: 08 9481 4066
FAX: 08 9481 4064

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Date: Sun, 20 Jun 1999 19:57:47 -0500 (CDT)
From: Byron Molix <c594314@showme.missouri.edu>
Subject: [MYSTARA] - vessels for SAGA v1.0

This is my first shot at writing up building and vehicle statistics and
subrules for interacting with them. It doesn't cover captains or
navigation skills, or working together on specific actions like modifying
rigging or defending against a seige attack. Let me know what you think.

Byron
================
Buildings and Vehicles each have a small set of statistics.

Maneuverability
Structure
Magic Resistance
Defense

They can also have Weapons and Notes, which includes Powers,
Vulnerabilities etc.  Weapons will have varying degrees of damage classes,
and seige weapons are weapons with protective armor or buildings built
around them.  Certain building materials will make the final object,
building or vessel, vulnerable to specific kinds of attacks.  Wood is
vulnerable to fire for instance, and metal is vulnerable to Lightning
unless it is not touching the ground or a water source.

Maneuverability
	This ability refers to how agile the vessel or object is versus
other vessels or mobile objects.  It is not necessarily intended to work
versus characters directly, but more often than not, people will try to
launch missiles at a boat, or smash in a castle door.  If an object
doesn't have a score in this ability, it means it is immobile.  It's
motive power is none.  Some objects may have no motive power but still be
maneuverable.  If an object is completely immobile, characters attacking a
portion of the vessel or building should make Average Strength (Structure)
or Average Dexterity (Structure) actions.  They are trying to defeat the
strength of the walls, not simply hit in this instance.
	Anything else works as a modifier to all attacks made to the
vessel or object.  When a character uses regular weapons or magic to
attack an inanimate object, the modifier to their action check is Ma -4.  
For slow or awkward vessels this translates into a bonus to hit.  Any time
a character uses a ship class or seige weapon versus a vessel, the
Maneuverability statistic is used unmodified.  In most cases, this ability
score also determines about how fast the vessel can travel.  A schooner
with Ma 6 is faster than a Merchantman with Ma 4, even though they are
roughly the same size.

Here is a chart to help determine the Maneuverability.
	Size
Small		7	Wagons, Small Yachts, Coaches, Rowboats
Medium		5	Small Ships, Caravans, Seige Towers, Small Buildings
Large		3	Warships, Engines of Destruction, Small Castles
Huge		1	Large Fortresses, Small Floating Islands
	Body Shape
Sleek		+1
Average		+0
Bulky		-1
	Control Scheme

Magic		+1-5 Includes motive power caused by magic spells or artifacts.
Wheels		+1
Rudder		+0
Animals		-1

Structure
	Sometimes called Hull or Walls, this is the ability that reflects
the strength of the vessel or building's makeup.  This score repels
physical attacks and withstands the elements.  Since this also takes into
account the size of the vessel or building, any ramming damage would be
determined by this ability.  Note, when attacking characters will often
not directly assault the walls or the hull.  The sails, windows and doors
are much easier targets.  As the narrator you should either decide on a
value for each of these things, or simply halve the Structure value and
use that.  In most instances it will make the action challenging enough
that teamwork and cooperation will yield better results.

Small		10
Medium		16
Large		24
Huge		30
	Made out of...
Cloth		-4
Soft Wood	-2
Hard Wood	+0
Soft Metal	+3	Copper, Gold
Hard Metal	+6	Bronze, Silver
Strong Metal	+8	Iron, Steel
Super Metal	+12	Adamantite, Mithril
Dirt		-2
Rock		+2	includes Brick
Stone		+6
	Wall Thickness
Thin		-2	an inch at most
Average		+0	at least two inches
Thick		+2	at least six inches
Very Thick	+4	at least 1 foot
Super Thick	+6	at least 2 feet

Magic Resistance
	This rare ability means that the structure is enchanted to resist
magic or is made of a naturally magic resistant material.  Simply add the
value of this ability as the opposition score to any magic cast on the
vessel or building.

Defense
	This ability works just like armor for players.  It is determined
by what the walls are made of, and how thick they are.  Enchantment adds
directly one for one, and a ship can be enchanted on a one point of magic
per point basis, but the spell has to be long-lived if not permanent to
gain any real effect.  Defense works better for buildings and vessels than
it does for characters.  Magic and magical abilities that cause physical
damage have their damage rating reduced by the Defense before they are
taken off the structure.

Cloth		-3
Wood		-6
Metal		-9
Hard Metal	-12
Stone		-9
	Wall Thickness
Thin		+2	an inch at most
Average		+1	at least two inches
Thick		+0	at least six inches
Very Thick	-1	at least 1 foot
Super Thick	-2	at least 2 feet

For instance, a small Fortress made out of Rock, with foot thick walls
would have the following statistics.  Structure 36 Defense -10.  Anyone
trying to break in the reinforced gates would have their strength action
opposed by a value of 13, and anyone trying to blow a hole in the wall
would have their strength action opposed by a value of 26.  If someone
were to cast a spell on the walls, or if it were under assault from dragon
breath, subtract the defense of -10 from their damage.

Weapons	Action ability is Dexterity
Ballista	+6 to +10
Canon		+8 to +16
Catapult	+12 to +18
Greek Fire	+9, and one less each round.

Vulnerabilities
Cloth		No defense versus Fire or Acid
Wood		No defense versus Fire, Half Defense versus Electricity
Metal		No defense versus Electricity if grounded, Half Defense
versus Fire
Stone		Half defense versus Cold and Acid


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End of mystara-digest V1999 #266
********************************

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mystara-digest         Monday, June 21 1999         Volume 1999 : Number 267



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - Re: [Mystara] poll result
[MYSTARA] - Ebay auctions
Re: [MYSTARA] - Ebay auctions
RE: [MYSTARA] - Ebay auctions
RE: [MYSTARA] - Ebay auctions
Re: [MYSTARA] - Ebay auctions
Re: [MYSTARA] - Ebay auctions
RE: [MYSTARA] - Ebay auctions
Re: [MYSTARA] - Ebay auctions
[MYSTARA] - Many GAZs and modules available
Re: [MYSTARA] - Many GAZs and modules available
[MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
[MYSTARA] - Spells of the Torquera (v. Long)

----------------------------------------------------------------------

Date: Sun, 20 Jun 1999 22:02:08 -0400
From: Andrew Toth <beyowulf@pipeline.com>
Subject: Re: [MYSTARA] - Re: [Mystara] poll result

At 03:43 PM 6/20/99 +0100, you wrote:
>> The Quill is more durable than the sword, more mystical than the
>spellbook,
>> more revered than the holy symbol and more deadly than the poison....
>> for it is the bringer of the most potent...Truth
>
>Who`s TRUTH? Subjectivity is the name of THAT game.

Nay, subjectivity tries just to hide it, and confuse the people who 
search for it.


Beyowulf
Steely Blue Dragon -==UDIC==-
		      |/
"Ours is not to reason why, but to blow this joint before we die"
				-Ratrap, BeastWars

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------------------------------

Date: Mon, 21 Jun 1999 14:35:21 +1000
From: Murphy Jason <jason.murphy@mitswa.com.au>
Subject: [MYSTARA] - Ebay auctions

Holy $%#@
There i was considering putting a bid in on B1-9 when i saw the current bid.
$81 US....that is like $140 Australian where i come from......well ,needless
to say i aint gonna better that bid. Someone sure is desperate.


Jason Murphy
Software Engineer
MITS Limited
EMAIL: jason.murphy@mitswa.com.au
PHONE: 08 9481 4066
FAX: 08 9481 4064



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Date: Sun, 20 Jun 1999 23:34:42 -0600
From: "Leroy Van Camp III" <malacoda@lesbois.com>
Subject: Re: [MYSTARA] - Ebay auctions

Murphy Jason meandered fecklessly...

> Holy $%#@
> There i was considering putting a bid in on B1-9 when i saw the current
bid.
> $81 US....that is like $140 Australian where i come from......well
,needless
> to say i aint gonna better that bid. Someone sure is desperate.

    You know what's really annoying?  When I bought my B1-9,
there were three others there, in shrinkwrap.  This was a few years
ago, but they were rare even back then.  Same cover price, too.  $15.
Damned hindsight...


Leroy Van Camp III	
malacoda@lesbois.com 
ICQ #20039817

     "Let's show this prehistoric bitch how we do things downtown."

                    Dr. Venkmen, Ghostbusters




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------------------------------

Date: Mon, 21 Jun 1999 15:31:55 +1000
From: Murphy Jason <jason.murphy@mitswa.com.au>
Subject: RE: [MYSTARA] - Ebay auctions

Jason Murphy
Software Engineer
MITS Limited
EMAIL: jason.murphy@mitswa.com.au
PHONE: 08 9481 4066
FAX: 08 9481 4064


> -----Original Message-----
> From:	Leroy Van Camp III [SMTP:malacoda@lesbois.com]
> Sent:	Monday, June 21, 1999 1:35 PM
> To:	mystara-l@lists.imagiconline.com
> Subject:	Re: [MYSTARA] - Ebay auctions
> 
> 
> 
> Murphy Jason meandered fecklessly...
> 
> > Holy $%#@
> > There i was considering putting a bid in on B1-9 when i saw the current
> bid.
> > $81 US....that is like $140 Australian where i come from......well
> ,needless
> > to say i aint gonna better that bid. Someone sure is desperate.
> 
>     You know what's really annoying?  When I bought my B1-9,
> there were three others there, in shrinkwrap.  This was a few years
> ago, but they were rare even back then.  Same cover price, too.  $15.
> Damned hindsight...
> 
> 
> Leroy Van Camp III	
> malacoda@lesbois.com 
> ICQ #20039817
> 
>      "Let's show this prehistoric bitch how we do things downtown."
> 
>                     Dr. Venkmen, Ghostbusters
> 
> 
> 
> 
> **************************************************************************
> *
> To unsubscribe from this list send mail to
> majordomo@lists.imagiconline.com
> with the line 'unsubscribe mystara-l' as the body of the message.
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------------------------------

Date: Mon, 21 Jun 1999 15:35:33 +1000
From: Murphy Jason <jason.murphy@mitswa.com.au>
Subject: RE: [MYSTARA] - Ebay auctions

> Murphy Jason meandered fecklessly...
> 
> > Holy $%#@
> > There i was considering putting a bid in on B1-9 when i saw the current
> bid.
> > $81 US....that is like $140 Australian where i come from......well
> ,needless
> > to say i aint gonna better that bid. Someone sure is desperate.
> 
>     You know what's really annoying?  When I bought my B1-9,
> there were three others there, in shrinkwrap.  This was a few years
> ago, but they were rare even back then.  Same cover price, too.  $15.
> Damned hindsight...
> 
> 
> Leroy Van Camp III	
> malacoda@lesbois.com 
> ICQ #20039817
> 
> 
	[MURPHY Jason]  

	Amen to that. I saw a B1-9  going second hand for $30 Au about 5
years back. As i was on a hiatus from RPG type stuff i figured it wasnt
worth buying....also though it would be a piece of cake to pick up later if
i wanted to.....i mean NOBODY plays OD&D Mystara, so who would bother buying
it.
	Wow was i wrong. :)

	Jason (kicking himself mercilessly) Murphy



Jason Murphy
Software Engineer
MITS Limited
EMAIL: jason.murphy@mitswa.com.au
PHONE: 08 9481 4066
FAX: 08 9481 4064


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------------------------------

Date: Sun, 20 Jun 1999 23:46:03 -0600
From: "Leroy Van Camp III" <malacoda@lesbois.com>
Subject: Re: [MYSTARA] - Ebay auctions

    Straight and to the point, Jason.  Well said.

- ----------
> From: Murphy Jason <jason.murphy@mitswa.com.au>
> To: 'mystara-l@lists.imagiconline.com'
> Subject: RE: [MYSTARA] - Ebay auctions
> Date: Sunday, June 20, 1999 11:31 PM
> 
> 
> 
> 
> Jason Murphy
> Software Engineer
> MITS Limited
> EMAIL: jason.murphy@mitswa.com.au
> PHONE: 08 9481 4066
> FAX: 08 9481 4064
> 
> 
> > -----Original Message-----
> > From:	Leroy Van Camp III [SMTP:malacoda@lesbois.com]
> > Sent:	Monday, June 21, 1999 1:35 PM
> > To:	mystara-l@lists.imagiconline.com
> > Subject:	Re: [MYSTARA] - Ebay auctions
> > 
> > 
> > 
> > Murphy Jason meandered fecklessly...
> > 
> > > Holy $%#@
> > > There i was considering putting a bid in on B1-9 when i saw the
current
> > bid.
> > > $81 US....that is like $140 Australian where i come from......well
> > ,needless
> > > to say i aint gonna better that bid. Someone sure is desperate.
> > 
> >     You know what's really annoying?  When I bought my B1-9,
> > there were three others there, in shrinkwrap.  This was a few years
> > ago, but they were rare even back then.  Same cover price, too.  $15.
> > Damned hindsight...
> > 
> > 
> > Leroy Van Camp III	
> > malacoda@lesbois.com 
> > ICQ #20039817
> > 
> >      "Let's show this prehistoric bitch how we do things downtown."
> > 
> >                     Dr. Venkmen, Ghostbusters
> > 
> > 
> > 
> > 
> >
**************************************************************************
> > *
> > To unsubscribe from this list send mail to
> > majordomo@lists.imagiconline.com
> > with the line 'unsubscribe mystara-l' as the body of the message.
>
***************************************************************************
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majordomo@lists.imagiconline.com
> with the line 'unsubscribe mystara-l' as the body of the message.
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------------------------------

Date: Sun, 20 Jun 1999 23:46:47 -0600
From: "Leroy Van Camp III" <malacoda@lesbois.com>
Subject: Re: [MYSTARA] - Ebay auctions

> 	Jason (kicking himself mercilessly) Murphy

    Need some help.  = )


Leroy Van Camp III	
malacoda@lesbois.com 
ICQ #20039817

     "Let's show this prehistoric bitch how we do things downtown."

                    Dr. Venkmen, Ghostbusters




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------------------------------

Date: Mon, 21 Jun 1999 15:44:15 +1000
From: Murphy Jason <jason.murphy@mitswa.com.au>
Subject: RE: [MYSTARA] - Ebay auctions

> > 	Jason (kicking himself mercilessly) Murphy
> 
>     Need some help.  = )
> 
> 
	[MURPHY Jason]  
	No thats ok....i have a significant other who takes over when i get
a little tired :).....hmmmmm methinks she doth take too much joy in her task




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------------------------------

Date: Mon, 21 Jun 1999 04:05:40 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Ebay auctions

On Sun, 20 Jun 1999, Leroy Van Camp III wrote:

>     You know what's really annoying?  When I bought my B1-9,
> there were three others there, in shrinkwrap.  This was a few years
> ago, but they were rare even back then.  Same cover price, too.  $15.
> Damned hindsight...

Wow. My B1-9 was the only one I have ever seen. And it has seen MUCH
better days. I had to rebind that silly thing with duct tape. Talk about a
whole lotta love :)

Ethan


- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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Date: Mon, 21 Jun 1999 09:03:56 -0400 (EDT)
From: Mischa E Gelman <megst19+@pitt.edu>
Subject: [MYSTARA] - Many GAZs and modules available

The prices seem high to me, but there are now quite a number of new OD&D
Materials at Titan Games, which I've done business with and seems
reputable.  I thought you folks might be interested, though some of these
might go quickly.  I've snipped non-Mystara listings.  There were also a
heckuva lot of gaming magazines, but I didn't want to try to match the
list against the list of ones with Mystara material.

Poems are made by fools like me, but only G-d can make a tree - Joyce
Kilmer

- ---------- Forwarded message ----------
Date: Mon, 21 Jun 1999 01:12:44 -0500 (CDT)
From: titangames@titangames.com
To: megst19+@pitt.edu
Subject: Titan Games Preview for (6/20/99)

Website Update:
    We've got secure forms working on our web-site now, so you can send in
your credit card information securely now.
    Web Site location: http://www.titangames.com/

Used Item Discounts:
$100-$199 =  5% Discount        $300-$399 = 15% Discount
$200-$299 = 10% Discount        $400+     = 20% Discount
        4th class/surface shipping free for all purchases over $200
______________________________________________________________________________

Conditions: 
Unless otherwise noted, all items are fully intact with no missing parts.

N=New - Still in the original shrinkwrap
M=Mint - I took it out of the shrinkwrap (for some reason) and put it
		up for sale; looks like it's right from the printer's
NM=Near Mint - Corners or Binding have minimal or no wear
VF=Very Fine - Corners, Binding have small wear, Cover may be slightly scuffed
F=Fine - Corners, Binding, or Cover have wear or small creases, etc.
G=Good - Corners, Binding, or Cover more wear, large creases or scuffing
Fa=Fair - Corners, Binding, or Cover very worn, many creases and much scuffing
P=Poor - Corners, Binding, or Cover excessively worn, possible tears in cover
______________________________________________________________________________

Note: The most current version of the catalog can also be found on our web-site:
    http://www.titangames.com/
______________________________________________________________________________
TSR:
    (D&D)
        (Basic Rules)
            Basic Rules (Original Blue Book) (2001) [$5, Fa]
            B2: The Keep on the Borderlands (9034) [$3, F]
            B3: Palace of the Silver Princess (9044) [$14.5, F]
            B4: The Lost City (9049) [$14.5, F]
        (Companion Rules)
            CM1: Test of the Warlords (9117) (interior highlighting)[$6, F]
            CM3: Sabre River (9119) [$8, G]
            CM4: Earthshaker (9128) [$10.5, VF]
            CM6: Where Chaos Reigns (9158) [$11, VF]
        (Expert Rules)
            X1: The Isle of Dread (9043) (photocopied insert)[$2.5, F]
            X2: Castle Amber (9051) (inserts loose)[$14, VF]
            X2: Castle Amber (9051) [$13, F]
            X3: Curse of Xanathon (9056) (inserts loose)[$9, G]
            X4: Master of the Desert Nomads (9068) [$9.5, G]
            X7: The War Rafts of Kron (9079) [$9.5, VF]
            X8: Drums on Fire Mountain (9127) [$11, VF]
            X9: The Savage Coast (9129) [$12.5, VF]
        (Misc.)
            AC4: The Book of Marvelous Magic (9116) [$11, NM]
        (Mystara Campaign)
            Dawn of the Emperors - Thyatis and Alphatia (1037) [$21, Box NM-Contents M]
            Gaz1: The Grand Duchy of Karameikos (9193) [$15, VF]
            Gaz2: The Emirates of Ylaruam (9194) [$12, VF]
            Gaz3: The Principalities of Glantri (9208) [$13.5, VF]
            Gaz4: The Kingdom of Ierendi (9215) [$10.5, F]
            Gaz5: The Elves of Alfheim (9223) [$18.5, NM]
            Gaz6: The Dwarves of Rockhome (9227) [$18, VF]
            Gaz8: The Five Shires (9232) [$21, VF]
            Gaz9: The Minrothad Guilds (9236) [$18.5, VF]
            Gaz10: The Orcs of Thar (9241) [$15.5, VF]
            Gaz11: The Republic of Darokin (9250) [$11.5, F]

        (Mystara Campaign)
            Mark of Amber Boxed Set (2513) [$13, Boxed-N]
        (Red Steel)
            Red Steel Campaign Boxed Set (2504) [$21.5, Box NM-Contents M]
            Savage Baronies Boxed Set (9500) [$17, Box NM-Contents M]

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------------------------------

Date: Mon, 21 Jun 1999 10:54:48 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Many GAZs and modules available

On Mon, 21 Jun 1999, Mischa E Gelman wrote:

> The prices seem high to me, but there are now quite a number of new OD&D
> Materials at Titan Games, which I've done business with and seems
> reputable.  I thought you folks might be interested, though some of these
> might go quickly.  I've snipped non-Mystara listings.  There were also a
> heckuva lot of gaming magazines, but I didn't want to try to match the
> list against the list of ones with Mystara material.

Hehe. Sorry guys :) I already placed my orders for all the rare gaz's.
There is some advantage to staying up until 4 AM. 


Ethan


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Date: Mon, 21 Jun 1999 13:30:41 EDT
From: CQuaif@aol.com
Subject: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

All, 

Here's a couple of magic items and a couple of spells from the Mage version 
of Monty Hall - Kromyn the Accursed. 

Crits, Comments, Kindly meant, you know the drill by now. ;-))

Carl Q.

- -

The Legacy of Kromyn the Accursed:

This is a collection of items and spells created by the Alphatian Wizard 
Kromyn, called "the Accursed" by his peers because his creations, though 
powerful, always bore some flaw or chaotic side-effect which made their use 
less than desirable. Kromyn, born in 733 AY, was a creative genius with a 
passion for invention, but lacked the wisdom or patience to ensure his 
devices and dweomers functioned correctly.


Torque of the Sea:

This item is a hinged, decorated gold collar, worn as decoration around the 
neck. Kromyn created it to allow the wearer to breathe water indefinitely.

The Torque is activated whenever the wearer is submerged in water; it 
automatically casts a variant Water Breathing spell on the Wearer, causing 
him to grow gill slits on his neck beneath the Torque. The spell's duration 
is 1 hour, but is recast every hour by the Torque for as long as the wearer 
is under water. If the wearer leaves the water before the spell expires, the 
Torque magically permits him to breathe air until the gills vanish; removing 
the Torque before this time causes the wearer to begin "drowning" (see below).

The Torque has an unfortunate side effect; each time the Water Breathing 
spell is cast, the DM makes a secret percentage roll. On a result of 1-84%, 
the spell lasts for 1 hour, as normal, but a roll of 85-100% means that the 
spell is permanent. Those afflicted with permanent gills are unable to 
breathe out of water unless wearing the Torque; without it, they "drown" in 
air, taking 1d6 damage per round until dead. The gills may be dispelled by a 
Dispel Magic cast by a 20th+-level Mage, or by a Wish; otherwise, they cannot 
be removed. 

Kromyn made ten of these devices, all with the same side effect; by the time 
of his "death" in 896 AY, a colony of roughly 80 unwillingly-gilled humans 
and demihumans, calling themselves "the Torquera", had been formed off the 
shores of Alphatia. Any children born to the Torquera have a 90% chance of 
being gilled water-breathers themselves (the remaining 10% are left on-shore, 
to be adopted by nearby fishing villages), so the colony has grown 
considerably since then, to nearly 12,000; The racial makeup of the Torquera 
is roughly 70% human, 20% Elf and 10% Halfling - called Humoi, Elvai and 
Hindari, in the debased Torquera tongue. The classes and abilities of the 
Torquera are the same as their surface-dwelling relatives, although the 
spells used by Clerics and Mages have altered somewhat.   

The sinking of Alphatia resulted in the deaths of 65% of the Torquera still 
living in their original settlement (about 30% of the total populace). The 
remainder of that branch of the race have since moved into the flooded lower 
caverns of Monster Island. The Torquera retain four of the Torques, one for 
each major settlement (the Monster Islanders had a second, but it was lost 
during the sinking), which they use both to send emissaries above the waves, 
and to gain "new blood" for their race. The location of the remaining five 
Torques is unknown.


Honour Blades:

These are longswords made of highly-polished steel, with hilts wrapped in 
White Dragon-hide. Each one has runic script running the length of the blade, 
which reveals both the name and function of the sword, legible only via use 
of a Read Magic spell.

The three Honour Blades - Gorias, Hemlaun and Weyva - were made by Kromyn for 
the brother-Paladins Justian, Dirram and Egrethar of Bettelyn. Each Blade is 
a Longsword +2; however, the bearer may at any time Dedicate his Blade to the 
slaying of a particular being, or group of beings, whom the bearer will then 
pursue to the exclusion of any other foe. Until the target(s) is/are slain, 
the sword is +5 against them. The swords may not be re-Dedicated until the 
chosen targets are dead, by whatever means.

Unfortunately, the Honour Blades' enchantment is somewhat stronger than 
anticipated; should the bearer of a Dedicated Blade die before completing the 
Dedication, the magic of the sword will reanimate his remains as a mindless 
Zombie, whose only purpose is to destroy the chosen target. No matter how 
many times the bearer is killed, enough of it will be reformed to continue 
the hunt; and until the target is slain, the soul of the bearer cannot go to 
its final rest. For instance, the unliving remains of Egrethar, Weyva's 
bearer, hunted the Huge Red Dragon Karyathrom for nearly three centuries; he 
was freed from the curse when another group of adventurers who, knowing 
nothing of him, slew the beast for its treasure.

The three Honour Blades have known various masters over the centuries. Weyva 
lies now within the hoard of Karyathrom's offspring, Duralamas, who 
discovered it only a mile from his mother's lair; Hemlaun is part of the 
Royal Treasury in Alphatia's Capitol, Sundsvall, now resident in the Hollow 
World; and Gorias, for centuries the prized possession of the Line of 
Justian, has been lost for two hundred years, and may turn up anywhere.


Kromyn's Creeping Darkness
Level: 4
Range: 30'
Duration: permanent
Effect: creates an area of darkness
This variant form of the Continual Darkness spell was created by the Wizard 
Kromyn to facilitate the breeding and rearing of light-sensitive species 
above ground. The original intention was to create an area of Darkness which 
was twice the normal diameter; as was often the case with Kromyn's creations, 
the spell far exceeded his expectations.

The area affected by Kromyn's Creeping Darkness grows continuously, if not 
dispelled; the growth is slow (roughly 1' additional diameter per week), but 
inexorable. A Continual Light spell, cast upon the Creeping Darkness,  will 
only cancel a portion of it equal to half the Continual Light's normal 
diameter; a Dispel Magic will disrupt an amount of Creeping Darkness equal to 
the full Continual Light diameter. If any Creeping Darkness remains 
undispelled, however, it will eventually grow back to fill the empty area.

Kromyn's experiments using this spell were carried out on a small, unnamed 
island located far to the South-West of Belissaria; in the centuries 
following his "death", the Creeping Darkness has spread to encompass both the 
entire island and a few miles of surrounding ocean. The island, known by a 
few Alphatian Sages as "Umbra Isle", is home to several darkness-dwelling 
species of animals, as well as a pale-skinned, dark-adapted subspecies of the 
orcish Kara-Kara race, called the Umba-Kara, or "People of the Dark". 


Hereditary Curse
Level: 9
Range: touch
Duration: permanent (see below)
Effect: curses a line of descent
This spell, originally called Mark of Honour, was originally created by the 
Wizard Kromyn to ensure that a group of mercenaries he hired to perform 
specific tasks would do so. It acquired its current name from later wizards 
who gained access to it from Kromyn's notes.

The caster touches the recipient with the palm of his right hand and 
specifies the task, the time limit within which the task must be completed 
(usually expressed by the age of the recipient, ie "before Uther the Black's 
30th birthday"), and the effect caused by failure to complete the task 
(premature ageing, spontaneous combustion, heart failure, etc - anything the 
caster desires). The spell imprints the mark of the caster's palm on the 
recipient's flesh to seal the enchantment. The recipient must complete the 
task within the time allowed, or the failure-clause is activated, subjecting 
the recipient with whatever curse the caster chose.

Unfortunately, Kromyn's spell was more powerful than even he knew; if the 
task is not completed by the recipient, or is of a wide and repeatable scope 
(ie "Kill 13 Troglodytes in the Malpheggi Swamps before your 25th birthday"), 
the mark will appear on the children, or other heirs, of the afflicted 
person. They must complete, or repeat, their forebear's task, or suffer the 
same fate. If the recipient was enchanted to perform a very specific task, 
the Hereditary Curse is cancelled upon its completion. If the task is a 
repeatable one, the curse recurs once per generation, usually until 7 
generations have passed.  Only a carefully-worded Wish  can otherwise cancel 
a Hereditary Curse.


(NB: the effects of Kromyn's spells and items are designed to have long-term 
and far-reaching effects, which could be disrupted by the Day of Dread. To 
give a rational explanation why the magic should perpetuate during these 
times, I decided that Kromyn achieved Immortality - more by luck than 
judgement - in the Sphere of Energy in 896 AY (104 BC). Although still only a 
Temporal, his influence ensures that his creations do not fade on this day - 
e.g. the Torquera retain their gills, and Umbra Isle its cloak of Creeping 
Darkness, although the growth of the latter is halted for the day. For this 
purpose only, his surviving spells and magical effects count as Immortal 
magic.)
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Date: Mon, 21 Jun 1999 13:30:48 EDT
From: CQuaif@aol.com
Subject: [MYSTARA] - Spells of the Torquera (v. Long)

All, 

Here's some spells (magical AND clerical - happy now, Jim? ;-) for the 
Torquera, the "incidental" products of the Torque of the Sea, who (like the 
Umba-Kara) have taken on a life of their own! Expect a Class Kit soon for 
these (I've done a monster entry for the Umba-Kara of Umbra Isle - it'll be 
on my web page in a day or two).

Hope you like them. Kindly Crits and Comments, please?

Carl Q.

- -

Spells of the Torquera:

The Torquera, a polyglot race created by the unfortunate magical side-effects 
of the Torque of the Sea, have, over time, developed a number of magical 
spells adapted to their undersea existence. The Clerical members of the 
species, or at least those who follow the Immortal Ymornik of the Shallow 
Waters (actually Kromyn the Accursed, creator of the Torque, under an alias - 
the Torquera would be unlikely to worship the being who caused their current 
state, after all), can make use of new and variant spells provided by their 
Immortal.


Magical Spells:


Ink Cloud
Level: 1
Range: 60'
Duration: 6 rounds + 1 per caster's level
Effect: creates area of darkness
This Darkness variant was devised to give the Torquera a chance to escape 
from attackers. It causes a torrent of inky blackness to spurt from the 
caster's mouth, palms or fingertips (caster's choice) and coalesce into a 
cloud of darkness, measuring 30' across, at any point up to the full range. 
The spell is not effective against sonar-using creatures, and works best 
against those who require light to see.

An Ink Cloud spell can, alternatively, be used to cancel a Luminous Deeps or 
Ymornik's Glimmering spell, or to temporarily negate a Beacon or Light of 
Truth enchantment.


Luminous Deeps
Level: 1
Range: touch
Duration: 6 Turns + 1 per caster's level
Effect: creates area of light
This spell, a variant of the standard Light spell, calls into being an area 
of shimmering light, covering a region of 30' diameter. The spell is normally 
cast on a living creature, to permit that being to see in the darkest depths 
of the ocean - with the exception of the Elvai, the Torquera can see little 
better in the ocean than their air-breathing ancestors. Occasionally, the 
spell is cast on an object such as a stone or seashell, to be used as a 
stationary light source; it is also used to "mark" prey in hunts, allowing 
the hunters to track a marked creature from considerable distance.

A Luminous Deeps spell can be cast on an existing Ink Cloud or Mark of the 
Kraken to dispel it; a pre-cast spell cannot.


Master of Sharks
Level: 2
Range: 60'
Duration: see below
Effect: Charms 1 shark 
During the early decades of the original Torquera colony, their unfamiliarity 
with their new environment left them vulnerable to the sharks infesting their 
watery home. Many members of the nascent species were slain by the sharks, so 
the few Wizards among them - particularly Seloma the Six-Fingered, a powerful 
mage who had deliberately chosen to become a Torquera - adapted the basic 
Charm Person spell to specifically target sharks, turning a deadly enemy into 
a willing servant.

When cast, the shark may make a Save vs. Spells to shrug off the spell's 
effect; if the save is successful, the target shark will immediately attack 
the caster to the exclusion of other prey. If the save fails, however, the 
shark is Charmed, and will obey the caster's commands (over the centuries, a 
number of simple commands have been developed using the shark "language"). A 
Charmed shark may make a saving throw once each week to attempt to break the 
Charm; if successful, it does not attack, but merely swims away at high speed 
(as if affected by a Fear spell).


Beacon
Level: 2
Range: touch
Duration: permanent
Effect: creates a light source
This specialised, intensified version of the standard Continual Light spell 
is usually cast on a pearl, which is sewn into a strip of cloth and worn as a 
headband. The Beacon casts light in a 40-degree arc, to a range of 120', and 
is used as a "searchlight" by Torquera when exploring the deeper waters 
(Humoi and Hindari lack the ability to see in the dark without assistance). A 
second headband, with half of an oyster-shell sewn into it, is slipped over 
the pearl to smother the light when necessary.

This spell is one of the most commonly-cast among the Torquera; most adults 
have at least one such Beacon-pearl in their possession.

The standard Continual Light spell is also available to Humoi and Elvai 
Mages, and is often used to light the homes of the Torquera.


Water of Life
Level: 3
Range: 30'
Duration: see below
Effect: creates globe of water 
This peculiar reversed form of the Water Breathing spell was devised to allow 
the Torquera to travel out of their element without resorting to a Torque. 
Cast under water, it causes a globe of water roughly 14" in diameter to form 
about the head and neck of the recipient. The bearer of the globe is 
therefore able to travel freely in and out of the water, although the effect 
is somewhat disconcerting to look at, as the water swirls about the bearer's 
head. The globe is permeable, allowing the bearer to eat as normal. 

The spell has a normal duration of 1d6 hours + 1 hour per level of the 
caster; the bearer has warning when the spell is about to expire, however, as 
the globe starts to drip 1 Turn before it fails. Prior to this, no water can 
be separated from the globe by any means; even a finger, inserted into the 
globe, will come out dry. At any time, a second Water of Life spell can be 
cast on the same person, extending the duration (to 2d6 hours + 2/level, 
etc). The water magically reoxygenates itself, so that the recipient always 
has "fresh" water to breathe in.

Apart from its normal function, the Water of Life spell has occasionally been 
used offensively, creating a globe of water about the head of an air-breather 
in order to drown him. It's a rather gruesome death, usually reserved for 
those who repeatedly cause harm to the Torquera - although some of the less 
moral Wizards have been known to use it in normal combat.


Depth Charge
Level: 3
Range: 240'
Duration: instantaneous
Effect: generates explosive blast
This variant on the standard Fireball spell was adapted for use in an 
underwater environment. The spell causes the water at the chosen point to 
explode outwards with tremendous concussive force, causing 
1d6 damage per level of the caster to all within 20' radius (save for half 
damage). Any living thing within a 40' radius is additionally stunned by the 
shockwave for 1d4 rounds (save for no effect).

This spell does not work above water. It can also be used to cause hull 
damage to ships passing through the waters above.


Lightning Touch
Level: 3
Range: touch
Duration: 1 - 2 rounds
Effect: charges caster with electrical energy
Since the standard Lightning Bolt spell functions as a limited-area Fireball 
effect underwater, the Torquera Mages devised this variant to restore some of 
its accuracy in striking individual targets.

The spell, when cast, fills the caster with electrical power, which appears 
to crawl in ribbons across the caster's body, and which may be discharged by 
touch. The spell causes a total of 1d6 damage per level of the caster; 
however, the caster may choose to release this energy in two consecutive 
rounds, dividing the power as desired. A normal "to hit" roll must be made to 
strike the target, who may save for half damage as normal. Any portion of the 
charge left unused at the end of the second round dissipates harmlessly. 

Should the caster be struck by a metal melee weapon whilst still charged, the 
entire remaining power of the Lightning Touch is automatically conducted down 
the weapon into the attacker (no saving throw). The caster takes normal 
damage from the attack. 


Slipstream
Level: 3
Range: touch
Duration: 1d6 + 6 Turns
Effect: allows fast aquatic movement
This spell, an adaptation of the Fly spell, creates a fast stream of water 
centred on the recipient which is subject to his will. It allows the 
recipient to move effortlessly through the water, in any direction, at up to 
360'. The Slipstream itself cannot be used for offence - the recipient cannot 
command the stream to blast a foe, for instance - but a single being may be 
sucked along in the recipient's wake, if the enchanted being so desires. 

The spell is primarily used for transportation purposes, or to provide 
greater manoeuvrability in combat. It does not function above the water.


Dolphin Song
Level: 3
Range: touch
Duration: 1 day
Effect: grants sonar capability to one individual
This spell, adapted from the Infravision enchantment, grants the recipient 
the sonar-based echo-location ability possessed by most cetaceans. The 
enchanted being emits a series of high-frequency clicks (provided by the 
spell, not the recipient's voice) which fan out from the recipient in a 
60-degree arc, ( and bounce back, providing a sonar picture in the 
recipient's mind. This spell negates the need normal sight.

The spell is most often employed by Humoi and Hindari, who lack the Elvai's 
natural Infravision; the latter sometimes make use of it as well, as it is 
superior to Infravision in the black depths of the ocean. Dolphin Song is 
particularly useful for Torquera who wish to sneak up on a foe, as a 
light-source negates any chance of surprise.


Speak with Sea-Creatures
Level: 4
Range: caster
Duration: 6 Turns
Effect: permits communication with sea-dwellers
This spell is identical to the 3rd-Level Cleric spell of the same name; it 
was developed centuries ago by Mage-worshippers of Ymornik of the Shallow 
Waters. The Mage specifies a type of creature (shark, dolphin, jellyfish etc) 
during casting. For the duration, he may understand and speak to any of that 
species within 30'. This spell allows a +2 to the reaction roll, so long as 
the caster's party have not previously attacked the creatures being spoken to.

Speak with Sea-Creatures is very useful when combined with the Mage spell 
Master of Sharks, as it permits the spellcaster to give more intricate 
commands to his Charmed servants.


Clerical Spells:

Various Immortals are worshipped by the Torquera. The chief Immortal of their 
"pantheon" is Ymornik of the Shallow Waters, but Manwara, the Old 
Man/Elf/Halfling of the Sea, also has a large following.  The worship of 
Tallivai the Root-Maker has a sizeable hold amongst those Elvai who have been 
in contact with their Aquarendi cousins. A few surface-Immortals, 
particularly Eiryndul (amongst the formerly-Shiye Elvai) and Alphatia 
(amongst the Alphatian Humoi), are still worshipped by factions amongst the 
undersea race. The following spells are provided chiefly by Ymornik, although 
some other Immortals will also grant them. Worshippers of Tallivai, of 
course, also receive the Aquatic Elf spells listed in PC3, the Sea Peoples.


Mark of the Kraken
Level: 1
Range: 60'
Duration: 6 rounds + 1 per caster's level
Effect: creates area of darkness
This spell is identical to the Mage spell, Ink Cloud.


Ymornik's Glimmering
Level: 1
Range: touch
Duration: 6 Turns + 1 per caster's level
Effect: creates area of light
This spell is identical to the Mage spell, Luminous Deeps.


Silent Waters
Level: 2
Range: 20'
Duration: 12 Turns
Effect: creates aura of silence
This spell, a specialised version of the Silence 15' Radius enchantment, 
provides the caster and/or a number of others with a personal aura of silence 
which extends 6" from the recipient's body. The aura absorbs sound, and 
renders the recipient invisible to sonar (such as the ability granted by the 
spell Dolphin Song); spellcasters are unable to use their powers under the 
effects of this spell, although already-cast spell will function normally. 
The caster may enchant two individuals of roughly human size at 4th Level; 
thereafter, she can affect an additional person every two Levels, up to a 
maximum of eight people. The caster (only) can dispel the effect on any and 
all recipients by an act of will, allowing them to cast spells when 
necessary. 

A saving throw is permitted for unwilling recipients of this spell. Silent 
Waters can be used offensively, silencing enemy spellcasters, if desired.


Mercy
Level: 2
Range: 120'
Duration: 9 Turns
Effect: paralyses fish
This deceptively-named variation of the Hold Person spell was granted during 
the early days of the Torquera colony to help the inexperienced  hunters to 
acquire food, and has become a staple in most Clerical spell lists. The spell 
paralyses up to 12 HD of normal fish (enchanted, magical, or giant versions 
are unaffected), leaving them unable to swim away and easily harvested by the 
caster and others. No saving throw is applicable in this instance, since the 
fish in question have no measurable intelligence. The spell works best when 
cast on a school of fish - Clerics on "gatherer duty" normally wait where 
large schools are known to pass, being careful not to over-fish any one area. 

In extremis, this spell may also be used to Hold attacking sharks; this is 
risky, however, as sharks DO receive a saving throw, and will react violently 
towards a spellcaster whose Mercy-spell fails...


Speak with Sea-Creatures
Level: 3
Range: caster
Duration: 6 Turns
Effect: permits communication with sea-dwellers
This spell is a slight improvement on the 2nd-Level Speak with Animals spell. 
The Cleric specifies a type of creature (shark, dolphin, jellyfish etc) 
during casting. For the duration, she may understand and speak to any of that 
species within 30'. This spell allows a +2 to the reaction roll, so long as 
the caster's party have not previously attacked the creatures being spoken to.

This version of the spell is rated at one level higher than the normal Speak 
with Animals spell, as it permits communication with intelligent species such 
as dolphins. The lower-level spell is available to Clerics of Manwara.


Light of Truth
Level: 3
Range: touch
Duration: permanent
Effect: creates a light source
This spell is almost identical to the 2nd-level Mage spell, Beacon. More 
Torquera have pearls that are enchanted with Light of Truth than with Beacon, 
since the former is more readily available.

The standard Continual Light spell is also available to Torqueran Clerics.

(NB: The Light of Truth spell, when granted by Ymornik, is not dispelled on 
the Day of Dread; the pearls lose their power on that day only, regaining the 
light on the following day. This effect is unique to the Light of Truth spell 
granted to Ymornik's Clerics; the Beacon enchantment is dispelled as normal. 
If you use WotI-style Clerical Special Abilities in your Campaign, this spell 
is also granted to Clerics of Ymornik as a Special Power, once per week, upon 
reaching 7th Level.)

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End of mystara-digest V1999 #267
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mystara-digest         Monday, June 21 1999         Volume 1999 : Number 268



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

[MYSTARA] - Magical Instruments (Long)
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - Ebay auctions
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - Ebay auctions
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
[MYSTARA] - Alternate dead rules
Re: [MYSTARA] - Alternate dead rules
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
RE: [MYSTARA] - The Legacy of Kromyn the Accursed (Long)
[MYSTARA] - Valdemar's Tome of Advanced Necromancy vol 1.0

----------------------------------------------------------------------

Date: Mon, 21 Jun 1999 13:30:34 EDT
From: CQuaif@aol.com
Subject: [MYSTARA] - Magical Instruments (Long)

More from the Quaif production line...;-)

As ever, comments and crits, if kindly meant, are very welcome.

Carl Q.

- -

Magical Instruments:

The following are some enchanted musical instruments from my campaign. All 
items are useable by Bards, Minstrels, or any character with the requisite 
skill, unless otherwise stated in the item description.


The Horn of Rathanos:

This is a 2 ft-long horn, of the type used by hornblowers in castles to 
announce the beginning of a tournament or some other event. It is made of an 
unknown metal, similar to bronze, but with a blood-red colouring. Three 
glyphs are stamped into the metal, halfway down its length, and roughly an 
inch apart. These resemble no language known on Mystara, and cannot be 
understood even with Read Languages or Read Magic spells. The Horn is always 
warm to the touch. Its origins are unknown; the Horn's name derives from its 
powers, rather than any link with the fiery Immortal.

The Horn functions as a normal musical instrument when played, although the 
player must have some skill in its use or the sound is horrendous. If the 
player touches his fingers to all three glyphs and blows through the 
mouthpiece, the Horn fires a small Fireball from the other end, which 
explodes either on contact or upon reaching the maximum range of 75', causing 
2d6 damage to all within 10' radius (save for half damage). the Horn may be 
used in this manner three times a day.

An ancient device, the Horn of Rathanos was last seen in the hands of the 
Flaemish Wizard Olifar Emoris in the Summer of 964 AC, who used it to drive a 
band of Ethengar herdsmen away from his camp on the Glantrian border. Olifar 
was reported killed less than 6 months later; the Horn has not been seen 
since.


Harian's Recorder of Dancing:

This item, made by the instrument-maker Harian Fermish of Darokin City, 
appears to be a simple wooden recorder of the type used by 
street-entertainers. Harian, secretly the Guild Master of the Silk Shoe 
Thieves' Guild, designed it to trigger confusion in crowds, making the task 
of pickpocketing easier for his Thieves.

The Recorder of Dancing is cunningly designed to hold a single small dart 
inside. When a secret catch is released, the musician may use the Recorder as 
a blowpipe, firing the dart at any target within about 15' (normal "to hit" 
roll applies). Although the Recorder is not magical, the darts are, having 
been soaked in Tarantella venom which is magically treated to preserve many 
of its properties. Anyone struck by one of these darts must make a Saving 
Throw vs. Death or begin to dance, spasmodically and uncontrollably, for 2d6 
+ 5 rounds. Unlike normal Tarantella bites, those viewing the dancer are not 
forced to begin dancing themselves, but pickpockets taking advantage of the 
commotion do get a 15% bonus to their Pick Pockets success roll against rapt 
onlookers. The unfortunate victim of the dart collapses in exhaustion once 
the effect ends, and must rest for 1d4 hours to recover their strength. Until 
then, they can only move at one quarter of their normal speed, and suffer a 
penalty of -2 to hit and damage rolls when fighting. The Recorder takes a 
round to reload, since the darts must be handled with care.

Harian has made at least two dozen Recorders, and has started a lucrative 
sideline selling them to Guilds in other cities for a hefty profit. He keeps 
a hired Wizard to enchant the darts, using captive Tarantella spiders who are 
regularly "milked" of venom, and sells them in packages of 20 at an even 
higher rate - the Recorders are only musical instruments without the darts, 
after all. Harian will not reveal the secret of the enchantment process at 
any price. 

There are several ways the PCs could get their hands on a Recorder of 
Dancing; PC Thieves might be sent to buy, or otherwise acquire, Recorders and 
darts from Harian, or to find out the secret of the dart's manufacture; 
Clerics could be sent by their Church to help with the "dancing disorder" 
that plagues Darokin City; or Harian, struggling to maintain supply, might 
hire the Adventurers (through a false company) to acquire additional 
quantities of Tarantella venom, either from suppliers, or from the beasts 
themselves....


Ymarien's Lute:

This lute is made of pale beechwood from the Callarii Forests and inlaid with 
delicate traceries of mother-of-pearl. Created for the Elven Minstrel 
Ymarien, its soft and delicate tone perfectly complements her sweet, gentle 
voice. 

Ymarien's Lute is magically "programmed" to cause certain spell effects when 
the requisite songs are played. It can hold a maximum of 6 different 
spell-codes at any time. The current selection is as follows:-

- - Fisherman's Wake: This is a jolly sea shanty. When played on a ship, or 
near the shore, it attracts upto 3d6 HD of fish within 360' of the Lute 
towards it. Such fish will even beach themselves, or leap onto the deck of 
the ship, to reach the source of the music. The musician cannot specify what 
creatures are called, and may potentially summon a monster species. By 
modulating the tune to minor chords, the musician can reverse the effect, 
driving the sealife away as if affected by a Fear spell. Both versions of the 
tune last for 1 Turn.

- - The Contemplative Lover: This is a quiet ballad. If the musician gazes into 
a still pool of water (either natural or artificial) while playing this air, 
and pictures a specific person, the image of that person's current location 
will appear. This image is visible to anyone looking in the pool, although it 
is oriented towards the musician. The effect is similar to that created by a 
Crystal Ball, and does not include sound, although someone skilled at reading 
lips might be able to understand the gist of any conversation. The person 
viewed must be someone the musician knows fairly well (or at least met and 
conversed with on three separate occasions). If the individual, or their 
location, is warded against detection, the effect will fail; similarly, if 
the scrying pool is disturbed, the effect is broken. Otherwise, the tune's 
power lasts for 1 Turn. 

- - Light a Penny Candle: This is simple, repetitive nursery song. When played, 
it conjures a small glowing ball of soft yellow light before the musician, 
equivalent in brilliance to a Light spell. The ball may be moved by the 
musician's will to any spot within 10' of her location. The effect lasts for 
as long as the tune is played, upto a limit of 3 Turns; if the musician stops 
playing, the light blinks out. Playing this tune to provide light in a 
"dungeon delve" is unwise, as it negates chances for surprise by the Party. 

Each tune may be played no more than once per week, with magical effect. 
Additional spell-codes can be implanted by any Bard who knows the Metamagic 
spell Songs of Life (see below), although once the full complement has been 
reached, existing tunes must be erased before new ones can be entered.

Additional instruments bearing this enchantment could be found anywhere that 
Bards are known; such an item is made from expensive materials, and must be 
crafted by a master instrument-maker. Pre-existing instruments of sufficient 
quality may be enchanted, but most Bards prefer to work with a new instrument 
made to their specifications.

The Lute was created by the Eusdrian Bard Sigurd, as a token of affection for 
Ymarien.


Bard Sigurd's Spells:

These spells were devised by Sigurd, a Human Bard from Eusdria (and Master 
Horolo's first apprentice), whose genius at magical invention could have made 
him a powerful Wizard had he not chosen to become a Bard.


Always and Forever
Level: 5
Range: touch
Duration: permanent
Effect: prepares an item to receive permanent enchantment
This spell is the Bardic equivalent of a Permanence spell, specifically 
designed for enchanting magical items, or living beings, with music. The 
spell is very difficult, taking 12 hours to cast and requiring three separate 
Intelligence Checks (1 per every 4 hours). If any one of these is failed, the 
spell is ruined, and the item to be enchanted cannot be used for this purpose 
again. If successful, however, the item may hold whatever spell is required 
(most typically a Songs of Life spell), and permit that spell to be recast 
once per day, per week, or per month, as specified in the original casting.

Note: the above casting-time is for the default "once per week" result. To 
cast an effect from the item once per day, inflict a -2 penalty to the 
Intelligence Check; for once per month, allow a +2 bonus.  When Always and 
Forever is successfully cast on an item, roll 1d6; this is the number of 
spells which may be laid upon the enchanted item. If it is a living being 
that is enchanted, the result is always 1.

Enchanted musical instruments must be played to trigger their effects; human 
beings must sing to activate their enchantment. If the item enchanted is 
non-musical (a statue, for instance), some other means of activation must be 
found. 


Songs of Life
Level: 4
Range: variable
Duration: variable
Effect: 1 song
This is a metamagic, a spell which includes any number of sub-spells. Songs 
of Life are songs, or pieces of music, which incorporate some form of spell 
effect in their structure. When creating a spell using this metamagic, the 
caster may either select a normal Magic-User spell effect (that he knows) of 
level 1 -3, or research a unique effect of his own (see the Rules Cyclopedia 
chapter on researching new spells). The spell is bound up with one particular 
song or tune, which may be memorised by any musical spellcaster as a 
4th-level spell. The Spellsong is cast as normal.

Most Songs of Life are designed to be played on a specific instrument, and 
may or may not include vocals. A variant version must be designed is a 
different instrument is used, although this takes one quarter of the time and 
cost of originally creating the Spellsong.

Example Songs of Life are as follows:-

- - The Lover Who's Faithful and True - this country ballad, played on a violin 
and sung, casts a Charm Person effect on one member of the opposite sex to 
the musician. The duration and other effects are otherwise normal. The song 
must be played for 1 Turn to activate the magic.

- - A Cloak of Shadows - this disturbing tune, played on a flute, causes the 
caster, or one person or object within 10' of the caster, to become 
Invisible. The effect is permanent until broken, as normal. The song must be 
played for 2 Turns to activate the magic.

- - The Faery Ring - this haunting melody, played on a lap harp (or any kind of 
harp) and sung, causes one person (other than the caster) within 20' to 
Levitate, as per the spell. The target Levitates under the control of the 
caster. The effect lasts for upto 1 Turn, and requires the caster to play 
continuously to maintain it.  
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Date: Mon, 21 Jun 1999 14:41:21 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

Neat stuff, Carl!  I love the idea of a spin-off culture of underwater
humans and demihumans; among other things, it opens up all the "standard"
PC classes as options for the Undersea setting.

One thing that annoys me, as a biologist, about the PC3 rules, is the
assumption that a gilled creature will "drown" every bit as fast in air, as
air-breathers drown in water.  Sorry, but that's just not true:  gills work
fine in air, so long as they keep moist.  Aquatic creatures IRL don't start
"drowning" until they've been out of the water long enough for their gills
to dry out, and they even resort to gulping air on purpose if the oxygen
content of their habitat gets too low!  (OTOH, transferring abruptly from
salt to fresh water, or vice versa, will kill most gilled animals as
quickly as an air-breather would drown underwater: gills can't cope with
sudden shifts in osmotic balance, which dilute or overconcentrate the
animal's blood.)  Of course, the magic affecting the Torquera might make
their gills unusually vulnerable to dessication on land ... but the
"standard" PC3 races shouldn't drown so fast, out of the water.


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Date: Mon, 21 Jun 1999 14:50:44 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

In a message dated 21/06/99 19:43:08 GMT Daylight Time, 
dornhoff@bio.umass.edu writes:

> Neat stuff, Carl!  I love the idea of a spin-off culture of underwater
>  humans and demihumans; among other things, it opens up all the "standard"
>  PC classes as options for the Undersea setting.

Thanks! This was one of those ideas which just inserted itself into my brain 
without warning...;-)
 
>  One thing that annoys me, as a biologist, about the PC3 rules, is the
>  assumption that a gilled creature will "drown" every bit as fast in air, as
>  air-breathers drown in water.  Sorry, but that's just not true:  gills work
>  fine in air, so long as they keep moist.  Aquatic creatures IRL don't start
>  "drowning" until they've been out of the water long enough for their gills
>  to dry out, and they even resort to gulping air on purpose if the oxygen
>  content of their habitat gets too low!  (OTOH, transferring abruptly from
>  salt to fresh water, or vice versa, will kill most gilled animals as
>  quickly as an air-breather would drown underwater: gills can't cope with
>  sudden shifts in osmotic balance, which dilute or overconcentrate the
>  animal's blood.)  

I bow (humbly) to your much-superior scientific knowledge; I freely admit I 
didn't know that. Hmm...gives me all KINDS of ideas...;-)

>Of course, the magic affecting the Torquera might make
>  their gills unusually vulnerable to dessication on land ... but the
>  "standard" PC3 races shouldn't drown so fast, out of the water.

Thank you for that "out" ;-), although I think I'll probably go along with 
your earlier information when I write up the entry proper. Makes more sense, 
anyway, if they have to deposit 10% of their babies on land. If you've time, 
could you jot down a paragraph stating how long, IYO, it would take for them 
to die (!), and the practical effects in the meantime? I'll probably reverse 
it for the poor air-breathing babies, too, so they survive their trip to 
shore...;-)

Carl Q.
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Date: Mon, 21 Jun 1999 12:00:07 -0700
From: Richard Drozdik <richard.drozdik@home.com>
Subject: Re: [MYSTARA] - Ebay auctions

At 09:35 PM 20/06/99 , Jason Murphy wrote:

>There i was considering putting a bid in on B1-9 when i saw the current bid.
>$81 US....that is like $140 Australian where i come from......well ,needless
>to say i aint gonna better that bid. Someone sure is desperate.
>

What I can't understand is, if  B1-9 is up to $81, why Night's Dark
Terror(B10?) is only up to $41 US. I would much rather have the latter over
the former any day. Of course there are certain select modules in the B1-9
that I would go out of my way to hunt down, but having B1-9 wouldn't help
as I don't think it does anything near justice to the modules that it does
contain.

Richard 
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Date: Mon, 21 Jun 1999 15:18:42 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

>>Of course, the magic affecting the Torquera might make
>>  their gills unusually vulnerable to dessication on land ... but the
>>  "standard" PC3 races shouldn't drown so fast, out of the water.
>
>Thank you for that "out" ;-), although I think I'll probably go along with
>your earlier information when I write up the entry proper. Makes more sense,
>anyway, if they have to deposit 10% of their babies on land. If you've time,
>could you jot down a paragraph stating how long, IYO, it would take for them
>to die (!), and the practical effects in the meantime? I'll probably reverse
>it for the poor air-breathing babies, too, so they survive their trip to
>shore...;-)
>
>Carl Q.


Hmmmm.... I admit I don't know exactly how long it'd take for gills to dry
out, but I know that critters like walking catfish or mudskippers can stay
out of the water for at least an hour.  Of course, they're adapted to cope
with long forays out of the pond, so they're not your average fish....

Maybe the standard "drowning" rules can still be used for fish-out-of-water
PCs, only they'd suffer the effects every TURN, rather than every round.
That's a simple "fix", and it would ensure that only the bravest and
hardiest members of aquatic races (i.e. high-level ones) have the nerve and
stamina to stay on shore for long.  Torquera mothers might habitually give
birth while lying face-up in the surf, very close to shore, so that a
midwife can scoop up the baby and run for the beach if the infant is born
without gills.

For really BIG sea-creatures, like sea giants or krakens, the standard
rules could still be used: it's not just that they'd have trouble breathing
on land, but that sheer gravity would harm such enormous creatures, in the
absence of the water that usually supports their bodies.  That'd account
for the close call that sea giant child had, in PC3, even if we do change
the "drowning" rules.  ;-)


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Date: Mon, 21 Jun 1999 15:23:38 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Ebay auctions

>At 09:35 PM 20/06/99 , Jason Murphy wrote:
>
>>There i was considering putting a bid in on B1-9 when i saw the current bid.
>>$81 US....that is like $140 Australian where i come from......well ,needless
>>to say i aint gonna better that bid. Someone sure is desperate.

Another copy of B1-9 just turned up on the eBay roster of D&D stuff, for
$20.50 so far.


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Date: Mon, 21 Jun 1999 15:36:26 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

In a message dated 21/06/99 20:19:32 GMT Daylight Time, 
dornhoff@bio.umass.edu writes:

> Maybe the standard "drowning" rules can still be used for fish-out-of-water
>  PCs, only they'd suffer the effects every TURN, rather than every round.
>  That's a simple "fix", and it would ensure that only the bravest and
>  hardiest members of aquatic races (i.e. high-level ones) have the nerve and
>  stamina to stay on shore for long.  Torquera mothers might habitually give
>  birth while lying face-up in the surf, very close to shore, so that a
>  midwife can scoop up the baby and run for the beach if the infant is born
>  without gills.

Like it! And the idea of giving birth near the surface, which had never 
occurred to me (d'oh! ;-), fits perfectly! Thank you. That's going in my 
article, with your permission.

Carl Q. 
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Date: Mon, 21 Jun 1999 16:32:42 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

>> Maybe the standard "drowning" rules can still be used for fish-out-of-water
>>  PCs, only they'd suffer the effects every TURN, rather than every round.
>>  That's a simple "fix", and it would ensure that only the bravest and
>>  hardiest members of aquatic races (i.e. high-level ones) have the nerve and
>>  stamina to stay on shore for long.  Torquera mothers might habitually give
>>  birth while lying face-up in the surf, very close to shore, so that a
>>  midwife can scoop up the baby and run for the beach if the infant is born
>>  without gills.
>
>Like it! And the idea of giving birth near the surface, which had never
>occurred to me (d'oh! ;-), fits perfectly! Thank you. That's going in my
>article, with your permission.
>
>Carl Q.

Be my guest!  I'll be eagerly waiting to see how the Torquera come out.  :-)

Maybe the coastal villages that receive air-breathing babies have worked
out a system, together with the Torquera, to ensure the exchange is made
easily.  They could set up poles in the water, to which Torquera mothers
tether themselves while giving birth, so they don't wash back out to sea.
The midwife then runs a banner up the pole to signal that a new baby is on
its way, and villagers who'd like to adopt a child come down to the beach,
in hopes that the infant will be turned over to them.  Since the mother
doesn't get much chance to see her baby, as it's rushed to shore, the pain
of separation would be lessened.  Once the child is old enough, he or she
might be given the chance to visit blood-relatives, using Water Breathing
spells or a Torque; those who find they prefer their birth-parents'
undersea world might deliberately overuse their Torques, and become
Torquera by choice.  :-)

OTOH, the Torquera might have had real trouble when Alphatia disappeared,
if they've got to give birth near a friendly land-dweller village.  By
1015, they would have worked out stable arrangements with the people on
Bellisaria or the Alatians, but any expectant couples must've had to
migrate in a hurry when the continent first sank.


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Date: Mon, 21 Jun 1999 16:44:00 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

In a message dated 21/06/99 21:33:39 GMT Daylight Time, 
dornhoff@bio.umass.edu writes:

> Maybe the coastal villages that receive air-breathing babies have worked
>  out a system, together with the Torquera, to ensure the exchange is made
>  easily.  They could set up poles in the water, to which Torquera mothers
>  tether themselves while giving birth, so they don't wash back out to sea.
>  The midwife then runs a banner up the pole to signal that a new baby is on
>  its way, and villagers who'd like to adopt a child come down to the beach,
>  in hopes that the infant will be turned over to them.  Since the mother
>  doesn't get much chance to see her baby, as it's rushed to shore, the pain
>  of separation would be lessened.  Once the child is old enough, he or she
>  might be given the chance to visit blood-relatives, using Water Breathing
>  spells or a Torque; those who find they prefer their birth-parents'
>  undersea world might deliberately overuse their Torques, and become
>  Torquera by choice.  :-)
>  
>  OTOH, the Torquera might have had real trouble when Alphatia disappeared,
>  if they've got to give birth near a friendly land-dweller village.  By
>  1015, they would have worked out stable arrangements with the people on
>  Bellisaria or the Alatians, but any expectant couples must've had to
>  migrate in a hurry when the continent first sank.

....this is spooky. I'd come to some of the same conclusions (about relations 
with villages, children CHOOSING to use a Torque in later life, and the 
problems with the sinking) myself, while sitting here.....although you put it 
SO much better than I could! ;-)

I'd considered Belissaria, but forgotten the Alatians; thanks for that. Of 
course, the original colony near Alphatia was only one of four by 1010...one 
(of course) is in the Sea of Dread, but I haven't quite decided where the 
other two have been set up. Suggestions, please?

Thanks for this input - it's making my life so much easier!

Carl Q.
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Date: Mon, 21 Jun 1999 22:53:21 +0200
From: Deathwatch <deathwatch@zap.a2000.nl>
Subject: [MYSTARA] - Alternate dead rules

Hey,

it has been ages since I've posted here, mainly due to school and work
taking loads of time. But, I got a question. Quite some time ago, someone
(I think it was Bruce Heard) posted some alternate rules for being dead and
how to get back (if I recall, it involved Limbo.)

Anyways, I was looking for it, and if anyone could post it to the list or
give it to me, I'd appreciate it.

Cyas,

Bas
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Date: Mon, 21 Jun 1999 17:07:05 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - Alternate dead rules

In a message dated 21/06/99 21:49:09 GMT Daylight Time, 
deathwatch@zap.a2000.nl writes:

> it has been ages since I've posted here, mainly due to school and work
>  taking loads of time. But, I got a question. Quite some time ago, someone
>  (I think it was Bruce Heard) posted some alternate rules for being dead and
>  how to get back (if I recall, it involved Limbo.)

If you mean what I think you do, it's a VotPA article, by Bruce, in Dragon; 
but once again, I've forgotten which one. Typical.

Anybody?

Carl Q.  
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Date: Mon, 21 Jun 1999 17:11:40 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

>I'd considered Belissaria, but forgotten the Alatians; thanks for that. Of
>course, the original colony near Alphatia was only one of four by 1010...one
>(of course) is in the Sea of Dread, but I haven't quite decided where the
>other two have been set up. Suggestions, please?

Good question ... where would the Torquera fit in, best?  Maybe they should
live near cultures which have myths along those lines, IRL.  I'm sure there
are fairy-tales about "sea children" being adopted by humans out there,
somewhere; stories about land/sea romances, like the original (non-Disney)
"Little Mermaid", would fit also.

The Ylari would find the idea of "sea-born" people quite charming, given
their Immortal patron's history of underwater questing, and a lot of True
Believers re-enact Al-Kalim's journey using water-beathing devices like the
Torques.  Plus, Alphatians ruled northern Ylaruam until quite recently, and
they might well have left a few Torques behind, when they abandoned their
colony.   So the warm waters off the Ylaruam coast could make a good place
for an independently-founded Torquera settlement... Arabian-style, of
course!  ;-)


>Thanks for this input - it's making my life so much easier!
>
>Carl Q.

You're welcome ... but just don't expect me to do ALL the work, all right?
It's your (way cool!) idea, so I certainly don't want to hijack it.  ;-)


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Date: Mon, 21 Jun 1999 17:23:37 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

In a message dated 21/06/99 22:12:19 GMT Daylight Time, 
dornhoff@bio.umass.edu writes:

> Good question ... where would the Torquera fit in, best?  Maybe they should
>  live near cultures which have myths along those lines, IRL.  I'm sure there
>  are fairy-tales about "sea children" being adopted by humans out there,
>  somewhere; stories about land/sea romances, like the original (non-Disney)
>  "Little Mermaid", would fit also.
>  
>  The Ylari would find the idea of "sea-born" people quite charming, given
>  their Immortal patron's history of underwater questing, and a lot of True
>  Believers re-enact Al-Kalim's journey using water-beathing devices like the
>  Torques.  Plus, Alphatians ruled northern Ylaruam until quite recently, and
>  they might well have left a few Torques behind, when they abandoned their
>  colony.   So the warm waters off the Ylaruam coast could make a good place
>  for an independently-founded Torquera settlement... Arabian-style, of
>  course!  ;-)

I love it! I'm a big 1001 Nights fan - I'll have fun with this! (although 
whether it's one of the main colonies, an offshoot, or an independent race 
resulting from one or more "lost" Torques, will be something to think 
about...;-)
  

>  You're welcome ... but just don't expect me to do ALL the work, all right?
>  It's your (way cool!) idea, so I certainly don't want to hijack it.  ;-)

:-) Not to worry. I have plenty of ideas!

Carl Q.
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Date: Mon, 21 Jun 1999 15:29:17 -0700
From: "Harvey, Michael" <michael.harvey@intel.com>
Subject: RE: [MYSTARA] - The Legacy of Kromyn the Accursed (Long)

> Torquera mothers might habitually give birth while lying
> face-up in the surf, very close to shore, so that a midwife
> can scoop up the baby and run for the beach if the infant
> is born without gills.

Parents do NOT like to give up their children!  If each village has a
torque, I would think that if a baby was born without gills, the parents
would simply put a torque around its neck.  If it doesn't "take" (giving the
baby permanent gills), they just take it off and put it back on until it
does.  With a 15% chance of success, it should only take half a dozen
attempts before the baby is "cured" of its "defect".  This of course makes
the torque extremely valuable to the community, so they are unlikely to ever
let it out of their sight.

OTOH, if air-breathing babies are simply abandoned to the surface, then
there should the the occasional chance that the air-breathing descendant of
a Torquera should give birth to a water-breather, thus completing the cycle.
However, if air breathers and water breathers are always sent to the their
correct home, this forces genetic selection of the proper traits.
Eventually, the Torquera would stop giving birth to air breathers, and air
breathing descendants would stop giving birth to water breathers.

Personally, I like it better if the cooperation with surface dwellers is not
open.  If it is a deep dark secret, it creates a situation sort of like
Lovecraft's "Innsmouth".  There would be whispered rumors that Nelasse gave
birth to something that was less than human (they say it died at birth, but
the villages suspect that it was spirited away by the child's father (who
was actually a Torquera who had an affair with her while he was wearing a
torque -- anyone else watch the X files last night?))  Or maybe Fred
inherited his watery eyes and strange smell from his mysterious grandfather
who was found as an infant washed up on the shore.  And creepy old Lutha the
midwife knows more than she tells, and Grolf the town drunk has never been
the same since his wife died giving birth to a demon....  Of course the
reality is not that sinister, but the unknown coupled with superstitious
fears would make for some great atmosphere.  (Maybe the land dwellers are
totally ignorant of the sea dwellers, and when they sometimes give birth to
"monsters" they are thrown into the sea, but the Torquera raise these as
their own.)

Mike
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Date: Tue, 22 Jun 1999 02:00:45 +0300 (EET DST)
From: Markus Olavi Montola <mmontola@cc.hut.fi>
Subject: [MYSTARA] - Valdemar's Tome of Advanced Necromancy vol 1.0

This is a small listing of a couple of darker and meaner necromancy I
wrote up. If you people want more, tell it; if you think these are
over-powered or require other adjustments, critic is welcome.

The sugar is on the bottom, BTW.

- ---------
Valdemar's Tome of Advanced Necromancy

This book I have compiled is made for those who come after me to see the
worst horrors of the Glantrian Necromancy. The story of my life and
career is long, but during it I realized the horrific nature of the black
magic I practiced, and after moving to Darokin, I let Valerias' light
fall into my heart. Now as I have aged over comprehension, and I am
dying, I have decided to compile the blackest secrets to this tome, to
let someone know how to fight the worst of the worst of the northern
Glantri. Few know what they can do, and my wish is that this book will
show everyone the true powers of death.
	Do not let these secrets fall in the wrong hands. If you yourself
plan to use this magic, prepare to face my wrath as you read further. But
the man with good intentions will suffer no ill.
	This book includes many spells designed by mighty necromancers,
including Morphail Gorevitch-Woszlany and Brannart McGregor. It was
rather easy to gather those with my magics, as the dead souls hold no
secrets from a mighty magus.

						Valdemar of Ostbruck
- -----
The Eyes of the Dead Man 	by Szasza Markovitch
Level: 3
Range: gaze
Duration: varies
Area: one person

Szasza's spell allows the caster gazing to the eyes of a dead body to see
the last things he saw before dying. He sees one minute per level of
action, but can hear nothing. The eyes can also be used on the undead,
who get a saving throw against the spell. The undead is also forced to
watch his death as the caster sees it, which usually puts them to raging
frenzy against the caster, or drives them away horrified. The mindless
undead don't care.

Szasza's Vengeance		by Szasza Markovitch
Level: 6
Range: 30m
Duration: permanent
Area: one victim

Szasza's Vengeance is a powerful curse that can be only cast by a
necromancer who is dying at the time of the casting. The spell requires
only a very simple gesture and gaze, so usually even the dying can cast
it. As the Vengeance drains caster of his life-energies, he can never be
brought back to life. Szasza's Vengeance works in three different ways.
First, the victim is instantaneously and permanently drained of two
levels of experience. Secondly, three nights after the caster is killed,
he comes back as an intelligent spectre with all his spell-casting
abilities (except Szasza's Vengeance), but which is completely obsessed
with killing the victim. The spectre vanishes as the victim dies, but if
the victim is drained to zero levels of experience, he turns to a spectre
and is left to haunt the place of his death. Thirdly, until the spectre
tracking the victim is destroyed, the victim sees every night nightmares
of his death, and the lack of sleep gives him -2 modifier to everything
he does.

