=========================================================================
Date:         Sun, 8 Oct 2000 11:38:36 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Gordon McCormick <gmcc@ESATCLEAR.IE>
Subject:      Downloads (Was New Guy! Hi!)
In-Reply-To:  <Pine.GSO.3.96L.1001007195316.5364B-100000@unixs1.cis.pitt.edu>;
              from megst19+@PITT.EDU on Sat, Oct 07, 2000 at 07:58:56PM -0400
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On Sat, Oct 07, 2000 at 07:58:56PM -0400, Mischa E Gelman wrote:
>
> Only WOTC is allowed to do that. Yes, I believe all OD&D material is
> supposed to made available in time, but there may be some charge. Does
> anyone have details?

http://www.wizards.com/dnd/DnDDownloads_classics_FAQ.asp

has most of the information needed. WotC plan to release
approx 20% of each game line as free downloads, essentially
the products that didn't sell well will be available for
free, the ones that did will be available for $3

It will be interesting to see how they split up the product
lines, as far as I know they will be treating the oD&D
stuff (like the Gaz's) seperatly from the Mystara 2nd Ed
products. I don't know if this will have an effect on what's
available for free though :)

I just hope they get the ordering for outside of the UCAS sorted
out before the end of the year :)

gordon

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=========================================================================
Date:         Sun, 8 Oct 2000 09:33:15 +0000
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Agathokles <agathokles@LIBERO.IT>
Subject:      Re: Van Richten Guides and Mystaran Vampires
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Jacob Skytte wrote:
>
> Gotcha! It also states that in the product I own; Van Richten's Guide to Vampires p. 26. I still don't think that it should be considered 'official' for Mystara, though.

Uhm, are you looking for a "what is canon" debate? :)
You won't find one here... nothing in this discussion as really to do
with "officialdom", IMHO.

> Most (?) people likely don't have (or use) this info, and no Mystara vampires are described using it.

Most people don't use AD&D 2e anyway, so this is not much of an issue.
Also, there are few vampires of more than Adult age described in AD&D 2e
Mystara products (better, only Tatyana Gorevitch Woszlany, since
Morphail is a Mystaran Nosferatu, and will probably follow slightly
different rules).

Anyway, it could make an interesting poll... how many people will use
AD&D 2e for Mystara in the future? What subset will they use?

> Besides making 'official' rules for all worlds in campaign-specific products is just plain silly...especially when it's supposed to retroactively apply to all existing vampires in all existing campaigns.

Actually, the VRGtV seems pretty generic, and I think it fits quite well
with Mystara, since the added flexibility allows to describe a large
variety of vampiric creatures. Most Mystaran vampires are non-standard
anyway, take Morphail or Thar as examples.

Also, consider that you don't need to *have* the VRGtV to use a vampire
created/converted with it.
--


                Giampaolo Agosta


agathokles@libero.it
agosta@fusberta.elet.polimi.it
http://digilander.iol.it/agathokles/index.htm

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=========================================================================
Date:         Sun, 8 Oct 2000 12:41:58 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         jason o'brien <jobo@EIRCOM.NET>
Subject:      Re: Fate of "Canon"
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> I have never claimed that the part of Alphatia that is left in the Known
> World is anywhere near "old" Aplhatia in power, but still it's certainly
> superior to the pathetic remains of the never so great Thyatian and
> Glantrian "empires".
>
just two comments.

1/ glantri has never had/wanted /or needed an empire. we leave such wastes
of valuable research time to the alphatian megalomaniacs.

2/considering thyatis restricted magical prowess, and the fact that they
have had to contend more with alphatian megalomaniacs, i would say they have
got a "great" empire.

at least they know how to keep their heads above water :)

mortus.

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=========================================================================
Date:         Sun, 8 Oct 2000 15:30:59 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Mzilikazi <sverrebm@ONLINE.NO>
Subject:      SV: [MYSTARA] [NPC-3e] Morphail Gorevitch-Woszlany
In-Reply-To:  <8f.18528ca.27114cf3@aol.com>
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Please keep in mind that Morphail is not a regular Vampire, but a Nosferatu
(detailed in Karameikos Gazetteer), and is as such not limited by the rules
for vampires. Among other things, a Nosferatu retains the Level and
abilities of his mortal life, except HD. As I interpret this, it means
stats, level and all other special abilities.

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=========================================================================
Date:         Sun, 8 Oct 2000 11:04:38 CDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron Molix <lockheart1930@HOTMAIL.COM>
Subject:      Re: [NPC-3e] Morphail Gorevitch-Woszlany
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Well, in third edition, specialists can use any magic item except scrolls or
wands with their barred school, and necromancers pick one school to bar
themselves from. It could be Enchantment, or Illusion, or Invocation, etc.

So without knowing what school he is barred from, Morphail could have all
the devices and spells listed below with maybe one or two exceptions.  If
his barred school was illusion, he would get to keep the ring of
invisiblity, but mirror image would have to go.

Byron
----Original Message Follows----
Date:    Sat, 7 Oct 2000 03:02:30 +0200
From:    erewan laubgaenger <IBON@GMX.DE>
Subject: Re: [NPC-3e] Morphail Gorevitch-Woszlany

Solmyr wrote:

 > Morphail Gorevitch-Woszlany, Prince of Boldavia, Baron of Igorov,
 > Viceroy of Tchernovodsk, High Master of Necromancy
 >
 > 19th level wizard (necromancer)

Barred schools are Charm and Illusion - aren`t they?

 >
 > Human (nosferatu), Chaotic Evil
 >
 >
 > Equipment: ring of invisibility, 6 beads of force, wand of conjuration

Ring of Invi = Illusion


 > Prohibited schools: enchantment
 > Spells per day: 5/7/7/6/6/6/6/5/4/4 (at least 1 necromancy spell at each
 > level)
 > Level 0: arcane mark, detect magic, disrupt undead, ray of frost, read
 > magic
 > Level 1: cause fear, chill touch, magic missile, protection from good,
 >

 > ray of enfeeblement = Charm spell

 > , shocking grasp, wandbane (G:KoM)
 > Level 2: alter self, darkness, ghoul touch,

 > mirror image = Illusion spell

 > see
 > invisibility, spectral hand, summon swarm
 > Level 3: blink, fly, halt undead, lightning bolt, nondetection, stinking
 > cloud
 > Level 4: arcane eye, contagion, dimension door, enervation, minor globe
 > of invulnerability, solid fog
 > Level 5: animate dead, cone of cold, magic jar, Morphail's unholy
 > blessing (G:KoM), summon monster V, wall of force
 > Level 6: acid fog, circle of death, control weather, disintegrate,
 > eyebite, project image
 > Level 7: control undead, finger of death, forcecage, limited wish,
 > teleport without error
 > Level 8: horrid wilting, mind blank, protection from spells, trap the
 > soul
 > Level 9: energy drain, power word kill, time stop, wail of the banshee

so my opinion - there could be changes in kind of spells in 3e.
but so far my knowlege
IBON



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=========================================================================
Date:         Sun, 8 Oct 2000 11:50:42 CDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron Molix <lockheart1930@HOTMAIL.COM>
Subject:      Re: High Level Glantrian Princes
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David Knott said:
---------------------------------------
Date:    Sun, 8 Oct 2000 00:07:19 EDT
From:    David Knott <Kaviyd@AOL.COM>
Subject: Re: High Level Glantrian Princes (was Brannart McGregor)

In a message dated 2000-10-07 9:31:27 AM Eastern Daylight Time,
solmyr@KOLUMBUS.FI writes:

 > Those are OD&D levels though, which don't convert into AD&D/DND-3e
 >  levels 1 to 1.

No, but compressing 36 levels back down to 20 does not work either.
After all, a 21st level magic-user in OD&D can cast 9th level spells
and thus would be at least equal to a 17th level 3E wizard.  Add in
fifteen more OD&D levels and you have an OD&D wizard who can
cast approximately twice as many spells as a 20th level 3E wizard.
At "Master" levels (levels 26-36) you are definitely in high level
territory, especially once you correspond all of the weapon mastery
abilities into equivalent feats and/or rack up the proper number of
spells.

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

The official D&D to AD&D 2e conversion is equal levels up to 14, and 1 AD&D
level per 5 after that. I personally use a DragonLance 5th Age based
conversion mechanic. Equal levels up to 10 and then 1 D&D3e level for each 2
levels after that.  A 36th level characters ends up around 23rd level doing
that.

My opinion is that few of the horribly large number of 36th level characters
in Mystara products is actually above this and deserves more levels.  I'd
figure only those who are regarded as exceptionally singular in the texts or
questing for immortality would actually have upwards of 30 levels total, and
I haven't converted any that high because I don't want to make a decision
Wizards hasn't even settled on yet (how many hit points, spell points and
feats do you get for each high level).

D&D3e is balanced for 1-20th level, with 20th being very capable of damage
to entire nations.  Mystara is a high powered game, but the average 30th
level character is likely to be able to do alot more than damage a single
nation. A large collection of them with a common foe is unbalancing beyond
belief (cf. Old Council of Alphatia.)

For instance, right now I'm thinking that only Etienne of all the Glantrian
princes would be above 30th level.  Having most of them 17-25 balances them
out and keeps them from causing problems for other countries nearby.
Etienne gets the special treatment because he was an immortal, he obviously
strove much further than his fellows.

Byron
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=========================================================================
Date:         Sun, 8 Oct 2000 12:06:50 CDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron Molix <lockheart1930@HOTMAIL.COM>
Subject:      Re: [3e] Buying off barred schools?
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David Knott said:
Date:    Sun, 8 Oct 2000 00:07:18 EDT

In a message dated 2000-10-07 1:47:43 PM Eastern Daylight Time,
IBON@GMX.DE
writes:

>i think that is a bad idea.
>  powerful specialist spellcaster should also have the disadvantage
that
>  have all spellcaster.
>  the hole time they rise in levels they have the benefits of being a
>  specialst spellcaster.
>  save bonus/malus, extra spell per level.......
>  so they have theire barred schools.

But keep in mind that they would have to be of level 21+ to buy off a
barred school -- and if they use a "high level option" to do that, they
get no other benefits whatsoever from gaining that level.  Of course,
another approach might be to let a Wizard "buy off" all barred schools
at once, at the cost of giving up his specialization bonuses at the same
time.

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

I'm totally opposed to such a thing in general D&D terms based on the
mechanics we have now. Sure, Specialists don't get as many cool benefits as
before, but being a specialist while getting back one of the schools you
sacrificed is a benefit that is in my mind much better than a level of
regular class advancement for a wizard.  They get a Cleric-domain like
situation with no penalty and their much better spells. Also, if you
remember WotC pointed out that benefits of a high level are nowhere near as
expansive as an actual class level with all the perks included.

You're talking about a choice like this:
I can get +1 to attack bonus (and no extra attacks, either), plus an average
hit die and some skill points, or I can get back that Invocation school.
Well, I guess I'll get back the invocation school, go raid a few
spell-libraries in about 2 months time, learn all the spells I want to from
that school for about 1 month and then maybe I'll go slay a dragon or three
to gain some influence in the nearby kingdoms (read go up another level)

Even if the sacrifice was 3 or more high levels per school, it's not a good
idea. If they sacrifice that many levels to then go and reclaim all that
knowledge, that won't put them on equal footing with their buddies or their
enemies anymore. They'll be perhaps two times as flexible, but without the
extra hit points and other stats that could prevent you getting outright
killed with a bad die roll.

Byron
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Date:         Sun, 8 Oct 2000 17:14:19 +0000
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Agathokles <agathokles@LIBERO.IT>
Subject:      Re: SV: [MYSTARA] [NPC-3e] Morphail Gorevitch-Woszlany
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Mzilikazi wrote:
>
>  Among other things, a Nosferatu retains the Level and
> abilities of his mortal life, except HD. As I interpret this, it means
> stats, level and all other special abilities.

Strenght is modified (to a minimum of 16) IIRC, and Constitution is no
more needed.
--


                Giampaolo Agosta


agathokles@libero.it
agosta@fusberta.elet.polimi.it
http://digilander.iol.it/agathokles/index.htm

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Date:         Sun, 8 Oct 2000 12:17:55 CDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron Molix <lockheart1930@HOTMAIL.COM>
Subject:      Re: [NPC-3e] Jaggar von Drachenfels
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----Original Message Follows----

Date:    Sun, 8 Oct 2000 00:07:21 EDT
From:    David Knott <Kaviyd@AOL.COM>
Subject: Re: [NPC-3e] Jaggar von Drachenfels

In a message dated 2000-10-07 8:46:06 AM Eastern Daylight Time,
jsmill@WANS.NET writes:

 > Your opinion. My take is that Jaggar, coming from a militant sorcerous
 >  background, is trained more or less equally in the martial and mystic
arts
 >  throughout his developmental years. What other reason to mix Hattian and
 >  Alphatian bloodlines, but to (hopefully) get the best of both worlds-
 >  Hattian martial prowess and Alphatian arcane talent.

But my opinion fits better with the depiction of Jaggar in published
products.  While GKoM gave him a sword and the ability to use it,
there was nothing in that depiction to suggest that he wanted or
needed more than that in the way of Fighter abilities.  In fact, with
the spells he is given in GKoM, there is seldom any reason for him
to get any closer to his enemies than he does in that picture on p. 17
-- with his ability to blast his opponents from a distance, he seldom
needs to bother with close combat.  At best he might want to draw
his sword and fight off his foes until help arrives -- but his specialty
is definitely mass incineration rather than individual slicing and dicing.

But in fact if TSR had wanted to make Jaggar into a fighter/wizard
they had a way they could do so -- make him a Forester from DotE.
While that option was not available when Gaz 3 was published, it
was certainly available by the time the PWAs were published --
and the way those works abused Kol suggests that its authors
were not above massive changes to characters if it suited them.

In short, I would agree that a character who combines Fighter
and Wizard abilities is definitely a legitimate 3E character
concept -- but the published information seems to quite clearly
leave Jaggar as far more Wizard than Fighter.

------------------------------
I tend to agree with Andrew on this issue. The fact is that in OD&D there
wasn't a mechanic to do this, and in 2E the only mechanic was dual-classing,
which as you noted would be impossible for a noble-heir of Glantri to do.
Now that he can multi-class and get absolutely no penalty from it as well, I
don't see why he wouldn't have.

My version has 3 fighter levels, 2 at the minimum I would think. The first
benefit he gets is hit-points and saving throw bonuses in an area he
wouldn't otherwise have. Also, a 3rd level fighter's attack bonus is +3, a
Wizard's is +1.  The attack bonus from 17 levels as a wizard is +8/+3,
combining the two you get +11/+6/+1 which a 20th level wizard or sorcerer
can't ever get.

I also think Jaggar would lead from above but also from the front. Anyone
trying to surround and overwhelm my version of Jaggar would get 3 attacks
with a likely magical weapon in their face and then have to worry about if
he was going to unleash a quickened spell on them.

Byron

As Andrew says, I doubt any consensus is possible besides having two camps,
but I don't see either version being inherantly wrong either. I just prefer
mine. :)

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Date:         Sun, 8 Oct 2000 19:49:17 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Jacob Skytte <scythe@WANADOO.DK>
Subject:      Re: Van Richten Guides and Mystaran Vampires
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Agathokles <agathokles@LIBERO.IT> wrote:


> Jacob Skytte wrote:
> >
> > Gotcha! It also states that in the product I own; Van Richten's =
Guide to Vampires p. 26. I still don't think that it should be =
considered 'official' for Mystara, though.
>=20
> Uhm, are you looking for a "what is canon" debate? :)
> You won't find one here... nothing in this discussion as really to do
> with "officialdom", IMHO.

I guess my point was that I didn't think it made sense to say 'Morphail =
has these stats because this Ravenloft supplement says he should have =
them'. I'm not saying that it couldn't be done, but that it shouldn't =
automatically apply. But never mind. This just boils down to the fact =
that I was annoyed that the original mail seemed to be making the kind =
of statement I outlined above. If you're saying this shouldn't be a =
canon debate, I suppose we're actually in agreement.

Jacob Skytte
scythe@wanadoo.dk

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Date:         Sun, 8 Oct 2000 14:58:54 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         David Knott <Kaviyd@AOL.COM>
Subject:      Re: [NPC-3e] Jaggar von Drachenfels
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In a message dated 2000-10-08 1:30:49 PM Eastern Daylight Time,
lockheart1930@HOTMAIL.COM writes:

> Now that he can multi-class and get absolutely no penalty from it as well, I
>  don't see why he wouldn't have.

I already outlined some reasons why he wouldn't have -- but it is obvious
that all arguments on either side have been exhausted.  Whether he
could multi-class or not, the real question is whether he did -- and a
single sword introduced at a very late date and not very integral to his
character anyway is not very convincing.  I am sure that even without
Fighter levels he would have all sorts of nasty surprises to spring on
anyone foolish enough to try to take him on in hand to hand combat.

In contrast, note the Moulder Dwarves from Gaz 7 -- I think that TSR
avoided detailing them because they did not fit in well with either OD&D
or (more especially) 2E.  I am sure that 3E could give us all sorts of
ideas about how to detail them.