The Wraith Curse 		by Morphail Gorevitch-Woszlany
Level: 6
Range: touch
Duration: 1r / level, or until it hits
Area: one edged weapon

The target weapon is surrounded by black, crackling aura for the duration
of the spell. When the spell is in effect, the dagger must be used to
kill someone with one strike or cut. If the target dies, the next round
he turns to a wraith under the necromancer's control -- if he doesn't,
the spell wears off. The wraith lives until killed, but the necromancer
must every evening make an intelligence check to maintain the control
over the undead created with this spell. If he fails, the wraith is set
free, if he maintains the control for seven nights, the wraith is
obedient forever. Usually the Wraith Curse is used against deadly wounded
or helpless victims.

Soulcage			by Morphail Gorevitch-Woszlany
Level: 6
Range: touch
Duration: permanent
Area: one object

Soulcage prepares a container for the soul of one specific person.
Enchanting the cage takes one hour per level of the victim. The container
may be just about anything, but it must have been in the possession of
the victim at least a year. The cage turns black (as if burnt) as the
result of the spell. After the Soulcage is created, it can not be
dispelled without physically breaking the cage. It works even within
anti-magic zones. Creating the Soulcage requires a couple of components
from the victim like hair or nails, and the knowledge of all the names
victim has regularly used in his life.

Bind Soul			by Morphail Gorevitch-Woszlany
Level: 6
Range: 10m
Duration: permanent
Area: one soul, one Soulcage

Using Bind Soul requires a container prepared with Soulcage, and a
bodiless soul. Bind Soul effectively forces the soul to the Soulcage,
where the soul is trapped until it is freed by physically breaking the
container. Bind Soul can not be dispelled without breaking the container.
After the soul is trapped, other soul magics can be used against it. It
is possible to communicate with the soul by using ESP or similar forms of
magic.

The Mark of the Damned		by Brannart McGregor
Level: 7
Range: touch
Duration: until removed
Area: one person

The Mark of the Damned is an invisible magical sigil that must be placed
on the victim's forehead. If the victim fails the saving throw, he knows
that something is horribly wrong, if he succeeds, the Mark fails. All
those who see the victim's face, will treat him as if they saw the face
and the body of a lich. They see him just as he is, but their attitude is
altered, and they can't explain why. The victim causes them to panic,
rage, fear... Even if he can get someone believe that he is cursed, the
spell is not broken. The Mark of the Damned can not be dispelled, but a
Bless or a Remove Curse by a lawful cleric of necromancer's level will
remove the Mark. The necromancer can also remove the Mark.

Steal Soul			by Morphail Gorevitch-Woszlany
Level: 7
Range: 10m
Duration: permanent
Area: one victim

This spell effectively drains the soul of the victim permanently from his
body. The body doesn't die, but the soul appears pure and naked white
misty form next to it. The soul can be harmed only by specific magics,
and it can only move (fly) at walking speed. If the soul is still free
after five minutes, it is drawn to afterlife. Before that happens, other
soul magics affect the soul. If the victim has any soul magics (like
Magic Jar), he can use them. The soul can use no other form of magic. The
victim may save vs. death magic to avoid the soul-stealing. The victim
can be raised from death, if the soul is not trapped somehow. Bodiless
soul can not resist soul magics in any way. Only sentient beings' souls
can be stolen.

Eclipse				by Brannart McGregor
Level: 7
Range: 0
Duration: 20min / level
Area: 1km radius / level

Eclipse prevents sunrise within a given area, postponing it by 20 minutes
per level of the caster. Practically it reflects all the sunlight within
the area back to the sun, but lets starlight and moonlight through. The
area of effect moves with the caster. Eclipse can be only cast before
sunrise, but it lenghtens the duration of all spells lasting for one
night. Note that powerful mages can prevent an entire day (at least in
winter or in a valley), making the night very long indeed. Eclipse cannot
be cast on two subsequent days.

Rebirth				by Valdemar
Level: 8
Range: touch
Duration: permanent
Area: the caster and a woman

My long research on reversing undeath brought me to this spell. The way
is long and hard, but there is this way back. Rebirth must be cast by an
undead to a fertile, willing woman. Effectively, the spell makes the
woman pregnant, and places the soul of the necromancer to the unborn
baby, thus leaving the caster's body uninhabited. When the baby is born,
it has no memories of it's previous life, but it has all the mundane
skills it had. Thus, there might be a baby very adept in babbling in
arcane languages. The personality is also the casters. As the baby ages,
every month he remembers five months of his previous life, regaining also
his character, arcane abilities, maturity and personality. When the child
is physically ten years old, he probably is very potent mage again.

Soul Surge			by Morphail Gorevitch-Woszlany
Level: 8
Range: 30m
Duration: 30min
Area: one victim

The Soul Surge removes the soul of one person from the body, and lets the
necromancer transform it to an overwhelming surge of power. The first
victim gets to save vs. death magic, if he makes the roll, the spell is
cancelled. If he fails, he dies as the soul is drawn from the body and
absorbed in a great flash of light. Note that the body doesn't die, but
the person inside does. The necromancer will get one point of power per
victim's level for the duration of the spell. A power point may be either
used to fire black bolts of lightning (one target only, save for half,
maximum of 20d6 per bolt) for d6 per expended power point, or to
temporarily increase the caster's level for one level per two power
points, or to instantaneously re-memorize one spell level per two power
points. The victim can never be raised. The burning energies of the Soul
Surge cause one hitpoint of damage to the necromancer per victim's level.

The Night of the Dead		by Brannart McGregor
Level: 9
Range: 0
Duration: until sunrise
Area: 1km radius / level

The Night of the Dead is a ritual spell takes an hour to cast, and
requires some equipment (magical symbols, candles, braziers) and one
sentient living victim to be sacrificed, who can never be brought back to
life. After the spell is cast, every dead body within the area is turned
either to skeleton or a zombie (depending on their condition) under the
caster's control, every mindless undead succumbs to the caster's will and
every sentient undead has to save vs. spells or be also controlled by the
caster. The sacrificed victim is transformed to a vampire under the
caster's control for the duration of the spell. The caster can give
telepathic orders to all the dead within the area. Every undead (incl.
the caster) under the spell, is strengthened by 1hp / hit die, and they
strike with +2 to hit and damage. All turning attempts against the undead
are made with 2/3 of the turner's level. The visible effects of the
spells are horrific; the dead rise from their graves and from the
long-forgotten battlefields, strong icy wind blows spreading thin white
mist swirls everywhere. The undead animated by the Night drop dead when
the sun rises, and can never again be animated by the same necromancer.
The area of effect moves with the caster, and if the undead happen to
walk out of it, they drop dead. But as the caster walks on, more and more
undead rise from the graveyards to serve him. The Night of the Dead can
not be dispelled by Dispel Magic, but the spell ends if the necromancer
is killed or the vampire used in the ritual is permanently destroyed.

Grasp the Mortal Flesh	by Brannart McGregor
Level: 9
Range: 0
Duration: permanent
Area: caster

Brannart McGregor designed the Grasp to protect himself from death when
he still was alive. Grasp the Mortal Flesh binds the soul strongly to the
flesh; the caster just stays alive even if dismembered, no matter if he
has -10 or -50 hitpoints. He never loses consciousness, but if he has
negative hitpoints, it is rather difficult and painful to do anything.
The rule of thumb is that the soul is in the caster's head unless it is
destroyed. If it is, the soul flees to his heart if they are still
connected. The caster can only be killed permanently if the head is
severed and then crushed, or the head is crushed and the heart cut to
pieces. The problem with the Grasp is, that the soul may be forever
trapped in the severed skull, driving the necromancer insane and
torturing him forever. Brannart always memorized spells that made it
possible to Magic Jar someone to get few healing spells cast to his
original body. Any and all healing spells can heal the necromancer's part
where the soul resides. The Grasp can only be dispelled by a caster of
higher level than the necromancer. If the caster's soul is successfully
drawn from his body (like Steal Soul), the Grasp is dispelled, but the
soul stays in the necromancer's body.

Cheat the Death 		by Morphail Gorevitch-Woszlany
Level: 9
Range: 1m / level
Duration: 1r / level
Area: caster and one other person of the same race

Morphail's last defence against death is a very potent version of the
Magic Jar. If the caster dies while this spell is in effect, every living
(or undead) humanoid within the range must make a spell vs. death magic,
beginning from the closest to the dead necromancer. The first one to fail
the save dies, as the soul of the necromancer permanently takes over the
body. Cheat the Death can be dispelled before it takes effect, but the
effect is not magical after the necromancer has inhabited the new body.
If necromancer was undead, his new body begins to die, eventually turning
to undead. The necromancer keeps his mental abilities, but takes the
physical properties of the victim. If he dies in the new body, and is
tried to be brought back from dead, there are equal chance that the
victim is brought back instead. If the necromancer is alive when Cheat
the Death ends, he must save vs. death magic or die; if he dies, he still
has the chance to cheat the death.

Embody Soul			by Morphail Gorevitch-Woszlany
Level: 9
Range: touch
Duration: permanent
Area: one soulless body

One of the Morphail's masterpieces makes it possible to cast a soul to a
soulless body permanently, effectively bringing dead back to life. To
embody a soul, the necromancer must have a bodiless soul, and a soulless
body (can be made with Steal Soul, Soul Surge or Magic Jar (if the victim
has used Magic Jar himself)) of the soul's race. The body can also be
created (the result looks like a flesh golem or Frankenstein's monster)
or grown (which is quite a feat in itself), or hit in the head until he
is what mundane people would call brain-dead. After the soul is present
and the body is present, the necromancer must do a night-long ritual. If
the ritual is not interrupted, the soul inhabits the body permanently.
The soul keeps his mental abilities, but takes the physical properties of
the body. The effect can not be dispelled, and if the body dies and is
raised from death, there is an equal chance for the original person and
the newcomer to be raised. If the soul was undead, his new body begins to
die, eventually turning to undead. Soul can also be embodied to an undead
body, which then stays undead.

Fetter of Soul Power			by Morphail Gorevitch-Woszlany
Level: 9
Range: touch
Duration: permanent
Area: one Soulcage with a soul, and the living body

To enchant a Fetter of Soul Power, the necromancer must have earlier
prepared a Soulcage, and he must have bind the soul to the cage. First he
must do a grotesque bloody ritual lasting for three uninterrupted nights,
during which he kills the body physically, and after which there is
practically nothing left of the victim's body. After enchanting the
fetter, he must cast the Soul Surge to the soul, thus transforming it to
pure energy. After he has done these preparations, the Fetter is ready.
It has one charge per level or a hit die of the victim. Each charge may
be expended to give the necromancer one magical ability of the victim for
six hours, or to increase caster's level by one for six hours. If the
victim was a thief, caster may use a charge to get one thieving skill. If
the victim was a cleric, he can take the turn undead ability. If the
victim was a mage, he can memorize instantaneously one full spell per
three charges. Other abilities are described in the monsters'
description. The victim must be a sentient being, but he can be of any
race. Using the charges of the Fetter damages the caster by one hitpoint
per charge.

- -----

Anyone single-minded enough to begin a conversation concerning the
'evilness' or 'chaoticness' or 'chaotical goodness' of using the prevous
spells may go watch CNN until they believe that Monica Lewinsky was the
most important event of the second century.

 - Markus

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End of mystara-digest V1999 #268
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mystara-digest        Tuesday, June 22 1999        Volume 1999 : Number 269



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - A new look for Druids (VERY LONG)
Re: [MYSTARA] - Immortal Relics
[MYSTARA] - OT: Aussie, Aussie, Aussie
[MYSTARA] - In Search of Adventure
RE: [MYSTARA] - In Search of Adventure
RE: [MYSTARA] - In Search of Adventure
[MYSTARA] - [GANDERG@tc.gc.ca: More Spells]
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
[MYSTARA] - programmer's touch
Re: [MYSTARA] - programmer's touch
Re: [MYSTARA] - Clerical (and Druidic) Spell Research

----------------------------------------------------------------------

Date: Mon, 21 Jun 1999 18:15:08 -0700 (PDT)
From: Shane Henry <shane_henrymml@yahoo.com>
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

- --- Sharon Dornhoff <dornhoff@bio.umass.edu> wrote:

> ... where would the Torquera fit in,
> best?  Maybe they should
> live near cultures which have myths along those
> lines, IRL.  I'm sure there
> are fairy-tales about "sea children" being adopted
> by humans out there,
> somewhere; stories about land/sea romances, like the
> original (non-Disney)
> "Little Mermaid", would fit also.

     The original "Little Mermaid" was a Danish fairy tale by Hans
Christian Andersen.  There's even a statue of the Little Mermaid on the
shore of Copenhagen.  Perhaps you could place a colony of Torquera off
the coast of one of the three Nordic Mystaran realms--Soderfjord,
Vestland, or Ostland.  I'm not sure which (if any) of the countries is
supposed to be parallel to Denmark as opposed to Norway or Sweden. 
Perhaps Ostland? because it is "an island nation with a great tradition
of seamanship and piracy"[p272, Cyclopedia].  Denmark is the most
island-like of the three main RW Scandinavian nations (discounting
Iceland).  Also, Jennifer Favia at
http://www.geocities.com/TimesSquare/Chasm/4270/cultures.html suggests
that Ostland parallels Norway or Denmark.
     On a (long) side-track, I would say that Soderfjord most closely
ties in with historical Norway, with its less unified political
structure and the use of "fjord" in its name--Norway has by far the
most fjords of the three.  Favia suggests Finland for Soderfjord, but I
disagree.  Finland is not really "Scandinavian" in language or
historical culture.  It is more properly "Baltic" in history and
culture--like Lithuania, Latvia, adjacent areas of the Russian
Federation (Karelian Republic, Ingria, and other regions), and
especially Estonia.  The Baltic cultures have close ties with
Scandinavia due to domination by Sweden and Denmark, but Finland has
been grouped with the Scandinavian countries mainly because of it was
the most convenient national grouping during the time when the rest of
the Baltic regions were just part of the Soviet Union.  The precise
inclusive terms for "Scandinavia plus Finland" are "Norden (adj.
Nordic)", "Fenno-Scandia(n)", or "Fenno-Scandinavia(n)"--the last two
terms with or without the hyphen and caps "S"--and "Norden" can include
Greenland too.  Finnish isn't even an Indo-European language, rather
it's a Uralic language related to the Saami languages(=derogatory
"Lappish"), Estonian, Hungarian, and lesser-known languages of northern
European and Siberian Russia.  Whereas Danish, Norwegian, and Swedish
are all Germanic, Indo-European languages like English, Dutch, and
German.  The name "Soderfjord" (perhaps signifying "southern fjord") is
completely alien to Finnish vocabulary and word forms.  However, I
agree with Favia that Vestland is best thought of as Sweden.  Finally,
to end my aside, I just want to say that I really like Jennifer Favia's
page paralleling RW cultures with Mystaran ones, it's just that I
disagree with Soderfjord's RW designation.
     Anyway, if a colony of Torquera were placed near Ostland, it would
be interesting if someone wrote a D&D adventure that included a
Mystaran parallel version of the RW Little Mermaid story in the
tradition of the AD&D 1st Edition "Alice in Wonderland" modules.  If
anyone's interested, here's a URL containing Andersen's story: 
http://www.math.technion.ac.il/~rl/Andersen/li_merma.html.  I think the
Torquera idea is a good one Carl Q, as well as Sharon's suggestions.

Shane
_________________________________________________________
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Get your free @yahoo.com address at http://mail.yahoo.com

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Date: Sat, 21 Jun 1997 21:21:49 -0700
From: Chad & Bree <whee@execulink.com>
Subject: Re: [MYSTARA] - A new look for Druids (VERY LONG)

The Druid thread sort of died, but I found it and had a couple things to
say (quoting a few of the last messages in the thread):


>One big difference is the rather significant dark side of druidic practice.
>Evidence of human sacrifice, possibly children (though the small skeleton that
>was found could have been a malformed adult, or just simply an anamoly) has been
>found in excavations.  Not much is known of the day to day life and worship of
>the old pagans...but to include the dark side is to incur the wrath of so many
>New Agers who believe they know precisely what druids were.  And their picture is
>often of a hippy-like, happy-go-lucky guy whose wisdom was sought by all...until
>his death at the hands of those evil Christians.

Feh.  Druids weren't happy-hippies... they were responsible for the
clan's religion, health, and welfare.  Certainly they were wise... but
dangerous if opposed.  
As for sacrifice, the need dictated the sacrifice, where animals might
be bred for such a purpose, or someone would willingly give their life
to aid the tribe.  

>They wouldn't sacrifice Romans because the Romans wouldn't accept that they were >helping their enemies, and that was the reason they were dying.

They wouldn't sacrifice the romans for magic for another reason as
well.. the claim of blood.  Too much roman blood spilt laid claim to the
ground on which they lived.  Which generally meant they'd get overrun by
romans collecting a 'blood debt' later.  =P

A suggestion is to go and try to find as many of the books as you can
from the back of the 'druid's handbook' from 2nd edition:  I'll list
some of em for those of you who don't have the handbook:

The Mists of Avalon, Marion Simmer Bradley.  The story of King Arthur,
Merlin, and Morgan le Fay told from Morgan's point of view.  (Merlin was
a druid... keep that in mind). [I've read this one, and found it very
enjoyable..]

The Dreamstone, C.J. Cherryh.  Arafel, the last of the Sidhe and
immortal protectress of the wood, makes a good model for an eccentric
Guardian druid.  Sequel: The Tree of Swords and Jewels.

Mythago Wood, Robert Holdstock.  This award-winner full of powerful
images brims with druidic magic and ancient mystery in England's woods. 
The Mythago Wood is the archtypal primal forest; mythagos themselves
would make an exciting mystery encounter - and an interesting
alternative to avatars.  Sequel:  Lavondyss.  [I've heard that is is
really good, although I have yet to be able to find it.. =P]

Druid, Morgan Llywelyn.  Clearly, this novel is superior historical
fantasy.  [An excellent book written about the time of the roman
invasion of gaul.  Pretty much a must read... gives a great view on
druids as a whole, in their many roles.]

Moonshae and Druidhome trilogies, Douglas Niles. These six books center
around a druid who worships the Earthmother in the Forgotten Realms
setting. [I enjoy FR.. but still, good roleplaying ideas for anyone
playing a druid.. just apply to the appropriate god(dess).]

The Forest of Forever, Thomas Burnett Swann.  This is one of several
novels by Swann that focuses on sylvan folk, dryads, and the like within
an ancient setting.  


Of course, it also says to look at the Celts Campaign Sorcebook.. which
has a 'useful bibliography on historical druids'.  I wouldn't know,
don't have the book. =P

>Of course, there have to be some concessions to make Druids playable.
>Under most circumstances a druid would never go adventuring; his or her
>place is safe guarding the people and appeasing the powers that be. 

Easy enough to arrange if the druid is young.  You are going questing to
learn about the other parts of the world for the tribe.  Or a specific
part of the world, as the case may be.  Ultimately, they are tied to the
tribe, but you can play with the length of the leash they are given.   

>If they were going to fight someone they would use magic first, weapons
>second, and the weapons they would use would not be restricted based on
>what they are made of.

Or a weapon encorporated with magic (sticks to snakes.. etc.)  Although
I don't see that druids should be able to wield many weapons of all
types.  Since the standard 'symbol' of office is the staff, let them use
staff.  The usual weapon of sacrifice is dagger, let them use it. 
Perhaps, if you're generous, allow them a sword.  It really depends on
the type of druid you're looking for.  If it's Morgan Llywelyn, them
perhaps a hammer, and no sword, and they MUST take singing.  If it's a
'merlin'-esque druid, then make that druid also have the required
component of an instrument/song/verse.  You can impose on your
characters anything you see fit, so long as it's relatively fair...
Hell, rewrite the class if you're bored, fix it so that it suits you and
your group's idea of a druid; or you and the player playing it.  Keep in
mind that 'Merlin' was a title for an office of Arthur's court.  Be it
mage, druid, or bard (which you can smack together with some
amusement).   

>They also wouldn't get any info about special info just by being
>druids and they wouldn't necessarily have survival skills. It would depend
>on their background. Druid meetings took place in the wilderness but they
>interacted with the town/village. Nothing would stop them living there.
>Druids were fonts of knowledge though. I'd say that what they learned
>depended on what their 'order' considered important and what they were
>exposed to in their lifetimes.

Generally, though, all druids had herbal lore knowledge.. esp for
healing.  Toss em herbalism pretty much no matter what.. everything else
is regional.  A forest living druid won't know anything about desert
survival.. =P  Druids did no hunting for their tribe, however (as a
general)... so they can't start with hunting, perhaps?  Again, up to the
DM. 

>And about fighting for advancement... I'd think the fights would be
>completely mental and academic if necessary. Druids were wisemen, not
>warriors. A kid with a stick could beat the high druid in combat if the
>druid refused to use magic or turn it into a staring contest (if you could
>get the kid to fight the druid, sacred personages again)

Ahh, but again, druids would have to fight for their land/tribe. 
Especially if they were attacked (remember the romans didn't consider
anyone untouchable).  Certainly rudimentary weaponskill in staff and
dagger, above all else, and no more..  but necessity is certainly a good
quick way to learn.. if they're sent out, and they are in battle, then
they'll learn.  If they're not in battle, then they won't.  Most
certainly, you will have to fit the druid to the campaign, and the
campaign to the druid.  The dangers of letting those 'damnable
treehuggers' into your campaign.  ;)

Then again, I'm a firm believer in only allowing players certain skills
based on the play in the time before advancement.  If they haven't been
trying to learn how to tumble, or have been in the city on a political
adventure, why should they learn tumbling/acrobatics?  


Just some thoughts, ideas, etc.

 Bree
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------------------------------

Date: Mon, 1 Jan 1996 01:39:15 +1100
From: "Michael Willis" <haz209@optusnet.com.au>
Subject: Re: [MYSTARA] - Immortal Relics

        please delete from mailing list
- ----- Original Message -----
From: <CQuaif@aol.com>
To: <mystara-l@lists.imagiconline.com>
Sent: Monday, May 31, 1999 3:05 AM
Subject: Re: [MYSTARA] - Immortal Relics


> In a message dated 29/05/99 23:11:42 GMT Daylight Time,
> brotherhood@xanthus.demon.nl writes:
>
> > Here are the comments of the Dutch voter:
>
> Sounds like the Eurovision contest...hope I do better than Britain did
last
> night! :-)
>
> >
> >  >The Brismagen:
>
> >  Adventure hook!!
> >  "Go, and find me that necklace and maybe we can finally make sure we
make
> an
> >  end to this war!"
>
> Great fun! A sadistic (excuse me, I mean INVENTIVE) DM could send the
> characters all over the Known World chasing false rumours...<heh heh heh>
>
> >  >The Ruby Dagger of Al-Kalim:
>
> >  <snip>
> >  > The spell effects work ONLY for true believers of Al-Kalim's
> philosophies.
> >
> >  D*mn, that's a pitty for my players :-) <laughs his evil DM laugh> Now
they
> >  will have to bring it to the rightful owners, after they have taken it
back
> >  from Ali Baba and the forty bandits (?) ...
>
> What? wouldn't honest characters do that anyway? I'm shocked.....;-)
>
> >  >The Hammer of Ka-Gar:
>
> >  Another Adventure Hook, and a nasty one. I like that! :)
>
> <evil grin>
>
> >  >The Soul of Ordana:
>
> >  And just another Adventure Hook. Ha! Good, good, good. Thnx, Carl.
>
> Thank YOU, Kristian. Hope you get some interesting times out of them.
>
> Carl Q.
>
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Date: Tue, 22 Jun 1999 13:43:54 +1000
From: Murphy Jason <jason.murphy@mitswa.com.au>
Subject: [MYSTARA] - OT: Aussie, Aussie, Aussie

Had to throw this in.....Congratulations to the Australian World Cup cricket
team. And thanks to them and South Africa for the most exciting game of
cricket in 1-day history in the semi-final. Had me gob-smacked at 2am :)




Jason Murphy
Software Engineer
MITS Limited
EMAIL: jason.murphy@mitswa.com.au
PHONE: 08 9481 4066
FAX: 08 9481 4064



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Date: Tue, 22 Jun 1999 10:52:23 +0300 (EET DST)
From: Markus Olavi Montola <mmontola@cc.hut.fi>
Subject: [MYSTARA] - In Search of Adventure

> There i was considering putting a bid in on B1-9 when i saw the current bid.
> $81 US....that is like $140 Australian where i come from......well ,needless
> to say i aint gonna better that bid. Someone sure is desperate.

If someone is *really* THAT desperate, I might be willing to trade my
B1-B9 to some other book. Not to modules, though, as I have not liked any
one adventure module I have seen. Even the Night's Dark Terror didn't
impress me, though it was better than the others have been.

I can, after all, go to my local store and actually *buy* the Rahasia,
the Silver Princess, and a compilation incluing Caldwell's Castle, Hall
of Rock, the Great Escape, the Elwyn's Sanctuary and the Caves of Chaos,
all in Finnish. They never managed to sell all the Finnish books.

 - Markus

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Date: Tue, 22 Jun 1999 17:56:51 +1000
From: Murphy Jason <jason.murphy@mitswa.com.au>
Subject: RE: [MYSTARA] - In Search of Adventure

> > There i was considering putting a bid in on B1-9 when i saw the current
> bid.
> > $81 US....that is like $140 Australian where i come from......well
> ,needless
> > to say i aint gonna better that bid. Someone sure is desperate.
> 
> If someone is *really* THAT desperate, I might be willing to trade my
> B1-B9 to some other book. Not to modules, though, as I have not liked any
> one adventure module I have seen. Even the Night's Dark Terror didn't
> impress me, though it was better than the others have been.
> 
> I can, after all, go to my local store and actually *buy* the Rahasia,
> the Silver Princess, and a compilation incluing Caldwell's Castle, Hall
> of Rock, the Great Escape, the Elwyn's Sanctuary and the Caves of Chaos,
> all in Finnish. They never managed to sell all the Finnish books.
> 
>  - Markus
> 
	[MURPHY Jason]  
	Well.....sounds like i should get off my arse and learn to read
finnish :)

	cheers
	Jason 
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Date: Tue, 22 Jun 1999 12:22:41 +0300 (EET DST)
From: Markus Olavi Montola <mmontola@cc.hut.fi>
Subject: RE: [MYSTARA] - In Search of Adventure

> 	Well.....sounds like i should get off my arse and learn to read
> finnish :)

After seeing Italian Magic the Gathering -cards and German Vampire: THe
Masquerade, nothing will surprise me. Ever.

I can understand the nostalgic value of the B-series adventures, but
that's all. 



 - Markus

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Date: Tue, 22 Jun 1999 10:45:19 -0400 (EDT)
From: au998@freenet.carleton.ca (Geoff Gander)
Subject: [MYSTARA] - [GANDERG@tc.gc.ca: More Spells]

    ================= Begin forwarded message =================

    From: GANDERG@tc.gc.ca ("Gander, Geoff")
    To: au998@freenet.carleton.ca ("'Me'")
    Subject: More Spells
    Date: Tue, 22 Jun 1999 08:30:24 -0400

    
    Mages Only
    
    Cassius' Mnemonic Aide
    
    Level:  1
    Range:  0' (caster only)
    Duration:  2 rounds/level of caster
    Effect:  Allows caster to memorize one page of writings or imagery per
    round.
    Created by the Thyatian mage Cassius as an aide in memorizing his spells,
    Cassius' mnemonic aide allows the caster to instantly memorize one page of
    writings, imagery, maps, or runes per round.  The caster need only skim the
    page, and a perfect mental image of what he or she saw will be retained.
    Even if the caster does not understand the language in which the original
    work was written, he or she will remember it perfectly, and will be able to
    recopy it without error.  The memory of what the caster saw will be retained
    indefinitely, until either it is recopied, or it is discussed.  While the
    caster is reading the work to be memorized, there can be no disturbances; a
    sneeze would be loud enough to disrupt the caster's concentration.  It is
    possible to use this spell to aid in spell memorization, in which case it is
    suggested that a given spell will take a number of rounds to memorize
    equivalent to its level (i.e.:  a third level spell would take three rounds
    to memorize).
    
    Cassius' Deceptive Aura
    
    Level:  2
    Range:  60'
    Duration:  1 turn/level of caster
    Effect:  Imbues any single object within range with a false aura of magic.
    This spell, when cast on any one object with 60' of the caster, places upon
    it a false aura of magic, such that, if detect magic is cast within range of
    that object before the spell expires, it will register as a magic item.
    This deception can be uncovered through the use of true sight (whether by
    spell or through a magic item), or analyze (which will not be able to
    provide any information about the item's enchantments).  If dispel magic is
    cast near an object affected by this spell, the false aura of enchantment
    dissipates.
    
    Strangling Mists
    
    Level:  3
    Range:  150'
    Duration:  2 rounds/level of caster
    Effect:  Creates a 20' x 20' x 20' cloud of strangling vapours.
    This spell produces an opaque cloud of greenish-grey noxious vapours,
    measuring up to 20' cubed.  The mists that compose the cloud writhe about
    like tentacles, seemingly with a mind of their own.  Anyone passing through
    the cloud, or who are caught within it, will take 1d10 points of damage for
    every round they are within it from strangling damage.  This damage can be
    halved with a successful save vs. Poison.  The only way to avoid the effects
    of this cloud is to flee it, since spellcasting is not possible within the
    choking vapours.  To do so, everyone within the cloud must make a successful
    Strength check to fight their way out of the mists' wispy appendages, with
    failure meaning that they did not succeed in doing so.  It should be noted
    that one Strength check may not be enough to escape the mists, depending on
    the movement rate of the victim, and where in the mists they are situated.
    Although this spell produces a cloud of mists up to 20' cubed, if the area
    in which it is cast does not permit these dimensions, the cloud may assume
    any dimensions, so long as the total volume does not exceed 8000 feet cubed.
    For example, it would be possible to fill a 100' long tunnel with this
    cloud, so long as its height and width do not exceed 10' and 8',
    respectively.
    
    Create Pocket Dimension
    
    Level:  5
    Range:  0' (caster only)
    Duration:  1 turn/level of caster
    Effect:  Creates a temporary pocket dimension in any bag, pocket, or sack.
    This spell, when cast upon any bag, pocket, or sack, converts the area
    within into a pocket dimension, having a capacity of up to 10,000 cn.  The
    only real limitation is the size of the aperture of the container, and in
    this regard sacks are often the best targets for this spell.  As long as the
    item can fit through the opening, and there is enough capacity within the
    pocket dimension for it, it can fit inside.  All items placed within the
    pocket dimension can be retrieved simply by reaching inside it and wishing
    to obtain it.  If the item serving as the container for the pocket dimension
    is destroyed, or if the spell elapses while items are still within it, all
    items contained within the pocket dimension are lost forever.  
    
    Clerics & Mages
    
    Increased Perception
    
    Level:  1
    Range:  0' (caster only)
    Duration:  3 rounds/level of caster
    Effect:  Allows caster to detect any physical presence within 100' of their
    person.
    This spell allows the caster to become aware of all living creatures up to
    100' away in all directions.  The caster is able to determine the general
    direction of travel and location of all creatures detected by this spell,
    but he or she will not be able to determine their size, alignment, velocity,
    level of ability, or whether or not they are on an upper or lower level of
    the place they are in (this is especially apparent in a dungeon or cavern).
    This spell detects only living creatures; undead beings are not detected,
    and neither are any creatures not native to the Prime Plane.  As this spell
    detects living things, it will also detect fungi, plants, mundane insects,
    and normal animals in addition to humanoids and other creatures.  As a
    result, an area registered as being full of creatures may in fact contain a
    large patch of toadstools and an ant colony.  Finally, though this spell
    does indicate where other living creatures are in relation to the caster, it
    does not provide any information concerning thelayout of the place he or she
    is in; it does not, therefore, provide a map of the surrounding area.
    
    Know Intent
    
    Level:  3
    Range:  10' +10'/level of caster
    Duration:  1 round/level of caster
    Effect:  Reveals the basic intentions of the spell's target.
    This spell is a slight modification of the 2nd-level clerical spell know
    alignment.  Instead of revealing a target's alignment, this spell reveals to
    the caster the target's basic intentions.  This could be hostility,
    friendliness, ambivalence, or anything in between.  The target may be an
    individual or creature, but the caster must be able to see them clearly.
    Examining a target's intentions takes a full round, during which the caster
    may do nothing else.  At the end of a round, and until the spell's duration
    expires, the caster may shift the focus of the spell to another target.  The
    caster may end this spell before its allotted duration.  The DM should keep
    in mind that a target's intentions may change at any given moment, and in
    accordance with any number of outside factors.  Therefore, the caster's
    reading may be inaccurate.
    
    Renew*
    
    Level:  7
    Range:  30'/level of caster
    Duration:  Permanent
    Effect:  Renews or destroys any 10' x 10' x 10' area of nonliving material.
    When cast, this spell will restore any area of nonliving material up to ten
    feet cubed in size.  Rotting beams will straighten and become whole, eroded
    statues will regain their form, and corroded piles of rust will once again
    be intact pieces of metal.  For any ruined piece of material less than 100
    years old, the spell succeeds on a percentile roll of 90 or less, but for
    every additional 50 years the object or area was in a ruined state, the
    chance of success is reduced by 10%.  This is a basic reflection of the
    difficulty of undoing centuries of ruin or disuse, and the fact that 100
    years of neglect is much easier to repair than 500 years.  Thus, an
    ivy-covered, eroded statue that has lain forgotten in an overgrown field for
    350 years would have a chance of 40% of being restored.  Regardless of the
    age of the object being renewed, if the spell was successful, it will be
    fully restored, with inscriptions freshly written on it, paint fresh and
    vibrant, and any metallic elements shining.  For any object or area left in
    ruin for more than 500 years, there is always a 1% chance that the spell
    will succeed.  It should be noted that, as this spell only affects an area
    up to ten feet cubed, repeated castings may be required to renew large
    objects, such as bridges or buildings.
    
    This reversed version of this spell, ruin, ages an object up to ten feet
    cubed in size by an amount determined by the caster.  Chances of success are
    identical to those for renewing something, such that aging a statue by 100
    years, for example, has a base chance of 90% for success.  For most
    human-built structures (except those of stone) aging them 100 years is
    sufficient to ruin them.  Elvish structures could survive up to 300 years or
    aging before falling into ruin, while dwarvish structures could withstand up
    to 400 years of aging.  Stone or magical structures are typically more
    resistant, and could incur a penalty of up to -20% on any attempt.  As with
    renewing an object, rolling 1% is always a success.  As with renew, the
    reversed version may have to be cast several times to bring a larger
    structure into ruin.
    
    Clerics Only
    
    False Aura
    
    Level:  3
    Range:  Touch
    Duration:  1 round/level of caster
    Effect:  Provides target with false aura.
    This spell protects the target from having his or her alignment, intentions,
    or emotions read by anyone else.  Any attempt to use such spells as know
    alignment or know intent will provide unreliable readings.  While the spell
    is in effect, the spell recipient may radiate any aura he or she wishes,
    such as a highly lawful alignment, and an openly friendly intent.
    
    Restore Senses*
    
    Level:  5
    Range:  Touch
    Duration:  Permanent
    Effect:  Restores all deadened senses.
    When cast, this spell allows the cleric to touch a person who has lost the
    use of one or more of their senses, and restore them permanently.  Even
    those senses neutralized magically, such as through a curse, will be
    restored.  Patients who have lost their eyes or their tongues will, after
    being treated by this spell, regenerate those body parts.  The reverse of
    this spell, deaden senses, allows the cleric to touch a victim and, if a
    successful attack is made and a save vs. Spells at -4 is failed, deaden all
    of that person's senses.  They will be unable to see, hear, smell, taste, or
    feel, and as a result will be unable to cast spells, attack, or perform any
    actions.  They will remain in this state until restore senses is cast upon
    them.  Casting deaden senses is considered to be an evil act when cast
    against noncombatants, though some neutral Immortals may tolerate its use
    again armed opponents.
    
    
    

- --
Geoff Gander, BA 97
Cartographer/Game Designer/Government Peon
Carnifex Loremaster
au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091
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Date: Tue, 22 Jun 1999 07:50:14 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

Hi everyone
I've spent the last year or so deep in the void (Northern Arizona to be
exact!), but I'm finally back.  I'm glad to see we've got new blood in the
list, as well as new ideas (like the Torquera--great idea).

>>I'd considered Belissaria, but forgotten the Alatians; thanks for that. Of
>>course, the original colony near Alphatia was only one of four by
1010...one
>>(of course) is in the Sea of Dread, but I haven't quite decided where the
>>other two have been set up. Suggestions, please?
If there's a colony in the Sea of Dread, it kind of implies that the
Torquera must have relatively friendly relations with the Kingdom of
Undersea.  This could mean that they have free movement throughout the
region as far as Yavdlom, where the seers would have no difficulty ensuring
that each Torquera child left on the beach was rescues.  It would also
likely mean that a few of the Torquera themselves would gain prescient
abilities, and added bonus if the Torquera find themselves threatened by
Devilfish or any of the other threats of the sea.

Regarding the option of repeated use of the Torque until gil slits
appear--there should probably be some sort of restriction on uses like this.
A specific individual should only be able to use the Torque one time (though
for as long as he/she wants) per year, or some similar restriction.
Alternately, perhaps the Torque simply won't fit on children, or the sudden
changes involved in repeated activation and deactivation of the Torque
forces the child to roll a system shock check each time or die.

By the way, the Torquerae are a great idea--bravo!

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Date: Tue, 22 Jun 1999 17:20:18 CEST
From: Herve Musseau <herve@hotmail.com>
Subject: [MYSTARA] - programmer's touch

Hey guys,

Remember when I had a hidden message in the web site of my company some time 
ago, and some of you were disappointed when it was gone before they tried 
it?
Well, today we put a new version of our software, and guess what...

So if you want to display that message, here's what you have to do.
First go to our site http://voyages.sncf.fr (French Railways ticket 
booking). Unfortunately the English page hasn't been correctly updated with 
the new version, so to get to the message you have to use the French version 
(sorry).
So, click on the image called "Rappel de dossier voyage" (the ugly orange 
thing - they updated that page in a hurry, I tell ya). This part is used to 
redisplay a booking file (and cancel it, if it's been prepaid). At that 
point you can switch back to English if you're lost, by changing FR to GB in 
the URL (the langue= parameter).
Then, ask to display the "empire" of "eriadna" (lower case). Of course, the 
system will tell you there's no file matching your parameters, but who knows 
what answer may come from beyond the dimensions...


______________________________________________________
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Date: Tue, 22 Jun 1999 11:07:22 -0500 (CDT)
From: Valerya@webtv.net (Jennifer Favia Guerra)
Subject: Re: [MYSTARA] - programmer's touch

Okay, I did it in English and in French, the way you said, and all I got
was the error message at the end...what was I supposed to see?

Jenn

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Date: Tue, 22 Jun 1999 18:33:38 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research

> > Hule is not a theocracy although it is not too far away from one.
> > Exactly it's a hagiarchy. 
> 
> What I meant was that it is not so different from Ylaruam or Heldannic
> Territories. They all are theocracies or near-theocracies.

Hule is a country strongly influenced by the church, but
not everybody in the hierarchy of the government is a member
of this church.
 
> Sind is an empire which smaller dominions
> > are kingdoms. Only the names are different. Narvaez is not more
> > a theocracy than the RW example Spain in the time of inquisition.
> 
> It is. AFAIK, Baron Hugo is also the church leader.

Pure chance, more or less. His title is that of a "baron". That
means that Narvaez is a barony, and Baron Hugo is the ruler.
At the same time he might be the leader of the church but 
until now he has not reformed narvaez as a theocracy. Likewise
the ruler of Ylaruam is an emir and the sultan. The titles are
secular! (Note: The RW example for Ylaruam, the muslim states
in Arabia, never made such a difference between secular and
sacral leaders like we did in Europe. Nevertheless nobody
would call them theocracies.)
 
> > Yavdlom is ruled by seers, not by clerics, 
> 
> What are seers? I don't know much of Yavdlom, but I guess that seers
> should be clerics of Yav or magic users or both. In any case, they are a
> religious hierarchy, so Yavdlom should be considered a theocracy.

Well, I've reread it, and all "ramlas" (seers) must join the ranks 
of the clergy or they will be hunted down. This is indeed a proof
for your theory that Yavdlom is a theocracy, but there is to be said 
that there should be many members of this clergy without too much
faith in Yav, and the people of Yavdlom itself don't see it as an
theocracy. Anyway, Yavdlom is a very, very unusual country.
 
> By the way, Robrenn is also a semi theocratic nation, as the druids hold
> most of the power.

Something similar was true for most medieval European countries.
The Popes in the Vatican had always demanded the superiority
over all Christian kings and emperors. So the crown of the Pope
is a triple one - higher than the single crowns of kings and double
crowns of emperors. 

Additionally many churchmen held a lot of secular power in their
hands, like the Arch Bishops of Cologne, which did not make
any of those states a theocracy.



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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End of mystara-digest V1999 #269
********************************

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mystara-digest        Tuesday, June 22 1999        Volume 1999 : Number 270



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - WOTC
Re: [MYSTARA] - Thugs and Rangers as OD&D Character Classes?
Re: [MYSTARA] - Thugs and Rangers as OD&D Character Classes?
Re: [MYSTARA] - Rangers, Druids, and Thugs
Re: [MYSTARA] - A new look for Druids (LONG)
[MYSTARA] - Update
Re: [MYSTARA] - Scafra's Fire Spells (longish)
Re: [MYSTARA] - Clerical (and Druidic) Spell Research
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - The Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - Scafra's Fire Spells (longish)
Re: [MYSTARA] - programmer's touch
Re: [MYSTARA] - programmer's touch
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
[MYSTARA] - Tome of spellcraft spells
[MYSTARA] - Oi, Oi, Oi (was Re: OT: Aussie, Aussie, Aussie)
[MYSTARA] - OD&D Thug Class

----------------------------------------------------------------------

Date: Tue, 22 Jun 1999 18:43:35 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - WOTC

> >First, it looks more and more like WOTC is gradually renaming AD&D to
> >D&D.  Which means D&D will not only be gone, but even its name will be
> >given to another product... just like the Keep on the Borderlands has
> >now officially moved to Greyhawk, as have Qasqueton and Cynidicea.
> 
> What!??! Where are they putting Cynidicea? And what was Qasqueton in the
> first place?


Qasqueton was a very generic module where the DM had to fill
the existing rooms with prepared monsters and treasured.

And, BTW, yes, it WAS D&D, but it was likewise Greyhawk
from the beginning. IIRC there was a pre-rolled character, a
cleric of St. Cuthbert!!! And this immortal guy is a classic
Greyhawk god, isn't he?



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Tue, 22 Jun 1999 19:14:21 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - Thugs and Rangers as OD&D Character Classes?

> I just finished reading Geoff Gander and Marco Dalmonte's revitalized
bard
> class for D&D, and it made me wonder: has anyone ever followed the
example
> of AD&D 1st Edition's assassin character class and turned the RC's thug
> (p184) into a OD&D class as well? I realize it seems almost
self-explanatory
> "as is," but I'd still be curious to see if anyone's figured out details
> such as their experience table.
> 
> Likewise, I don't suppose anyone's ever created a D&D version of the
ranger
> either, have they? A forester's really not the same thing. I know it
might
> seem like I have some sort of obsession with AD&D 1st Edition classes,
but
> as I'm returning to OD&D after 17+ years of both editions of AD&D, I
guess
> I'm just curious to see how many things from the one game have worked
their
> way into the other.
> 
> Oh, and I'd like to thank everyone who replied to me regarding the D&D
spell
> list a few days ago. At least now I know that it's not out there, and
that I
> may well have to write it myself!
> 
> SIMON B. SINISTER


Well, I'm playing a bard, according to AD&D rules, but the guy
would be playable with the Rules Cyclopedia too. My solution
was quite simple: The PC is a normal thief with all the normal thief
abilities, and I have added the skills for singing, composing and 
playing instruments.

So far, so good:

Now I have a D&D magic-user who hasn't be played for a long time
now. Two players and their characters had left and the group was
nearly forgotten. I'm thinking about following possibility: The PC
had been chased for a crime which he hadn't committed and he
had hide himself in a heavy wooded area for some years now.
There he had learned much about the living in a forest and will
now reappear as...





		A RANGER !!!




Of course he is still a magic-user with all of his spells and
his limitations of arms and armours but according to his abilities
he will be a man used to the living in woods.




                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law." 


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Date: Tue, 22 Jun 1999 19:19:18 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - Thugs and Rangers as OD&D Character Classes?

> Here are some ideas:
> A thug is a thief with fighter THAC0, but doesnt have a thiefs ability to
> cast spells from scrolls. You could change other abilities too, but I
dont
> think that would be neccesary.
 
Hm, the thug is a NPC class from the RC or Master Set respectively.
One player in my group once played one, but it's a long time ago.

> Kavyids version of the Ranger seemed reasonable. An other way to create a
> ranger would be pretty much like the forrester, but with Druid spells
> instead of elven spells.

I really don't think that it is necessary that a ranger MUST have the
ability
to cast any type of spells, and I won't like it ever to recreate this
ranger
idea from AD&D in D&D. Really, guys, you will give up a lot of
possibilities
when you insist in pressing every good idea into strict rules.



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Tue, 22 Jun 1999 19:22:51 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - Rangers, Druids, and Thugs

> On a similar woodland topic, how do most of you handle clerics becoming
> druids -- are 1st through 9th level clerics seen as some sort of initiate
> (rather like WFRP's approach to druids) who hasn't been bound by the same
> restrictions as a druid, or is the entire thing seen as a sort of
immediate
> conversion that comes out of the blue? For example, why would clerics on
> their way to becoming druids acquire powers over the undead (1st level)
only
> to lose them again (9th level), while at the same time merrily handling
> metal things only to develop a sudden aversion to them? It all seems very
> arbitrary to me, but maybe I'm just not seeing it properly.


I would prefer the initiate version but on a personal way. A druid
is somebody who had thought about this version long before (In
most cases! Of course there might be exceptions!!!) but if he
cannot make the decision to become a druid he simply stays 
a cleric...



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Tue, 22 Jun 1999 19:24:48 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - A new look for Druids (LONG)

> OTOH this is true also for the other classes.
> There's nothing that makes a cleric more expert in religion and
immortals,
> than someone of another class, unless the cleric takes skills such as
> "ceremony" or some kind of "lore".
> Similarly the rules don't state that a mage knows spells, magical items
or
> spell-like abilities of monsters better than anyone else... unless he has
> the "alternate magic" skill or something like that.
> In short, if you like you can build your own forest druid, you just need
to
> take the proper skills ;-)
> Bye


Well spoken!!!  :-)



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Tue, 22 Jun 1999 12:30:35 -0500 (CDT)
From: Byron Molix <c594314@showme.missouri.edu>
Subject: [MYSTARA] - Update

Okay, all of section 2 of my Saga mystara pages is up, with the notable
exception of ethoi and priestly sphere descriptions. :) I'm working on it.
The races summary chart was also recently updated and now includes Shadow
Elves, Lupins, and so forth.

www.missouri.edu/~c594314/mystsaga

Byron

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Date: Tue, 22 Jun 1999 13:28:57 -0400 (EDT)
From: the Wizard of Frobozz <sg96d355@drexel.edu>
Subject: Re: [MYSTARA] - Scafra's Fire Spells (longish)

I'd say they were cool, but since they're fire spells, I guess I can't 
say that.  Ever think of adding some spells that do more with 
manipulating things from the Elemental Plane of Fire?  Maybe some 
variations on elemental summoning?  I don't know.

Anyway, as usual, great stuff Carl.

- --Frobozz--

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Date: Tue, 22 Jun 1999 13:57:37 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research

>Something similar was true for most medieval European countries.
>The Popes in the Vatican had always demanded the superiority
>over all Christian kings and emperors. So the crown of the Pope
>is a triple one - higher than the single crowns of kings and double
>crowns of emperors.
>

If we extend the similarities between Queen Catherine of Bellayne and
Elizabeth I of England far enough, then Bellayne's church might consider
the reigning monarch to be its titular head.  "Queen Cat" isn't a cleric,
but she would hold that office in the formal sense of being able to appoint
and depose bishops or the like.

The most ancient and formidable theocracy in the Known World, of course, is
Thothia:  its Pharaohs, like those of Nithia before it, are always high
priests ... or, rather, "high mystics" of the local philosophy, which would
be the equivalent to a reigning cleric.  In the Savage Coast setting, it's
the enduks' kingdom that best qualifies as a (literal!) theocracy, since
it's ruled directly by an Exalted servant of its patron Immortal.  In the
Hollow World, the Azcans, Nithians, and (IIRC) Oltecs are ruled by priests.

The Myoshiman Emperor is presumably of the samurai (=fighter) character
class, but he'd also be revered as a demi-Immortal on earth by his
subjects.  Still, depending on the era of Japanese history Myoshima
corresponds to, the actual reigns of power might be held by a shogun,
leaving the Emperor largely a figurehead and Myoshima, an autocracy.


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Date: Tue, 22 Jun 1999 15:08:32 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

In a message dated 22/06/99 15:50:58 GMT Daylight Time, 
Dennis.Sullivan.Family@worldnet.att.net writes:

>  If there's a colony in the Sea of Dread, it kind of implies that the
>  Torquera must have relatively friendly relations with the Kingdom of
>  Undersea.  This could mean that they have free movement throughout the
>  region as far as Yavdlom, where the seers would have no difficulty ensuring
>  that each Torquera child left on the beach was rescues.  It would also
>  likely mean that a few of the Torquera themselves would gain prescient
>  abilities, and added bonus if the Torquera find themselves threatened by
>  Devilfish or any of the other threats of the sea.

I foresaw the Torquera as settled on the far fringes of Undersea, so as not 
to interfere with either that Kingdom, or the Underocean timelines. ;-) I 
like the Yavdlom ideas, though - another interesting slant on the race (and 
more work for me <groan>...;-)

>  Regarding the option of repeated use of the Torque until gil slits
>  appear--there should probably be some sort of restriction on uses like 
this.
>  A specific individual should only be able to use the Torque one time 
(though
>  for as long as he/she wants) per year, or some similar restriction.
>  Alternately, perhaps the Torque simply won't fit on children, or the sudden
>  changes involved in repeated activation and deactivation of the Torque
>  forces the child to roll a system shock check each time or die.

Actually, you're right; the Torques DON'T fit children - they're too big, and 
don't magically change size - which was one of my reasons for only the adult 
offspring having the option to rejoin their "race".  

>  By the way, the Torquerae are a great idea--bravo!

Many thanks. 

Carl Q.
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Date: Tue, 22 Jun 1999 15:08:28 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - The Legacy of Kromyn the Accursed (Long)

In a message dated 21/06/99 23:30:15 GMT Daylight Time, 
michael.harvey@intel.com writes:

>  OTOH, if air-breathing babies are simply abandoned to the surface, then
>  there should the the occasional chance that the air-breathing descendant of
>  a Torquera should give birth to a water-breather, thus completing the 
cycle.
>  However, if air breathers and water breathers are always sent to the their
>  correct home, this forces genetic selection of the proper traits.
>  Eventually, the Torquera would stop giving birth to air breathers, and air
>  breathing descendants would stop giving birth to water breathers.

It's the nature of the magic in Torquera genes - those born to "changed" 
Torquera are naturally gilled, although they, and their decendants, will 
always detect as magic - which causes the one-in-ten reversion, so it's 
unlikely to ever breed out, but I do like the idea of Air-breathers giving 
birth to water-breathers. Could be an interesting story hook in that....

>  Personally, I like it better if the cooperation with surface dwellers is 
not
>  open.  If it is a deep dark secret, it creates a situation sort of like
>  Lovecraft's "Innsmouth".  There would be whispered rumors that Nelasse gave
>  birth to something that was less than human (they say it died at birth, but
>  the villages suspect that it was spirited away by the child's father (who
>  was actually a Torquera who had an affair with her while he was wearing a
>  torque -- anyone else watch the X files last night?))  Or maybe Fred
>  inherited his watery eyes and strange smell from his mysterious grandfather
>  who was found as an infant washed up on the shore.  And creepy old Lutha 
the
>  midwife knows more than she tells, and Grolf the town drunk has never been
>  the same since his wife died giving birth to a demon....  Of course the
>  reality is not that sinister, but the unknown coupled with superstitious
>  fears would make for some great atmosphere.  (Maybe the land dwellers are
>  totally ignorant of the sea dwellers, and when they sometimes give birth to
>  "monsters" they are thrown into the sea, but the Torquera raise these as
>  their own.)

....which I see you've already come up with. ;-) Thanks to all the great 
ideas people are proposing, I can see this writeup taking on a life of its 
own (and my every free minute for weeks... ;-), with each branch of the 
Torquera having a flavour all its own....

Carl (I've created a monster!) Q.
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Date: Tue, 22 Jun 1999 15:08:30 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

In a message dated 22/06/99 02:17:55 GMT Daylight Time, 
shane_henrymml@yahoo.com writes:

>      The original "Little Mermaid" was a Danish fairy tale by Hans
>  Christian Andersen.  There's even a statue of the Little Mermaid on the
>  shore of Copenhagen.  Perhaps you could place a colony of Torquera off
>  the coast of one of the three Nordic Mystaran realms--Soderfjord,
>  Vestland, or Ostland.  I'm not sure which (if any) of the countries is
>  supposed to be parallel to Denmark as opposed to Norway or Sweden. 
>  Perhaps Ostland? because it is "an island nation with a great tradition
>  of seamanship and piracy"[p272, Cyclopedia].  Denmark is the most
>  island-like of the three main RW Scandinavian nations (discounting
>  Iceland). 

That makes perfect sense - and would let me use some of the Northern Reaches 
GAZ details, too!
  
>       Anyway, if a colony of Torquera were placed near Ostland, it would
>  be interesting if someone wrote a D&D adventure that included a
>  Mystaran parallel version of the RW Little Mermaid story in the
>  tradition of the AD&D 1st Edition "Alice in Wonderland" modules.  If
>  anyone's interested, here's a URL containing Andersen's story: 
>  http://www.math.technion.ac.il/~rl/Andersen/li_merma.html.  I think the
>  Torquera idea is a good one Carl Q, as well as Sharon's suggestions.

Thank you. I like your adventure idea; maybe I can do something with that 
later - or, if you wanted to do so, I'll send you my first draft Torquera 
stuff (when I get it all to paper!).

Does the idea appeal?

Carl Q. 
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Date: Tue, 22 Jun 1999 15:14:54 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - Scafra's Fire Spells (longish)

In a message dated 22/06/99 18:37:54 GMT Daylight Time, sg96d355@drexel.edu 
writes:

> I'd say they were cool, but since they're fire spells, I guess I can't 
>  say that.  Ever think of adding some spells that do more with 
>  manipulating things from the Elemental Plane of Fire?  Maybe some 
>  variations on elemental summoning?  I don't know.

Something to think about! I haven't done much with summoning spells, to date, 
apart from the hotly-contested Airy Messenger, so I'll have a go.
  
>  Anyway, as usual, great stuff Carl.

Thanks, WoF!

Carl Q.
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Date: Tue, 22 Jun 1999 15:42:26 -0500 (CDT)
From: CronoCloud@webtv.net (Ron Rogers)
Subject: Re: [MYSTARA] - programmer's touch

Hi

"Eriadna says Alphatia lives" is the message.  It is written backwards
on the error screen.

Does anyone know where I can pick up copies of the Rules Cyclopedia.  I
want to introduce some friends to the Mystara setting using the "proper"
rules.  I have the classic boxed sets, but they have nothing.

Draeden? What Draeden?  CRUNCH

CronoCloud (Ron Rogers)
AKA Elcalear Dracul, Knight of the Grand Duchy/Kingdom of Karameikos,
Graduate of the Great School of Magic, Dracologist of the Fourth Circle
(Gold), Licensed Necromorph Exterminator

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Date: Tue, 22 Jun 1999 14:19:12 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: Re: [MYSTARA] - programmer's touch

>"Eriadna says Alphatia lives" is the message.  It is written backwards
>on the error screen.

I just assumed that my high school French was inadequate to read that--I
didn't even think to read it backwards:)

>Does anyone know where I can pick up copies of the Rules Cyclopedia.  I
>want to introduce some friends to the Mystara setting using the "proper"
>rules.  I have the classic boxed sets, but they have nothing.
There's one being auctioned on ebay right now, but other than that I haven't
seen one in stores or for sale on-line for a couple years.

patrick

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Date: Tue, 22 Jun 1999 14:50:01 -0700 (PDT)
From: Shane Henry <shane_henrymml@yahoo.com>
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

- --- CQuaif@aol.com wrote:

>...if you wanted to do so, I'll send you my
> first draft Torquera 
> stuff (when I get it all to paper!).
> 
> Does the idea appeal?

     It appeals--I'd like to get my hands on a copy of your work on the
Torquera.  As for my "Little Mermaid" adventure idea, I would be
interested in writing something up based on your campaign info once
you've got it stabilized.  Thanks! 

Shane
_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com

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Date: Tue, 22 Jun 1999 18:11:24 EDT
From: Arminath@aol.com
Subject: [MYSTARA] - Tome of spellcraft spells

Can those of you that have spells to submit for the Tome project please send 
me the files after you post them?  I'll add those spells that have appeared 
on Stan's site, but my recent workload has made my time limited how often I 
can read through the posts to the List and all the other email I have.  Sorry 
if this inconviences anyone, but this is the quickest and surest way I can 
set up the 5th edition of the tome for y'all.

Thanks,

Jim
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Date: Wed, 23 Jun 1999 08:41:05 +1000
From: shawn stanley <shawn@leme.anu.edu.au>
Subject: [MYSTARA] - Oi, Oi, Oi (was Re: OT: Aussie, Aussie, Aussie)

What more can I say than what's in the header.

>Had to throw this in.....Congratulations to the Australian World Cup cricket
>team. And thanks to them and South Africa for the most exciting game of
>cricket in 1-day history in the semi-final. Had me gob-smacked at 2am :)

shawn stanley
http://www.geocities.com/timessquare/5304

what have you done for me lately ... more to the point what have i done for me
                         - mightyfew, "i can't wait"
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Date: Tue, 22 Jun 1999 19:25:21 EDT
From: Arminath@aol.com
Subject: [MYSTARA] - OD&D Thug Class

another take on the Headsman/Thug class, from the depths of my campaign 
notebooks:

The OD&D Thug Character Class

One of the more interesting "monsters" in the Rules Cyclopedia (RC) is the 
Headsman. By definition, a Lawful character (following a strict set of rules) 
even though they are listed as Neutral (for those that enjoy their grisly 
jobs far too much).  A much better assassinn type than the 1st edition AD&D 
Assassin class, some of these masters of disguise and death plauged my PC's 
for game years.  Used primarily as an NPC class, here is the Thug class for 
players and DM's to enjoy and terrorize each other with.

	Prime Requisite: Dexterity
		Other Requirements: Strength and Charisma of 9 or greater, 
Neutral alignment.
	Experience: +5% for Strength and Charisma of 13 or greater and 
Dexterity of 13-15; +10% for
		Strength and Charisma of 13 or greater and Dexterity of 16 or 
greater.
	Hit Dice: 1d6 per level with Constitution adjustments, up to 9th 
level. Starting with 10th level, +2
		hit points per level and Constitution adjustments no longer 
apply.
	Weapon Skills: Same as Thieves (RC p75).
	Other Skills: Same as Thieves (RC p86).
	Maximum Level: 13th level.  Must assassinate a 13th level thug to 
gain 13th level.
	Armor Allowed: Any; Shields allowed.  Abilities marked with an * are 
not usable while the Thug
		is wearing armor heavier than leather.
	Weapons Allowed: Any one handed melee weapon and any missile weapon.
	Special Abilities:
		1)* Thugs have the abilities of a thief.
		2) Thugs have the ability to Disguise themselves with a 75% 
chance.
		3) Thugs learn additional languages at every even level to 
make their masquerades
			seem more believable.
		3)* Thugs have a +1 bonus to suprise opponents.
		4) Thugs are harder to suprise due to their training, gaining 
a +1 bonus against being
			suprised.
		5) Thugs have the ability to kill a suprised opponent if they 
hit them with the first attack.
		6) Thugs of 9th level or greater may form a guild, much in 
the same way thieves do. Such
			a guild may be allied with a local or nearby thieves' 
guild.

  Thugs (also called "executioners") are people commonly employed by dominion 
rulers. They are trained in the business of killing criminals who have 
received the death penalty. Most thugs are skilled in the proper use of 
bladed weapons, ropes, and poisons and are able to execute criminals quickly 
and neatly.
  All professional thugs belong to their own guild, which is associated with 
the Thieves' Guild. Thugs keep their true identities completely secret, 
wearing hoods or disguises when engaged in professional activities. Many own 
ordinary shops, and can seem to be perfectly ordinary townsfolk.
   Unlike the Thieves' Guild, the Headsman Guild is not supported by 
adventurers or rulers. They are sometimes hired by other NPCs, especially 
evil ones. However, PCs do not normally contact these headsmen for any 
reason; their organization is dangerous as either an enemy or an ally. Some 
thugs are treacherous and self-serving, known to extort money from their 
previous "clients" with threats of exposure, kidnapping, or even murder.  
  Thugs strongly prefer stealth, treachery, and ambush to normal attacks. 
They often use magical devices when attacking powerful opponents; potions, 
rings, and miscellaneous items are preferred. Thugs rarely use magical 
weapons, preferring cheap but effective tools that could easily be left 
behind. They never use spells, though they may hire (or be led by) evil 
spellcasters.
  Sometimes thugs may be hired as guards, if assured of high level clerical 
assistance when injured or slain. They may rarely be found working with 
bandits or other renegade groups, often unbeknownst to the bandits themselves.
  Thugs know methods to kill quickly, neatly, and silently. A thug also has 
the same special abilities as a thief of the same level, with the exception 
of scroll use at 10th level. Thugs use standard Fighter attack roll tables 
and saving throw tables.
  A thug may make preparations to surprise a victim; if so, a roll of 1-3 
(instead of 1-2) indicates surprise. These preparations often include 
disguise, success at moving silently (as the thief ability), and a strong 
cord or edged weapon held ready, possibly while successfully hiding in 
shadows.
  If a prepared thug gains surprise, the victim may be slain with a single 
blow, regardless of hit points. An attack roll is made with the +4 backstab 
bonus to hit; if successful, the character has the percentage chance listed 
below to kill the target. If the percentage roll fails, normal backstab 
damage is inflicted. A successful hit may also require the victim to make a 
saving throw vs. poison if the thug is using a poisoned blade. 

Thug Experience Table
Level	Experience	Hit Dice		OL	FT/RT	CW	MS	
HinS	HN
1	0		1d6		10%	5%	86%	15%	6%	
25%
2	2,000		2d6		20%	15%	88%	25%	15%	
35%
3	4,000		3d6		30%	25%	90%	35%	24%	
45%
4	8,000		4d6		40%	35%	92%	44%	32%	
54%
5	16,000	5d6		50%	45%	94%	52%	38%	62%
6	32,000	6d6		58%	54%	96%	58%	44%	70%
7	64,000	7d6		66%	62%	98%	64%	50%	78%
8	120,000	8d6		72%	70%	100%	68%	56%	84%
9	240,000	9d6		78%	76%	102%	72%	60%	90%
10	480,000	9d6+2		84%	83%	104%	76%	64%	94%
11	960,000	9d6+4		88%	89%	106%	80%	68%	98%
12	1,440,000	9d6+6		92%	94%	108%	84%	72%	
102%
13	1,920,000	9d6+8		96%	98%	110%	88%	76%	
106%

Thug Execution Table
Thug					Victim HD or Level
Level	1   2   3   4   5   6   7   8   9   10  11  12  13  14  15  16  17  
18  19+
1	50% 45% 40% 35% 30% 25% 20% 15% 10% 5%  1%  -   -   -   -   -   -   - 
  -
2	55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5%  1%  -   -   -   -   -   - 
  -
3	60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5%  1%  -   -   -   -   - 
  -
4	65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5%  1%  -   -   -   - 
  -
5	70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5%  1%  -   -   - 
  -
6	75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5%  1%  -   - 
  -
7	80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5%  1%  - 
  -
8	85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5%  
1%  -
9	90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 
5%  1%
10	95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 
10% 5%
11	99% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 
15% 10%
12	99% 99% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 
20% 15%
13	99% 99% 99% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 
25% 20%

Just a take based on the info presented by the RC.

Jim
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End of mystara-digest V1999 #270
********************************

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mystara-digest        Thursday, June 24 1999        Volume 1999 : Number 271



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - OD&D Thug Class
[MYSTARA] - announcing Jeff Daly neonate prophet
Re: [MYSTARA] - Clerical (and Druidic) Spell Research
Re: [MYSTARA] - Legacy...
[MYSTARA] - Night of the Vampire Question
Re: [MYSTARA] - programmer's touch
[MYSTARA] - Re: [MYSTARA] Dilemmas for the Newsgroup...
[MYSTARA] - Halflings and AD&D masters
[MYSTARA] - A fish on the dry land
Re: [MYSTARA] - Halflings and AD&D masters
Re: [MYSTARA] - A fish on the dry land
Re: [MYSTARA] - Halflings and AD&D masters
Re: [MYSTARA] - Halflings and AD&D masters
[MYSTARA] - Three things
Re: [MYSTARA] - Night of the Vampire Question
Re: [MYSTARA] - Night of the Vampire Question
Re: [MYSTARA] - Halflings and AD&D masters
Re: [MYSTARA] - Night of the Vampire Question
Re: [MYSTARA] - Three things

----------------------------------------------------------------------

Date: Tue, 22 Jun 1999 23:44:58 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - OD&D Thug Class

>Thugs (also called "executioners") are people commonly employed by dominion
>rulers. They are trained in the business of killing criminals who have
>received the death penalty. <

Of course when you think about it, the ONLY reason why there'd be a need
for a specially-trained class of "executioners" in D&D, is that the oD&D
rules on hit points can be taken to such extremes that it's nearly
impossible to execute a helpless (but high-hp) character!  (Royal headsman:
"Damn, that's the sixth time I've hit this guy on the neck with my ax, and
his head still won't come off!")  In 2nd Edition AD&D, a truly helpless
character can be killed automatically with a single attack, irrespective of
his or her hit points, so the rules-system "loophole" that made the Thug
necessary, in the first place, is closed off.

They still make great assassins, of course.  But the traditional "cover"job
of being an executioner for the state can be snapped up by any man-at-arms
with a strong stomach and flexible conscience, in an AD&D game, so Thugs in
2nd Edition campaigns may have to come up with alternate "public"
professions.  ;-)


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Date: Wed, 23 Jun 1999 19:25:33 +1000
From: shawn stanley <shawn@leme.anu.edu.au>
Subject: [MYSTARA] - announcing Jeff Daly neonate prophet

I was just skimming through the old Mystara digests in an effort to
make my homepage a better resource for people, and look what I came
across.

>Date: Mon, 20 Apr 1998 17:50:03 -0400
>From: Daly <jdaly@friend.ly.net>
>Subject: Re: [MYSTARA] - Best module
>
>I just had a sudden nightmare. Could you imagine B2 winning and then, 
>since it is written to be in any setting, the folks at TSR releasing 
>a Forgotten Realms version of that module?? 
>
>AAAGGHHH!

Egad, I'm glad that they didn't do that - that would have been a
truly heinous act. 

:o)

Too bad Jeff, you were this close to being a master prophet.

shawn stanley
http://www.geocities.com/timessquare/5304

what have you done for me lately ... more to the point what have i done for me
                         - mightyfew, "i can't wait"
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Date: Wed, 23 Jun 1999 11:57:04 +0200 (METDST)
From: Agathokles <piu2014@ccrd200.cdc.polimi.it>
Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research

On Tue, 22 Jun 1999, Jamuga Khan wrote:

> > > Hule is not a theocracy although it is not too far away from one.
> > > Exactly it's a hagiarchy. 
> > 
> > What I meant was that it is not so different from Ylaruam or Heldannic
> > Territories. They all are theocracies or near-theocracies.
> 
> Hule is a country strongly influenced by the church, but
> not everybody in the hierarchy of the government is a member
> of this church.

There is a hierarchy spanning into both civil and religious matters at the
same time. 



>  
> > Sind is an empire which smaller dominions
> > > are kingdoms. Only the names are different. Narvaez is not more
> > > a theocracy than the RW example Spain in the time of inquisition.
> > 
> > It is. AFAIK, Baron Hugo is also the church leader.
> 
> Pure chance, more or less. His title is that of a "baron". That
> means that Narvaez is a barony, and Baron Hugo is the ruler.
> At the same time he might be the leader of the church but 
> until now he has not reformed narvaez as a theocracy. Likewise
> the ruler of Ylaruam is an emir and the sultan. The titles are
> secular! (Note: The RW example for Ylaruam, the muslim states
> in Arabia, never made such a difference between secular and
> sacral leaders like we did in Europe. Nevertheless nobody
> would call them theocracies.)
>  

Not making differences between secular and religious leaders gives a
strong theocratic connotation to a government, IMO.


>  
> > By the way, Robrenn is also a semi theocratic nation, as the druids hold
> > most of the power.
> 
> Something similar was true for most medieval European countries.
> The Popes in the Vatican had always demanded the superiority
> over all Christian kings and emperors. So the crown of the Pope
> is a triple one - higher than the single crowns of kings and double
> crowns of emperors. 
> 

But this superiority was never fully recognized, and political leaders
weren't clergy, or if they were, they were named by non-clergy rulers for 
reasons which were not linked with religion (for ex., because they had no 
heirs, so that their feuds went back to the lord at their death).

> Additionally many churchmen held a lot of secular power in their
> hands, like the Arch Bishops of Cologne, which did not make
> any of those states a theocracy.
> 

Sure, their two roles were distinguished, and there were non-clergy rulers
as well.
The control exerted by those druids in Robrenn is probably stronger,
though I agree that it shouldn't be considered a theocracy.

	Giampaolo Agosta



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Date: Wed, 23 Jun 1999 09:49:36 -0500 (CDT)
From: Valerya@webtv.net (Jennifer Favia Guerra)
Subject: Re: [MYSTARA] - Legacy...

Shane wrote:

<<Also, Jennifer Favia at 
http://www.geocities.com/TimesSquare/Chasm/4270/cultures.html suggests
that Ostland parallels Norway or Denmark. 
 <snip for length>         On a (long) side-track, I would
say that Soderfjord most closely ties in with historical Norway, with
its less unified political structure and the use of "fjord" in its
name--Norway has by far the most fjords of the three. Favia suggests
Finland for Soderfjord, but I disagree. >>

You give very convincing evidence, Shane. I wasn't aware of the vast
linguistic differences. When I chose Finland for Soderfjord, I was
following a vague trend in my own campaign (which I admit began by
simply "matching" the NR up against IRL Scandinavia). Later discussion
with Geoff Gander helped me more fully form the idea (again, for MC) of
the Soderfjordan commoners closer to Finnish with Norse-like political
conventions et al. Just to give more color, basically. But I should have
gotten around to saying so on my page! 

Given the evidence you present here, Shane, I am compelled to agree with
you. Soderfjord changes.

<<However, I agree with Favia that Vestland is best thought of as
Sweden. >>

Thanks - glad to see I at least got one right! :-)

<<Finally, to end my aside, I just want to say that I really like
Jennifer Favia's page paralleling RW cultures with Mystaran ones>>

Thank you...if I still have any credibility left! :-))


Jenn
http://www.geocities.com/TimesSquare/Chasm/4270/

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Date: Wed, 23 Jun 1999 08:47:48 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: [MYSTARA] - Night of the Vampire Question

I have a question for everyone--
When I DMed "Night of the Vampire" last summer, one of my fears was
confirmed--the "mystery" of who the vampire was was far too easily solved.
Andru's riddle about "I sleep all day and only come out at night, I never
eat, but I drink the finest wine, etc." has become a running joke among that
group of players, as they each try to outdo the other with more obvious
hints.  Now, I understand that this was written for beginner players, but I
agree that it is ridiculously obvious, particularly when the DM keeps
inserting the "Night of the Vampire" cd.  Anyway, my point is that I think
the adventure shows some promise, particularly in developing the politics of
southwestern Karameikos, and I would like to use it again with a different
group of players (after all, I DID pay $15 or something for it).  Has anyone
done a revision of the game making use of most or all of the cd tracks?  I'd
appreciate a link to any website that has such info, and if no one has, then
I'll probably end up doing this on my own and posting it if anyone's
interested.
Thanks
patrick

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Date: Tue, 22 Jun 1999 19:40:58 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - programmer's touch

> Then, ask to display the "empire" of "eriadna" (lower case). Of course,
the 
> system will tell you there's no file matching your parameters, but who
knows 
> what answer may come from beyond the dimensions...


Well, was that all? "Alphatia" and "Eriadna" written reversed with
a French text (which can't read, of course)?

aitahpla - sounds Aztec
andaire - sounds French

Is this the proof for the big d'Amberville - Azcan conspiracy?



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Wed, 23 Jun 1999 19:38:32 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: [MYSTARA] - Re: [MYSTARA] Dilemmas for the Newsgroup...

> The DoE boxed set, which covered Thyatis and Alphatia, included a bunch
of
> spells with which Alphatians can create objects of various materials.
> Stoneform, for instance, could be used to create stone statues,
buildings,
> bridges, etc, out of thin air.  The higher-level the spell, the more
> permanent and/or valuable the material can be; thus, Steelform is
> higher-level than Woodform, which is higher-level than Clothform.


These various "Form" spells have found their way into the RC later on...



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Wed, 23 Jun 1999 19:48:09 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: [MYSTARA] - Halflings and AD&D masters

> > *sigh* Halfling bashing....every campaign's gotta have it. :-)

I have a BIG problem - as big as the stereotypical bellies of the
halflings!

We're playing AD&D (  ;-(   ), as one of our newer players volunteered
to master the group, and the guy is a really big fan of AD&D.

Last session a halfling appeared and, of course, he was a thief.
The sole PC halfling in the group is, of course, a thief. O.k., it
made a little bit of sense as we were in a city where the local 
rulers had been taken over by demons. Those evil fiends had 
decided to kill all halflings as the little folk is just too merry.
They don't like merriness. So I must admit that it makes sense
that the still surviving halflings are thieves as they are simply 
better in avoiding to be captured.

Nevertheless I was annoyed and complained. My <dear> DM
explained me that simply most halflings are thieves and that 
all halfling leaving their homes to visit the world are thieves as
all other will never have the energy and courage to leave their
comfortable homes. 

Has anybody some really good arguments against THIS???




                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Wed, 23 Jun 1999 19:55:37 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: [MYSTARA] - A fish on the dry land

> Hmmmm.... I admit I don't know exactly how long it'd take for gills to
dry
> out, but I know that critters like walking catfish or mudskippers can
stay
> out of the water for at least an hour.  Of course, they're adapted to
cope
> with long forays out of the pond, so they're not your average fish....
> 
> Maybe the standard "drowning" rules can still be used for
fish-out-of-water
> PCs, only they'd suffer the effects every TURN, rather than every round.
> That's a simple "fix", and it would ensure that only the bravest and
> hardiest members of aquatic races (i.e. high-level ones) have the nerve
and
> stamina to stay on shore for long.  Torquera mothers might habitually
give
> birth while lying face-up in the surf, very close to shore, so that a
> midwife can scoop up the baby and run for the beach if the infant is born
> without gills.
> 
> For really BIG sea-creatures, like sea giants or krakens, the standard
> rules could still be used: it's not just that they'd have trouble
breathing
> on land, but that sheer gravity would harm such enormous creatures, in
the
> absence of the water that usually supports their bodies.  That'd account
> for the close call that sea giant child had, in PC3, even if we do change
> the "drowning" rules.  ;-)


Hm, and what about sea turtles? They stay a long time on the
shores for laying their eggs. Or have they lungs?

What about BIG whales ashore? They will miss the water even
if they can breathe the air easily.



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Wed, 23 Jun 1999 13:25:46 -0500 (CDT)
From: Valerya@webtv.net (Jennifer Favia Guerra)
Subject: Re: [MYSTARA] - Halflings and AD&D masters

<<Has anybody some really good arguments against THIS???>>

I know it's AD&D, but are you playing in Mystara anyway? If so, you can
point out that  there are plenty of hin out and about, as sailors,
fighters (tell him about the Black Eagle Barony invasion), and even
publishers (Joshuan). Heck, even if you're not playing in Mystara, I
guess you could use it as a published example of halfling diversity.

Also, I think the Complete Book of Halflings (for AD&D) gives many
different class options and scenarios; tell him to check it out (at his
own expense!:-)  

That's very short sighted of your DM, and I can certainly see why you
complained.


Jenn
http://www.geocities.com/TimesSquare/Chasm/4270/

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Date: Wed, 23 Jun 1999 14:52:17 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - A fish on the dry land

>Hm, and what about sea turtles? They stay a long time on the
>shores for laying their eggs. Or have they lungs?

Yes, sea turtles have lungs.  They're reptiles.  So do dragon turtles, sea
snakes, and prehistoric marine monsters like ichthyosaurs, mosasaurs and
plesiosaurs.  Of these, only sea snakes and ichthyosaurs give "live" birth
at sea; the rest have flippers like a seal, and drag themselves onto sandy
beaches to lay their eggs.  Since their hides have water-retaining reptile
scales, not fish-scales, they don't dry out like fish, and as cold-blooded
reptiles, they don't overheat like a beached dolphin does.

Hmmmm... that's an interesting idea for an adventure:  the PCs are hired to
collect up the eggs of a dragon turtle, and must "stake out" an isolated
beach where the females haul up onto shore.  Or conversely, new
construction or egg-eating pirates are encroaching on the once-placid beach
where a huge, but inoffensive breed of marine reptile buries its eggs, and
a druid needs help in protecting this endangered species.

The HW boxed set's claim that lizard men can breathe water is screwed up,
IMHO: breathing air instead of water is reptiles' claim to fame,
evolutionarily speaking, and the lizard-folk are reptiles not amphibians.
I suggest changing it so that the Malpheggi can remain underwater for one
turn per point of Constitution, before they have to come up for air; that's
more than enough to give them an "edge" in the swamps.



>What about BIG whales ashore? They will miss the water even
>if they can breathe the air easily.

Yes, cetaceans would also die on shore.  Big whales would suffer harm every
round, due to their weight and the collapse of their lungs; beached
dolphins and porpoises would use the once-per-turn rates, dying of
heatstroke when they're removed from the cool ocean waters.  Good thinking,
Jamunga!  :-)


None of these "non-fish" sea creatures would have any trouble moving from
fresh to salt water, or vice versa, BTW ... at least, not for a matter of
days or weeks.  They could catch parasites or skin infections from staying
in the wrong habitat, for days on end, but a quick foray into lakes or
rivers just means the water tastes kind of weird to them.  ("Bad water!" --
Darwin the mechanical dolphin, Seaquest DSV)


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Date: Wed, 23 Jun 1999 12:58:20 -0600
From: "Leroy Van Camp III" <malacoda@lesbois.com>
Subject: Re: [MYSTARA] - Halflings and AD&D masters

Jamuga Khan meandered fecklessly...

> We're playing AD&D (  ;-(   ), as one of our newer players volunteered
> to master the group, and the guy is a really big fan of AD&D.
> 
> Last session a halfling appeared and, of course, he was a thief.
> The sole PC halfling in the group is, of course, a thief. O.k., it
> made a little bit of sense as we were in a city where the local 
> rulers had been taken over by demons. Those evil fiends had 
> decided to kill all halflings as the little folk is just too merry.
> They don't like merriness. So I must admit that it makes sense
> that the still surviving halflings are thieves as they are simply 
> better in avoiding to be captured.
> 
> Nevertheless I was annoyed and complained. 

    Ummm... I am confused.  Complained about what?

> My <dear> DM
> explained me that simply most halflings are thieves and that 
> all halfling leaving their homes to visit the world are thieves as
> all other will never have the energy and courage to leave their
> comfortable homes. 
> 
> Has anybody some really good arguments against THIS???



Leroy Van Camp III	
malacoda@lesbois.com 
ICQ #20039817

     "Let's show this prehistoric bitch how we do things downtown."

                    Dr. Venkmen, Ghostbusters




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Date: Wed, 23 Jun 1999 15:01:41 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Halflings and AD&D masters

>Nevertheless I was annoyed and complained. My <dear> DM
>explained me that simply most halflings are thieves and that
>all halfling leaving their homes to visit the world are thieves as
>all other will never have the energy and courage to leave their
>comfortable homes.
>
>Has anybody some really good arguments against THIS???



If you ask me, the whole point of the "Five Shires" Gazetteer was to
present some REALLY good -- to say nothing of munchkinesque ;-D --
arguments against this!  Try recounting some of the history of halflings in
the Shires, their traditions of orc-stomping, privateering, well-trained
militias and so on, to your DM ... and be sure to point out that this is ED
GREENWOOD's work, since Ed's FR-setting legacy makes his word almost the
"voice of God", to many AD&D purists.


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Date: Wed, 23 Jun 1999 14:48:52 PDT
From: Buck Satan <dave_is_rabid@hotmail.com>
Subject: [MYSTARA] - Three things

Well, first of all, let me say it feels good to post to the list after over 
two years (Ive been on the MML for over three years, but I haven't had 
access to a computer regularly, so I had to rely on others to get my e-mails 
for me).

Second, where can I get me one of those 4th edition Mystara spell 
compendiums?

Thirdly, (and I know a lot of you are going to love this), I need some ideas 
for Norworld.  Everyone in my campaign is Thyatian, or at least allied with 
Thyatis, and they actually conquered Norworld in CM1 and kicked the 
Alphatians out.  I want to run M1 Into the Maelstrom and M2 The vengence of 
Alphaks, but those two modules require (or at least depend) on the fact that 
the sissy Ericall is still king.  One of my players is king (it's a shame 
for poor Ericall...), so it would be weird for him to order the other PC's 
around.  Ideas, anyone?


_______________________________________________________________
Get Free Email and Do More On The Web. Visit http://www.msn.com
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Date: Wed, 23 Jun 1999 18:22:38 EDT
From: Magistar2@aol.com
Subject: Re: [MYSTARA] - Night of the Vampire Question

In a message dated 6/23/99 11:48:47 AM Eastern Daylight Time, 
Dennis.Sullivan.Family@worldnet.att.net writes:

<<  Has anyone
 done a revision of the game making use of most or all of the CD tracks? >>

I did, I just made a lot of different assumptions with an extremely advanced 
group of players...
The Lady of The House: A picture of her in the attic dated twenty years ago, 
she hasn't aged a day since...
The Lord of The House: Why is it that he never attended a single meal service?
The Father of the Groom: He doesn't like this wedding, what if he is here to 
ruin it?
et cetera
I also hinted to the players that 'The Vampire' was a title given to a bandit 
lord in the area...and so, by the time stakes came around, they ended up 
splashing holy water, thrusting people into mirrors, and basically checking 
EVERYONE to see if they were a vampire.  It ended with them going upstairs 
planning to stake good old Iajo (I don't have the book in front of me, but I 
believe that that was the guy who was very mean to them.)  He was dead, then 
they moved on and on...until twilight, when the vampire revealed himself at 
the ball, attacking everyone, and then fleeing...
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Date: Wed, 23 Jun 1999 15:46:06 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: Re: [MYSTARA] - Night of the Vampire Question

>The Lady of The House: A picture of her in the attic dated twenty years
ago,
>she hasn't aged a day since...
<snip>
>they moved on and on...until twilight, when the vampire revealed himself at
>the ball, attacking everyone, and then fleeing...
Sounds like a good idea:~)  I think I'll probably steal several of your
ideas to cast suspicion on others...
But i think I'll try to revise it even further... Natasia Troublijca got an
awfully brief mention... I think I'll probably make her the archvillain;~)
Now if only I could find time to write down all these ideas in my head...
Thanks for your input :~)
Patrick

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Date: Wed, 23 Jun 1999 19:47:25 EDT
From: BoBoII@aol.com
Subject: Re: [MYSTARA] - Halflings and AD&D masters

In a message dated 99-06-23 15:02:40 EDT, you write:

<< f you ask me, the whole point of the "Five Shires" Gazetteer was to
 present some REALLY good -- to say nothing of munchkinesque ;-D --
 arguments against this!  Try recounting some of the history of halflings in
 the Shires, their traditions of orc-stomping, privateering, well-trained
 militias and so on, to your DM ... and be sure to point out that this is ED
 GREENWOOD's work, since Ed's FR-setting legacy makes his word almost the
 "voice of God", to many AD&D purists.
  >>

I know we are all fighting the warm and fuzzy factor when visualizing hin, so 
remember that many of us players have had one or two good run ins with a 
nasty bunch of guerilla-war-tactic-using kobolds, who snipe and swipe at the 
party till they are as skittish as the crew in Apocalypse Now.  I would think 
that a good DM can make halflings/hin seem dangerous if they want.

All that said, I am also a fan of the posted race ajustments someone posted 
that that limits non-human strength scores. Since strength in DnD isn't size 
relative like some other systems, I always object to 18 Strength Hin, myself.
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Date: Wed, 23 Jun 1999 19:50:34 EDT
From: BoBoII@aol.com
Subject: Re: [MYSTARA] - Night of the Vampire Question

In a message dated 99-06-23 18:46:56 EDT, you write:

<< I think I'll probably make her the archvillain;~)
 Now if only I could find time to write down all these ideas in my head...
 Thanks for your input :~)
 Patrick >>
What if she is an evil cleric who's manipulating the Vamp?

Or a scheamer with a potion/item of undead control??
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Date: Thu, 24 Jun 1999 01:03:05 EDT
From: Kaviyd@aol.com
Subject: Re: [MYSTARA] - Three things

In a message dated 1999-06-23 17:52:06 Eastern Daylight Time, 
dave_is_rabid@hotmail.com writes:

> Thirdly, (and I know a lot of you are going to love this), I need some 
ideas 
> 
>  for Norworld.  Everyone in my campaign is Thyatian, or at least allied 
with 
>  Thyatis, and they actually conquered Norworld in CM1 and kicked the 
>  Alphatians out.  I want to run M1 Into the Maelstrom and M2 The vengence 
of 
>  Alphaks, but those two modules require (or at least depend) on the fact 
that 
>  the sissy Ericall is still king.  One of my players is king (it's a shame 
>  for poor Ericall...), so it would be weird for him to order the other PC's 
>  around.  Ideas, anyone?

The main problem with running these modules is that kicking the Alphatians 
out of Norwold would not piss off Alphaks -- and these modules definitely
seem to require that Alphaks be hostile to the party.  You will just have to
come up with another reason.  Perhaps Alphaks tries to goad the party
into attacking Alphatia itself, but they had too much sense to try something
that foolhardy?  (If your players don't have that much sense, then you may
have an even more interesting storyline to follow than these modules.)
Whatever you come up with will certainly require a variety of other small
adjustments as well.

As for the new king of Norwold ordering the other players around, the real
question would seem to be whether they swore allegiance to him.  If they
did, then he can order them around; otherwise, he can't.  

But I would think that your real problem is that while Ericall, as an NPC, 
could be counted on to act in certain ways, a player character as king is 
far less predictable and almost completely uncontrollable.  The most likely 
difference is that your king will not send the other players off to deal with 
the menace but will join them in the quest, if anyone goes at all.  It is 
also 
possible that he may come up with some completely off the wall idea for 
handling the problem -- and it will be up to you to deal with the unexpected 
tangent that throws your adventure onto.  But your best bet would be to
provide just enough information that the most reasonable course of action 
seems to be to have a high level party of adventurers (i.e., the king and his 
PC friends) deal with the problem.

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End of mystara-digest V1999 #271
********************************

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mystara-digest        Thursday, June 24 1999        Volume 1999 : Number 272



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - Legacy...
Re: [MYSTARA] - A fish on the dry land
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - programmer's touch
Re: [MYSTARA] - Clerical (and Druidic) Spell Research
[MYSTARA] - More Delivane Items
[MYSTARA] - Fetishes
[MYSTARA] - Hollow World Timeline

----------------------------------------------------------------------

Date: Wed, 23 Jun 1999 23:09:38 -0700 (PDT)
From: Shane Henry <shane_henrymml@yahoo.com>
Subject: Re: [MYSTARA] - Legacy...

- --- Jennifer Favia Guerra <Valerya@webtv.net> wrote:

> When I chose Finland for Soderfjord, I was following
> a vague trend in my own campaign (which I admit
> began by simply "matching" the NR up against IRL
> Scandinavia). Later discussion with Geoff Gander
> helped me more fully form the idea (again, for MC) of
> the Soderfjordan commoners closer to Finnish with
> Norse-like political conventions et al. Just to give
> more color, basically. But I should have gotten
> around to saying so on my page!

     Actually, I particularly like the feel of Finnish culture, so I'm
glad you incorporated it into your campaign.  And of course, in one's
own campaign anything goes!  Also, I unfortunately don't even (yet) own
*GAZ7, The Northern Reaches*, so I don't have much of a "leg to stand
on" other than the RW info I know and the scant references to the NR in
the D&D books I do own.  Be that as it may, one way to include a
Mystaran Finland would be to explain it as paralleling the long time
(c. AD 1155-1809) during which Finland was ruled by Sweden.  This seems
like what you've done IYC, except that you've made the Finns a part of
Norway/Soderfjord instead.  RW Norway was politically divided, and
later subjugated by Denmark and Sweden, during most of that period;
Soderfjord is likewise described as being made up of many independent
jarldoms as well, so I think it is less likely to have the will and
resources to rule a large inland "colony".  That's a reasonable
alteration, but if you wanted to stick more to the RW, then perhaps you
could switch and make the southeastern quarter of Vestland/Sweden
(along the banks of the large river--I don't know the name of it, and
extending straight back to the border with Rockhome and south to
Soderfjord)  into the region with the Finnish commoner population. 
This riverine country could be mostly flat, poorly drained swampland,
conifer forests, and lakeland (like Minnesota and inner Canada) in
order to correspond with Finland's topography.  Finland had (and still
has) pockets of Swedish settlements and there was (and is) much
intermarriage between the two groups.  This suggestion keeps the
multi-ethnic color that you have built IYC's Soderfjord, but matches
the RW more.  You could even say that many Finns fled to, and settled
in Soderfjord when Vestland counquered their homeland--so you could
keep any previous campaign references to "Finnish" commoners in
Soderfjord.  Unfortunately, I don't know to what degree all this
clashes with GAZ7's material.
     Stereotypically, the Scandinavians considered the Finns to be
mystical, primative, and mysterious.  The Finns were usually a couple
steps behind on the technological scale--while the early Germanic
tribes were forming small kingdoms, many of the Finns still organized
in small family-based hunter-gatherer groups.  They were also
stereotyped as being introverted, quiet, and morose in personality,
while at the same time having a closer bond to nature and the spirit
world (I hope I haven't offended any Finnish MML people).  For a great
reference on the Finland, check out
http://ky.hkkk.fi/~k21206/finhist.html#vik and especially the Finnish
national epic, *Kalevala*.
     Finally, a more expansive Mystara-Baltic could be developed, with
maybe M-Estonians on the small southernmost island of Ostland (similar
to the Danish subjugation of the Ests during the 13th century).  And
perhaps primal shamanistic M-Saami tribes lining the hills and
mountains that border Rockhome along the stretch of the Northern
Reaches...but that's for a later discussion!   

Shane

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Date: Thu, 24 Jun 1999 16:50:33 +0200
From: Erewan Laubgaenger <IBON@gmx.de>
Subject: Re: [MYSTARA] - A fish on the dry land

Jamuga Khan wrote:

> > Hmmmm.... I admit I don't know exactly how long it'd take for gills to
> dry
> > out, but I know that critters like walking catfish or mudskippers can
> stay
> > out of the water for at least an hour.  Of course, they're adapted to
> cope
> > with long forays out of the pond, so they're not your average fish....
> >
> > Maybe the standard "drowning" rules can still be used for
> fish-out-of-water
> > PCs, only they'd suffer the effects every TURN, rather than every round.
> > That's a simple "fix", and it would ensure that only the bravest and
> > hardiest members of aquatic races (i.e. high-level ones) have the nerve
> and
> > stamina to stay on shore for long.  Torquera mothers might habitually
> give
> > birth while lying face-up in the surf, very close to shore, so that a
> > midwife can scoop up the baby and run for the beach if the infant is born
> > without gills.
> >
> > For really BIG sea-creatures, like sea giants or krakens, the standard
> > rules could still be used: it's not just that they'd have trouble
> breathing
> > on land, but that sheer gravity would harm such enormous creatures, in
> the
> > absence of the water that usually supports their bodies.  That'd account
> > for the close call that sea giant child had, in PC3, even if we do change
> > the "drowning" rules.  ;-)
>
> Hm, and what about sea turtles? They stay a long time on the
> shores for laying their eggs. Or have they lungs?
>
> What about BIG whales ashore? They will miss the water even
> if they can breathe the air easily.
>
>

sea turles have lungs.
but in water they have better movement conditions so they live in water.
whales could breathe the air easily, but theire skin have to be wet.
if it becomes dry the whale will be die. if the whale is realy a big one
it will have still more problems, because theire surface is bigger.
(sorry for my bad gramma i hope anyone could understand it)
IBON




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Date: Wed, 23 Jun 1999 21:16:19 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

>   Finland is not really "Scandinavian" in language or

But genetic explorations have shown that they Finns 
are much more related to the Swedens, Norwegians, 
Danes and Germans than to the Sames or Karelians
even if these results were not be expected due to the
differences ot the languages.




                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Wed, 23 Jun 1999 21:26:08 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - programmer's touch

> "Eriadna says Alphatia lives" is the message.  It is written backwards
> on the error screen.

sevil aitahpla syas andaire (or in the opposite direction?)

Damn! Obviously I was to tired or too ill to understand it correct.
I only saw the names. But the rest looked SOOO (!) French.



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Wed, 23 Jun 1999 21:33:38 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research

> Not making differences between secular and religious leaders gives a
> strong theocratic connotation to a government, IMO.

This is the question! Maybe we should agree on a definition
of theocracy first?

Mine is: A country ruled directly be the church, and the ranks
of the sub-rulers of the country are those of the church.

An ad hoc example for all who know it: The mystical order ComStar
in the BattleTech universe. Every commander of a station, a
ship or a military unit is a precentor or demi-precentor even if the
position is an absolute secular.



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."

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Date: Thu, 24 Jun 1999 13:49:38 EDT
From: CQuaif@aol.com
Subject: [MYSTARA] - More Delivane Items

All, 

Here's a few more items from Delivane's back shelves.

Hope you like!

Carl Q.

- -


Further Curiosities from Delivane's Museum:

The following items may be found amidst the cluttered shelves and cabinets of 
Delivane's Manor.


Harama's Mirror:

This is a full-length, oval mirror, surrounded by an ornate frame of gilded 
wood carved into the shapes of birds, animals and sea creatures - some 
recognisable, some not. The mirror is of flawless, if slightly smoked, glass, 
which makes the viewer's image appear slightly shadowed. The workmanship is 
exquisite, but hard to identify, even for the most knowledgeable sages; the 
Mirror is obviously ancient, yet miraculously preserved. Delivane found it in 
the ocean, half-buried in sludge, nearly thirty years ago. 

Harama's Mirror was created in the last days of the Lhomarrian Empire, by the 
mage of the same name. Possessing a touch of second sight - or perhaps the 
warning of a kindly Immortal - she resolved to save herself from the coming 
cataclysm by creating an item which could preserve her until she reached 
safety. Her Mirror is a variant Mirror of Life Trapping, designed to hold a 
single occupant, and protected from damage by powerful enchantments 
researched especially for the item. Harama set up command words to allow her 
egress from the Mirror; unfortunately, she found herself unable to activate 
them from inside the Mirror, leaving her a helpless prisoner through the long 
millennia....

An outsider may peer into Harama's Mirror without fear of entrapment; the 
Mirror can hold only one occupant, and is already full. Those who stare at it 
too long, however, will begin to see what appears to be roiling cloud within 
it. Eventually, if they keep watching, a human form will drift towards the 
surface, and begin to communicate telepathically. Harama will relate her 
sorry tale to the listener - her mode of speech is archaic, but she has 
learnt the modern "common" tongue from her observations of the world during 
the last three decades -  hopefully invoking some sympathy for her plight, 
but asking only that he (or she, although she would prefer a man, as they are 
easier to manipulate!) return at some time to keep her company. A few visits 
later, Harama will let slip that there "may be" a way to free her from her 
prison; if a certain sequence of carvings on the frame are touched, and a 
certain phrase spoken, she will be released from the Mirror...if another is 
willing to take her place. She will promise anything, stressing that she will 
return after a few days (she just wants to "feel the sun on her face" once 
more) or that she will find another to replace her saviour in the Mirror (so 
that they can be together at last, etc). It is all lies, of course; Harama is 
a supremely selfish individual - after all, her means of self-preservation 
was built for her alone - and will happily leave her poor victim to his fate 
once she is free, perhaps burying the mirror or hurling it into the sea to 
prevent anyone from discovering her crime. 

If the situation is allowed to reach this stage, the victim's friends will 
have their work cut out for them; both to save their companion, and return 
Harama to the Mirror - she is a powerful mage, with a range of spells unseen 
for millennia on the surface-world. Her stats are left for the DM to decide, 
but she should be powerful enough to prove a dangerous opponent to the 
adventurers, whatever their level; their problem is compounded by the fact 
that she must still be alive to return to her prison.

(NB: those who have played out the WoTI "Corran Keep" adventure will have 
experienced a similar "exchange" in Benekander's Mirror-Shield; PCs who 
remember that experience will probably be more trusting in Harama's word than 
might otherwise be the case. Conversely, if they experience Harama's 
treachery first, it could result in an "interesting" conflict when Rhreddrian 
later asks them to trust him.....)


The Eye of Justice:

This is a 2" diameter, circular gold disk, hung on a heavy gold chain - it 
resembles the kind of ostentatious regalia often worn by Town Mayors on 
official duties. The disk appears plain at first glance, but those examining 
it closely will perceive a faint image of a human eye lightly carved on the 
surface. The item appears to be of ancient Milenian manufacture; it radiates 
strongly to those detecting for magic.

The Eye provides its wearer with a number of visual enhancements. The wearer 
possesses continuous Infravision and the ability to Know Alignment (visible 
as a coloured aura about the subject), both as per the spells. The wearer may 
call upon the Eye to provide the powers of See Invisible and Detect Magic 
upto twice per day each, and once per day may use the item to generate a 
Wizard Eye; these powers may be used one at a time, and cancel the continuous 
powers for as long as they are active. Once per month the wearer of the Eye 
may use it to provide Truesight for upto three turns.

The Eye of Justice was created during the height of the surface-world 
Milenian Empire, and was the property of the Senate, who used it to maintain 
order amongst both its petitioners and its members until approximately 200 
BC, when it was stolen at the instigation of several corrupt Senators in the 
employ of Emperor Chronoson III. Its loss was, in a small way, part of the 
reason for Milenia's slow descent into decadence and decay.   


The Fire Key:

This is a large key, nearly 6" long, carved from a single piece of rose 
quartz. If seen in the dark, the crystal appears to glow softly from within, 
although the illumination is far too faint to function as a light source. A 
short phrase is carved on its length, in an alphabet unknown on Mystara 
(requires a Read Languages spell to comprehend it). This translates into the 
word "Quartha", which is the Key's command word.

If the Key is touched to any lock, and the command word spoken, the lock 
opens as if affected by a Knock spell (effective against Hold Portal and 
Wizard Lock spells as if cast at 10th level). This ability may be used once 
per day. The Key's inner radiance dims to nothing once the magic is invoked.

On the night following any day that the Key's power is not used up, the 
holder experiences strange dreams; fragmentary details may be retained, 
involving robed figures with their faces hidden in shadow, the image of a 
huge black Unicorn, and a huge door made of the same rose quartz the Key 
itself. 

The Fire Key did not originate on Mystara; it was recovered 50 years ago from 
the body of an unknown, blue-skinned humanoid in the Cruth Mountains, who was 
apparently slain by a tribe of Goblins (although, judging by the mound of 
Goblin corpses, the alien being evidently sold his life dearly). Having 
passed through many hands through the years, it eventually ended up in 
Delivane's Museum, where it currently resides.

Delivane believes that the Fire Key is one piece of a much larger object - 
the "Crystal Door" shown in the dream - and is, quite literally, the key to 
its power. Where this Door may be found, whether on an alternate Plane, an 
alien world or some far-distant time, is as yet unknown; no other members of 
the dead alien's race have ever been encountered, and the spells Contact 
Outer Plane and Lore reveal nothing of the Fire Key's history before its 
arrival on Mystara. If the remains of the former bearer could be found, and 
its spirit conversed with via a Speak with Dead spell, perhaps more details 
could be uncovered.... 

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Date: Thu, 24 Jun 1999 13:49:43 EDT
From: CQuaif@aol.com
Subject: [MYSTARA] - Fetishes

All,

Here's something which got some nice comments on the MMB this week; thought 
I'd see what the rest of you thought.

Comments, please?

Carl Q.

- -

Fetishes:

These are primitive, crude magical items, made from pieces of other beings 
and intended to confer some power over the creature concerned, or impart a 
portion of their power to the user. Because they are usually quite poorly 
preserved, if at all, fetishes tend to have either a limited number of uses 
or a finite period of usefulness. Fetishes are most often made and employed 
by humanoid Shamans and Wokani who, because of their limited clerical or 
magical prowess and crude working conditions, are unable to create more 
powerful and permanent items.

Most fetishes are created using long, difficult and somewhat nauseating 
ceremonies. The following spell forms an integral part of many of these:-


Preserve Essence
Level: 3 (Shaman) or 2 (Wokan)
Range: 5'
Duration: variable
Effect: enchants a fetish
This is the catch-all spell which allows the highest-level Shamans and Wokani 
to create objects of power. Shamans invoke the aid of their Patron Immortal 
to imbue the item with an infinitesimal portion of their Immortal essence; 
Wokani drain a little of their own life-energies into the item to achieve the 
same effect. Each version has its advantages and disadvantages: The Shaman 
must rely on the good offices of the Immortal, who may or may not comply with 
their request, but rarely lose something of themselves in the process, whilst 
Wokani are more certain of success, but sacrifice XP to achieve their goals. 

The duration of the spell varies, depending on the power of the item. It can 
take anywhere between a few hours and a few days to cast, and almost always 
involves much chanting, dancing, and use of ritual objects and powders. When 
creating a fetish, both Shamans and Wokani must make a Save vs. spells to 
succeed. The following modifiers may apply to the roll:- 

Shaman:

- -1 per level of the effect (if a non-spell effect, the DM decides what level 
the modifier should be).
- -1 per item already enchanted in the last month (the Immortals don't like 
being bothered too often).
+1 per level of Shaman over 6th.
+1 - +3 for each propitiatory sacrifice made in the last month.

NB: if the Shaman fails his roll by 6 or more, the Immortal is displeased; 
apart from a failed enchantment attempt, the Shaman suffers a Curse of some 
kind, and a -2 penalty to his next enchantment roll. If the failure is by 10 
or more, the Immortal is gravely displeased; the result could be loss of 
experience, denial of spells for a set time, or even death (DM's decision). 
Conversely, if the roll succeeds by 6 or more, the Immortal is pleased, and 
may grant the fetish additional powers (again, DM's decision).

Wokan:

+1 per additional 100 XP sacrificed during the ritual (at least 100 XP per 
level of effect must be sacrificed as a matter of course - this "basic" 
sacrifice provides no bonus to success). 

NB: if the Wokan fails his roll, the XP is lost anyway. if the failure is by 
6 or more, roll 1d6; this is the amount of additional XP (in multiples of 
100) that are lost by the Wokan. A roll that succeeds by 6 or more may cause 
the fetish to gain additional powers at no extra cost (DM's decision).

Assuming the roll is successful, the spellcaster now has a working fetish. 
The powers of the item, the frequency of use, and the duration of the 
enchantment, are up to the DM. 

NB: the name "Preserve Essence" was coined for this enchantment by the Sage 
Uriman of Darokin, who made a lifelong study of primitive and humanoid 
magics; the humanoids themselves have as many names for it as there are 
different races or tribes, most of which do not translate into the Common 
tongue.


Some example fetishes are outlined below:-


Ear of Hearing:

This item is the ear of a still-living creature which is cut from its head. 
Part of the enchantment process involves boiling the ear in vinegar for 
several hours, giving it the consistency of leather. Holes are then punched 
in the ear to allow it to be worn on a thong around the caster's neck.

When grasped and placed to the caster's own ears, an Ear of Hearing allows 
the caster (only) to hear anything the Ear's former owner can at that moment, 
so long as the former owner is still within 50 miles of the caster. Using an 
Ear of Hearing takes great concentration; the caster cannot take any other 
actions while doing this. The Ear may be used in this fashion once per day, 
for upto three Turns. No further powers are conferred by the enchantment (but 
see the spell Whispering Madness, below). 

An Ear of Hearing is one of the more durable fetishes, and can last for upto 
10 years before rotting into uselessness, if not damaged. A caster may own as 
many Ears of Hearing as he can enchant, although only one can be used at any 
one time.


Whispering Madness
Level: 2
Range: touch
Duration: 3 Turns
Effect: permits 1-way communication
This spell, when cast by a Shaman or Wokan on an Ear of Hearing, enables the 
caster to speak into the Ear and be heard by its former owner, so long as 
that being is within 50 miles of the Ear. The voice (as heard by the target) 
is distorted and inhuman; those who hear such a voice may believe they are 
going mad, hence the name of the spell. Often cast at night, the spell 
disrupts the target's normal sleep patterns, leaving them susceptible to the 
commands of the speaker (save vs. spells, with -1 on the roll for every week 
of disturbed sleep). 

The caster of this spell cannot use an Ear of Hearing for both speaking and 
listening purposes on any one day.


Teeth of Mastery:

These are canine or other teeth, taken from a normal or giant animal, worn 
about the neck on a cord.  The donor may be living or dead. The average 
necklace has anywhere from three to nine teeth, which must all be from the 
same species of animal.

Once enchanted, they may be used to attempt to control individuals of that 
species as a Ring of Animal Control. The creature must be captured, and the 
Teeth anointed with its blood (only a small sample is required for this). The 
controller must match his Will (Intelligence + Wisdom) score against that of  
the creature to command it; if successful, the creature serves as if Charmed. 
The controller may make one such attempt (including the anointing) per day 
until successful. The controlled creature is permitted a saving throw vs. 
Spells once per week to throw off the enchantment; if it succeeds, it will 
either seek out and destroy its former master, or run away at top speed (DM's 
choice). Each necklace can control one individual at a time, and must be worn 
at all times to maintain control. A controller may wear and use up to four 
necklaces at any one time.

 The number of Teeth on a particular necklace may give a bonus to the command 
attempt. Three teeth is normal, five is +1, seven +2, and nine +3. However, a 
spellcaster who attempts to enchant more Teeth than the basic three lessens 
his chances of success by the same levels.

Once a controlled beast is either killed or breaks free, the Teeth of Mastery 
may be used to ensnare another individual. The Teeth may be used in this 
fashion 1d6 times (rolled when they are first enchanted) before losing their 
enchantment and crumbling into dust. Anyone can use the Teeth of Mastery, 
whether they enchanted them or not.


Cloak of the Bear:

This is a coarse, uncured pelt taken from a grizzly, brown, or black bear 
(depending on the region). The head of the bear is still attached, and is 
worn on the user's head, with the pelt cascading down the back. The Cloak is 
enchanted to grant the wearer some of the bear's natural abilities. So long 
as the Cloak is worn, the wearer gains -1 to AC and +1 to strength.

To create this item, The newly-dead bear must be skinned as part of the 
enchantment ceremony, then the bones and offal burned, and finally the ashes 
(mixed with powdered herbs) sprinkled over the pelt. The whole ceremony takes 
roughly 24 hours. 

Other items may be manufactured in a similar way; for instance, a Bonnet of 
the Eagle would provide enhanced vision, while a Cheetah Cape would grant 
doubled running speed over short distances. Beasts from other climes might 
give even greater powers. To use the original example, a Cloak of the Polar 
Bear could function as a Protection from Cold spell in addition to its other 
powers. 

Such items hold enchantment poorly; a typical Cloak of the Bear will remain 
enchanted for 1d6 + 2 months before rotting so much as to be unusable. Long 
before this, of course, the stench from the decaying pelt will make wearing 
it unpleasant in the extreme for anyone with a sense of smell....


Gri-Gris:

These are totem sticks, made from pieces of wood or bone and wrapped with the 
skin or hide of a particular creature, intelligent or not. Pieces of bone, 
stone fragments, or bits of shell are tied to the Gri-Gri in order to make 
rattling noises when shaken.

Gri-Gris, like the Teeth of Mastery, grant the Shaman or Wokan some control 
over the species of whatever creature is used to make it. In this case, it 
grants a bonus to success (or penalty to saving throws for the targets) for 
spells cast on that species. Examples of effects include penalties to saving 
throws for half damage, enhanced chances to hit, or reduced chances to shrug 
off the spell in question. adjustments to rolls should range from +/-1 to 
+/-3, depending on the creator's wishes when making it (each point should 
alter the creator's save vs. spells by -1). The Gri-Gri cannot be used in 
conjunction with any other magical item (such as the aforementioned Teeth of 
Mastery). 

A typical Gri-Gri will last for a year, if not damaged, before losing its 
power. A Shaman or Wokan may have any number of Gri-Gris, but only one may be 
used at any time.
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Date: Thu, 24 Jun 1999 11:04:01 -0700
From: Andrew Theisen <jsmill@wans.net>
Subject: [MYSTARA] - Hollow World Timeline

In the vein of Daniel Boese's complete Mystaran timeline, I thought I'd go
ahead and do one for the Hollow World. It isn't nearly as long and filled
out as the outer world timeline (wonder why? :), and it's got a lot of
entries that are just names of battles (primarily from the Milenian Empire
map) which weren't expanded upon. It also has birthdates on it, which DB's
doesn't. Anyway, here goes:

- ---------------
begin timeline
- ---------------

Hollow World Timeline

BC 10,000: The Brute-Men race is on the decline in the outer world. They
are gradually being replaced by hardier, more adaptable races- the Neathar
men, dwarves, elves, and halflings. (PWA1012)

BC 6000: The Hollow World is very sparsely populated. Many regions are
inhabited by giant reptiles which are now extinct in the Outer World; the
only sentient race in the Hollow World is a species of Neanderthal-like
near-human. (HW)

BC 5500: Powerful burrowing monsters created by Thanatos infiltrate the
Hollow World and begin to corrupt the Brute-Men culture there. (HW)

BC 5300: The Brute-Men tribes begin to fall upon one another in savage,
irrational wars. These wars rage, off and on, for three centuries. (HW)

BC 5000: The Immortals destroy the corrupt elements of the Brute-Men
culture, and then cast their Spell of Preservation on the Hollow World;
now, sentient races placed within the Hollow World will always retain their
distinctive characteristics. (HW)

BC 4000: With the situation on the outer world relatively stable, the
Immortals confine themselves to placing a few human tribes and a few animal
spcies within the Hollow World; this is a time of comparative peace there.
(HW)

BC 3500: A large number of Neathar tribes are placed in the Hollow World so
that the original Neathar culture will be preserved. They are placed to the
north of the great equatorial mountain range, away from the Brute-Men. They
swiftly grow in numbers and spread in all directions through the northern
hemisphere. (HW)

BC 3300: Ka now implements Korotiku's ideas for a massive center of mortal
knowledge in the Hollow World. He instructs certain very wise beings of all
sentient races to travel to a very secluded mountain valley; there, they
are to interact, to build a great library, to accumulate and exchange
knowledge. This secret library, protected by Ka all through its history, is
to become the Lighthouse. (HW)

BC 3000: The Blackmoor explosion catches the Immortals off-guard; they
cannot summon enough power to prevent its most harmful effects. The
Blackmoor civilization is eradicated before they can preserve any part of
it. The Oltec and Azcan races are threatened with imminent extinction by
the changing climate brought about by the Rain of Fire, so large numbers of
both tribes are magically whisked to the Hollow World. They are placed in
the land to the north of the great equatorial mountain range; the Azcans
are located in the forests next to the sea, which they name the Aztlan
Ocean. The Oltecs are placed to their southeast, with a great swamp
separating them and the Azcans. Both races encounter the numerous Neathar
tribes; the Oltecs leave them alone, while the Azcans wage war on the
Neathar, always trying to expand their borders. (HW)

BC 3000-2500: Ka and his ally-Immortals must spend hundreds of years and
incalculable magical energy to prevent the sudden change in the planet's
axis from destroying whole regions of the Hollow World. The Immortals
create new, gigantic, fog-clad openings to the outside world at the
location of the new poles, and seal up the former (smaller) polar openings.
They also work madly to preserve numerous Known World human tribes from
extinction; these include some of the Tanagoro tribes. The Tanagoro are
placed in the plains south of the great equatorial mountain range, south
and west of the Brute-Men; the Tanagoro think of those races as monsters
and keep well away from their hills and mountains. (HW)

BC 2410: It is obvious to the Immortals that the southern elves are doomed,
but this leaves them with a quandary. They want to preserve that elvish
culture, but not the technologies which nearly destroyed the world. They
settle on a compromise: They will magically alter the devices upon which
the elves have grown so dependent, so that these devices will operate in
only one certain valley in the Hollow World. That way, the dangerous
sciences of Blackmoor cannot infect any other part of the Hollow World.
Many of the elves of the southern continent are transplanted to the Hollow
World. They are placed in a warm, volcanically-heated series of valleys
near the southern polar opening, far away from any of the other Hollow
World cultures. (HW)

BC 2400: The Immortals are intrigued by the Beastmen. Since they are now
beginning to breed in recognizable strains, the original "chaotic" race is
threatened with extinction. The Immortals take a few Beastmen tribes,
magically restore them to their original chaotic state, and lead them to
the Hollow World. They don't magically transport the Beastmen into the
Hollow World; they inspire one leader/colonizer to lead followers
northward, and those Beastmen eventually wander their way into the Hollow
World. They settle in the icy lands near the northern polar opening. (HW)

BC 1800: The dwarves transplanted to the Hollow World, who mostly belong to
the Kogolor clans, thrive in their new lands. They have been placed in
eastern mountains just north of the great equatorial mountain range, fairly
distant from other sentient races; they have occasional contact with the
Neathar tribes to the north and west, but are largely left to their own
devices. (HW)

BC 1722: The Immortals Odin and Thor have sent whole Antalian tribes into
the Hollow World, placing them in icy lands south and east of the Beastmen
territories. The Antalians thrive in their new home, happily fighting among
themselves, with the Beastmen to the north and with the Neathar tribes to
the southwest. (HW)

BC 1650: A surviving clan of Glantrian elves from the outer world finds its
way to the Hollow World through thousands of miles of subterranean
passages. The tribe emerges in lands thickly occupied by hostile Neathar
tribes and dinosaurs; they migrate northward, to lands similar to frozen
Glantri, and settle in the mountains south of the Beastmen and west of the
Antalians. They call their new land Icevale. (HW)

	Atziann, elf-king and sole survivor of his clan, emerges in the Hollow
World near the Azcan capital; fascinated by them, and using his magic to
move unseen among them, he stays with the Azcans for several years before
embarking on his own path to Immortality. (HW)

BC 1600: The Immortal Tarastia preserves several clans of the
self-destructing Jennite culture, choosing to save only the more
traditional horde. She transfers them to the Hollow World, placing them in
the southern hemisphere, south of the forests and plains occupied by the
Tanagoro tribesmen. The Jennites begin a fierce rivalry and occasional
warfare with the Tanagoro men. (HW)

BC 1500: The elf-king Atziann, now calling himself Atzanteotl, achieves
Immortality in the Sphere of Entropy and begins his plans to corrupt the
Shadow Elves and the Azcan race. He begins whispering to selected Shadow
Elves and Azcan rulers of the power and glory he can bring them, and lures
them away from their faiths. Increasing numbers of Shadow Elves (especially
those of the Schattenalfen clan) turn from the worship of Rafiel to that of
Atzanteotl; likewise, many Azcans turn away from Otzitiotl and Kalaktatla.
(HW- note that Shadow Elves didn't begin to worship Rafiel until finding
the Refuge of Stone in 1104 BC- see GAZ13)

BC 1494: A terrible plague strikes Chitlacan, killing almost two-thirds of
its population. Atruatzin, himself a survivor of the disease, is driven
from Chitlacan by his rivals, who are secretly supported by the Immortal
Atzanteotl. Atruatzin and his loyal followers retire to the mountain
fortress of Quauhnahuac. (HWR1)

BC 1484: Driven by the whispers of Atzanteotl, and his own fears that
Atruatzin may reclaim the throne, the treacherous new Azcan emperor leads a
massive assault on Quauhnahuac. Everyone found in the fortress is slain or
sacrificed, but of Atruatzin there is no trace. The priests curse the land
on which Quauhnahuac is built, and sow salt among the ruins. (HWR1)

BC 1470: The Chochomecs (an Azcan tribe) desert Atacalpa, migrating to
Oltec lands of the east. (HWR1)

BC 1468: Atruatzin and his followers find a resting place, where they build
a temple to the old Immortals. They name it Mictlan, after the legendary
land of the dead. (HWR1)

BC 1420: The underground elven wanderers stumble upon Mictlan, and
overthrow the humans. Those elves who have been seduced by Atzanteotl
declare that the temple is sacred to him, and he has given them victory
over their enemies and a place to call home. These elves become the
Schattenalfen. Most of the elves are uneasy about this alien Immortal, but
they are weary, and so they settle and build the city of Aengmor. Atruatzin
escapes alone. (HWR1)

BC 1400: A colonizing party of Shadow Elves, mostly Schattenalf followers
of Atzanteotl, retraces the path of that earlier, lost expedition, and
finds the Hollow World. They emerge just north of the great equatorial
mountain range, right in the middle of the Kogolor dwarf territory. They
immediately begin a war against the dwarves, whose lands they want. The
Immortal Kagyar causes Denwarf, the former leader of the Outer World's
dwarves, to help the Kogolors against the Shadow Elves. (HW)

BC 1395: The Schattenalfen are badly beaten by the Kogolor dwarves and must
break off the war. They continue traveling west, to an area not infested
with dwarves, and settle there. But due north of their new lands are the
Azcans, whose culture and architecture are disturbingly and insultingly
like theirs (a result of Atzanteotl's guidance of the Schattenalf culture,
though they don't know this); the Schattenalfen hate these people, whom
they see as a mockery of their culture, and begin an ages-long war with the
Azcans. (HW)

	Kagyar places Denwarf in a state of suspended animation, transferring him
to a cavern deep beneath the Dengar caverns of Rockhome. (HW)

BC 1290: Atzanteotl surrounds Aengmor with lava, slaying many underground
elves. The survivors flee into the deepest tunnels and recesses below the
Broken Lands. (GAZ13)

BC 1000: In the wak of the humanoid invasions, the Immortals are quite busy
selecting endangered cultures for preservation in the Hollow World. The
Traldar and many other cultures are preserved in this fashion. The Traldar
are placed on the coast of the Aztlan Ocean right where the great
equatorial mountains reach the ocean; they call that body of water the
Atlass Ocean. They're south of the Schattenalfen and north of virgin
territories. They quickly spread out to inhabit all their mountainous
seacoast lands. Not cooperative enough among themselves to form an empire,
they occupy themselves with pirate raids into Azcan territories. (HW)

	Many Makai are transplanted to the Hollow World to preserve their culture
in the face of Nithian assimilation. Placed in an archipelago south of the
equator, they resume their carefree, peaceful existence. (HW)

	Meanwhile, an expedition of Shadow Elves leaves the City of Stars in an
effort to find the path to the surface world. Instead, they find their way
to the Hollow World, where they are fatally poisoned by the rays of the
eternal sun. Some of them make it back to the City of Stars with news of
their voyage, but all soon perish. (HW)

BC 900: Atruatzin visits Quauhnahuac. (HWR1)

BC 896: First Shadow Elf exploration to the surface world ends in disaster
with few survivors. They find only a fiery, deadly, red sun. (GAZ13- note
similarity to BC 1000 entry above)

BC 795: Atruatzin completes the Path of the Polymath and achieves
Immortality; he joins the Sphere of Matter. (HWR1)

BC 500: The Immortals gather up great numbers of Nithians, those untouched
by the evil of Thanatos and Ranivorus, and transplant them to the banks of
a great river similar to the River Nithia in the Hollow World. They swiftly
rebuild their civilization. They are near only to the Tanagoro warriors and
Jennite riders to the west; they begin on-again, off-again wars against the
Tanagoro and Jennites to seize their fertile plains and acquire slaves. (HW)

	With the destruction of the Nithians, the Immortal Pflarr, insulted by the
Nithians' betrayal, turns his back on the outer world. He turns his
attention to the Hollow World Nithians, and sets up a colony of Hutaaka in
a sheltered valley of the Hollow World- west of the Brute-Men, north of the
Nithians. (HW)

	The Immortals also cure and transport remnants of the Malpheggi lizard men
race to the Hollow World, placing them in the great swamp between the
Azcans and the Oltecs. Both the Azcans and the Schattenalfen find mercenary
allies among the Malpheggi. (HW)

	Kepher becomes the first Pharoah of Nithia in the Hollow World. (HWR2)

BC 492: The Immortal Karaash takes pity on a band of particularly valiant
orc-warriors led by their chieftain, Krugel. Trapped by dwarves during
their assault on Rockhome, surrounded in the Sardal Pass, and in imminent
danger of being wiped out, they demonstrate ferocity and gallantry unusual
in orc-warriors. Karaash transports them to the Hollow World, to the arid
plains north of the Kogolor dwarves. (HW)

BC 450: Krugel, leader of the Hollow World orcs, dies. In his lifetime, he
has transformed a couple of hundred followers into a well-trained,
well-motivated, well-supplied horde of conquest minded plains riders, who
now take his name to honor him. They will be called the Krugel Horde. They
continue to attack and sack communities of the Neathar to the west and the
Kogolor dwarves to the south. They do not want to conquer lands; they want
loot. (HW)

BC 322: A Schattenalfen attack annihilates the southern Azcan city of
Axateotl for the seventh, and last, time. (HWR1)

BC 250: The Immortal Korotiku, charmed by the cleverness and ruthlessness
of the pirates of Thyatis, transplants several communities of them to the
Hollow World, establishing them in equatorial islands not far from the
territories settled by the Traldar. He has conceived an interesting
experiment for the Hollow World. He's decided that it would be interesting
to populate one area of the Hollow World seas with pirates, creating a new
culture which is exclusively piratical. (HW)

BC 100: The newly-transplanted Milenians begin to reforge their
civilization along its original lines. Placed on the virgin seacoast far
south of the Traldar lands, they have the warlike Tanagoro and Jennite
races to their east. They build their empire on the coast and in lands
seized from the Tanagoro and Jennites, who become their recurring enemies.
(HW)

AC 50: An Alphatian wizard, by magical experimentation with wood-imps and
pixies, creates a small humanoid race he calls the Kubitts. They average a
foot and a half tall; he gives them their name from an old Milenian word
for the measurement a foot and a half. He makes them independent and
strong, but when he tries to force them to perform deeds against their
wishes, they rise up against him and kill him. The Immortal Vanya, smitten
by these diminutive warriors, transplants the entire race to a hidden
jungle valley in the Hollow World. (HW)

AC 319: The Battle of Antistis is fought. (HWR3)

AC 322: The Battle of Thessamera is fought. (HWR3)

c. 400-500 AC: The Flamaeker gnomes of Serraine, while test-firing a new
steering device for the flying city, accidentally tear off the section of
the city housing their clan, and rocket into outer space. They are rescued
by the Immortal Garal Glitterlode, who transports them to the Hollow World.
There, removed of their memories of the event, they are placed on one of
the small floating islands that orbit the Hollow World sun. Eventually,
they create a device that will allow them to steer the flight path of their
new home. (PWA1010)

AC 422: The Battle of Corisa is fought. (HWR3)

AC 425: Minrothad traders unwittingly introduce lycanthropy to the outer
world nation of Sind. Shapeshifters already present in Sindhi society seize
the opportunity to ally with the lycanthropes, and begin to take over the
nation. Fearing this would irrevocably alter the Sindhi culture, the
Immortal Ka transports nearly half of the population to the Hollow World,
on an island in the Anathy Archipelago. They name their new nation
Shahjapur. (PWA 1011, CoM)

AC 431: The Battle of Philipponia is fought. (HWR3)

AC 442: The Battle of Hierophrastes is fought. (HWR3)

AC 490: Kobolds invade gnomish holdings in the Falun Caverns, in the outer
world nation of Soderfjord. In danger of being utterly destroyed, the
Immortals transport several of the gnomish clans to the Hollow World. One
such clan, the Valoin, is placed upon a tiny island orbiting the Hollow
World sun. There, they are free to experiment with their flying gas bags,
eventually inventing a device that allows them to steer the course of their
flying island. (PWA1010)

c.500 AC: Phaistos is born in the town of Pharos. (HWQ1)

	Hutaatep, last of the southern Pharoahs of Nithia, rules in Ranak. Upon
his assassination, the palace of Turak is sealed. (HWR2)

AC 500: Korotiku now transfers whole pirate villages of Ostlanders to the
Hollow World, placing them among the other pirates. Within a few
generations, the Ostlanders merge with the other pirates. (HW)

c.527 AC: Phaistos receives a vision from Halav, and makes a pilgrimage to
a magical fountain. Upon drinking from the fountain, he becomes the oracle
of Halav. (HWQ1)

AC 515: The Battle of Epithon is fought. (HWR3)

AC 535: A fleet of Merry Pirate vessels pillages the town of Pharos. The
Imperial Navy of Milenia manages to intercept the pirate fleet, and traps
them in narrow waters where they lose the advantage of their speed. The
Merry Pirates are destroyed in the Battle of Pharos by the Milenian Navy.
(HWR3)

AC 612: The province of Pelai attempts to secede from the Milenian Empire.
Outraged, the Emperor and Senate agree to send the full might of the
Imperial legions upon the rebels. The secession is quelled at the Battle of
Pelai, though anti-imperialist sentiment remains to this day. (HWR3)

c.650 AC: The female king of the Northern Delta in Nithia passes on. There
will not be another female king of the region for nearly 350 years. (HWR2)

AC 657: The Battle of Platea is fought. (HWR3)

AC 658: The Battle of Palleas is fought. (HWR3)

AC 659: The Battle of Cythera is fought. (HWR3)

AC 672: Bergeya is born. (PWA 1012)

AC 687: Rollodir is born. (PWA 1012)

AC 700: The Immortal Korotiku adds Hin (halfling) and human pirates from
the Ierendi islands to the area he calls the Merry Pirate Seas. (HW)

c. 768 AC: The Blood Brothers, Koresh Teyd and Simm of the Grasping Dark,
are created by the dark magicks of a Nithian sorceror. (HWA3)

AC 772: Catriata is born. (PWA 1012)

AC 778: The steering mechanism that allows the Flamaeker gnomes to control
the flight path of their flying island jams, sending it on a collision
course through the Hollow World skies. It smashes into the flying island of
the Valoin gnomes, inextricably linking the two islands, and destroying the
flying mechanisms of both. The new flying continent of Valoin-Flamaeker is
forever stuck in its new orbit. (PWA1010)

c.795 AC: The Blood Brethren have managed to bring the Nithian Empire under
their control, through the use of powerful magicks. The Nithian Pharoah
himself bows to their will. (HWA3)e

c. 800 AC: The Blood Brethren are forced to flee the Nithian Empire while
being pursued by a Nithian mob. They manage to escape to the outer world in
the belly of one of Thanatos' annelid burrowers. (HWA3)

AC 800: Caryldian is born. (HWAdv)

AC 814: A massive Schattenalfen invasion is turned back at the Battle of
Huixtla. (HWR1)

AC 815: The attempt to carry the war onto the Schattenalfen lands ends in
ambush and disaster at the Battle of Wondyviel. (HWR1)

AC 867: Olynthos is born in the town of Demtor. (HWQ1)

AC 883: Olynthos becomes a professional wrestler in the Milenian Empire.
Though a talented athlete, he is eventually expelled from the Games for
cheating. Disgruntled, he joins the Imperial Army. (HWQ1)

AC 899: Olynthos, now a gifted politician, manages to be elected Senator.
He serves several terms before finally being elected Emperor of Milenia.
(HWQ1)

AC 900: The Immortal Thanatos begins to spread his influence among the
Shahjapurans, through support of such sects as the Kirtanta, a group of
assassins. (PWA1010)

AC 902: Bifric is born. (PWA 1012)

AC 920: Eriadna is born. (PWA 1012)

AC 935: Manpac Sun Watcher is born. (PWA 1012)

AC 940: A boatload of refugees from the Stonecarver culture, driven ashore
by a titanic hurricane, found the town of Colima. (HWR1)

AC 942: The Azcans defeat the Schattenalfen at the Battle of Ploiec, and
are consequently able to maintain the Tepetitlan gold mines. (HWR1)
	
	Chupicuaro is born. (HWR1)

AC 944: Kiuss is born. (PWA 1012)

AC 946: Irila Kaze is born. (HWA3)

AC 947: Amnethon is born. (HWR3)

	Strabos is born. (HWR3)

AC 948: Xanthipon is born. (HWQ1)

AC 949: Birth of Moctitlapac, future Tlatoani of the Azcan Empire. (HWR1)

AC 950: Adronius is born. (PWA 1012)

AC 952: Necco the Black is born. (PWA 1012)

AC 954: Kjodar Triudar's Son is born. (PWA 1012)

	Al Fatmah Nikita-Ahmed is born. (HWR2)

AC 957: Pythion is born in the city of Dophius. (HWR3)

	Caracanomnos is born in the Valley of Night, in the Milenian Empire. (HWQ1)

AC 959: Amnethon becomes the youngest student ever accepted into the
Imperial Academy of the Arcane. (HWR3)

c. 960 AC: Permon, future Vizier to Ramose IV, is born. (HWR2)

AC 960: A group of Heldannic Knights, exploring outside of Mystara's
Skyshield, discover the northern polar entrance into the Hollow World.
After crash-landing in the anti-magical zone around the entrance, they
manage to drag their ship through the opening until it is able to fly once
more. After exploring the new world, they find and settle a small island in
the Anathy Archipelago which they name Stonehaven. (PWA1010)

	Strabos' father is killed and his family sold into slavery for the
harboring of a fugitive. (HWR3)

	Al Fatmah Nikita-Ahmed is drafted into the army of Nithia. (HWR2)

	Djemun, future nomarch of Menkara, is born. (HWR2)

AC 961: Zorok is born. (PWA 1012)

AC 963: The Azcans discover the Stonecarvers at Colima, and send a small
troop to wipe them out. The Colimans prevail, however, and maintain their
way of life. (HWR1)

	Moctitlapac's eldest brother falls down the length of the Pyramid of
Atzanteotl, breaking his neck and dying. None suspect it was no accident.
(HWR1)

	Dogrel is born. (PWA 1012)

AC 965: Haldemar of Haaken, captain of the Princess Ark, enters the Hollow
World through the southern polar opening. He and his crew embark on many
adventures therein before exiting once more through the southern opening.
(Dragon Magazine #161)

AC 966: Jan Hembeek is born. (PWA 1012)

	Al-Belak, future king of the Southern Delta of Nithia, is born. (HWR2)

AC 967: After the last of his brothers dies in an "accident", Moctitlapac
becomes the single claimaint to his father's throne. (HWR1)

	Tythus is born in Corisa. (HWR3)

AC 968: Krameos is born into one of the wealthiest families of Milenia. (HWR3)
	
	Malinalxoch, daughter of Moctitlapac, is born. (HWR1)

AC 970: Ramose IV is born. (PWA 1012)

	Tibernos is born, in Tyrnus. (HWQ1)

	Senkha is born. (HWR2)

AC 971: Ug-Rum is born. (PWA 1012)

AC 972: Moctitlapac is installed as Tlatoani- Emperor of the Azcans. (HWR1)
	
	Anna von Hendriks is born. (PWA 1012)
	
	Dagos is born. (HWR3) 

AC 973: Myrina is born to a wealthy family of Corisa. (HWR3)

AC 974: Helentia if born, the daughter of a wealthy Citizen of Corisa. (HWR3)

	Hestios is born. (HWQ1)

AC 975: Korolo Togoro is born. (PWA 1012)

AC 977: Raya is born. (PWA 1012)
	
	Amnethon is elevated to the status of High Magus of the Imperial Academy
of the Arcane. (HWR3)

AC 978: Heldannic explorers in the Hollow World become aware of the
existence of the gnomish nation of Oostdock, on the floating island of
Valoin-Flamaeker. They covet the hot-air powered dirigibles of the gnomes,
and make efforts to conquer the island. (PWA1010)

	Geredek is born. (PWA 1012)

AC 979: Karl Hundkopf is born. (PWA 1012)

AC 980: Adronius is elected Senator. (HWQ1)

	The Battle of Tihuantepec is fought, in the Azcan Empire. The Azcan
general, Otziltipac dinstinguishes himself in his defeat of Neathar
invaders. (HWR1)

	Al Fatmah Nikita-Ahmed joins the medjay (secret police) of Nithia. (HWR2)

AC 98: Zorena, daughter of Zorok, is born. (HWAdv)

AC 982: Azcotica is born. (PWA 1012)
	
	Na-Do is born. (PWA 1012)
	
	Tiradon is born. (PWA 1012)

AC 984: Dagos is initiated into the priesthood of Halav in Corisa. (HWR3)

	Tythus' father is assassinated by a political rival. Disgusted, Tythus
joins the Imperial Army. (HWR3)

985 AC: Adronius is elected Emperor of Milen. (HWQ1)

	Trudar is born. (PWA 1012)

	Kano Arrow's-Whisper, son of Queen Doth of High Gobliny, is born. (HWA1)

987 AC: Emperor Adronius and Myrina are married. (HWR3)
	
	Chupicuaro is appointed Huitlaktima Teohuatzin- Atzanteotl's High Priest
of Huitlaktima. (HWR1)

	Tassia Red-Hair is born. (HWQ1)

	Udan Axe-Thrower, son of Queen Doth of High Gobliny, is born. (HWA1)

989 AC: Rathkya is born. (PWA 1012)

990 AC: Krogada the Itchy is born. (PWA 1012)

992 AC: Tythus, now an officer in the Imperial Army, leads a garrison of
troops against an invading Jennite army. Despite being outnumbered 2 to 1,
Tythus leads his men to victory. (HWR3)

993 AC: Following a series of victories against invading Jennite hordes,
Tythus is promoted to the rank of Lord High General of the Imperal Army of
Milenia. (HWR3)

994 AC: Kleom is born into slavery in the town of Portos. (HWQ1)

995 AC: Dagos becomes the youngest high priest of Halav in the history of
the Milenian Empire. (HWR3)

996 AC: Krameos of Tyrnus is elected Senator. (HWR3)

997 AC: Helentia becomes the youngest high priestess of Milenia in the
history of the Milenian Empire. Shortly thereafter, Helentia and Dagos are
wedded. (HWR3)

	Myrina becomes the leader of the Cult of Matera. She is given the secret
nickname of "Matera's Handmaiden." (HWR3)

1000 AC: Haldemar of Haaken returns to the Alphatian Empire with his ship
and crew. He meets with Empress Eriadna and informs her of his journey to
the Hollow World. Shortly thereafter, she begins to make plans to dig a
tunnel down to this new world; the island of Aegos is chosen as the site
for the tunnel. (Dragon Magazine #164; WotI)

	Tassia Red-Hair is inducted into the order of Halav. (HWQ1)

1,001 AC: Tibernos is elected Senator. (HWQ1)

1,004 AC: A Heldannic skyship arrives at Corisa. Trade negotiations are
begun in the Senate, but personalities soon collide. The Milenian leaders
realize the Heldanns are bent upon conquering all nations of the Hollow
World. Talks end with the skyship impounded and its crew imprisoned. (HWR3)

1,005 AC: The Heldanns brought an invisible menace with them- plague.
Thousands of Milenians perish before the disease runs its course. Heldannic
spies arrive to investigate the disappearance of the skyship. They find
allies among the "Kings of Milenia" and agree to support a revolt. Long
sympathetic to the Kings, the people of the city of Pelai revolt, declaring
independence from the Empire. Weakened by the plague, imperial forces are
driven from the city. (HWR3)

	The Immortal Thanatos, working together with his minions the Blood
Brothers, attempts to corrupt the Spell of Preservation in the Hollow
World. His plans are thwarted by a group of adventurers, aided by the
Immortal Asterius, and Thanatos himself loses much of his power and
influence among the Immortal hierarchy. (HWA series)*

1,006 AC: Kleom is granted his freedom. He moves to the town of Corisa in
search of his mother. (HWQ1)

	Backed by a flotilla of Heldannic skyships, the rebel army grows, sacking
the city of Laroun and taking the Island of Amora. The Empire nears
collapse as minor revolts spring up in other border provinces. However,
Emperor Adronius fully recovers from the plague, as does the rest of his
massive army. To regain the confidence of his people, Adronius takes to the
field of battle himself. Zealous Milenian phalanxes storm the cities of
Pelai and Laroun, reclaiming them. The Heldannic flotilla retreats in
defeat. (HWR3)

1,007 AC: A year of relative quiet and restoration follows. Though tension
remains high among the formerly rebellious provinces, the Milenian Empire
is whole once again. (HWR3)

1,009 AC: As a side effect of the doomsday machine of the Brotherhood of
the Radiance, the Hollow World's sun is extinguished for one sleep. The
people of the Empire panic. Riots, murder, and madness grip Milenia. (HWR3)

	During the Sleep of Darkness (as the Milenians term it), Emperor Adronius
is slain by a mob while en route to an emergency session of the Senate. (HWQ1)

	A Zargosian sorceror named Caracnomnos appears before the Senate and
forces them to elect him Emperor of Milenia or else the Zargosians will not
return the sun to the sky. (HWQ1)
	
	Sometime after the Sleep of Darkness, a mysterious new continent appears
in the skies of the Hollow World. All attempts to visit this new land are
met with failure. (PWA1010)

	Hestios travels to the Shrine of Glory and becomes scribe to Phaistos the
Oracle. (HWQ1)

1,010 AC: Senator Tibernos of Milenia arranges for a party of adventurers
to recover the Milenian Scepter so that Emperor Adronius can be restored to
life. Caracomnos is overthrown, and Adronius is proclaimed Emperor of
Milenia once more. (HWQ1)

Abbreviations: CoM= Champions of Mystara boxed set; Dragon= Dragon Magazine
(Voyage of the Princess Ark); HW= Hollow World boxed set, HWAdv= Hollow
World boxed set (adventure book); HWA1-3= Hollow World Modules (Nightwail,
Nightrage, Nightstorm); HWR1= Sons of Azca Gazetteer; HWR2= Kingdom of
Nithia Gazetteer; HWR3= Milenian Empire Gazetteer; HWQ1= Milenian Scepter
Module; PWA= Poor Wizard's Almanac.

* Date for this series of modules (the HWA series) is based on the age
given for Koriktodeva Raya in HWA3 (28 years old) and the birthdate given
for him in the Poor Wizard's Almanacs (977 AC). As the module series
probably takes place over several months' time (given the traveling to and
from across the Hollow World), a suggested timeframe is to set HWA1:
Nightwail and HWA2: Nightrage in 1004 AC, and HWA3: Nightstorm in early
1005 AC. This way, the modules take place around the same time as the
beginnings of the Wrath of the Immortals stuff (when things are
sufficiently chaotic for Thanatos to make his move), but not too far into
things, when Immortal action is really high.

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End of mystara-digest V1999 #272
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mystara-digest         Friday, June 25 1999         Volume 1999 : Number 273



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - More Delivane Items
[MYSTARA] - D&D Creature Catalog Question
Re: [MYSTARA] - Hollow World Timeline
Re: [MYSTARA] - D&D Creature Catalog Question
Re: [MYSTARA] - D&D Creature Catalog Question
[MYSTARA] - Spells of the Torquera (v. Long)
Re: [MYSTARA] - More Delivane Items
Re: [MYSTARA] - D&D Creature Catalog Question
[MYSTARA] - Garal Glitterlode
[MYSTARA] - Interesting development.
Re: [MYSTARA] - Interesting development.
Re: [MYSTARA] - Interesting development.
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
[MYSTARA] - Hulean Correspondence 5:The Olgarian Levtja (LONG)
[MYSTARA] - The Olgarian Levtja (Long)

----------------------------------------------------------------------

Date: Thu, 24 Jun 1999 15:00:20 -0400 (EDT)
From: the Wizard of Frobozz <sg96d355@drexel.edu>
Subject: Re: [MYSTARA] - More Delivane Items

On Thu, 24 Jun 1999 CQuaif@aol.com wrote:

> All, 
> 
> Here's a few more items from Delivane's back shelves.
> 
> Hope you like!
> 
> Carl Q.
Like?  I love!  Do you do nothing but come up with these ideas?  Sleep 
once in a while, would ya? ;-)

- --Frobozz--

________________________________________________________
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Your wait is almost over!!  The Tome of Mystara is in publication!