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Date:         Sun, 8 Oct 2000 14:58:56 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         David Knott <Kaviyd@AOL.COM>
Subject:      Re: [3e] Buying off barred schools?
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In a message dated 2000-10-08 1:08:03 PM Eastern Daylight Time,
lockheart1930@HOTMAIL.COM writes:

> Of course,
>  another approach might be to let a Wizard "buy off" all barred schools
>  at once, at the cost of giving up his specialization bonuses at the same
>  time.
>
>  -----------------------------------------------
>
>  I'm totally opposed to such a thing in general D&D terms based on the
>  mechanics we have now.

You obviously didn't read what I was writing -- you argued against the
material prior to the last statement quoted, not that statement.  A
character who employs the option I suggested would be a generalist
Wizard who has basically forfeited an entire level of experience in
order to eliminate his previous bonuses and penalties as a specialist.
Nothing in your argument addressed that point, even though you
quoted me in a way that indicated you were arguing against that
approach rather than the earlier one that would have let him keep
his specialist bonuses.

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Date:         Sun, 8 Oct 2000 14:58:58 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         David Knott <Kaviyd@AOL.COM>
Subject:      Re: High Level Glantrian Princes
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In a message dated 2000-10-08 1:07:41 PM Eastern Daylight Time,
lockheart1930@HOTMAIL.COM writes:

> The official D&D to AD&D 2e conversion is equal levels up to 14, and 1 AD&D
>  level per 5 after that.

There are several official conversion formulae -- and that one has to be one
of the worst, as its sole purpose is to force 36 levels to fit into 20.  From
the spell advancement tables for Wizards in the various game systems,
the most logical conversion formula would give about 2 OD&D levels per
3E level, as the spell progression in OD&D slows down to about that
ratio after 7th level spells are acquired.  By that formula, a 36th level
character would be around 25th level in 3E -- and anyone who has clearly
been at that level for a long time might be of higher level in 3E terms.
There are several such characters in Alphatia, but as near as I can tell
none in Glantri -- even Etienne is "only" 35th level in OD&D, so he can
probably be covered in 24-25 3E levels.

One thing I find very interesting is that you cited an "official" formula
that makes Mystaran characters far weaker than either of us would
propose -- and that my preferred formula in this message actually
gives slightly lower levels than you are proposing.

But you should keep in mind the OD&D level range breakdown:

1-3:  Basic
4-14:  Expert
15-25:  Companion
26-36:  Master

Based on the rules and abilities introduced in each of these rule sets,
it seems clear that "Basic" level covers low level characters, "Expert"
level covers mid-high level characters, "Companion" level covers very
high level characters, and "Master" level covers obscenely powerful
characters who are taking on challenges of mythological proportions
and quite possibly working towards Immortality.  From a comparison
of the Master rules with the 2E High Level Options book and the 3E
Gencon notes, it seems quite clear that OD&D characters of level
26+ are in the same general range of power as 2E or 3E characters
of level 21+.

I will propose some more exact level conversions in a later message.

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Date:         Sun, 8 Oct 2000 15:15:46 CDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron Molix <lockheart1930@HOTMAIL.COM>
Subject:      Re: [3e] Buying off barred schools?
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David Knott wrote:

You obviously didn't read what I was writing -- you argued against the
material prior to the last statement quoted, not that statement.  A
character who employs the option I suggested would be a generalist Wizard
who has basically forfeited an entire level of experience in
order to eliminate his previous bonuses and penalties as a specialist.
Nothing in your argument addressed that point, even though you quoted me in
a way that indicated you were arguing against that approach rather than the
earlier one that would have let him keep his specialist bonuses.

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

Actually I read all of what you said, throughout the thread. My first
statement was perfectly clear. I'm totally opposed to any specialist changes
after the fact.  The latter case seemed to me to be a 'throwaway' bone, not
a new direction of your idea. Sorry.  My example is still generically
presented and the idea of giving up a level or more for that kind of thing
is equally bad, especially a high level versus a class level.

I've been known to be unclear before, who hasn't, but just because I quote
the message in one way and not another doesn't mean I'm singling anything
out for special treatment. I'd make sure you saw something like that.  It's
hard to edit a digest post for replies, but to get the familiar '[snip] this
is what I don't agree with' format, I'd do it if it was important.

Byron

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Date:         Sun, 8 Oct 2000 14:04:13 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      Re: Downloads (Was New Guy! Hi!)
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At 11:38 10/8/00 +0100, Gordon McCormick wrote:

>I just hope they get the ordering for outside of the UCAS sorted
>out before the end of the year :)

        They won't have the FR stuff finished before the end of January. Mystara
won't be an issue until next fall, I'm guessing.

        BEAU
        http://www.LBY3.com/

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Date:         Sun, 8 Oct 2000 16:49:54 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         erewan laubgaenger <IBON@GMX.DE>
Subject:      Re: Kol as cleric?  (was Buying off barred schools?
              (wasBrannartMcGregor))
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David Knott wrote:

> In a message dated 2000-10-07 1:47:43 PM Eastern Daylight Time, IBON@GMX.DE
> writes:
>
> > Kol is wiz/cleric
>
> I would definitely disagree with that one -- the sources that present him
> as such were trying to conform to the 2E rules, where the "Complete
> Book of Humanoids" prohibited Kobold Mages but allowed a variant
> priest class with minor Mage abilities.  Kol was in enough trouble as
> a goblinoid Wokan (which made him a Wizard who cast spells with
> questionable but ultimately legitimate methods in Glantrian eyes)
> who was arguably of insufficient level for Glantrian nobility.  In 3E
> there is no reason to make him a Cleric.

In AD&D kol isn`t a Kobold, he is an elf (deformated ugly shadowelf)

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Date:         Sun, 8 Oct 2000 17:15:42 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Michael McConnell <spectre@ZOMBIEWORLD.COM>
Subject:      Alphatian dungeons and WotI
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I ran WotI for the party a few years ago, like you're planning to do now. They were central to the events- they were framed for the murder of Torenal, and were accidentally responsible for the firestorm that destroyed Aasla and caused war to be declared. Here's what I did.

The party were all Glantrians, and were hired by Etienne to deliver a message to the Empress (this message was a rebuttal to the Alphatian Proclamation of Summer 1004). They made a quick stop in Serraine when their magical carpet malfunctioned (I used this as a time to run the main CC2 adventure, Heart of Darkness, which has a lot of Glantrian intrigue in it). The adventure ends of the Alphatian forest of Shraek, and the party went overland from there to the capital of Sundsvall.

Since they had to wait a few days for an audience with the Empress, they grabbed and inn and waited. The next morning, they woke up to the sounds of someone beating down the door. They were in an old house in the residential part of Sundsvall, covered in blood, with a dead general and no idea as to what was happening. After a quick show trial they were sentanced to death and thrown in the dungeons.

Here's where it gets tricky. According to Dawn of the Emporers, Alphatia has no penal system- just fines, slavery, and exile or execution. I guessed that the Imperial palace would still have some dungeons, though, for people who were awaiting trial or execution (another option, more likely, is some sort of magical house arrest involving enchanted bracers). I had two levels of the dungeon- one normal, and one secret. The secret one was below the normal and known only to the Empress and the Warden. It was used for powerful criminals and creatures who could not be easily disposed of, and who might come in handy one day. We'll come back to it later.

The pcs were of course in the normal dungeon, which still had a fair amount of guards and magical protections. As per the book, Tylion led the investigation, and could find no memories of the murder under magical inquiry. The Empress even had him question them under torture (he refused to do so on the party's thief because she was only 16 years old). Eventually, the party escaped the dungeons with the help of Tylion's alter ego, Terari.

They ran around Alphatia for a while, doing side missions as spies (Etienne contacted them magically and gave them instructions). They were eventually sent back into Sundsvall to rescue the elves who were accused of burning the temples. Since they'd broken out of them earlier they were the natural choice.

This time, though, the Empress had the prisoners put into the lower level, taking no chances. Terari again helped the party, but did not go in with them because of the risk. The lower level of the dungeons was extrememly dangerous- no exploration, just a quick grab-n-run. I had them administered by a being known as the Warden, who was in the process of becoming a lich centuries ago when he was captured by the government. He was made the first prisoner, and bound into service by powerful magic. He had the dungeons set up so that they were immune to any sort of scryings or teleports, and of course most of the doors were wizard locked. There were also symbols of stunning on the cell floors so that the prisoners couldn't do anything.

It didn't take long for the Warden to notice the pcs, and he sent some undead to greet them. Eventually the party struck a bargain with the lich- he would allow them to take the prisoners, and certain members of each group would accept a geas to come back and help the lich gain his freedom when the time was right. I haven't run this part of it yet, but will soon. Of course, Alphatia has since sunk in my campaign, so that will make things a bit more difficult.

As for running Wrath of the Immortals, I would suggest getting the party involved with each events as much as possible. You'll have to fill in a lot of the latter war yourself, since events get kind of sparse. Some of the expert modules, like the Master of Hule series and the Saga of the Shadow Lord, can fit into the war quite well. Let me know if you have any questions about the specifics of anything above.


Popular culture... is the test bed of our futurity.

William Gibson, "Idoru"


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Date:         Sun, 8 Oct 2000 18:20:50 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         David Knott <Kaviyd@AOL.COM>
Subject:      Re: Kol as cleric?  (was Buying off barred schools?
              (wasBrannartMcG...
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In a message dated 2000-10-08 5:45:41 PM Eastern Daylight Time, IBON@GMX.DE
writes:

> In AD&D kol isn`t a Kobold, he is an elf (deformated ugly shadowelf)

Thus the many remarks that have been made over the years about
how GKoM fouled up Kol....

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Date:         Mon, 9 Oct 2000 00:10:41 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         The Stalker <alphatian@ANGELFIRE.COM>
Organization: Angelfire  (http://email.angelfire.mailcity.lycos.com:80)
Subject:      The Stalker temporarily goes planewalking!
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Hello all.

I'd just let you all know that due to my work (sad, annoying, and always in the way, yes!), I won't be around to read or answer mails in the next couple of days, so don't worry about me if I'm not responding :)

Naturally this will also apply to other projects I'm involved in, like the MA, so please pass along the message if someone's wondering...

IC: Mind you, don't think this is a good opportunity to spread anti-Alphatian slander on the list while I'm gone! I'll be back (as the man says!) in a few days to deal with such things accordingly! :)



   - The Stalker, *not* "I'm leaving on a jet-plane", but rather, "I'm leaving for another plane!" :)



Angelfire for your free web-based e-mail. http://www.angelfire.com

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Date:         Sun, 8 Oct 2000 19:19:30 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Evil Genius <jruhlconob@SPRYNET.COM>
Subject:      Re: [NPC-3e] Thincol I Torion

Mystara <MYSTARA-L@ORACLE.WIZARDS.COM> wrote:
> > My impression is that the Barbarian class represents Stone-age type berserker barbarians. Probably something you would find in Pictish or maybe some early Celtic cultures, but IMO inappropriate for Viking-type cultures. <<

Doesn't seem to be stone age per se, based on reading the class.

>> I agree! The Viking cultures although barbarians in the eyes of people of the "civilized" cultures further south, do in my oppinion definitely not fit with the barbarian class. <<

Sure, and that's probably right as far as Ostland, Vestland, Soderfjord, and even Heldann before the comming of the Knights. But remember, Thrainkell Torson didn't come from those areas, but instead from Oceansend and the surrounding areas, some 50+ years before the "now" of Mystara. That area seems to be a lot more rugged and uncivilized (except for a few enclaves which are colonies of other powers or demi-humans) - the locals even seem to be more nomadic than anything (not settled like Vikings). Yes, they are of Heldann/Antalian "blood" as it were, but aren't at the same stage of development of Mystara's "viking" cultures of Ostland, Vestland, Soderfjord, and Heldann - those nations wouldn't have barbarians (except perhaps some of the berzerkers of Ostland who seem to deliberately cleve to a more "barbarian"-style warrior culture, but yes I agree that in Ostland even most warriors would be Fighters too), but folks from Norwold seem more akin to barbarians (remembering also t!
!
hat as a fantasy world, things don't always follow closely IRL analogies. Even the old "Heldannic Freeholds" came off almost like Conan's Cimmeria than as a Viking place in the early descriptions of it, before it became Vanya's Knightland. And if there's a "Conan" in Mystara, it's definately Thincol IMO. Not that the analogy is exact by any means, I'm just saying that if anyone in Mystara is, it would be him). Even if one says that in the "now" the Heldannic/Antalians of Norwold aren't barbarous (something that I guess is debatable), who knows if that was totally the case in AC 950 - change over time also has to be considered.

At any rate, that's just my opinion.

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Date:         Mon, 9 Oct 2000 01:04:49 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul George Dooley <dooley@CABLEINET.CO.UK>
Subject:      Re: Downloads (Was New Guy! Hi!)
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> >I just hope they get the ordering for outside of the UCAS sorted
> >out before the end of the year :)
>
>         They won't have the FR stuff finished before the end of January.
Mystara
> won't be an issue until next fall, I'm guessing.
>
    I just wish that they begin to optimise the files as they offer them.
Some of those 12Meg files for FR are only 6 or less when resaved as
optimised files. Somehow I can't see anyone complaining that the files take
less time to download, unless Hasbro/WotC/TSR get a cut of the phone money
of course! ;^)

Hamlet I, v, 166.
Words to live by?

Paul

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Date:         Sun, 8 Oct 2000 20:48:20 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Alan Shutko <ats@ACM.ORG>
Subject:      Re: Downloads (Was New Guy! Hi!)
In-Reply-To:  Paul George Dooley's message of "Mon, 9 Oct 2000 01:04:49 +0100"
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Paul George Dooley <dooley@CABLEINET.CO.UK> writes:

>     I just wish that they begin to optimise the files as they offer them.
> Some of those 12Meg files for FR are only 6 or less when resaved as
> optimised files.

What does the optimization entail?  Just compressing stuff (not ok
under some ancient versions of the reader, but who cares) or
resampling the images (which is bad)?

--
Alan Shutko <ats@acm.org> - In a variety of flavors!
33 days, 14 hours, 47 minutes, 24 seconds till we run away.
Real Programmers don't eat quiche.  They eat Twinkies and Szechwan food.

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Date:         Mon, 9 Oct 2000 02:46:26 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul George Dooley <dooley@CABLEINET.CO.UK>
Subject:      Re: Downloads (Was New Guy! Hi!)
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> >     I just wish that they begin to optimise the files as they offer
them.
> > Some of those 12Meg files for FR are only 6 or less when resaved as
> > optimised files.
>
> What does the optimization entail?  Just compressing stuff (not ok
> under some ancient versions of the reader, but who cares) or
> resampling the images (which is bad)?
>
    When you save using Adobe there is an option to save it optimised, yes
compressed, which seems to have no problems with being read by reader
version 3+. I know this means that some people will have to get a newer
version of the reader, but when you compare the timesavings I don't think
many people will complain.
    Anyhow since the optimised versions are smaller than the current zipped
versions in all cases, before being zipped themselves of course, I am
somewhat puzzled by them not doing it in the first place. By the time we get
to Mystara's uploads the saving will be in the Gigs range if they optimised.


Hamlet I, v, 166.
Words to live by?

Paul

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Date:         Sun, 8 Oct 2000 20:56:29 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      3E Knight-Hero draft - help needed
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        OK, here's my preliminary draft for the hin knight-hero. I need it looked
at for questions of balance -- remember that this isn't supposed to be
comparable to a class starting at first level, but at sixth at least -- and
to fill in the class abilities blanks at levels seven and eight.
        Originally, halflings of eighth level or higher in OD&D were called
"knight-heroes." Now that all halflings aren't essentially fighters, I
decided to make knight-hero a prestige class IMC that would substitute for
paladins in the Five Shires. But whereas the traditional paladin's powers
are rather flashy, in keeping with "ordinary" high-level OD&D halflings
having these abilities, I sought to create a paladin substitute that had
abilities that were just MORE halfling than regular halflings, hence the
improved throwing bonuses, for instance.
        Feedback would be greatly appreciated.
---
Hin Knight-Hero Prestige Class

Although they may wander far and wide, across, under and above Mystara, hin
never forget their home in the Five Shires and while some may quest for
glory, gold or adventure, the greatest of them do it for their people and
the Five Shires and are known as the knight-heroes.

Whereas the great heroes of other races may be praised for their ability to
confront their foes head-on, and hammer away at them until they both
collapse into the mud, bloody and exhausted, that seems foolish to the hin,
who prize cleverness and wisdom above raw brute strength. While a dwarven
defender will bar a foe with his dying breath, a hin knight-hero would be
more likely to slip around the foe's rear through stealth and cleverness,
cut off their reinforcements and confront the enemy leader one-on-one.

REQUIREMENTS

Halfling race
Lawful Good alignment
Base Attack Bonus: +6
Perform ranks: 3+

THE HIN KNIGHT-HERO
Hit dice:  d10

Level   Att.    Fort.   Ref.    Will    Special
1       +1      +2      +2      +0      Improved Throwing, Heroic Luck, Favored Enemy
2       +2      +3      +3      +0      Inspire Courage, Evasion
3       +3      +3      +3      +1      Bonus Feat
4       +4      +4      +4      +1      Throwing Specialization
5       +5      +4      +4      +1      Favored Enemy II
6       +6      +5      +5      +2      Bonus Feat
7       +7      +5      +5      +2
8       +8      +6      +6      +2
9       +9      +6      +6      +3      Favored Enemy III, Bonus Feat
10      +10     +7      +7      +3      Improved Evasion

Class Skills: Climb, Diplomacy, Jump, Heal, Hide, Intimidate, Knowledge
(History), Knowledge (local - Five Shires), Knowledge (Nobility and
Royalty), Move Silently, Perform, Ride, Sense Motive, Spot, Swim,
Wilderness Lore

Skill points at each level:  4 + Int modifier.