Visit our site for more information:
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Mystara Fthagn!

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Date: Thu, 24 Jun 1999 13:44:20 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: [MYSTARA] - D&D Creature Catalog Question

I'm hoping someone can help me with a dilemma:
my local used bookstore has AC9 for seven dollars right now, but I already
own DMR2.  I will probably mention it to one of my players who also DMs
occasionally, but I would rather keep for myself the better of the two
editions.  I'm looking for recomendations:  does one have monsters that the
other is lacking?  Is one more thorough, better illustrated, etc. than the
other?  Does AC9 have the occasional links back to Mystara like DMR2 does?
Is AC9 even worth the $7.50 after tax that my friend will have to pay for
it?
Thanks
Patrick


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Date: Thu, 24 Jun 1999 13:46:01 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: Re: [MYSTARA] - Hollow World Timeline

The timeline looks great--I haven't gone through it entirely yet, but what
I've seen looks good so far :~)
Patrick

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Date: Thu, 24 Jun 1999 17:05:33 -0400
From: "Simon B. Sinister" <simonbsinister@home.com>
Subject: Re: [MYSTARA] - D&D Creature Catalog Question

> I'm hoping someone can help me with a dilemma:
> my local used bookstore has AC9 for seven dollars right now, but I already
> own DMR2.  I will probably mention it to one of my players who also DMs
> occasionally, but I would rather keep for myself the better of the two
> editions.  I'm looking for recomendations:  does one have monsters that
the
> other is lacking?  Is one more thorough, better illustrated, etc. than the
> other?  Does AC9 have the occasional links back to Mystara like DMR2 does?
> Is AC9 even worth the $7.50 after tax that my friend will have to pay for
> it?

Here's the monsters you'll find in AC9 but not the DMR2: Agrat, Huptzeen,
Leveller, Oard, Phygorax, Possession, Reflecter, Sacrol, Stalwart, and Vapor
Ghoul. (I might have missed some.) I'm not sure which one is better
illustrated -- they both seem to have the same amount of artwork, although
it seems more stylized in AC9. It also seems as if the monster entries get
more text in DMR2. As for occasional links, I'm not sure what you mean, but
it does look as if a fair number of monsters were taken from the OD&D
modules. I hope this helps!

SIMON B. SINISTER

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Date: Thu, 24 Jun 1999 18:00:49 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - D&D Creature Catalog Question

>Here's the monsters you'll find in AC9 but not the DMR2: Agrat, Huptzeen,
>Leveller, Oard, Phygorax, Possession, Reflecter, Sacrol, Stalwart, and Vapor
>Ghoul. (I might have missed some.) I'm not sure which one is better
>illustrated -- they both seem to have the same amount of artwork, although
>it seems more stylized in AC9. It also seems as if the monster entries get
>more text in DMR2. As for occasional links, I'm not sure what you mean, but
>it does look as if a fair number of monsters were taken from the OD&D
>modules. I hope this helps!
>
>SIMON B. SINISTER
>

Personally, I like the way AC9 presents its monsters by category, rather
than alphabatizing the whole list.  It's a lot easier to open a book to the
general category of monster you already know you need -- a wild animal for
a low-level wilderness encounter, a golem-type guardian for an ancient
tomb, etc -- and look over your choices all in one place, than to flip back
and forth through the whole manual as you search for the kinds of critter
you've got in mind.  Sure, there are lists of monsters-by-category, in the
backs of those books; but looking at the illustrations, while skimming
their stats as needed, is better than choosing monsters by name only, IMHO.

The only monster from DMR2, which WASN'T in AC9, is the great annelid from
the HWA series.  Since it's just the one entry you'd be losing (while
gaining ten all-new monsters!) if you gave your friend the book you've
already got, you might want to photocopy the annelids' description from
DMR2, before passing it on to the player, and pick up AC9 for yourself.

That way, you'll have a batch of new monsters available, which even your
"Creature Catalog"-reading friend won't know the statistics of ... always a
plus, for a DM who wants to keep the PCs guessing.  :-)


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Date: Thu, 24 Jun 1999 19:14:51 +0300
From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= <ohadshm@inter.net.il>
Subject: [MYSTARA] - Spells of the Torquera (v. Long)

Carl!
you are an endless fountain of great magic and adventure!
do you make this up prior to posting or are they part of your campaign?
carry on the good work. I can only hope that even more people on the list will be as fruitful as you (at least Im trying to be...)

Morphail (Ohad Shaham)
"and all the while as vampires feed- I bleed..." /the Pixies


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Date: Fri, 25 Jun 1999 08:18:15 +1000
From: shawn stanley <shawn@leme.anu.edu.au>
Subject: Re: [MYSTARA] - More Delivane Items

>Harama's Mirror:
>
>It is all lies, of course; Harama is 
>a supremely selfish individual - after all, her means of self-preservation 
>was built for her alone - and will happily leave her poor victim to his fate 
>once she is free, perhaps burying the mirror or hurling it into the sea to 
>prevent anyone from discovering her crime. 

why wouldn't Harma just promise to get the character back out with the
correct command words?  Or am I misunderstanding the bit about the command
words.  Were the command words only there to allow the occupant to leave
the mirror.

shawn stanley
http://www.geocities.com/timessquare/5304

what have you done for me lately ... more to the point what have i done for me
                         - mightyfew, "i can't wait"
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Date: Thu, 24 Jun 1999 15:37:47 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: Re: [MYSTARA] - D&D Creature Catalog Question

>DMR2, before passing it on to the player, and pick up AC9 for yourself.
>
>That way, you'll have a batch of new monsters available, which even your
>"Creature Catalog"-reading friend won't know the statistics of ... always a
>plus, for a DM who wants to keep the PCs guessing.  :-)


Great!  I think I'll do just as you advise.  Thanks for your help :~)

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Date: Thu, 24 Jun 1999 21:05:25 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: [MYSTARA] - Garal Glitterlode

Jeepers. I just looked over his stats for the first time in a while, and
noticed that he's a poor TEMPORAL in WoTI. 

This guy created my beloved Gnome Race, and has been Immortal for at LEAST
4000 years. Shouldn't he be a bit higher than 7th-12th level?


Ethan


- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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Date: Fri, 25 Jun 1999 11:03:49 +1000
From: Murphy Jason <jason.murphy@mitswa.com.au>
Subject: [MYSTARA] - Interesting development.

Here is an interesting development i read about on another mailing list i am
on. Apparently Avalon Hill (A predominantly board wargaming company) was
recently bought up by Hasbro. Hasbro promptly fired nearly all the board
game development staff, obviously intending to not support anymore of these
products. Rumour has it that Hasbro was mainly interested in the software
and product name licences that Avalon Hill held.  An enthusiast of the
Avalon Hill game Advanced Squad Leader, one Curt Schilling, a baseball
player of some renown from what i gather, purchased the licence for this
game to produce and support it.

Now i know this is a vastly different situation from the Mystara one. ie
Mystara is not a stand alone game system but part of an overall system. But,
the possibility may be there for some entity to purchase the rights to
support the gaming line we all adore. Of course another point is the WotC
may not want to sell the rights as the OD&D gaming line would be in direct
conflict with AD&D. 
Anhoo i thought this was in intersting situation that mirrored the Mystara
one closely....except ofcourse that the Advanced Squad Leader one had a
happy ending. :-( 


Oh to have the money to actually own the gaming system i prefer :)


Jason Murphy
Software Engineer
MITS Limited
EMAIL: jason.murphy@mitswa.com.au
PHONE: 08 9481 4066
FAX: 08 9481 4064



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Date: Thu, 24 Jun 1999 21:57:42 EDT
From: Kaviyd@aol.com
Subject: Re: [MYSTARA] - Interesting development.

In a message dated 1999-06-24 21:11:22 Eastern Daylight Time, 
jason.murphy@mitswa.com.au writes:

> Now i know this is a vastly different situation from the Mystara one. ie
>  Mystara is not a stand alone game system but part of an overall system. 
But,
>  the possibility may be there for some entity to purchase the rights to
>  support the gaming line we all adore. Of course another point is the WotC
>  may not want to sell the rights as the OD&D gaming line would be in direct
>  conflict with AD&D. 

I could see some very interesting possibilities here -- especially if somebody
at TSR/WotC comes up with the "bright" idea of selling the rights to Mystara
but specifically excluding permission to use D&D/AD&D rules in support of
the setting.  ICE or Palladium might still be able to purchase it, but 
Chaosium
or Steve Jackson Games would probably be discouraged by the massive
conversion effort required.  But then again, Steve Jackson Games did rescue
Traveller in a similar way, so I wouldn't write them off too quickly.
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Date: Thu, 24 Jun 1999 23:20:39 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Interesting development.

On Fri, 25 Jun 1999, Murphy Jason wrote:

> may not want to sell the rights as the OD&D gaming line would be in direct
> conflict with AD&D. 

Well, as long as we didn't keep the name "Dungeons and Dragons"...

We could just call it "Mystara"


Ethan

- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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Date: Thu, 24 Jun 1999 20:19:51 -0700 (PDT)
From: Shane Henry <shane_henrymml@yahoo.com>
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

- --- Jamuga Khan <JamugaKhan@gmx.net> wrote:
 
> But genetic explorations have shown that they Finns 
> are much more related to the Swedens, Norwegians, 
> Danes and Germans than to the Sames or Karelians
> even if these results were not be expected due to
> the
> differences ot the languages.

     I agree with you Khan.  One theory is that much of the Finns'
bloodline derives from an ancient Germanic population that was
assimilated by speakers of an adjacent proto-Finnic dialect.  So, there
could have been a lot of Scandinavian-Finnic cultural exchange very
early on, in addition to known medieval and modern influences.  But the
most noticeable modern-day result of this mixing would be in the
genetic/physical/"racial" make-up of the Finns, whereas the cultural
and linguistic aftereffects from that time would be very subtle (eg.
the Finnish word <kuningas> "king" was borrowed from the proto-Germanic
<kuningaz>--which evolved into Swedish <konung/kung>, German <Koenig>,
and Old English <cyning> which became Modern English <king>). 
Stereotypically, the "true" Finnics were/are shorter, dark-haired,
broad-faced, and somewhat Asian-looking compared to the "Nordic" look
of a lot of the Finns.  Whether this origin of the Finns is true or
not, unfortunately Finnish fascists seized this theory as their own to
distance themselves from the "primitive" Saami and other Finnics during
WWII.

Shane
_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com

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Date: Fri, 25 Jun 1999 02:38:39 -0400
From: "Christian Constantin" <gf691805@er.uqam.ca>
Subject: [MYSTARA] - Hulean Correspondence 5:The Olgarian Levtja (LONG)

Hi everybody! After a short period of silence (due to household moving)
Dragovic is back with some new information and maps about Hule's neighbors.
For the new people on the list and for those who might have forgot about
him: Zoran Dragovic is a scholar from Slagovitch who decided to explore the
neighborhood of the big northern empire to find potential allies against the
Master. This is the way I had gradually presented the region to my players.
Hope you will enjoy... comments are warmly welcomed.
Christian "Krieg!" Constantin



Kulnovo, Thaumont 27, AC 1010

Dear old friend,
        Hopefully, the little underground trip have been made swiftly and
without any big troubles. I’ve been in the Kulnovo’s vicinity for three days
by now and I’ve been able to learn bits of information about Olgar during
the last few days. I’ve gladly found out that the Traladaran dialect spoken
in Olgar isn’t so far from the one we’re speaking back in Slagovitch. This
will surely ease my journey since I will be able to conceal my real origin
under an Olgarian identity. I am now writing alone in a small room of a
decrepit inn of Kulnovo the historical and administrative capital of the
Olgarian protectorate. My friend the merchant from Ciudad Real bid me
farewell and headed back to his place after he sold his weapons cargo to
some rebels of the southern Syoutja Hills.
        In fact, those rebels were my first contact with the people of
Olgar. They are proud warriors animated by their faith in a Golden Age to
descend upon their ravaged country. I’ve spent two nights with them, which I
used to learn more about the country (you can find the information I’ve
gathered in the documents annexed at the end of this letter). I also
exchanged with them about my planned journey. They told me that Olgar was
one of the most tightly controlled Hulean possession since there is still
some territories out of the Master’s control and because of the appeal of
the Church of Traladara throughout the country. The situation in the
northern countries of Bulzan and Antasyn is supposed to be a little less
militarized since the Master and the Hagyarchy have been able to buy most of
the local élites. It seems that the situation in Monzag is somewhat blurred:
some people are in an open war against Hule and they are supported by their
cousins of the Zdredanyan forest while others are cooperating with the
Huleans.
        Another thing of interest that I’ve learned is that the situation is
evolving fast in the Northeast. One of the rebels’ leaders told me that
lately they received the visit of two different groups of emissaries looking
for support in their fight against the Master. The first one came from the
distant land of Kyurdukstan (unknown to the Olgarians before this first
meeting). They were speaking on behalf of Remindan, a Sind warlord looking
for a way to liberate his country from the Master’s claws. The second group
came from even a stranger place: the Hyborean steppes. They said that their
oldest shaman saw a sign of the immortals in the sky, a sign that the Master
should be destroy or else greater disasters than the Week Without Magic
would fall on the world. Their leaders were supposedly trying to regroup all
the Northern Nomads into a cohesive force, an exercise made difficult by the
growing number of Humanoids in those northern regions. Strangely, they told
me, both group were aware of the existence of the other but were somewhat
opposed even if their goals are identical… I will definitely keep my ears
open for more.
        After spending some time with the rebels, I decided to continue on
my journey and headed toward Kulnovo, hoping that I would be able to conceal
my identity. Fortunately, the rebels helped me to create a more realistic
identity: officially I’m a fortuneteller from Krichgrad and I’m going to
some kind of festival in Yablan. That way, they told me, I wouldn’t attract
too much attention since many fortunetellers are going there at this time of
the year. Also, the chaotic mentality of the Olgarian fortunetellers is seen
as a good thing in the eyes of the Holy Men. Finally, by following the trail
from Kulnovo to Yablan, I will avoid Irdzhygrad and it’s mercy-less humanoid
garrison.
        In Kulnovo, I’ve found a desolated city. It seems that the only
inhabitants were the cats and the Hulean patrols and both carefully avoided
each other. There’s something bizarre with the Olgarian cats. People tend to
think that the cats harbor the soul of the ones who are killed wrongly or
unfairly. After watching them for a while, I began to think that there might
be a part of truth in this belief. I shall investigate further this
question.
Big things are going on behind the curtain of lies that surrounds the Master
’s Empire. Maybe the Master isn’t that powerful.
        Your friend,
Zoran Dragovic



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Date: Fri, 25 Jun 1999 02:38:57 -0400
From: "Christian Constantin" <gf691805@er.uqam.ca>
Subject: [MYSTARA] - The Olgarian Levtja (Long)

The Olgarian Levtja
    Location: Continent of Brun, in the Converted Lands at the southwest of
the Dark Wood and Hule. (For a map of Olgar go to:
http://www.geocities.com/TimesSquare/Cauldron/5014/hule/Olgarmap.JPG )
Area: About 42 500 sq. mi. Population: 55, 000 humans (45% Traladaran, 40%
Bulzanian, 15%) plus some elves. Language: Olgarian, Hulean, and Bulzanian.
Coinage: Hulean coins.
    Government Type: Hulean protectorate. Formerly a feudal monarchy, the
levtja is now headed by Hule’s governor to whom the feudals owe allegiance.
Traditionally the Church of Traladara has a strong influence over the course
of politics in Olgar.
    Industries: Agriculture (wheat, barley, vegetables), Animal rearing,
religious artwork
    Important Figures: Durul Özergan (C18, of Bozdogan), governor of the
Hagyarchy in Olgar; DimiturYotov (C22, of Halav), head of the Church of
Traladara in Olgar (currently held hostage by the Hulean administration);
Rahil Venevanova (F15), Viscountess of Ossamva; Toder “The Traitor” Ginchev
(T16), Viscount of Bartsja.
    Description: The Olgarian Levtja or Olgar is situated in a region of
plains and rolling hills dotted with small patch of temperate forest and
rivers. The major part of the population is located along the three main
rivers and in the plain between the Sarja and Rositska rivers. The Eastern
part of the country is more forested than the western part, which tend to be
more arid and hillier. The boundaries of this country are made somewhat by
the natural features of the region: to the west Olgar extends to the Lotev
Hills and the Yazak Steppes, the Dark Wood forms the eastern frontier and
the south one is made mostly by the Syoutja Hills.
The Olgarian climate is temperate but dry and marked with four clearly
distinguishable seasons. In winter the northwestern cold winds blow from the
heartland of Brun bringing with them some snow or cold rain. In spring and
fall the climate is somewhat dryer as the western winds cross the vast
expenses of the Yazak Steppes, however, it is not unusual that those seasons
bring heavy showers coming from the Western Sea of Dread. Summer is hot and
dry, with sparse rain.
    The population of this country is made up of three main ethnic groups
that came in the region at different epochs. The first settlers were the
Bulzanian, they were the descent of the surviving Yazaks of the cities
destroyed by the beastmen invasion and of the heavy telluric activity that
took place in 1700BC. They settled mainly along the eastern rivers and in
the northern part of current Olgar, but the largest group of them decided to
continue their migration toward the north where the dense forest would hide
them from the beastmen. The second group was made of a first wave of Hulean
colonists. They came in the southeastern part of the country during the era
of the second Hulean Empire (300BC-300AC) as the then Overking of Hule was
eager to reinforce his control over the southwestern border of the Empire
and to keep his humanoids allies of the Yazak Steppes out of the region. The
third group came from far in the east; they were led by a group of religious
radicals from Traladara looking for a place to build a new golden age (see
history). Their religious zeal and ideals were highly respected by the
locals who slowly adopted both religious and cultural customs. Now, even
though most of them are of mixed blood, this group forms the biggest part of
the population. Finally, a smaller fourth group was form by a new wave of
Hulean population brought into the country by the Master’s decision to give
the region known as the Janizary Lands to the humanoids at his service. But,
since most of them are now part of the military and administrative
structures of the Master’s empire they aren’t that much integrated in the
Olgarian society and are regarded as invaders even by the older Hulean
population.
    If the Olgarian levtja is currently a Hulean protectorate it still
retained most of the traditional institution and customs of the Olgarian
society. Politically, Olgar is organized by a feudal system in which the
feudal must swear allegiance to the king (currently to the Master
represented by his governor). Historically, the Church hierarchy chose the
king among the feudals or the king’s family, now the governor is simply
dispatched by the Master. Durul Özergan, the current governor, is a pure
product of the Hagyarchy’s administration and was nominated in 983AC to put
an end to the religious troubles undermining the Hulean control over the
region. Since then he has done all that is in his power to break the Church
of Traladara, in so doing he was responsible for the destruction of the
Cathedral of Zotchevo (the holiest site in the country) a move that forced
the Church to become clandestine. Although, under the Hulean rule titles are
hereditary (to ensure the loyalty of the Olgarian rulers), the titles of the
vassals are normally given by the Church or the king to reflect the devotion
or the loyalty of the fiefs’ rulers. New fiefs may also be given from the
royal lands to a particularly brave or loyal subject, the Hulean
administration has refrain to use this power since their first attempt to
grant a new fief to a loyal Hulean (Viscounty of Bratsja) triggered a period
of social unrest in 832.
    The Traladarian customs are now well integrated by most of the
population regardless of their origins. The Shearing Ceremony (in which a
young adult is forced to prove their aptitude to survive independently from
the family by quitting it for a year) is common in both Traladarian and
Bulzanian, but less so in the Hulean families of the first wave. The
traditional Traladarian social classes (freemen, Lord/Lady of the court,
knight, noble (with a fief), king) have mostly replaced the old Bulzanian
castes and the Hulean religion-based hierarchy. However the Hulean
administration and military are considered as a distinct class higher in the
social hierarchy than the rest of the population. Divination and palm
reading are widespread and specialists in those disciplines are highly
esteemed.
    The majority of the Olgarians live in numerous of small rural
communities made of adobe or mud bricks and protected by a wooden wall. The
custom is that the agricultural production of the village is put in common
and shared to meet the needs of the different families. Taxes are taken on
the village total production and given to the local lord (if in a fief) or
directly to the state treasury (if in the royal lands). Surpluses are
usually sold to travelling merchants who bring them to the country’s major
markets of Kulnovo and Irdzhygrad.
    History: The modern history of Olgar begins with the arrival of Zhan
Olgar in Slagovitch in 442AC. He had to quit the far region of Traladara
because of his extreme religious believes. It is said that he received an
omen from Halav himself telling him to go to the West where the Golden Age
of the Traladaran was supposed to happen. He was forced in exile because his
preaching were taking the young Traladaran far from the original faith of
quiet hope in the new Golden Age to come. When he arrived in Slagovitch, he
saw that the first wave of Traladaran colonists were suffering harsh
conditions and that this region was to desolated for a new Golden Age to
happen. So he and a couple hundred of followers began the Grand Move toward
the western lands where he thought his visions were leading him.
    In 454AC, after six years of a long journey across the western coast of
the Gulf of Hule and along the Great Escarpment’s edge, the pilgrims arrived
in a Bulzanian village near present day Kulnovo. Extenuated by the long
journey they’ve asked the local inhabitants for some food and the permission
to build a camp near their village. They’ve accepted but asked, in exchange,
that the warriors protecting the pilgrim helped them in fighting a group of
goblins from the Yazak Steppes. Olgar took this invitation as a sign from
the immortals that his journey was near the end and that the beastmen of the
region had to be eliminated for the new Golden Age to come. When the goblins
were defeated, Olgar told the Bulzanian leader the prophecy of the Western
Golden Age and invited the Bulzanian to participate to the foundation of the
perfect society that would be the Golden Age. Charmed by the loose
principles of the Church of Traladara and the hope of a smiling future the
local Bulzanians accepted that Olgar’s group stays with them.
    From 454AC to 512AC, more Traladarans arrived in the region and more
Bulzanians from the southern province reverted to the Church of Traladara.
However, as the influence of the Church was growing its precepts and the
ideal of a Golden Age to come increasingly clashed with the principles of
the Bulzanian pantheon and the interests of the Patriarchs and of the King
of Bulzan. In 482AC, Olgar is imprisoned on accusations of heresy and
subversion. He is tried and condemned to the stake. This decision proved
highly divisive in the Bulzanian society because of the allegation that the
rich Bulzanian clergy corrupted the king representative in the religious
court. In fact, most of the secular power was happy to see a growing rivalry
between the two faiths, as it would limit the power of the Patriarchs in the
Bulzanian society. The king was also in favor of the arrival of new
well-trained subjects ready to defend the southern border.
    The divisions and conflicts between the secular and religious power in
the Bulzanian society provided the opportunity for Milko Levtsky to stir an
uprising of the Church of Traladara followers against the Kingdom of Bulzan.
In 512AC, he is proclaimed king of Olgar, a tiny kingdom at the edge of the
Yazak steppes but controlling the trade routes between Bulzan and the Savage
Coast.
    From 512AC to 527AC, as the military power of Bulzan is locked in the
struggle between the Patriarchs and the King, punitive expeditions will be
organized by the rich Bulzanian families looking for a way to restore trade.
Their mercenaries (mostly made of the Bulzanian royal troops) will fail to
regain control over the lost territories and, even worse, will loose the
control of most of the southern province to the hands of the Church of
Traladara defenders. The war ends with the failure of the Bulzanian
mercenaries to defend Castle Venestiu, stronghold of the Patriarchs in the
southern province.
    For King Levtsky I, this victory is the sign that the Golden Age is
coming over his new country. To facilitate the success of this
politico-religious project he will created most of the current political
structures of Olgar: the first fiefs are given to the heroes of the recent
war against Bulzan and the construction of the Cathedral of Zotchevo is
ordained. The following fifty years are marked with peace and prosperity
with only some troubles coming from the humanoids of the Yazak or from the
refugees fleeing the conflicts in Bulzan.
    In 580AC, King Levtsky II invited the northern nomads who were invading
Hule to sign a treaty of peace and friendship. Some of them adopted the
faith of the Church of Traladara and were assimilated by the Olgarian
society. Later as the reincarnation of Hosad was driving them out of the
Hulean Valley, more northern nomads settled in Olgar and in the plains at
the west.
    In 651AC, the Master’s declaration of Greatrealm transformed the
sparsely populated lands at the east of Olgar into a military province of
Hule. The Janizary Lands, as they were called, are transformed into a huge
humanoid reserve. Many Huleans of the region join the Hulean community of
Bulzan.
    Between 662AC and 685AC, agents of Hule stirred discontent and envy
among the Olgarian nobility. In the meantime, a conflict over woodcutting
rights near the Dark Wood leads to an open conflict between Hule and Olgar’s
northern neighbor. In 685AC, a group of Olgarian nobles, influenced by the
Hulean promises of wealth and power turn their allegiance to the Master.
Manojan I, King of Olgar, suppress their status, a civil war between the
Master’s allies and the loyal vassals of the King ensue from this decision.
688AC marks the beginning of the Hulean participation in the conflict as the
Master’s forces came to the rescue of the rebel nobles, nineteen years
later, Manojan I is forced to abdicate, the Church of Traladara is outlawed
and the cult of the Temple of Chaos is brought in forcefully.
    For fourteen years the Hulean armies will have to fight to keep their
control over the country as enraged Olgarians are still fighting against the
Hulean domination. Finally, in 722, in a move to appeased the population,
the Master order the Church of Traladara to regain its privileges and to
punish his former allies, the seditious nobles: all of them are publicly put
to the axe… Calm is established in the new protectorate.
Wishing to divide the Olgarian society along ethnic divisions, the Hulean
administration of the Olgarian levtja decide to create a new fief, the
viscounty of Bratsja to regroup the Olgarians of Hulean origins. This
decision provokes major discontent among the population. The cool down the
situation, the authorities decide to give the new fief to an Olgarian of
Traladaran origin renown for his loyalty toward the Master. Thanks to the
Church of Traladara the troubles are put to an end.
    The change of generation in the high clergy of the Church of Traladara
brings some younger cleric eager to shake the Hulean domination over the
country. Between 953AC and 983AC, tension will slowly build up as the old
hope for the Golden Age reappears and because it means the end of the Hulean
Empire build upon an army made principally of humanoids. However, as the
Church is more and more involved in the struggle against Hule, the majority
of the nobility prefers to keep a low profile in the face of the Master’s
armies. In 983AC, Durul Özergan is sent to put an end to the troubles, he
chooses the violent way: Churches are closed, the clerical hierarchy is
outlawed, shrines and temples dedicated to the Hulean Temple of Chaos are
erected everywhere, books referring to the Golden Age are banished and, the
final blow, the Cathedral of Zotchevo (holiest site of Olgar and crowning
site of the kings of Olgar) is destroyed. In 984AC, following the treason of
Toder Ginchev, Viscount of Bratsja, the high clergy hideout is uncovered and
its members are slaughtered. Since these events, the Church of Traladara is
still an underground movement supported by most of the population and the
Hulean repression of any sign of rebellion is systematic; the population
lives in the constant fear of Hulean retaliation while the nobles enjoy some
autonomy.
    Religion: In general the population of Olgaria share the principles of
tolerance and harmony preached by the Church of Traladara even though it is
currently forbidden throughout the country. The Hulean administration is
trying to extend the Temple of Chaos philosophy and pantheon as a
counterweight to the Church influence, but they have had little success to
implant it outside the Hulean community. Some Bulzanian communities near the
Bulzan border still revere the Bulzanian but the expectation of a golden age
to come through the Church of Traladara has made the Church more appealing
than the old Bulzanian pantheon.
    The Church of Traladara in Olgar is a little more radical than its
Karameikian counterpart. Even though it stands on the same six principles,
some of them are more important than the others. The sixth principle is in
fact more important than in Karameikos because the Traladarian settlers of
Olgar were looking for a place to build a new kingdom where the Golden Age
of the Traladarians could bloom again. What is the Golden Age? Most of the
people wouldn’t be able to tell, but, according to the local Church of
Traladara, several requirements must be met: first, a wise and just king
will bring riches and harmony into the country; second, all humanoids must
be driven out of the lands of the Traladarans; third, the golden age will
bring many peoples and cultures to adopt the Church of Traladara faith. When
the Church of Traladara will be the greatest faith of all, Halav, Petra and
Zirchev will come back on Mystara and they will help the humanity to
progress into harmony and tolerance.
    Notable Sites: Even though the current political situation is dire Olgar
is still a nice place. There are a lot of nice villages where the population
is particularly hospitable. The region is renown for it’s nice flowers that
can be seen nearly everywhere at the houses’ windows and for the multitude
of cats, which are particularly respected for their freedom and independence
and supposed to protect the soul of the people unfairly killed. In fact, it
is better to stay in the campaigns while in Olgar since the two major cities
are under tough Hulean control.
    Kulnovo is a nice looking city but the closing of the frontier to trade
implemented by the Hulean authorities and the martial law that is severely
imposed over the historical capital has brought hard economic conditions and
a general impression of despair over the entire city. Once a prosperous city
dotted with inns and taverns, it is now somewhat deserted as many of its
inhabitant flew to the campaign where living is easier.
Once a thriving trade center, Irdzhygrad is nearly a ghost town nowadays.
The city is totally under the control of a troop of orks that has done much
damages and plundering. Definitely a place to avoid actually.
The Lotev and Syoutja Hills and the neighboring fiefs harbor the main groups
of Olgarian rebels. In spite of regular Hulean military interventions in the
region, the rebels (from Olgar and Bulzan) haven’t been dislodged. It is in
villages like Lozarat or Halavgrad that the traditional Olgarian society may
be felt at its best. The tower of Ossamva in the eponymous viscounty is the
headquarter of the Olgarian resistance and the current shelter of the
remnant of the Church of Traladara high clergy.
    Once the architectural jewel of Olgar the Cathedral of Zotchevo, is now
a pile of ruins rumored to be haunted by the souls of the slaughtered cleric
of the Church of Traladara but also filled with religious treasures.
Located in the southwestern portion of the Dark Wood is the lair of the
great Voysava, a huge green dragon that is the only living being in this
evil forest beside the master and his close minions. Voysava is known to
like gratuitous destruction and terror, however it haven’t been seen for
years, rumors want it dead, killed by a group of Torreonese adventurers or
asleep.



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End of mystara-digest V1999 #273
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mystara-digest         Friday, June 25 1999         Volume 1999 : Number 274



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - Clerical (and Druidic) Spell Research
Re: [MYSTARA] - Legacy...
[MYSTARA] - Geographical location
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Geographical location
[MYSTARA] - [GANDERG@tc.gc.ca: New Magic Item - Black Reaver]
Re: [MYSTARA] - Legacy...
Re: [MYSTARA] - Legacy...
Re: [MYSTARA] - Interesting development.
Re: [MYSTARA] - Legacy...
[MYSTARA] - Valdemar's Tome of Advanced Necromancy vol 1.0

----------------------------------------------------------------------

Date: Fri, 25 Jun 1999 08:57:55 +0200 (METDST)
From: Agathokles <piu2014@ccrd200.cdc.polimi.it>
Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research

On Wed, 23 Jun 1999, Jamuga Khan wrote:

> > Not making differences between secular and religious leaders gives a
> > strong theocratic connotation to a government, IMO.
> 
> This is the question! Maybe we should agree on a definition
> of theocracy first?
> 
> Mine is: A country ruled directly be the church, and the ranks
> of the sub-rulers of the country are those of the church.
> 
> An ad hoc example for all who know it: The mystical order ComStar
> in the BattleTech universe. Every commander of a station, a
> ship or a military unit is a precentor or demi-precentor even if the
> position is an absolute secular.
> 

My definitions is wider. I would call theocracy every country were one of
the following sentences is true:
It is ruled by the church, as per your definition.
The law is (even partially) made by or policed by the church, or the
clergy, or the "holy men" (even if there isn't a true hierarchy or
organized church).
The clergy is the "power behind the throne" (eg they choose the rulers,
and can replace them at will, even if those rulers aren't clergy). 


By this definition, for example, Hule is a theocracy, and so is Ylaruam.


		Giampaolo Agosta


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Date: Fri, 25 Jun 1999 00:40:51 -0700 (PDT)
From: Shane Henry <shane_henrymml@yahoo.com>
Subject: Re: [MYSTARA] - Legacy...

     Jan P. Sjogren from Finland sent me a note suggesting I check out
existing material on M-Finnish and M-Baltic locations at Shawn
Stanley's http://www.geocities.com/TimesSquare/5304/norwold.html
- --namely the Norworld lands of "Kaarjala" (by James Mishler) and
"Littonia" (by Geoff Gander).  The nation of Kaarjala includes two
related peoples, collectively known as the "Saamari"--the Kaarjalans
proper (=RW-Finns, autonym <Suomi>) and the "Vaarana" (=RW-Saami). 
Littonia includes two groups as well--the "Litoniesu" (=RW-Latvians)
and the "Lietuvas" (=RW-Lithuanians), with also a mention of the
conquered kingdom of "Livonja", which i suppose mirrors the RW region
of Livonia with it's own nearly extinct ethnic Livonians.  I think all
of the material is well done and I recommend it to anybody interested
in a M-Finland/Baltic.  Strangely, when I was thinking about the
M-Baltic problem, I thought about where would be the best place to put
such a culture--and without having checked out those webpages, I
concluded that uttermost Norworld would be the best.  I even thought
about having a M-Santa Claus up there, because the reindeer-infested
RW-Saamiland is traditionally thought of as being the home of the real
Santa Claus.  --Yes I still believe *<:-)>   Ah well, I'm happy James
beat me to it with his "Saanto Klaas"!  Thanks for the tip Jan.

Shane

_________________________________________________________
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Get your free @yahoo.com address at http://mail.yahoo.com

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Date: Fri, 25 Jun 1999 10:25:35 +0200
From: "renadia" <renadia@venturanet.it>
Subject: [MYSTARA] - Geographical location

This is a multi-part message in MIME format.

- ------=_NextPart_000_000F_01BEBEF5.100E7340
Content-Type: text/plain;
	charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable

Hello,
this is my first mail on mailinglist Mystara. I'm asking what are the =
geographical location, on Mystara map, of this contries: Renardie, =
Emerond, Eusdria, Bellayne, Jibaru, Robrenn.
Calvert=20

- ------=_NextPart_000_000F_01BEBEF5.100E7340
Content-Type: text/html;
	charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META content=3D"text/html; charset=3Diso-8859-1" =
http-equiv=3DContent-Type>
<META content=3D"MSHTML 5.00.2014.210" name=3DGENERATOR>
<STYLE></STYLE>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT size=3D2>Hello,</FONT></DIV>
<DIV><FONT size=3D2>this is my first mail on mailinglist Mystara. I'm =
asking what=20
are the geographical location, on Mystara map, of this contries: =
Renardie,=20
Emerond, Eusdria, Bellayne, Jibaru, Robrenn.</FONT></DIV>
<DIV><FONT size=3D2>Calvert </FONT></DIV></BODY></HTML>

- ------=_NextPart_000_000F_01BEBEF5.100E7340--

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------------------------------

Date: Fri, 25 Jun 1999 20:54:27 +1000
From: shawn stanley <shawn@leme.anu.edu.au>
Subject: Re: [MYSTARA] - Garal Glitterlode

>Jeepers. I just looked over his stats for the first time in a while, and
>noticed that he's a poor TEMPORAL in WoTI. 
>
>This guy created my beloved Gnome Race, and has been Immortal for at LEAST
>4000 years. Shouldn't he be a bit higher than 7th-12th level?

You'd think so, but not all immortals have been quite as active as other
immortals.  A little off topic Ethan but I was going to query the level
you had Kaydonis at but I haven't read through all that yet.

Any rate, here's a post I posted to the mailing list some time ago
looking into this sort of question.  As you can see in the Activity
Level column Garal has the second highest score a fair way behind
poor Wogar.  This means that these two immortals are severely low
in their actual level when compared with other immortals.

So yeah, you're probably right - having Garal as Temporal is a bit poor.



From: s9406058@student.anu.edu.au (Shawn)
Date: Wed, 10 Jul 1996 11:43:04 +0900
Subject: [Mystara] The Level of Immortals

Below is a table of the computed activity levels of a number of the
immortals from Mystara.  For a full description of the table and its' use
please see the text after the table.

Immortal Name        Level   YIA     Source  Error   Activity Level

Ahmanni Turtlerider  *C      1257 BC GAZ14   5        1.619
Al-Kalim              3      1000 AC WOTI    2        0.2
Alphaks              20      1900 BC WOTI    4        1.078
Alphatia             16      1775 BC WOTI    3        1.857
Asterius             27      3500 BC HW      5        0.673
Atruaghin            32       795 BC GAZ14   1        0.154
Atzanteotl           31      1500 BC HW      1        0.235
Benekander            1      3000 BC HW      5        -.---
Calitha Starbrow     18      5000 BC WOTI    5        3.163
Danel Tigerstripes   *C       792 BC GAZ14   4        1.287
Diamond              16       700 AC WOTI    5        0.207
Diulanna             18      ??      WOTI            ??
Djaea                34      3000 BC WOTI    4        0.293
Eiryndul             20      1300 BC WOTI    5        0.856
Faunus               11      ?       WOTI            ?
Frey/Freyja          13      2400 BC WOTI    5        3.789
Garal Glitterlode    *T      3000 BC HW      5        8.911
Great One            26      ??      WOTI            ??
Halav                17      1000 BC HW      5        1.182
Hattani Stoneclaw    *C       792 BC GAZ14   4        1.287
Hel                  36      ?       WOTI            ?
Ilsundal             33      1800 BC HW      1        0.221
Ixion                36      ?       WOTI            ?
Ka                   35      ?       WOTI            ?
Kagyar               28      5500 BC WOTI    5        0.845
Karaash               5      ??      WOTI            ??
Khoronus             36      4000 BC WOTI    5        0.319
Korotiku             32      ?       WOTI            ?
Koryis               10      1000 BC WOTI    5        4.02
Loki                 30      2400 BC WOTI    5        0.352
Mahmatti Running Elk *C       452 BC WOTI    1        1.044
Masauwu              28      1000 BC WOTI    5        0.261
Mealiden Starwatcher 23       250 BC WOTI    1        0.3
Mrikitat             *E       491 AC PC4     1        0.150
Noumena              34       500 BC WOTI    4        0.110
Nyx                  33      ?       WOTI            ?
Odin                 36      ?       WOTI            ?
Opal                 13      ??      WOTI            ??
Orcus                25       800 BC WOTI    5        0.348
Ordana               31      ?       WOTI            ?
Palartarkan          *T      1000 BC HW      5        4.467
Pearl                10      ??      WOTI            ??
Petra                17      1000 BC HW      5        1.182
Pflarr               25      1600 BC HW      5        0.502
Protius              29      ?       WOTI            ?
Rad                  22       845 AC WOTIf   1        0.045
Rafiel               21      3000 BC HW      1        1.253
Ranivorus            *C       900 BC HW      5        1.364
Rathanos             28      3000 BC HW      5        0.521
Razud                31      1500 BC WOTI    5        0.235
Ruaidhri Hawkbane    *I       593 AC PC4     1        6.672
Tahkati Stormtamer   *C      1675 BC GAZ14   5        1.918
Talitha              25      ??      WOTI            ??
Tarastia             30      1800 BC HW      5        0.290
Terra                36      ?       WOTI            ?
Thanatos             35      ?       WOTI            ?
Thor                 28      2400 BC HW      5        0.443
Valerias             31      ?       WOTI            ?
Vanya                23       600 BC HW      5        0.383
Wogar                *I      1257 BC GAZ14   4       36.272
Yav                  *C       510 BC CHA     2        1.086
Zirchev              17      1000 BC HW      5        1.182


KEY

?? - Unknown YIA
? - Immortal so old, they have forgotten their mortal existance or immortal
very old, that is older than 5000 BC.
*I - Level unknown, Initiate
*T - Level unknown, Temporal
*C - Level unknown, Celestial
*E - Level unknown, Empyreal

YIA

Year Immortality Achieved (year as per Thyatian Calendar)

Source

WOTI - Wrath of the Immortals, Codex of the Immortals HW - Hollow World
Boxed Set, Dungeon Master's Sourcebook GAZxx - Gazetter of the number
indicated
WOTIf - Wrath of the Immortals, The Immortals' Fury
PCx - Creature Cruicible of the number indicated
CHA - Champions of Mystara, Explorer's Manual

Error

Error level in year given as YIA.  Error level has a value between one and
five with five being attributed to a high error and one to no error.

Activity Level

Calulated to year 1010 AC when the information for the level of the
immortal is most current.  It is taken by dividing the number of years the
immortal in question has been an immortal by the minimum number of power
points (WOTI: 55) that is required to reach their current level minus 300
(the number of power points it takes to be a first level immortal).
* - Activity level of immortals where their level is unknown is taken as
the mid power point value of the range for that class.  For example for a
temporal class immortal the number divided by is 450 (midway between the
power point minimums for 9th and 10th levels, with the minus 300).

NOTES

As can be seen many of the actual ages of the immortals have a high degree
of error inherant in them.  I will not try to explain all the reasonings
for the YIA chosen for each immortal but I will explain the choice for some
of them to give you an idea of what an error reading of 5 incurs.
The Northern Reaches immortals (minus Odin) are all given a YIA of 2400 BC
which is a time given in HW when the Antalian tribes were flourishing.
The Traldar immortals are all given a YIA of 1000 BC which is a time given
in HW when the Traldar lands were invaded by gnolls.
Eiryndul is given a YIA of 1300 BC which is midway in between the time when
Ilsundal achieved immortality and the time when he affected the elf
migration of Mealiden Starwatcher.
Razud is a given a YIA of 2500 BC which is 500 years before the Alphatians
left their homeworld.
Diamond is given a YIA of 700 AC as WOTI said that his immortal existance
was 'a few hundred years ago'.  I believe the activity level of Diamond may
be taken across to the other Dragon immortals since the others have
absolutely no restriction on their YIA.
Ruaidhri Hawkbane has an error level of 1 since I assume that when he slew
the last werehawk he achieved immortality, if this assumption is wrong then
the error level would be 5.
The list of immortals chosen is taken directly from the WOTI main list
which is the reason for the lack of some immortals, the other immortals are
generally not chosen as there is very little information which can help
attain their YIA and even less on their current level.  Some of the other
immortals, though, have made it into the list where information does exist
on their YIA.  A number of these values appear to be a bit high, whether
this is the truth or an artefact of the process by which they are found I
am uncertain, though they are probably more true than not. The immortals
not included include most humanoid immortals, the Red Steel immortals, the
Sea People immortals, the Immortal Set Module immortals and random other
immortals.

USE OF THE TABLE

Now that the table is created how does one use it?  The easiest use is to
identify the immortals who should be the movers and shakers in the gaming
world.  These immortals are those who have the lower values for the
Activity Level.  From this we see that Rad, Al-Kalim, Mrikitat, Atruaghin
Diamond and Noumena are all very active immortals.  Most of these immortals
seem to make sense in this role except for Noumena who is not really
mentioned as having done much or being active recently.  For this reason
alone I believe that Noumena should become much more active in the gaming
world - more like Atruaghin.  The other immortals, apart from these two,
one should note as all becoming immortal recently (all in the AC), and in
fact there is only one other who became an immortal in the AC, Ruaidhri
Hawkbane.  This seems to point out that recent immortals are more active
early in their immortal life than older immortals.  On the other hand are
the largely inactive immortals.  Some immortals who have high values like
Koryis, Frey/Freyja and Calitha Starbrow are merely not very active
immortals.  Note - as said above for those immortals who do not have an
accurate level they seem to have quite high activity levels as well.
Special circumstances like Benekanders' may alter the activity level of
other immortals.  The actvity level given should not be considered as
carved in stone.
The more complex use of the table is to see when an immortal should go up
another level.  To do this the activity level column is used in conjuction
with the table in WOTI page 55.  Take Ilsundal who needs 14 000 power
points to reach the next level (1 000 extra).  He has an activity level of
0.221   and has been an immortal for 2 810 years.  Using the following
equation

        years + X
        _________ = activity level
        pp

where
years is the amount of years the immortal has been an immortal
pp is the amount of power points required to go up a level
X is the extra number of years to go up a level
activity level is the activity level of the immortal in question
Therefore for Ilsundal

        2810 + X
        ________ = 0.221
        14 000

Therefore we find X to be 284.  This means that Ilsundal should reach the
next level in the year 1294 AC.
Please write to me with glaring mistakes in my logic.  Also if you have
accurate (or more accurate) dates or levels for immortals which I do not
this would also be appreciated.  I can be reached at
s9406058@student.anu.edu.au
This table as with things like it from digests will be placed on my
homepage.  I will update this list on that page if new information comes to
hand, though I will not bother this list with such minor details.  The URL
of my homepage is
http://www.geocities.com/TimesSquare/5304


Shawn Stanley
s9406058@student.anu.edu.au
http://members.tripod.com/~stanles/
http://www.geocities.com/TimesSquare/5304/

shawn stanley
http://www.geocities.com/timessquare/5304

what have you done for me lately ... more to the point what have i done for me
                         - mightyfew, "i can't wait"
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Date: Fri, 25 Jun 1999 13:03:20 +0200
From: thibault sarlat <thibsylv@club-internet.fr>
Subject: Re: [MYSTARA] - Geographical location

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renadia a écrit:

> Hello,this is my first mail on mailinglist Mystara. I'm asking what
> are the geographical location, on Mystara map, of this contries:
> Renardie, Emerond, Eusdria, Bellayne, Jibaru, Robrenn.Calvert

Hello there.
welcome on board.
All these countries are located along the savage coast (west of Sind).If
you do have access to the map contained in the Master set (player book)
or to the map in the companion set (this one would be better) then it is
the long coast west of the serpent peninsula .They have been described
by Bruce Heard in a serie of articles published in dragon magazine which
was called The Voyage of the Princess Ark.Then these articles were put
together (at least some of them) in the Champions of Mystara box set and
later in the Red steel campaign and savage Baronnies box.These last two
are available online at rpg.com (check out my link section)
As a matter of fact I am just finnishing the mapping of the region and
the map would be ready for you to use in a day or two.(believe me it's a
big work).

check out my site at http://perso.club-internet.fr/thibsylv/
to see datas related to the savage coast.

Clenarius


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<P>renadia a &eacute;crit:
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<FONT SIZE=-1>Hello,</FONT><FONT SIZE=-1>this
is my first mail on mailinglist Mystara. I'm asking what are the geographical
location, on Mystara map, of this contries: Renardie, Emerond, Eusdria,
Bellayne, Jibaru, Robrenn.</FONT><FONT SIZE=-1>Calvert</FONT></BLOCKQUOTE>
Hello there.
<BR>welcome on board.
<BR>All these countries are located along the savage coast (west of Sind).If
you do have access to the map contained in the Master set (player book)
or to the map in the companion set (this one would be better) then it is
the long coast west of the serpent peninsula .They have been described
by Bruce Heard in a serie of articles published in dragon magazine which
was called The Voyage of the Princess Ark.Then these articles were put
together (at least some of them) in the Champions of Mystara box set and
later in the Red steel campaign and savage Baronnies box.These last two
are available online at rpg.com (check out my link section)
<BR>As a matter of fact I am just finnishing the mapping of the region
and the map would be ready for you to use in a day or two.(believe me it's
a big work).
<P>check out my site at <A HREF="http://perso.club-internet.fr/thibsylv/">http://perso.club-internet.fr/thibsylv/</A>
<BR>to see datas related to the savage coast.
<P>Clenarius
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Date: Fri, 25 Jun 1999 08:53:10 -0400 (EDT)
From: au998@freenet.carleton.ca (Geoff Gander)
Subject: [MYSTARA] - [GANDERG@tc.gc.ca: New Magic Item - Black Reaver]

    ================= Begin forwarded message =================

    From: GANDERG@tc.gc.ca ("Gander, Geoff")
    To: au998@freenet.carleton.ca ("'Me'")
    Subject: New Magic Item - Black Reaver
    Date: Wed, 23 Jun 1999 14:14:35 -0400

    
    The Black Reaver
    
    Forged in the foul troglodyte-run smithies of ancient Y'hegg-T'uhath during
    the final days of the wars between the Carnifex of Y'hog and Lhomarr, the
    Black Reaver was intended to be used as the personal weapon of one of the
    most powerful generals of the Carnifex-led armies.  In a special ritual, for
    which no less than 500 slaves were sacrificed, the Carnifex were able to
    weaken a portion of the interdimensional barrier separating the Outer Beings
    from the Prime Plane, and through it they sent one of their more powerful
    servitors, a monstrosity named Oroleth.  Once summoned, Oroleth willingly
    let itself be bound to the newly-forged blade, which was bathed in a vat of
    sacrificial blood as part of the ritual.  After the ceremony was completed,
    the Carnifex high priest grabbed the blade, and killed the physical body of
    Oroleth, severing its final link with its body, and forcing it fully into
    the blade.  Afterwards, runes of power were inscribed along the blade,
    forever sealing the might of Oroleth into the sword, and serving as an
    embodiment of the power of the Carnifex of Y'hog, and the Outer Beings.
    
    Afterwards, it fell into the possession of a succession of warriors, the
    last of whom was killed by Brell's crusaders during the siege of Y'hog.
    Recognizing it as a weapon of power, Brell ordered the blade be carried off
    as part of the plunder, and it made its way to what is now the region of
    Ravenscarp, before its bearer was killed by roving barbarians.  There it
    remained for centuries, until it was discovered by a Blackmoorian
    Expeditionary Force during that nation's ascendancy.  The blade was brought
    back to Blackmoor, where it rested in one of its museums as a curio.  It
    remained undisturbed for many years until, not long before the Great Rain of
    Fire, a nearby cabal of Outer Being worshippers became aware of its
    existence, and recovered it.
    
    The Black Reaver then found its way, centuries later, into the hands of a
    Nithian worshipper of Thanatos, who used it against the Antalian peoples to
    the north of his nation.  Eager for slaughter, the blade goaded its owner
    on, urging more violence and more blood, until the man met an untimely end
    near what is now Altendorf.  Once more, the Black Reaver lay forgotten,
    until, almost 2,000 years later, a zealous Heldannic Knight, by the name of
    Hermann Strassenburger, chanced upon it while engaging in hostilities
    against the native Heldanner populace.  Though it was in his possession for
    several years, it is unknown whether Hermann still owns it.
    
    The Black Reaver is of the same dimensions and weight as a conventional
    bastard sword, though it is made of a metal unknown to most Mystarans.  It
    was, in fact, forged from marh-vhol ("dark metal"), a black, cold metal
    originating in the prison dimensions of the Outer Beings, which may in fact
    be created by them.  Very little of this substance was ever brought
    successfully to the Prime Plane, not least because of the magic required to
    tap enough of the Outer Beings' power to transport it.  Marh-vhol is a
    deadly substance when used against those who do not worship the Outer
    Beings, capable of inflicting grievous injury.  Aside from being black as
    pitch, the Black Reaver also has a line of spidery runes inscribed along
    each side of its blade - ancient Carnifex runes of power praising Y'hog, the
    Outer Beings, and invoking their power.  In absolute darkness, the runes
    glow very faintly, with a light greenish hue.  The hilt is made of pure
    platinum, and within the pommel is a large, flawless emerald.  When wielded,
    a serrated edge, looking very much like tiny teeth, sprouts along the edge
    of the blade.
    
    In battle, the Black Reaver functions as a bastard sword - the hilt is long
    enough that the blade can be wielded one- or two-handed.  As a magical
    weapon, the Black Reaver has many powers, but some of them are more obvious
    than others.  As a weapon it functions as a +5 blade, but in terms of damage
    a successful strike will do 2d6+5 damage one-handed, and 2d8+5 damage
    two-handed.  The plus increases by two for each additional level of weapon
    mastery above basic that the wielder possesses.  This high level of damage
    is due in part to the weapon's composition, as well as a slight vibrating
    action of the blade's serrated edge.    The Black Reaver has a special
    function in combat:  if the wielder rolls an 18-20 when striking an
    opponent, damage is doubled.  When not used against an opponent, the blade
    can be used to cut through wood and ice, because of the incredible sharpness
    of its edge.  The wielder does not have to chop at an obstacle; merely by
    placing the sword against a section of wood or ice, the vibrating edge will
    saw through it, in much the same manner as a chainsaw.
    
    In addition to its regular damage, the Black Reaver possesses a number of
    other abilities, each of which is tied to one of four runes engraved in its
    hilt.  All of these abilities are invoked by willing them to happen, and the
    powers themselves will make themselves apparent once the wielder wins a
    contest of the wills against this sword.  The powers are listed below:
    
    1. 	Cast cureall upon the wielder, three times per day.
    2. 	Cast invisibility upon the wielder, three times per day.
    3. 	Cast haste upon the wielder, four times per day.
    4. 	Create an aura of dread around the wielder as per the spell fear,
    with a radius of 15', twice per day.
    
    The Black Reaver can also create its own sheath when not in use.  The
    wielder must simply will the blade to be sheathed, and a hard, scaly shell
    will grow out of the hilt and envelop the blade.  Tiny, claw-like grips also
    pop out of the sheath, near the crosspiece of the hilt, and these will grip
    onto any surface the wielder desires, such as a belt, saddlebag, bandolier,
    or any other surface.  Only the wielder is able to detach it from that
    surface.
    
    As with many items created by the magics of the Carnifex and the Outer
    Beings, the Black Reaver's powers do not make themselves available to the
    wielder without cost.  This is especially true given that a powerful
    servitor of the Outer Beings, Oroleth, has had its essence bound into the
    weapon.  Before being bound, Oroleth was hideous creature who rejoiced in
    destruction and who had a seemingly unquenchable thirst for blood.  These
    evil passions have become fused with the weapon itself, and are so powerful
    that, after drawing blood with the weapon for the first time, the wielder
    must win a contest of wills against the Black Reaver (with an EGO score of
    34) or be subsumed by its lust for more blood.  If the wielder fails, he or
    she will fall under the control of the blade, and will be forced to embark
    upon an orgy of violence, slaughtering friend and foe alike until the
    blade's thirst is quenched.  If that first contest was lost by the wielder,
    there will be a contest of the wills each time the Black Reaver is drawn.
    If the wielder wins the contest, they will only face another one when the
    weapon does double damage.
    
    A second driving passion within the Black Reaver is its allegiance to the
    Outer Beings.  It will not allow itself to be used against members of the
    various servitor races, or loyal worshippers.  If the wielder attempts to
    use it in this manner, another contest of wills is required, with failure
    meaning that the blade strikes at the wielder, instead!
    
    Another effect of using the Black Reaver is that the Outer Beings will
    become aware of the wielder.  He or she will stand out like a beacon,
    enabling them to contact him or her through dreams or messengers at will.
    This may not be a desirable outcome, depending on the wielder.  If the
    wielder is deemed to be pliable enough, or of sufficient power (attaining
    Name-level is a suitable benchmark for this criterion), the Outer Beings may
    use the Black Reaver as a conduit for their powers, channeling their
    energies through it.  If they deem the wielder to be worthy, they may try to
    win him or her over; otherwise, they will summon their underlings to
    "eliminate the problem".
    
    
    

- --
Geoff Gander, BA 97
Cartographer/Game Designer/Government Peon
Carnifex Loremaster
au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091
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Date: Fri, 25 Jun 1999 08:55:14 -0400 (EDT)
From: au998@freenet.carleton.ca (Geoff Gander)
Subject: Re: [MYSTARA] - Legacy...

<reads over comments by Shane and Jenn>

Hmm...I still say that the best approximation of Finnish culture (as I
understand it) was James Mishler's Kaarjaala - a nation set north of
Norwold.  It's on Shawn's website, if anyone's interested.

Geoff

- --
Geoff Gander, BA 97
Cartographer/Game Designer/Government Peon
Carnifex Loremaster
au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091
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Date: Fri, 25 Jun 1999 09:05:25 -0400 (EDT)
From: au998@freenet.carleton.ca (Geoff Gander)
Subject: Re: [MYSTARA] - Legacy...

Shane's post snipped

Very interesting ideas!

I suggest you check out James Mishler's history of Kaarjala, if only for
the work he's already put into integrating a Finnish culture with Mystara.
 He's got some cool ideas there!  I'd also recommend (shameless plug, I
know) my writeup of Littonia - a kingdom based on medieval Lithuania and
Latvia.  

Geoff

- --
Geoff Gander, BA 97
Cartographer/Game Designer/Government Peon
Carnifex Loremaster
au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091
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Date: Fri, 25 Jun 1999 09:15:01 -0400 (EDT)
From: au998@freenet.carleton.ca (Geoff Gander)
Subject: Re: [MYSTARA] - Interesting development.

Kaviyd wrote:

>I could see some very interesting possibilities here -- especially if somebody
>at TSR/WotC comes up with the "bright" idea of selling the rights to Mystara
>but specifically excluding permission to use D&D/AD&D rules in support of
>the setting.  ICE or Palladium might still be able to purchase it,

They certainly could, but Palladium already has a well-established fantasy
RPG world (which sucks IMO, except for the Wolfen, but this is just my
opinion), and I don't know if ICE still uses Shadow World for its
Rolemaster system.  Either way, options are always open.

Geoff

- --
Geoff Gander, BA 97
Cartographer/Game Designer/Government Peon
Carnifex Loremaster
au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091
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Date: Fri, 25 Jun 1999 09:20:50 -0400 (EDT)
From: au998@freenet.carleton.ca (Geoff Gander)
Subject: Re: [MYSTARA] - Legacy...

Shane wrote:
>
>     Jan P. Sjogren from Finland sent me a note suggesting I check out
>existing material on M-Finnish and M-Baltic locations at Shawn
>Stanley's http://www.geocities.com/TimesSquare/5304/norwold.html
>--namely the Norworld lands of "Kaarjala" (by James Mishler) and
>"Littonia" (by Geoff Gander).  The nation of Kaarjala includes two
>related peoples, collectively known as the "Saamari"--the Kaarjalans
>proper (=RW-Finns, autonym <Suomi>) and the "Vaarana" (=RW-Saami). 
>Littonia includes two groups as well--the "Litoniesu" (=RW-Latvians)
>and the "Lietuvas" (=RW-Lithuanians), with also a mention of the
>conquered kingdom of "Livonja", which i suppose mirrors the RW region
>of Livonia with it's own nearly extinct ethnic Livonians.

You are correct, sir! :)
 
> I think all
>of the material is well done and I recommend it to anybody interested
>in a M-Finland/Baltic.  Strangely, when I was thinking about the
>M-Baltic problem, I thought about where would be the best place to put
>such a culture--and without having checked out those webpages, I
>concluded that uttermost Norworld would be the best.  I even thought
>about having a M-Santa Claus up there, because the reindeer-infested
>RW-Saamiland is traditionally thought of as being the home of the real
>Santa Claus.  --Yes I still believe *<:-)>   Ah well, I'm happy James
>beat me to it with his "Saanto Klaas"!  Thanks for the tip Jan.
>

Looks like someone else beat me to the punch on this one! Hope you find
everything you're looking for there, Shane! :)

Geoff

- --
Geoff Gander, BA 97
Cartographer/Game Designer/Government Peon
Carnifex Loremaster
au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091
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Date: Fri, 25 Jun 1999 13:28:33 +0300
From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= <ohadshm@inter.net.il>
Subject: [MYSTARA] - Valdemar's Tome of Advanced Necromancy vol 1.0

>This is a small listing of a couple of darker and meaner necromancy I
wrote up. If you people want more, tell it; if you think these are
over-powered or require other adjustments, critic is welcome.

OK here goes:

>The Eyes of the Dead Man 	by Szasza Markovitch

I think there is an AD&D spell very similar to this one. all in all a very interesting and importent necromancy divinative spell.

>Szasza's Vengeance		by Szasza Markovitch

Giving the avanging spectre all its spell powers from life will make it quite invinsible against one (weakened -2 in everything)  target. Maybe it should be a normal spectre or another form of medium-high leveled undead.

>The Wraith Curse 		by Morphail Gorevitch-Woszlany

very cool and fits Morphail just right...

>Soulcage	and Bind the Soul		by Morphail Gorevitch-Woszlany

What other uses can be for this spells exept for being part of the Cage-> Bind ->Fetter sequence?

>The Mark of the Damned		by Brannart McGregor

I misplaced my Masters set. What are exactly the "symptoms" of seeing a lich?

>steal Soul			by Morphail Gorevitch-Woszlany

Very cool, and useful with a whole bunch of other spells.

>Eclipse				by Brannart McGregor
>Level: 7
Range: 0
Duration: 20min / level
Area: 1km radius / level

you know, I thought of exactly the same effect for a spell myself!
 Mine was 9 leveled though, and whould actualy negate one day. the radius was static though- one hex (8 miles).
Maybe we should add it as a stronger version and call it "Total Eclipse"? 
The original name was "Death to the Sun".

>Rebirth				by Valdemar
Level: 8
Range: touch
Duration: permanent
Area: the caster and a woman

Ooh, I can just see this spell fall into the wrong hands (probably Brannart's) and used to ceremoniously being reborn into a new and improved "innocent child". Muhahahaha!

>Soul Surge			by Morphail Gorevitch-Woszlany
Level: 8
Range: 30m
Duration: 30min
Area: one victim

works well for me. it fits with all the other spells very nicely. maybe the "black lightning" discharge can be replaced with other necromantic general damage spells.

>The Night of the Dead		by Brannart McGregor
Level: 9
Range: 0
Duration: until sunrise
Area: 1km radius / level

I absolutely love this spell, but I do have a problem with its over power. 
Think of this- Brannart is 33 lev and can effect a radius of 33km (3 game hexes in each direction) casting the spell in an urban area will give the caster an undying army, probably numbering in the houndreds of thousends. this can be repeated every night, and with "Eclipse" night can be mighty long...
My Ideas for moderating the power level without rubbing the spell of its "zets" (ZETS is in Yiddish but I think you get my idea)

1. This spell will animate undead from bodies that died in the last 13 years. the total number of HD that the caster can controle is no more than a hundred times his caster level. (Brannart could controle of to 3300 skeletons or 1650 zombies if the bodies are dead no less than 13 years).

2. Undead creatures that fall under the casters control are also calculated in the above figures (a resident mummy will cost Brannart the forming of 5 new skeletons...)

3. All Undead are sterngthened the way you described.

4. This spell may not be used more than once a month. Maybe only in a full moon or during a night with no moon.

>Grasp the Mortal Flesh	by Brannart McGregor

as this spell is cast only once in a "lifetime" and is very strong, I suggest  it should also require a long ceremony and some kind of "price" - rare and expensive components, or some dark deal with the forces of entopy...
a realy GREAT spell and I love the name.

>Cheat the Death 		by Morphail Gorevitch-Woszlany

nothing to add here.

>Embody Soul			by Morphail Gorevitch-Woszlany

While this spell makes sense, you might remember that necromancers of the fourth circle can
Raise Dead Fully  once a week!
if you do not use the circles, than this spell can become more importent. personaly I would actualy prefer to see necromancers creating "Frankenstein's monster"s or hiting people in the head till they perish in order to resurect the dead than the "holy" Raise Dead Fully.
IMO every resurrection in XD&D should be HARD and always with some major drawback.

>Fetter of Soul Power			by Morphail Gorevitch-Woszlany

this wold be extremely effective if the caster has a "jail house" of unique souls handy... (which Morphail probably has)

>Anyone single-minded enough to begin a conversation concerning the
'evilness' or 'chaoticness' or 'chaotical goodness' of using the prevous
spells may go watch CNN until they believe that Monica Lewinsky was the
most important event of the second century.

I think you mean the seconed Millenium (or I have been asleep for two hundred years).

I realy like what you are doing with necromancy. you might wanna check out the spells I posted to the list. some of them (by Morphail and Brannart) are Necromantic. If you dont have them ask me to Email them to you or get them from Stan's site.

May darkness prevail!
Morphail (Ohad Shaham)
"and all the while as vampires feed- I bleed..." /the Pixies


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End of mystara-digest V1999 #274
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mystara-digest        Saturday, June 26 1999        Volume 1999 : Number 275



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

[MYSTARA] - Glantrian mages spells Part 4
[MYSTARA] - Priest of Ixion
Re: [MYSTARA] - Garal Glitterlode
RE: [MYSTARA] - Clerical (and Druidic) Spell Research
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Clerical (and Druidic) Spell Research
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Valdemar's Tome of Advanced Necromancy vol 1.0
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Priest of Ixion
RE: [MYSTARA] - Clerical (and Druidic) Spell Research
RE: [MYSTARA] - Fetishes

----------------------------------------------------------------------

Date: Fri, 25 Jun 1999 16:35:38 +0300
From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= <ohadshm@inter.net.il>
Subject: [MYSTARA] - Glantrian mages spells Part 4

Hi all
here go a few more of my spells, designed by Glantrian princes and nobles.
enjoy and comment!


Tatyana's Droplet of Blood

level: 2
range: 1km per level of caster
duration: untill dispelled
AoE: one person

This is Lady Tatyana Gorevits-Woszlany's (Morphail's sister) to the Charm Person spell. 
This requires a drop of blood from the caster to be consumed in some way by the target. If the target swallows the blood he/she should throw a save against spells at -2 penalty or fall madly in love with the caster. (gender is not an issue).
The chrmed target gets no additional saves and will remain in love until killed, attacked by the caster or gets in mortal danger beacause of the caster.
This spell is dispelled normaly.

Vanserie's Flaming Exit

Level: 8
Range: 0 (caster only) and same plane (see below)
Duration : instantanious
AoE: caster 
save: half damage

This spell is known by high leveled Fleamish nobles but has also been used by non Flaems and non Glantrians in the past. It was invented by Vaserie Vlaardoen the eighth (grand grandfather of the current prince). It is actualy a combination of two "common" spells.
The spell is often used as the last resort, when the wizard has to abandon the battle site.
When cast the spell has the effect of "teleport without eror" affecting the caster, only the remaining enemies recieve a special "gift" from the aborting caster- a full strength fireball explodes centering on the previous location of the caster.

Angus's Soul to Soul

level: 4
range: 10'
duration: permenent until dispelled
AoE: the caster's and another's soul.
Save: negates (if desired)

This spell was created by the boy-geniuos Angus McGrgor.
This spell requires one living sentient human/humanoid. if the recipient is a willing one (rarely the case) the spell reauires no special preperationes and no saving throw.
If the victim objects he\she must be strapped to a previuosly made altar and oiled with wolf's bile.
When cast the caster and the recipient (if failed a save against spells) switch bodies.
Each soul retains all its knowledge and mental abilities but has the phisical abilities of the new body.
The spell lasts until dispelled in some manner which will cause the souls to immidiatly switch bodies again.



Carnelia's Illusionary Lesson

level: 4
range: 20' (7 meters)
duration: 1 turn per level
AoE: all within range
Save: at(-4) + special

This spell was created by the enchanting "Marquesa del Alhambra"- Dona Carnelia de Belcadiz y Fedorias.
She Uses this spell mainly when she needs to "prove a point".
This sophisticated illusion creates a 3 dimensional audioble illusion, totaly under the casters controle. 
the illusion may also extend to the edges of the illusion creating 3 dimensional objects of unlimited size and distance (like a 3 dimensional movie).
Touch, smell and taste are not affected and the creatures in range can suffer no damage from the illusion. 
Every creature may save at -4 in order to disbelieve the illusion. However every inteligent being will begin to understand the illusion if he tries to touch anything or notices the lack of substances and smells.
The illusion is limited only by the imagination of the caster. No artistic knowhow is required as the illusion is fed from the mind of the caster.


Sinaria's Soundwaves of Power

Lady Sinaria Verilien, the Countess of High Sonden, has developed a series of spells based on the power of sound.
She is very proud of her work and teaches it in the Great School of Magic, although the higher leveled versions are only known to some Fleamish nobles.
Each spell has its own frequency and pitch but they all look like a cone of coloured waves starting at the casters extended palm and ending at the spells range.


Sinaria's Soundwave of Power- Annoying Shriek

Level: 2
Range: 50' (16 meters)
Duration: 1 round per level
AoE: all creatures within a cone ending 20' across.
Save: no

This high pitched long disturbing sound will cause a lot of unease to all living things within range.
All within range will suffer -2 to attacks rolls for the spell duration.
Anilmals or monster with animal inteligence may become enraged or flee (DMs decision).
Spell casters need to preform an inteligence check in order to successfuly cast a spell.
The same is required in order to maintain consentration.


Sinaria's Soundwave of Power- Stunning Boom

level: 3
range: 100' (30 meters)
duration: instananeous
AoE: all creatures within cone ending at 50' across
Save: spells at -2

This loud boom will cause 1d6 points of damge to all within range (no save) which will cause lost of consentration.
All within the AoE most also save versus spells at -2 penalty or be stunned unable to attack or move for 1d3 rounds.


Sinaria's Soundwave of Power- Combustion

level: 3
range: 50'
duration: instantaneous
AoE: all wooden and flammable materials in a cone ending at 50'

This subsonic noise will cause all wodden or otherwise flammable objects to combust and burn. The fire thus created is normal and any creature in contact with it will suffer regular fire damage.

* as a fire elementalist Sinaria casts this version of the spell at level 2. To non pyromancers this spell is cast at level 3. 


Sinaria's Soundwave of Power- Shattering 

level: 4
range: 50'
duration:1 round
AoE : one kind of material within cone ending at 50' across

When this spell is used the caster has to chose a frequency and pitch affecting one kind of non magical material (glass, metal, stone etc').
All objects composed of this material within the cone of affect,  will be damaged to some extent. If the object is smaller then 10'x10'x10' it will shatter to pieces. if larger serious cracks will appear and the object will be very susceptible to damage. 
example- a brick wall may be cracked to an extent that one hit with a battering ram will break it.
This is extremely effecient agaist metal  weapon carrying opponents.


Sinaria's Soundwave of Power- Disturbing Tune

level: 5
range: 100'
duration: 5 rounds
AoE: all creatures within cone ending at 50' across

This repetative 3 note melody, can cause sentient beings to go insane.
All creatures in AoE must save versus spells or suffer the effects similar to a Confusion spell. 
At the end of 5 rounds all effected creatures must make a wisdom check. If this fails the recipient suffers from minor insanity (the DM decides exactly what will happen) for 1d100 days.

*If you are using Geoff's insanity rulls, this is a good opertunity to use them.


Sinaria's Soundwave of Power- Deafening Rumble

level: 6
range: 180' (60 meters)
duration: special
AoE: a cone ending at 90' across
save: spells at -2

This spell has similar effect to Sinaria's Soundwave of Power-  Stuning Boom, exept for these:
The damage taken is 1d20+10 (no save). 
Those failing the save versus spells at -2 are not only stunned for 1d3 rounds but also become deaf for 1d20 days.


Sinaria's Soundwave of Power- Charming Melody

level: 7
range: 200' (70 meters)
duration: special
AoE: all creatures within cone ending at 100' across
save: spells at -2

This short beutiful sound will cause all within AoE to become chrmed as in the Chram Monster spell. There is no limit on the amount of creatures being chrmed. If cast on less than 3 creatures of the same race the recipients are penaltied with -3 to thier saving throw.


Sinaria's Soundwave of Power- Earthquake

level: 8 
range: 300' +10' per level
duration: 1 round
AoE: an area of 300'x300' 
save: no

This subsonic noise is directed at the ground.This will cause a major earthquake at the AoE. 
Buildings will crack and fall, caves will colapse and giant holes will open in the ground.  
There is no save against this spell. The DM should decide on a case by case basis the damage caused to creatures and equiptment.





Morphail (Ohad Shaham)
"and all the while as vampires feed- I bleed..." /the Pixies


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Date: Fri, 25 Jun 1999 16:53:00 +0200
From: Lostboy@t-online.de (Klaus Kischkat)
Subject: [MYSTARA] - Priest of Ixion

I have some question about the priest of Ixion. I have found some
information about the priest at some sites, but what armor can he use. Any
or is he limited?

Some other question is about Odin, Hel and Thor!

These are immortals from the north pantheon and I want to know, if somebody
is playing with the other immortals (deities) form this pantheon in his
campaign.



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Date: Fri, 25 Jun 1999 10:53:18 -0400 (EDT)
From: Mischa E Gelman <megst19+@pitt.edu>
Subject: Re: [MYSTARA] - Garal Glitterlode

> Jeepers. I just looked over his stats for the first time in a while, and
> noticed that he's a poor TEMPORAL in WoTI. 
> 
> This guy created my beloved Gnome Race, and has been Immortal for at LEAST
> 4000 years. Shouldn't he be a bit higher than 7th-12th level?

I don't have WOTI so have no idea how immortality works there, but the
gold box rules have immortals lessen in power when they commit permanenent
expenditures of PP.  Garal strikes me as the kind of guy who would always
tinker with his plane to make it nicer, who would create more than his
share of artifacts and who wouldn't really undertake a large amount of
actions that would increase his power.  Given all three of these, I
wouldn't have any qualms with him being a temporal.

 - Mischa

Speak up for those who cannot speak for themselves, defend the rights of
those who have nothing.  Speak up and judge fairly, and defend the rights
of the poor and needy - Proverbs 31:8-9

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Date: Fri, 25 Jun 1999 10:02:27 -0700
From: "Harvey, Michael" <michael.harvey@intel.com>
Subject: RE: [MYSTARA] - Clerical (and Druidic) Spell Research

> -----Original Message-----
> From: Agathokles [mailto:piu2014@ccrd200.cdc.polimi.it]
> Sent: Thursday, June 24, 1999 11:58 PM
> To: mystara-l@lists.imagiconline.com
> Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research
> 
> 
> 
> 
> On Wed, 23 Jun 1999, Jamuga Khan wrote:
> 
> > > Not making differences between secular and religious 
> leaders gives a
> > > strong theocratic connotation to a government, IMO.
> > 
> > This is the question! Maybe we should agree on a definition
> > of theocracy first?

Websters:

theocracy \The*oc"ra*cy\, n. [Gr. ?; ? God + ? to be strong, to rule,
fr. ? strength: cf. F. th['e]ocratie. See Theism, and cf. Democracy.] 1.
Government of a state by the immediate direction or administration
of God


hagiarchy \Ha"gi*ar`chy\, n. [Gr. ? sacred, holy + -archy.] A sacred
government; by holy orders of men.

WordNet:

theocracy n 1: a political unit governed by a deity (or by officials
thought to be divinely guided) 2: the belief in government by divine
guidance 


> By this definition, for example, Hule is a theocracy, and so 
> is Ylaruam.

A theocracy is rule directly by a god -- possibly through representatives,
but the concept specifically assumes that the god is real and active in
leadership, and that the representatives are not the actual authority.

Rule by holy men (such as Hule) is a hagiarchy.  I'm not sure about Ylaruam;
if an immortal is actively involved in making laws and legal decisions I'd
call it a theocracy. But if it is simply ruled by priests, and immortals
aren't directly involved in daily affairs of the country, then I'd call it a
hagiarchy.

Mike
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Date: Fri, 25 Jun 1999 13:33:06 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Garal Glitterlode

On Fri, 25 Jun 1999, shawn stanley wrote:

> You'd think so, but not all immortals have been quite as active as other
> immortals.  A little off topic Ethan but I was going to query the level
> you had Kaydonis at but I haven't read through all that yet.

I put him at 22nd level, comparable to a few other immortals of his age
range. Plus, I'd consider Kaydonis very active, tinkering with plots to
make sure his Snartans don't fall apart. I'll flesh this out later. 


Ethan


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Date: Fri, 25 Jun 1999 21:25:36 +0200
From: thibault sarlat <thibsylv@club-internet.fr>
Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research

actually it comes from the greek "theos" = god and   "cratein "= power
it meams that the power is in the hands of those related with the predominant
religion.

Websters:

theocracy \The*oc"ra*cy\, n. [Gr. ?; ? God + ? to be strong, to rule,
fr. ? strength: cf. F. th['e]ocratie. See Theism, and cf. Democracy.] 1.
Government of a state by the immediate direction or administration
of God

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Date: Fri, 25 Jun 1999 17:17:33 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Garal Glitterlode

>Jeepers. I just looked over his stats for the first time in a while, and
>noticed that he's a poor TEMPORAL in WoTI.
>
>This guy created my beloved Gnome Race, and has been Immortal for at LEAST
>4000 years. Shouldn't he be a bit higher than 7th-12th level?
>
>
>Ethan


Remember that an Immortal can LOSE levels, if he or she is the target of a
rival's successful scheming.  I would guess that Garal used to be a bit
more powerful than he is at present (probably Celestial), but that he took
some serious hits when the gnomes in the Northern Reaches were wiped out by
kobolds, and again when the HKs took over Oostdok.  The fact that it was
Alphatians who kicked out the Heldannic occupation -- as opposed to the
gnomes' own resistance -- probably means he's not getting those levels
back, either ... which means he's NOT gonna be doing Vanya any favors, in
the forseeable future!  Perhaps there'll be a few gnomish siege-engineers
(and fighter-pilots?) helping the Heldanner and Oceansend resistance
forces, in the near future.

Hmmmm.... if the Net-Almanac's plotline is followed, the nagpas' coup in
Serraine might give Garal yet another demotion!  Coming so soon after the
incident with the HKs, that's bound to shake him out of his "inactive"
mode, that Stan's pointed out, and send his shamans into a proselytizing
tizzy.  :-)


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Date: Fri, 25 Jun 1999 17:58:45 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Garal Glitterlode

On Fri, 25 Jun 1999, Sharon Dornhoff wrote:

> Hmmmm.... if the Net-Almanac's plotline is followed, the nagpas' coup in
> Serraine might give Garal yet another demotion!  Coming so soon after the

Erp?

What coup? that could lead to some interesting developments groundside. 


Ethan
- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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Date: Sat, 26 Jun 1999 03:03:53 +0300 (EET DST)
From: Markus Olavi Montola <mmontola@cc.hut.fi>
Subject: Re: [MYSTARA] - Valdemar's Tome of Advanced Necromancy vol 1.0

> >Szasza's Vengeance		by Szasza Markovitch
> 
> Giving the avanging spectre all its spell powers from life will make
> it quite invinsible against one (weakened -2 in everything)  target.
> Maybe it should be a normal spectre or another form of medium-high
> leveled undead.

I see your point. But then again, someone able to kill lady Szasza is
someone very strong. And the victim will know of his fate from the
nightmares he sees. 

> >Soulcage	and Bind the Soul		by Morphail Gorevitch-Woszlany
> What other uses can be for this spells exept for being part of the
> Cage-> Bind ->Fetter sequence?

I plan to do further spells concerning soulcages, but generally the
people don't like to be bind in places. One can communicate with them via
ESP. 

> >The Mark of the Damned		by Brannart McGregor
> I misplaced my Masters set. What are exactly the "symptoms" of seeing a lich?

Usually people are horrified or enraged when theyt do see one. Anyone who
has enough balls not to run, usually prepares to get the world rid of the
lich.

The Mark is very powerful, but a mage can *kill* someone who fails his
save, and Mark is not always deadly.

> >Eclipse				by Brannart McGregor
> you know, I thought of exactly the same effect for a spell myself!

I stole it from RQ, though modifying it a lot and adding lots of extra
power.

>  Mine was 9 leveled though, and whould actualy negate one day. the
> radius was static though- one hex (8 miles). Maybe we should add it
> as a stronger version and call it "Total Eclipse"?  The original name

Ast thou pleaseth. I don't want to contradict anyone with my spells,
though I like to balance all the spells. 

> >Rebirth				by Valdemar
> Ooh, I can just see this spell fall into the wrong hands (probably
> Brannart's) and used to ceremoniously being reborn into a new and
> improved "innocent child". Muhahahaha!

And then again, who was Angus McGregor after all... :)

Actually, in the scene I have planned, Valdemar himself writes the Tome
of Advanced Necromancy as a safe measure before casting the Rebirth. He
fears that he may forget some or all of his magics in the ritual, but as
he just wants to be mortal again for his own reasons. He is no goodie in
the end.

But that's enough of spoilers.

> >The Night of the Dead		by Brannart McGregor
> Level: 9
> Area: 1km radius / level
> I absolutely love this spell, but I do have a problem with its over power. 

Note that the same caster can *never again* animate the corpses he
animated with the Night of the Dead. Therefore Brannart is very reclutant
to use the spell in Klantyre -- he can do that only once. After he
gathers his army of darkness, he permanently uses up the chance of
exploiting thousands of bodies.

I thought of the spell as the story element -- those undead are horrific,
but they can probably be fought against until the sunrise. As the
gamemasters are evil and mean, I wrote up the Eclipse to further postpone
saving the pc:s. 

Powers of the mightiest of the necromancers are a matter of taste. I
personally like Conan:ish vision, which makes them powerful.

Sir Brannart McGregor is probably one of the three strongest necromancers
of the Mystara.

> >Grasp the Mortal Flesh	by Brannart McGregor
> as this spell is cast only once in a "lifetime" and is very strong, I
> suggest it should also require a long ceremony and some kind of
> "price" - rare and expensive components, or some dark deal with the
> forces of entopy... a realy GREAT spell and I love the name.

Agreed. 

> >Embody Soul			by Morphail Gorevitch-Woszlany
> While this spell makes sense, you might remember that necromancers of
> the fourth circle can Raise Dead Fully once a week!

...a fact which I resent. I like more the KoM-rules, where the fourth
circle is creation of the major undead, and the dead-raising is left to
Gods.

> creating "Frankenstein's monster"s or hiting people in the head till
> they perish in order to resurect the dead than the "holy" Raise Dead

Yep.

> >Fetter of Soul Power			by Morphail Gorevitch-Woszlany
> this wold be extremely effective if the caster has a "jail house" of
> unique souls handy... (which Morphail probably has)

Yes. I am actually thinking of something like a necromantic civil war
within Glantri after WotI (1020 or something) between Morphail and
Brannart. 

> I realy like what you are doing with necromancy. you might wanna
> check out the spells I posted to the list. some of them (by Morphail
> and Brannart) are Necromantic. If you dont have them ask me to Email
> them to you or get them from Stan's site.

I have loved them, actually. I like your way of writing spells for
individual Glantrians. Personalizing magic styles (like lady Sinaria's)
is nice, and gives them a special feeling.

> May darkness prevail!

 - Markus

       -----------------------------------------------------------------
                            W A R   I S   P E A C E              
                      F R E E D O M   I S   S L A V E R Y
                   I G N O R A N C E   I S   S T R E N G T H
       -----------------------------------------------------------------

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Date: Fri, 25 Jun 1999 21:09:00 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Garal Glitterlode

>On Fri, 25 Jun 1999, Sharon Dornhoff wrote:
>
>> Hmmmm.... if the Net-Almanac's plotline is followed, the nagpas' coup in
>> Serraine might give Garal yet another demotion!  Coming so soon after the
>
>Erp?
>
>What coup? that could lead to some interesting developments groundside.
>
>
>Ethan
>--


If I'm not mistaken, those spooky nagpa conspirators from PC2 finally
launched their plan to take over Serraine, in one of the Net-Almanacs.
Don't remember which one, 1014 AC or 1015 AC, but I do know they succeeded
... at least, for the moment.


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Date: Fri, 25 Jun 1999 21:50:54 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Garal Glitterlode

On Fri, 25 Jun 1999, Sharon Dornhoff wrote:

> If I'm not mistaken, those spooky nagpa conspirators from PC2 finally
> launched their plan to take over Serraine, in one of the Net-Almanacs.
> Don't remember which one, 1014 AC or 1015 AC, but I do know they succeeded
> ... at least, for the moment.

Until Serraine doesn't make its yearly stop at Thimhallan in Andrumir
(Fyrmont). (hint, hint Almanac team! Great Way to introduce Thimhallan
into the Almanac!)  


Ethan 

- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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Date: Fri, 25 Jun 1999 23:11:28 -0500 (CDT)
From: Byron Molix <c594314@showme.missouri.edu>
Subject: Re: [MYSTARA] - Priest of Ixion

On Fri, 25 Jun 1999, Klaus Kischkat wrote:

> I have some question about the priest of Ixion. I have found some
> information about the priest at some sites, but what armor can he use. Any
> or is he limited?

I don't have a lot of info on this guy's priests, but I'd expect the armor
is normal cleric allowed armor. All OD&D clerics could wear pretty much
the same things, so it'd tend to carry over into later installments.

> 
> Some other question is about Odin, Hel and Thor!
> 
> These are immortals from the north pantheon and I want to know, if somebody
> is playing with the other immortals (deities) form this pantheon in his
> campaign.
> 

Don't norse warriors in general wear leather/hide armor or chain mail?
Maybe brigandine, but anything heavier than chain doesn't sound right for
Vikings, and in that kind of clime, the more clothlike the better.
Nobody'd want to wear lots of rigid metal over some meager padding in
subzero temperatures. I'd say the priests wore robes/regular clothes, or
these kinds of armors.

Byron

PS in my campaign I am dealing with the immortals worshipped along the
southern coast of Brun. So, no. I may do that with the next group of
heroes. (I've decided that if the players make it to Legend status, they
have to make new heroes. That's about 25th level AD&D terms, something
like 30th level OD&D)

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Date: Sat, 26 Jun 1999 09:21:35 +0200 (METDST)
From: Agathokles <piu2014@ccrd200.cdc.polimi.it>
Subject: RE: [MYSTARA] - Clerical (and Druidic) Spell Research

On Fri, 25 Jun 1999, Harvey, Michael wrote:

> 
> A theocracy is rule directly by a god -- possibly through representatives,
> but the concept specifically assumes that the god is real and active in
> leadership, and that the representatives are not the actual authority.
> 
> Rule by holy men (such as Hule) is a hagiarchy.  I'm not sure about Ylaruam;
> if an immortal is actively involved in making laws and legal decisions I'd
> call it a theocracy. But if it is simply ruled by priests, and immortals
> aren't directly involved in daily affairs of the country, then I'd call it a
> hagiarchy.
> 

This means that every government which claims to be chosen to rule "in the
name of" some immortal/god should be considered a theocracy, since there
are no actual means to determine whether an immortal/god exists or is
personally involved in ruling a country.
On the other hand, few hagiarchies will refuse to call themselves
representants of their immortal/god, so they would be theocracies at the
same time.
	
		Giampaolo Agosta
 

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Date: Sat, 26 Jun 1999 09:49:55 +0200
From: "J.W.K. \"X\" Kramer" <brotherhood@xanthus.demon.nl>
Subject: RE: [MYSTARA] - Fetishes

Quick comment:

Nice, I like the idea of fetishes, but I think someone has been reading too
many Shadowrun novels :-)

Kristian "X" Kramer
AD&D Fellowship Holland
<http://www.xanthus.demon.nl>
 
"Cold be hand and heart and bone...
till the Sun fails and the moon is dead."
LotR, J.R.R. Tolkien


- -----Original Message-----
From: owner-mystara-l@lists.imagiconline.com
[mailto:owner-mystara-l@lists.imagiconline.com]On Behalf Of
CQuaif@aol.com
Sent: donderdag 24 juni 1999 19:50
To: mystara-l@lists.imagiconline.com
Subject: [MYSTARA] - Fetishes


All,

Here's something which got some nice comments on the MMB this week; thought
I'd see what the rest of you thought.

Comments, please?

Carl Q.

- -

Fetishes:

These are primitive, crude magical items, made from pieces of other beings
and intended to confer some power over the creature concerned, or impart a
portion of their power to the user. Because they are usually quite poorly
preserved, if at all, fetishes tend to have either a limited number of uses
or a finite period of usefulness. Fetishes are most often made and employed
by humanoid Shamans and Wokani who, because of their limited clerical or
magical prowess and crude working conditions, are unable to create more
powerful and permanent items.

Most fetishes are created using long, difficult and somewhat nauseating
ceremonies. The following spell forms an integral part of many of these:-


Preserve Essence
Level: 3 (Shaman) or 2 (Wokan)
Range: 5'
Duration: variable
Effect: enchants a fetish
This is the catch-all spell which allows the highest-level Shamans and
Wokani
to create objects of power. Shamans invoke the aid of their Patron Immortal
to imbue the item with an infinitesimal portion of their Immortal essence;
Wokani drain a little of their own life-energies into the item to achieve
the
same effect. Each version has its advantages and disadvantages: The Shaman
must rely on the good offices of the Immortal, who may or may not comply
with
their request, but rarely lose something of themselves in the process,
whilst
Wokani are more certain of success, but sacrifice XP to achieve their goals.

The duration of the spell varies, depending on the power of the item. It can
take anywhere between a few hours and a few days to cast, and almost always
involves much chanting, dancing, and use of ritual objects and powders. When
creating a fetish, both Shamans and Wokani must make a Save vs. spells to
succeed. The following modifiers may apply to the roll:-

Shaman:

- -1 per level of the effect (if a non-spell effect, the DM decides what level
the modifier should be).
- -1 per item already enchanted in the last month (the Immortals don't like
being bothered too often).
+1 per level of Shaman over 6th.
+1 - +3 for each propitiatory sacrifice made in the last month.

NB: if the Shaman fails his roll by 6 or more, the Immortal is displeased;
apart from a failed enchantment attempt, the Shaman suffers a Curse of some
kind, and a -2 penalty to his next enchantment roll. If the failure is by 10
or more, the Immortal is gravely displeased; the result could be loss of
experience, denial of spells for a set time, or even death (DM's decision).
Conversely, if the roll succeeds by 6 or more, the Immortal is pleased, and
may grant the fetish additional powers (again, DM's decision).

Wokan:

+1 per additional 100 XP sacrificed during the ritual (at least 100 XP per
level of effect must be sacrificed as a matter of course - this "basic"
sacrifice provides no bonus to success).

NB: if the Wokan fails his roll, the XP is lost anyway. if the failure is by
6 or more, roll 1d6; this is the amount of additional XP (in multiples of
100) that are lost by the Wokan. A roll that succeeds by 6 or more may cause
the fetish to gain additional powers at no extra cost (DM's decision).

Assuming the roll is successful, the spellcaster now has a working fetish.
The powers of the item, the frequency of use, and the duration of the
enchantment, are up to the DM.

NB: the name "Preserve Essence" was coined for this enchantment by the Sage
Uriman of Darokin, who made a lifelong study of primitive and humanoid
magics; the humanoids themselves have as many names for it as there are
different races or tribes, most of which do not translate into the Common
tongue.


Some example fetishes are outlined below:-


Ear of Hearing:

This item is the ear of a still-living creature which is cut from its head.
Part of the enchantment process involves boiling the ear in vinegar for
several hours, giving it the consistency of leather. Holes are then punched
in the ear to allow it to be worn on a thong around the caster's neck.

When grasped and placed to the caster's own ears, an Ear of Hearing allows
the caster (only) to hear anything the Ear's former owner can at that
moment,
so long as the former owner is still within 50 miles of the caster. Using an
Ear of Hearing takes great concentration; the caster cannot take any other
actions while doing this. The Ear may be used in this fashion once per day,
for upto three Turns. No further powers are conferred by the enchantment
(but
see the spell Whispering Madness, below).

An Ear of Hearing is one of the more durable fetishes, and can last for upto
10 years before rotting into uselessness, if not damaged. A caster may own
as
many Ears of Hearing as he can enchant, although only one can be used at any
one time.


Whispering Madness
Level: 2
Range: touch
Duration: 3 Turns
Effect: permits 1-way communication
This spell, when cast by a Shaman or Wokan on an Ear of Hearing, enables the
caster to speak into the Ear and be heard by its former owner, so long as
that being is within 50 miles of the Ear. The voice (as heard by the target)
is distorted and inhuman; those who hear such a voice may believe they are
going mad, hence the name of the spell. Often cast at night, the spell
disrupts the target's normal sleep patterns, leaving them susceptible to the
commands of the speaker (save vs. spells, with -1 on the roll for every week
of disturbed sleep).

The caster of this spell cannot use an Ear of Hearing for both speaking and
listening purposes on any one day.


Teeth of Mastery:

These are canine or other teeth, taken from a normal or giant animal, worn
about the neck on a cord.  The donor may be living or dead. The average
necklace has anywhere from three to nine teeth, which must all be from the
same species of animal.

Once enchanted, they may be used to attempt to control individuals of that
species as a Ring of Animal Control. The creature must be captured, and the
Teeth anointed with its blood (only a small sample is required for this).
The
controller must match his Will (Intelligence + Wisdom) score against that of
the creature to command it; if successful, the creature serves as if
Charmed.
The controller may make one such attempt (including the anointing) per day
until successful. The controlled creature is permitted a saving throw vs.
Spells once per week to throw off the enchantment; if it succeeds, it will
either seek out and destroy its former master, or run away at top speed
(DM's
choice). Each necklace can control one individual at a time, and must be
worn
at all times to maintain control. A controller may wear and use up to four
necklaces at any one time.

 The number of Teeth on a particular necklace may give a bonus to the
command
attempt. Three teeth is normal, five is +1, seven +2, and nine +3. However,
a
spellcaster who attempts to enchant more Teeth than the basic three lessens
his chances of success by the same levels.

Once a controlled beast is either killed or breaks free, the Teeth of
Mastery
may be used to ensnare another individual. The Teeth may be used in this
fashion 1d6 times (rolled when they are first enchanted) before losing their
enchantment and crumbling into dust. Anyone can use the Teeth of Mastery,
whether they enchanted them or not.


Cloak of the Bear:

This is a coarse, uncured pelt taken from a grizzly, brown, or black bear
(depending on the region). The head of the bear is still attached, and is
worn on the user's head, with the pelt cascading down the back. The Cloak is
enchanted to grant the wearer some of the bear's natural abilities. So long
as the Cloak is worn, the wearer gains -1 to AC and +1 to strength.

To create this item, The newly-dead bear must be skinned as part of the
enchantment ceremony, then the bones and offal burned, and finally the ashes
(mixed with powdered herbs) sprinkled over the pelt. The whole ceremony
takes
roughly 24 hours.

Other items may be manufactured in a similar way; for instance, a Bonnet of
the Eagle would provide enhanced vision, while a Cheetah Cape would grant
doubled running speed over short distances. Beasts from other climes might
give even greater powers. To use the original example, a Cloak of the Polar
Bear could function as a Protection from Cold spell in addition to its other
powers.

Such items hold enchantment poorly; a typical Cloak of the Bear will remain
enchanted for 1d6 + 2 months before rotting so much as to be unusable. Long
before this, of course, the stench from the decaying pelt will make wearing
it unpleasant in the extreme for anyone with a sense of smell....


Gri-Gris:

These are totem sticks, made from pieces of wood or bone and wrapped with
the
skin or hide of a particular creature, intelligent or not. Pieces of bone,
stone fragments, or bits of shell are tied to the Gri-Gri in order to make
rattling noises when shaken.

Gri-Gris, like the Teeth of Mastery, grant the Shaman or Wokan some control
over the species of whatever creature is used to make it. In this case, it
grants a bonus to success (or penalty to saving throws for the targets) for
spells cast on that species. Examples of effects include penalties to saving
throws for half damage, enhanced chances to hit, or reduced chances to shrug
off the spell in question. adjustments to rolls should range from +/-1 to
+/-3, depending on the creator's wishes when making it (each point should
alter the creator's save vs. spells by -1). The Gri-Gri cannot be used in
conjunction with any other magical item (such as the aforementioned Teeth of
Mastery).

A typical Gri-Gri will last for a year, if not damaged, before losing its
power. A Shaman or Wokan may have any number of Gri-Gris, but only one may
be
used at any time.
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End of mystara-digest V1999 #275
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mystara-digest         Sunday, June 27 1999         Volume 1999 : Number 276



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

[MYSTARA] - re:Valdemar's Tome of Advanced Necromancy vol 1.0
Re: [MYSTARA] - re:Valdemar's Tome of Advanced Necromancy vol 1.0
[MYSTARA] - New Mystara Page!
Re: [MYSTARA] - Glantrian mages spells Part 4
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - New Mystara Page!
Re: [MYSTARA] - New Mystara Page!
Re: [MYSTARA] - New Mystara Page!
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Clerical (and Druidic) Spell Research
Re: [MYSTARA] - New Mystara Page!
Re: [MYSTARA] - New update of my Mystara Page!
[MYSTARA] - Wrong Azcan Be
[MYSTARA] - third great year
[MYSTARA] - Time
Re: [MYSTARA] - Wrong Azcan Be

----------------------------------------------------------------------

Date: Sat, 26 Jun 1999 14:17:26 +0300
From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= <ohadshm@inter.net.il>
Subject: [MYSTARA] - re:Valdemar's Tome of Advanced Necromancy vol 1.0

>>  Mine was 9 leveled though, and whould actualy negate one day. the
>>radius was static though- one hex (8 miles). Maybe we should add it
> >as a stronger version and call it "Total Eclipse"?  The original name

>Ast thou pleaseth. I don't want to contradict anyone with my spells,
>though I like to balance all the spells. 

Here is the sterngthened version:


Brannart's Death to the Sun (or "Total Eclipse")

Level: 9
Range: 0 (around the caster)
Duration: one full day
AoE: one 8mile hex'

This spell is a stronger version of "Eclipse" (by Markus Olavi Montola).
The spell must be cast just before sunrise. It will prevent the sun from penetrating the AoE for an entire day, practicly creating one long night that only ends when the following day dawns.
All spells that last "one night" will last the whole period till the next dawn. Undead will be active throughout the prolonged night. Small flora and fauna which are only active during the day may die of hunger. Inteligent beings will be nervous and violent. During the seconed night temperatures will drop severely.


>And then again, who was Angus McGregor after all... :)

Are you suggesting what I think you are suggesting?!...

>Note that the same caster can *never again* animate the corpses he
animated with the Night of the Dead. Therefore Brannart is very reclutant
to use the spell in Klantyre -- he can do that only once. After he
gathers his army of darkness, he permanently uses up the chance of
exploiting thousands of bodies.
>

Yes, but he doesnt have to cast it from Klantyre. He can easely take Thyatis city with Millions (!) of undead. After the undead are through he than has 600,000 fresh new bodies to continue.


>I thought of the spell as the story element -- those undead are horrific,
but they can probably be fought against until the sunrise. As the
gamemasters are evil and mean, I wrote up the Eclipse to further postpone
saving the pc:s. 
>
>Powers of the mightiest of the necromancers are a matter of taste. I
personally like Conan:ish vision, which makes them powerful.
>

I totaly agree with you that Brannart Mcgregor should be extremely powerful, but even 9 level spells should be restricted in power.
This reminds me of Jaggar's "true dwomers" (which I dont remember who wrote). most of them create very strong armies, but this one takes them all. 

>
Sir Brannart McGregor is probably one of the three strongest necromancers
of the Mystara.
>

Amen!

>..a fact which I resent. I like more the KoM-rules, where the fourth
circle is creation of the major undead, and the dead-raising is left to
Gods.
>

Oh, so AD&D Mystara is not totaly bad...

>
Yes. I am actually thinking of something like a necromantic civil war
within Glantri after WotI (1020 or something) between Morphail and
Brannart. 
>

I wonder who will win. Remember that while Brannart has superior spells and is a better undead liege, Morphail is the high necromancer in Glantri and has dealings with supernatural forces (oh Alphaks dear..).

>I have loved them, actually. I like your way of writing spells for
individual Glantrians. Personalizing magic styles (like lady Sinaria's)
is nice, and gives them a special feeling.
>

Thanks! I try...

Morphail (Ohad Shaham)
"and all the while as vampires feed- I bleed..." /the Pixies


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Date: Sat, 26 Jun 1999 16:38:03 +0300 (EET DST)
From: Markus Olavi Montola <mmontola@cc.hut.fi>
Subject: Re: [MYSTARA] - re:Valdemar's Tome of Advanced Necromancy vol 1.0

> Brannart's Death to the Sun (or "Total Eclipse")

Sounds nice. I found out I liked too much of making 9th level spells, so
I begun to force some to 8th and 7th levels.

> >And then again, who was Angus McGregor after all... :)
> Are you suggesting what I think you are suggesting?!...

It is only an option. BTW, has anyone noticed that there are actually two
great prodigies in the McGregor clan. Sir Sean is also very young and
very powerful.

I am planning an optional future -scenario for Glantri, but I think I
will further develop it as my campaign goes on. As we just turned to
1005AC, it will not be soon, but as every good plotline grows slowly and
gradually, I have begun the designing already. If the civil war will
erupt eventually, the PC:s will have seen Brannart's and Morphail's worst
tricks during the WotI, as they defend the principalities from the
Alphatians.

> >Note that the same caster can *never again* animate the corpses he
> >animated with the Night of the Dead. Therefore Brannart is very
> Yes, but he doesnt have to cast it from Klantyre. He can easely take
> Thyatis city with Millions (!) of undead. After the undead are
> through he than has 600,000 fresh new bodies to continue.

Uh... :-) I agree your point of view. The way I play Brannart he
**NEVER** leaves Glantri, so I didn't count that one in. Of course, if he
tried that one in Thyatis, there would be a couple of magi smashing him
to atoms, but theoretically you are right. I'll see to it before next
posting. 

> I totaly agree with you that Brannart Mcgregor should be extremely
> powerful, but even 9 level spells should be restricted in power. This
> reminds me of Jaggar's "true dwomers" (which I dont remember who

I recall doing a dozen of great wyrm gold dragons...? That's worse than
100.0000 zombies.

> >..a fact which I resent. I like more the KoM-rules, where the fourth
> circle is creation of the major undead, and the dead-raising is left to
> Gods.
> Oh, so AD&D Mystara is not totaly bad...

Actually they have made most of the secret crafts more sensible. However,
the High Mistresses of Cryptomancy and Witchcraft are all too powerful.
IMHO.

> I am actually thinking of something like a necromantic civil war
> within Glantri after WotI (1020 or something) between Morphail and
> Brannart.

> I wonder who will win. Remember that while Brannart has superior
> spells and is a better undead liege, Morphail is the high necromancer
> in Glantri and has dealings with supernatural forces (oh Alphaks dear..).

The Plan I have includes our dear mr. Alphaks. But the outcome will be
left to players -- as they are now on 12th level, they will be very
notable nobles in the end of WotI.


 - Markus

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Date: Sat, 26 Jun 1999 09:41:55 EDT
From: Magistar2@aol.com
Subject: [MYSTARA] - New Mystara Page!

Hello, everybody, I just wanted to say that I have made a new Mystara page, 
very little is on, save some almanac style works on gnome kingdoms that I 
have been working on.  Come and check us out.

http://www.geocities.com/Area51/Stargate/1401
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------------------------------

Date: Sat, 26 Jun 1999 16:43:47 +0300 (EET DST)
From: Markus Olavi Montola <mmontola@cc.hut.fi>
Subject: Re: [MYSTARA] - Glantrian mages spells Part 4

> Tatyana's Droplet of Blood

Nice. Vampire --the Masquerade has something resembling this.

> Vanserie's Flaming Exit

I wonder how I didn't come to think of this.

> Angus's Soul to Soul

:-) I myself thought of the same effect, but thought of this as a
complex series of spells (Steal Soul -- Soulcage -- Embody Soul, done
twice), but then again, my version is non-dispellable and completely
permanent. Yours is more similar to the Magic Jar.

BTW, do you compile your spells somewhere? 


> Morphail (Ohad Shaham)

 - Markus

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Date: Sat, 26 Jun 1999 11:07:33 -0400 (EDT)
From: au998@freenet.carleton.ca (Geoff Gander)
Subject: Re: [MYSTARA] - Garal Glitterlode

Ethan wrote:

>Until Serraine doesn't make its yearly stop at Thimhallan in Andrumir
>(Fyrmont). (hint, hint Almanac team! Great Way to introduce Thimhallan
>into the Almanac!)  

Hmmm - either that, or perhaps some gnomish nations should come into
being, or already existing ones should come to light.  Long live King
Dorfin! :)

Geoff

- --
Geoff Gander, BA 97
Cartographer/Game Designer/Government Peon
Carnifex Loremaster
au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091
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Date: Sat, 26 Jun 1999 17:30:07 +0200 (CEST)
From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= <hoc@nvg.ntnu.no>
Subject: Re: [MYSTARA] - Garal Glitterlode

On Sat, 26 Jun 1999, Geoff Gander wrote:

> Hmmm - either that, or perhaps some gnomish nations should come into
> being, or already existing ones should come to light.  Long live King
> Dorfin! :)

Actually, this might be the time to reveal the gnomes of Underyord!
My theory is that not all the Auld Gnomes who settled in Soderfjord were
slain by the Kobolds. Some simply went deep underground and have founded
several small kingdoms below the northern reaches and Norwold. Whatcha
think? Ideas?

Håvard

Haavard R. Faanes (hoc@nvg.ntnu.no)
http://www.nvg.ntnu.no/~hoc

"Remember, there are no stupid questions, just stupid people." -Mr
Garrison, South Park.

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Date: Sat, 26 Jun 1999 12:26:22 -0400
From: "Christian Constantin" <gf691805@er.uqam.ca>
Subject: Re: [MYSTARA] - New Mystara Page!

He nice page, but I wonder where you've found those great animations. BTW, I
would like to know where would be the best site to get D&D-style picts and
animations. Any suggestions? Thanks!
Christian "Krieg!" Constantin
- -----Message d'origine-----
De : Magistar2@aol.com <Magistar2@aol.com>
À : mystara-l@Phaser.ShowCase.MPGN.COM <mystara-l@Phaser.ShowCase.MPGN.COM>
Date : 26 juin, 1999 09:43
Objet : [MYSTARA] - New Mystara Page!


>Hello, everybody, I just wanted to say that I have made a new Mystara page,
>very little is on, save some almanac style works on gnome kingdoms that I
>have been working on.  Come and check us out.
>
>http://www.geocities.com/Area51/Stargate/1401
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>
>

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------------------------------

Date: Sat, 26 Jun 1999 12:30:21 EDT
From: Magistar2@aol.com
Subject: Re: [MYSTARA] - New Mystara Page!

Looking for a Mystara webring to join.  Does anyone know a good one to join?  
Please visit my site and give me comments.
http://www.geocities.com/area51/Stargate/1401/
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Date: Sat, 26 Jun 1999 13:42:55 -0400
From: Jerry Hovenanian <clumsydwarf@usa.net>
Subject: Re: [MYSTARA] - New Mystara Page!

Christian Constantin wrote:

> BTW, I would like to know where would be the best site to get D&D-style picts
> and
> animations. Any suggestions? Thanks!

Try http://www.clipartcastle.com/jokers/animatedgifs.htm
and http://www.FlightoftheDragon.com/kyl/clipart/index.asp

Great for anyone's site.

- --
Jerry Hovenanian clumsydwarf@usa.net
http://www.geocities.com/Area51/Dunes/7295/
ICQ# 18008809 AIM ZMJTCD

The Quill is more durable than the sword, more mystical than the spellbook,
more revered than the holy symbol and more deadly than the poison....
for it is the bringer of the most potent...Truth


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Date: Sat, 26 Jun 1999 17:34:03 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Garal Glitterlode

On Sat, 26 Jun 1999, [iso-8859-1] Håvard Rønne Faanes wrote:

> Actually, this might be the time to reveal the gnomes of Underyord!

The more gnomes the merrier, i say!


Ethan



- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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Date: Sat, 26 Jun 1999 20:39:24 EDT
From: Kaviyd@aol.com
Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research

In a message dated 1999-06-25 02:59:00 Eastern Daylight Time, 
piu2014@ccrd200.cdc.polimi.it writes:

> My definitions is wider. I would call theocracy every country were one of
>  the following sentences is true:

<snip>

>  The law is (even partially) made by or policed by the church, or the
>  clergy, or the "holy men" (even if there isn't a true hierarchy or
>  organized church).

I agree with the other two, but this one is overly broad.  That would define
as a "theocracy" a monarchy in which even one of the king's advisors 
happens to be a cleric, or any nation whose police force or military includes 
any clerics whatsoever.  For that matter, the same could be said for a 
republic whose citizens in general happen to be devout and loyal members 
of a particular religion -- never mind that all it would take is a shift in 
public 
opinion to deprive that church of any and all political power whatsoever.

I think the degree of influence in the functions of making and enforcing laws
certainly has to be considered here.

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Date: Sat, 26 Jun 1999 17:44:03 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: Re: [MYSTARA] - New Mystara Page!

> would like to know where would be the best site to get D&D-style picts and
> animations. Any suggestions? Thanks!
Most of the Gazetteer and old D&D modules' cover art, along with some other
rather impressive fantasy art is available for download at
ftp://ftp.sunet.se/pub/pictures/fantasy

Patrick

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Date: Sun, 27 Jun 1999 05:07:10 +0200
From: thibault sarlat <thibsylv@club-internet.fr>
Subject: Re: [MYSTARA] - New update of my Mystara Page!

i've just updated my site.
http://perso.club-internet.fr/thibsylv/


I hope you would like the changes and the little add-on.
To get the most of it use Internet Explorer 4 and up.Turn your speakers on.Check
the map section for the new maps.And for the fun check
http://perso.club-internet.fr/thibsylv/hknights/hkwarbirds.htm

any comments are welcome.I am at your service.
Thibault.(alias Clenarius)


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Date: Sat, 26 Jun 1999 23:52:39 -0700
From: Andrew Theisen <jsmill@wans.net>
Subject: [MYSTARA] - Wrong Azcan Be

While compiling the Hollow World Timeline, I noticed a grievous error in
the Azcan region. Specifically, the current ruler of the Azcan Empire is
not who or what it should be. 

The PWAs list the current ruler of the Azcan as a high priest of Atzanteotl
by the name of Azcotica. Good enough, except that he is stated to be one of
the former Tlatoani (emperor's) sons- the second, to be specific. It says
that he murdered "his father Moctaplan and elder brother Tenpocatliotl"
(PWA1010-1012).
The misspelling of his father's name (Moctitlapac) aside, there are other
problems.

According to HWA1- Sons of Azca, Moctitlapac's sons are 1) Prince
Toziltipac (the eldest), 2) Prince Atacoatli (the second "surviving" son),
and 3) Prince Tlachtatlatlan (the third "surviving" son). He also has a
daughter, Malinalxoch. 

Presumably, then, the elder brother who was murdered by Azcotica is
Toziltipac (who is the ruler of Tenpocatliotl). Which leaves us with a few
options for Azcotica-

1) He is either Atacoatli or Tlachtatlatlan (and changed his name). Neither
seems very likely a candidate for rulership, as both are described as being
lazy and incompetent.

2) He is an unmentioned "fourth" surviving son of Moctitlapac. The PWAs
describe him as having control over his weaker "other" brothers (which
would fit with the elder Princes). It seems strange that he wasn't
mentioned (he'd have been 18 in AC 1000, when the GAZ is set), but it's
possible.

3) Perhaps he is none of the above, but is in fact the high priest
Chupicuaro (mentioned in HWA1). Chupicuaro is a shady individual, and could
possibly have arranged for the deaths of the elder brother and emperor, and
may be ruling behind the scenes, under the name Azcotica.

Number 2 is the most likely scenario, I'd imagine, but there is certainly
room for speculation.

In any event, after the events of 1015, I'd think now would be a prime time
for Chupicuaro to make his move on the rulership of the Azcan Empire,
trying to hold together the Atzanteotl theocracy...

Andrew


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Date: Sun, 27 Jun 1999 16:53:46 +1000
From: shawn stanley <shawn@leme.anu.edu.au>
Subject: [MYSTARA] - third great year

Well maybe not great ... and now it's starting the fourth year ...
but hey, you get the idea - my Mystara homepage (which has just
been updated) is now entering it's fourth year.  Hurraahh.

shawn stanley
http://www.geocities.com/timessquare/5304

what have you done for me lately ... more to the point what have i done for me
                         - mightyfew, "i can't wait"
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Date: Sun, 27 Jun 1999 12:04:08 +0300 (EET DST)
From: Markus Olavi Montola <mmontola@cc.hut.fi>
Subject: [MYSTARA] - Time

Has anyone made a conversional calendar for shadow elves and thyatians?


 - Markus

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Date: Sun, 27 Jun 1999 11:19:54 -0400 (EDT)
From: Mischa E Gelman <megst19+@pitt.edu>
Subject: Re: [MYSTARA] - Wrong Azcan Be

> The PWAs list the current ruler of the Azcan as a high priest of Atzanteotl
> by the name of Azcotica. Good enough, except that he is stated to be one of

Since I don't own the PWAs, they aren't canon by me - oh well, let's try
to work this out anyhow

> According to HWA1- Sons of Azca, Moctitlapac's sons are 1) Prince
> Toziltipac (the eldest), 2) Prince Atacoatli (the second "surviving" son),
> and 3) Prince Tlachtatlatlan (the third "surviving" son). He also has a
> daughter, Malinalxoch. 

Does one get killed in HWA1?  HWR1 lists a Oaxapotli as the second son and
Azcotica as the youngest.  Toziltipac's still #1 and Tlachtatlatlan is #3.
I'd trust HWR1 as the top Azcan source, so using that there is an Azcotica
and he is described as someone who could be the Emporer given time.  There
is no Atacoatli.

The same 4 sons are listed in the HW book.  So HWA1 is more of the
abberation than are the PWAs.  Gosh, Mystaran continuity is fun - quick,
how long ago did Blackmoor sink?

> Presumably, then, the elder brother who was murdered by Azcotica is
> Toziltipac (who is the ruler of Tenpocatliotl).

Makes sense.  HWR1 makes them up to be rivals.

> 2) He is an unmentioned "fourth" surviving son of Moctitlapac.

Well, he is mentioned in other sources.  Now our problem is reconciling
*THAT* conflict if we want to try to somehow make a seamless canon from
Mystaran sources, which is pretty impossible.

> In any event, after the events of 1015, I'd think now would be a prime time
> for Chupicuaro to make his move on the rulership of the Azcan Empire,
> trying to hold together the Atzanteotl theocracy...

Definitely.  He should be a major player in Azca.


- - Mischa

Speak up for those who cannot speak for themselves, defend the rights of
those who have nothing.  Speak up and judge fairly, and defend the rights
of the poor and needy - Proverbs 31:8-9

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End of mystara-digest V1999 #276
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mystara-digest         Monday, June 28 1999         Volume 1999 : Number 277



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

[MYSTARA] - Re: Wrong Azcan Be
R: [MYSTARA] - Geographical location
Re: R: [MYSTARA] - Geographical location
Re: [MYSTARA] - Fetishes
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Spells of the Torquera (v. Long)
Re: [MYSTARA] - More Delivane Items
Re: [MYSTARA] - More Delivane Items
Re:  Re: [MYSTARA] - Fetishes
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] -Update again
Re: [MYSTARA] - Wrong Azcan Be
[MYSTARA] - I'm just happy
RE: [MYSTARA] - I'm just happy
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - I'm just happy
RE: [MYSTARA] - I'm just happy
RE: [MYSTARA] - I'm just happy
[MYSTARA] - The FAQ and WotI spoilers
[MYSTARA] - Items for Auction

----------------------------------------------------------------------

Date: Sun, 27 Jun 1999 19:05:57 CEST
From: Herve Musseau <herve@hotmail.com>
Subject: [MYSTARA] - Re: Wrong Azcan Be

From: Andrew Theisen <jsmill@wans.net>

<<While compiling the Hollow World Timeline, I noticed a grievous error in
the Azcan region. Specifically, the current ruler of the Azcan Empire is
not who or what it should be.>>

Funny you should mention that, because I wrote many events for the Azcans in 
the 1015 and 1016 almanac, and was myself confused at some points because 
things were not exactly how I thought they were - especially with the 
tlatoani.
But actually it all makes sense - let's review it.

<<The PWAs list the current ruler of the Azcan as a high priest of 
Atzanteotl
by the name of Azcotica. Good enough, except that he is stated to be one of
the former Tlatoani (emperor's) sons- the second, to be specific.>>

Where does it say that he's the second son? From my calculations (see below) 
he's the fourth.

<< It says
that he murdered "his father Moctaplan and elder brother Tenpocatliotl"
(PWA1010-1012).
The misspelling of his father's name (Moctitlapac) aside, there are other
problems.>>

Yes it's misspelled since PWA1. Hope we won't misspell it if we mention him 
in the Mystaran Almanacs...

<<According to HWA1- Sons of Azca, Moctitlapac's sons are>>
<< 1) Prince Toziltipac (the eldest), >>

Yes, rules Tenpocatliotl, and is the most likely successor as of 1000. In 
PWA1 he's mentioned as murdered by his brother to become the tlatoani (hence 
the city was probably left in turmoil, which helped the SA destroy it soon 
after).

<<2) Prince Atacoatli (the second "surviving" son), >>

There is no prince Atacoatli, but the second son is Oaxapotli, ruler of the 
CITY OF Atacoatli (misspelled Atacantli in the HW DM book). He's not 
competent.

<<and 3) Prince Tlachtatlatlan (the third "surviving" son). >>

Ruler of Huitlaktima, not competent and the puppet of Chupicuaro.

And there's a fourth son, though he's not referred to as the fourth but as 
the youngest (but since it is said in the description of Moctitlapac that 
he's four clerical sons, well...), Azcotica, ruler of Yuzihuapac, who is 
competent and a competitor to his elder brother for the throne.

<<He also has a daughter, Malinalxoch.>>

Yes, who is the wife of the 5th governor, Otziltipac, in Titlapoca.

Thus the reasoning is the following: Azcotica killed both his father and the 
first son (Toziltipac). He has two remaining elder brothers, but both are 
not very competent and are actually mostly puppets of the local priests of 
Atz. These are the "surviving brothers, who are weaker than he his" 
mentioned in pwa1. (this makes me think I may have overlooked something for 
the events I wrote for 1016, I'll have to check a thing or two).

<<Presumably, then, the elder brother who was murdered by Azcotica is
Toziltipac (who is the ruler of Tenpocatliotl). Which leaves us with a few
options for Azcotica-

1) He is either Atacoatli or Tlachtatlatlan (and changed his name). Neither
seems very likely a candidate for rulership, as both are described as being
lazy and incompetent.

2) He is an unmentioned "fourth" surviving son of Moctitlapac. The PWAs
describe him as having control over his weaker "other" brothers (which
would fit with the elder Princes). It seems strange that he wasn't
mentioned (he'd have been 18 in AC 1000, when the GAZ is set), but it's
possible.>>

Well he's mentioned in both HWR1 and HW... unless we don't have the same 
edition of the books. I agree that the personalities section of HWR1 should 
have described them, though.

<<3) Perhaps he is none of the above, but is in fact the high priest
Chupicuaro (mentioned in HWA1). Chupicuaro is a shady individual, and could
possibly have arranged for the deaths of the elder brother and emperor, and
may be ruling behind the scenes, under the name Azcotica.

Number 2 is the most likely scenario, I'd imagine, but there is certainly
room for speculation.

In any event, after the events of 1015, I'd think now would be a prime time
for Chupicuaro to make his move on the rulership of the Azcan Empire,
trying to hold together the Atzanteotl theocracy...>>

Well, didn't you get a draft of the almanac yet? not of this part, right? 
hehe


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Date: Sun, 27 Jun 1999 20:26:47 +0200
From: "renadia" <renadia@venturanet.it>
Subject: R: [MYSTARA] - Geographical location

This is a multi-part message in MIME format.

- ------=_NextPart_000_004F_01BEC0DB.6119BC80
Content-Type: text/plain;
	charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable


  -----Messaggio Originale-----=20
  Da: thibault sarlat=20
  A: mystara-l@lists.imagiconline.com=20
  Data invio: venerd=EC 25 giugno 1999 13.03
  Oggetto: Re: [MYSTARA] - Geographical location


   =20
  renadia a =E9crit:=20

    Hello,this is my first mail on mailinglist Mystara. I'm asking what =
are the geographical location, on Mystara map, of this contries: =
Renardie, Emerond, Eusdria, Bellayne, Jibaru, Robrenn.Calvert
  Hello there.=20
  welcome on board.=20
  All these countries are located along the savage coast (west of Sind).

  Hello,=20
  tank you for the answers.
  Renato e Nadia
   =20

- ------=_NextPart_000_004F_01BEC0DB.6119BC80
Content-Type: text/html;
	charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META content=3D"text/html; charset=3Diso-8859-1" =
http-equiv=3DContent-Type>
<META content=3D"MSHTML 5.00.2014.210" name=3DGENERATOR></HEAD>
<BODY bgColor=3D#ffffff>
<DIV>&nbsp;</DIV>
<BLOCKQUOTE=20
style=3D"BORDER-LEFT: #000000 2px solid; MARGIN-LEFT: 5px; MARGIN-RIGHT: =
0px; PADDING-LEFT: 5px; PADDING-RIGHT: 0px">
  <DIV style=3D"FONT: 10pt arial">-----Messaggio Originale----- </DIV>
  <DIV=20
  style=3D"BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: =
black"><B>Da:</B> <A=20
  href=3D"mailto:thibsylv@club-internet.fr"=20
  title=3Dthibsylv@club-internet.fr>thibault sarlat</A> </DIV>
  <DIV style=3D"FONT: 10pt arial"><B>A:</B> <A=20
  href=3D"mailto:mystara-l@lists.imagiconline.com"=20
  =
title=3Dmystara-l@lists.imagiconline.com>mystara-l@lists.imagiconline.com=
</A>=20
  </DIV>
  <DIV style=3D"FONT: 10pt arial"><B>Data invio:</B> venerd=EC 25 giugno =
1999=20
  13.03</DIV>
  <DIV style=3D"FONT: 10pt arial"><B>Oggetto:</B> Re: [MYSTARA] - =
Geographical=20
  location</DIV>
  <DIV><BR></DIV>&nbsp;=20
  <P>renadia a =E9crit:=20
  <BLOCKQUOTE TYPE=3D"CITE">
    <STYLE></STYLE>
    <FONT size=3D-1>Hello,</FONT><FONT size=3D-1>this is my first mail =
on=20
    mailinglist Mystara. I'm asking what are the geographical location, =
on=20
    Mystara map, of this contries: Renardie, Emerond, Eusdria, Bellayne, =
Jibaru,=20
    Robrenn.</FONT><FONT size=3D-1>Calvert</FONT></BLOCKQUOTE>
  <DIV>Hello there. <BR>welcome on board. <BR>All these countries are =
located=20
  along the savage coast (west of Sind).</DIV>
  <DIV>&nbsp;</DIV>
  <DIV>Hello, </DIV>
  <DIV>tank you for the answers.</DIV>
  <DIV>Renato e Nadia<BR>&nbsp; </DIV></BLOCKQUOTE></BODY></HTML>

- ------=_NextPart_000_004F_01BEC0DB.6119BC80--

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Date: Sun, 27 Jun 1999 15:16:53 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: R: [MYSTARA] - Geographical location

On Sun, 27 Jun 1999, renadia wrote:

Renadia, plz turn off the HTML in your posts. A lot of us cannot read
them. 


Ethan


- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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------------------------------

Date: Sun, 27 Jun 1999 16:01:25 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - Fetishes

In a message dated 26/06/99 08:32:44 GMT Daylight Time, 
brotherhood@xanthus.demon.nl writes:

> Quick comment:
>  
>  Nice, I like the idea of fetishes, but I think someone has been reading too
>  many Shadowrun novels :-)

:-) Actually, I (the normally voracious reader) must own up to never even 
having glanced through a Shadowrun book. I think  I may now, though....;-)

Seriously, as I mentioned on the MMB when I posted this, It's a combination 
of Stereotypical African ideas, likewise-stereotypical Houdoun, and the 
multifarious myths & stories about gaining the powers of animals via holding 
or wearing some portion of their body - usually pelt. What can I say, I'm not 
proud where I get my ideas from! ;-)

Carl Q.
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Date: Sun, 27 Jun 1999 16:01:26 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - Garal Glitterlode

In a message dated 26/06/99 16:35:00 GMT Daylight Time, hoc@nvg.ntnu.no 
writes:

> Actually, this might be the time to reveal the gnomes of Underyord!
>  My theory is that not all the Auld Gnomes who settled in Soderfjord were
>  slain by the Kobolds. Some simply went deep underground and have founded
>  several small kingdoms below the northern reaches and Norwold. Whatcha
>  think? Ideas?

Images of black-skinned, white-haired, spider-worshipping Gnomes comes to 
mind....nah, too far-fetched. ;-)

Carl Q (just back from a camping weekend, suffering from sleep deprivation 
and Hayfever, so just pretend I'm not here ;-)
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Date: Sun, 27 Jun 1999 16:01:21 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - Spells of the Torquera (v. Long)

In a message dated 24/06/99 23:07:41 GMT Daylight Time, ohadshm@inter.net.il 
writes:

> Carl!
>  you are an endless fountain of great magic and adventure!

Gosh! Thanks, Ohad! Hmm, endless fountain....GOT to be an idea for a magic 
item in that....;-)

>  do you make this up prior to posting or are they part of your campaign?

Yes, and yes. ;-) Some are adapted and expanded from my campaign of several 
years - the way things are now, it's unlikely I'LL ever get to use them 
again! :-( - while others are things which wormed their way into my 
consciousness, or were suggested by others (of which a couple will be on the 
list soon). 

>  carry on the good work. I can only hope that even more people on the list 
> will be as fruitful as you (at least Im trying to be...)

Hey, this list is a fount of fascinating stuff! That's why I started posting 
MY poor offerings!

Carl Q.
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Date: Sun, 27 Jun 1999 16:01:14 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - More Delivane Items

In a message dated 24/06/99 20:09:13 GMT Daylight Time, sg96d355@drexel.edu 
writes:

> Like?  I love!  Do you do nothing but come up with these ideas?  Sleep 
>  once in a while, would ya? ;-)

:-)) Just at the moment, no; the amazing amount of time I can devote to this 
currently may dry up somewhat in the near future, so I'm trying to 
"establish" myself before it happens.

And I admit, sleep WOULD be nice at some point...;-)
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Date: Sun, 27 Jun 1999 16:01:23 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - More Delivane Items

In a message dated 24/06/99 23:19:22 GMT Daylight Time, shawn@leme.anu.edu.au 
writes:

> why wouldn't Harama just promise to get the character back out with the
>  correct command words?  Or am I misunderstanding the bit about the command
>  words.  Were the command words only there to allow the occupant to leave
>  the mirror.

I think my wording was a little indistinct...Harama can only exit the Mirror 
by tricking someone else into taking her place; the captive PC can likewise 
only be freed if Harama, or someone else, replaces THEM in the Mirror, and so 
on. Her creation was flawed; the Mirror CANNOT be emptied, now.

Harama might, conceivably, use another poor peon to replace the honourable PC 
in the Mirror as she promised, but it's unlikely; she's VERY Chaotic, 
self-centred in the extreme, and - after centuries alone in her self-made 
prison - no longer entirely sane.

Carl Q.
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Date: Sun, 27 Jun 1999 16:51:11 EDT
From: BoBoII@aol.com
Subject: Re:  Re: [MYSTARA] - Fetishes

In a message dated 06/27/99 4:02:30 PM, you wrote:

<<Seriously, as I mentioned on the MMB when I posted this, It's a combination 
of Stereotypical African ideas, likewise-stereotypical Houdoun, and the 
multifarious myths & stories about gaining the powers of animals via holding 
or wearing some portion of their body - usually pelt. What can I say, I'm not 
proud where I get my ideas from! ;-)

Carl Q.>>

Just taking a moment to send out a loud "Thank You" for all of your 
contributions to the list. I may never use any of them, but they give neat 
ideas, and are just the kind of contributions I think we all on the list look 
for.

With appreciation,
BoBoII

"Hear and obey, for BoBoII's word is Law in several backwater hick towns!!"
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Date: Mon, 28 Jun 1999 00:26:13 +0200 (CEST)
From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= <hoc@nvg.ntnu.no>
Subject: Re: [MYSTARA] - Garal Glitterlode

On Sun, 27 Jun 1999 CQuaif@aol.com wrote:

> > Actually, this might be the time to reveal the gnomes of Underyord!
> >  My theory is that not all the Auld Gnomes who settled in Soderfjord were
> >  slain by the Kobolds. Some simply went deep underground and have founded
> >  several small kingdoms below the northern reaches and Norwold. Whatcha
> >  think? Ideas?

> Images of black-skinned, white-haired, spider-worshipping Gnomes comes to 
> mind....nah, too far-fetched. ;-)

Hehe, hasnt that already been done sort of? ;)
My original thought was that these gnomes had become the mystaran
swirfneblin, but I decided against it as I dont really care much for
subraces. (Swirfneblin are silly anyway). So these are regular gnomes who
have been living under ground for a long long time. I picture large caves
lit by gloomy magical crystals, large mushrooms casting mysterious
shadows and between the mushrooms small humanoid figures with short
beards.

Haavard

Haavard R. Faanes (hoc@nvg.ntnu.no)
http://www.nvg.ntnu.no/~hoc

"Remember, there are no stupid questions, just stupid people." -Mr
Garrison, South Park.

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Date: Sun, 27 Jun 1999 18:41:31 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Garal Glitterlode

On Mon, 28 Jun 1999, [iso-8859-1] Håvard Rønne Faanes wrote:

> shadows and between the mushrooms small humanoid figures with short
> beards.

Hmm.. Between these Deep Gnomes, Sky Gnomes, Snartan Gnomes, Water Gnomes,
Regular Gnomes, and Vulcanian (Ice) Gnomes, There are more gnomes than I
can think of! Rock on!!

Ethan



- --
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www.wpi.edu/~eand - wpi.flame Quote Archive. 




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Date: Mon, 28 Jun 1999 01:21:43 +0200
From: thibault sarlat <thibsylv@club-internet.fr>
Subject: Re: [MYSTARA] -Update again

Once more please your attention.Turn on your speakers, launch your IE4 and up
and surf your way to my new updated page.
http://perso.club-internet.fr/thibsylv/
There are  2 brand new big maps covering several areas of the Savage Coast the
Princess Ark visited.Enjoy my work late at night.

Clenarius.

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Date: Sun, 27 Jun 1999 19:39:07 -0700
From: Andrew Theisen <jsmill@wans.net>
Subject: Re: [MYSTARA] - Wrong Azcan Be

At 1:19:54 AM Sun, 27 Jun 1999 -0400, Mischa E Gelman <megst19+@pitt.edu>
wrote:

>> According to HWA1- Sons of Azca, Moctitlapac's sons are 1) Prince
>> Toziltipac (the eldest), 2) Prince Atacoatli (the second "surviving" son),
>> and 3) Prince Tlachtatlatlan (the third "surviving" son). He also has a
>> daughter, Malinalxoch. 
>
>Does one get killed in HWA1?  HWR1 lists a Oaxapotli as the second son and
>Azcotica as the youngest.  Toziltipac's still #1 and Tlachtatlatlan is #3.
>I'd trust HWR1 as the top Azcan source, so using that there is an Azcotica
>and he is described as someone who could be the Emporer given time.  There
>is no Atacoatli.
>
>The same 4 sons are listed in the HW book.  So HWA1 is more of the
>abberation than are the PWAs.  Gosh, Mystaran continuity is fun - quick,
>how long ago did Blackmoor sink?

I meant HWR1, not HWA1. Sorry. And I did get the name wrong- it's Oaxapatli
(ruler of Atacoatli- which is also called Atacantli in the HW book...)

However, I do see Azcotica on page 32 of the HW sourcebook and HWR1, so I
guess there was a fourth son after all. Poor reading on my part... :(

>> In any event, after the events of 1015, I'd think now would be a prime time
>> for Chupicuaro to make his move on the rulership of the Azcan Empire,
>> trying to hold together the Atzanteotl theocracy...
>
>Definitely.  He should be a major player in Azca.

I don't know what plans are in the mix for the almanac team's Azcan Empire,
but this would be a good idea... Also, I'd have the titular ruler post-1015
be Otziltipac and his wife Malinalxoch.

Andrew

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Date: Sun, 27 Jun 1999 23:42:50 -0300
From: "Carlos Yoder" <churlo@microstar.com.ar>
Subject: [MYSTARA] - I'm just happy

I've managed to get my hands on *two* Rules Cyclopedias and a copy of CM1:
Test of the Warlords (Norworld GAZ), thanks to E-bay!

Yoohoo!

Sorry for the bragging. :-)

Carlos Yoder
churlo@microstar.com.ar
txurlo@hotbot.com
ICQ 3435297

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Date: Mon, 28 Jun 1999 10:42:57 +0800
From: jason.murphy@mitswa.com.au
Subject: RE: [MYSTARA] - I'm just happy

> -----Original Message-----
> From:	Carlos Yoder [SMTP:churlo@microstar.com.ar]
> Sent:	Monday, June 28, 1999 10:43 AM
> To:	Mystara List
> Subject:	[MYSTARA] - I'm just happy
> 
> I've managed to get my hands on *two* Rules Cyclopedias and a copy of CM1:
> Test of the Warlords (Norworld GAZ), thanks to E-bay!
> 
> Yoohoo!
> 
> Sorry for the bragging. :-)
> 
> Carlos Yoder
> churlo@microstar.com.ar
> txurlo@hotbot.com
> ICQ 3435297
> 
> 
	[MURPHY Jason]  

	2 Rules cyclopedias!!! You should be hung drawn and quatered for
hoarding :-)


Jason Murphy
Software Engineer
MITS Limited
EMAIL: jason.murphy@mitswa.com.au
PHONE: 08 9481 4066
FAX: 08 9481 4064

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Date: Sun, 27 Jun 1999 22:54:20 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Garal Glitterlode

>Hmm.. Between these Deep Gnomes, Sky Gnomes, Snartan Gnomes, Water Gnomes,
>Regular Gnomes, and Vulcanian (Ice) Gnomes, There are more gnomes than I
>can think of! Rock on!!
>
>Ethan

One of these days, I'm gonna get around to the HM Space Gnomes, I swear.....!



Rotipher -- whose HM posts have been going slower than a molasses glacier
for months, but now seem to be thawing out, at long last  :-)


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Date: Mon, 28 Jun 1999 00:08:02 -0300
From: "Carlos Yoder" <churlo@microstar.com.ar>
Subject: Re: [MYSTARA] - I'm just happy

> [MURPHY Jason]
>
> 2 Rules cyclopedias!!! You should be hung drawn and quatered for
>hoarding :-)


Now our group has 4 RCs! And we're 5! :-) And don't you think you're gonna
make me say that we have all the GAZes (in fact, I had to purchase CM1 again
because it got lost), because I won't.

Carlos Yoder
churlo@microstar.com.ar
txurlo@hotbot.com
ICQ 3435297

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Date: Sun, 27 Jun 1999 23:17:08 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: RE: [MYSTARA] - I'm just happy

On Mon, 28 Jun 1999 jason.murphy@mitswa.com.au wrote:

> 	2 Rules cyclopedias!!! You should be hung drawn and quatered for
> hoarding :-)

As should the guy who beat me by 20 minutes on Titan Games Gaz bonanza. 

But I picked up Minrothad and Alfheim from Ebay!

Ethan

- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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Date: Mon, 28 Jun 1999 11:10:50 +0800
From: jason.murphy@mitswa.com.au
Subject: RE: [MYSTARA] - I'm just happy

well...actually between us my gaming group does have all the gazes :).....If
i could just get B1-9 and Nights Dark terror.....without mortgaging my house
that is i would be as happy as a pig in...


Jason Murphy
Software Engineer
MITS Limited
EMAIL: jason.murphy@mitswa.com.au
PHONE: 08 9481 4066
FAX: 08 9481 4064


> -----Original Message-----
> From:	Carlos Yoder [SMTP:churlo@microstar.com.ar]
> Sent:	Monday, June 28, 1999 11:08 AM
> To:	mystara-l@lists.imagiconline.com
> Subject:	Re: [MYSTARA] - I'm just happy
> 
> > [MURPHY Jason]
> >
> > 2 Rules cyclopedias!!! You should be hung drawn and quatered for
> >hoarding :-)
> 
> 
> Now our group has 4 RCs! And we're 5! :-) And don't you think you're gonna
> make me say that we have all the GAZes (in fact, I had to purchase CM1
> again
> because it got lost), because I won't.
> 
> Carlos Yoder
> churlo@microstar.com.ar
> txurlo@hotbot.com
> ICQ 3435297
> 
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Date: Mon, 28 Jun 1999 00:30:29 -0300
From: "Carlos Yoder" <churlo@microstar.com.ar>
Subject: [MYSTARA] - The FAQ and WotI spoilers

Hi.
I'm think I might be the only listmember who's not a DM. OTOH, it seems lots
of us have played (or are playing) WotI. So, wouldn't it be nice to include
spoiler warnings in the Mystara FAQ, or even in the message headers? Or am I
just being annoying?

Carlos Yoder
churlo@microstar.com.ar
txurlo@hotbot.com
ICQ 3435297

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Date: Mon, 28 Jun 1999 01:29:57 -0600
From: "Timothy R. Haney" <trhaney@mindspring.com>
Subject: [MYSTARA] - Items for Auction

Hi, folks.  I thought I'd let you know that I have a few items some
might be interested in on EBAY.  The link below goes to the page that
lists everything I currently have up there.  Right now I think all
that's listed is the two Red Steel box sets, Wrath of the Immortals,
Champions of Mystara, the Hollow World set, and a few odd assortment of
AD&D materials.  But if you'll check back in a couple of days, I plan to
have all the Gazetteers listed.  I'm in the process of scanning the
covers for the auction.  I usually don't accept international orders on
these EBAY auctions but since I know many of you aren't in my neck of
the woods, just drop me a note that you're on the Mystara mailing list
if you bid and win.  Thanks!

http://cgi3.ebay.com/aw-cgi/eBayISAPI.dll?ViewListedItems&userid=galwylin

- -- 
Timothy R. Haney
trhaney@mindspring.com
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End of mystara-digest V1999 #277
********************************

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mystara-digest         Monday, June 28 1999         Volume 1999 : Number 278



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - Clerical (and Druidic) Spell Research
[MYSTARA] - format right ?
Re: [MYSTARA] - format right ?
[MYSTARA] - More Immortal Relics (longish)
[MYSTARA] - Scafra's Pyrography (Long)
[MYSTARA] - The Crests of Traldar 
[MYSTARA] - More from Delivane: Personal Magic (long)
RE: [MYSTARA] - Clerical (and Druidic) Spell Research

----------------------------------------------------------------------

Date: Mon, 28 Jun 1999 08:47:46 +0200 (METDST)
From: Agathokles <piu2014@ccrd200.cdc.polimi.it>
Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research

On Sat, 26 Jun 1999 Kaviyd@aol.com wrote:

> In a message dated 1999-06-25 02:59:00 Eastern Daylight Time, 
> piu2014@ccrd200.cdc.polimi.it writes:
> 
> > My definitions is wider. I would call theocracy every country were one of
> >  the following sentences is true:
> 
> <snip>
> 
> >  The law is (even partially) made by or policed by the church, or the
> >  clergy, or the "holy men" (even if there isn't a true hierarchy or
> >  organized church).
> 
> I agree with the other two, but this one is overly broad.  That would define
> as a "theocracy" a monarchy in which even one of the king's advisors 
> happens to be a cleric, or any nation whose police force or military includes 
> any clerics whatsoever.  For that matter, the same could be said for a 
> republic whose citizens in general happen to be devout and loyal members 
> of a particular religion -- never mind that all it would take is a shift in 
> public 
> opinion to deprive that church of any and all political power whatsoever.
> 
> I think the degree of influence in the functions of making and enforcing laws
> certainly has to be considered here.
> 

You are right. I should have said that those clergy/holy men should be
awarded this control over law just because they are clergy/holy men, not
for their personal qualities.

		Giampaolo Agosta

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Date: Mon, 28 Jun 1999 15:22:02 +0200
From: "renadia" <renadia@venturanet.it>
Subject: [MYSTARA] - format right ?

We have at last succeeded to write in plain text email ?
Nadia e Renato

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Date: Mon, 28 Jun 1999 09:33:39 -0400 (EDT)
From: the Wizard of Frobozz <sg96d355@drexel.edu>
Subject: Re: [MYSTARA] - format right ?

On Mon, 28 Jun 1999, renadia wrote:

> We have at last succeeded to write in plain text email ?
> Nadia e Renato
> 

Yes, indeed.  Welcome to the fold.