CLASS FEATURES

Weapon and armor proficiency: Knight-Heroes are proficient in the use of
all simple and martial weapons and all armor (heavy, medium and light) and
shields. Armor check penalties exist for armor heavier than leather apply
to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Pick Pockets and Tumble. Also, Swim checks suffer a -1 penalty for every
five pounds of armor and equipment carried.

Improved Throwing: A knight-hero's bonus with thrown weapons increases to
+2, rather than the halfling-standard +1.

Evasion: The embodiment of the nimble halfling, a knight-hero can avoid
even magical and unusual attacks by being light on his feat. If a
knight-hero makes a successful Reflex saving throw against an attack that
normally deals half damage on a successful save, he instead takes no
damage. Evasion may only be used if the knight-hero is wearing light armor
or no armor. It is an extraordinary ability.

Heroic Luck: The High Heroes smile on the knight-hero, granting him a bonus
to all saving throws equal to his Charisma modifier (if positive). This
replaces the natural bonus to saving throws all halflings get by the grace
of the High Heroes.

Favored Enemy: Similar to the ranger's favored enemy class skill (page 45,
Player's Handbook), a knight-hero chooses a traditional enemy of the Five
Shires and trains in techniques to combat them. Additional favored enemies
are chosen at fifth and ninth levels, with the bonus against each
previously selected favored enemy going up by one. Possible favored enemies
include: Aberrations, Animals, Beasts, Dwarves, Goblinoids, Humans, Orcs,
Plants, Shapechangers, Undead and Vermin. It is no longer politic for the
hin to mention that they still keep a wary eye fixed on dwarves and humans,
and thus knight-heroes only discuss their favored enemies in those cases
with other hin.

Inspire Courage: A knight-hero may sing or chant a traditional hin song
("Halfling High" and "Sing of a King" are favorites in these situations)
and raise the courage of themselves and their companions. To be affected,
an ally must hear the knight-hero sing for a full round. The effect lasts
as long as the knight-hero sing and for 5 rounds afterwards (or for 5
rounds after the ally can no longer hear the knight-hero's song). While
singing, the knight-hero can fight, but cannot cast spells, activate magic
items by spell completion (such as scrolls), or activate magic items by
magic word (such as wands). The knight-hero and his allies receive a morale
bonus against charm and fear attacks equal to the knight-hero's Charisma
modifier. This bonus stacks with the halfling's racial +2 morale bonus
against fear.

Bonus Feat: At third, sixth and ninth levels, a knight-hero gains a bonus
feat. The feat must be Denial, Tracking, Skill Focus devoted to one of
their class skills or combat-related, not a metamagic or item creation feat.

Throwing Specialization: A knight-hero gains a +2 damage bonus with thrown
weapons.

Improved Evasion: At tenth level, a knight-hero can improve his evasion
skills even further, taking only half damage on a failed saving throw.

Code of Conduct: A knight-hero must be of lawful good alignment and lose
all special class abilities if he ever willingly commits an act of evil.
Additionally, a knight-hero's code requires that he respects legitimate
authority, act with honor (not lying, not cheating, not using poison,
etc.), help those who need help (provided they do not use the help for evil
or chaotic ends) and punish those that harm or threaten innocents.

Associates: While he may adventure with characters of any good or neutral
alignment, a knight-hero will never knowingly associate with evil
characters. A knight-hero will not continue an association with someone who
consistently offends his moral code. A knight-hero may only hire henchmen
or accept followers who are lawful good.

        BEAU
        http://www.LBY3.com/

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Date:         Mon, 9 Oct 2000 01:26:43 -0400
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Had some various questions that I wanted to throw out here. I've been going over the D'Amberville information since I've been running Castle Amber. The Mystara site mentioned something about Etienne returning during Mark of Amber, can someone fill me in on what happened there? Also, I've misplaced my copy of PWA 2- about what date did Isidore kill Henri and take over the Principality?

One other side note on Morphail (and this has nothing to do with stats :) I remember reading somewhere that his vampiric state had something to do with the Immortal Alphaks, either a curse or some sort of pact. Does anyone remember where or what this reference was?

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Date:         Mon, 9 Oct 2000 09:33:09 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
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> Also, I've misplaced my copy of PWA 2- about what date did Isidore
kill Henri and take over the Principality?

AC 1010

> One other side note on Morphail (and this has nothing to do with stats
:) I remember reading somewhere that his vampiric state had something to
do with the Immortal Alphaks, either a curse or some sort of pact. Does
anyone remember where or what this reference was?

In the Gazetteer. Morphail as been granted immortality by Alphaks in
return for lifelong service.
--


        Giampaolo Agosta


agathokles@libero.it
agosta@fusberta.elet.polimi.it
http://digilander.iol.it/agathokles/index.htm

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Date:         Mon, 9 Oct 2000 02:05:38 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      3E Knight-Hero draft - revised
In-Reply-To:  <3.0.5.32.20001008205629.007ab420@10.1.1.1>
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        I couldn't sleep, and my brain started turning over the knight-hero in my
mind (ouch!), specifically the issue of balancing them against a regular
fighter.
        Here, then, is the revised hin knight-hero prestige class.
        Feedback wanted:
---
Hin Knight-Hero Prestige Class

Although they may wander far and wide, across, under and above Mystara, hin
never forget their home in the Five Shires and while some may quest for
glory, gold or adventure, the greatest of them do it for their people and
the Five Shires and are known as the knight-heroes.

Whereas the great heroes of other races may be praised for their ability to
confront their foes head-on, and hammer away at them until they both
collapse into the mud, bloody and exhausted, that seems foolish to the hin,
who prize cleverness and wisdom above raw brute strength. While a dwarven
defender will bar a foe with his dying breath, a hin knight-hero would be
more likely to slip around the foe's rear through stealth and cleverness,
cut off their reinforcements and confront the enemy leader one-on-one.

REQUIREMENTS

Halfling race
Lawful Good alignment
Base Attack Bonus: +6
Perform ranks: 3+

THE HIN KNIGHT-HERO
Hit dice:  d10

Level   Att.    Fort.   Ref.    Will    Special
1       +1      +2      +2      +0      Improved Throwing, Heroic Luck
2       +2      +3      +3      +0      Inspire Courage, Favored Enemy
3       +3      +3      +3      +1
4       +4      +4      +4      +1      Throwing Specialization
5       +5      +4      +4      +1
6       +6      +5      +5      +2      Favored Enemy II
7       +7      +5      +5      +2
8       +8      +6      +6      +2      Evasion
9       +9      +6      +6      +3
10      +10     +7      +7      +3      Favored Enemy III

Class Skills: Climb, Diplomacy, Jump, Heal, Hide, Intimidate, Knowledge
(History), Knowledge (local - Five Shires), Knowledge (Nobility and
Royalty), Move Silently, Perform, Ride, Sense Motive, Spot, Swim,
Wilderness Lore

Skill points at each level:  4 + Int modifier.

CLASS FEATURES

Weapon and armor proficiency: Knight-Heroes are proficient in the use of
all simple and martial weapons and all armor (heavy, medium and light) and
shields. Armor check penalties exist for armor heavier than leather apply
to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Pick Pockets and Tumble. Also, Swim checks suffer a -1 penalty for every
five pounds of armor and equipment carried.

Improved Throwing: A knight-hero's bonus with thrown weapons increases to
+2, rather than the halfling-standard +1.

Heroic Luck: The High Heroes smile on the knight-hero, granting him a bonus
to all saving throws equal to his Charisma modifier (if positive). This
replaces the natural bonus to saving throws all halflings get by the grace
of the High Heroes.

Inspire Courage: A knight-hero may sing or chant a traditional hin song
("Halfling High" and "Sing of a King" are favorites in these situations)
and raise the courage of themselves and their companions. To be affected,
an ally must hear the knight-hero sing for a full round. The effect lasts
as long as the knight-hero sing and for 5 rounds afterwards (or for 5
rounds after the ally can no longer hear the knight-hero's song). While
singing, the knight-hero can fight, but cannot cast spells, activate magic
items by spell completion (such as scrolls), or activate magic items by
magic word (such as wands). The knight-hero and his allies receive a morale
bonus against charm and fear attacks equal to the knight-hero's Charisma
modifier. This bonus stacks with the halfling's racial +2 morale bonus
against fear.

Favored Enemy: Similar to the ranger's favored enemy class skill (page 45,
Player's Handbook), a second level knight-hero chooses a traditional enemy
of the Five Shires and trains in techniques to combat them. Additional
favored enemies are chosen at sixth and tenth levels, with the bonus
against each previously selected favored enemy going up by one. Possible
favored enemies include: Aberrations, Animals, Beasts, Dwarves, Goblinoids,
Humans, Orcs, Plants, Shapechangers, Undead and Vermin. It is not politic
for the hin to mention that they still keep a wary eye fixed on dwarves and
humans, and thus knight-heroes only discuss their favored enemies in those
cases with other hin.

Throwing Specialization: At fourth level, a knight-hero gains a +2 damage
bonus with thrown weapons.

Evasion: The embodiment of the nimble halfling, an eighth level knight-hero
can avoid even magical and unusual attacks by being light on his feat. If a
knight-hero makes a successful Reflex saving throw against an attack that
normally deals half damage on a successful save, he instead takes no
damage. Evasion may only be used if the knight-hero is wearing light armor
or no armor. It is an extraordinary ability.

Code of Conduct: A knight-hero must be of lawful good alignment and lose
all special class abilities if he ever willingly commits an act of evil.
Additionally, a knight-hero's code requires that he respects legitimate
authority, act with honor (not lying, not cheating, not using poison,
etc.), help those who need help (provided they do not use the help for evil
or chaotic ends) and punish those that harm or threaten innocents.

Associates: While he may adventure with characters of any good or neutral
alignment, a knight-hero will never knowingly associate with evil
characters. A knight-hero will not continue an association with someone who
consistently offends his moral code. A knight-hero may only hire henchmen
or accept followers who are lawful good.

        BEAU
        http://www.LBY3.com/

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Date:         Mon, 9 Oct 2000 12:01:32 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         =?iso-8859-1?Q?H=E5vard?= <hoc@NVG.NTNU.NO>
Subject:      Re: 3E Denial feat thoughts
In-Reply-To:  <3.0.5.32.20001007152526.007aeb50@10.1.1.1>
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On Sat, 7 Oct 2000, Beau Yarbrough wrote:

>         I'm thinking, for 3E, making the Denial Feat basically just spell turning,
> with the ability to extend its protection to another being. This keeps the
> idea intact but makes it use an established mechanic, instead of making up
> a new one for no real reason.
>         What says the list: Heresy or sense?

I think its a very good idea.
However, you should keep in mind that the Denial Feat might be more
powerful than other Feats. This could be solved by turning it into
several Feats, maybe Denial, Improved Denial, Group Denial etc..
Using this method, I think that the Denial Ability should also work
outside the Five Shires.

H�vard

Haavard R. Faanes (hoc@nvg.ntnu.no)
http://www.nvg.ntnu.no/~hoc

"Would it not be easier in this case for the government
 to dissolve the people and elect another?"  -Bertolt Brecht

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Date:         Mon, 9 Oct 2000 11:20:39 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Jacob Skytte <scythe@WANADOO.DK>
Subject:      Re: Q & A
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> > Also, I've misplaced my copy of PWA 2- about what date did Isidore
> kill Henri and take over the Principality?
>=20
> AC 1010

Actually the duel takes place on Sviftmont 15 in AC1011, and Isidore =
apparently becomes a Princess that same day.

Jacob Skytte
scythe@wanadoo.dk

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Date:         Mon, 9 Oct 2000 11:28:09 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Jacob Skytte <scythe@WANADOO.DK>
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> > One other side note on Morphail (and this has nothing to do with =
stats
> :) I remember reading somewhere that his vampiric state had something =
to
> do with the Immortal Alphaks, either a curse or some sort of pact. =
Does
> anyone remember where or what this reference was?
>=20
> In the Gazetteer. Morphail as been granted immortality by Alphaks in
> return for lifelong service.

I'm not trying to pick on Agathokles, but the only place I remember =
seeing that Morphail's 'Immortality' was related to Alphaks is in =
Glantri: Kingdom of Magic, p. 39. And it doesn't say anything about =
service, just 'through the power of the evil Immortal, Alphaks'. Perhaps =
it is somewhere in Gaz3, as well. It would make things a lot easier if =
people would use page numbers when making their statements, and if =
they're writing out of memory to use IIRC. Just my opinion, anyway.

Jacob Skytte
scythe@wanadoo.dk

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Date:         Mon, 9 Oct 2000 13:40:04 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         =?iso-8859-1?Q?H=E5vard?= <hoc@NVG.NTNU.NO>
Subject:      Re: Q & A
In-Reply-To:  <002901c031d3$51def2c0$dedb61d4@skytte>
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On Mon, 9 Oct 2000, Jacob Skytte wrote:

> I'm not trying to pick on Agathokles, but the only place I remember
> seeing that Morphail's 'Immortality' was related to Alphaks is in
> Glantri: Kingdom of Magic, p. 39. And it doesn't say anything about
> service, just 'through the power of the evil Immortal, Alphaks'.
> Perhaps it is somewhere in Gaz3, as well. It would make things a lot
> easier if people would use page numbers when making their statements,
> and if they're writing out of memory to use IIRC. Just my opinion,
> anyway.

IIRC Morphail made a pact with Alphaks, in which Alphaks promised to grant
him Immortality when he died. Instead, Alphaks turned Morphail into a
Nosferatu, making sure that he would never die.

H�vard

Haavard R. Faanes (hoc@nvg.ntnu.no)
http://www.nvg.ntnu.no/~hoc

"Would it not be easier in this case for the government
 to dissolve the people and elect another?"  -Bertolt Brecht

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Date:         Mon, 9 Oct 2000 05:00:37 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Andrew Theisen <jsmill@WANS.NET>
Subject:      Re: 3E Knight-Hero draft - help needed
In-Reply-To:  <3.0.5.32.20001008205629.007ab420@10.1.1.1>
Mime-Version: 1.0
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At 08:56 PM 10/8/00 -0700, you wrote:
>
>        Originally, halflings of eighth level or higher in OD&D were called
>"knight-heroes." Now that all halflings aren't essentially fighters, I
>decided to make knight-hero a prestige class IMC that would substitute for
>paladins in the Five Shires. But whereas the traditional paladin's powers
>are rather flashy, in keeping with "ordinary" high-level OD&D halflings
>having these abilities, I sought to create a paladin substitute that had
>abilities that were just MORE halfling than regular halflings, hence the
>improved throwing bonuses, for instance.

Just a quick question for you before giving some commentary on the
Knight-Hero. Are you planning on a "Sheriff/Krondar" Prestige class? My
first thought on seeing this was that the Rods and Arrows of Justice (from
Gaz8) would be good abilities to endow such a class with (similar to the
Arcane Archer's abilities).

Anyway, on to feedback.

>Hin Knight-Hero Prestige Class
>
>REQUIREMENTS
>
>Perform ranks: 3+

Where does this skill/ability come into play?

>CLASS FEATURES
>
>Improved Throwing: A knight-hero's bonus with thrown weapons increases to
>+2, rather than the halfling-standard +1.

Bonus to hit, I assume, and not an across the board "hit and damage" bonus?

>Inspire Courage: A knight-hero may sing or chant a traditional hin song
>("Halfling High" and "Sing of a King" are favorites in these situations)
>and raise the courage of themselves and their companions. To be affected,
>an ally must hear the knight-hero sing for a full round. The effect lasts
>as long as the knight-hero sing and for 5 rounds afterwards (or for 5
>rounds after the ally can no longer hear the knight-hero's song). While
>singing, the knight-hero can fight, but cannot cast spells, activate magic
>items by spell completion (such as scrolls), or activate magic items by
>magic word (such as wands). The knight-hero and his allies receive a morale
>bonus against charm and fear attacks equal to the knight-hero's Charisma
>modifier. This bonus stacks with the halfling's racial +2 morale bonus
>against fear.

Along with this, I might suggest an ability that goes with a Prestige class
I'm currently working on. I call it "Wise Leadership" and it essentially
allows the character to use the bonus from a given ability (in this case
Wisdom) as a modifier to his Leadership score (p.45 of the DMG). So instead
of having his score consist solely of level + Charisma modifier, he'd also
have his Wisdom bonus. (Ex. a 7th level Knight-Hero with 15 Charisma and 12
Wisdom can have a 6th level cohort, or up to 5 1st level followers, as
opposed to simply a 6th level cohort). Other variations include "Intimidate
Followers" (uses Strength as modifier), "Inspirational Leadership" (uses
double Charisma bonus), or the like.

Of course, it doesn't work too well as a benefit unless you give them
Leadership as a free feat somewhere, or else require them to take it as
part of the level requirements.