- --Frobozz--

________________________________________________________
"Evil powers dissapear.  Demons worry when the Wizard is near."
		--Black Sabbath, "the Wizard"

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Date: Mon, 28 Jun 1999 13:22:15 EDT
From: CQuaif@aol.com
Subject: [MYSTARA] - More Immortal Relics (longish)

All,

Here are a couple more items which fall under the heading, "Relic". I hope 
they prove interesting reading!

Carl Q.

- -

More Immortal Relics:

The Obsidian Blade:

This is a sacrificial knife, with a wavy blade made of flawless obsidian. The 
gold hilt is shaped like a feathered serpent, with the tail as the grip and 
the wings as the crosspiece. The grip is long enough to be held in two hands, 
although the dagger may be used one-handed with no difficulty.

This item was created by the Immortal Atzanteotl and presented to his High 
Priest in the city of Chitlacan, in the Hollow World Ascan Empire. The Blade 
is +2 to hit and damage, and allows its wielder to cast Darkness (reversed 
Light) once per day. Its primary function, however, is to boost the power of 
its wielder via human sacrifice.

When used to cut out the heart of a sacrifice, the Blade absorbs one "point" 
of life-energy per level of the victim. The Blade can store a maximum of 30 
"life-points" this way at any one time. If he so chooses, the wielder may 
draw on this reserve when casting a Clerical spell, draining one point per 
spell level; this allows the wielder to retain the spell in memory for later 
use.  

Possession of the Blade is now the unofficial, but generally accepted, mark 
of High Priesthood in Atzanteotl's religious hierarchy - since seizing it by 
force or guile is as acceptable to the Immortal as receiving it from the 
current incumbent. Atzanteotl demands that the first victim sacrificed to the 
Blade by each new High Priest be his immediate predecessor; failing that, the 
new incumbent must drain at least two levels from his own body with the 
Blade. This sacrifice is consecrated to the Immortal, and provides double the 
normal life-points.

Those familiar with Taymoran Soulbinder Amulets might notice some similarity 
between those items and this Relic; it is believed that Atzanteotl came 
across one such item during his mortal travels and, recalling its usefulness, 
chose to imbue this minor symbol of his power with similar abilities. Whilst 
neither possession of this item nor use of its innate abilities and energies 
counts as an Evil act, replenishing the Blade's store of life-points most 
certainly IS; moreover, should a non-believer of Atzanteotl make use of the 
Blade's life-point stock, the Immortal will know, and will take action - 
anything from despatching Clerical followers to destroy the party and recover 
the Relic, to taking a *subtle* hand in its retrieval himself...


The Rose of Purity:

This appears to be a sculpture made of pure silver, resembling a cut rose in 
its first bloom. The workmanship is exquisite. It is, in fact, a Relic of 
great power.

Legend has it that, centuries ago, a mighty Paladin known as Jaerekor the 
Pure, devoted servant of the Immortal Diulanna, fought in the wastes of 
Hyperborea against a Huge White Dragon called Porell-Hathon. Their battle 
raged unbroken for many days and nights, until Jaerekor's sword finally 
pierced the Dragon's throat. In its death throes, Porell-Hathon slew the 
Paladin with a final blast of cold breath, leaving him encased in a coffin of 
ice. The stories say that the blood of the Dragon dripped onto the frozen 
body of the Paladin, melting it in one spot. From Jaerekor's body at that 
spot grew a rose of living silver; perhaps a mark of Diulanna's sorrow at the 
loss of her Paladin. The bloom was discovered a century later by a group of 
nomadic herdsmen, who took the Rose with them as a sign from their Patron 
Immortal. The Rose found its way into Delivane Crookback's collection on 
Sclaras less than a year ago, sold to her by a merchant (who obtained it from 
the thief who stole it from the nomads).

The Rose of Purity may be held only by a being of Lawful alignment and good 
intentions; it teleports out of the fingers of a Neutral being, and does the 
same (causing 1d8 damage, as per Cause Light Wounds) to any Chaotic entity 
who dares to grasp it. The Rose only teleports a few feet away each time, 
however. It radiates an aura which armours whosoever carries it with both 
Protection from Evil and Protection from Cold effects. In addition, the 
bearer of the Rose may regenerate damage as if wearing a Ring of 
Regeneration. The Rose has several other powers, which may be activated by 
the will of its bearer; it can cast Cure Light Wounds twice/day, Cure Disease 
or Neutralise Poison once/week,  and Remove Curse once/month. Once every two 
days, the bearer may breathe a cone of Frost Breath, 50' long and 15' wide at 
its terminus, which causes 3d4 cold damage to all within the area of effect 
(save for half damage).

Possession of the Rose causes one problem, however; its power acts as a 
beacon to Chaotic monsters, alerting any within a 60' radius to its presence 
(negating any chance of surprise for the bearer, although this foreknowledge 
might allow the monsters to set up a surprise of their own....). This 
difficulty does not worry Delivane, as her Estate is hemmed around with so 
many protective enchantments that no monsters could get in without heavy-duty 
magical help.

Diulanna is aware that her memorial to Jaerekor's bravery has been 
desecrated, but has decided on a long-term revenge; she reincarnated the soul 
of Jaerekor, entrusting the baby to the Cult of Ula the Retributor (one of 
her alternate identities). The child, Loryk, is being raised to be Ula's 
Champion; when he comes of age, she will appear to him in dreams and set him 
on the path of the possessors of the Rose, whom he will "punish" in her name. 
Should the Rose be in the PCs possession by then, they are assured of some 
interesting times....

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Date: Mon, 28 Jun 1999 13:22:05 EDT
From: CQuaif@aol.com
Subject: [MYSTARA] - Scafra's Pyrography (Long)

All,

As requested by Frobozz, a few days back, here are some Fire Spells involving 
Elemental Summoning (and a few that don't), all bound up in a neat package:- 
Scafra's Pyrography.

I hope you enjoy these. As ever, crits and comments welcome.

Carl Q.

- -

Scafra's Pyrography:

The following spells were used, or created, by the Fire-Mage Scafra of 
Gaelsfar during her long career. The spells were adapted into Mystaran terms 
by the Mage Delivane Crookback of Sclaras Island, and transcribed into a tome 
Delivane named Scafra's Pyrography. This book measures 1' wide by 2' tall; 
its covers are made of sheets of brass, with the book's title and Scafra's 
personal sigil (a stylised flame, forming her initial in Gaelsfar's Runic 
alphabet) on the front cover. The book's pages are made of a thick, creamy 
parchment, into which writing has been burned by a Candle-Scribe spell (see 
below). The Pyrography contains essays on the nature of Gaelsfar Fire-magic, 
theories on the workings of other magical "callings", and notes on the 
creation of Gaelsfar "Wands", including a detailed breakdown on the method 
used to construct and enchant Scafra's Wand of Glamour. It also contains a 
considerable number of spells; apart from those listed below, the Pyrography 
also includes the spells Burning Brand/Dying Embers, Phantom Torch, Fire-Eye, 
Elemental Guide, Fiery Gaze, Fire Cage, Mirage, and Fire Trap (see my earlier 
Scafra posting for details of these spells). The book is warded with a 
Blindfire glyph, which triggers when the book is opened without first 
speaking the password ("Siaroviir").

The Pyrography currently resides in Delivane's private library. However, 
certain individuals have been granted access to the book in the past, and 
some of the spells described therein have been copied down elsewhere.


Candle-Scribe
Level: 1
Range: 10'
Duration: 1d6 Turns
Effect: summons minor elemental
This simple spell summons a tiny denizen of the Elemental Plane of Fire; it 
is the first such spell that the apprentice Fire-Mage learns. The 
Candle-Scribe appears as a tiny, candleflame-like mote of fire.

If provided with a suitable writing surface (thick parchment, sheets of wood, 
stretched animal hides, etc) and commanded to start scribing, the 
Candle-Scribe will faithfully copy every word spoken by its master, burning 
the words and phrases into the writing surface. The 'Scribe is mentally 
linked to its summoner, and can accurately gauge correct punctuation and 
spelling from its master's mind. The 'Scribe will write in whatever language 
the summoner uses.

In addition to normal writings, the Candle-Scribe can also copy spells; in 
this case, the material to be written on must be expensive, and coated with a 
solution made from rare ingredients (similar to that used to make a Scroll of 
Spell-Catching); this replaces the rare inks used in normal spell-writing. In 
order to capture the magic within the writings, the summoner must actually 
cast the spell, which is then drawn harmlessly into the text through the 
'Scribe. In this instance, the Candle-Scribe also marks out hand-gestures, 
inflections, or other instructions necessary to cast the spell. 

The 'Scribe can be used to copy one spell per summoning, and will remain just 
long enough to transcribe the entire spell, no matter how long it takes. The 
'Scribe cannot be used for both magical and normal writings in the same 
summoning-period. When copying  non-magical writings, the Candle-Scribe winks 
out when the spell expires, whether or not its master has finished her 
dictation.

The Candle-Scribe has one hit point, and will vanish if struck. It cannot 
attack under any circumstances.


Tongue of Flame
Level: 2
Range: caster
Duration: 1 round per 3 levels of caster
Effect: grants temporary flaming breath
This spell, the first created by Scafra after beginning her formal 
apprenticeship, causes the caster's tongue to burst into flame. This causes 
no damage to the caster, and allows her to breathe a blast of fire at one 
target within 40' each round. This causes 1d6+1 flame damage, and can cause 
flammable items to ignite.

At 3rd Level, the caster can breathe once before the spell ends. the duration 
extends to two rounds at 6th Level, 3 at 9th, etc. up to a maximum of 6 
rounds at 18th Level. The caster can choose not to breathe flame during any 
round.

The flaming tongue does not interfere with speaking or spellcasting, but the 
Mage may not cast spells and breathe flame in the same round.    


Dancing Imps
Level: 3
Range: 75'
Duration: 1d4 + 4 rounds
Effect: summons minor elementals
This attack spell, devised by Scafra herself, summons 1d4+1 Fire Imps from 
the Plane of Fire, which shoot from the caster's fingers. These "Fire Imps" 
are actually cunning, mischievous, semi-intelligent elementals, resembling 
2"-wide balls of yellow fire. They fly towards the targets at upto 360', 
whizzing around and making swift, glancing blows. Each Imp can strike twice 
per round, causing 1d3 damage per hit (no save for half damage). Their speed 
and agility gives them an effective AC rating of -4, and they always strike 
first in any round, disrupting any spellcasting (Mages and other spellcasters 
being their first-choice targets). Unearthly giggles, like the pops and 
crackles of twigs on a fire, can be heard as they zip to and fro. 

The Caster must concentrate fiercely to maintain the Fire Imps on this Plane, 
and cannot perform any other actions; she can be led away by another, 
however, moving at no more than half normal speed. The caster has no control 
over which targets the Imps choose, other than to specify those who are NOT 
to be attacked. If the caster is disturbed or struck, the spell ends. 

Fire Imps cannot pass through Protection from Evil/Good spells. If struck by 
any weapon, a Fire Imp vanishes from this Plane, although the rest are 
unaffected. Otherwise, they vanish at the end of the spell's duration.    


Firewatch
Level: 3
Range: 120' (and see below)
Duration:6 Turns
Effect: allows caster to view distant events
This variation on the Clairvoyance spell allows the caster to remotely view a 
scene through the medium of flame. The spell requires a natural fire as a 
focus; a small campfire, or a log fire in a grate, are the most common foci, 
although the caster can make use of anything from a candle-flame to a burning 
building, if necessary.

Once the spell is cast, the Mage must relax, clear her mind of emotion, and 
gaze dispassionately into the fire while thinking of the place or person to 
be scried. Maximum range is 120', although if there is a fire of some sort at 
the desired location the range is doubled. The viewpoint is usually about 
shoulder-height; otherwise, it will be from the vantage-point of the fire 
used to view the scene. The spell does not convey sound, although a viewer 
with the ability to read lips will be able to decipher at least some of the 
conversation.

The spell will end prematurely if the scrying-flame (or the terminus-flame, 
if used) is permitted to go out, or the caster is disturbed. Should the 
caster allow her emotions to surface while scrying, the images will waver and 
dim; a strong enough emotion will shatter the picture completely, although 
the caster can recover it if she returns to a calm state before the duration 
ends.


Wings of the Phoenix
Level:4
Range: 0' (caster only)
Duration: 1d6 + 6 Turns
Effect: summons elemental wings
This is the Fire-Mage's version of the standard Fly spell; like many 
fire-variations, it is far more flashy and impressive than the original. 

The spell summons a curious, mindless elemental creature called a Wings of 
Flame. Its appearance is as one would expect from its name - a pair of 
beautiful, varicoloured Phoenix-like wings (total wingspan 15'), joined 
together by a softly-glowing patch of light. This patch manifests between the 
caster's shoulderblades, grafting the Wings to the caster, and granting her 
the power to fly at upto 360'.

The Wings respond to the mental commands of the user, and will permit the 
same kinds of aerobatics as the Fly spell - the user can even hover in place, 
with the Wings beating softly. If necessary, the caster can attack with the 
Wings (one attack per round on creatures within range - either by swooping 
past them, or by "stabbing" with one wing), causing 1d8 fire damage with each 
successful hit. Flammable items may be ignited by a touch from the Wings. The 
caster is provided with complete immunity to damage from her own Wings for 
the duration of the spell, but not from any other flames.

If desired, the caster can will the Wings to detach from her back and float 
about 6' in the air above her, remaining stationary or following the caster 
around, as the caster wishes; when called, the Wings will fly to the caster's 
current location as fast as possible without causing injury or damage, if 
possible.

The Wings of Flame cannot attack or defend of their own accord. They are AC3, 
and can take upto 20 hp of damage (counted separately from damage to the 
caster) before vanishing. 


Fiery Double
Level: 5
Range: 50'
Duration: 1d6 rounds, + 1 round per level of caster
Effect: summons elemental duplicate of target
This spell allows the caster to summon a creature of Elemental Fire to do 
battle for her. The Fiery Double duplicates one foe within range; the caster 
must hold a piece of clothing, a hank of hair, or some other flammable item 
belonging to that person, which is consumed in the casting. 

The Fiery Double appears as a perfect copy of the target (down to their 
clothing) made out of flame. It has as many HD (rolled on d6) as the target 
has levels - up to a maximum of half again that of the caster's level -  and 
carries identical weapons; these do the same basic damage, + 1d6 fire damage 
per round (magical plusses, and other magical abilities, are not duplicated). 
The Double has AC0. It cannot cast spells, but fighting skills are replicated.

The Fiery Double can attack no-one other than its target, nor can it defend 
itself from others. It vanishes when it reaches 0 hp, when the target is 
killed, or when the duration expires, whichever comes first.


Blindfire
Level: 7
Range: touch
Duration: permanent until triggered
Effect: places a glyph on one object
This enchantment is used to protect items or areas from being entered or 
tampered with. During casting, the Mage traces a glyph with her left 
forefinger on the object, or doorframe if it is to protect a room, which 
glows brightly for 1 round after the spell is cast, then fades. It is visible 
to anyone using Detect Magic or Truesight, but otherwise cannot be detected. 

The first person, other than the caster, to open the door or touch the object 
activates the magic; the glyph flares into life, then drains its radiance 
into the interloper's eyes, rendering them utterly blind (the spell negates 
Infravision, too). A Save vs. Spells, at -3, is permitted to avoid this. 
Whilst under the Blindfire's effect, the unfortunate victim's eyes appear to 
be boiling orbs of white flame, although they cause no further harm to the 
victim. 

The caster may choose to incorporate a password in the casting. This is 
optional, and allows anyone who knows the password to bypass the protection 
provided by the glyph.

The effects of the Blindfire spell is permanent until dispelled; a Dispel 
Magic cast by a Mage of at least 16th Level is required.


Sage's Altar
Level 7
Range: 30'
Duration: 3 questions
Effect: conjures Elemental Spirit
The spirits of the Magi of Gaelsfar are strongly tied up in their particular 
brands of magic, and none more so than the Elemental Mages. When such a Mage 
dies, his spirit is drawn to his respective Elemental Plane (the 
soul-essence, however, goes to Limbo, or to some other final rest, as 
normal). These Elemental Spirits are not normally seen on the Prime Plane, as 
they become part of the vital force of the Elemental Planes; however, through 
the use of this powerful dweomer, one such Spirit may be called back to the 
Prime for a short span.

The Fire-Mage version of this spell requires a decent-sized bonfire, ignited 
by mundane means (magical fire causes the spell to fail). The caster must 
chant over the fire for an hour or more, attempting to locate either a 
specific Spirit, or to find one with the knowledge the caster needs. Once 
such a spirit has been located, the bonfire flares up to dazzling brightness, 
and surges skyward to nearly 15' tall;  when it settles, the flame assumes 
the shape of the Spirit, as it was in life, from the torso upwards.

The caster may ask three questions of the Spirit, which has a base 50% chance 
of knowing the answer, +1% per level of the caster - a maximum chance of 86%. 
If it knows, it will answer truthfully. If not, the DM secretly rolls 1d6; a 
result of 1-4 means the Spirit admits its ignorance, while a roll of 5-6 
means the Spirit will make up some plausible, but entirely false, answer to 
the question. Once the third question has been answered (in whatever 
fashion), the Spirit returns to the Plane of Fire, causing the bonfire to 
extinguish itself with an implosion of air.

This spell may be cast by any one particular Mage no more than once per month 
at the most. It must be cast at night, in an outside area which is open to 
the sky. The bonfire is visible for some distance, particularly when the 
Spirit inhabits it; DMs should roll at least once on the Random Encounter 
table to see if curious creatures turn up to investigate. The Mage's 
companions must deal with the potential threat; should the Mage stop chanting 
before the Spirit arrives, the spell is ruined.

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Date: Mon, 28 Jun 1999 13:22:20 EDT
From: CQuaif@aol.com
Subject: [MYSTARA] - The Crests of Traldar 

All,

Some time back, I said I'd have a go at items which increase in power a) for 
particular people, b) at particular times. Here's the result, for good or ill.

Crits & comments, as ever, are welcome.

Carl Q.

- -

The Crests of Traldar:

These are shield-shaped medallions of bronze, measuring 1.5" x 2", with coats 
of arms enamelled on the surface, hanging from a heavy bronze chain. Although 
in good condition, they are obviously of ancient manufacture. There are 7 
Crests, each bearing the ancient devices of one village or town in what is 
now Karameikos (these devices bear little or no resemblance to the coats of 
arms currently in use in any of the places named; it is believed the Crests 
were actually personal devices owned by the first wearers).

Each Crest shares the following powers; when worn about the neck, it 
functions as a Ring of Protection +1. If the wearer is of Traldar descent, 
the Crest also provides a permanent Protection from Normal Missiles effect. 
The major power of the Crests, however, only comes into effect if 
Traladara/Karameikos is under threat from external forces, humanoid raids, or 
any other suitably serious danger (DM's choice). Once per day, on any day 
this occurs, a Traladaran wearer can call upon the Crest to "Arm me!"; upon 
receiving this command, the Crest transforms (with a suitably impressive 
display of lights) into a suit of magical, weightless field plate armour, 
bearing the device on its chest, and tailored to fit the wearer exactly. The 
wearer may also summon magical weapons to hand, if desired. Both armour and 
weapons last for 1 Turn, before reverting to Crest form. Any clothing or 
armour normally worn by the wearer, whether magical or not, is transformed 
along with the Crest, though the wearer's normal weapons remain separate.

The individual "active" forms of the Crests are as follows:-

Crest of Marilinev: Golden Armour +4; Longsword +2, Flames on Command (and 
can release a 2d6 Fireball twice/day); Dagger +1, creates Wall of Fire 
once/day if planted in the ground. The device is a crossed sword and dagger, 
surrounded by a halo of flame.

Crest of Lavv: Bronze Armour +4; Bastard Sword +2/+3 vs. Gnolls, Cold Brand 
(as per Flames on Command, but cold damage), casts Ice Storm (5d6 damage) 
once/day); Javelin of Disarming +1 (teleports back to user's hand 1d2 rounds 
later). The device is a bronze bastard sword, point up, with what looks like 
hailstones falling from top right to bottom left. 

Crest of Luln: Red Armour +3; Spear +3 of Returning, fires 2d6 Lightning 
Bolts twice/day; Mithril Net, causes 1d4 electrical damage per round to those 
trapped within it. The device is two fish (top left/bottom right) divided by 
a stroke of lightning.

Crest of Krakatos: Blue Armour +2; Shortsword +4 of Speed, releases a Magic 
Missile on command, 5 times/day; Buckler +3 of Flying. The device is a 
shortsword, point down, with winged quillions, over a pale blue circle.  

Crest of Halag: White Armour +3; Battle Axe +3, casts Dimension Door 
twice/day (caster only); Club +2, casts Earthquake 1/day (must be struck 
against the ground to activate - wielder is immune to the effect). The device 
is a white tower, without windows or doors, cracked down the middle.

Crest of Sulescu: Black Armour +2; Morning Star +3, creates Shield effect 
when whirled; Black Rod +1(allows bearer to transform into wolf or bat form 
and back, 1/day each). The device is two small shields, top left/bottom 
right. Top shield bears a silhouette of a bat, bottom a silhouette of a black 
wolf.

Crest of Vandevicsny: Green Armour +3; Quarterstaff +2, absorbs spells cast 
at wielder, which can be hurled back in the next round; Mace +1, renders user 
invisible while grasped (attacking cancels power for 1 round). The device is 
a crossed mace and staff, superimposed on a green pentagram. 

Part of the magical nature of the Crests allows any wearer, whatever the 
class, to both wear the armour and use the weapons as if a Fighter of the 
same level. Spellcasters may use their magical abilities without penalty 
while the armour is active.

Most of the Crests are lost to time; only the location of the Crest of 
Marilinev is known. It is currently in the possession of Sergyev, Patriarch 
of the Cult of Halav, who seeks to use it to "reveal" King Stefan as "Halav 
Reborn". Rumours of the others surface from time to time; at least one Crest 
is supposedly still hidden in the unexplored, secret depths of Koriszegy 
Keep, whilst another is believed to be resident in Delivane's Museum of 
Curiosities on Sclaras Island. As for the remainder, they may be found 
anywhere - perhaps even in the Hollow World.

The true age of the Crests is unknown; a theory currently gaining popularity 
is that they were originally created in the land of Haven and placed in the 
keeping of a few gifted individuals, who were then sent out from their home 
to dwell in the Traldar lands, but this has not been verified.



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Date: Mon, 28 Jun 1999 14:18:17 EDT
From: CQuaif@aol.com
Subject: [MYSTARA] - More from Delivane: Personal Magic (long)

One more for today....

Here's some items carried by Delivane Crookback - "don't leave home without 
them!" ;-)

Comments, Please?

- -

More from Delivane: Personal Magics

As opposed to previous items in this series, the following are personal, 
unique items that Delivane herself uses regularly:-


Guardian Ring:

This is a finger-ring, made of electrum, and bearing a minor enchantment 
which keeps it bright and shiny at all times. Delivane habitually wears it on 
her right hand. The Ring is inset with a dark opal of unusual beauty; those 
who peer closely at it for too long begin to see strange images in its depths.

The Guardian Ring is a powerful item, capable of summoning aid in battle; it 
may teleport any Constructs of Delivane's choosing from their places of rest 
to her location, one per round. Delivane currently has 5 Iron Golems, 10 
Crystal Living Statues, 5 Caldron Magen, 3 Hutaakan Silver Living Statues, 
and one Mek linked to the Ring, for a total of 24; one shy of the Ring's 
maximum number of 25 links. Additional Constructs (to replace those destroyed 
in battle) may be linked to the Ring's circuit by use of the spell Delivane's 
Bondservant (see below). 

The Ring may teleport its bonded servitors any distance, so long as both Ring 
and Construct are on the same Plane. Likewise, it cannot function if the Ring 
is trapped behind a protection from Evil spell or similar enchantment. It 
cannot return the Constructs it summons by the same route, unfortunately, so 
they must be shipped back by some other means, or left behind until summoned 
again. The Ring can only be linked to constructs which "belong" to its wearer 
- - whether made by her or not - and once made, a link cannot be severed (to 
make room for another, perhaps better Construct) until the linked Construct 
is destroyed.

The Guardian Ring has no charges; the only limit to its power is that it 
cannot summon any one Construct more than once per week.


Tervine's Portable Staff of Wizardry:

This item was made and enchanted for Delivane by her fellow Wizard and 
one-time paramour, the Archmage Tervine Culver. It is a staff made of oak 
wood, coated in black lacquer and inlaid with numerous runes in gold leaf. 

Tervine's Portable Staff - like most of Tervine's magical creations - was 
designed to be easily carried and/or concealed by the user. When the Staff is 
held in the hand and the command word "Erdevar" is spoken, it shrinks to just 
over 1" in height - about the size and thickness of a toothpick. In this 
form, the Staff may be concealed easily on the user's person - Delivane has 
been known to hide it in the lining of her undergarments in extremis, 
although its usual resting place is wedged sideways in her right ear. At this 
size, the Portable Staff's powers are not useable, with the exception of the 
Final Strike ability; fortunately, the Staff is as sturdy in this state as it 
is at full size, making it hard to break accidentally. When the miniature 
Staff is held in the hand and a second command word ("Silevar") is spoken, it 
returns to normal size and function. Each size-change takes 1 round.

The Portable Staff's size-changing abilities may be exercised upto twice per 
day in each direction, without the consumption of charges. Apart form this 
useful magical enhancement, it otherwise functions as a normal Staff of 
Wizardry.


Amulet of Psyche:

This is a crystal teardrop, hung from a gold necklace. The teardrop is of 
flawless quality. The item's simple beauty belies its immense power.

This Amulet has all the powers of an Amulet of Telepathy (from the Book of 
Marvellous Magic/Encyclopaedia Magica: as an Amulet of ESP, but able to 
project thoughts as well as receive) and a Ring of Telekinesis, with 
unlimited usage. in addition, the wearer may cast the following spells, once 
per day, by an act of will:- Detect Magic, Floating Disk, Levitate, and Charm 
Monster. The wearer must be careful, however, as the Amulet responds to her 
least stray thought; any of the above effects could be triggered without 
warning if the wearer expresses a desire that the Amulet can fulfil...

Due to the considerable discipline and clarity of thought required to 
properly utilise this item, the wearer must have an Intelligence of 18 and a 
Wisdom of 17 to operate it. Delivane acquired this item on an Outer Plane as 
a gift from her friend, the Exalted being Psyche, who was rumoured to be the 
once-mortal daughter of  the Immortal Khoronus; it is one of her most 
treasured possessions, and she rarely takes it off. 


Delivane's Bondservant
Level: 7
Range: touch
Duration: permanent
Effect: links two magical items
This high-level spell was specifically designed to link magical, animated 
Constructs to Delivane's Guardian's Ring; it causes a permanent link between 
the Construct and the Ring, allowing her to summon it at will via the Ring's 
teleportation power. However, Delivane has found that the spell can easily be 
adapted to bind living, magical creatures to specially-enchanted objects. 

Before using this spell, a summoning object ("vessel") must be prepared. This 
can be a portable object of adornment, such as a ring or amulet; an item of 
artwork, such as a statue or vase; or some kind of large structure, such as 
an arch or obelisk. The only prerequisite for the vessel is that it must be 
of high (expensive) quality, suitable for enchantment. Next, a special 
variant of the Teleport Any Object spell must be cast upon the vessel, and 
sealed with an enhanced Permanency spell (such an item goes dormant on the 
Day of Dread, recovering its magic the day after). If an extra-Planar summons 
(Djinn, Efreet) is required, a modified Gate spell must likewise be cast and 
made Permanent.

Finally, the bonded creature must be chosen. This is usually a Construct of 
some description, as they cannot resist the Bondservant spell (unless they 
are specifically owned by someone else, in which case the enchantment fails). 
However, if a living being, such as the traditional Djinn, Efreet, or 
Elementals, is to be linked to the item, that being must be subdued in combat 
(in a similar fashion to a Dragon) so that they "belong" to the caster (note: 
while not precisely an Evil action, it is certainly not "Good" to enslave 
another living being). Once subdued, they are linked to the vessel by the 
Bondservant spell (saving throw applies). 

Thereafter, each bonded being may be summoned by the vessel's holder a 
maximum of once per week. Constructs will serve until destroyed; living 
beings are permitted a saving throw to break the bonding at the end of each 
year of service. Extra-Planar beings may return to their point of origin 
after the specific service they are summoned for is complete, while beings 
teleported from elsewhere in the Prime must be returned by some other means, 
or left in their new location until summoned anew.

NB: Most vessels can bear no more that 2d6 links at any time; the Guardian 
Ring is the one exception to this rule.
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Date: Mon, 28 Jun 1999 12:37:30 -0700
From: "Harvey, Michael" <michael.harvey@intel.com>
Subject: RE: [MYSTARA] - Clerical (and Druidic) Spell Research

Agathokles wrote:
> This means that every government which claims to be chosen to 
> rule "in the name of" some immortal/god should be considered
> a theocracy, since there are no actual means to determine
> whether an immortal/god exists or is personally involved in
> ruling a country.

In the real world, yes. But in Mystara the GM knows the truth, so I think it
is a useful distinction.

> On the other hand, few hagiarchies will refuse to call themselves
> representants of their immortal/god, so they would be 
> theocracies at the same time.

If someone claims to represent a god in a true theocracy, they better have a
good explanation for it IMO. In ancient Israel (before the kingdom was
established) the priests would essentially roll dice to determine the will
of God for various matters -- since it is difficult to push a private agenda
when you're rolling dice, so their claim is hard to challenge. Other forms
of divination are more subjective, but at least the priest is still seeking
external guidance rather than just making his own decisions. Another form of
"true theocracy" would be a government based on a written law which contains
the revealed will of a god, because again the rulers are not free to just do
whatever they want. The more public the divination or law is, the more
legitimacy the priests have. OTOH if you hear a "voice in your head," or if
the king suddenly claims that he is now a god, there are going to be a lot
of skeptics! People will still go along with it for the most part, because
rebellion is dangerous, but they are less likely to believe that there is
anything behind the hand waving. I think most people are fairly rational and
skeptical, and while they pay lip service to the official dogma there will
be a lot of old men and cynical farmers who scoff in the privacy of their
own home, or over a beer at the local tavern.

Being a representative is not the same as being a puppet. in the U.S.A. for
example, we elect representatives based on their past history and promises
(well, actually by the effectiveness of their advertising campaign.)  But
once they are in office, they pretty much do as they please. Most of them
will still listen to the people, because they want to get re-elected, but
often they still do things that are a direct violation of popular will. We
like to think that "we the people" are in charge, but that's just a popular
myth. I don't see why a government of priests would be any different. They
may rule "in the name of" a god, but that doesn't mean that they are puppets
of their god.

In some situations it even makes sense that a hagiarchy would not claim to
be a theocracy. For example, imagine an country like Tibet which is ruled by
mystical holy men. They do not believe in gods, nor claim divine
inspiration, but rather follow a philosophy of mysticism and magic (perhaps
something like Glantri). Such a government would be a hagiarchy.  Another
situation where it would make sense is if the God is well known for a
non-intervention policy. For example, Crom (from the Conan stories) is
distant and cares little about the affairs of men, making him unlikely to
run a theocracy -- and everyone knows it, no matter what the government
claims.

A real-world example: in at least one instance (and I don't recall the
particulars on this), there was a country which was suddenly left without
political leadership for some reason. The Greek Orthodox church stepped in
temporarily and assumed the responsibility of leadership until the temporal
government could be re-established. This was not a matter of them claiming
divine guidance, but simply that they had enough respect (not to mention an
existing infrastructure) that the people would trust them during a period of
anarchy.

I'm not an expert on these matters, just thinking out loud. :-)

Mike

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End of mystara-digest V1999 #278
********************************

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mystara-digest        Tuesday, June 29 1999        Volume 1999 : Number 279



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

RE: [MYSTARA] - Clerical (and Druidic) Spell Research
[MYSTARA] - The Snartan Klaugorikios
Re: [MYSTARA] - The Crests of Traldar 
[MYSTARA] - eBay auction
[MYSTARA] - about eBay auctions
Re: [MYSTARA] - The Crests of Traldar
Re: [MYSTARA] - about eBay auctions
Re: [MYSTARA] - Clerical (and Druidic) Spell Research
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - Clerical (and Druidic) Spell Research
Re: [MYSTARA] - More Immortal Relics
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - The Crests of Traldar 
Re: [MYSTARA] - Clerical (and Druidic) Spell Research
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Garal Glitterlode

----------------------------------------------------------------------

Date: Tue, 29 Jun 1999 09:00:02 +0200 (METDST)
From: Agathokles <piu2014@ccrd200.cdc.polimi.it>
Subject: RE: [MYSTARA] - Clerical (and Druidic) Spell Research

On Mon, 28 Jun 1999, Harvey, Michael wrote:

> Agathokles wrote:
> > This means that every government which claims to be chosen to 
> > rule "in the name of" some immortal/god should be considered
> > a theocracy, since there are no actual means to determine
> > whether an immortal/god exists or is personally involved in
> > ruling a country.
> 
> In the real world, yes. But in Mystara the GM knows the truth, so I think it
> is a useful distinction.
> 

In Mystara, if a country is ruled by a church hierarchy, everyone would
make two assumptions. First, there is an immortal behind that church (even
though some mystarans, like Glantrians, may not consider him a god).
Second, this immortal is at least neutral towards having his church ruling
a country. Consider that the effort needed to keep a country running means
that the church is using much of its resources (priests) in it instead of,
say, sending them on adventures or missions or advertising campaign for
their immortal. 


[snip]


> Being a representative is not the same as being a puppet. in the U.S.A. for
> example, we elect representatives based on their past history and promises
> (well, actually by the effectiveness of their advertising campaign.)  But
> once they are in office, they pretty much do as they please. Most of them
> will still listen to the people, because they want to get re-elected, but
> often they still do things that are a direct violation of popular will. We
> like to think that "we the people" are in charge, but that's just a popular
> myth. I don't see why a government of priests would be any different. They
> may rule "in the name of" a god, but that doesn't mean that they are puppets
> of their god.
>

Being a representative of a god is not as easy as being a representative
of the people. At most, people won't reelect you, but a god as an array of
suitable means to make clear that someone is not doing his will, from loss
of spells to death by lightning. Ask the Heldannic Knights :-)



 
> In some situations it even makes sense that a hagiarchy would not claim to
> be a theocracy. For example, imagine an country like Tibet which is ruled by
> mystical holy men. They do not believe in gods, nor claim divine
> inspiration, but rather follow a philosophy of mysticism and magic (perhaps
> something like Glantri). Such a government would be a hagiarchy.  Another
> situation where it would make sense is if the God is well known for a
> non-intervention policy. For example, Crom (from the Conan stories) is
> distant and cares little about the affairs of men, making him unlikely to
> run a theocracy -- and everyone knows it, no matter what the government
> claims.
> 

This could be the case of Yavdlom, where the seer uphold a phylosophy of
"non-interference", even though they have an important political role.


	Giampaolo Agosta



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Date: Tue, 29 Jun 1999 03:03:30 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: [MYSTARA] - The Snartan Klaugorikios

With my Snartan Gazetteer taking a while longer than I expected, I hereby
present the MML with this fascinating tidbit of Snartan technology. (I'd
present it to the MMB too, but I can never seem to get on..) 


Ethan

- ----

Within the past 200 years, the Snartan Empire of Vulcania has toiled to
improve its military might. The result is the Klaugorikios, or Battlepod.
The Klaugorikios is used by the mechanized infantry of the Snartan Empire,
and a phalanx of them is a fearsome sight on the battlefield. 

Each of the thirteen Snartan Earthshakers have their own regimental design
and insignia, but each model incorporates the same basic attributes. The
Klaugorikios looks like a headless metal humanoid standing about 9 feet
tall. The main torso is slightly egg-shaped, and is supported by 2
ostritch-like legs. The arms are attached midway up the torso. The armor
plates overlap slightly, giving the Klaugorikios a "plate mail"
appearance. On the back of the machine are 2 upward pointing steam vents,
which pour out steam and smoke when the machine is on. Standing unshielded
behind a Klaugorikios is not advised. A third steam pipe vents itself
directly into a steam reservoir used by the cannon. 

The Klaugorikios is very fast and surprisingly mobile for its size and
weight, it has a base armor class of 0, with 75 hp/9 HD. The armor is
highly resistant to damage, and all typical non-magical weapons do half
damage. Non-magical weapons that are much larger than man sized, such as
used by a giant or another battlepod, will do full damage. The
Klaugorikios is an all-terrain machine, but is not aquatic - The machine
will sink and the pilot only has a few minutes before the cabin fills
with water.  

The Klaugorikios is armed with two basic weapons: A giant sized longsword
and shield, and a gnomish cannon. 

The sword is roughly 6' long, and is holstered in a scabbard on the back
of the Klaugorikios.  Use of this weapon is considered to be at
the same normal sword weapon mastery as the pilot (usually skilled or
expert), and does 2d6+10 points of damage. The shield is permanently
attached to the left arm. 

The gnomish cannon is held in a holster at the machine's hip. This cannon
is a remarkable synthesis between gnomish ingenuity and technomancy. The
basic design was created by Kyand Nik, a technomancer of ill-repute, who
was a mercenary working with the Snartans over 3 centuries ago. The
original cannon was a monstrosity, usable only when attached to an
earthshaker. Through a few centuries of Snartan and others' refinement, a
smaller version was created. The Klaugorikios' cannon resembles a 5' long
Blunderbuss made of steel. The stock of the cannon is attached to a
flexible pipe connected to the back of the Klaugorikios. The cannon has
two basic attacks. It can shoot a huge cloud of steam which does 4d6
points of damage versus all targets standing up to 40' away from the
blast. This attack can only be used once every 3 rounds, as it depletes
the weapon's steam supply. The second type of attack fires a blast of
flame in a 50' line from the cannon's maw, doing up to 10d6 ponts of
magical fire damage on the target. 20% of the time, this attack will also
destroy the cannon and do 30 points of fire damage to the machine itself.
This attack draws directly on the plasma fuel of the Klaugorikios,
draining 10% of the availible fuel per dice damage, and doing d6 damage to
the pilot due to heat backwash. 

When a Klaugorikios runs out of fuel, it immediately stops working, and
slumps over, still standing. The pilot will usually eject himself to fight
on foot, leaving his machine behind for the engineers to
repair/refuel/recover.  

The pilot of the Klaugorikios sits inside the main torso of the machine.
The front of the torso hinges upward to allow entry. Inside, the pilot
controls walking by foot pedals, and all other movement controls by hand
levers, switches and buttons. There are small glass window ports, and
ashort periscope for the pilot to get almost a full 360 degree view around
him. The interior of the machine is infernally hot and greasy, and the
pilot takes 1 point of damage for every three hours inside the
contraption. Controlling the Klaugorikios takes a large amount of effort
on the part of the pilot, and the "Battlepod Piloting" skill is required
to use the Klaugorikios at all. 

The Klaugorikios is powered by a plasma matrix engine, a smaller version
of the fire elemental engines on board the earthshakers. These engines
don't require elementals, but instead rely on solid material collected
from the plane of fire. Luckily, Vulcania is rife with planar gates, so
fuel is plentiful. A fully fueled Klaugorikios will run for 5 months
before needing a refill. 

- ----


- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 





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Date: Tue, 29 Jun 1999 09:06:22 +0200 (METDST)
From: Agathokles <piu2014@ccrd200.cdc.polimi.it>
Subject: Re: [MYSTARA] - The Crests of Traldar 

On Mon, 28 Jun 1999 CQuaif@aol.com wrote:

> All,
> 
> Some time back, I said I'd have a go at items which increase in power a) for 
> particular people, b) at particular times. Here's the result, for good or ill.
> 
> Crits & comments, as ever, are welcome.
> 
> Carl Q.
> 
> -
> 
> The Crests of Traldar:
> 
> 
> Each Crest shares the following powers; when worn about the neck, it 
> functions as a Ring of Protection +1. If the wearer is of Traldar descent, 
> the Crest also provides a permanent Protection from Normal Missiles effect. 
> The major power of the Crests, however, only comes into effect if 
> Traladara/Karameikos is under threat from external forces, humanoid raids, or 
> any other suitably serious danger (DM's choice). Once per day, on any day 
> this occurs, a Traladaran wearer can call upon the Crest to "Arm me!"; upon 
> receiving this command, the Crest transforms (with a suitably impressive 
> display of lights) into a suit of magical, weightless field plate armour, 
> bearing the device on its chest, and tailored to fit the wearer exactly. The 
> wearer may also summon magical weapons to hand, if desired. Both armour and 
> weapons last for 1 Turn, before reverting to Crest form. Any clothing or 
> armour normally worn by the wearer, whether magical or not, is transformed 
> along with the Crest, though the wearer's normal weapons remain separate.
> 
> 
This items are really cool (as the previous were; good woork!).
The only strange point is that the armour created is field plate, which
doesn't seem to fit with the ancient origin of those items (I think that
the best armour available to the Traldar was bronze plate mail).

		Giampaolo Agosta


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Date: Mon, 28 Jun 1999 14:36:17 +0200
From: thibault sarlat <thibsylv@club-internet.fr>
Subject: [MYSTARA] - eBay auction

Here is an idea.
Anytime one of us (member of the MML) wants to bid on eBay on a particular
item, he could send a note on the MML with his eBay ID so that no one from the
MML would overbid him.It would be a good way to avoid too high bid (I recently
bought a B9 for 30$ ).
The would be buyer could also tell the maximum price he is willing to pay.So if
many people are interested inthe same stuff they can talk about it nicely and
without throwing out all their money.


Just a thought.....

Thib.



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Date: Tue, 29 Jun 1999 06:15:59 +0200
From: thibault sarlat <thibsylv@club-internet.fr>
Subject: [MYSTARA] - about eBay auctions

Here is an idea.
Anytime one of us (member of the MML) wants to bid on eBay on a particular
item, he could send a note on the MML with his eBay ID so that no one from the
MML would overbid him.It would be a good way to avoid too high bid (I recently
bought a B9 for 30$ ).
The would be buyer could also tell the maximum price he is willing to pay.So if
many people are interested inthe same stuff they can talk about it nicely and
without throwing out all their money.


Just a thought.....

Thib.

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Date: Mon, 28 Jun 1999 19:43:12 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - The Crests of Traldar

>All,
>
>Some time back, I said I'd have a go at items which increase in power a) for
>particular people, b) at particular times. Here's the result, for good or ill.

For good!  Definitely 100% for good, Carl!  :-)


>The Crests of Traldar:
>
>These are shield-shaped medallions of bronze, measuring 1.5" x 2", with coats
>of arms enamelled on the surface, hanging from a heavy bronze chain. Although
>in good condition, they are obviously of ancient manufacture. There are 7
>Crests, each bearing the ancient devices of one village or town in what is
>now Karameikos (these devices bear little or no resemblance to the coats of
>arms currently in use in any of the places named; it is believed the Crests
>were actually personal devices owned by the first wearers).

Neat!  Very in keeping with Traladara's ancient "M-Greek" roots; and
powerful enough to be precious, without being too strong for relics of the
(not all that magic-heavy) Traldar/Traladaran culture.


>Each Crest shares the following powers; when worn about the neck, it
>functions as a Ring of Protection +1. If the wearer is of Traldar descent,
>the Crest also provides a permanent Protection from Normal Missiles effect.
>The major power of the Crests, however, only comes into effect if
>Traladara/Karameikos is under threat from external forces, humanoid raids, or
>any other suitably serious danger (DM's choice). Once per day, on any day
>this occurs, a Traladaran wearer can call upon the Crest to "Arm me!"; upon
>receiving this command, the Crest transforms (with a suitably impressive
>display of lights) into a suit of magical, weightless field plate armour,
>bearing the device on its chest, and tailored to fit the wearer exactly.

Perhaps this could look like bronze plate mail, if the items really
originated during or around the time of Halav and his contemporaries.
Since it's magically-generated, the armor's apparant material needn't lower
its AC value.


>The
>wearer may also summon magical weapons to hand, if desired. Both armour and
>weapons last for 1 Turn, before reverting to Crest form. Any clothing or
>armour normally worn by the wearer, whether magical or not, is transformed
>along with the Crest, though the wearer's normal weapons remain separate.
>
>The individual "active" forms of the Crests are as follows:-
>
>Crest of Marilinev
>
>Crest of Lavv
>
>Crest of Luln
>
>Crest of Krakatos
>
>Crest of Halag
>
>Crest of Sulescu
>
>Crest of Vandevicsny

Would there be crests out there, somewhere, corresponding to the Traladaran
clans/towns that moved to the Savage Baronies?  How about one for
Morphail's old family, before he and his vampire pals bugged out for
Glantri?

>
>Part of the magical nature of the Crests allows any wearer, whatever the
>class, to both wear the armour and use the weapons as if a Fighter of the
>same level. Spellcasters may use their magical abilities without penalty
>while the armour is active.<

This is the one thing I'm not so sure of.  Letting a mage wear armor and
wield heavy weapons is a VERY big rules-warping "perk", for a single magic
item to grant; and priests who are forbidden to use particular kinds of
weapons are probably going to cheese off their Immortal patrons -- who
presumably set up such strictures on their priests' arms, for a good reason
- -- if they violate those limitations, just because some magical item makes
it possible.


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Date: Tue, 29 Jun 1999 03:23:53 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - about eBay auctions

On Tue, 29 Jun 1999, thibault sarlat wrote:

> Anytime one of us (member of the MML) wants to bid on eBay on a particular
> item, he could send a note on the MML with his eBay ID so that no one from the
> MML would overbid him.It would be a good way to avoid too high bid (I recently
> bought a B9 for 30$ ).

Well, if it wasn't obvious, I'm SteelAngel on Ebay, currently with
amazingly high bids on Gaz 1,3,8 - Just as long as noone wants to pay more
than $50 for each. But if you really want them for >$50, by all means. 

BTW, ObMystara - Sharon, Your Space Travel Timeline is excellent, it even
jives with my Vulcanian timeline - Except that your date for Ogdoban
Treel's Defection is better (earlier) than mine. Is there a canon source
for that? It isn't in WoTI, so I sort of guessed BC 3600. Thinking about
that now, your date makes MUCH more sense. 

Stan - Can you change that date on
http://www.geocities.com/TimesSquare/5304/vulctime.html ?

BC 3600 -> BC 3994


Ethan - Trying to keep his work coherent with just about everyone else's. 

- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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Date: Tue, 29 Jun 1999 00:34:24 EDT
From: Arminath@aol.com
Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research

Um, what does any of this have to do with spell research for clerics and 
druids???
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Date: Mon, 28 Jun 1999 21:39:26 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

>      I agree with you Khan.  One theory is that much of the Finns'
> bloodline derives from an ancient Germanic population that was
> assimilated by speakers of an adjacent proto-Finnic dialect.  So, there
> could have been a lot of Scandinavian-Finnic cultural exchange very
> early on, in addition to known medieval and modern influences.  But the
> most noticeable modern-day result of this mixing would be in the
> genetic/physical/"racial" make-up of the Finns, whereas the cultural
> and linguistic aftereffects from that time would be very subtle (eg.
> the Finnish word <kuningas> "king" was borrowed from the proto-Germanic
> <kuningaz>--which evolved into Swedish <konung/kung>, German <Koenig>,
> and Old English <cyning> which became Modern English <king>). 
> Stereotypically, the "true" Finnics were/are shorter, dark-haired,
> broad-faced, and somewhat Asian-looking compared to the "Nordic" look
> of a lot of the Finns.  Whether this origin of the Finns is true or
> not, unfortunately Finnish fascists seized this theory as their own to
> distance themselves from the "primitive" Saami and other Finnics during
> WWII.
> 
> Shane

As if the Finns did not have other problems!  :-(

I've read that especially the Swedens saw the Finns as a
inferior people who could be counted as Europeans when
the Swedens would be really generous.

Oh, this stupid old racism!!! :-(



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Mon, 28 Jun 1999 21:43:30 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research

> My definitions is wider. I would call theocracy every country were one of
> the following sentences is true:
> It is ruled by the church, as per your definition.
> The law is (even partially) made by or policed by the church, or the
> clergy, or the "holy men" (even if there isn't a true hierarchy or
> organized church).
> The clergy is the "power behind the throne" (eg they choose the rulers,
> and can replace them at will, even if those rulers aren't clergy). 
> 
> 
> By this definition, for example, Hule is a theocracy, and so is Ylaruam.
> 
> 
> 		Giampaolo Agosta


O.k., then the discussion is closed as we don't have a base
in common.




                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Tue, 29 Jun 1999 19:23:09 +1000
From: shawn stanley <shawn@leme.anu.edu.au>
Subject: Re: [MYSTARA] - More Immortal Relics

>The Rose of Purity:

>The Rose of Purity may be held only by a being of Lawful alignment and good 
>intentions; it teleports out of the fingers of a Neutral being, and does the 
>same (causing 1d8 damage, as per Cause Light Wounds) to any Chaotic entity 
>who dares to grasp it. 

per round perhaps - just to make sure ...

>In addition, the 
>bearer of the Rose may regenerate damage as if wearing a Ring of 
>Regeneration. 

as long as it is contact with the skin perhaps ...

just some suggestions which seem to be in line with the idea behind the item.

shawn stanley
http://www.geocities.com/timessquare/5304

what have you done for me lately ... more to the point what have i done for me
                         - mightyfew, "i can't wait"
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Date: Sat, 26 Jun 1999 16:06:28 -0700
From: George Gardea <geogar@juno.com>
Subject: Re: [MYSTARA] - Garal Glitterlode

Hmmm I like that idea... I see another project group in the works....

Geo

>Actually, this might be the time to reveal the gnomes of Underyord!
>My theory is that not all the Auld Gnomes who settled in Soderfjord 
>were
>slain by the Kobolds. Some simply went deep underground and have 
>founded
>several small kingdoms below the northern reaches and Norwold. Whatcha
>think? Ideas?
>
>Håvard
>
>Haavard R. Faanes (hoc@nvg.ntnu.no)
>http://www.nvg.ntnu.no/~hoc
>
>"Remember, there are no stupid questions, just stupid people." -Mr
>Garrison, South Park.
>
>************************************************************************
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Date: Tue, 29 Jun 1999 07:59:24 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: Re: [MYSTARA] - The Crests of Traldar 

These look great, although I do agree that the armor should at least appear
bronze.

>Crest of Vandevicsny: Green Armour +3; Quarterstaff +2, absorbs spells cast
Just a quick note--according to Night of the Vampire, the only source which
provides much info on Vandevicsny, it did not exist until the nearby lands
were taken from the traditional owners, the Ourosco family, and given to Jan
Vandevic, a Traladaran who aided the Thyatian invasion about a century ago.
Perhaps another Crest would be more appropriate.

Patrick

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Date: Tue, 29 Jun 1999 11:11:12 EDT
From: Arminath@aol.com
Subject: Re: [MYSTARA] - Clerical (and Druidic) Spell Research

In a message dated 6/29/99 4:26:32 AM Eastern Daylight Time, 
JamugaKhan@gmx.net writes:

<< O.k., then the discussion is closed as we don't have a base
 in common. >>

I like the new discussion, but it would be easier to keep track of things if 
people started a new thread with a new title, that's all.
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Date: Tue, 29 Jun 1999 16:50:00 +0100
From: "Martin Mathes" <mathes@aix.siwi.uni-essen.de>
Subject: Re: [MYSTARA] - Garal Glitterlode

Hi there,

I'm new at the list and have read a lot of your mails with great joy.

The idea of underground gnomes sounds great. But not with spiders again,
just think of all these giant worms in the earth.

By the way, the Trees of Life and there properties are well described in the
Alfheim Gazetteer and the (A)D&D rules and supplements. But what about
Blackflame, the hin's secret that is detailed in The Five Shires Gazetteer
and the Essence of Darkness the dwarven speciality. The later one is only
mentioned briefly in one of the D&D boxes and no more information is given.
Where can I find more info on these two?

Shouldn't there be a secret gnomisch power as well?

I think of some sort of living crystalls, with some sort of elemental force
in them.



- ----- Original Message -----
From: <CQuaif@aol.com>
To: <mystara-l@lists.imagiconline.com>
Sent: Sunday, June 27, 1999 9:01 PM
Subject: Re: [MYSTARA] - Garal Glitterlode


> In a message dated 26/06/99 16:35:00 GMT Daylight Time, hoc@nvg.ntnu.no
> writes:
>
> > Actually, this might be the time to reveal the gnomes of Underyord!
> >  My theory is that not all the Auld Gnomes who settled in Soderfjord
were
> >  slain by the Kobolds. Some simply went deep underground and have
founded
> >  several small kingdoms below the northern reaches and Norwold. Whatcha
> >  think? Ideas?
>
> Images of black-skinned, white-haired, spider-worshipping Gnomes comes to
> mind....nah, too far-fetched. ;-)
>
> Carl Q (just back from a camping weekend, suffering from sleep deprivation
> and Hayfever, so just pretend I'm not here ;-)
>
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>

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Date: Tue, 29 Jun 1999 12:28:56 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Garal Glitterlode

On Tue, 29 Jun 1999, Martin Mathes wrote:

> Shouldn't there be a secret gnomisch power as well?

Hmm. 

The Dwarves Gaz doesn't mention the "forge of power". The "Tree of Life"
is important to Elven Mysticism. I don't know if "Blackflame" is mentioned
in the 5 shires gaz. 

Hmm. maybe D&D was pulling away from the "Demi-human relics" idea. I found
tht rather silly anyway. 

PC2 (The gnome creature crucible) mentions no special gnomish power, but
"Earthshaker!" mentions that the gnomish clan relic is a time travel
clock. (However, use of this clock is suicide - you can go back in time,
but there is no way to get you back to the present without recharging the
clock, which takes 20+ yrs, and you don't last that long in the past.. )


Ethan

- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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Date: Tue, 29 Jun 1999 13:12:30 -0400 (EDT)
From: Mischa E Gelman <megst19+@pitt.edu>
Subject: Re: [MYSTARA] - Garal Glitterlode

> > Shouldn't there be a secret gnomisch power as well?
> 
> Hmm. 

I would say no.  There's no reason for every demihuman group to have a
device like this - it dilutes the specialness (not a word probably) of the
three existing items of power.

> Hmm. maybe D&D was pulling away from the "Demi-human relics" idea. I found
> tht rather silly anyway. 

I liked it personally.  Makes them a bit more unique.

> PC2 (The gnome creature crucible)

Well, the one that includes gnomes.  They're hardly the sole focus.  After
all, who dare steal the spotlight from gremlins and tabi?

> mentions no special gnomish power, but
> "Earthshaker!" mentions that the gnomish clan relic is a time travel
> clock.

I must have missed that.  Modules IMO are less canon though than are other
sources - of course, individual DMs can pick and choose as they may.

- - Mischa

It's inconceivable to me that I would sit behind a desk while 8,000
volunteers go out and knock on doors - Former President Carter, on going
door to door in a campaign to ensure the immunization of Atlanta's poor
children

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End of mystara-digest V1999 #279
********************************

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mystara-digest       Wednesday, June 30 1999       Volume 1999 : Number 280



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - The Crests of Traldar
Re: [MYSTARA] - More Immortal Relics
Re: [MYSTARA] - The Crests of Traldar 
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Re: Wrong Azcan Be
[MYSTARA] - the Tome of Mystara
[MYSTARA] - Something Scary for you Geocities Site Owners...
[MYSTARA] - Question about Ixion and Power!
Re: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - about eBay auctions
Re: [MYSTARA] - Priest of Ixion
Re: [MYSTARA] - More Immortal Relics
[MYSTARA] - Demihuman Relics (was Garal Glitterlode)
[MYSTARA] - [RR] Rules Review
[MYSTARA] - [RR] Halfling Bonuses
[MYSTARA] - [RR] Invisibility Bonuses
Re: [MYSTARA] - More Immortal Relics
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

----------------------------------------------------------------------

Date: Tue, 29 Jun 1999 13:27:10 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Garal Glitterlode

>
>PC2 (The gnome creature crucible) mentions no special gnomish power, but
>"Earthshaker!" mentions that the gnomish clan relic is a time travel
>clock. (However, use of this clock is suicide - you can go back in time,
>but there is no way to get you back to the present without recharging the
>clock, which takes 20+ yrs, and you don't last that long in the past.. )
>

Considering that this sounds an awful lot like an artifact of the Sphere of
Time, whereas gnomes are the creations of an Immortal of Matter, it doesn't
make sense for the entire gnomish race to have relics like that.  There's a
piece in Stan's Archive (TM) that suggests gnomish clan relics could be
magical machines of bewildering complexity, each of which does something
different, depending on how the Keepers have fiddled with it.

So perhaps the "Earthshaker!" gnomes happen to have built a clock out of
theirs, which happens to affect time because it's configured like a
timepiece.  Other gnomes' relics could do totally different things ...
heck, it could be that the city of Serraine, itself, IS the skygnomish clan
relic! :-)


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Date: Tue, 29 Jun 1999 13:48:02 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - The Crests of Traldar

In a message dated 29/06/99 08:10:43 GMT Daylight Time, 
dornhoff@bio.umass.edu writes:

> For good!  Definitely 100% for good, Carl!  :-)

:-) Thanks, Sharon. Now on to the pulled-teeth bit...;-)
>  
>  
>  >The Crests of Traldar:
>  >
 
>  Neat!  Very in keeping with Traladara's ancient "M-Greek" roots; and
>  powerful enough to be precious, without being too strong for relics of the
>  (not all that magic-heavy) Traldar/Traladaran culture.

Okay, not too bad so far...

>  Perhaps this could look like bronze plate mail, if the items really
>  originated during or around the time of Halav and his contemporaries.
>  Since it's magically-generated, the armor's apparant material needn't lower
>  its AC value.

Giampaolo brought up the same point (and thanks for your response, too, BTW). 
I agree; bronze plate is far more in keeping. I made it field plate because I 
wanted an unbroken, "all-over" look to the armour, without (I admit) thinking 
properly about the dating of the design. Oh, and the armour (despite its 
colour) IS bronze; I missed that bit of description. Mea culpa. 
 
>  Would there be crests out there, somewhere, corresponding to the Traladaran
>  clans/towns that moved to the Savage Baronies?  How about one for
>  Morphail's old family, before he and his vampire pals bugged out for
>  Glantri?
>  

Now THAT'S a cool idea! I'm not really au fait with the Savage Baronies (as 
I've noted before, to my shame, I got fed up with the AD&D version of "my" 
campaign world! ;-/), so I'd need someone to provide me with a list; anybody? 
And Morphail's family Crest could be interesting - especially if they took it 
with them, and couldn't resist experimenting...

>  This is the one thing I'm not so sure of.  Letting a mage wear armor and
>  wield heavy weapons is a VERY big rules-warping "perk", for a single magic
>  item to grant; and priests who are forbidden to use particular kinds of
>  weapons are probably going to cheese off their Immortal patrons -- who
>  presumably set up such strictures on their priests' arms, for a good reason
>  -- if they violate those limitations, just because some magical item makes
>  it possible.

I knew it was too good to last...;-)) You're right - particularly about the 
Clerics; that was a major goof. As for the mages, I had thought that the 
one-Turn limit for the activated form wouldn't necessarily give them a 
too-major advantage; I only said "as a Fighter of the Same level", I DIDN'T 
say anything about acquiring weapon mastery and other Fighter perks. On 
reflection, however, let's say that spellcasters cannot utilise their magic 
(at least for ranged attacks) while the armour is active. Okay?

Thanks for the in-depth examination, Sharon; I rely on you guys to curb my 
more obvious failings. ;-)

Cheers,

Carl Q.
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Date: Tue, 29 Jun 1999 13:48:00 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - More Immortal Relics

In a message dated 29/06/99 10:27:03 GMT Daylight Time, shawn@leme.anu.edu.au 
writes:

> >The Rose of Purity:
>  
>  >The Rose of Purity may be held only by a being of Lawful alignment and 
good 
> 
>  >intentions; it teleports out of the fingers of a Neutral being, and does 
> the 
>  >same (causing 1d8 damage, as per Cause Light Wounds) to any Chaotic 
entity 
>  >who dares to grasp it. 
>  
>  per round perhaps - just to make sure ...

Oh, it'll damage Chaotics every round, all right - but only if they're 
willing (read: stupid) enough to walk over and pick it up every time it 
teleports away....;-)

>  >In addition, the 
>  >bearer of the Rose may regenerate damage as if wearing a Ring of 
>  >Regeneration. 
>  
>  as long as it is contact with the skin perhaps ...

Good point. This shouldn't work if it's resting in a backpack.
 
>  just some suggestions which seem to be in line with the idea behind the 
item.
> 
Good ones, too. Thanks for that, Stan!

Carl Q.
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Date: Tue, 29 Jun 1999 13:48:03 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - The Crests of Traldar 

In a message dated 29/06/99 16:00:07 GMT Daylight Time, 
Dennis.Sullivan.Family@worldnet.att.net writes:

> >Crest of Vandevicsny: Green Armour +3; Quarterstaff +2, absorbs spells cast
>  Just a quick note--according to Night of the Vampire, the only source which
>  provides much info on Vandevicsny, it did not exist until the nearby lands
>  were taken from the traditional owners, the Ourosco family, and given to 
Jan
>  Vandevic, a Traladaran who aided the Thyatian invasion about a century ago.
>  Perhaps another Crest would be more appropriate.

Arrgh! Sorry about that; I was looking for "older" Traladaran settlements to 
base the Crests in, but slipped up here. To save my blushes, why don't we 
just say that the former Crest of Ourosco got renamed (and later lost) when 
the Vandevicsny Clan took it over; the Ourosco weren't aware of the magical 
treasure hidden away in the attic. How's that?

Carl Q.
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Date: Tue, 29 Jun 1999 18:26:35 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - Garal Glitterlode

> Images of black-skinned, white-haired, spider-worshipping Gnomes comes to

> mind....nah, too far-fetched. ;-)


And what about pale white skinned, white bearded, black and wild
eyed dwarves who are masters of the magical arts?

O.k., o.k., forget it! :-)



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Tue, 29 Jun 1999 18:23:41 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: Re: [MYSTARA] - Re: Wrong Azcan Be

BTW, can anybody remember if there is such thing like
a formal ADOPTION?



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Tue, 29 Jun 1999 14:28:14 -0400 (EDT)
From: the Wizard of Frobozz <sg96d355@drexel.edu>
Subject: [MYSTARA] - the Tome of Mystara

	We are very pleased to announce the publication of the first 
issue of the Tome of Mystara!

	For those of you hungering for new Mystara product, harcopy in 
your hand, we have heard your call.  We aren't claiming to be canon.  
We're claiming to be fans...Fans who want maps in our hands, articles and 
artwork (even fiction) based on our beloved, discontinued world.

	Everyone's opinion is welcomed:  you are the people who remain on 
Mystara.  If this sounds at least mildly interesting to you, come check 
out our website at

www.geocities.com/TimesSquare/Bridge/3081
or e-mail us at

mystaratome@yahoo.com

Thank you.

Kevin Turner

________________________________________________________
Wanting Mystara material in your hands instead of in your computer?

Your wait is almost over:  the Tome of Mystara is in production!

Come see what we're about at
www.geocities.com/TimesSquare/Bridge/3081

Mystara Fthagn!

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------------------------------

Date: Tue, 29 Jun 1999 17:42:02 -0600
From: "Leroy Van Camp III" <malacoda@lesbois.com>
Subject: [MYSTARA] - Something Scary for you Geocities Site Owners...

    I know a fair number of the people on the two lists I Admin
have Geocities sites, so I thought this might be of interest.
Below is a section from the new terms of service for all Yahoo
services, which now includes Geocites.  It's very, very 
scary. 

    The full terms of service are at...

http://docs.yahoo.com/info/terms/


8. CONTENT SUBMITTED TO YAHOO 
By submitting Content to any Yahoo property, you automatically grant, or 
warrant that the owner of such Content has expressly granted, Yahoo the 
royalty-free, perpetual, irrevocable, non-exclusive and fully 
sublicensable right and license to use, reproduce, modify, adapt, publish, 
translate, create derivative works from, distribute, perform and display 
such Content (in whole or part) worldwide and/or to incorporate it in 
other works in any form, media, or technology now known or later developed.

You acknowledge that Yahoo does not pre-screen Content, but that Yahoo 
and its designees shall have the right (but not the obligation) in their 
sole discretion to refuse, edit, move or remove any Content that is 
publicly available via the Service. Without limiting the foregoing, Yahoo 
and its designees shall have the right to remove any Content that 
violates the TOS or is otherwise objectionable. You agree that you must 
evaluate, and bear all risks associated with, the use of any Content, 
including any reliance on the accuracy, completeness, or usefulness of 
such Content. In this regard, you acknowledge that you may not rely on 
any Content created by Yahoo or submitted to Yahoo, including without 
limitation information in Yahoo! Message Boards, Yahoo! Clubs, and in all 
other parts of the Service. 


Leroy Van Camp III	
malacoda@lesbois.com 
ICQ #20039817

     "Let's show this prehistoric bitch how we do things downtown."

                    Dr. Venkmen, Ghostbusters




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Date: Tue, 29 Jun 1999 21:21:02 +0200
From: Lostboy@t-online.de (Klaus Kischkat)
Subject: [MYSTARA] - Question about Ixion and Power!

I have another question about Ixion.

Were is he settled if you play within the Planescape-setting?

Another Question is: Does somebody know a good link, were I can find some
images I can use as Symbols for the priests in Mystara?



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Date: Tue, 29 Jun 1999 13:38:02 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Garal Glitterlode

>By the way, the Trees of Life and there properties are well described in the
>Alfheim Gazetteer and the (A)D&D rules and supplements. But what about
>Blackflame, the hin's secret that is detailed in The Five Shires Gazetteer
>and the Essence of Darkness the dwarven speciality. The later one is only
>mentioned briefly in one of the D&D boxes and no more information is given.
>Where can I find more info on these two?
>

The Five Shires Gaz mentions a number of uses for Blackflame, in addition
to the ones listed in the Rules Compendium.  It gives us a date for
Blackflame's discovery, but doesn't explain where the relic actually came
from.

Nor does the Rockhome Gaz tell us where the dwarves acquired their Forges
of Power.  (There's a module that shows dwarves receiving an FoP from a
race of metal-forging giants called hephaistons, but those dwarves were on
a different planet than Mystara.)  Personally, I suspect that FoPs were NOT
Kagyar's creations, since he wouldn't have had to introduce dwarf-clerics
if the dwarven Keepers were beholden to him, to the same degree as elven
Keepers are beholden to Ilsundal.

Descriptions of the "core" properties of elven, dwarven, and halfling clan
relics -- i.e. the ones that can be found, even in oD&D campaigns which
(gasp!) aren't set on Mystara -- can be found in the oD&D Rules Compendium.


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Date: Tue, 29 Jun 1999 14:40:57 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - about eBay auctions

>BTW, ObMystara - Sharon, Your Space Travel Timeline is excellent, it even
>jives with my Vulcanian timeline - Except that your date for Ogdoban
>Treel's Defection is better (earlier) than mine.

Well, since I dispensed with all the Blackmoor modules' popping in and out
of cryogenic sleep, it wouldn't make sense for the Beagle's crew to take
400 years, to get fed up with being stranded.  They wouldn't have had much
of a home to go back to (i.e. old friends and family all dead or moved
away, etc), if they'd waited more than a few years before trying to save
themselves ... plus, without cryosleep to keep their bodies in stasis,
they'd all have died of old age by 3600 BC!  :-)

One idea I've had about the Beagle's survivors -- since, in "my" version of
the timeline, there ARE a fair number of them left alive on Mystara -- is
that they eventually intermarried with natives and became the ancestors of
the Ethengarian ethnic group.  While Gaz12 suggests that the Ethies'
ancestors were mere hunter-gatherers on the fringes of Blackmoorian
civilization (a dubious prospect at best; how could such a group's culture
possibly go unaffected by their high-tech neighbors...?), I figured it'd be
more interesting if Blackmoor wasn't the "all-white" enclave as which it's
traditionally been portrayed.

So the Ethengars' ancestors were descendents of alien/Blackmoorian
marriages, IMC, who fled from the GRoF and took refuge among displaced
Oltec tribes.  It's this unusual combination of Oltec, Neathar and alien
(green-skinned) features which give the steppe-dwellers their
unique-to-Mystara complexion ... which seems too yellowish for
Neather/Oltec ancestry, alone, to explain it.  (Most Neather/Oltec groups
have light brown pigmentation, as found among Nithians or Sindhis.)



>Is there a canon source
>for that? It isn't in WoTI, so I sort of guessed BC 3600. Thinking about
>that now, your date makes MUCH more sense.

LOL!  I just assumed the 3600 BC date was from a "canon" source, myself,
when I saw it on the Mystara timeline ... in fact, that's where I got
Treel's name from!  ;-D

I'm missing two out of four Blackmoor modules, so I don't know if there's a
"canon" date or not.  But I wouldn't think there is one, given that the
modules I've seen aren't exactly clear as to WHEN everything's happening!
Which is only natural:  the writers couldn't possibly have anticipated how
deeply the Known World's history would be defined, in the years to come.

Oh ... and thanks, for liking "my" version of events!  :-)


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Date: Tue, 29 Jun 1999 21:27:40 +0200
From: Lostboy@t-online.de (Klaus Kischkat)
Subject: Re: [MYSTARA] - Priest of Ixion

- -----Ursprüngliche Nachricht-----
Von: Byron Molix <c594314@showme.missouri.edu>
An: mystara-l@lists.imagiconline.com <mystara-l@lists.imagiconline.com>
Datum: Samstag, 26. Juni 1999 06:13
Betreff: Re: [MYSTARA] - Priest of Ixion


>Don't norse warriors in general wear leather/hide armor or chain mail?
>Maybe brigandine, but anything heavier than chain doesn't sound right for
>Vikings, and in that kind of clime, the more clothlike the better.
>Nobody'd want to wear lots of rigid metal over some meager padding in
>subzero temperatures. I'd say the priests wore robes/regular clothes, or
>these kinds of armors.

Sounds logical for playing in the Northern Reaches!
IMC Odin, Thor priests can use any kind of armor, because in Karameikos
there is a temple of Odin (was destroyed in the last weeks by an evil female
necromancer). Strybjorn, the red (the Highpriest of Odin has traveled the
lands and learnt how to use plate mail etc.



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Date: Tue, 29 Jun 1999 23:23:54 EDT
From: Kaviyd@aol.com
Subject: Re: [MYSTARA] - More Immortal Relics

In a message dated 1999-06-29 05:27:03 Eastern Daylight Time, 
shawn@leme.anu.edu.au writes:

> >The Rose of Purity:
>  
>  >The Rose of Purity may be held only by a being of Lawful alignment and 
good 
>  >intentions; it teleports out of the fingers of a Neutral being, and does 
the 
>  >same (causing 1d8 damage, as per Cause Light Wounds) to any Chaotic 
entity 
>  >who dares to grasp it. 
>  
>  per round perhaps - just to make sure ...

That is probably not necessary or useful -- after inflicting the damage the
Rose will teleport elsewhere, if I read the description correctly.  The only 
way ongoing damage would be needed would be if there were some sort 
of magic that a chaotic being could use that would stop the Rose from 
teleporting but not from inflicting damage.
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------------------------------

Date: Tue, 29 Jun 1999 23:23:53 EDT
From: Kaviyd@aol.com
Subject: [MYSTARA] - Demihuman Relics (was Garal Glitterlode)

In a message dated 1999-06-29 12:30:09 Eastern Daylight Time, eand@WPI.EDU 
writes:

>  The Dwarves Gaz doesn't mention the "forge of power". 

Actually it is mentioned, but just barely.  The description of Dengar gives
the location of the Everast Forge of Power within the palace.

> The "Tree of Life"
>  is important to Elven Mysticism. I don't know if "Blackflame" is mentioned
>  in the 5 shires gaz. 

Yes, considerable detail is given in the DM's section.

>  Hmm. maybe D&D was pulling away from the "Demi-human relics" idea. I found
>  tht rather silly anyway. 
>  
>  PC2 (The gnome creature crucible) mentions no special gnomish power, but
>  "Earthshaker!" mentions that the gnomish clan relic is a time travel
>  clock. (However, use of this clock is suicide - you can go back in time,
>  but there is no way to get you back to the present without recharging the
>  clock, which takes 20+ yrs, and you don't last that long in the past.. )

I can think of a couple of ways around this problem:

1) Send an object with a message back -- if somebody finds that object 
and reads it in time, the gnomes will have successfully altered the past.
The fading out of the object after 24 hours is undesirable but acceptable
in this case.

2) If this relic is used for a person, I would have to make three assumptions
for that ability not to be an evil thing to do:

a) While the gnomes cannot write down the intermediate calculations, 
they can write down the final settings and store them until needed.
There is no limit to how often they can do this, except that their 
calculations do have to account for any other equations that are
expected to be used before the one that they are calculating.  (This
restriction makes it pointless to copy equations -- each equation
can be used once and only once.)

b) If a second equation of time is activated within 24 hours of the first,
it will affect the original person transported and not another one in the 
present.  In true cinematic fashion, an hour in the past exactly equals
an hour in the present, so if the second equation is activated twelve
hours after the first, then the traveler is in the past for exactly twelve
hours of his own subjective time.

c) The fading into non-existence applies only to somebody who is out
of his or her proper time; thus, somebody could make use of one 
equation to go back in time and rely on the gnomes who sent him
back to use another to return him or her safely to the present.

If all three of these assumptions hold true, then non-suicidal time travel
becomes possible if one of the equations they have calculated is in the
very near future and can be activated at exactly that time, no more than
24 hours after the first equation was activated.  It would be possible
(albeit very risky) to use a series of equations to send somebody on a
more complex trip.  And since one of the equations to be calculated is
for the return trip, the decision to send somebody into the past must be 
made at least 42 years in advance.

Quite frankly, the long time required to make use of such a device makes
if far less powerful than the other demi-human relics, each of which has
some immediate short term use in addition to its longer term powers.

And the fact that Garal is associated with the Sphere of Matter and not
time is not a problem either, as there is no reason to assume that he
and not some other Immortal provided this relic to the gnomes.  Given
how unlikely it is that gnomes would actually use this device (which,
after all, requires a great deal of careful planning and foresight -- neither
of which gnomes are famous for), Garal would probably be more amused 
than threatened by this relic.

As to how many of the gnome clans have this particular relic, I have no
real idea.  With no other relic mentioned in any official source, it is 
possible
(though hardly likely) that all gnome clans have it.

Similarly, all hin (halfling) clans from the Five Shires have Crucibles of
Blackflame as their relics.  We do not know what sort of relic other
halflings use, if indeed there are any halflings alive today whose ancestors 
never lived in the Five Shires.

Similar statements can be made about modern Rockhome dwarves, as only 
the Kogolor dwarves of the Hollow World are known to be of independent origin.

For elves the answer is much clearer, as there are elf clans (in particular,
the Wood and Water Elves of Minrothad, the Aquarendi, and the Shadow
Elves) who are known not to have Trees of Life, and the "Elves of Alfheim"
gazetteer states that Ilsundal created only ten independent Trees of Life,
far too few to provide for most known elves.  We must assume that the
other clans either have different artifacts or relics or have Trees of Life 
that
owe nothing to Ilsundal (which I believe to be the case with certain elves
of Norwold and Alphatia).  Elves who are not organized into clans (such
as the ones who live on the Savage Coast) may well have no relics or
artifacts at all.

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------------------------------

Date: Tue, 29 Jun 1999 18:41:08 +0200
From: =?iso-8859-1?B?VG9t4XMgU+FuY2hleg==?= <deckard-mystara@encomix.es>
Subject: [MYSTARA] - [RR] Rules Review

New members joining our gaming community ask theirselves the same
questions as did everyone else who has ever joined. This thread is intended
to provide everybody with up to date rules knowledge and experience.
Future messages will be added to this thread as other members become
aware of additional questions that should be included, and of deficiencies
or inaccuracies that should be amended.

Thanks for your attention.
Tomas Sanchez.

- ------------------------------------------------
Name: Tomas Sanchez.      Nickname: Rick Deckard
E-mail address: deckard@encomix.es  ICQ# 9190040
Home Page: Coming soon at a server across Europe
- ------------------------------------------------

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Date: Tue, 29 Jun 1999 18:43:01 +0200
From: =?iso-8859-1?B?VG9t4XMgU+FuY2hleg==?= <deckard-mystara@encomix.es>
Subject: [MYSTARA] - [RR] Halfling Bonuses

Halfling Combat Bonuses Table ( Page 26 )
=========================================

- -2 bonus to armour class when attacked by creatures larger than
man-sized ( i.e., an AC of 6 becomes a 4 ).
 
 Attack Roll Modifiers ( Page 108 )
==================================
 
 Circumstance Attack Roll Modifier
 --------------------------------
 
Larger than man-sized monster attacks halfling -1 penalty
 
 My Opinion
==========
 
First : A single modifier should be applied so we can ignore the
attacker's penalty being both modifiers the same, in which case
a - 2 penalty should be displayed.
 
 ------------------------------------------------
Name: Tomas Sanchez.      Nickname: Rick Deckard
E-mail address: deckard@encomix.es  ICQ# 9190040
Home Page: Coming soon at a server across Europe
- ------------------------------------------------

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Date: Tue, 29 Jun 1999 18:44:44 +0200
From: =?iso-8859-1?B?VG9t4XMgU+FuY2hleg==?= <deckard-mystara@encomix.es>
Subject: [MYSTARA] - [RR] Invisibility Bonuses

Attack Roll Modifiers ( Page 108 )
==================================

Circumstance Attack Roll Modifier
- ------------ --------------------
Attacker can't see target - 4 penalty
 
Blindness ( Page 150 )
======================
 
A character who is completely blind, for whatever reason, suffers a -4
penalty to all saving throws, a -6 penalty to attack rolls ( he has to
guess where his target is by hearing )...
 
A character who is forced to travel great distances while blind must
move very slowly. If he is to walk slowly enough that he will not fall
down steps and walk unknowing into pits, he must move at one-third his
normal speed...
 
Invisibility ( Page 150 )
=========================
 
A character who cannot see his opponent due to an invisibility spell
suffer a -6 penalty to all attack rolls made against his invisible foe;
he has to guess where his target is by hearing.
 
My Opinion
==========
The attack roll modifiers table under chapter 8 : combat and the
special character conditions entry usually leads most readers to
confusion. A character who cannot see his opponent due to an invisi_
bility spell should suffer a - 4 penalty to all attack rolls against
it and not the - 6 previously listed. A blind character cannot even
see himself that's why he deserves a higher penalty since he's going
to have problems to move engaged in combat.
 
 ------------------------------------------------
Name: Tomas Sanchez.      Nickname: Rick Deckard
E-mail address: deckard@encomix.es  ICQ# 9190040
Home Page: Coming soon at a server across Europe
- ------------------------------------------------

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Date: Wed, 30 Jun 1999 20:47:16 +1000
From: shawn stanley <shawn@leme.anu.edu.au>
Subject: Re: [MYSTARA] - More Immortal Relics

>That is probably not necessary or useful -- after inflicting the damage the
>Rose will teleport elsewhere, if I read the description correctly. 

oops my mistake

shawn stanley
http://www.geocities.com/timessquare/5304

what have you done for me lately ... more to the point what have i done for me
                         - mightyfew, "i can't wait"
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Date: Wed, 30 Jun 1999 20:54:35 +1000
From: shawn stanley <shawn@leme.anu.edu.au>
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

>8. CONTENT SUBMITTED TO YAHOO 
>By submitting Content to any Yahoo property, you automatically grant, or 
>warrant that the owner of such Content has expressly granted, Yahoo the 
>royalty-free, perpetual, irrevocable, non-exclusive and fully 
>sublicensable right and license to use, reproduce, modify, adapt, publish, 
>translate, create derivative works from, distribute, perform and display 
>such Content (in whole or part) worldwide and/or to incorporate it in 
>other works in any form, media, or technology now known or later developed.

Egad, that is scary.  I guess I should read those things once in a while.

Hmmm .... what to do now.

shawn stanley
http://www.geocities.com/timessquare/5304

what have you done for me lately ... more to the point what have i done for me
                         - mightyfew, "i can't wait"
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------------------------------

End of mystara-digest V1999 #280
********************************

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mystara-digest        Thursday, July 1 1999        Volume 1999 : Number 281



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
[MYSTARA] - Forge of Power
Re: [MYSTARA] - Something Scary for you Geocities Site  Owners...
R: [MYSTARA] - Garal Glitterlode
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
Almanac Future (was Re: [MYSTARA] - Wrong Azcan Be)
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)
Re: [MYSTARA] - Question about Ixion and Power!
[MYSTARA] - Something to Relieve you GeoCities and Yahoo users
Re: [MYSTARA] - Forge of Power
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
Re:  [MYSTARA] - [RR] Halfling Bonuses
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
[MYSTARA] - Forge of Power etc.
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
Re: [MYSTARA] - Something to Relieve you GeoCities and Yahoo users

----------------------------------------------------------------------

Date: Wed, 30 Jun 1999 09:13:28 -0400 (EDT)
From: the Wizard of Frobozz <sg96d355@drexel.edu>
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

On Tue, 29 Jun 1999, Leroy Van Camp III wrote:

> 8. CONTENT SUBMITTED TO YAHOO 
> By submitting Content to any Yahoo property, you automatically grant, or 
> warrant that the owner of such Content has expressly granted, Yahoo the 
> royalty-free, perpetual, irrevocable, non-exclusive and fully 
> sublicensable right and license to use, reproduce, modify, adapt, publish, 
> translate, create derivative works from, distribute, perform and display 
> such Content (in whole or part) worldwide and/or to incorporate it in 
> other works in any form, media, or technology now known or later developed.

Actually, this isn't very different from the terms of any publishing 
agreement.  If you consider that web pages are now thought of as 
electronic publishing, it makes some sense. It usually doesn't come into
play very often, but they can use it if they feel like it.

Can't say I like it, but it's not really anything new.

- --Frobozz--

________________________________________________________
Wanting Mystara material in your hands instead of in your computer?

Your wait is almost over:  the Tome of Mystara is in production!

Come see what we're about at
www.geocities.com/TimesSquare/Bridge/3081

Mystara Fthagn!

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------------------------------

Date: Wed, 30 Jun 1999 20:10:17 -0400
From: Bruce Pierpont <bpierpon@attila.stevens-tech.edu>
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

In response to this I am revoking the right for any of my material to be
posted on a Geocities page.  If your on Geocities you no longer may post
anything I have written.  Sorry, but I have to say it or they own it.  
For those of you who don't know the specialty priests of the Immortals,
are my creations, if you have any of them on a Geocities page please
take them off.

Thank you,

Bruce Pierpont (aka. StarHawk)


the Wizard of Frobozz wrote:
> 
> On Tue, 29 Jun 1999, Leroy Van Camp III wrote:
> 
> > 8. CONTENT SUBMITTED TO YAHOO
> > By submitting Content to any Yahoo property, you automatically grant, or
> > warrant that the owner of such Content has expressly granted, Yahoo the
> > royalty-free, perpetual, irrevocable, non-exclusive and fully
> > sublicensable right and license to use, reproduce, modify, adapt, publish,
> > translate, create derivative works from, distribute, perform and display
> > such Content (in whole or part) worldwide and/or to incorporate it in
> > other works in any form, media, or technology now known or later developed.
> 
> Actually, this isn't very different from the terms of any publishing
> agreement.  If you consider that web pages are now thought of as
> electronic publishing, it makes some sense. It usually doesn't come into
> play very often, but they can use it if they feel like it.
> 
> Can't say I like it, but it's not really anything new.
> 
> --Frobozz--
> 
> ________________________________________________________
> Wanting Mystara material in your hands instead of in your computer?
> 
> Your wait is almost over:  the Tome of Mystara is in production!
> 
> Come see what we're about at
> www.geocities.com/TimesSquare/Bridge/3081
> 
> Mystara Fthagn!
> 
> ***************************************************************************
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------------------------------

Date: Thu, 1 Jul 1999 01:04:15 +0200
From: "Matteo" <mattturi@tin.it>
Subject: [MYSTARA] - Forge of Power

>Nor does the Rockhome Gaz tell us where the dwarves acquired their Forges
>of Power.  (There's a module that shows dwarves receiving an FoP from a
>race of metal-forging giants called hephaistons, but those dwarves were on
>a different planet than Mystara.)  Personally, I suspect that FoPs were NOT
>Kagyar's creations, since he wouldn't have had to introduce dwarf-clerics
>if the dwarven Keepers were beholden to him, to the same degree as elven
>Keepers are beholden to Ilsundal.
>


Maybe yhe FoP are the last remains of a pre Kagyar Cult.
A cult strictly linked with the first dwarf race, and to the metallurgy art.
I remember, maybe in old Immortal set or in Master DM's Book, an immortal
called Wayland. He was inspired to the celtic deity of Wayland (a.k.a.
Gofannon, Dagda, Govannon). in celtic mitology wayland is the God of
metallurgy, the smith god.
Maybe in the Dawn of dwarven history, this ancient immortal, was amused by
the predispotion toward metallurgy of this new race. he was the patron of
the forging of magical arms( in accord to the celtic inspiration), and
decided to give as gift to the dwarf a way to create magical arms and armor,
the forge of power.
 in the first century maybe the cult of Kagyar was upset by the effects of a
gift from another immortal, but in few centuries the cult of Kagyar (dwarven
cleric) absorbed the Wailand cult focused on the FoP.
In fact The FoP wasn't forgotten, the FoP entered the Kagyar cult as simbols
of the dwarven link to the art of metal-forging.
when Kagyar formed the new race of Dwarf  decided to mantain the use and the
cult of the FoPs  because this was right for the Kagyar philosophy of art.
So the use of the FoP was transmitted Throught the centuries, as part of the
Kagyar cult and dwarven culture but enjoing a particular indipendence with
the Official clergy ( priest of Kagyar).
The Keeper of the FoP may be the "clergy" of Wayland, that survive in the
dwarven civilization.
Maybe the kagyar clerics are unaware of the real object of Keeper devotion
to the FoP, and only a little sect of dwarven smiths know the truth.


these are just ideas that i wrote without reading the Master, Immortal set
and the Dwarf of Rockhome. surely there are some error and incongrouence
with the setting.
if the idea is interesting in your opinion find out any errors, i'll be
happy to correct this idea in a better way.

Matteo

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Date: Wed, 30 Jun 1999 19:46:35 -0700
From: "Jenni A. M. Merrifield" <strawberry@jamm.com>
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site  Owners...

On Wed, 30 Jun 1999, shawn stanley wrote:

> >8. CONTENT SUBMITTED TO YAHOO 
> >[...blah...]
> 
> Egad, that is scary.  I guess I should read those things once in a while.
> 
> Hmmm .... what to do now.

  Well, apparently, if you don't want to update your site , you can leave
it as-is under the old Geocities contract.  There's an interesting
article at: <http://www.wired.com/news/news/technology/story/20472.html>
So, at least you can "protect" our stuff until you find somewhere else
to go (or they decide to remove that draconion requirement).

  Regarding someone else's comment about it being fairly similar to a
publisher's Terms ... it's one thing to have another body take your
work, fit it into their magazine and do most of the work (other than the
writing) to publish it for others.  It's something else to simply
provide a space that you can use to manage the "publishing" on your own.
Think about it this way -- should I have to give up all my intellectual
rights to something I've created after I tack it up on a cork-board or
tape it to a window that belongs to someone else?

  I think that Yahoo has every right to set these terms.  However, I
also think they are going to loose a lot of customers very quickly and
may have to rethink their stance.

Jenni A. M. Merrifield
- -=> strawberryJAMM <=-



- --
         Jenni A. M. Merrifield <==> strawberryJAMM Designs
         strawberry@jamm.com <==> http://www.jamm.com/jamm/
<------------------------------------------------------------------>
  God created Light.  Then Earth, Vegetables, Animals, Man and Woman.
    Then God started to think:  "I should create things I *like*!"
           And God said:  "Let There Be Strawberries!"


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Date: Thu, 1 Jul 1999 00:34:45 +0200
From: "Matteo" <mattturi@tin.it>
Subject: R: [MYSTARA] - Garal Glitterlode

 Other gnomes' relics could do totally different things ...
>heck, it could be that the city of Serraine, itself, IS the skygnomish clan
>relic! :-)


If this is True hard time waits for the now naga that control Serraine. I
don't think that the Gnomes will stay quite while their relic fly away in
enemies hands.
Maybe this is the drop the will push  Garal out of low activity rate.

Matteo

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Date: Wed, 30 Jun 1999 12:03:51 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

So, in other words, Yahoo practically owns Stan's D&D page? AGH!

Stan!  Move to a better server ASAP! We definitely do NOT want your
resource to be lost/modified or screwed up in any way. 


Ethan 



- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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Date: Wed, 30 Jun 1999 23:02:54 -0400 (EDT)
From: Mischa E Gelman <megst19+@pitt.edu>
Subject: Almanac Future (was Re: [MYSTARA] - Wrong Azcan Be)

> I don't know what plans are in the mix for the almanac team's Azcan Empire,
> but this would be a good idea... Also, I'd have the titular ruler post-1015
> be Otziltipac and his wife Malinalxoch.

The Almanac has been doing quite a bit with established (from GAZ/HWR/etc)
figures - I haven't read the recent Net compositions all the way through
(they're so detailed!) but have they been introducing new characters as
well?  It's been 15 years since the main source for most of the books -
with time new leaders should emerge as key, at least in human nations.
Eventually we need to arrive at a day, after all, when all the major
human figures in the world are of our own creation.  For those who have
read through all the Almanacs, has this been done?  For the Almanac team,
is it part of the ongoing process or at least in the back of your minds?

- - Mischa
Lazy Student In Transition (from undergrad to grad)
University of Pittsburgh

The nation whose population depends on the explosively compressed headline
service of television news can expect to be exploited by the demagogues
and dictators who prey on the semi-informed - Walter Cronkite, 1996

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Date: Wed, 30 Jun 1999 23:32:22 EDT
From: GlobalFrog@aol.com
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

In a message dated 6/30/99 10:14:31 PM EST, bpierpon@attila.stevens-tech.edu 
writes:

<< In response to this I am revoking the right for any of my material to be
 posted on a Geocities page.  If your on Geocities you no longer may post
 anything I have written.  Sorry, but I have to say it or they own it.  
 For those of you who don't know the specialty priests of the Immortals,
 are my creations, if you have any of them on a Geocities page please
 take them off.
 
 Thank you,
 
 Bruce Pierpont (aka. StarHawk) >>

Thanks to Bruce for the following format...I hope that he doesn't mind me 
using a modified version of it  :)

In response to Geocities and Yahoo claiming copyright and ownership rights to 
any items published on their sites or pages I am revoking the right for any 
of my material to be posted on a Geocities/Yahooo page.  If you are on 
Geocities/Yahoo you no longer have my permission to post anything I have 
written to a Geocities or Yahoo page/site.  I don't have much out there but 
if it is archived or published on a Geocities or Yahoo page please take it 
down now. 

Geoff,  you have all of my Cynidicea stuff that I have done to date...please 
make sure that it doesn't get posted to one of the Geocities/Yahoo places.  
It would be a shame to lose the rights to it all by mistake  :)

Froggy 
(aka CJ)
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------------------------------

Date: Wed, 30 Jun 1999 20:39:52 -0700 (PDT)
From: Shane Henry <shane_henrymml@yahoo.com>
Subject: Re: [MYSTARA] - THe Legacy of Kromyn the Accursed (Long)

- --- Jamuga Khan <JamugaKhan@gmx.net> wrote:
 
> I've read that especially the Swedens saw the Finns
> as a
> inferior people who could be counted as Europeans
> when
> the Swedens would be really generous.

     Also, the Hungarians/Magyars have traditionally emphasized their
ties to Altaic (specifically Turkic and Mongolian) tribes as opposed to
their provably closer ties to their fellow Uralics.  This was because
the image of the steppe-riding, conquering Altaics was considered a
more noble than being brothers with the "poor" Finnics.
  
> Oh, this stupid old racism!!! :-(

Ditto! :-)

Shane
_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com

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------------------------------

Date: Wed, 30 Jun 1999 19:43:14 +0300
From: Solmyr of the Azure Star <solmyr@kolumbus.fi>
Subject: Re: [MYSTARA] - Question about Ixion and Power!

Klaus Kischkat wrote:
> 
> I have another question about Ixion.
> 
> Were is he settled if you play within the Planescape-setting?
> 
For my Immortal Project, I've considered placing him in the plane of
Arcadia (his unyielding, intolerant attitude against darkness and "evil"
fits that plane).

- -- 
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
aka Azure Star Dragon
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html


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Date: Thu, 1 Jul 1999 00:00:37 EDT
From: GlobalFrog@aol.com
Subject: [MYSTARA] - Something to Relieve you GeoCities and Yahoo users

There is a new article at   
<A HREF="http://www.news.com/News/Item/0,4,38643,00.html?st.ne.fd.gif.e">CNET 
News.com - Yahoo bows to backlash, chang...
</A>   (http://www.news.com/News/Item/0,4,38643,00.html?st.ne.fd.gif.e) that 
may make your day and relieve your stress about your web pages.  Basically, 
Yahoo has added some sentences to clarify its provision about content 
ownership.  

Froggy
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------------------------------

Date: Thu, 1 Jul 1999 00:11:08 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Forge of Power

On Thu, 1 Jul 1999, Matteo wrote:

> Maybe in the Dawn of dwarven history, this ancient immortal, was amused by
> the predispotion toward metallurgy of this new race. he was the patron of
> the forging of magical arms( in accord to the celtic inspiration), and
> decided to give as gift to the dwarf a way to create magical arms and armor,
> the forge of power.

The first dwarven race was not predisposed to smithing, IIRC. I think that
was inspired by Kagyar himself. 


Ethan - Whatever happened to those wierd immortals anyway.. "the Knoll"
(From Gaz2) and Wayland (From IM set) and etc..

- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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------------------------------

Date: Wed, 30 Jun 1999 16:31:30 -0700
From: "Paul L. Ming" <pming@yt.sympatico.ca>
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

> Egad, that is scary.  I guess I should read those things once in a while.
>
> Hmmm .... what to do now.
>
> shawn stanley
> http://www.geocities.com/timessquare/5304

Hiya.

    Tripod isn't nearly as bad:

"By submitting a Member Web Page to Tripod, you grant Tripod and its
affiliates a royalty-free, nonexclusive, worldwide, unrestricted license to
use, copy, transmit, and distribute the content for the limited purposes of
displaying and promoting the user's personal homepage and for displaying the
content of such personal homepages elsewhere within the Lycos Network. The
term of the license will extend only for the duration of the Tripod
membership. In the event that the Tripod membership is terminated for any
reason, Tripod, Inc. and its affiliates will relinquish all rights to the
member content as described above following the duration of any applicable
promotional activities ongoing at the time the membership is terminated. "

    Meaning that if you find out they are using your 'stuff', and you don't
like it, you can cancel your membership and they stop using it.  I have a
Premium Membership there (no ad's, no pop-up, 20+MB, 'personal' ftp, and
some other goodies) and find it quite good.

^_^

Denakhan the Arch-Mage

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------------------------------

Date: Thu, 1 Jul 1999 01:03:59 EDT
From: BoBoII@aol.com
Subject: Re:  [MYSTARA] - [RR] Halfling Bonuses

In a message dated 06/30/99 4:26:09 AM, you wrote:

<<First : A single modifier should be applied so we can ignore the
attacker's penalty being both modifiers the same, in which case
a - 2 penalty should be displayed.
>>

Sounds good to me!  "K.I.S.S."
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------------------------------

Date: Thu, 1 Jul 1999 02:52:54 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

On Wed, 30 Jun 1999, Paul L. Ming wrote:

> "By submitting a Member Web Page to Tripod, you grant Tripod and its
> affiliates a royalty-free, nonexclusive, worldwide, unrestricted license to
> use, copy, transmit, and distribute the content for the limited purposes of
> displaying and promoting the user's personal homepage and for displaying the
> content of such personal homepages elsewhere within the Lycos Network. The

That's definitely not as bad as the Yahoo license. Yahoo seems to want to
OWN your stuff indefinitely..

Ethan

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------------------------------

Date: Thu, 1 Jul 1999 12:19:57 +0100
From: "Martin Mathes" <mathes@aix.siwi.uni-essen.de>
Subject: [MYSTARA] - Forge of Power etc.

This is a multi-part message in MIME format.

- ------=_NextPart_000_0047_01BEC3BC.08940960
Content-Type: text/plain;
	charset="Windows-1252"
Content-Transfer-Encoding: quoted-printable

Thanks for the info,

I'm not sure what how to go on.

The idea of gnomish mechanisms as artifacts sounds funny, as long as =
they work with some unpredictable result. (Uh, think about one of the =
expanded wild magic surge tables. By the way I'v introduced a dwarven =
elemental-magic user (earth), who's got the penalty that any =
non-elemental spell has a chance of a wild magic surge. Worked fine as a =
NPC, but till now none of the players is desperate enough to play one.)

The dwarven Forge of Power sounds a bit dull, just another source of =
magical weapons and armor.

But anyway I think I will include them into my campaign.=20




- ------=_NextPart_000_0047_01BEC3BC.08940960
Content-Type: text/html;
	charset="Windows-1252"
Content-Transfer-Encoding: quoted-printable

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META content=3D"text/html; charset=3Dwindows-1252" =
http-equiv=3DContent-Type>
<META content=3D"MSHTML 5.00.2014.210" name=3DGENERATOR>
<STYLE></STYLE>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT size=3D2>Thanks for the info,</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT size=3D2>I'm not sure what how to go on.</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT size=3D2>The idea of gnomish mechanisms as artifacts sounds =
funny, as=20
long as they work with some unpredictable result. (Uh, think about one =
of the=20
expanded wild magic surge tables. By the way I'v introduced a dwarven=20
elemental-magic user (earth), who's got the penalty that any =
non-elemental spell=20
has a chance of a wild magic surge. Worked fine as a NPC, but till now =
none of=20
the players is desperate enough to play one.)</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT size=3D2>The dwarven Forge of Power sounds a bit dull, just =
another=20
source of magical weapons and armor.</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT size=3D2>But anyway I think I will include them into my =
campaign.=20
</FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV></BODY></HTML>

- ------=_NextPart_000_0047_01BEC3BC.08940960--

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------------------------------

Date: Wed, 30 Jun 1999 18:03:29 -0300
From: "Carlos Yoder" <churlo@microstar.com.ar>
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

>
>Egad, that is scary.  I guess I should read those things once in a while.
>
>Hmmm .... what to do now.
>
>shawn stanley


I think the policy of XOOM is a little less fascist... and definetely
HotBot's is more open... Is your site very big? Maybe you could think of
moving on...

Carlos Yoder
churlo@microstar.com.ar
txurlo@hotbot.com
ICQ 3435297

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Date: Wed, 30 Jun 1999 18:30:48 -0300
From: "Carlos Yoder" <churlo@microstar.com.ar>
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

>>translate, create derivative works from, distribute, perform and display
>>such Content (in whole or part) worldwide and/or to incorporate it in
>>other works in any form, media, or technology now known or later
developed.
>
>Egad, that is scary.  I guess I should read those things once in a while.
>
>Hmmm .... what to do now.
>
>shawn stanley


HotBot gives you 5 Mb (I've just checked it up), and their policy is more
open.

Carlos Yoder
churlo@microstar.com.ar
txurlo@hotbot.com
ICQ 3435297

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------------------------------

Date: Thu, 1 Jul 1999 07:45:13 -0400
From: "DM-Shocker" <DM-Shocker@worldnet.att.net>
Subject: Re: [MYSTARA] - Something to Relieve you GeoCities and Yahoo users

Be that as it says, what's the big deal?  How many of you ever gone and send
a submission off to a magazine?  Whether or not they put it in the magazine,
they send you out a statement which you may or may not have to sign stating
that the work no belongs to them, period.  They have all the rights.  They
get all the money while you get a submission fee plus acknowledgement that
you were the author.  Helps when you read the fine print.  This thread is
getting entirely annoying.  My 2cp.  Flame mail welcome.  As long as its
original, and all that you send to me is will be processed, edited and
become mine.  Thank you for your time.
Mike
"So let me get this straight?  The dragon swoops
down and uses his breath weapon, and like idiots,
you stand there while the Kender, god help me,
says that the dragon's mother WERE footman's
boots?"
dm-shocker@worldnet.att.net

- ----- Original Message -----
From: <GlobalFrog@aol.com>
To: <mystara-l@lists.imagiconline.com>
Sent: July 01, 1999 12:00 AM
Subject: [MYSTARA] - Something to Relieve you GeoCities and Yahoo users


> There is a new article at
> <A
HREF="http://www.news.com/News/Item/0,4,38643,00.html?st.ne.fd.gif.e">CNET
> News.com - Yahoo bows to backlash, chang...
> </A>   (http://www.news.com/News/Item/0,4,38643,00.html?st.ne.fd.gif.e)
that
> may make your day and relieve your stress about your web pages.
Basically,
> Yahoo has added some sentences to clarify its provision about content
> ownership.
>
> Froggy
>
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> To unsubscribe from this list send mail to
majordomo@lists.imagiconline.com
> with the line 'unsubscribe mystara-l' as the body of the message.
>

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------------------------------

End of mystara-digest V1999 #281
********************************

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mystara-digest         Friday, July 2 1999         Volume 1999 : Number 282



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - Question about Ixion and Power!
[MYSTARA] - Something to Relieve you GeoCities and Yahoo users
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
Re: [MYSTARA] - Something to Relieve you GeoCities and Yahoo users
Re: [MYSTARA] - Something to Relieve you GeoCities and Yahoo users
Re: [MYSTARA] - Something Scary for you Geocities Site   Owners...
Re: [MYSTARA] - Something to Relieve you GeoCities and Yahoo  users
[MYSTARA] - Upcoming post
[MYSTARA] - Gates of the Vitiates (long)
[MYSTARA] - Re: Relics
Re: [MYSTARA] - Forge of Power
[MYSTARA] - temporarily unavailable
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
Re: [MYSTARA] - Question about Ixion and Power!
Re: [MYSTARA] - Question about Ixion and Power!
Re: [MYSTARA] - Forge of Power
[MYSTARA] - DA3- City of the Gods
[MYSTARA] - Night of the Vampire revisions
Re: [MYSTARA] - DA3- City of the Gods
Re: [MYSTARA] - Halflings and AD&D masters

----------------------------------------------------------------------

Date: Thu, 1 Jul 1999 15:54:36 +0200
From: Lostboy@t-online.de (Klaus Kischkat)
Subject: Re: [MYSTARA] - Question about Ixion and Power!

- -----Ursprüngliche Nachricht-----
Von: Solmyr of the Azure Star <solmyr@kolumbus.fi>
An: mystara-l@lists.imagiconline.com <mystara-l@lists.imagiconline.com>
Datum: Donnerstag, 1. Juli 1999 05:57
Betreff: Re: [MYSTARA] - Question about Ixion and Power!


>For my Immortal Project, I've considered placing him in the plane of
>Arcadia (his unyielding, intolerant attitude against darkness and "evil"
>fits that plane).
>
On an older File, I have read that he is chaotic good. Arcadia is the plane
of the lawful neutral good. Will you give him another aligment? Also there
must be some changes about the spheres of access for his priest.

"All, Chaos, Divinination, Elemental Fire, Guardian, Healing, Necromantic,
Protection, Sun" all major access in the old file.

What spheres of access does a priest of Ixion have in your Immortal Project?
(`Cause I have in my campaign a player who plays a Ixion priest).


************************************************************
"Mankind`s evolution has made him intelligent. He learnt to develop more
powerful weapons in the time, to kill more people as time passes in his
history. But there was something he didn`t learn. The question about
"Why?"."

Lostboy@t-online.de


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------------------------------

Date: Thu, 01 Jul 1999 14:45:43 GMT
From: John Polacek <drinkupjohnny99@hotmail.com>
Subject: [MYSTARA] - Something to Relieve you GeoCities and Yahoo users

Hey guys,

  I can see how you would all be a little bothered at the thought that 
something you've written could be owned by someone else, but... do you 
really think the folks at Yahoo have any clue what Mystara is or even D&D. 
They have thousands of member web-sites, and I'm sure they aren't even aware 
of what's on most of them.

  I guess I'm trying to understand the fear here. We are writing new 
material for a campaign world that is out-of-print. As good as all of the 
stuff that I've read by y'all is, there really isn't going to be any 
interest in it outside of the people on this list and people who still want 
to use Mystara in their role-playing campaigns.

  So, if it's just the principle of having something you've written becoming 
the intellectual property of some big corporation, then I'm with you. But, 
if you were thinking your works were going to be cashed in on, or something 
like that, well... I've got a nice bridge in San Francisco that I'd like to 
sell you.


										---- John


_______________________________________________________________
Get Free Email and Do More On The Web. Visit http://www.msn.com
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Date: Thu, 1 Jul 1999 10:06:39 -0500 (CDT)
From: Valerya@webtv.net (Jennifer Favia Guerra)
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

<<So, in other words, Yahoo practically owns Stan's D&D page? AGH! 
Stan! Move to a better server ASAP! We definitely do NOT want your
resource to be lost/modified or screwed up in any way. >>

Aren't we forgetting that, in actuality, WotC owns everything we do, in
the end, and they haven't done anything to bother us. Do you really
think that Yahoo will? I think all they really want in their ToS is the
right to use your page to promote themselves isn the media if they want.
What the heck would they possibly do with D&D material for an OOP world?
Am I missing something or are we overreacting?

Oh, and P.S. - to those of you who say "just move to a better server,"
there are those of us who can't for a number of reasons (money being
#1). I've been looking for another free server since before the Yahoo
thing, and because of the restrictions imposed by my browser, I haven't
found one yet. If anyone would like to suggest things to me, or has
comments on this ToS fiasco, please write me privately. 
 
Jenn
http://www.geocities.com/TimesSquare/Chasm/4270/

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Date: Thu, 01 Jul 1999 08:27:58 -0700
From: "Jenni A. M. Merrifield" <strawberry@jamm.com>
Subject: Re: [MYSTARA] - Something to Relieve you GeoCities and Yahoo users

At 12:00 AM 7/1/99 EDT, GlobalFrog@aol.com wrote:
>There is a new article at   
>CNET News.com - Yahoo bows to backlash, chang...
>(http://www.news.com/News/Item/0,4,38643,00.html?st.ne.fd.gif.e) that 
>may make your day and relieve your stress about your web pages.  Basically, 
>Yahoo has added some sentences to clarify its provision about content 
>ownership.  

  FYI:  Here's the revised section 8 from Yahoo's terms:

>>>>>
8. CONTENT SUBMITTED TO YAHOO

Yahoo does not own Content you submit, unless we specifically tell you
otherwise before you submit it. You license the Content to Yahoo as set
forth below for the purpose of displaying and distributing such Content on
our network of properties and for the promotion and marketing of our
services. By submitting Content to any Yahoo property, you automatically
grant, or warrant that the owner of such Content has expressly granted,
Yahoo the royalty-free, perpetual, irrevocable, non-exclusive and fully
sublicensable right and license to use, reproduce, modify, adapt, publish,
translate, create derivative works from, distribute, perform and display
such Content (in whole or part) worldwide and/or to incorporate it in other
works in any form, media, or technology now known or later developed. You
acknowledge that Yahoo does not pre-screen Content, but that Yahoo and its
designees shall have the right (but not the obligation) in their sole
discretion to refuse, edit, move or remove any Content that is publicly
available via the Service. Without limiting the foregoing, Yahoo and its
designees shall have the right to remove any Content that violates the TOS
or is otherwise objectionable. You agree that you must evaluate, and bear
all risks associated with, the use of any Content, including any reliance
on the accuracy, completeness, or usefulness of such Content. In this
regard, you acknowledge that you may not rely on any Content created by
Yahoo or submitted to Yahoo, including without limitation information in
Yahoo! Message Boards, Yahoo! Clubs, and in all other parts of the Service. 
<<<<<

  What this now means is that the creator/poster retains ownership, but by
posting it to their web space the poster is granting them Permission to use
it in these contexts without charge and without asking your permission
again in the future.  

  So, if you *still* don't want Yahoo! to have the opportunity to publish
your stuff elsewhere, you should still disallow the posting of your stuff
to Geocities/Yahoo! web sites.  On the otherhand, if you don't mind letting
them have the right to use it (without taking ownership of it) then go
ahead and leave things as they are.

Jenni A. M. Merrifield
- -=> strawberryJAMM <=-



- --
         Jenni A. M. Merrifield <==> strawberryJAMM Designs
         strawberry@jamm.com <==> http://www.jamm.com/jamm/
<------------------------------------------------------------------>
  God created Light.  Then Earth, Vegetables, Animals, Man and Woman.
    Then God started to think:  "I should create things I *like*!"
           And God said:  "Let There Be Strawberries!"


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Date: Thu, 1 Jul 1999 12:43:55 -0300
From: "Carlos Yoder" <churlo@microstar.com.ar>
Subject: Re: [MYSTARA] - Something to Relieve you GeoCities and Yahoo users

Hey guys, go to http://come.to/boycottyahoo/ 
They have all the info on the subject, what can you do about this, etc.


Carlos Yoder
churlo@microstar.com.ar
txurlo@hotbot.com
ICQ 3435297

PS: Hotbot webpages rules!

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Date: Thu, 1 Jul 1999 10:45:44 -0500 (CDT)
From: Byron Molix <c594314@showme.missouri.edu>
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site   Owners...

	I couldn't agree more with Jenn's assessment. Since the total of
all my online content includes original fiction, gaming material, and
video games (not info on other people's games, my games) I wouldn't want
to go beg a corporation for any rights to use my own material for
anything. For instance, if I put a script for one of my video games online
as a service to any curious people who want to read it, Yahoo has to be
consulted if I want to use that script in a game I might want to sell.
Meanwhile if my site was somehow getting tons of notice they might examine
the content and decide to make a derivative work off of my game script.
People have more than mystara stuff on their pages, and even that can be
abused. And while everything Mystara belongs to WotC, you own your
treatment of it. That's why they pay authors in the first place. :)

Byron


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Date: Thu, 1 Jul 1999 11:55:30 -0400 (EDT)
From: SteelAngel <eand@WPI.EDU>
Subject: Re: [MYSTARA] - Something to Relieve you GeoCities and Yahoo  users

On Thu, 1 Jul 1999, Jenni A. M. Merrifield wrote:

> them have the right to use it (without taking ownership of it) then go
> ahead and leave things as they are.

Heck, just about EVERYTHING that the MML creates is a derivative work..
And I surely don't mind my Vulcanian Timeline being used to promote a
site. Just so long as I still Own all rights to it, I'm perfectly set. 


Ethan - somewhat releived. 


- --
Ethan Deneault - PH/MU '99
www.wpi.edu/~eand - wpi.flame Quote Archive. 




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Date: Thu, 1 Jul 1999 11:06:09 -0500 (CDT)
From: Valerya@webtv.net (Jennifer Favia Guerra)
Subject: [MYSTARA] - Upcoming post

Well, now that the list is up and running again (and I'm momentarily not
having a stroke over ToS contracts), I'm about to post something that I
whipped up last weekend. It owes its inspiration to such diverse works
as Geoff's Outer Beings and the Hellraiser movies. 

A note of warning for you purists: this is written from an AD&D
perspective, although I think I offered some suggestions for OD&D
cosmology.  Oh, and it's very long, beginning with an IC story, then
eguing to the material. Enjoy. As always, comments are welcome, just
please don't nitpick.

Jenn

 

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Date: Thu, 1 Jul 1999 11:13:16 -0500 (CDT)
From: Valerya@webtv.net (Jennifer Favia Guerra)
Subject: [MYSTARA] - Gates of the Vitiates (long)

Gates of the Vitiates


From the journal of Ander Collingsworth:

. . .And so it was upon this bleak morning that I set out on foot to
explore the small stand of woods just north of my new country abode. The
silence of Nature in her glory was stifling to such a lover of all
things urban as I - damn the illness, that it exile me to this "restful"
place! But I determined to acclimate myself, by complete submersion if I
must.

So, muttering complaints of muddy paths and large, blood-sucking
insects, as visions of civilized amenities filled my head, I made my way
through the wood, trembling at the thought of the wild beasts which were
certain to be stalking me. So intently did I listen for the snarl, the
gnashing of teeth in hungry mouth, that I did not see the glade until I
stepped within its sunlit perfection.

I stood, gaping, taken totally aback. To be certain, clearings in woods
are a tendrid a dozen, but this. . .this. A vision, of the afterlife, or
of the elves' sylvan paradise, could only pale in comparison to this.
The grass like shards of jade, dotted by clovers of sparkling emerald.
the stream, babbling with the notes of a gold-strung harp as it plunged
over a small stand of glittering rocks, the water vapor catching the
light like diamond dust. Birds, of every hue, every shape imaginable,
cavorting like children in the pollen-fleeced air. Their songs were a
chorus of joyous spirits, unfettered for eternity. And, all around me,
invading my senses with the welcome seduction of a lover's touch, was
the scent of the myraid flowers there: cloying yet fragile, eager yet
shy. This haven, my haven it seemed, embraced me, filling me with a
sense of ease and peace unknown even in my own dear, sorely-missed home
(which I had promptly forgotten in my state of awe).

Stepping fully into this surely sacred space, I quickly overcame the
feeling that I had somehow intruded here. In fact, I felt quite welcome,
warm, invited. Setting aside my cloak and walking stick, I stretched out
on the soft lawn, wondering at the unnatural richness and vibrancy of
the hues. I sighed, feeling the weight of recent weeks leave me, and lay
back, staring up at a pale sun whose light was muted, yet clarified, to
the softness of a painting, as though it shone through a sky made of
crystal. I listened to the song of the stream, an enchanting lullabye. .
.

. . .Some time later, I awoke with a start. I lay in the mud and leaves
beneath a canopy of trees. The clearing was gone - try as I might (and I
did; for a week after, I searched every waking hour), I could not find
it.

I despaired that I had lost it. I raved in my obsession; I cursed Those
who would not answer my prayers for guidance. Oh, one moment of
perfection, and then gone forever!
But then finally, I began to realize through the haze that the sight of
the glade had truly been a gift, a revelation of the beauty of Nature.
Oh, I was transformed! chosen! that I - I! - a creature of the City and
all its depravities, could see the truth of the world's beauty! I was
joyous, zealous, blessed.

Ahh, but the blessing felt hollow at the core, even then. And as the
days passed, an emptiness began to leach into my soul. A feeling of
being lost, incomplete. I began to wake in the dead of night, sweating
and gasping, from dreams I could not remember. An undefined terror grew
within me, engulfing me.
In recent days, the terror as begun to twist within my spirit, turning
into a darkness of unfathomable depth. I feel this darkness come upon me
more and more frequently, washing over me in a wave of rage and pain and
cold, cold hatred, deeper and deeper, until I lose my very breath. I
know that I lose consciousness when this wave - this curtain of evil -
fills me. This morning I awoke with blood on my hands. It was not mine.

I do not understand the connection (if any) between the glade and my
descent to this state. But I know that never does the darkness descend
more quickly than when I think of the ethereal beauty of that mysterious
place. Perhaps some kind of insidious curse; or perhaps I am merely
going mad. No matter, for I can feel it coming upon me again as I write.
Should I kill again, I vow here that I shall take my own l--


The Vitiates

The Vitiates, or the Corrupters, as these vile creatures are known, are
a race of truly evil beings whose true origins are unknown, lost to the
mists of time. In fact, hardly anything is known of them at all, as
scholars daring enough to deliberately attempt contact never return from
their search. What little is known of the Vitiates is garnered from
mythology. The Vitiates are said by some to be demons; this explanation
is belied by the fact that Baatoran legend presents the Vitiates as
veritable monsters, something with which even the fiends frighten one
another. [*Note: If OD&D rather than AD&D cosmology is used, consider
using the Vitiates as monsters of Outer Being lore; see Geoff Gander's
Page for details.] Some sages speculate that they are minions of the
most evil of the Old Ones. Others suggest that they predate the oldest
of the oldest Immortals. 
Myths and legends suggest that the Vitiates' goal is to cause unbearable
pain and suffering to all mortal races, no matter how strong or how
fragile these races are; that they somehow gain nourishment through this
suffering.


DM Notes:

The Vitiates are, indeed, vastly ancient and incomprehensibly evil
beings. They bend their knee to no known God or Immortal. However, eons
ago, they were somehow defeted and imprisoned by an unknown force, in a
dimension from which even they cannnot escape.

Over the following millennia, the Vitiates discovered the method by
which their jailers had contained them: unable to imprison the Vitiates
themselves, they instead contained the basic elements of the Vitiate
home plane, a place of unfathomable evil, pain, and despair. Unable to
live outside their natural element, the Vitiates were trapped. For no
matter how corrupt was the multiverse outside their "cell," its evils
paled in comparison to their own.
In another few thousand years of study, the Vitiates hatched a plan by
which they might eventually escape their unbearable captivity: they
would slowly and surely, bit by bit, corrupt the infinite worlds beyond
until they were once again suitable for . . .colonization.

To this end, they created the Gates.

The Gates are small areas which the Vitiates have managed through great
effort to magically alter. Gates can appear on any world or plane at any
given time; however, sightings are rare, as there are actually only a
few of these in existence (so far).

Once connected, the Gated area (usually no larger than a small building
or forest glade) takes on the appearance of the most viscerally
appealing verison of the local surroundings. That is, a small but
inviting country cottage, a shop which fills the air with enticing
aromas, or a perfect nature scee. This effect holds true for all
affected realities; on Aacheron, for example, it might appear as a
natural fortress or the perfect battlefield.

Any mortal being (for the Vitiates cannot - yet - affect Immortals)
entering a Gated area feels a sudden, near-irresistable urge to lose
consciousness. This is a relaxing experience (like falling asleep), and
so PCs receive a saving throw vs spells (at -2) only if they attempt to
resist. [*Note: It is strongly recommended that you do not subject PCs
to the Vitiates directly, as they will be destroyed or corrupted without
hope of escape. I recommend, instead, that you use the Vitiates as a
plot device, with the PCs perhaps learning of an NPC who has undergone
this ordeal.]

Souls of victims are, once they lose consciousness, siezed by Vitiate
magics and drawn into their prison dimension. There, they are subjected
to unspeakable tortures without mercy or reprieve, and without even the
hope of death. They remain until their spirits are completely crushed -
or, better, until they are insane, or filled only with hatred and a
blind drive to inflict agony themselves, for "vengeance." Then, and only
then, are they returned to their bodies, mere monents after they lost
consciousness, and without a physical clue of what they have endured.
They have no memoreis of their ordeal. And the Gate has, for now,
vanished. 

Soon, the broken and corrupted individual will succumb to his or her
insanity or hatred, and they will begin preparing their world for the
Vitiates' inevitable return. . .



Jennifer Favia Guerra
http://www.geocities.com/TimesSquare/Chasm/4270/

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Date: Thu, 1 Jul 1999 19:21:04 +0200
From: "Jamuga Khan" <JamugaKhan@gmx.net>
Subject: [MYSTARA] - Re: Relics

> The Dwarves Gaz doesn't mention the "forge of power". The "Tree of Life"
> is important to Elven Mysticism. I don't know if "Blackflame" is
mentioned
> in the 5 shires gaz. 


It WAS mentioned, but it did not fit to the more detailed
infos in the Companion Set Box.

Companion Set: With much knowledge, much labour and much time 
the dwarves can make a "Lense of Darkness" on the "Forge of Power".
Keeping the lense in absolute darkness the artifact collects the
"Oil of Darkness" which can be used to build a "Ship of Darkness".

Gaz: The Hurwarf clan keeps its "Forge of Power" in absolute
darkness to collect the "Oil of Darkness".



                                                             Jamuga Khan



"Hear and obey, because the Mighty Khan's word is law."
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Date: Thu, 1 Jul 1999 15:50:38 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Forge of Power

>Maybe yhe FoP are the last remains of a pre Kagyar Cult.
>A cult strictly linked with the first dwarf race, and to the metallurgy art.

Yes, that's pretty much what I had in mind: that the original Blackmoor-era
dwarves had once used the Forges, and the Rockhomers "inherited" them from
the Kogolors.  Among other things, this opens up the possibility of having
a lot more Forges of Power, in the Hollow World!  Plus, the Modrigswerg IMC
are an outcast clan of Blackmoor-era dwarves, not Rockhomers -- Kagyar'd
thought they were too corrupt to be worth saving or altering, so they never
acquired the Rockhome dwarves' magic resistance and are able to use
craftsmagic in more ways than Kagyar's dwarves -- and I'd definitely wanted
the moulder dwarves to have access to an FoP.

An interesting adventure for Rockhome characters might be to track down a
"lost" Forge, in some ancient  ruined stronghold of the Blackmoor-era
dwarves, and bring it home for the Wyrwarf clan.  Because that clan formed
so recently, through the joining-together of "pariahs" from the nation's
downtrodden farming communities, there's no reason to think they'd have an
FoP of their own ... unless they send adventurers out to find one.  :-)




>these are just ideas that i wrote without reading the Master, Immortal set
>and the Dwarf of Rockhome. surely there are some error and incongrouence
>with the setting.
>if the idea is interesting in your opinion find out any errors, i'll be
>happy to correct this idea in a better way.

No, your ideas about an old Wayland-cult among the Blackmoor-dwarven
Keepers seems just fine, as far as I can tell!  While the dwarves of
Blackmoor weren't nearly as single-mindedly obsessed with smithcraft as
your stereotypical dwarf is, they DID have the usual number of smiths among
them, for an Iron-Age culture.  Their major Immortal patrons were Garal
Glitterlode, Frey, and Freya, according to the HW boxed set's description
of the Kogolors; but Wayland could certainly have been the patron of
metalworkers among them, just as he had a subordinate-yet-secure position
as a (minor) deity of the IRL Celts.

Given that Frey and Freya are relatively young Immortals (~2400 BC), who
only ascended to Immortality 600 years before the Blackmoor dwarves were
altered and/or sent to the HW by Kagyar, it could be that their faith's
introduction poached many former worshippers away from Wayland, in the
declining years of the surface-world Kogolors.  (Their portfolio of
cleverness and resourcefulness overlaps Wayland's role as a patron of
creativity slightly ... plus, Frey/Freya seem a lot more fun -- thus,
appealing to boisterous Kogolors -- than he does!  ;-D)  If so, then faith
in Wayland might already have been dying out, at the time Kagyar re-made
the Rockhome dwarves, and the Keepers' retention of the Forges wouldn't
have posed any threat to Kagyar's supremacy as the dwarves' Immortal
patron.  So he let them keep them.


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Date: Fri, 02 Jul 1999 06:56:35 +1000
From: shawn stanley <shawn@leme.anu.edu.au>
Subject: [MYSTARA] - temporarily unavailable

Owing to the whole Geocities situation my homepage is temporarily
unavailable at the moment.  I hope that this isn't too much of a 
problem, but fear not - it shan't be for long.

shawn stanley
http://www.geocities.com/timessquare/5304

what have you done for me lately ... more to the point what have i done for me
                         - mightyfew, "i can't wait"
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Date: Fri, 02 Jul 1999 06:57:48 +1000
From: shawn stanley <shawn@leme.anu.edu.au>
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

>HotBot gives you 5 Mb (I've just checked it up), and their policy is more
>open.

The old site is currently running at 21 MB, but then again that wasn't a 
problem for the 11 MB geocities affair :o)

shawn stanley
http://www.geocities.com/timessquare/5304

what have you done for me lately ... more to the point what have i done for me
                         - mightyfew, "i can't wait"
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Date: Thu, 01 Jul 1999 18:25:51 +0300
From: Solmyr of the Azure Star <solmyr@kolumbus.fi>
Subject: Re: [MYSTARA] - Question about Ixion and Power!

Klaus Kischkat wrote:
> 
> On an older File, I have read that he is chaotic good. Arcadia is the plane
> of the lawful neutral good. Will you give him another aligment? Also there
> must be some changes about the spheres of access for his priest.
> 
Well, actually I would make him True Neutral with Lawful AND Chaotic
tendencies :) , depending on culture. There seem to be more lawful
cultures worshipping him (Sind, Narvaez, Eshu, etc) than chaotic ones
(only Ethengar off the top of my head, and even they worship him as
patron of law).

> "All, Chaos, Divinination, Elemental Fire, Guardian, Healing, Necromantic,
> Protection, Sun" all major access in the old file.
> 
> What spheres of access does a priest of Ixion have in your Immortal Project?
> (`Cause I have in my campaign a player who plays a Ixion priest).
> 
Hmm, well, I haven't detailed those yet, but on a first glance I'd
assign spheres as follows:
Major: All, Combat, Creation, Elemental Fire, Guardian, Healing,
Necromantic, Protection, Sun
Minor: Chaos, Divination, Law

- -- 
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
aka Azure Star Dragon
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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Date: Thu, 1 Jul 1999 17:54:17 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Question about Ixion and Power!

>Well, actually I would make him True Neutral with Lawful AND Chaotic
>tendencies :) , depending on culture. There seem to be more lawful
>cultures worshipping him (Sind, Narvaez, Eshu, etc) than chaotic ones
>(only Ethengar off the top of my head, and even they worship him as
>patron of law).
>

Of course, if you consider the actual Ethengar Gazetteer's presentation of
the Ethie religion, Tubak is NOT the same Immortal as Ixion.  Nor is Yamuga
the same as Terra; rather, they (and Cretia) were originally beings of the
Spirit World, who attained Immortality by aiding the Ethengars' ancestors.
Since I figure the Gazetteer's writers -- who went into a LOT more depth,
in their treatment of M-Mongolian culture, than the compilers of the WotI
Immortal-list; it's one of the best-presented Gazetteers of all, IMHO --
ought to know their own trio of Immortals (!) better than anyone, I far
prefer Gaz12's version of the Ethengar patrons.


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Date: Thu, 1 Jul 1999 18:03:08 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Forge of Power

>Ethan - Whatever happened to those wierd immortals anyway.. "the Knoll"
>(From Gaz2) and Wayland (From IM set) and etc..


"The Gnoll" seems to be what the modern Ylari call Pflarr, when they find
old Nithian paintings or statues of him.  They'd totally forgotten about
Pflarr and the Hutaakans, along with Nithia, thanks to the Spell of
Oblivion; knowing no better, they assume the jackal-headed figure that's
always turning up in old Nithian artwork is a gnoll.

Wayland, like other Immortals which were mentioned in older products but
never developed any further, may have a following on other worlds than
Mystara, or in countries we haven't heard of yet (i.e. we'll "hear about"
him, whenever someone finally gets around to making stuff up for the guy!
;-D).  It's also possible that many of these "forgotten" Immortals are
deceased: despite the overblown name, Immortals DO get killed once in a
while.  ;-)


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Date: Thu, 1 Jul 1999 20:05:02 EDT
From: GlobalFrog@aol.com
Subject: [MYSTARA] - DA3- City of the Gods

I just found a copy of DA-3 (City of the Gods) at a local shop here.  Does it 
have anything "great" in it that would justify picking it up?

Froggy
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Date: Thu, 1 Jul 1999 19:34:46 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: [MYSTARA] - Night of the Vampire revisions

I have finished my revisions for this adventure and posted them on the MMB.
If anyone would like me to e-mail them directly, let me know.  I've tried to
make the adventure more of a challenge for advanced players, and I've also
created a couple of new spells.  Let me know if you're interested
Patrick

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Date: Thu, 1 Jul 1999 23:01:37 -0400 (EDT)
From: Mischa E Gelman <megst19+@pitt.edu>
Subject: Re: [MYSTARA] - DA3- City of the Gods

> I just found a copy of DA-3 (City of the Gods) at a local shop here.  Does it 
> have anything "great" in it that would justify picking it up?

Yes/No.  Adds some southern Blackmoor geography and expands on alien tech,
but few new personalities or plot twists (or any real plot).  The Sand
Folk are a wonderful inclusion though.  It's better than DA2 IMO but not
as good as DA1 by any means.  Moderately recommended I guess would be the
term to use.

- - Mischa

The nation whose population depends on the explosively compressed headline
service of television news can expect to be exploited by the demagogues
and dictators who prey on the semi-informed - Walter Cronkite, 1996



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Date: Fri, 02 Jul 1999 00:48:02 -0400
From: redrobyne <redrobyne@ellijay.com>
Subject: Re: [MYSTARA] - Halflings and AD&D masters

+ADwAPA-Has anybody some really good arguments against THIS???+AD4APg-

I know it's AD+ACY-D, but are you playing in Mystara anyway? If so, you can
point out that  there are plenty of hin out and about, as sailors,
fighters (tell him about the Black Eagle Barony invasion), and even
publishers (Joshuan). Heck, even if you're not playing in Mystara, I
guess you could use it as a published example of halfling diversity.

just in the known world not all of Mystara cause theres very few in the
savage baronies and the like but you are still right Jenn


That's very short sighted of your DM, and I can certainly see why you
complained.


Stewart

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End of mystara-digest V1999 #282
********************************

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mystara-digest         Friday, July 2 1999         Volume 1999 : Number 283



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - Gates of the Vitiates (long)
Re: [MYSTARA] - Priest of Ixion
Re: [MYSTARA] - DA3- City of the Gods
Re: [MYSTARA] - DA3- City of the Gods
Re: [MYSTARA] - Something to Relieve you GeoCities and Yahoo users
Re: [MYSTARA] - Forge of Power
Re: [MYSTARA] - Gates of the Vitiates (long)
Re: [MYSTARA] - Three things
Re: [MYSTARA] - Halflings and AD&D masters
Re: [MYSTARA] - Forge of Power
Re: [MYSTARA] - [RR] Halfling Bonuses
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
[MYSTARA] - [GANDERG@tc.gc.ca: New Monster - Blessed One]
[MYSTARA] - Blessed One errata
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
[MYSTARA] - Soderfjord - Finland
[MYSTARA] - Damn collectors!!
[MYSTARA] - Traladar relics (long)

----------------------------------------------------------------------

Date: Thu, 1 Jul 1999 22:15:02 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: Re: [MYSTARA] - Gates of the Vitiates (long)

Poor Ander Collingsworth!
This is really very good--and a bit frightening.  Almost makes me wish I was
DMing an immortal-level campaign...
At any rate, though, it seems like this would be a VERY long-term project,
and unlikely to have much effect for the first few millennia that the gates
are open.  But nonetheless, I think I'll have to figure out some sort of
means of working this into my campaign.  Good work Jenn!
Patrick

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------------------------------

Date: Fri, 02 Jul 1999 01:30:14 -0400
From: redrobyne <redrobyne@ellijay.com>
Subject: Re: [MYSTARA] - Priest of Ixion

>> I have some question about the priest of Ixion. I have found some
>> information about the priest at some sites, but what armor can he use.
Any
>> or is he limited?
>
>I don't have a lot of info on this guy's priests, but I'd expect the armor
>is normal cleric allowed armor. All OD&D clerics could wear pretty much
>the same things, so it'd tend to carry over into later installments.
>
Well I assume the regular, meaning chain and nothing heavier since I xion is
not a war god. for the savage barony Navaez (colonised by Thyatis)he is the
sun, fire, life, power, and wisdom. he is the central immortal of the church
of Navaez.

>
>Don't norse warriors in general wear leather/hide armor or chain mail?
>Maybe brigandine, but anything heavier than chain doesn't sound right for
>Vikings, and in that kind of clime, the more clothlike the better.
>Nobody'd want to wear lots of rigid metal over some meager padding in
>subzero temperatures. I'd say the priests wore robes/regular clothes, or
>these kinds of armors.
>
probably ring mail, hide armor, brigandine, and for warlords chain not so
much wieght but the manueverability. helmets would be conical in shape with
a nose piece made of wood or metal. and while Im at it weapons ahould be
warhammer, hand axe's, knives and daggers, short sword some long sword and
spears.

Athough you peobably didnt need all that I felt like writing :)

Stewart 3

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------------------------------

Date: Fri, 02 Jul 1999 17:57:03 +1000
From: shawn stanley <shawn@leme.anu.edu.au>
Subject: Re: [MYSTARA] - DA3- City of the Gods

At 20:05 01 07 99 EDT, you wrote:
>I just found a copy of DA-3 (City of the Gods) at a local shop here.  Does
it 
>have anything "great" in it that would justify picking it up?

Yeah the ability to probably sell it to someone else at exaggerated profit
to yourself :o)

shawn stanley
http://www.geocities.com/timessquare/5304

what have you done for me lately ... more to the point what have i done for me
                         - mightyfew, "i can't wait"
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Date: Fri, 2 Jul 1999 04:00:46 EDT
From: GlobalFrog@aol.com
Subject: Re: [MYSTARA] - DA3- City of the Gods

In a message dated 7/2/99 2:57:50 AM EST, shawn@leme.anu.edu.au writes:

<< Yeah the ability to probably sell it to someone else at exaggerated profit
 to yourself :o) >>

LOL...hmm, now that is something that I hadn't thought of...it is only $4 
used...

:)

Froggy
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------------------------------

Date: Fri, 02 Jul 1999 11:35:36 -0400 (EDT)
From: the Wizard of Frobozz <sg96d355@drexel.edu>
Subject: Re: [MYSTARA] - Something to Relieve you GeoCities and Yahoo users

On Thu, 1 Jul 1999, DM-Shocker wrote:

> Be that as it says, what's the big deal?  How many of you ever gone and send
> a submission off to a magazine?  Whether or not they put it in the magazine,
> they send you out a statement which you may or may not have to sign stating
> that the work no belongs to them, period.  They have all the rights.  They
> get all the money while you get a submission fee plus acknowledgement that
> you were the author.  Helps when you read the fine print.  This thread is
> getting entirely annoying.  My 2cp.  Flame mail welcome.  As long as its
> original, and all that you send to me is will be processed, edited and
> become mine.  Thank you for your time.
> Mike

Thank you!  I'm glad SOMEONE got my point.  No roasties here, Mike.

- --Frobozz--

________________________________________________________
Wanting Mystara material in your hands instead of in your computer?

Your wait is almost over:  the Tome of Mystara is in production!

Come see what we're about at
www.geocities.com/TimesSquare/Bridge/3081

Mystara Fthagn!

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------------------------------

Date: Fri, 2 Jul 1999 17:36:23 +0200 (CEST)
From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= <hoc@nvg.ntnu.no>
Subject: Re: [MYSTARA] - Forge of Power

On Thu, 1 Jul 1999, SteelAngel wrote:

> The first dwarven race was not predisposed to smithing, IIRC. I think that
> was inspired by Kagyar himself. 

Source for this? What sort of people were these first dwarves then?

Håvard

Haavard R. Faanes (hoc@nvg.ntnu.no)
http://www.nvg.ntnu.no/~hoc

"Remember, there are no stupid questions, just stupid people." -Mr
Garrison, South Park.

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------------------------------

Date: Fri, 2 Jul 1999 13:43:44 EDT
From: CQuaif@aol.com
Subject: Re: [MYSTARA] - Gates of the Vitiates (long)

In a message dated 01/07/99 17:14:30 GMT Daylight Time, Valerya@webtv.net 
writes:

> Gates of the Vitiates

Jenn, this is fantastic work. I love your storytelling style - I was totally 
taken in by the beauty of the grove; the truth was totally unexpected! Your 
campaign use ideas were very useful; I could see Basic level characters 
losing a friend to the Vitiates - a confusing and apparently meaningless 
death - then slowly discovering, as they advance, the deeper meaning behind 
it all. Brrr...chilling stuff!

Oh, if ONLY I still had a campaign to run this in....;-(

A marvellous addition to the body of lore, Jenn. Thanks! :-)

Carl Q.
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------------------------------

Date: Fri, 2 Jul 1999 17:23:44 +0100
From: "Paul George Dooley" <Dooley@cableinet.co.uk>
Subject: Re: [MYSTARA] - Three things

Sorry this took so long to post it just seems to have ben lost somehow by my
computer

> Thirdly, (and I know a lot of you are going to love this), I need some
ideas
> for Norworld.  Everyone in my campaign is Thyatian, or at least allied
with
> Thyatis, and they actually conquered Norworld in CM1 and kicked the
> Alphatians out.  I want to run M1 Into the Maelstrom and M2 The vengence
of
> Alphaks, but those two modules require (or at least depend) on the fact
that
> the sissy Ericall is still king.  One of my players is king (it's a shame
> for poor Ericall...), so it would be weird for him to order the other PC's
> around.  Ideas, anyone?

Simply have them change places with their `twins` from a parallel dimension
where things didn`t go quite as well for them as at home. This could be
temporary, permanent, abad dream brought on by to much cheese, or whatever.
This will also give you the opportunity to cut back on their posessions both
magical and mundane as if they are all successful Companion level
adventurers then they will have ammased quite a haul. This way the
escalation of power can be held off until you give it back. This would mean
the least modification of the scenarios as given, and you could decide what
the rammifications of the `twin` in the real world was. Imagine coming home
after successfully saving the day to find your own home in ruins.



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------------------------------

Date: Fri, 2 Jul 1999 17:23:57 +0100
From: "Paul George Dooley" <Dooley@cableinet.co.uk>
Subject: Re: [MYSTARA] - Halflings and AD&D masters

Sorry this took so long to post it just seems to have ben lost somehow by my
computer

The Kahn spoke thus:
> Nevertheless I was annoyed and complained. My <dear> DM
> explained me that simply most halflings are thieves and that
> all halfling leaving their homes to visit the world are thieves as
> all other will never have the energy and courage to leave their
> comfortable homes.
>
> Has anybody some really good arguments against THIS???
>
Well apart from the fact that your GM is an idiot there are many reasons to
refute this.
Firstly most halflings are normal people without a class.
Secondly if there is even one halfling who goes away is not a thief the
entire thing is proved false.
As evidence of the case please note that the arcetypical halflings of LotR
were NOT thieves so the fact is clear that your GM has his head inserted up
a fundamental orifice.



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------------------------------

Date: Fri, 2 Jul 1999 15:09:23 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Forge of Power

>> The first dwarven race was not predisposed to smithing, IIRC. I think that
>> was inspired by Kagyar himself.
>
>Source for this? What sort of people were these first dwarves then?
>
>Håvard
>

The Kogolor dwarves of the HW are directly descended from the original race
of Blackmoor dwarves.  As the Spell of Preservation has ensured they retain
their ancestors' culture, the fact that Kogolors aren't obsessed with
smithing and mining (they have just as much respect for farmers, brewers,
carpenters, weavers, goatherds, or whatever) indicates that their
surface-world ancestors were equally diverse in their career-choices.

The reason Kagyar chose the old-model dwarf as the basis for his "new"
race, IIRC, was that they often (but not always) lived underground or in
stone (i.e. radiation-proof) strongholds.  Read up on the Kogolors of the
Hollow World, if you'd like to see what dwarves were like before Kagyar
re-shaped them.


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------------------------------

Date: Fri, 2 Jul 1999 16:00:14 -0400 (EDT)
From: au998@freenet.carleton.ca (Geoff Gander)
Subject: Re: [MYSTARA] - [RR] Halfling Bonuses

Tomas wrote:

>First : A single modifier should be applied so we can ignore the
>attacker's penalty being both modifiers the same, in which case
>a - 2 penalty should be displayed.

Tomas! Welcome back to the fold! :)

I think this is a good idea - the rules are contradictory otherwise.  It
might be a good idea for someone to gather all of these up into a
composite list when it's done, so that it can be a reference point
whenever players and DMs are curious about the rules.

Geoff


- --
Geoff Gander, BA 97
Cartographer/Game Designer/Government Peon
Carnifex Loremaster
au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091
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------------------------------

Date: Fri, 2 Jul 1999 16:02:47 -0400 (EDT)
From: au998@freenet.carleton.ca (Geoff Gander)
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

>Geoff,  you have all of my Cynidicea stuff that I have done to date...please 
>make sure that it doesn't get posted to one of the Geocities/Yahoo places.  
>It would be a shame to lose the rights to it all by mistake  :)
>
>Froggy 
>(aka CJ)

No problem.  I'm just reading it in detail right now.  Once I'm done, and
barring any other problems, we can deal with releasing the monster....