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Date:         Mon, 9 Oct 2000 05:04:27 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Andrew Theisen <jsmill@WANS.NET>
Subject:      Re: Q & A
In-Reply-To:  <002901c031d3$51def2c0$dedb61d4@skytte>
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At 11:28 AM 10/9/00 +0200, you wrote:
>
>I'm not trying to pick on Agathokles, but the only place I remember seeing
that >Morphail's 'Immortality' was related to Alphaks is in Glantri:
Kingdom of Magic, p. >39. And it doesn't say anything about service, just
'through the power of the evil >Immortal, Alphaks'. Perhaps it is somewhere
in Gaz3, as well. It would make things >a lot easier if people would use
page numbers when making their statements, and if >they're writing out of
memory to use IIRC. Just my opinion, anyway.

>From Gaz3, p.15:

"(Morphail) managed to gain an Immortal's attention, and promised to serve
him for as long as he would live in this world, if the Immortal would
reveal him the path to Immortality. The Immortal was Alphaks... He accepted
Morphail's kind offer, and gave him a great quest at the end of which
Morphail became a nosferatu... Claiming that he had lived up to his word,
Alphaks then reminded Morphail he was bound to serve him as long as he
"lived" in Glantri."

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Date:         Mon, 9 Oct 2000 05:19:58 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Matthew Wang <mattwang97@YAHOO.COM>
Subject:      Re: 3E Knight-Hero draft - help needed
MIME-Version: 1.0
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Beau,

The Knight hero is a great idea for a class. I think
you really captured the flavor of the OD&D Halfling!

Now some comments:

I think you should add the Craft skill to the Class
List. This would fit into the flavor for this prestige
class.

>
> Class Skills: Climb, Diplomacy, Jump, Heal, Hide,
> Intimidate, Knowledge
> (History), Knowledge (local - Five Shires),
> Knowledge (Nobility and
> Royalty), Move Silently, Perform, Ride, Sense
> Motive, Spot, Swim,
> Wilderness Lore

Do you think the 4 points per level is too high? What
about 3? I don't have my PHB in front of me, so I
can't remember how many skills a Paladin or a Fighter
get per level.

>
> Skill points at each level:  4 + Int modifier.
>

I am not sure about this ability? Could you explain
the reasoning behind it again?

> Favored Enemy: Similar to the ranger's favored enemy
> class skill (page 45,
> Player's Handbook), a knight-hero chooses a
> traditional enemy of the Five
> Shires and trains in techniques to combat them.
> Additional favored enemies
> are chosen at fifth and ninth levels, with the bonus
> against each
> previously selected favored enemy going up by one.


and as for more skill abilities for the seventh and
eighth levels, have you thought about maybe throwing
in one of the Arcane Archer abilities? Maybe
enchanting sling stones or something like that to go
with your throwing theme?

Overall this was pretty good for a first draft!

Matt Wang

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Date:         Mon, 9 Oct 2000 06:54:49 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      Re: 3E Knight-Hero draft - help needed
In-Reply-To:  <3.0.5.32.20001009050037.007feb50@pop.wans.net>
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At 05:00 10/9/00 -0700, Andrew Theisen wrote:

>Just a quick question for you before giving some commentary on the
>Knight-Hero. Are you planning on a "Sheriff/Krondar" Prestige class? My
>first thought on seeing this was that the Rods and Arrows of Justice (from
>Gaz8) would be good abilities to endow such a class with (similar to the
>Arcane Archer's abilities).

        I have thought about it. It's only a prestige class for a maximum of 100
or so NPCs in the Five Shires, though, so it's last on my list to work on,
and will probably be behind Top Ballista pilot, Serraine engineer, and
prestige classes for the three Karameikos thieves guilds.
        I do have notes about the hin krondar class that say hin, Lawful and
attack bonus +8, though ...

>>Perform ranks: 3+
>Where does this skill/ability come into play?

        The Inspire Courage singing ability.

>>CLASS FEATURES
>>
>>Improved Throwing: A knight-hero's bonus with thrown weapons increases to
>>+2, rather than the halfling-standard +1.
>
>Bonus to hit, I assume, and not an across the board "hit and damage" bonus?

        Yep. I'll specify more.

>>Inspire Courage: A knight-hero may sing or chant a traditional hin song

>Along with this, I might suggest an ability that goes with a Prestige class
>I'm currently working on. I call it "Wise Leadership" and it essentially
>allows the character to use the bonus from a given ability (in this case
>Wisdom) as a modifier to his Leadership score (p.45 of the DMG). So instead
>of having his score consist solely of level + Charisma modifier, he'd also
>have his Wisdom bonus. (Ex. a 7th level Knight-Hero with 15 Charisma and 12
>Wisdom can have a 6th level cohort, or up to 5 1st level followers, as
>opposed to simply a 6th level cohort). Other variations include "Intimidate
>Followers" (uses Strength as modifier), "Inspirational Leadership" (uses
>double Charisma bonus), or the like.

>Of course, it doesn't work too well as a benefit unless you give them
>Leadership as a free feat somewhere, or else require them to take it as
>part of the level requirements.

        That's interesting. I'll look at the Leadership feat in more detail.

        BEAU
        http://www.LBY3.com/

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=========================================================================
Date:         Mon, 9 Oct 2000 06:58:26 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      Re: 3E Knight-Hero draft - help needed
In-Reply-To:  <20001009121958.29140.qmail@web611.mail.yahoo.com>
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At 05:19 10/9/00 -0700, Matthew Wang wrote:

>The Knight hero is a great idea for a class. I think
>you really captured the flavor of the OD&D Halfling!

        Thanks.

>I think you should add the Craft skill to the Class
>List. This would fit into the flavor for this prestige
>class.

        Any specific type?

>Do you think the 4 points per level is too high? What
>about 3? I don't have my PHB in front of me, so I
>can't remember how many skills a Paladin or a Fighter
>get per level.

>> Skill points at each level:  4 + Int modifier.

        I believe it's the same as what paladins and rangers get. I'll
double-check, though.

>I am not sure about this ability? Could you explain
>the reasoning behind it again?
>
>> Favored Enemy: Similar to the ranger's favored enemy
>> class skill (page 45,
>> Player's Handbook), a knight-hero chooses a
>> traditional enemy of the Five
>> Shires and trains in techniques to combat them.
>> Additional favored enemies
>> are chosen at fifth and ninth levels, with the bonus
>> against each
>> previously selected favored enemy going up by one.

        The reasoning here was two-fold: First, it's a subtle power, which means
knight-heroes from "The Five Shires" could retroactively have it without
anyone really squawking that "hey, they never mentioned that obvious
superpower before!"
        Also, it brings in the history with the invasions by the dwarves, orcs and
humans into actual play, as I doubt most rangers will ever have "dwarves"
as a favored enemy, whereas I suspect lots of knight-hero characters will
specialize in either dwarves or humans at some point.

>and as for more skill abilities for the seventh and
>eighth levels, have you thought about maybe throwing
>in one of the Arcane Archer abilities? Maybe
>enchanting sling stones or something like that to go
>with your throwing theme?

        That's a good thought. I already added "magic stone" to the hin master's
spell list for the same reason.

>Overall this was pretty good for a first draft!

        Thanks!

        BEAU
        http://www.LBY3.com/

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Date:         Mon, 9 Oct 2000 18:03:58 +0300
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From:         Solmyr <solmyr@KOLUMBUS.FI>
Subject:      Glantrian secret crafts as prestige classes
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I've decided to create the secret crafts as prestige classes. I don't
have the 3e DMG and I'm not very well-versed on the intricacies of
prestige classes, so I've tried to keep them fairly simple. If anyone
has anything to correct or add, feel free to debate it.

Seven Secret Crafts of Glantri as Prestige Classes

General Notes
Each of these classes encompasses a secret order based in Glantri's
Great School of Magic. Each of them has only five levels of advancement
- no more; these classes can only be taken by wizards and sorcerers of
at least level 5 (see below). Acquirement of a secret craft class and
advancement in it are not automatic. To become a member of one of these
classes, the applicant must locate a member of his desired class and
"convince" him to part with his knowledge. This allows the applicant to
gain the first level in his chosen class. Once gained, no other secret
craft class may ever be taken; even if a member somehow quits his order
(expulsion due to betrayal, High Master losing a duel for leadership),
he retains the learned abilities, but without the possibility of further
advancement in the class. To learn each new level (circle) of a secret
craft class, all abilities of the current circle must be known; and the
character must have a minimum level in the wizard or sorcerer class
(these being 5th, 7th, 10th, 15th, and 20th level respectively for each
level of the secret craft class). For other information, descriptions
and usage of craft abilities, cost of learning them, etc, see Gaz3 and
G:KoM.

Each of these prestige classes has exactly the same base attack and save
bonuses as wizards. Also, each of these classes confers the benefits of
specialization in a specific school. If the wizard was already a
specialist of that school, he will no longer suffer the penalties
associated with it (i.e. prohibited schools). If the wizard was a
specialist in another school, he is usually not accepted into the secret
craft; if he is, then he loses all benefits and penalties of his
previous specialty, becoming a normal wizard instead.

All these classes have the same class skills as sorcerers and wizards.
In addition, some classes offer other class skills, indicated below.

Alchemist
Level   Special Abilities
1       Find Components, Alchemical Preparation, specialization in
transmutation without penalties
2       Find Magical Components, Magical Preparation
3       Transmute Matter
4       Transcend Energy
5       Mutate Lifeform
Class skills: Appraise, Heal

Dracologist
Level   Special Abilities
1       Protection from Dragons, specialization in evocation without penalties
2       Dragon Tooth, Dragon Eye, Dragon Paw, Dragon Scale, Dragon Wing
3       Dragon Breath
4       Dragon Might
5       High Mastery of Dragons
Class skills: Intimidate, Ride (dragons only)

Elementalist
Note: this is actually four classes in one, with each class mastering a
particular element.
Level   Special Abilities
1       Protection from Elements, specialization in conjuration without
penalties
2       Minor Conjuration
3       Major Conjuration
4       Full Elemental Control
5       Metamorphosis

Somniologist (Dream Mage, Illusionist)
Level   Special Abilities
1       Hypnosis, specialization in illusion without penalties
2       Dream Alteration
3       Delirium Tremens
4       Dream Travel, Shadow Reality
5       Dreamlands
Class skills: Sense Motive

Necromancer
Level   Special Abilities
1       Protection from Undead, specialization in necromancy without penalties
2       Control Undead, Partial Animation
3       Create Minor Undead, Commune with the Dead
4       Create Major Undead, Raise Dead
5       Attain Lichdom
Class skills: Heal

Cryptomancer
Level   Special Abilities
1       Glyphs of Matter, specialization in either divination or abjuration
(the cryptomancer's choice) without penalties
2       Glyphs of Life
3       Glyphs of Power
4       Glyphs of Magic
5       Truename
Class skills: Forgery, Speak Language

Witch or Wokani
Level   Special Abilities
1       Brews and Philters, Silver Tongue, specialization in enchantment
without penalties
2       Doll Curse, Witches' Charm
3       Spellbinding, Witches' Curse
4       Shapechange
5       Ultimate Possession (Mortal Dominion)
Class skills: Bluff, Diplomacy

--
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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=========================================================================
Date:         Mon, 9 Oct 2000 11:29:52 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         SteelAngel <edeneau@ANTARES.PHYS.CLEMSON.EDU>
Subject:      Re: Glantrian secret crafts as prestige classes
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On Mon, 9 Oct 2000, Solmyr wrote:

> Great School of Magic. Each of them has only five levels of advancement
> - no more; these classes can only be taken by wizards and sorcerers of

Prestige classes have 10 levels. Since the crafts have only 5 circles,
what you could do is stretch out each circle to two levels. On the Even
levels you get the cool spell power, and the odd levels you get extra
spells or spell feats or something.

5 levels is _far_ too short for the amount of power that the circles
grant.


Ethan

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Date:         Mon, 9 Oct 2000 19:44:45 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Marco Fossati <marcogiulio.fossati@TIN.IT>
Subject:      The events of WotI
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Dear fellow listmembers,
I don't own the WotI boxed set...
could someone be so kind to tell me what are the main events between 1004
and 1009 on Mystara?

Cheers,
Marco Fossati

P.S.: do you want to lurk and play in two wonderful campaigns (not-related
with the Mystara setting)? mail me to marcogiulio.fossati@tin.it

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Date:         Mon, 9 Oct 2000 20:47:43 +0300
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Solmyr <solmyr@KOLUMBUS.FI>
Subject:      Seven Secret Crafts revised
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Okay, I told you I knew little about prestige classes :) Here's the
revised version with 10 levels.

Seven Secret Crafts of Glantri as Prestige Classes

General Notes
Each of these classes encompasses a secret order based in Glantri's
Great School of Magic. These classes can only be taken by wizards and
sorcerers of at least level 5 (see below). Acquirement of a secret craft
class and advancement in it are not automatic. To become a member of one
of these classes, the applicant must locate a member of his desired
class and "convince" him to part with his knowledge. This allows the
applicant to gain the first level in his chosen class. Once gained, no
other secret craft class may ever be taken; even if a member somehow
quits his order (expulsion due to betrayal, High Master losing a duel
for leadership), he retains the learned abilities, but without the
possibility of further advancement in the class. To learn each new level
(circle) of a secret craft class, all abilities of the current circle
must be known; and the character must have a minimum level in the wizard
or sorcerer class, these being 7th, 10th, 15th, and 20th level
respectively for each even level (4,6,8,10) of the secret craft class.
Level 10 is the High Master and can be held by only one person at a
time. For other information, descriptions and usage of craft abilities,
cost of learning them, etc, see Gaz3 and G:KoM.

Each of these prestige classes has exactly the same base attack and save
bonuses as wizards. Also, each of these classes confers the benefits of
specialization in a specific school. If the wizard was already a
specialist of that school, he will no longer suffer the penalties
associated with it (i.e. prohibited schools). If the wizard was a
specialist in another school, he is usually not accepted into the secret
craft; if he is, then he loses all benefits and penalties of his
previous specialty, becoming a normal wizard instead.

All these classes have the same class skills as sorcerers and wizards.
In addition, some classes offer other class skills, indicated below.

Alchemist
Level   Special Abilities
1       specialization in transmutation without penalties
2       Find Components, Alchemical Preparation
3       bonus Spell Mastery feat for spells of transmutation school
4       Find Magical Components, Magical Preparation
5       Enlarge Spell, Extend Spell, Silent Spell, Still Spell feats no longer
increase spell level for transmutation spells
6       Transmute Matter
7       Empower Spell, Heighten Spell feats no longer increase spell level for
transmutation spells
8       Transcend Energy
9       Maximize Spell, Quicken Spell feats no longer increase spell level for
transmutation spells
10      Mutate Lifeform
Class skills: Appraise, Heal

Dracologist
Level   Special Abilities
1       specialization in evocation without penalties
2       Protection from Dragons
3       bonus Spell Mastery feat for spells of evocation school
4       Dragon Tooth, Dragon Eye, Dragon Paw, Dragon Scale, Dragon Wing
5       Enlarge Spell, Extend Spell, Silent Spell, Still Spell feats no longer
increase spell level for evocation spells
6       Dragon Breath
7       Empower Spell, Heighten Spell feats no longer increase spell level for
evocation spells
8       Dragon Might
9       Maximize Spell, Quicken Spell feats no longer increase spell level for
evocation spells
10      High Mastery of Dragons
Class skills: Intimidate, Ride (dragons only)

Elementalist
Note: this is actually four classes in one, with each class mastering a
particular element.
Level   Special Abilities
1       specialization in conjuration without penalties
2       Protection from Elements
3       bonus Spell Mastery feat for spells related to the character's chosen
element
4       Minor Conjuration
5       Enlarge Spell, Extend Spell, Silent Spell, Still Spell feats no longer
increase spell level for character's chosen element spells
6       Major Conjuration
7       Empower Spell, Heighten Spell feats no longer increase spell level for
character's chosen elemental spells
8       Full Elemental Control
9       Maximize Spell, Quicken Spell feats no longer increase spell level for
character's chosen elemental spells
10      Metamorphosis

Somniologist (Dream Mage, Illusionist)
Level   Special Abilities
1       specialization in illusion without penalties
2       Hypnosis
3       bonus Spell Mastery feat for spells of illusion school
4       Dream Alteration
5       Enlarge Spell, Extend Spell, Silent Spell, Still Spell feats no longer
increase spell level for illusion spells
6       Delirium Tremens
7       Empower Spell, Heighten Spell feats no longer increase spell level for
illusion spells
8       Dream Travel, Shadow Reality
9       Maximize Spell, Quicken Spell feats no longer increase spell level for
illusion spells
10      Dreamlands
Class skills: Sense Motive

Necromancer
Level   Special Abilities
1       specialization in necromancy without penalties
2       Protection from Undead
3       bonus Spell Mastery feat for spells of necromancy school
4       Control Undead, Partial Animation
5       Enlarge Spell, Extend Spell, Silent Spell, Still Spell feats no longer
increase spell level for necromancy spells
6       Create Minor Undead, Commune with the Dead
7       Empower Spell, Heighten Spell feats no longer increase spell level for
necromancy spells
8       Create Major Undead, Raise Dead
9       Maximize Spell, Quicken Spell feats no longer increase spell level for
necromancy spells
10      Attain Lichdom
Class skills: Heal

Cryptomancer
Note: Cryptomancers must choose either divination or abjuration as their
specialty, and their specialization and feat abilities apply to that
school
Level   Special Abilities
1       specialization in either divination or abjuration (the cryptomancer's
choice) without penalties
2       Glyphs of Matter
3       bonus Spell Mastery feat for spells of divination or abjuration school
(as chosen above)
4       Glyphs of Life
5       Enlarge Spell, Extend Spell, Silent Spell, Still Spell feats no longer
increase spell level for divination or abjuration spells
6       Glyphs of Power
7       Empower Spell, Heighten Spell feats no longer increase spell level for
divination or abjuration spells
8       Glyphs of Magic
9       Maximize Spell, Quicken Spell feats no longer increase spell level for
divination or abjuration spells
10      Truename
Class skills: Forgery, Speak Language

Witch or Wokani
Level   Special Abilities
1       specialization in enchantment without penalties
2       Brews and Philters, Silver Tongue
3       bonus Spell Mastery feat for spells of enchantment school
4       Doll Curse, Witches' Charm
5       Enlarge Spell, Extend Spell, Silent Spell, Still Spell feats no longer
increase spell level for enchantment spells
6       Spellbinding, Witches' Curse
7       Empower Spell, Heighten Spell feats no longer increase spell level for
enchantment spells
8       Shapechange
9       Maximize Spell, Quicken Spell feats no longer increase spell level for
enchantment spells
10      Ultimate Possession (aka Mortal Dominion)
Class skills: Bluff, Diplomacy

--
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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=========================================================================
Date:         Mon, 9 Oct 2000 11:33:57 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Jim Butler <oracle@WIZARDS.COM>
Subject:      Re: Downloads (Was New Guy! Hi!)
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> > >     I just wish that they begin to optimise the files as they offer them.
> > > Some of those 12Meg files for FR are only 6 or less when resaved as
> > > optimised files.
> >
> > What does the optimization entail?  Just compressing stuff (not ok
> > under some ancient versions of the reader, but who cares) or
> > resampling the images (which is bad)?
> >
>     When you save using Adobe there is an option to save it optimised, yes
> compressed, which seems to have no problems with being read by reader
> version 3+. I know this means that some people will have to get a newer
> version of the reader, but when you compare the timesavings I don't think
> many people will complain.
>     Anyhow since the optimised versions are smaller than the current zipped
> versions in all cases, before being zipped themselves of course, I am
> somewhat puzzled by them not doing it in the first place. By the time we get
> to Mystara's uploads the saving will be in the Gigs range if they optimised.