Geoff

- --
Geoff Gander, BA 97
Cartographer/Game Designer/Government Peon
Carnifex Loremaster
au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091
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------------------------------

Date: Fri, 2 Jul 1999 16:05:47 -0400 (EDT)
From: au998@freenet.carleton.ca (Geoff Gander)
Subject: [MYSTARA] - [GANDERG@tc.gc.ca: New Monster - Blessed One]

    ================= Begin forwarded message =================

    From: GANDERG@tc.gc.ca ("Gander, Geoff")
    To: au998@freenet.carleton.ca ("'Me'")
    Subject: New Monster - Blessed One
    Date: Fri, 2 Jul 1999 12:36:05 -0400 

    
    Blessed One
    
    Armour Class:  By armour
    Hit Dice:  5** (M)
    Horror Rating:  4
    Move:  90' (30')
    Attacks:  By weapon or 2 claws or special
    Damage:  By weapon +1 or 2d4/2d4 + poison or special
    No. Appearing:  1d4 (2d6)
    Save As:  F5
    Morale:  9
    Treasure Type:  
    Intelligence:  12
    Alignment: Chaotic
    XP Value:  425
    
    Blessed Ones are worshippers of the Outer Beings who have been given a
    "gift" by their otherworldly masters for dutiful service.  They can be
    either human or demihuman in origin; the common element linking them
    together is the fact that they were all mutated by the magic of the Outer
    Beings into their current forms.  Although humanoid in shape, and in most
    cases able to wear armour, there is no one set description for Blessed Ones
    - their mutations can take any form, though there is a general range of them
    that appear most frequently.  Generally speaking, Blessed Ones are quite
    horrible to behold.
    
    Among cabals of Outer Being worshippers, Blessed Ones are often considered
    to be lesser avatars of their evil masters, with their utterings viewed as
    holy proclamations.  In truth, most Blessed Ones have been driven insane by
    their transformations, and only rarely do they say anything coherent.  Some
    are horrified at what they have become, but at the same time are too deeply
    under the influence of the Outer Beings to break free.  Driven by their
    inhuman masters, the Blessed Ones frequently serve as powerful soldiers in
    any conflicts with those who would put an end to the Outer Beings' plans for
    Mystara.
    
    In addition to being able to use conventional weapons, all Blessed Ones
    possess long razor-sharp claws, identical to those gained by spellcasters
    using the rending claw spell.  Unlike the spell, however, a Blessed One's
    claws are retractable, allowing it the option of using a weapon.  Any person
    hit by a Blessed One's claws must make a save vs. Poison or fall violently
    ill for 1d4 days (during which no actions are possible), in addition to
    taking damage.
    
    A third type of attack is based upon what type of Blessed One is
    encountered.  Although all Blessed Ones are almost identical in terms of
    statistics and experience point value, there are variations in the type of
    transformation forced upon them by the Outer Beings.  There are equal
    numbers of each type, so discretion is left to the DM to determine which
    ones are encountered.  The three types will be briefly described, as well as
    how they differ from each other and the statistics given above:
    
    Armoured Blessed Ones have thick, armoured skins, greatly resembling an
    insect's carapace, but with thorny protrusions.  These creatures have an
    armour class of 4.  In addition to having added protection, this type of
    Blessed One may slash at an opponent with its thorns, doing 2d4 damage per
    hit, due to extreme sharpness.
    
    Tentacled Blessed Ones have six tentacles extending from their bodies in
    various locations.  Each of these is capable of whipping an opponent for 1d6
    damage per hit; no more than three targets may be chosen each round.  In
    addition, numerous tiny tentacles sprout from their faces, further
    increasing their hideousness (this subgroup has a Horror Rating of 6).
    
    Infested Blessed Ones are carriers of disease and parasites.  Their bodies
    are covered with boils and lesions, and they reek of filth and decay;
    everyone standing within five feet of such a creature must make a save vs.
    Poison or suffer a -2 penalty on all attacks, saving throws, and skill
    checks due to the intense smell.  Also, this type of Blessed One, whenever
    it hits an opponent with its clawed attack, a failed save will result in a a
    halving (rounding down) of Strength, Constitution, Dexterity, and Charisma.
    The victim will remain in this state until treated with a cure disease spell
    cast by a cleric of 20th level or higher.
    
    Other abilities possessed by Blessed Ones include the ability to communicate
    telepathically with other Outer Being worshippers within one mile, the
    ability to cast shield and cause fear twice per day.  They may also wield
    items and weapons crafted by the power of the Outer Beings without suffering
    any ill effects, such as attempts to possess the wielder.  Blessed Ones,
    like many other servants of the Outer Beings, may be harmed by holy water,
    taking damage as regular undead when in contact with it. The substance known
    as evilbane essence is especially dangerous to them; coming into contact
    with the slightest amount of it forces them to make a save vs. Poison or
    die.
    
    

- --
Geoff Gander, BA 97
Cartographer/Game Designer/Government Peon
Carnifex Loremaster
au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091
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------------------------------

Date: Fri, 2 Jul 1999 16:08:01 -0400 (EDT)
From: au998@freenet.carleton.ca (Geoff Gander)
Subject: [MYSTARA] - Blessed One errata

Just a note - 

The Treasure Type should be "U".

Geoff

- --
Geoff Gander, BA 97
Cartographer/Game Designer/Government Peon
Carnifex Loremaster
au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091
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------------------------------

Date: Fri, 2 Jul 1999 16:10:49 EDT
From: GlobalFrog@aol.com
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

In a message dated 7/2/99 2:03:13 PM Mountain Daylight Time, 
au998@freenet.carleton.ca writes:

<< No problem.  I'm just reading it in detail right now.  Once I'm done, and
 barring any other problems, we can deal with releasing the monster....
 
 Geoff >>

Great...any changes you want feel free to let me know...I am STILL working on 
getting all the drug lists converted to the new system (change of work 
schedule and a pregnant wife are making finding the time for this a bit 
difficult)

Clay
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------------------------------

Date: Sat, 3 Jul 1999 03:15:31 +0300 (EET DST)
From: Markus Olavi Montola <mmontola@cc.hut.fi>
Subject: [MYSTARA] - Soderfjord - Finland

>      Actually, I particularly like the feel of Finnish culture, so I'm
> glad you incorporated it into your campaign.  And of course, in one's

Shane, you seem to have studied scandinavic/Finnish history, and *bravo*,
you seem to know the same of the fennoscandian medieval as I do. But to
the subject.

There are several reasons why Soderfjord can't resemble Finland without
a lot of modifications. First; Finnish mythology and religion were
not scandic. In stead of Odin, Thor, Frey and the others, Finns had
something more primitive and even more nature-based myths. Second, the
language is completely different. Finnish is ugric (?) language, which
has the same roots as Estonian and Hungaric. Swedish (et al) is germanic
language. Therefore the language was one of the most important factors
that divided the ruling Swedes from the oppressed Finns. There were also
poorer Swedish immigrants, which were just as oppressed as the Finns, but
understood the laws and commands they were given. Finns never has any
system comparable to the Jarls. Third, Finns were not vikings, and did
trade very little. We had practically no civilization, until Novgorod and
Stockholm begun converting us to the different ways of christianity.

> This riverine country could be mostly flat, poorly drained swampland,
> conifer forests, and lakeland (like Minnesota and inner Canada) in
> order to correspond with Finland's topography. 

Lots of lakes, lots of forests. Trading routes used lakes and rivers,
road system was negligible until Swedes came.

>      Stereotypically, the Scandinavians considered the Finns to be
> mystical, primative, and mysterious.  The Finns were usually a couple
> steps behind on the technological scale--while the early Germanic
> tribes were forming small kingdoms, many of the Finns still organized

Barbaric and violent. The only item of trade we had, was the black gold
of the forests -- tar. Which played important part in the Napoleon wars,
as the British had none, and needed a fleet to fight the French.

> stereotyped as being introverted, quiet, and morose in personality,
> while at the same time having a closer bond to nature and the spirit
> world (I hope I haven't offended any Finnish MML people).  For a great

Stereotype is correct. And they drunk lots of strong booze, fought with
knives, and went to sauna. Simple but energetic life. The Finnish
classic, "Seitsemän veljestä" (the seven brothers?) by Aleksis Kivi
describes this very well. I recall they do accidentally burn three saunas
in the book of 250 pages.

> Shane


 - Markus, who has never been interested in Finnish history

       -----------------------------------------------------------------
                            W A R   I S   P E A C E              
                      F R E E D O M   I S   S L A V E R Y
                   I G N O R A N C E   I S   S T R E N G T H
       -----------------------------------------------------------------


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Date: Sat, 3 Jul 1999 03:19:11 +0300 (EET DST)
From: Markus Olavi Montola <mmontola@cc.hut.fi>
Subject: [MYSTARA] - Damn collectors!!

A Finnish friend of mine managed to pick up an announcement in a Finnish
RPG-group, where eas sold a best cache I have ever heard of. He bought 12
gazetteers (incl. DotE) for $5 apiece (!) and the most of
Expert/Companion adventures for $2.5 apiece.

The best and the worst of all, this fellow doesn't even play D&D -- he
just bought them because he is a RPG collector.


BTW, thanks a LOT for Wizard of Frobozzz for the Monstrous Manuals. IOU1.

 - Markus

       -----------------------------------------------------------------
                            W A R   I S   P E A C E              
                      F R E E D O M   I S   S L A V E R Y
                   I G N O R A N C E   I S   S T R E N G T H
       -----------------------------------------------------------------

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Date: Fri, 02 Jul 1999 21:30:02 -0400
From: redrobyne <redrobyne@ellijay.com>
Subject: [MYSTARA] - Traladar relics (long)

I have been working on artifacts of the 3 main immortals of the present
(after 1010ac) Traladar Church it includes a varient of the shield of Halav
in hail the heroes(ask me if you want it) , Halavs Sword (I'll list
below), A vase made by Petra and the stain glass image of Zirchev(listed
too).
Also I have been creating artifacts to go with the barrier mask and bracers
of forbiddance in the Savage Baronies. I would like any suggestions of these
Oltec artifacts for I have not been in the baronies long.PLEASE comment and
critizise on what you think, hope you enjoy.  :-)

Halav's Sword
(relic of the Church of Traladar)

History:
           The sword that Halav was given to by the immortals (in actuallity
he learned the trait from Hutaakans)although simple in look it is said to
wield formible power. The where abouts are unknown but expected to be in
former Lavv where the king was ceremonially burned. The Church of Traladar
are
now hiring excavationers, miners, and adventurers to find and retieve the
great sword for the church. However the Cult of Halav is mobilizing its
forces to retrieve the sword and return it to its rightful owner (King
Stefan).

Desciption:
          The blade of the sword is made of bronze with a silver embossed
flame silhouette running the length of the blade. The hilt  curves in ward
at the tips and is otherwise straight the hilt is also made of a bronze. A
tan colored suede leather (of unknown animal) covers the handle. The sword
is in remakable shape the blade is not tarnished and only shows a few chips
on the blade the leather on the handle has also lasted the length of time
without decay.

Powers:
           the sword in the hand of a normal character is a simple long
sword +3, but when the ceremony for the Champion of Halav (more info on the
champion of Halav can be found in hail the heroes) has been performed on the
character its greater powers activate.
     The first thing is a +5 on attack and damage against all knolls and
creatures with strong knollish blood (ogre).
      The second power it shines very brightly when a knoll is within 240ft
or knoll stock within 120 ft, this bright light causes a -1 to attack rolls
to anyone but the Champion of Halav within 60ft of the blade.
       Third the blade if laid on the ground will point (tip of the bade is
the point) twoard the  nearest leader of the Gnolls. Note: the  leader not
the strongest and this does not include Gnoll stock.
       The forth and final is a minor preservation spell which allows
nothing to rot dull and any hits that would normally break a blade simply
cause a chip in it.



Petra's Holy Urn
(Traladar relic)

History:
         A clay water urn made supposedly by Petra was given to the church
of Traladar by an anonimous donator in A.C. 906. Many scholars do not
believe in its actuallity because of its relative good condition and that no
texts report the urn. although disbelieved by most the Church of Traladar
believes its real and it does have curative powers. the urn is kept in a
small lockbox in the subterannean levels beneath the church.

Description:
          The urn is made out of a brownish clay commo near Krakatis. The
relic is a simple rounded urn 10" at the bottom 15" 2/3 of the way and 10"at
the top and is 2' high. The lid is cracked down the one side and no longer
seals well, there is a painted zig-zag pattern of red and blue(now long
faded) at the base, widest point and on the lid.

Powers:
         When the urn is filled with holy water it grants detection and
protection from evil when carried and causes double damage against undead
(no effects are gained if drank)
         The urn when filled with water or juice will enchant that liquid
with curative powers.
           First power cures all natural disease and even lycanthropy but
not
mummy rot or any mental problems unless caused by a poison or similar item
(but not self afflicted, pscionic, or directly magical)
          Second it heals 1d4 hitpoints per dose drank
          If the urn is filled with wine it causes different effects than
with water or juice
          First it heals 2d4 hit points per dose drank
          Second it gives effects identical to the clerical spell bless
          Third it takes all ill effects of the wine out
          Now if the urn is filled with poisoned liquids potions it again
has different powers
          The first power takes all effects out good or bad
           the second power turns poison into water and potions into wine
          The urn if filled with putrid liquid(i.e. wine gone sour) causes
only
           it purifys the liquid but then loses 1 bonus per dose granted
normally to that liquid or closest there of (i.e. ale=wine).
           Last but not least if even a drop of Unholy water is placed in
the urn it shatters and looses all benefits also it causes a curse to all
members present only curable by Petras will.

The Crying Window
(a sign of the immortals)

History:
          The window was placed at the founding of the Church of Traladar in
Mirros. The face of Zirchev was rubbed constantly in the following years by
believers for good luck. It has been noticed recently to "cry" and many
people have flocked to see this oddity. Although scholars doubt that this is
an act of Zirchev and is instead a act of nature, however this seems to have
no effect on the crowds.

Desciption:
          The window is placed in the west wing about 6' off the ground. It
is a stained glass window representation of Zirchev depicted as an immortal
in long flowing white robes with a unkown paladin kneeling before him.

What Happens and Beliefs in Powers:
          It is said that on the 28th of Sviftmont (incidently the King's
birhtday, further proof to the cult of Halav and there beliefs) it crys on
exactly noon for one hour. Also it is said to project the face of Zirchev
with a sad expression crying where normally there is a blank (many clerics
think that 28th of Svifmont is the date king Halav died but this has not
been proved).
          Some have said that when they collected the tears of Zirchev they
recieved holy water though no official tests have been done.( there are
often venders claiming to sell this holy tear water but most is common
wellwater) Many Traladar believe that by standing in the image of Zirchev's
mourning face causes 3 years of bad luck to that person(this is also
unprovable)


I hope you liked my relics and oddities, please feel free to tell me your
likes and dislikes.

Stewart 3














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End of mystara-digest V1999 #283
********************************

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mystara-digest        Saturday, July 3 1999        Volume 1999 : Number 284



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

Re: [MYSTARA] - Damn collectors!!
Re: [MYSTARA] - [RR] Halfling Bonuses
Re: [MYSTARA] - Traladar relics (long)
Re: [MYSTARA] - Traladar relics (long)
Re: [MYSTARA] - Priest of Ixion
Re: [MYSTARA] - Soderfjord - Finland
Re: [MYSTARA] - Damn collectors!!
[MYSTARA] - the Tome of Mystara
Re: [MYSTARA] - Gates of the Vitiates (long)
Re: [MYSTARA] - Gates of the Vitiates (long)
Re: [MYSTARA] - Traladar relics (long)
Re: [MYSTARA] - Traladar relics (long)
Re: [MYSTARA] - WOTC
Re: [MYSTARA] - Traladar relics (long)
[MYSTARA] - Callarii and Vyalia Elves
Re: [MYSTARA] - eBay bonanza!
Re: [MYSTARA] - Traladar relics (long)
Re: [MYSTARA] - Traladar relics (long)
Re: [MYSTARA] - Callarii and Vyalia Elves
Re: [MYSTARA] - Callarii and Vyalia Elves
Re: [MYSTARA] - eBay bonanza!
Re: [MYSTARA] - Hulean Correspondence 3: Western Trade
Re: [MYSTARA] - Callarii and Vyalia Elves
[MYSTARA] - Ravellia suggestions?
Re: [MYSTARA] - Ravellia suggestions?

----------------------------------------------------------------------

Date: Fri, 02 Jul 1999 21:34:17 -0400
From: Jerry Hovenanian <clumsydwarf@usa.net>
Subject: Re: [MYSTARA] - Damn collectors!!

Markus Olavi Montola wrote:

> A Finnish friend of mine managed to pick up an announcement in a Finnish
> RPG-group, where eas sold a best cache I have ever heard of. He bought 12
> gazetteers (incl. DotE) for $5 apiece (!) and the most of
> Expert/Companion adventures for $2.5 apiece.
>
> The best and the worst of all, this fellow doesn't even play D&D -- he
> just bought them because he is a RPG collector.

   I say the MML forms a brute squad and frees the stuff from a shelf and put
it in the hands of roleplayers :) I have dibs on the Alfheim and Minrothad Gazs
:)

  BTW...on a simmilar note i have 2 Rules Cyclopedias and I don't even play
D&D...I would like to put one in the hands of a D&D player....i realy NEED
Alfheim and Minrothad. If interested in a trade...private e-mail me.

- --
Jerry Hovenanian clumsydwarf@usa.net
http://www.geocities.com/Area51/Dunes/7295/
ICQ# 18008809 AIM ZMJTCD

The Quill is more durable than the sword, more mystical than the spellbook,
more revered than the holy symbol and more deadly than the poison....
for it is the bringer of the most potent...Truth


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Date: Sat, 3 Jul 1999 00:19:30 -0300
From: "Carlos Yoder" <churlo@microstar.com.ar>
Subject: Re: [MYSTARA] - [RR] Halfling Bonuses

>>First : A single modifier should be applied so we can ignore the
>>attacker's penalty being both modifiers the same, in which case
>>a - 2 penalty should be displayed.
>
>Tomas! Welcome back to the fold! :)
>
>I think this is a good idea - the rules are contradictory otherwise.  It
>might be a good idea for someone to gather all of these up into a
>composite list when it's done, so that it can be a reference point
>whenever players and DMs are curious about the rules.


I think someone has done this already. I remember a "Rule Cyclopedia Errata
List" somewhere on the 'net... I'll check it up.

>Geoff

Carlos Yoder
churlo@microstar.com.ar
txurlo@hotbot.com
ICQ 3435297

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Date: Sat, 3 Jul 1999 00:23:13 -0300
From: "Carlos Yoder" <churlo@microstar.com.ar>
Subject: Re: [MYSTARA] - Traladar relics (long)

>Halav's Sword
>(relic of the Church of Traladar)
>


I thought Halav wielded and axe, didn't he? Or a warhammer, but definetely
not a sword... or maybe my DM just screwed it up. :-)

Carlos Yoder
churlo@microstar.com.ar
txurlo@hotbot.com
ICQ 3435297

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Date: Sat, 3 Jul 1999 09:16:28 +0200 (METDST)
From: Agathokles <piu2014@ccrd200.cdc.polimi.it>
Subject: Re: [MYSTARA] - Traladar relics (long)

On Sat, 3 Jul 1999, Carlos Yoder wrote:

> >Halav's Sword
> >(relic of the Church of Traladar)
> >
> 
> 
> I thought Halav wielded and axe, didn't he? Or a warhammer, but definetely
> not a sword... or maybe my DM just screwed it up. :-)
> 
> 
Actually, according to the Traladaran myth, Halav had a bronze sword given
to him by the immortals. His enemy, the beast-king, wielded a huge axe.

	Giampaolo Agosta


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Date: Sat, 3 Jul 1999 14:38:58 +0200 (CEST)
From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= <hoc@nvg.ntnu.no>
Subject: Re: [MYSTARA] - Priest of Ixion

On Tue, 29 Jun 1999, Klaus Kischkat wrote:

> >Don't norse warriors in general wear leather/hide armor or chain mail?
> >Maybe brigandine, but anything heavier than chain doesn't sound right for
> >Vikings, and in that kind of clime, the more clothlike the better.
> >Nobody'd want to wear lots of rigid metal over some meager padding in
> >subzero temperatures. I'd say the priests wore robes/regular clothes, or
> >these kinds of armors.
> 
> Sounds logical for playing in the Northern Reaches!
> IMC Odin, Thor priests can use any kind of armor, because in Karameikos
> there is a temple of Odin (was destroyed in the last weeks by an evil female
> necromancer). Strybjorn, the red (the Highpriest of Odin has traveled the
> lands and learnt how to use plate mail etc.

The issue here is one of technology level versus style. The reason why
vikings used chain mail is that the vikings stopped being vikings in the
1000s AD. Plate mail (Whatever that is) wasnt commn before a couple of
hundred years later.

So when trying to mix the more technologically advanced countries such as
Karameikos and the less advanced Northern Reaches we are going to have
some problems.

David Eddings gave one reason for using chain mail in his Elenium series.
In this trilogy, a group of knights had long refused to use other armour
than chain. When the preceptor tried convincing them to use plate mail,
they threw him into the river in his plate mail. Down there he'd have
plenty of time figuring out the advantages of lighter armours.

Håvard

Haavard R. Faanes (hoc@nvg.ntnu.no)
http://www.nvg.ntnu.no/~hoc

"Remember, there are no stupid questions, just stupid people." -Mr
Garrison, South Park.

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Date: Sat, 3 Jul 1999 07:11:37 -0700 (PDT)
From: Shane Henry <shane_henrymml@yahoo.com>
Subject: Re: [MYSTARA] - Soderfjord - Finland

     Thanks for your comments on Soderfjord/Finland Markus.  It was
reassuring to hear from a Finn on the subject--I was afraid that I
might be skewered for misinformation :-)

- --- Markus Olavi Montola <mmontola@cc.hut.fi> wrote:
 
> Finnish is ugric (?) language, which has the same
> roots as Estonian and Hungaric.
 
     Here's a clarification on the terms used for the most widely
accepted phylogeny of Finnish:  Finnish belongs to the Finnic (aka
Finno-Permic) group of languages; Hungarian belongs to the Ugric group;
the Finnic and Ugric groups together make up the Finno-Ugric group; and
the Fenno-Ugric group plus the Samoyedic group constitutes the Uralic
group.  For a good detailed family tree of the Uralic languages see
http://www.sil.org/ethnologue/families/Uralic.html.
     Also, I plan to check out *Seitsemaen Veljestae* sometime, thanks.

Shane
_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com

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Date: Sat, 03 Jul 1999 11:16:19 -0400 (EDT)
From: the Wizard of Frobozz <sg96d355@drexel.edu>
Subject: Re: [MYSTARA] - Damn collectors!!

On Sat, 3 Jul 1999, Markus Olavi Montola wrote:

> A Finnish friend of mine managed to pick up an announcement in a Finnish
> RPG-group, where eas sold a best cache I have ever heard of. He bought 12
> gazetteers (incl. DotE) for $5 apiece (!) and the most of
> Expert/Companion adventures for $2.5 apiece.
> 
> The best and the worst of all, this fellow doesn't even play D&D -- he
> just bought them because he is a RPG collector.

Well, tell him you're a collector of baseball bats and you have one that 
would look wonderful planted in his skull if he doesn't cut you the same 
deal...but say it with a smile! ;-)

> 
> 
> BTW, thanks a LOT for Wizard of Frobozzz for the Monstrous Manuals. IOU1.
> 
>  - Markus

No problem, Markus.  Glad they got there okay.  Now you can go check out 
the Tome site (shameless plug...).  I think we dealt with the problem 
that was keeping you from loading it.

- --Frobozz--

________________________________________________________
Wanting Mystara material in your hands instead of in your computer?

Your wait is almost over:  the Tome of Mystara is in production!

Come see what we're about at
www.geocities.com/TimesSquare/Bridge/3081

Mystara Fthagn!

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Date: Sat, 03 Jul 1999 11:36:55 -0400 (EDT)
From: the Wizard of Frobozz <sg96d355@drexel.edu>
Subject: [MYSTARA] - the Tome of Mystara

We are very pleased to announce the publication of the first issue of the 
Tome of Mystara!

For those of you hungering for new Mystara product, hardcopy in your 
hand, we have heard your call.  We aren't claiming to be canon.  We're 
claiming to be fans...Fans who want maps in our hands, articles and 
artwork (even fiction) based on our beloved, discontinued world.

Everyone's opinion is welcomed:  you are the people who remain on 
Mystara.  If this sounds at least mildly interesting to you, come check 
out our website at

www.geocities.com/TimesSquare/Bridge/3081

or e-mail us at

mystaratome@yahoo.com

Thank you.
Kevin Turner

________________________________________________________
Wanting Mystara material in your hands instead of in your computer?

Your wait is almost over:  the Tome of Mystara is in production!

Come see what we're about at
www.geocities.com/TimesSquare/Bridge/3081

Mystara Fthagn!

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Date: Sat, 3 Jul 1999 11:09:36 -0500 (CDT)
From: Valerya@webtv.net (Jennifer Favia Guerra)
Subject: Re: [MYSTARA] - Gates of the Vitiates (long)

<<Poor Ander Collingsworth! >>

:-)

<<This is really very good--and a bit frightening. Almost makes me wish
I was DMing an immortal-level campaign... >>

I think they can be used in any level campaign, given that the players
stand no chance of going directly up against the Vitiates. They could
learn of them from a series of murders, or they could find a friend's
diary describing how he (or she) is remembering snippets of the tortures
and going slowly insane...(*evil grin*)

<<At any rate, though, it seems like this would be a VERY long-term
project, and unlikely to have much effect for the first few millennia
that the gates are open.>>

Yes, that's how I intended it...a slow, insidious invasion on every
possible world, rather than an immediate threat. 

<< But nonetheless, I think I'll have to figure out some sort of means
of working this into my campaign. Good work Jenn! Patrick >>

Thanks! :-))

Jenn
http://www.geocities.com/TimesSquare/Chasm/4270/

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Date: Sat, 3 Jul 1999 11:25:50 -0500 (CDT)
From: Valerya@webtv.net (Jennifer Favia Guerra)
Subject: Re: [MYSTARA] - Gates of the Vitiates (long)

<<Jenn, this is fantastic work. I love your storytelling style>>

Thanks, Carl!!! :-))

<<I was totally taken in by the beauty of the grove; the truth was
totally unexpected! >>

;-)

<<I could see Basic level characters losing a friend to the Vitiates - a
confusing and apparently meaningless death - then slowly discovering, as
they advance, the deeper meaning behind it all. Brrr...chilling stuff!
>>

That a great idea! I think that someone else mentioned an Immortal-level
campaign...Nice to know that others find the idea as flexible for
campaign use as I had hoped.

<<A marvellous addition to the body of lore, Jenn. Thanks! :-) >>

Thank YOU! :-)

Jenn
http://www.geocities.com/TimesSquare/Chasm/4270/

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Date: Sat, 03 Jul 1999 15:42:28 -0400
From: redrobyne <redrobyne@ellijay.com>
Subject: Re: [MYSTARA] - Traladar relics (long)

+AD4-Actually, according to the Traladaran myth, Halav had a bronze sword given
+AD4-to him by the immortals. His enemy, the beast-king, wielded a huge axe.
+AD4-


Yes but this is actually due to Hutaakan interference but the Traladar dont
remember and have forgotten the difference between Hutaakans and knolls
since the Hutaakans(wolf headed) left when the knolls came to the Traladar
valley (due to the threat of the knolls). And I did mension the sword being
bronze didn't I or did I forget?

Stewart 3

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Date: Sat, 03 Jul 1999 15:47:41 -0400
From: redrobyne <redrobyne@ellijay.com>
Subject: Re: [MYSTARA] - Traladar relics (long)

>>Halav's Sword
>>(relic of the Church of Traladar)
>>
>
>
>I thought Halav wielded and axe, didn't he? Or a warhammer, but definetely
>not a sword... or maybe my DM just screwed it up. :-)
>


I think so my friend :( because the immortals supposedly brought him a sword
of bronze along with other things,  Halav used the sword to slay the
incompetent king of Lavv at least according to the song of Halav.

Stewart 3

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Date: Sat, 03 Jul 1999 16:02:43 -0400
From: redrobyne <redrobyne@ellijay.com>
Subject: Re: [MYSTARA] - WOTC

>>> There was a Warrior Maiden of "Maruda" in Return to the Keep on the
>>> Borderlands, and she came from an underground city called Cynidicea
(sounds
>>> vaguely familiar...).  The new Keep adventure also had an NPC named
>>>Dubricus
>>> d'Amberville (Where have I heard that name before...?).
>>
d'amberville if Im not mistaken he should be related to etienne
d'amberville(Rad) in Glantri, well to the d'ambervilles in general. Or am Im
missing something and acting stupid? if not it could easily be changed to
fit d'ambervilles although Im not sure while he would be all the way down in
Darokin.

Stewart 3

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Date: Sat, 3 Jul 1999 16:00:42 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Traladar relics (long)

>Yes but this is actually due to Hutaakan interference but the Traladar dont
>remember and have forgotten the difference between Hutaakans and knolls
>since the Hutaakans(wolf headed) left when the knolls came to the Traladar
>valley (due to the threat of the knolls). And I did mension the sword being
>bronze didn't I or did I forget?
>
>Stewart 3

Yes, you said it was bronze with silver ornamentation.  :-)

One possible material which you might consider, for a Traldar/Hutaakan-era
relic, is black glass chased with silver hieroglyphs.  This is what the
statue from the novel "The Black Vessel" was made of, as well as an ancient
arrowhead discovered by a minor character.  They were both artifacts of an
old Hutaakan* splinter-civilization which had spread westward, and settled
on the Savage Coast, back in the Nithian era.

[* - Technically, this is a "spoiler" ... but since the statue's shown on
the cover of the danged novel, and its Hutaakan affinities are obvious,
it's not much of one to anyone who's heard of the race.]


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Date: Sat, 3 Jul 1999 16:01:15 -0400
From: "Simon B. Sinister" <simonbsinister@home.com>
Subject: [MYSTARA] - Callarii and Vyalia Elves

Well, I've completely given up on buying a copy of B10 Night's Dark Terror.
The few times I've seen any for sale, it would have taken a winning lottery
ticket for me to afford them! So now I turn to this list for help with the
Callarii and Vyalia elves. GAZ1 has very little information on them, and
seems instead to direct the reader to B10 for any real information...

So can anyone tell me, without somehow getting us all in trouble, what I
should know about these elves or where else I might look?

Thanks!

SIMON B. SINISTER

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Date: Sat, 03 Jul 1999 16:09:15 -0400
From: redrobyne <redrobyne@ellijay.com>
Subject: Re: [MYSTARA] - eBay bonanza!

Hey guys you should check out K+ACY-B toys I got K:koa for +ACQ-8.00 Savage baronies
for +ACQ-6.50, Hail the Heroes, Night of the Vampire, and Mark of Amber all for
+ACQ-5.00 each. and not to long ago saw Red Steel for +ACQ-10.00 but I didn't have
enough wompa to buy it :( I dont know about you but I thought this was a
good deal. Although now you probably hate for bragging.

Stewart 3


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Date: Sat, 3 Jul 1999 16:10:42 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Traladar relics (long)

>>I thought Halav wielded and axe, didn't he? Or a warhammer, but definetely
>>not a sword... or maybe my DM just screwed it up. :-)
>>
>
>
>I think so my friend :( because the immortals supposedly brought him a sword
>of bronze along with other things,  Halav used the sword to slay the
>incompetent king of Lavv at least according to the song of Halav.
>


Not to mention that an ax or warhammer would seem too much like a Northern
Reaches-style weapon!  As Karameikos was designed to be the Known World's
stereotypical "knights-in-armor" realm, a regular ol' sword seems like a
must-have, for their patron Immortal of warfare and leadership.

Hmmmm... maybe, given that Karameikos is chock full of mounted knights now,
Halav ought to find himself a gallant (Exalted) steed to ride upon!  Odin's
got his eight-legged Sleipner (sp), to travel around on, and Frey's got his
golden boar to accompany him into battle; what might Halav's noble warhorse
be like...?


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Date: Sat, 03 Jul 1999 16:59:40 -0400
From: redrobyne <redrobyne@ellijay.com>
Subject: Re: [MYSTARA] - Traladar relics (long)

>
>>>I thought Halav wielded and axe, didn't he? Or a warhammer, but
definetely
>>>not a sword... or maybe my DM just screwed it up. :-)
>>>
>>
>>
>>I think so my friend :( because the immortals supposedly brought him a
sword
>>of bronze along with other things,  Halav used the sword to slay the
>>incompetent king of Lavv at least according to the song of Halav.
>>
>
>
>Not to mention that an ax or warhammer would seem too much like a Northern
>Reaches-style weapon!  As Karameikos was designed to be the Known World's
>stereotypical "knights-in-armor" realm, a regular ol' sword seems like a
>must-have, for their patron Immortal of warfare and leadership.
>
>Hmmmm... maybe, given that Karameikos is chock full of mounted knights now,
>Halav ought to find himself a gallant (Exalted) steed to ride upon!  Odin's
>got his eight-legged Sleipner (sp), to travel around on, and Frey's got his
>golden boar to accompany him into battle; what might Halav's noble warhorse
>be like...?
>


I would suggest a great white Stallion but unrideable by any one but Halav
perhaps this stallion should be equal to a bonded mount for abilitys. Just a
thought!

Stewart 3

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Date: Sat, 3 Jul 1999 14:03:51 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: Re: [MYSTARA] - Callarii and Vyalia Elves

>So can anyone tell me, without somehow getting us all in trouble, what I
>should know about these elves or where else I might look?
Well, I don't have B10 either, but the Dawn of the Emperors boxed set
contains more details on the Vyalia than does GAZ1.  Then again, it's just
as expensive as B10 unless you can fiind it somewhere for less...  Even
K:KoA has more on them than GAZ1, IIRC.
What exactly do you need to know?
Patrick

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Date: Sat, 03 Jul 1999 17:12:08 -0400
From: redrobyne <redrobyne@ellijay.com>
Subject: Re: [MYSTARA] - Callarii and Vyalia Elves

I have K:koa if you want any of the little info it has mainly looks and a
little on there life style.

Stewart3

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Date: Sat, 3 Jul 1999 14:12:25 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: Re: [MYSTARA] - eBay bonanza!

+AD4-Hey guys you should check out K+ACY-B toys I got K:koa for +ACQ-8.00 Savage
baronies
+AD4-for +ACQ-6.50, Hail the Heroes, Night of the Vampire, and Mark of Amber all for
+AD4AJA-5.00 each. and not to long ago saw Red Steel for +ACQ-10.00 but I didn't have
+AD4-enough wompa to buy it :( I dont know about you but I thought this was a
+AD4-good deal. Although now you probably hate for bragging.
I know this might be venturing off-topic, but I am really
frustrated--Arizona seems to be the only place in the  world where KayBee
doesn't sell D+ACY-D stuff.  Then again, I suppose I really shouldn't complain,
since I just got three more gazetteers for three bucks each, and a copy of
AC10 (Bestiary of Dragons +ACY- Giants) complete with the spell selector for +ACQ-2.
BTW--I haven't finished reading that accessory yet, but I really like it so
far.  If anyone's interested, I can e-mail you the phone numbers where you
can order them for +ACQ-2 plus shipping (although all the others seem to be
missing the spell selector).

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------------------------------

Date: Sat, 03 Jul 1999 11:02:10 +0200
From: thibault sarlat <thibsylv@club-internet.fr>
Subject: Re: [MYSTARA] - Hulean Correspondence 3: Western Trade

Je viens de penser à quelque chose qui serait pas mal.Je pourrai créer des zones
reactives sur mes cartes afin de renvoyer aux descriptions ou a des articles
concernant la zone en question...
Ainsi Ciudad real renverait à la correspondance  que tu as publié.
comments welcome (heu les commentaires sont les bienvenus...)

thib



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Date: Sat, 3 Jul 1999 17:27:44 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Callarii and Vyalia Elves

>>So can anyone tell me, without somehow getting us all in trouble, what I
>>should know about these elves or where else I might look?
>Well, I don't have B10 either, but the Dawn of the Emperors boxed set
>contains more details on the Vyalia than does GAZ1.  Then again, it's just
>as expensive as B10 unless you can fiind it somewhere for less...  Even
>K:KoA has more on them than GAZ1, IIRC.


Actually, you're not missing much in the way of information about them.
B10 establishes that the Callarii are horse-traders and -trainers, and are
named for an elven heroine who rode a white horse (their clan emblem).
Rfflian (sic) is their town, as these elves don't live in the woods.  A
short business negotiation with a female Callarii horse-dealer is the
module's only "set" encounter with their clan.  The chevall from the module
seems to like the Callarii, as they treat their horses well; if you're
developing their clan for your campaign, you might consider having a
chevall or two live secretly among their horse-herds, as an ally and
guardian.  (If you don't know what a chevall is, it's a shape-changing
creature that can appear as either a centaur or a horse; it hates
werewolves, protects all horses, and is immune to normal weapons.)

The Vyalia make only a brief (optional) appearance, in which they recruit
the PCs to help solve a problem they're having with the (once friendly, now
strangely-hostile) Ilya pixies.  The job involves traveling to a tiny
island in the Lake of Lost Dreams, which is taboo to the Vyalia.  It's also
mentioned that these elves trade with some nearby dwarven (!) and gnomish
gold miners, but are little-known to Karameikan humans.  Vyalia are
forest-dwellers who are usually on good terms with the fairy folk.


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------------------------------

Date: Sat, 3 Jul 1999 14:59:28 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: [MYSTARA] - Ravellia suggestions?

<not much of a spoiler, but non-DM's probably shouldn't read>
I'd like to run the mini-adventure "Ravellia and the Dragon Eggs" as
presented in AC10, but I'm not sure where to put it in Mystara.  The
description of forested, hilly region surrounded my marshes sounds like it
would fit best in the Malpheggi Swamp (outer world), but there are supposed
to be rumors of hostile elves.  This makes me think that it would be best
set in forested hills between Nemiston, Darokin and the edge of Alfheim in a
small, marshy basin with a quasi-island of forested hills.  However, I'm
running a post-wrath campaign right now, and the elves in the adventure do
not behave as Shadow Elves would.  Therefore, I think I'll probably set it
somewhere in Eastern Karameikos, with the Vyalia elves.  Does anyone have
any other suggestions for where to set it without changing it too much?

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------------------------------

Date: Sun, 4 Jul 1999 00:12:11 +0100
From: "Hoddie" <pjh@ephtl.demon.co.uk>
Subject: Re: [MYSTARA] - Ravellia suggestions?

> <not much of a spoiler, but non-DM's probably shouldn't read>
> I'd like to run the mini-adventure "Ravellia and the Dragon Eggs" as
> presented in AC10, but I'm not sure where to put it in Mystara.  The
> description of forested, hilly region surrounded my marshes sounds like it
> would fit best in the Malpheggi Swamp (outer world), but there are
supposed
> to be rumors of hostile elves.  This makes me think that it would be best
> set in forested hills between Nemiston, Darokin and the edge of Alfheim in
a
> small, marshy basin with a quasi-island of forested hills.  However, I'm
> running a post-wrath campaign right now, and the elves in the adventure do
> not behave as Shadow Elves would.  Therefore, I think I'll probably set it
> somewhere in Eastern Karameikos, with the Vyalia elves.  Does anyone have
> any other suggestions for where to set it without changing it too much?

I don't know about the adventure in question, but 'The Un-named Moor' or
simply 'The Moor' (in later products) by Kelvin in Karameikos sounds like
where you need. It is surrounded by woods (and elves) to the south, and
hills to the east and north. Simply put a small marsh on the far east of the
moor and there you go. I think.

Hoddie :)

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End of mystara-digest V1999 #284
********************************

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mystara-digest         Monday, July 5 1999         Volume 1999 : Number 285



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

RE: [MYSTARA] - eBay bonanza!
[MYSTARA] - Unnamed Moor
Re: [MYSTARA] - eBay bonanza!
Re: [MYSTARA] - Unnamed Moor
[MYSTARA] - Gazetteer Auctions
Re: [MYSTARA] - Ravellia suggestions?
Re: [MYSTARA] - Ravellia suggestions?
Re: [MYSTARA] - Unnamed Moor
[MYSTARA] - update: new maps available
[MYSTARA] - update
[MYSTARA] - re:Valdemar's Tome of Advanced Necromancy vol 1.0
[MYSTARA] - Date: Sun, 4 Jul 1999 20:38:14 +0300
Re: [MYSTARA] - re:Valdemar's Tome of Advanced Necromancy vol 1.0
Re:  [MYSTARA] - Damn collectors!!

----------------------------------------------------------------------

Date: Sat, 3 Jul 1999 19:28:28 -0400
From: rverderber@pcsonline.com (Robert Verderber)
Subject: RE: [MYSTARA] - eBay bonanza!

Where do you live. I have seen older TSR stuff at KayBee but none lately


- -----Original Message-----
From: owner-mystara-l+AEA-lists.imagiconline.com
+AFs-mailto:owner-mystara-l+AEA-lists.imagiconline.com+AF0-On Behalf Of Patrick
Sullivan
Sent: Saturday, July 03, 1999 5:12 PM
To: mystara-l+AEA-lists.imagiconline.com
Subject: Re: +AFs-MYSTARA+AF0- - eBay bonanza+ACE-


+AD4-Hey guys you should check out K+ACY-B toys I got K:koa for +ACQ-8.00 Savage
baronies
+AD4-for +ACQ-6.50, Hail the Heroes, Night of the Vampire, and Mark of Amber all for
+AD4AJA-5.00 each. and not to long ago saw Red Steel for +ACQ-10.00 but I didn't have
+AD4-enough wompa to buy it :( I dont know about you but I thought this was a
+AD4-good deal. Although now you probably hate for bragging.
I know this might be venturing off-topic, but I am really
frustrated--Arizona seems to be the only place in the  world where KayBee
doesn't sell D+ACY-D stuff.  Then again, I suppose I really shouldn't complain,
since I just got three more gazetteers for three bucks each, and a copy of
AC10 (Bestiary of Dragons +ACY- Giants) complete with the spell selector for +ACQ-2.
BTW--I haven't finished reading that accessory yet, but I really like it so
far.  If anyone's interested, I can e-mail you the phone numbers where you
can order them for +ACQ-2 plus shipping (although all the others seem to be
missing the spell selector).

+ACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAqACoAKgAq-
To unsubscribe from this list send mail to majordomo+AEA-lists.imagiconline.com
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------------------------------

Date: Sat, 3 Jul 1999 16:49:46 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: [MYSTARA] - Unnamed Moor

>I don't know about the adventure in question, but 'The Un-named Moor' or
>simply 'The Moor' (in later products) by Kelvin in Karameikos sounds like
>where you need. It is surrounded by woods (and elves) to the south, and
>hills to the east and north. Simply put a small marsh on the far east of
the
>moor and there you go. I think.
That's a good suggestion, but the group contains a Callarii Elf, so rumors
of hostile elves in Callarii territory is unlikely to frighten them much.
Thanks for your idea, though :)

BTW--I thought I saw in one of the lists of published Mystaran material that
The Unnamed Moor was detailed in an article in Dragon or Dungeon magazine.
Can anyone provide just a brief synopsis of what that was about and whether
it's worth hunting for that particular issue?  Thanks

Patrick

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Date: Sat, 03 Jul 1999 21:24:33 -0400
From: redrobyne <redrobyne@ellijay.com>
Subject: Re: [MYSTARA] - eBay bonanza!

>Where do you live. I have seen older TSR stuff at KayBee but none lately
>
>
Well I bought them in MD but there discontinuing them thats why there so
cheap.

Stewart 3

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Date: Sun, 4 Jul 1999 02:05:10 EDT
From: Kaviyd@aol.com
Subject: Re: [MYSTARA] - Unnamed Moor

In a message dated 1999-07-03 19:53:20 Eastern Daylight Time, 
Dennis.Sullivan.Family@worldnet.att.net writes:

> That's a good suggestion, but the group contains a Callarii Elf, so rumors
>  of hostile elves in Callarii territory is unlikely to frighten them much.

From what I read of the adventure, it could still work if you alter the 
effects
of those rumors.  Instead of warning the party about hostile elves, potential
informants would make this group of "elf-friends" feel distinctly unwelcome
at the local inn, thereby driving them to camp out in the wilderness -- by
sheer coincidence, near the lair of the black dragon.  In compensation,
the party will have a very easy time dealing with the elf ambush.  If you
wish to provide a challenge, you could arrange an extra encounter with 
the evil magicians that the elves were hunting.
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Date: Sun, 04 Jul 1999 02:08:11 -0600
From: "Timothy R. Haney" <trhaney@mindspring.com>
Subject: [MYSTARA] - Gazetteer Auctions

Well, it took me longer than I thought to get the scans done and enter
the items for auction.  This is just to inform everyone I have finally
gotten the complete series of Gazetteers (including Dawn of the Emperors
and the Penhaligon Trilogy) on eBay.  The link below carries you to the
my complete auction list.  From there you can find the Gazetteers (or do
a search for Mystara).  Later!

http://cgi3.ebay.com/aw-cgi/eBayISAPI.dll?ViewListedItems&userid=galwylin

- -- 
Timothy R. Haney
trhaney@mindspring.com
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------------------------------

Date: Sun, 4 Jul 1999 10:38:07 -0400 (EDT)
From: au998@freenet.carleton.ca (Geoff Gander)
Subject: Re: [MYSTARA] - Ravellia suggestions?

If you're doing it post-WoTI, you could run it in the Achelos or Riverfork
Woods regions of Karameikos - there are swamps there, and the hostile
elves would be the recently-dispossessed Alfheim refugees (who would have
a reason to be hostile on general principles right now).

Another possible place is a swampy region somewhere in Glantri (the elves
there are snooty and pretentious, though they could be considered hostile
to some).

Geoff

- --
Geoff Gander, BA 97
Cartographer/Game Designer/Government Peon
Carnifex Loremaster
au998@freenet.carleton.ca : www.geocities.com/TimesSquare/Realm/2091
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------------------------------

Date: Sun, 4 Jul 1999 09:22:13 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: Re: [MYSTARA] - Ravellia suggestions?

>If you're doing it post-WoTI, you could run it in the Achelos or Riverfork
>Woods regions of Karameikos - there are swamps there, and the hostile
>elves would be the recently-dispossessed Alfheim refugees (who would have
>a reason to be hostile on general principles right now).
That's true--although it presents me with the same problem as the Vyalia
elves:  how do I get the party into the area.
>Another possible place is a swampy region somewhere in Glantri (the elves
>there are snooty and pretentious, though they could be considered hostile
>to some).
This could work well.  They're already hostile towards Carmina, so perhaps I
could use Belcadiz elves.  On the other hand, I'm not sure how long a black
dragon could survive in a river valley in Glantri before being rooted out by
one hero or another (or Dolores looking for a prop--hmmm...).  I'll probably
kind of leave the direction they head up to the party, and take it from
there.  Thanks for the suggestions!

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------------------------------

Date: Sun, 4 Jul 1999 09:26:01 -0700
From: "Patrick Sullivan" <Dennis.Sullivan.Family@worldnet.att.net>
Subject: Re: [MYSTARA] - Unnamed Moor

>From what I read of the adventure, it could still work if you alter the
>effects
>of those rumors.  Instead of warning the party about hostile elves,
potential
>informants would make this group of "elf-friends" feel distinctly unwelcome
>at the local inn, thereby driving them to camp out in the wilderness -- by
>sheer coincidence, near the lair of the black dragon.  In compensation,
>the party will have a very easy time dealing with the elf ambush.  If you
>wish to provide a challenge, you could arrange an extra encounter with
>the evil magicians that the elves were hunting.
I suppose that could work.  If the party wanders into Bywater (I put Guido's
Fort between Penhaligon and Kelvin), they could be kicked out and forced
into The Moor.  Thank you :~)

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------------------------------

Date: Sun, 04 Jul 1999 19:12:50 +0200
From: thibault sarlat <thibsylv@club-internet.fr>
Subject: [MYSTARA] - update: new maps available

hello everyone.
A quick note to inform you that my site has just been updated and you can find new maps (savage coast 3, norwold).
enjoy.

http://perso.club-internet.fr/thibsylv/


thib

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------------------------------

Date: Sun, 04 Jul 1999 19:40:03 +0200
From: thibault sarlat <thibsylv@club-internet.fr>
Subject: [MYSTARA] - update

I just checked every link .they are all ok. Big Hule map available too.

thib

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------------------------------

Date: Sun, 4 Jul 1999 20:32:58 +0300
From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= <ohadshm@inter.net.il>
Subject: [MYSTARA] - re:Valdemar's Tome of Advanced Necromancy vol 1.0

>Uh... :-) I agree your point of view. The way I play Brannart he
**NEVER** leaves Glantri, so I didn't count that one in. Of course, if he
tried that one in Thyatis, there would be a couple of magi smashing him
to atoms, but theoretically you are right. I'll see to it before next
posting. 
>

I dont see him leaving also but never the less, this will work very well in every urban enviroment (or in any if youre using monster skeletons!). 
Again the Idea for the spell is absolutely wonderful, but you might like including my ideas for balance sake.

>I recall doing a dozen of great wyrm gold dragons...? That's worse than
100.0000 zombies.
>

I'd say both effects are a bit too much. but the dragons will be more fun to play than 10^6 zombies...

>- Markus

      > -----------------------------------------------------------------
                            W A R   I S   P E A C E              
                      F R E E D O M   I S   S L A V E R Y
                   I G N O R A N C E   I S   S T R E N G T H
    >   -----------------------------------------------------------------

I always wondered whats that soppose to mean.

Morphail (Ohad Shaham)
"and all the while as vampires feed- I bleed..." /the Pixies


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------------------------------

Date: Sun, 4 Jul 1999 13:58:13 -0400 (EDT)
From: =?iso-8859-1?Q?=E0=E9=EC=EF_=F9=E7=ED?= <ohadshm@inter.net.il>
Subject: [MYSTARA] - Date: Sun, 4 Jul 1999 20:38:14 +0300

>> Tatyana's Droplet of Blood

>Nice. Vampire --the Masquerade has something resembling this.

I read some of the rulebook for VtM but never got to the magic part, oh well.

>BTW, do you compile your spells somewhere? 

I don't have a website if thats what you mean. most can be found on Stan's site (although some are mistakenly stated as being yours markus!).
I formatted the spells in a preety nice Word7 file, so if you or any other list member want it  you can Email me privately and get it.

Morphail (Ohad Shaham)
"and all the while as vampires feed- I bleed..." /the Pixies




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------------------------------

Date: Sun, 4 Jul 1999 21:24:12 +0300 (EET DST)
From: Markus Olavi Montola <mmontola@cc.hut.fi>
Subject: Re: [MYSTARA] - re:Valdemar's Tome of Advanced Necromancy vol 1.0

(Brannart)
> I dont see him leaving also but never the less, this will work very
> well in every urban enviroment (or in any if youre using monster
> skeletons!).  Again the Idea for the spell is absolutely wonderful,
> but you might like including my ideas for balance sake.

Yep. BTW, I must also include something concerning the folks who die
during the spell. 

> >I recall doing a dozen of great wyrm gold dragons...? That's worse
> than I'd say both effects are a bit too much. but the dragons will be
> more fun to play than 10^6 zombies...

Actually no. I thought just that, PC:s in the middle of nowhere realizing
that there are zombies everywhere, ending up in a town where people are
behind barricades to keep the horrors away. Zombies are not just 1HD
monsters, they are horrors from grave that need respect.

>                             W A R   I S   P E A C E              
>                       F R E E D O M   I S   S L A V E R Y
>                    I G N O R A N C E   I S   S T R E N G T H
> I always wondered whats that soppose to mean.

George Orwell wrote the novel 1984, where facistic "Party" uses that
slogan. The idea of the book (one of them) is: how can one communicate or
think if there are no words for negative meanings. The Party has twisted
or removed all the negative words, removing negative meanings and thus
enslaving the people. 

There have been "Ministries of Peace" in the RW also -- meaning the
defence ministry. Which means WAR ministry.

 - Markus

       -----------------------------------------------------------------
                            W A R   I S   P E A C E              
                      F R E E D O M   I S   S L A V E R Y
                   I G N O R A N C E   I S   S T R E N G T H
       -----------------------------------------------------------------

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------------------------------

Date: Mon, 5 Jul 1999 00:39:30 EDT
From: BoBoII@aol.com
Subject: Re:  [MYSTARA] - Damn collectors!!

In a message dated 07/02/99 8:19:35 PM, you wrote:

<<The best and the worst of all, this fellow doesn't even play D&D -- he
just bought them because he is a RPG collector.

>>

Someone must be doing the collecting, cause I just went to DragonCon in 
Atlanta, and the Mystara pickings were slim . . 
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End of mystara-digest V1999 #285
********************************

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mystara-digest         Tuesday, July 6 1999         Volume 1999 : Number 286



Mystara is a trademark of TSR Inc.
All Rights Reserved.

The following topics are covered in this digest:

[MYSTARA] - About merchant...
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
[MYSTARA] - test
Re: [MYSTARA] - Callarii and Vyalia Elves
Re: [MYSTARA] - Something Scary for you Geocities Site Owners...
RE: [MYSTARA] - [RR] Halfling Bonuses
Re: [MYSTARA] - Traladar relics (long)
R: [MYSTARA] - Callarii and Vyalia Elves
Re: [MYSTARA] - Traladar relics (long)
[MYSTARA] - a question of elves
Re: [MYSTARA] - a question of elves
Re: [MYSTARA] - Unnamed Moor
Re: [MYSTARA] - Unnamed Moor
Re: [MYSTARA] - Unnamed Moor
Re: [MYSTARA] - Unnamed Moor
[MYSTARA] - a question of elves, part 2
Re: [MYSTARA] - a question of elves, part 2
Re: [MYSTARA] - About merchant...
[MYSTARA] - homepage being uploaded as I write

----------------------------------------------------------------------

Date: Mon, 5 Jul 1999 08:32:25 +0200
From: "G. SGARBI" <gio_sga@uol.it>
Subject: [MYSTARA] - About merchant...

Hello guys,
Someone out there with old Darokin Gazeteer'd be so kind to tell me what it
said about merchant class?
...I was just wondering what it said about that...and since here one
Gazeteers are no more sold...

Skarm The Warlock

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------------------------------

Date: Wed, 30 Jun 1999 10:21:19 -0500 (CDT)
From: Valerya@webtv.net (Jennifer Favia Guerra)
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

<<8. CONTENT SUBMITTED TO YAHOO 
By submitting Content to any Yahoo property, you automatically grant, or
warrant that the owner of such Content has expressly granted, Yahoo the
royalty-free, perpetual, irrevocable, non-exclusive and fully
sublicensable right and license to use, reproduce, modify, adapt,
publish, translate, create derivative works from, distribute, perform
and display such Content (in whole or part) worldwide and/or to
incorporate it in other works in any form, media, or technology now
known or later developed.>>

This is not a big deal, really. As long as you copyright your work, they
cannot "steal" it. All this ToS clause allows for (if your work is
copyrighted) is for them to use your web page material to plug their
site in the media without having to pay you.

Jenn
http://www.geocities.com/TimesSquare/Chasm/4270/

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Date: Wed, 30 Jun 1999 10:40:45 -0500 (CDT)
From: Valerya@webtv.net (Jennifer Favia Guerra)
Subject: [MYSTARA] - test

test

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Date: Mon, 5 Jul 1999 15:41:40 +0200 (CEST)
From: =?iso-8859-1?Q?H=E5vard_R=F8nne_Faanes?= <hoc@nvg.ntnu.no>
Subject: Re: [MYSTARA] - Callarii and Vyalia Elves

On Sat, 3 Jul 1999, Simon B. Sinister wrote:

> Well, I've completely given up on buying a copy of B10 Night's Dark Terror.
> The few times I've seen any for sale, it would have taken a winning lottery
> ticket for me to afford them! So now I turn to this list for help with the
> Callarii and Vyalia elves. GAZ1 has very little information on them, and
> seems instead to direct the reader to B10 for any real information...
> 
> So can anyone tell me, without somehow getting us all in trouble, what I
> should know about these elves or where else I might look?


Hello Simon,
http:www.nvg.ntnu.no/~hoc/elves.html is what youre looking for.
Most of it is derived from canon and Ive added a few details of my own for
spice.

Håvard

Haavard R. Faanes (hoc@nvg.ntnu.no)
http://www.nvg.ntnu.no/~hoc

"Remember, there are no stupid questions, just stupid people." -Mr
Garrison, South Park.

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Date: Mon, 5 Jul 1999 09:39:28 -0500 (CDT)
From: Valerya@webtv.net (Jennifer Favia Guerra)
Subject: Re: [MYSTARA] - Something Scary for you Geocities Site Owners...

Before anyone wonders why I beating a dead horse in that last post, it
was from June 30, when the list went down.

Jenn

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Date: Mon, 5 Jul 1999 15:16:58 +0200
From: =?iso-8859-1?B?VG9t4XMgU+FuY2hleg==?= <deckard-mystara@encomix.es>
Subject: RE: [MYSTARA] - [RR] Halfling Bonuses

Geoff wrote :

> Tomas! Welcome back to the fold! :)

Thanks Geoff. I swear you I was anxious to meet you all again.

> I think this is a good idea - the rules are contradictory otherwise.
> It might be a good idea for someone to gather all of these up into a
> composite list when it's done, so that it can be a reference point
> whenever players and DMs are curious about the rules.

Thanks for your support. Be sure I'll take good note of your suggestion.

- ------------------------------------------------
Name: Tomas Sanchez.      Nickname: Rick Deckard
E-mail address: deckard@encomix.es  ICQ# 9190040
Home Page: Coming soon at a server across Europe
- ------------------------------------------------

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Date: Mon, 5 Jul 1999 17:53:48 +0200 (METDST)
From: Agathokles <piu2014@ccrd200.cdc.polimi.it>
Subject: Re: [MYSTARA] - Traladar relics (long)

On Sat, 3 Jul 1999, Sharon Dornhoff wrote:

> 
> 
> Hmmmm... maybe, given that Karameikos is chock full of mounted knights now,
> Halav ought to find himself a gallant (Exalted) steed to ride upon!  Odin's
> got his eight-legged Sleipner (sp), to travel around on, and Frey's got his
> golden boar to accompany him into battle; what might Halav's noble warhorse
> be like...?
> 
> 
While Karameikos has knights, ancient Traladara seems more a bronze age
civilization, so a war horse isn't really appropriate, IMO. The Traldars
would have been heavy infantrymen, maybe with chiefs mounted on war 
chariots. So Halav could have a war chariot, with two horses and a
charioteer.
	
		Giampaolo Agosta


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Date: Mon, 5 Jul 1999 18:13:06 +0200
From: "renadia" <renadia@venturanet.it>
Subject: R: [MYSTARA] - Callarii and Vyalia Elves

Oggetto: [MYSTARA] - Callarii and Vyalia Elves


> Well, I've completely given up on buying a copy of B10 Night's Dark
Terror.
> The few times I've seen any for sale, it would have taken a winning
lottery
> ticket for me to afford them! .....


This is my version of the Mystara time-line about the Callarii and Vyalia
elves in Karameikos.
My world of Mystara is different by the "official" Mystara in fact I have
begin to play OD&D many yeas old and I have uncovered "official" Mystara
from only a bit of months by Internet.
I play as DM with some characters that is born in Karameikos and i have
developed the Callarii culture.

2100 BC - First settlement of elves in Karameikos (Clan Meridor and
Verdier )

800 BC - Clan Callarii settle in North Karameikos

150 BC - Clan Vyalia from Savage Coast to east Karameikos ( Dimrak Forest)

The Callarii culture has a most important element in the "long house", big
structure where live many family of elves.

A most important  artistic expression in "the song at stars" that go up
again at the mythical Kingdom of the Woods  in the south continent.

If someone have interest for other notice over Callarii-culture my e-mail is
renadia@venturanet.it.

San Benigno C. 5 july 1999

Renato


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Date: Mon, 5 Jul 1999 14:32:02 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - Traladar relics (long)

>> Hmmmm... maybe, given that Karameikos is chock full of mounted knights now,
>> Halav ought to find himself a gallant (Exalted) steed to ride upon!  Odin's
>> got his eight-legged Sleipner (sp), to travel around on, and Frey's got his
>> golden boar to accompany him into battle; what might Halav's noble warhorse
>> be like...?
>>
>>
>While Karameikos has knights, ancient Traladara seems more a bronze age
>civilization, so a war horse isn't really appropriate, IMO. The Traldars
>would have been heavy infantrymen, maybe with chiefs mounted on war
>chariots. So Halav could have a war chariot, with two horses and a
>charioteer.


Well, I was thinking along the lines of how Immortals "update" their
images, to best meet the expectations of their worshippers.  You certainly
don't see Rathanos dressing up in his royal Oltec garments, when he
manifests to his Nithian followers!  Likewise, medieval artists IRL
frequently portrayed biblical figures with clothing, equipment, or weapons
that weren't at all appropriate to their historical contexts, but DID
resemble items which the paintings' medieval viewers were familiar with.
The objective in both cases is to make the god-figure accessible to the
common man, who isn't an historian to quibble over details, and can find
greater comfort in a familiar Immortal than in a "foreign-looking" or
"barbarically-clad" one.

So I can see Halav undergoing the kind of transition which King Arthur --
historically, a Romanized Celt who wouldn't know plate mail or heavy lances
from a hole in the ground -- did, when he was transformed over the
centuries into the quintessential chieftain of "knights in shining armor".
Trading in his chariot for a warhorse would be one of the more obvious
steps for Halav to take, in re-inventing himself for the 11th century AC.


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Date: Mon, 5 Jul 1999 14:37:53 EDT
From: Scoooman@aol.com
Subject: [MYSTARA] - a question of elves

Recently I entered into my first campaign in the Mystara setting, and, at the 
request of the GM, was given the task of playing as a Selenii elf.  Now, up 
until this point in time, I had never heard of a Selenii elf, and was 
wondering if anyone had tips on how to play as one.  All I know is that they 
are of a special sect that would like to remain hidden from the rest of the 
world, and that they are apt to pose as another clan whenever in the presence 
of those not of the Selenii clan.  So please, if you have any information on 
the Selenii, the land of Alfheim, or tips on elven roleplaying in general, 
please send them my way so that I can continue to play in this glorious 
world, in the correct fashion.  Thanks
Sco
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Date: Mon, 5 Jul 1999 21:28:36 +0100
From: "Hoddie" <pjh@ephtl.demon.co.uk>
Subject: Re: [MYSTARA] - a question of elves

Never heard of the Selenii elves. Sounds like fun, though...

Hoddie


> Recently I entered into my first campaign in the Mystara setting, and, at
the
> request of the GM, was given the task of playing as a Selenii elf.  Now,
up
> until this point in time, I had never heard of a Selenii elf, and was
> wondering if anyone had tips on how to play as one.  All I know is that
they
> are of a special sect that would like to remain hidden from the rest of
the
> world, and that they are apt to pose as another clan whenever in the
presence
> of those not of the Selenii clan.  So please, if you have any information
on
> the Selenii, the land of Alfheim, or tips on elven roleplaying in general,
> please send them my way so that I can continue to play in this glorious
> world, in the correct fashion.  Thanks
> Sco


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Date: Mon, 5 Jul 1999 17:12:47 EDT
From: Arminath@aol.com
Subject: Re: [MYSTARA] - Unnamed Moor

The Unnamed Moor is used in 2 seperate Dungeon Adventures, one for OD&D and 1 
for AD&D...Voyage of the Crimpshrine is an AD&D module that has the 
characters try and survive a shipwreck in the middle of the moor and save the 
passangers (levels 1-4).  Tarfil's Tomb is a module for OD&D characters of 
10th-14th level and has then travel the Moor and into the crypt of an ancient 
traldar warrior.  Now that I think about it, there was another module that 
placed the abandoned lair of a dragon that was killed by a party of 
adventurers, but I can't remember the name of the module or the Dungeon 
Adventures it was in (OD&D) format.

Jim
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Date: Mon, 5 Jul 1999 19:14:53 EDT
From: Demmero@aol.com
Subject: Re: [MYSTARA] - Unnamed Moor

In a message dated 7/5/99 5:14:57 PM Eastern Daylight Time, Arminath@aol.com 
writes:

<<  Now that I think about it, there was another module that 
 placed the abandoned lair of a dragon that was killed by a party of 
 adventurers, but I can't remember the name of the module or the Dungeon 
 Adventures it was in (OD&D) format.
  >>

I think the adventure you're thinking of is "Hrothgar's Resting Place" 
(Dungeon #25) which is set in the hills just northeast of the Unnamed Moor.
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Date: Tue, 06 Jul 1999 01:58:40 +0200
From: thibault sarlat <thibsylv@club-internet.fr>
Subject: Re: [MYSTARA] - Unnamed Moor

I would like to know the reference of the dungeon mag which contained the tomb fo
the traldar warrior please.Can anyone tell me?

thib

Arminath@aol.com a écrit:

> The Unnamed Moor is used in 2 seperate Dungeon Adventures, one for OD&D and 1
> for AD&D...Voyage of the Crimpshrine is an AD&D module that has the
> characters try and survive a shipwreck in the middle of the moor and save the
> passangers (levels 1-4).  Tarfil's Tomb is a module for OD&D characters of
> 10th-14th level and has then travel the Moor and into the crypt of an ancient
> traldar warrior.  Now that I think about it, there was another module that
> placed the abandoned lair of a dragon that was killed by a party of
> adventurers, but I can't remember the name of the module or the Dungeon
> Adventures it was in (OD&D) format.
>
> Jim
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Date: Mon, 05 Jul 1999 17:32:25 -0700
From: Richard Drozdik <richard.drozdik@home.com>
Subject: Re: [MYSTARA] - Unnamed Moor

At 04:58 PM 05/07/99 , you wrote:
>I would like to know the reference of the dungeon mag which contained the 
>tomb fo
>the traldar warrior please.Can anyone tell me?
>
>thib

"Hrothgar's Resting Place" is in issue #25 (cover: a knight holding
gripping a sword and a black rose)
"Tarfil's Tome" is in issue #27 (cover: a skeletal dragon rising up behind
a woman holding a scroll)

Richard
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Date: Mon, 5 Jul 1999 20:32:57 EDT
From: Scoooman@aol.com
Subject: [MYSTARA] - a question of elves, part 2

you guys have heard of the Selenii elves, right? If not, they are the sylvan 
elf equivalent in the known world that come from a secret fairie place within 
alfheim.  that's all i know, hope you know more to help me out.  thanks

sco
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Date: Mon, 5 Jul 1999 22:18:31 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - a question of elves, part 2

>you guys have heard of the Selenii elves, right? If not, they are the sylvan
>elf equivalent in the known world that come from a secret fairie place within
>alfheim.  that's all i know, hope you know more to help me out.  thanks
>
>sco

It sounds like this might be something your DM came up with.  I don't
recall anything about the "good magic points" (or bad ones, for that
matter) creating elves.  There aren't any elven "subraces" on Mystara, that
correspond to the sylvan, high, and gray elves of AD&D, BTW:  assuming
elven clans aren't adapted to life in the oceans (aquatic elves) or
underground (shadow elves/schattenalfen), they're considered just plain
"elves".

OTOH, perhaps your PC is actually a Sidhe (from PC1) who is pretending to
be an elf.  They are a race of immortal fairy folk who sometimes resemble
"mortal" races -- elves included -- so that might be what your DM has in
mind, for your character.  If that's what your character is, your DM should
tell you more about the abilities of Sidhe PCs; you ought to be able to
turn Invisible, IIRC.

The only other explanations I can think of, which could be based on
material published for Mystara, are:

1) Your character might be a shadow elf who's been brought up among
surface-elves.  Perhaps your parents snuck up to the surface (well before
WotI placed Alfheim in shadow-elven hands) and have been living secretly
among the Alfheimers, in disguise.  If so, there's really no such 'hidden'
clan; they only told you that you were "Selenii", instead of a shadow elf,
because you've grown up thinking shadow elves are the enemies of Alfheim.

2) You might be a Herathian who's come to Alfheim for some reason, in the
identity of a member of this 'mystery' elf-clan ... but you've forgotten
about your "other self", as sometimes happens to people from Herath.  If
you don't have a clue what I'm talking about, don't worry about it:  it's
better not to spoil the big surprise, should a character of yours ever
visit Herath.  ;-)


Again, the most likely possibility is that your DM made up this clan of
elves, from scratch.  If so, we'd sure love to hear about them on the MML
- -- the more cool new ideas we get to read about, the happier we are! -- so
by all means, ask your DM to drop us a post about the Selenii, some time.
:-D


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Date: Mon, 5 Jul 1999 22:30:02 -0400
From: Sharon Dornhoff <dornhoff@bio.umass.edu>
Subject: Re: [MYSTARA] - About merchant...

>Hello guys,
>Someone out there with old Darokin Gazeteer'd be so kind to tell me what it
>said about merchant class?
>...I was just wondering what it said about that...and since here one
>Gazeteers are no more sold...
>


The Gaz11 Merchant isn't really a "class", but a kind of "sideline" career
which characters of other PC classes -- or 0-level NPCs, for that matter --
can pursue.  The other class (if any) is used to determine hit points,
saving throws, and so on.  Experience points as a Merchant can be earned by
making a profit in trade, whereas "adventuring" experience still goes
towards the character's regular adventuring class.

The advantage of being a Merchant is that the trade-rules presented in the
Gaz are a bit more generous to Merchants (IIRC), plus you gain access to
some spells which are specifically designed to help mercantile enterprises.
These spells are NOT the sort that can wipe out orc-hordes or save
kingdoms; rather, they assist the caster in running a caravan, handling and
packaging wares, making a good impression on buyers, keeping accounts, and
other business-related chores.  They don't run any higher than 4th-level
magic, and even the high-level Merchants don't receive an especially large
number of spells per day ... just enough to give them an edge over the
competition.  :-)


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Date: Wed, 07 Jul 1999 06:40:51 +1000
From: shawn stanley <shawn@leme.anu.edu.au>
Subject: [MYSTARA] - homepage being uploaded as I write

Hello All

Just a quick not to say that the old homepage is going up as I'm
writing this, and it ain't on geocities either so everybody should
be happy.  Through Gordon McCormick and the good people at slashnull.org
my homepage has it's very own home.

It's at http://dnd.starflung.com
Hurraah

No need for people to immediately change links away from the old
geocities site as I will be putting up a link to the new site there
for as long as geocities doesn't see it.

Anyway it's going up now.

shawn stanley
http://dnd.starflung.com

what have you done for me lately ... more to the point what have i done for me
                         - mightyfew, "i can't wait"
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End of mystara-digest V1999 #286
********************************

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