I've forwarded this to the company doing the scanning asking them why we're not
doing this. ;-)

Good Gaming!

Jim Butler, Brand Manager
Alternity, D&D Worlds
Wizards of the Coast, Inc.
http://www.wizards.com
(425) 254-2289

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Date:         Mon, 9 Oct 2000 22:23:01 +0300
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Solmyr <solmyr@KOLUMBUS.FI>
Subject:      Seven secret crafts correction
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I noticed an error in my secret crafts conversion, namely the required
wizard levels for each Circle. I specified the OD&D ones; instead, in
AD&D/3e they should be 5, 7, 10, 14, and 18 respectively.

--
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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Date:         Mon, 9 Oct 2000 19:55:25 +0000
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Agathokles <agathokles@LIBERO.IT>
Subject:      Re: Q & A
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Jacob Skytte wrote:
>
> I'm not trying to pick on Agathokles, but the only place I remember seeing that Morphail's 'Immortality' was related to Alphaks is in Glantri: Kingdom of Magic, p. 39. And it doesn't say anything about service, just 'through the power of the evil Immortal, Alphaks'. Perhaps it is somewhere in Gaz3, as well. It would make things a lot easier if people would use page numbers when making their statements, and if they're writing out of memory to use IIRC. Just my opinion, anyway.


Page 17, 1st column, 1st paragraph. It will not be of much use, anyway,
since it refers to the italian translation...
--


                Giampaolo Agosta


agathokles@libero.it
agosta@fusberta.elet.polimi.it
http://digilander.iol.it/agathokles/index.htm

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Date:         Mon, 9 Oct 2000 21:22:20 +0100
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Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul Benfield <paul.benfield@VIRGIN.NET>
Subject:      [mystara] 3e Champion of Halav
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Hi all,

Here's my first attempt at the Champion of Halav, a prestige class for
Traladaran Clerics and Paladins. Any feedback would be much appreciated as I
haven't yet learned all the details of the 3e rules.

Champion of Halav

In Traladaran society there is no more hated enemy than the massed tribes of
humanoids that plague their villages and roads. Even in modern Karameikos
the Gnolls, Orcs and Hobgoblins threaten peaceful life for most rural
communities and the Duke's men are often too few to keep these tribes in
check. The Cult of Halav and to a lesser extent the Church of Traladara have
recently unearthed ancient documents telling of Halav's mighty battles
against the tribes and of how his closest followers sacrificed much to
achieve the Golden Age of the Traldar. Some Clerics and Paladins of both
orders have come to believe that the only way to restore the Golden Age in
Karameikos is through conquering all of the humanoid held areas of the
country by the sword. These are the Champions of Halav.

Requirements
Alignment: Any lawful.
Race: Traladaran (or half-traladaran).
Base Attack Bonus: +3
Ability to cast Divine Spells.

The Champions of Halav follow strict moral and personal rules inspired by
the mighty Halav. They only accept Traladarans from either the Cult of Halav
or from the Church of Traladara as members.

Hit Dice: d8

Level   Base          Fort  Ref   Will
        Attack Bonus  Save  Save  Save   Special         Spells
1         +0        +2    +0    +2     Hated enemy +1  +1 level of existing class
2       +1            +3    +0    +3     Track           +1 level of
existing class
3       +1            +3    +1    +3     Hated enemy +1  +1 level of
existing class
4       +2            +4    +1    +4     Bonus Language  +1 level of
existing class
5       +2            +4    +1    +4     Hated enemy +1  +1 level of
existing class
6       +3            +5    +2    +5     Rage 1/day        +1 level of existing
class
7       +4            +5    +2    +5     Hated enemy +1  +1 level of
existing class
8       +5/+1         +6    +2    +6     Rage 2/day      +1 level of
existing class
9       +6/+1         +6    +3    +6     Hated enemy +1  +1 level of
existing class
10      +7/+3         +7    +3    +7     Rage 3/day      +1 level of
existing class

Class skills:
Heal, Knowledge (Traladaran History), Knowledge (Humanoid lore - pick one of
hated enemies), Ride, Spot, Swim, Knowledge (Local - Karameikos), Diplomacy,
Knowledge (Religion), Speak Language (Orc, Gnoll, Hobgoblin or Goblin,
Intimidation

Skill Points: 2 + Int per level

Class Features

Champions of Halav are proficient in the use of all simple weapons and can
choose to take the Longsword as a Martial Weapon Proficiency feat as this is
the favoured weapon of Halav. The Champions are proficient with all types of
armour and with shields although normal penalties apply for both when using
certain skills or any arcane spells.

Hated enemy:
Champions of Halav spend much of their time studying the 'enemies' of the
Traladar - the humanoid races that plague the wilderness of central and
northern Karameikos. This leads them to become experts at fighting certain
creatures at the expense of more general melee training. Each time the
Champion receives this special ability they should choose one race from Orc,
Gnoll, Hobgoblin or Goblin. Each race may be selected more than once. For
each time the race is selected the Champion receives a +1 to base attack
bonus and to damage against that specific race only. Thus a 5th level
champion could choose to have a +3 bonus against Orcs or to have a +2 bonus
against Goblins and a +1 bonus against Gnolls (or any other combination).
This bonus does count towards achieving multiple attacks per round when
fighting the race in question.

Zealous Rage:
Champions of Halav are indoctrinated to hate their racial enemies with great
passion and  some Champions who are veterans of campaigns against humanoids
tend to fly into a trance of zealous fury. They gain the similar benefits of
the Barbarian class (+2 temporary constitution, +2 strength, +2 morale bonus
on Will saves and the -2 AC penalty). The rage is not as powerful as that of
a Barbarian and can only be invoked against a large number of hostile racial
enemy soldiers. The rage will also only come into effect after at least one
full round of combat with the humanoids.

Track:
The champions are used to hunting down humanoid raiders in the wilderness of
Karameikos' hills and mountains and thus become experts at tracking their
foes.

Bonus Language:
The champion learns the language of the hated enemy that has the highest
bonus, i.e has been selected the most times thusfar. If there are two or
more hated enemies with the same bonus then the player chooses between
these. Champions of Halav will use intelligence and tactics to deal with
these enemies as ruthlessly as possible. Learning the language of your hated
enemy makes the task of intimidation far easier...

----------

Paul Benfield
http://freespace.virgin.net/paul.benfield

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Date:         Mon, 9 Oct 2000 16:55:37 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         David Knott <Kaviyd@AOL.COM>
Subject:      Re: Seven secret crafts correction
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In a message dated 2000-10-09 3:41:53 PM Eastern Daylight Time,
solmyr@KOLUMBUS.FI writes:

> I noticed an error in my secret crafts conversion, namely the required
>  wizard levels for each Circle. I specified the OD&D ones; instead, in
>  AD&D/3e they should be 5, 7, 10, 14, and 18 respectively.

Those are the 2E numbers.  With the slight further compression of the
spell progression tables in 3E, I think more suitable numbers would be
5, 7, 9, 13, and 17 -- or, more to the point, once access is gained to
spells of levels 3, 4, 5, 7, and 9, respectively.

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Date:         Mon, 9 Oct 2000 13:55:07 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau <lby3@LBY3.COM>
Subject:      3e Champion of Halav
In-Reply-To:  <NDBBKPGKMLMBEDBBMBBHKEFMCDAA.paul.benfield@virgin.net>
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At 21:22 10/09/2000 +0100, Paul Benfield wrote:

>Champion of Halav

        Veddy interestink.

>Race: Traladaran (or half-traladaran).

        Nitpick: Shouldn't this be "ethnic group?" Then things like
"half-Traladaran" wouldn't need to be mentioned, as it would be whatever a
Traladaran descendent identified themselves as. ("New Karameikeans" would
presumably not be members of this prestige class.)

>Ability to cast Divine Spells.

        Hmmm. I'm not sure why you chose this restriction. Straight fighters
aren't pious enough?

>Hit Dice: d8

        This class is about as powerful, or less, than a ranger, and they get a
d10 for hit dice.

>Class skills:
>Heal, Knowledge (Traladaran History), Knowledge (Humanoid lore - pick one of
>hated enemies), Ride, Spot, Swim, Knowledge (Local - Karameikos), Diplomacy,
>Knowledge (Religion), Speak Language (Orc, Gnoll, Hobgoblin or Goblin,
>Intimidation

        I'd add Wilderness Lore and Rope Use, this being Traladara, after all.

>Hated enemy:
>Champions of Halav spend much of their time studying the 'enemies' of the
>Traladar - the humanoid races that plague the wilderness of central and
>northern Karameikos. This leads them to become experts at fighting certain
>creatures at the expense of more general melee training. Each time the
>Champion receives this special ability they should choose one race from Orc,
>Gnoll, Hobgoblin or Goblin. Each race may be selected more than once. For
>each time the race is selected the Champion receives a +1 to base attack
>bonus and to damage against that specific race only. Thus a 5th level
>champion could choose to have a +3 bonus against Orcs or to have a +2 bonus
>against Goblins and a +1 bonus against Gnolls (or any other combination).
>This bonus does count towards achieving multiple attacks per round when
>fighting the race in question.

        Does this bonus stack with the ranger bonuses?

>Zealous Rage:
>Champions of Halav are indoctrinated to hate their racial enemies with great
>passion and  some Champions who are veterans of campaigns against humanoids
>tend to fly into a trance of zealous fury. They gain the similar benefits of
>the Barbarian class (+2 temporary constitution, +2 strength, +2 morale bonus
>on Will saves and the -2 AC penalty). The rage is not as powerful as that of
>a Barbarian and can only be invoked against a large number of hostile racial
>enemy soldiers. The rage will also only come into effect after at least one
>full round of combat with the humanoids.

        Do they only get this attack against chosen hated enemies, hated enemy
types or some broader category? (Thyatians?)

        This is a neat class, one that hadn't even occured to me, and a very good
example of a localized prestige class, IMO.

        BEAU
        http://www.LBY3.com/

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Date:         Mon, 9 Oct 2000 22:44:11 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul Benfield <paul.benfield@VIRGIN.NET>
Subject:      Re: 3e Champion of Halav
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Hi all,

Here's some quick clarifications based on Beau's questions..

The Champion of Halav is a religious character - he or she is basically my
idea
for replacing 2e Speciality priests of Halav. Therefore I deem Clerics and
Paladins
to be the only real candidates for this. Maybe that flies in the face of the
prestige
class idea... If you really want a Fighter to become a Champion of Halav
then he or she
should take a Cleric level first ;-)

Again I based the class on the Cleric not the Ranger (although I can
understand where the comparisons could be drawn) so I gave it a d8 Hit Dice.

I have no idea in 3e how stacking works - I haven't played enough yet. My
first thought would be that a Ranger/Champion wouldn't actually exist -
you'll have to wait for my Champion of Zirchev for that particular
combination!

Sorry I slipped into 2nd edition in the Rage description by using the term
'racial enemy' where I meant hated enemy. Yes the Zealous rage can ONLY be
used against one of the characters chosen hated enemy races.

Hope this helps

Paul
-----Original Message-----
From: Mystara [mailto:MYSTARA-L@ORACLE.WIZARDS.COM]On Behalf Of Beau
Sent: 09 October 2000 21:55
To: MYSTARA-L@ORACLE.WIZARDS.COM
Subject: [MYSTARA] 3e Champion of Halav


At 21:22 10/09/2000 +0100, Paul Benfield wrote:

>Champion of Halav

        Veddy interestink.

>Race: Traladaran (or half-traladaran).

        Nitpick: Shouldn't this be "ethnic group?" Then things like
"half-Traladaran" wouldn't need to be mentioned, as it would be whatever a
Traladaran descendent identified themselves as. ("New Karameikeans" would
presumably not be members of this prestige class.)

>Ability to cast Divine Spells.

        Hmmm. I'm not sure why you chose this restriction. Straight fighters
aren't pious enough?

>Hit Dice: d8

        This class is about as powerful, or less, than a ranger, and they
get a
d10 for hit dice.

>Class skills:
>Heal, Knowledge (Traladaran History), Knowledge (Humanoid lore - pick one
of
>hated enemies), Ride, Spot, Swim, Knowledge (Local - Karameikos),
Diplomacy,
>Knowledge (Religion), Speak Language (Orc, Gnoll, Hobgoblin or Goblin,
>Intimidation

        I'd add Wilderness Lore and Rope Use, this being Traladara, after
all.

>Hated enemy:
>Champions of Halav spend much of their time studying the 'enemies' of the
>Traladar - the humanoid races that plague the wilderness of central and
>northern Karameikos. This leads them to become experts at fighting certain
>creatures at the expense of more general melee training. Each time the
>Champion receives this special ability they should choose one race from
Orc,
>Gnoll, Hobgoblin or Goblin. Each race may be selected more than once. For
>each time the race is selected the Champion receives a +1 to base attack
>bonus and to damage against that specific race only. Thus a 5th level
>champion could choose to have a +3 bonus against Orcs or to have a +2 bonus
>against Goblins and a +1 bonus against Gnolls (or any other combination).
>This bonus does count towards achieving multiple attacks per round when
>fighting the race in question.

        Does this bonus stack with the ranger bonuses?

>Zealous Rage:
>Champions of Halav are indoctrinated to hate their racial enemies with
great
>passion and  some Champions who are veterans of campaigns against humanoids
>tend to fly into a trance of zealous fury. They gain the similar benefits
of
>the Barbarian class (+2 temporary constitution, +2 strength, +2 morale
bonus
>on Will saves and the -2 AC penalty). The rage is not as powerful as that
of
>a Barbarian and can only be invoked against a large number of hostile
racial
>enemy soldiers. The rage will also only come into effect after at least one
>full round of combat with the humanoids.

        Do they only get this attack against chosen hated enemies, hated
enemy
types or some broader category? (Thyatians?)

        This is a neat class, one that hadn't even occured to me, and a very
good
example of a localized prestige class, IMO.

        BEAU
        http://www.LBY3.com/

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Date:         Mon, 9 Oct 2000 17:55:40 EDT
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Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
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Subject:      Re: Glantrian secret crafts as prestige classes
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In a message dated 2000-10-09 11:55:17 AM Eastern Daylight Time,
edeneau@ANTARES.PHYS.CLEMSON.EDU writes:

> Prestige classes have 10 levels. Since the crafts have only 5 circles,
>  what you could do is stretch out each circle to two levels. On the Even
>  levels you get the cool spell power, and the odd levels you get extra
>  spells or spell feats or something.
>
>  5 levels is _far_ too short for the amount of power that the circles
>  grant.

The Circles do not necessarily have to be split up evenly, but broken
down according to special abilities granted.  As I recall, none of the
Secret Crafts confer more than ten special abilities, so they can be
fit into that structure.  For example, the Dracologist craft/class
might be broken down as follows:

Level 1:  1st Circle/Protection from Dragons
Levels 2-6:  2d Circle/One ability per level
Level 7:  3d Circle/Dragon Breath
Level 8:  4th Circle/Dragon Might
Level 9:  5th Circle/High Mastery of Dragons
Level 10:  5th Circle/Dragon Ruler form

Most of the other Crafts can probably be broken down more smoothly
than that.

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Date:         Mon, 9 Oct 2000 14:56:13 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau <lby3@LBY3.COM>
Subject:      Re: 3e Champion of Halav
In-Reply-To:  <NDBBKPGKMLMBEDBBMBBHIEFOCDAA.paul.benfield@virgin.net>
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At 22:44 10/09/2000 +0100, Paul Benfield wrote:

>Here's some quick clarifications based on Beau's questions..

        Whee!

>The Champion of Halav is a religious character - he or she is basically my
>idea
>for replacing 2e Speciality priests of Halav. Therefore I deem Clerics and
>Paladins
>to be the only real candidates for this. Maybe that flies in the face of the
>prestige
>class idea... If you really want a Fighter to become a Champion of Halav
>then he or she
>should take a Cleric level first ;-)

        Nothing wrong with that. The arcane archer in the DMG requires either a
high, high, high level arcane spell caster or a fighting class mixed with
an arcane spell caster.

>Again I based the class on the Cleric not the Ranger (although I can
>understand where the comparisons could be drawn) so I gave it a d8 Hit Dice.

        Since all classes are balanced now, I'd look to see if it balances against
the cleric. I don't think it does, since they get so few spells. Playing
around with hit dice and skill points given each level may help, though.

>I have no idea in 3e how stacking works - I haven't played enough yet. My
>first thought would be that a Ranger/Champion wouldn't actually exist -
>you'll have to wait for my Champion of Zirchev for that particular
>combination!

        Rangers get divine spells, too, so they'll be able to get into the class
at the same moment paladins do. If you want it harder for rangers, I'd add
another skill requirement to the requirements for Champion, and make it
something on the cleric and paladin class skill lists, but not on the
ranger's, so that they'd have to buy it cross-class, making it MUCH less
likely they'd qualify.

>Sorry I slipped into 2nd edition in the Rage description by using the term
>'racial enemy' where I meant hated enemy. Yes the Zealous rage can ONLY be
>used against one of the characters chosen hated enemy races.

        And since it's not impossible that a ranger will be a champion, one way or
the other, does the bonus stack with the ranger's bonus or no? (If not,
that's another deterrent to rangers taking the prestige class.)

        BEAU
        http://www.LBY3.com/

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Date:         Mon, 9 Oct 2000 18:13:58 EDT
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Subject:      Re: [mystara] 3e Champion of Halav
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Well, i dont know 3erd edtion at all but this IMHO fits the setting well.

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Date:         Mon, 9 Oct 2000 15:33:07 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau <lby3@LBY3.COM>
Subject:      3E Assassin and Mystara
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        I was struck by one of the cruelest possible DM thoughts last night, and
that got my thoughts turned to the 3E Assassin prestige class in the DMG.
I'm thinking it would work well for the Glantrian group of assassins (their
name slips my mind at the moment), but they wouldn't work as well for the
Iron Ring.
        If I took away the spells from the Assassin for an Iron Ring prestige
class, what should be given them in compensation to balance them against
the Assassin? d10 hit dice? Fighter attack advancement? Any ideas?

        BEAU
        http://www.LBY3.com/

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Date:         Mon, 9 Oct 2000 19:05:42 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Evil Genius <jruhlconob@SPRYNET.COM>
Subject:      Re: The events of WotI (Synopsis)

Mystara <MYSTARA-L@ORACLE.WIZARDS.COM> wrote:
>> Dear fellow listmembers,I don't own the WotI boxed set...
could someone be so kind to tell me what are the main events between 1004 and 1009 on Mystara? <<

Quick run-down:

Spring 1004: Revolt in Thyatis. Thyatian forces effectiveness undermined by Valerias (Ring of Fire).

Spring 1004: An Alphatian spy in Glantri is found dead.

Summer 1004: Alphatia issues a proclamation accusing the Glantrian Great School of Magic of practicing forbidden magic and consorting with Entropics.  Glantri responds with bemusement.

Summer 1004: Torenal killed by Entropic agents (Brotherhood of the Shadow), framing Glantrians for the crime. Eriadna outraged.

Summer 1004: Heldannic Clerics killed in Ethengar after behaving badly.

Summer 1004: Glantrian "assassins" escape custody in Alphatia.

Fall 1004: Glantrians killed by Entropic agents (Brotherhood of the Shadow again) in Glantri, framing Alphatians for the crimes.

Fall 1004: Thyatis warns Alphatia to keep their mits off Glantri.

Fall 1004: Heldannic Knights attack Ethengar.

Fall 1004: Temples of Asterius burned in Alphatia, burnings initiated by Entropics (Brotherhood of the Shadow again), once again framing Glantrians for doing so.

Winter 1004: Escaped Glantrians accused of murdering Torenal reach Aasla, steal a skyship to escape from Alphatia, burning others to cause confusion and prevent pursuit. Fire spreads into a conflagration that destroys Aasla. Alphatia outraged, naturally.

Spring 1005: Eriadna, after investigating the ruins of Aasla and determining that the Glantrians set the fire, declares war on Glantri. Glantri declares war on Alphatia, as does Heldann and Thyatis.

Spring 1005: The Master of Hule occupies Sind.

Summer 1005: Empires build forces on the Isle of Dawn, Norwold in turmoil (wars).

Summer 1005: Alphatia sends monsters to terrorize Glantri (via teleportation and summoning).

Fall 1005: Alphatia captures West Portage from Thyatis, as Thyatian forces are still weakened by the debilitating effects of Valerias's interferance (Ring of Fire).

Winter 1005: Desert Nomads invade Darokin. Run X10, "Red Arrow, Black Shield".

Spring 1006: Glantrians conduct sabotage in Alphatia/Sundsvall (monsters and magic, hit and run terrorism).

Spring 1006: Karameikos Sells out: Stefan signs treaty with Alphatia promising not to help his friend Thincol in the war, in exchange for which Alphatia promises to build and help staff a magical college in Karameikos. Stefan declares himself King, sends forces to help Darokin fight off the Master.

Spring 1006: Master is Hammered in Darokin as Karameikan, Shires, Alfheim troops march in to lift the siege of Darokin City and repulse his armies.

Summer 1006: Master's Revenge, a meteor lands on northern Darokin, affecting mostly Glantri however; two principalities in Glantri destroyed (Blackstone & Caurenze).

Fall 1006: Twisted trees in Alfheim: Shadow elves take over Alfheim, Alfheim elves become refugees, fleeing towards Wendar and Karameikos.

Fall 1006: Dwarves go turtle in Rockhome, sealing up their cities and going underground for remainder of the war.

Winter 1006: Ethengar & Heldann at war.

Winter 1006: Alphatian forces begin siege of Redstone.

Winter 1006: Ylari raid Biazzan in Thyatis.

Spring 1007: Ethengari swarm over Heldann, put Frieberg to siege. Also spill over borders into Vestland & Soderfjord (hey, I had forgotten that part).

Spring 1007: Heldann & Thyatis sign treaty of alliance.

Summer 1007: Thar looks to Glantri (Valerias/Ring of Fire influence again), Broken Lands humanoids invade, put Glantri City under siege.

Summer 1007: Newkirk and Redstone fall to Alphatian advance.

Fall 1007: Ylari withdraw from Thyatis. Stalemate on the northern "head" of the Isle of Dawn.

Fall 1007: Alfheim is no more: all Alfheimers now refugees, Shadow Elves in control.

Winter 1007: Plague caused by war hits Freiburg in Heldann, spreads.

Winter 1007: Ochalea & Pearl Islands declare independence from Thyatis due to Illsundal (Ring of Fire) interfierence.

Winter 1007: Elven refugees from Alfheim winter in Cruth mountains.

Spring 1008: Stalemate on IoD broken when Zaar of Helskir betrays Thyatis in return for the title of King from Eriadna and the hand of Thincol's daughter, Asteriela. We're supposed to believe it is a "love match". Right.

Spring 1008: Shires re-enforce Darokin to keep humanoids bottled up in Crater.

Spring 1008: Plague in Heldann intensifies, spreads into Vestland, Soderfjord, and northern Ylaruam. Ethengari withdraw.

Spring 1008: Elves reach Karameikos. Stefan generously gives them dominions in the monster-infested forests of Dymrack.

Summer 1008: Plague reaches Glantri, is devistating due to lack of Clerical magic.  Glantrians temporarily recind restrictions on Clerics in effort to fight plague.

Summer 1008: "Sideshow Bob" excersise of the Heldannic Knights continue; they go into Ethengar to slaughter some Ethengari, ignoring the main war.

Summer 1008: Thyatian and Alphatian forces clash in Sea of Dawn, RAF vs Skyships and Fleets vs Fleets. Heavy casualties on both sides, Alphatians forced to withdraw back to IoD, thwarted in effort to invade Thyatis.

Fall 1008: Ethengari slaughter some Alfheim refugees headed for Wendar. Reason? None. Result? Some of the elves contract the plague.

Fall 1009: Rad (Fellowship of the Star) grows desperate, begins working on Doomsday Weapon to harness the Radiance.

Winter 1009: Thar, thwarted in effort to take Glantri City, move south into Darokin, crushed by Darows, Shires, and Karameikos.

Winter 1009: Thwarted in their effort to invade Thyatis directly, the Alphatians invade Ylaruam instead, capturing Cubia, and begin to march south.

Spring 1009: Heldannic Knights help beat up on pathetic Thar.

Spring 1009: Thyatis requests aid from allies and local nations, gets only tolken aid from allies (HKs busy elsewhere, thumping Thar, Glantri busy with own problems) and none from other powers.
Alphatians capture Fort Zendrol.

Summer 1009: Alphatians overun Tel Akbir.

Fall 1009: Alfheim Elves reach Wendar at last, taking the plague into it with them. Yippie!

Fall 1009: Bloody battles between Alphatians and Thyatians in Thyatis; Alphatians bring in fresh troops to replace casualties, Thyatians reduced to resorting to old men and youths in desperate effort to hold Alphatians back. Alphatian war machine grinds over Thyatis in war of attrition.

Fall 1009: Thyatis sues for peace with Alphatia as Alphatian forces near Thyatis City.

Fall 1009: Rad (Fellowship of the Star) activates Doomsday Device, destroying Sundsvall. (First) Week Without Magic follows. As a result, Eriadna killed, Zandor becomes Emperor. Yay! (NOT)

Winter 1009: Zandor convenes the Grand Council of Alphatia, orders them to either go blast Glantri City into rubble or go into exile. Most submit to his order, others (like Tylion/"Terari") go into exile instead. This is when Tylion/"Terari" goes to Karameikos to become head of their school of magic.

Winter 1009: The Grand Council guys teleport to Glantri City and begin to bombard it from the air. Rad (Fellowship of the Star) activates Doomsday Device in effort to save his nation. War ends.

Winter 1009: As a result of activating the Doomsday Device, Alphatia sinks. End of WotI. Later Events detailed in the First PWA and subsiquent Almanacs.

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Date:         Mon, 9 Oct 2000 19:55:32 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
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Subject:      Re: 3e Champion of Halav
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In a message dated 2000-10-09 5:51:11 PM Eastern Daylight Time,
paul.benfield@VIRGIN.NET writes:

> The Champion of Halav is a religious character - he or she is basically my
idea
>  for replacing 2e Speciality priests of Halav. Therefore I deem Clerics and
Paladins
>  to be the only real candidates for this. Maybe that flies in the face of
the prestige
>  class idea... If you really want a Fighter to become a Champion of Halav
>  then he or she should take a Cleric level first ;-)

In that case you might want to give that class some ability that reflects
divine spellcasting ability -- maybe let them improve their turn undead
ability at certain levels.  Then you could justify having turn undead ability
as a prerequisite, which would effectively limit this prestige class to
characters who have at least one level as clerics or at least three levels
as paladins (or some other class that grants turn undead ability).

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=========================================================================
Date:         Mon, 9 Oct 2000 19:55:38 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         David Knott <Kaviyd@AOL.COM>
Subject:      Re: 3E Knight-Hero draft - help needed
MIME-Version: 1.0
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In a message dated 2000-10-09 10:21:39 AM Eastern Daylight Time,
lby3@LBY3.COM writes:

> >Do you think the 4 points per level is too high? What
>  >about 3? I don't have my PHB in front of me, so I
>  >can't remember how many skills a Paladin or a Fighter
>  >get per level.
>
>  >> Skill points at each level:  4 + Int modifier.
>
>          I believe it's the same as what paladins and rangers get. I'll
>  double-check, though.

Rangers get 4 -- Paladins get 2.

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=========================================================================
Date:         Mon, 9 Oct 2000 19:41:51 CDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron Molix <lockheart1930@HOTMAIL.COM>
Subject:      Re: The events of WotI
Mime-Version: 1.0
Content-Type: text/plain; format=flowed

Thanks Evil Genius, I was going to have to ask for this eventually since the
almanacs don't explain much about behind the scenes causes.

My actual questions related to this are:

Why did Valerias (and I'm guessing her group of Immortals) want to hinder
the Thyatians, did they flub a ceremony honoring her or something?  The
three major players are: Ring of Fire, Brotherhood of the Shadow, and
Fellowship of the Star?  Are these simply immortal alliances or immortals
with organized mortal minions?

With a little more info I can set this up for my campaign, with some
changes. (My campaign's date is around Flaurmont 25, 1004, and my PCs
couldn't do anything worthwhile in the war yet.  I also want the continent
of Alphatia to survive the war)

Byron

I'm seeing more than half of the Council going into 'Exile' or ignoring
their mad emperor, with all the consequences that come of that to a people.
Still have to deal them a harsh blow though... maybe the continent doesn't
sink but gets open gates to outer planes.  After the Week without Magic they
can fix that, but the damage would be done. heh heh heh
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=========================================================================
Date:         Mon, 9 Oct 2000 17:56:01 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      Re: 3E Knight-Hero draft - help needed
In-Reply-To:  <bb.7aca035.2713b4fa@aol.com>
MIME-version: 1.0
Content-type: text/plain; charset="us-ascii"

At 19:55 10/9/00 EDT, David Knott wrote:

>> >Do you think the 4 points per level is too high? What
>>  >about 3? I don't have my PHB in front of me, so I
>>  >can't remember how many skills a Paladin or a Fighter
>>  >get per level.

>>  >> Skill points at each level:  4 + Int modifier.

>>          I believe it's the same as what paladins and rangers get. I'll
>>  double-check, though.

>Rangers get 4 -- Paladins get 2.

        Hmmm. In that case, I guess it all comes down to balance issues, as a
paladin's powers are more potent than a rangers. Where does the knight-hero
fall? I'd argue that they're certainly weaker than paladins, maybe even
weaker than rangers.
        BEAU
        http://www.LBY3.com/

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=========================================================================
Date:         Mon, 9 Oct 2000 21:22:13 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Evil Genius <jruhlconob@SPRYNET.COM>
Subject:      Re: The events of WotI

>> Thanks Evil Genius, I was going to have to ask for this eventually since thealmanacs don't explain much about behind the scenes causes. <<

Doing that might take awhile more than a brief synopsis of the events. 8-)

>> Why did Valerias (and I'm guessing her group of Immortals) want to hinder the Thyatians, did they flub a ceremony honoring her or something? <<

Well, it goes to the origins of the war itself, which was generated by antagonisms between Ixion and Rad over the use of the Radiance; each collected a group of Immortal supporters. Valerias sided with Ixion (her main squeeze), Vanya (for reasons largely left unexplained) sided with Rad. This is why the HKs & Thyatis sided with Glantri during the war (impetus of Vanya, though she also seems to have had some bizzare sideshows going on, at least with respect to her HKs, but those aren't fully explained in WotI itself). Thus Thyatis opposed Alphatia due to this conflict among the Immortals, and as a result those that sided with Ixion interfiered against Thyatis (why Ilsundal spent his time monkeying with Ochalea & the Pearl Islands while Alfhiem got clubbed like a baby seal is also unexplained. I guess he expected Mealiden to watch his back in Alfhiem, and Starwatcher was caught sleeping on the job.)

>> The three major players are: Ring of Fire, Brotherhood of the Shadow, and Fellowship of the Star?  Are these simply immortal alliances or immortals with organized mortal minions? <<

Those are Immortal alliances, the Immortals then using their mortal followers as tools/"pawns" in the conflict (but generally without overtly letting them know exactly what's up, just sort of prodding them to act as they want without telling them the whole score).

>> I'm seeing more than half of the Council going into 'Exile' or ignoring their mad emperor, with all the consequences that come of that to a people. <<

Well, you can do whatever works for your campaign, but WotI says "most" obey Zandor, which would mean anywhere from 50.1% to 99.9% (or anything in between). A lot of people who favor Alphatia do what they can to soften the blow for them, though, and this is one of the things they pick as a means to do so. Vice versa is also the case; indeed, if you want more info, you really should try to get your hands on WotI if you can pick up a copy (I've seen copies for sale in gameshops that do online business): at each stage/Event, advice is offered as to how things can be swayed one way or another by character interaction in the campaign.

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=========================================================================
Date:         Tue, 10 Oct 2000 02:51:24 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul George Dooley <dooley@CABLEINET.CO.UK>
Subject:      Re: Downloads (Was New Guy! Hi!)
MIME-Version: 1.0
Content-Type: text/plain; charset="iso-8859-1"
Content-Transfer-Encoding: 7bit

> >     Anyhow since the optimised versions are smaller than the current
zipped
> > versions in all cases, before being zipped themselves of course, I am
> > somewhat puzzled by them not doing it in the first place. By the time we
get
> > to Mystara's uploads the saving will be in the Gigs range if they
optimised.
>
> I've forwarded this to the company doing the scanning asking them why
we're not
> doing this. ;-)
>
    Great.

    BTW if this is the way you go any chance that the free Mystaran stuff
remains the same size in Meg as the old way, so we can get more stuff free?
After all a Mystarophile has probably reduced the amount of space needed on
your own servers for the files, not to mention  possibly greatly improving
customer service and relations.  :^)

Hamlet I, v, 166.
Words to live by?

Paul

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=========================================================================
Date:         Mon, 9 Oct 2000 22:41:29 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         David Knott <Kaviyd@AOL.COM>
Subject:      Re: 3E Assassin and Mystara
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In a message dated 2000-10-09 6:38:14 PM Eastern Daylight Time, lby3@LBY3.COM
writes:

>         If I took away the spells from the Assassin for an Iron Ring
prestige
>  class, what should be given them in compensation to balance them against
>  the Assassin? d10 hit dice? Fighter attack advancement? Any ideas?

If you are going back to the D&D RC "Headsman/Thug" concept, then the
"death strike" capability is the only one that presents a real problem.
Perhaps you could make these characters multi-classed Fighter/Rogues
with ranks in "Profession:  Executioner" skill being used for "instant kill"
checks?

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=========================================================================
Date:         Mon, 9 Oct 2000 22:40:45 CDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron Molix <lockheart1930@HOTMAIL.COM>
Subject:      Re: The events of WotI
Mime-Version: 1.0
Content-Type: text/plain; format=flowed

I'm well aware of what happens to Alphatia in the core timeline, just the
hows and whys leading up to it are a bit cloudy to me. You've solved that
admirably for me. Thanks again.

My main reason for not sinking Alphatia is that I can get some good use out
of it later on. I'm not for or against any country in the Known World. I
just liked too much of the stuff I read in Dawn of the Emperors as possible
adventure hooks, to totally remove it.

Eriadna still has to go eventually, and Zandor would be very bad for
everybody, so bad my PCs may get involved directly after a while. (If I'm
still running the game then, they should have gained 15+ levels at least)
That is after all some 7 game years away. Most of them are Thyatians though
and might need something to send reprisals against. If I make Zandor a
horrible, meddling, semi-expansionistic Nero-type that should do it.

Byron
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=========================================================================
Date:         Tue, 10 Oct 2000 02:12:58 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Shaham Ilan <ohadshm@INTER.NET.IL>
Subject:      Re: [3e] Buying off barred schools?
MIME-Version: 1.0
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> I'm totally opposed to such a thing in general D&D terms based on the
> mechanics we have now. Sure, Specialists don't get as many cool benefits
as
> before, but being a specialist while getting back one of the schools you
> sacrificed is a benefit that is in my mind much better than a level of
> regular class advancement for a wizard.  They get a Cleric-domain like
> situation with no penalty and their much better spells. Also, if you
> remember WotC pointed out that benefits of a high level are nowhere near
as
> expansive as an actual class level with all the perks included.
>

> Byron
> _________________________________________________________________________

I agree with all you wrote, but you are neglecting one good reason for not
using this proposed rule.
Puting game advantages aside, we are reminded of the (IMO) true reason that
specialisations exist in the magic system-
to give variety and make things more interesting. It is far more INTERESTING
to play a wizard that is good at certain kinds of magic and therefore not
good at others. This should be maintained even in high level of play, for
variety and interest sake.
For example- we know that some NPC is a mighty necromancer, mightier than
all wizards in the land but still he has a disadvantage of not being able to
use enchantments and charms on the PCs. He is still a very powerful (maybe
over 20) necromancer, but the barred school gives him something unique. I
think it is great that D&D3e gives the wizard options as to which schools he
is barred from. An Evocer that is barred from Conjuration is very different
than an Evocer that is barred from Divination, Necromancy and Illusion.

To make this thing a bit more Mystara related, the following installments to
the Glantrian Personal Division by me is going to be in 3e and contain
specialisations and barred schools.

Morphail
(Ohad Shaham)

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=========================================================================
Date:         Tue, 10 Oct 2000 02:20:21 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Shaham Ilan <ohadshm@INTER.NET.IL>
Subject:      Re: [NPC-3e] Morphail Gorevitch-Woszlany
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----- Original Message -----
From: Byron Molix <lockheart1930@hotmail.com>
To: <MYSTARA-L@ORACLE.WIZARDS.COM>
Sent: Sunday, October 08, 2000 6:04 PM
Subject: Re: [MYSTARA] [NPC-3e] Morphail Gorevitch-Woszlany


> Well, in third edition, specialists can use any magic item except scrolls
or
> wands with their barred school, and necromancers pick one school to bar
> themselves from. It could be Enchantment, or Illusion, or Invocation, etc.
>
> So without knowing what school he is barred from, Morphail could have all
> the devices and spells listed below with maybe one or two exceptions.  If
> his barred school was illusion, he would get to keep the ring of
> invisiblity, but mirror image would have to go.
>
> Byron

My choice was evocation for Morphail. One of the reasons were I related
Evocation to be a more modern and "Glantrish" stile of magic. Morphail
"evolved" as a wizard in old Traldara were "flashy" magic was not so
apropriate (and enchantment IS!). If you take out the Magic Missile and Wall
of Force from Solmyr's (was it Solmyr? if not Im sorry) list, it fits well
with being barred form Evocation.

Morphail
(Ohad Shaham)

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=========================================================================
Date:         Tue, 10 Oct 2000 02:33:30 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Shaham Ilan <ohadshm@INTER.NET.IL>
Subject:      Re: High Level Glantrian Princes
MIME-Version: 1.0
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> D&D3e is balanced for 1-20th level, with 20th being very capable of damage
> to entire nations.  Mystara is a high powered game, but the average 30th
> level character is likely to be able to do alot more than damage a single
> nation. A large collection of them with a common foe is unbalancing beyond
> belief (cf. Old Council of Alphatia.)
>
> For instance, right now I'm thinking that only Etienne of all the
Glantrian
> princes would be above 30th level.  Having most of them 17-25 balances
them
> out and keeps them from causing problems for other countries nearby.
> Etienne gets the special treatment because he was an immortal, he
obviously
> strove much further than his fellows.
>
> Byron
> _________________________________________________________________________


I think you will have a tuff job because of the way Mystara was originally
written. Glantri's (Bruce Heard's) power level was medium and even the
"mightiest wizard in the world" Ettiene wass 35th level OD&D.
Thyatis/Alphatia's (Aaron Alston's) power level was extremely high and there
were a 1000 36th level mages in Alphatia and more than 250 to poor Thyatis.
So if you are using the same converting methods for both regions of Mystara
you can either keep the power difference, or do what I did and inore certain
aspects of DotE (IMC the council was composed of 9th level and above wizards
and clerics, with only a handful of exeptionaly powerful mages).

Morphail
(Ohad Shaham)

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=========================================================================
Date:         Tue, 10 Oct 2000 03:10:23 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Shaham Ilan <ohadshm@INTER.NET.IL>
Subject:      Re: Glantrian secret crafts as prestige classes
MIME-Version: 1.0
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> To learn each new level (circle) of a secret
> craft class, all abilities of the current circle must be known; and the
> character must have a minimum level in the wizard or sorcerer class
> (these being 5th, 7th, 10th, 15th, and 20th level respectively for each
> level of the secret craft class). For other information, descriptions
> and usage of craft abilities, cost of learning them, etc, see Gaz3 and
> G:KoM.
>

I think the levels are exagerated a little. These were the OD&D level
limits, and as discussed leangthly before, should be reduced by one of the
furmulea.
I suggest 5th level wizard for 1st level Secret Crafter, 7 for 2nd, 9 for
3rd, 13 for 4th, and 17 for High Master.
This are also levels in which the caster gains a higher level of spells cast
so it makes sence.

Also, do you really think sorcerers are apropriate for the SC or this
prestige class? The Secret Crafts are based in the Great School of Magic and
it seems to me that all students in the school will become Glantrian
wizards, not sorcerers.

Morphail
(Ohad Shaham)

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=========================================================================
Date:         Tue, 10 Oct 2000 02:52:44 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Shaham Ilan <ohadshm@INTER.NET.IL>
Subject:      Re: 3E Knight-Hero draft - revised
MIME-Version: 1.0
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>         I couldn't sleep, and my brain started turning over the
knight-hero in my
> mind (ouch!), specifically the issue of balancing them against a regular
> fighter.
>         Here, then, is the revised hin knight-hero prestige class.
>         Feedback wanted:
> ---
> Hin Knight-Hero Prestige Class
>
>         BEAU

I am sorry if I can give any specific comments, but this is by far the best
prestige class I have seen so far! Well done!
I like the fact the Mystaran halfling feel, and the alternative to a regular
paladin character (a Hin paladin will be a little silly...).

Morphail
(Ohad Shaham)

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=========================================================================
Date:         Tue, 10 Oct 2000 10:22:19 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Evil Genius <jruhlconob@SPRYNET.COM>
Subject:      Re: The events of WotI

>>  If I make Zandor a horrible, meddling, semi-expansionistic Nero-type that should do it. <<

Well, the thing I'd change then from the "main" timeline is not have him go over-the-top insane like they made him in the PWAs (actually, the rationale for that came from WotI, too - when he was trapped in some rubble for a whole week during the {first} Week Without Magic, but still. . .) - that made him more of a cartoon-cuttout, comic-relief villian than a serious one. His original personality from DotE is much more dangerous and compelling.

Almost like a combination of Emperor Palpatane *and* Darth Vader from Star Wars. A bad - but *effective* and smart guy.

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=========================================================================
Date:         Tue, 10 Oct 2000 08:20:49 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         John Calvin <chimpman.geo@YAHOO.COM>
Subject:      3E Immortal help - looking for a patron
MIME-Version: 1.0
Content-Type: text/plain; charset=us-ascii

Hi All,

I'm trying to develope a (semi-)religious group in Limn, and am having trouble deciding
upon an immortal patron for them.  The group consists of canine humanoids (gnolls,
kobolds, lupins, hutaaka, etc...).  Their primary purpose is to perform various 'scent'
related tasks.  They may hire themselves out as guides, bounty hunters, trackers, or
whatever.

I want an immortal who has power in at least one (or better yet the first 2) of the
following domains:
Air
Travel
Knowledge

I also want an immortal who can be portrayed as chauvenistic.  My first thought was
Rathanos, and although he fits the bill for the second requirement, I think I'd be hard
pressed to give him power in any of the above domains.

The immortal in question need not be an Alphatian immortal (in fact I'd like it better it
he weren't).  Some kind of ties to Nithia/Thothia would be good, and of course the
immortal in question must be willing to have humaniod followers (although he need not
necessarily be a humanoid patron).

Does anybody have any ideas about who could fill this role.  I'd greatly appreciate any
input you can give me.

Thanks in advance,
John


=====
Rule #46.
If an advisor says to me "My liege, he is but one man. What can one
man possibly do?", I will reply "This." and kill the advisor.

from "A Guide to Becoming an Evil Overlord" by Peter Anspach

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=========================================================================
Date:         Tue, 10 Oct 2000 08:05:38 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      Re: 3E Knight-Hero draft - revised
In-Reply-To:  <000501c0329f$34437980$0101c80a@1>
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At 02:52 10/10/00 +0200, Shaham Ilan wrote:

>I am sorry if I can give any specific comments, but this is by far the best
>prestige class I have seen so far! Well done!

        Thanks!

>I like the fact the Mystaran halfling feel, and the alternative to a regular
>paladin character (a Hin paladin will be a little silly...).

        You think that's silly, wait until you see the hin pirate prestige class.
        No, really.

        BEAU
        http://www.LBY3.com/

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Date:         Tue, 10 Oct 2000 17:41:50 +0200
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Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Mzilikazi <sverrebm@ONLINE.NO>
Subject:      SV: [MYSTARA] 3E Immortal help - looking for a patron
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Firstly: Having Hutaakans and Gnolls in the same group might not be a very
logical approach. If you decide to remove the Gnolls, I'd suggest Pflarr.
Especially if you'd consider letting them utilize something like the pyramid
power of the Nithians or something... he seems to spread a lot of power
around to his favored peoples.

Another suggestion would be Palartarkan, who is a patron of Air-magic, and
thus would fit your first requirement. (He is an Alphatian immortal...)

- Count Mzilikazi of Limn

> -----Opprinnelig melding-----
> Fra: Mystara [mailto:MYSTARA-L@ORACLE.WIZARDS.COM]P� vegne av John
> Calvin
> Sendt: 10. oktober 2000 17:21
> Til: MYSTARA-L@ORACLE.WIZARDS.COM
> Emne: [MYSTARA] 3E Immortal help - looking for a patron
>
>
> Hi All,
>
> I'm trying to develope a (semi-)religious group in Limn, and am
> having trouble deciding
> upon an immortal patron for them.  The group consists of canine
> humanoids (gnolls,
> kobolds, lupins, hutaaka, etc...).  Their primary purpose is to
> perform various 'scent'
> related tasks.  They may hire themselves out as guides, bounty
> hunters, trackers, or
> whatever.
>
> I want an immortal who has power in at least one (or better yet
> the first 2) of the
> following domains:
> Air
> Travel
> Knowledge
>
> I also want an immortal who can be portrayed as chauvenistic.  My
> first thought was
> Rathanos, and although he fits the bill for the second
> requirement, I think I'd be hard
> pressed to give him power in any of the above domains.
>
> The immortal in question need not be an Alphatian immortal (in
> fact I'd like it better it
> he weren't).  Some kind of ties to Nithia/Thothia would be good,
> and of course the
> immortal in question must be willing to have humaniod followers
> (although he need not
> necessarily be a humanoid patron).
>
> Does anybody have any ideas about who could fill this role.  I'd
> greatly appreciate any
> input you can give me.
>
> Thanks in advance,
> John
>
>
> =====
> Rule #46.
> If an advisor says to me "My liege, he is but one man. What can one
> man possibly do?", I will reply "This." and kill the advisor.
>
> from "A Guide to Becoming an Evil Overlord" by Peter Anspach
>
> __________________________________________________
> Do You Yahoo!?
> Get Yahoo! Mail - Free email you can access from anywhere!
> http://mail.yahoo.com/
>
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>
>

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Date:         Tue, 10 Oct 2000 17:50:10 +0200
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Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         =?iso-8859-1?Q?H=E5vard?= <hoc@NVG.NTNU.NO>
Subject:      Re: SV: [MYSTARA] 3E Immortal help - looking for a patron
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On Tue, 10 Oct 2000, Mzilikazi wrote:

> Firstly: Having Hutaakans and Gnolls in the same group might not be a very
> logical approach. If you decide to remove the Gnolls, I'd suggest Pflarr.
> Especially if you'd consider letting them utilize something like the pyramid
> power of the Nithians or something... he seems to spread a lot of power
> around to his favored peoples.

On the other hand, Hutaakans and Gnolls are show living together in the
Savage Coast novel The Black Vessel.

If the Gnolls had been educated to the lifestyle of the Hutaakans, then
maybe Pflarr would have been persuaded to sponsor them..

H�vard, the other norwegian.

Haavard R. Faanes (hoc@nvg.ntnu.no)
http://www.nvg.ntnu.no/~hoc

"Would it not be easier in this case for the government
 to dissolve the people and elect another?"  -Bertolt Brecht

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Date:         Tue, 10 Oct 2000 16:53:49 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul George Dooley <dooley@CABLEINET.CO.UK>
Subject:      Re: 3E Knight-Hero draft - revised
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>         You think that's silly, wait until you see the hin pirate prestige
class.
>         No, really.
>
    Singing at +5, specialising in operetta no doubt mandatory. "Taran-tara
,Taran-tara" ;^)


Hamlet I, v, 166.
Words to live by?

Paul

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=========================================================================
Date:         Tue, 10 Oct 2000 19:04:47 +0300
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Solmyr <solmyr@KOLUMBUS.FI>
Subject:      Re: Glantrian secret crafts as prestige classes
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David Knott wrote:
>
> The Circles do not necessarily have to be split up evenly, but broken
> down according to special abilities granted.  As I recall, none of the
> Secret Crafts confer more than ten special abilities, so they can be
> fit into that structure.  For example, the Dracologist craft/class
> might be broken down as follows:
>
> Level 1:  1st Circle/Protection from Dragons
> Levels 2-6:  2d Circle/One ability per level
> Level 7:  3d Circle/Dragon Breath
> Level 8:  4th Circle/Dragon Might
> Level 9:  5th Circle/High Mastery of Dragons
> Level 10:  5th Circle/Dragon Ruler form
>
The two last ones are the same ability, IIRC.

I considered breaking them down by ability, but that would make them
somewhat "irregular", where one class would have 2nd circle abilities
all over levels 2-6 (like above), while another would have 4th circle
ability at level 6.

--
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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Date:         Tue, 10 Oct 2000 19:09:37 +0300
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From:         Solmyr <solmyr@KOLUMBUS.FI>
Subject:      [3e] Brannart McGregor
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Revised version, higher level and with the Necromancer prestige class.

Brannart McGregor, Prince of Klantyre, Viscount of Crownguard
24th level wizard, 9th level necromancer (13 high levels: Int +10,
increased spellcasting (x3))
Human (Radiance lich), Chaotic Evil

Str     16 (+3)
Dex     11 (+0)
Con     16 (+3)
Int     30 (+10)
Wis     15 (+2)
Cha     7 (-2)

120 HP; Init +4; AC 22 (lich base 20, ring +2)
Melee +13/+8; Ranged +10/+5
Fort +9, Ref +6, Will +14

Staff of the magi +15 (1d6+5), unarmed (lich cold touch) +13 (1d10+3,
paralyzation)

Equipment: staff of the magi, boots of levitation, crystal ball with
ESP, ring of protection +2

Languages: Klantyre, Averoignian, Thyatian, Alphatian, Flaemish, Elvish,
Draconic, Ethengarian, Darokinian, Orcish, Hulean
Skills: Alchemy +33, Concentration +33, Disguise +9, Heal +33,
Intimidate +7, Knowledge (arcana) +33, Knowledge (history) +33,
Knowledge (local) +33, Knowledge (nobility) +33, Knowledge (planes) +33,
Knowledge (Radiance) +33, Knowledge (religion) +33, Knowledge (undead &
necromancy) +33, Scry +33, Spellcraft +33
Feats: Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft
Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe
Scroll, Silent Spell, Spell Focus (necromancy), Spell Mastery (animate
dead, circle of death, control undead, finger of death, horrid wilting,
magic jar, ray of enfeeblement, spectral hand, wail of the banshee,
vampiric touch), Spell Penetration, Still Spell

Note: Brannart gets the benefits of a specialist necromancer without
associated penalties
Spells per day: 5/8/8/7/7/7/7/6/6/6/3 (must have at least 1 necromancy
spell per level)
Spells typically memorized:
Level 0: arcane mark, detect magic, disrupt undead, ray of frost, read
magic
Level 1: cause fear, chill touch, dance macabre (G:KoM), grease,
hypnotism, magic missile, ray of enfeeblement, shocking grasp
Level 2: alter self, blindness/deafness, blur, ghoul touch, minor image,
scare, spectral hand, web
Level 3: Brannart's acidic grip (G:KoM), halt undead, hold person,
nondetection, stinking cloud, torrent of death (G:KoM), vampiric touch
Level 4: contagion, enervation, fear, ice storm, improved invisibility,
polymorph other, resilient sphere
Level 5: animate dead, call upon Radiance (G:KoM), feeblemind, hold
monster, magic jar, summon monster V, telekinesis
Level 6: acid fog, breach the beast's defenses (G:KoM), circle of death,
disintegrate, globe of invulnerability, summon monster VI, true seeing
Level 7: control undead, finger of death, power word stun, shadow walk,
sword, teleport without error
Level 8: discharge (G:KoM), grasp the magic since used (G:KoM), horrid
wilting, irresistible dance, mass charm, maze
Level 9: a summons one dares not deny (G:KoM), energy drain, sever the
tie (G:KoM), soul bind, wail of the banshee, wish
30 more spell levels available for spell enhancement or additional
spells

--
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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=========================================================================
Date:         Tue, 10 Oct 2000 09:41:06 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         III <SundanceIII@EXCITE.COM>
Subject:      Reviews!
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My promised X2: Castle Amber review is now up at
http://thing.slashnull.org/review/adventures.php, and only a week late!  I
also posted a review of CM1: Test of the Warlords.  More reviews will be
available soon.

How are the other reviews we were promised coming?

-Andy Morrow





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=========================================================================
Date:         Tue, 10 Oct 2000 09:43:01 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         John Calvin <chimpman.geo@YAHOO.COM>
Subject:      Re: SV: [MYSTARA] 3E Immortal help - looking for a patron
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>>
 Firstly: Having Hutaakans and Gnolls in the same group might not be a very
 logical approach. If you decide to remove the Gnolls, I'd suggest Pflarr.
 Especially if you'd consider letting them utilize something like the pyramid
 power of the Nithians or something... he seems to spread a lot of power
 around to his favored peoples.

 Another suggestion would be Palartarkan, who is a patron of Air-magic, and
 thus would fit your first requirement. (He is an Alphatian immortal...)

 - Count Mzilikazi of Limn
<<

I actually see the gnolls as the dominant population in this group.  I mentioned the
hutaaka just to be thorough, since it is Limn we are talking about, and I suppose that it
wouldn't be unreasonable to have a few hutaaka wandering around there.

I want this semi-religious order to be a little rowdy.  Not evil by any means, but
definately harsh.  Pflarr just doesn't seem like the kind of guy to fron an orginization
like this.  Besides I think that Pflarr's main domain would be magic.

Palartarkan on the other hand might fit, I don't know.  This is the guy who created
floating Ar right?  I'll have to check into this one.  Thanks for the suggestions!  If
anyone has any others, I'd love to hear them.

John


=====
Rule #46.
If an advisor says to me "My liege, he is but one man. What can one
man possibly do?", I will reply "This." and kill the advisor.

from "A Guide to Becoming an Evil Overlord" by Peter Anspach

__________________________________________________
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Get Yahoo! Mail - Free email you can access from anywhere!
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Date:         Tue, 10 Oct 2000 18:41:29 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Gordon McCormick <gmcc@ESATCLEAR.IE>
Subject:      Re: Reviews!
In-Reply-To:  <1999472.971196066630.JavaMail.imail@prickles>; from
              SundanceIII@EXCITE.COM on Tue, Oct 10, 2000 at 09:41:06AM -0700
Mime-Version: 1.0
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On Tue, Oct 10, 2000 at 09:41:06AM -0700, III wrote:
> My promised X2: Castle Amber review is now up at
> http://thing.slashnull.org/review/adventures.php, and only a week late!  I
> also posted a review of CM1: Test of the Warlords.  More reviews will be
> available soon.

Coolness! BTW, what did you use to enter the text? There's are
some strange characters in it that look kinda funny in my
Netscape (where there should be  '  it displays  ?  ).

Also, would it be easier just to enter plain text rather
than having to html-ise your entries? Or is it more useful
to be able to boldify things etc?

thanks for using the site, it makes it much easier to make
it better :)

gordon

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Date:         Tue, 10 Oct 2000 22:53:08 +0300
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Solmyr <solmyr@KOLUMBUS.FI>
Subject:      [3e] Kol XIV
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Here's the revised version of Kol. He is character level 20 - in Gaz10
he was a level 26 kobold, which is pretty darn powerful (only King Thar
was higher level).

Kol XIV, Prince of New Kolland, Baron of Blackstone, Viceroy of the
Great Crater
10th level sorcerer, 10th level rogue
Kobold, Chaotic Neutral

Str     12 (+1)
Dex     16 (+3)
Con     15 (+2)
Int     16 (+3)
Wis     14 (+2)
Cha     16 (+3)

100 HP; Init +3; AC 15 (cloak +1, Dex +3, small size +1), also +4
against ogres and trolls
Melee +13/+3; Ranged +15/+5; +1 to attack gnomes and goblins
Fort +8, Ref +13, Will +12

Scepter (as club) +6 (1d6+1); normally Kol avoids combat or uses his
magic

Equipment: scepter, fungus crown, cloak of protection +1, ring of
chameleon power

Languages: Kobold, Thyatian, Orcish, Darokinian
Skills: Alchemy +16, Concentration +15, Diplomacy +16, Disguise +9,
Escape Artist +16, Handle Animal +9, Hide +16, Jump +14, Knowledge
(arcana) +16, Knowledge (poisons) +10, Listen +15, Move Silently +16,
Pick Pocket +16, Spellcraft +16, Tumble +16
Feats: Alertness, Brew Potion, Craft Wand, Craft Wondrous Item, Dodge,
Run, Scribe Scroll

Spells per day: 6/6/6/6/5/3
Spells known: 9/5/4/3/2/1

--
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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Date:         Tue, 10 Oct 2000 23:40:16 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul Benfield <paul.benfield@VIRGIN.NET>
Subject:      3e Champion of Halav - Final draft
In-Reply-To:  <63.c24fcb4.2713b4f4@aol.com>
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Hi all,

Thanks for the feedback everybody!

I've put the final Champion of Halav prestige class up on my web page (see
signature below) on a new prestige class page in the Rules section of the
site.

In case people are wondering I've made the following extra clarifications:

The Ranger/Champion cannot stack a Hated Enemy bonus with a Favoured Enemy
bonus.
Before combat the character would have to chose which bonus to use...

I decided not to give the character Turn Undead as an enhanced ability or
prerequisite as the Champion lives to fight humanoids not undead.

I haven't actually prevented Rangers from becoming Champions in the rules to
allow the 'imaginative' player this option although I would like it noted
that every Champion is a member of either the Church of Traladara or the
Cult of Halav. In my campaign you could count the number of Rangers in both
groups on one hand...

I do much prefer roleplaying restrictions than cold hard rules :-)

Thanks again for the advice!

I would like do a complete set with a Champion prestige class for Petra's
and Zirchev's followers as well (those Rangers will have their revenge!) in
each case focusing the classes' attention on different goals more
appropriate to the Immortal in question. I'm not sure if it'll be a bit
boring for OD&D/2e fans out there so I'll post these two prestige classes on
my website unless people want otherwise.

Paul Benfield
http://freespace.virgin.net/paul.benfield

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Date:         Tue, 10 Oct 2000 16:09:37 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau <lby3@LBY3.COM>
Subject:      Re: 3e Champion of Halav - Final draft
In-Reply-To:  <NDBBKPGKMLMBEDBBMBBHCEGECDAA.paul.benfield@virgin.net>
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At 23:40 10/10/2000 +0100, Paul Benfield wrote:

>I would like do a complete set with a Champion prestige class for Petra's
>and Zirchev's followers as well (those Rangers will have their revenge!) in
>each case focusing the classes' attention on different goals more
>appropriate to the Immortal in question. I'm not sure if it'll be a bit
>boring for OD&D/2e fans out there so I'll post these two prestige classes on
>my website unless people want otherwise.

        Whoa! Otherwise! Otherwise! 3E prestige classes still contain ideas for
people using other versions, just as OD&D discussions are useful for other
people, too.

        BEAU
        http://www.LBY3.com/

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Date:         Wed, 11 Oct 2000 00:02:25 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         David Knott <Kaviyd@AOL.COM>
Subject:      Re: Glantrian secret crafts as prestige classes
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In a message dated 2000-10-10 12:26:36 PM Eastern Daylight Time,
solmyr@KOLUMBUS.FI writes:

> > Level 9:  5th Circle/High Mastery of Dragons
>  > Level 10:  5th Circle/Dragon Ruler form
>  >
>  The two last ones are the same ability, IIRC.

Not quite -- at level 9 you can assume the form of your chosen
dragon type (1st half of "High Mastery of Dragons").  Only at
level 10 can you challenge and replace the dragon ruler of your
alignment.

> I considered breaking them down by ability, but that would make them
>  somewhat "irregular", where one class would have 2nd circle abilities
>  all over levels 2-6 (like above), while another would have 4th circle
>  ability at level 6.

So why would that irregularity pose a problem?

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Date:         Tue, 10 Oct 2000 21:12:44 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron D Molix <lockheart1930@HOTMAIL.COM>
Subject:      Re: High Level Glantrian Princes

Thanks for your insight on this. My Glantri source is 2e and my
Thyatis/Alphatia source is 0e, or OD&D, so these comparisons don't become
quite as obvious to me.

I'll probably require the council members to be at least 14th level, but
only have a handful be 20+ (and most likely nameless).

Now I know why all those estates and positions are only open to 36th level
wizards in DotE.

Byron

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=========================================================================
Date:         Tue, 10 Oct 2000 21:20:59 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron D Molix <lockheart1930@HOTMAIL.COM>
Subject:      Re: Seven secret crafts correction

You would do better off with doing away with the level or spell level
requirements, but if you have to have something like this, you should
probably base it on what spell levels they can cast and make sure your
prestige classes increase the caster's spell casting abilities as the
Loremaster.  Otherwise it is quite impossible to become much more than mid-
level in your prestige class without losing some benefits eventually.  In
other words you couldn't be a Wizard 10, Craft 10 character which is the
ideal situation for a prestige classed character, from the designer's
standpoint.  At most you're talking Wiz 14, Craft 6 or something similar.

Byron

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Date:         Tue, 10 Oct 2000 23:54:32 CDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron Molix <lockheart1930@HOTMAIL.COM>
Subject:      3e Thyatian Gladiator
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This is a prestige class I came up with, and you'll need to at least see it
to grok my new Thincol writeup. Revise it for your own use if you like.

-----------------------------------------------------
Thyatian Gladiator

Gladiators of the Arena in the empire of Thyatis learn to control their
weapons as well as the crowd.  They are often heroes within the Empire as
long as they are good at what they do.  Fighters and Barbarians make
excellent Gladiators, but the elite skills of the class will aid anyone
whose business is fighting for an audience, or just fighting with style and
efficiency.

Requirements:

Base Attack Bonus: +6
Feats: Armor Proficiency Medium, Power Attack
Skills:
Bluff: Rank 1
Intimidate: Rank 4
Sense Motive: Rank 1
Spot: Rank 3

Hit Die: 1d10
Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump
(Str), Sense Motive (Cha), Tumble (Dex)

Skill Points per level are 2+Int modifier.

Attack Bonus: As Fighters
Good Saves: Fortitude, and Reflex.

Special Abilities by level.

1) Exotic Weapon Proficiency, Impress Crowd
2) Flourish, Martial Bonus feat, Qualify for Specialization
3) Martial Bonus feat (MBf)
4) MBf, Use Crowd's Energy
5) MBf
6) Gladiatorial Finesse +1d6, MBf
7) MBf
8) Gladiatorial Finesse +2d6, MBf
9) MBf
10) Gladiatorial Finesse +3d6, MBf

CLASS FEATURES

Weapons and Armor:
        Gladiators gain proficiency with all Shields, Simple and Martial weapons.
They can wear whatever armor they are already proficient with.  Note that
armor check penalties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and
Tumble.  Also, Swim checks suffer a -1 penalty for every 5 pounds of armor
and equipment carried.

Exotic Weapon Proficiency:
        The Gladiator picks one exotic weapon to master upon gaining 1st level.

Impress Crowd:

The Gladiator becomes good at affecting the audience with his skill or
antics.  Whenever there is a group of onlooking characters watching him
fight, even if it is just a bar room brawl, the Gladiator can attempt a
Charisma check modifed by Gladiator class level to affect the crowd.  Use
the Perform DC chart to determine basic reaction.  The result will enhance
his reputation as long as he wins the fight.  This ability can be used by
multiple gladiators in the same fight without invalidating a previous use.
It can also be used for a group of combatants versus an individual, or
another group.

Flourish:

Gladiators have the tendancy to perform strange or exotic looking combat
moves, but their actions are always deadly serious.  At 2nd level the
Gladiator gains the ability to misdirect his opponents or lull them into
false confidence through his antics in the ring.  This ability requires a
full attack action, and the gladiator gets only one attack during the round,
but it begins right before the first character acting in the initiative
order.

The chosen opponent loses a point of AC or Attack Bonus, the DM or
opponent's choice, while facing the gladiator until just before the
gladiator can go next round, and the gladiator adds an additional 3 points
of damage (as a strength bonus) to the strike if it hits.  Gladiators cannot
use this ability if they are flat-footed, and cannot affect opponents to
whom they would lose their dex bonus this round.

Martial Bonus feat:

At every level after the first a gladiator learns a new feat of combat.  A
gladiator gains bonus feats like a fighter.  When the character gains this
ability, pick a feat off the list in the PHB for that level.

Qualify for Specialization:

At 2nd level, a Gladiator has practiced enough with all their weapons that
they qualify for the Weapon Specialization feat.  They still have to be
focused with the weapon in question, and the feat is not free.

Use Crowd's Energy:

The Gladiator can now use the frenzy of the audience to bolster his efforts.
  The crowd's positive reaction, and cheers turn into a wave of energy that
makes the gladiator fight harder and better.  As long as the crowd's base
reaction is positive to the gladiator, he can activate this ability.  Once
activated, the Gladiator gains 2d4 temporary hit points, and adds +1 to hit
on all attacks he makes.  This ability lasts for 1d10+4 rounds, and cannot
be reactivated once it has faded unless the Gladiator makes an Impress Crowd
action and beats the previous level by 10.

That is, if he used Impress Crowd to get an enjoyable performance (DC 15),
or was perhaps the local favorite to begin with, he would have to turn out a
memorable or extraordinary performance to reactivate this ability.  This
ability can normally be used once per fight, and only works with a crowd of
onlookers at least 200 strong.

Gladiatorial Finesse:

At 6th level the Gladiator can make a very precise strike, and every other
level thereafter the strike gets more precise.  Any medium or light weapon
is usable, and a large weapon is usable if the Gladiator is specialized in
its use.  This must be the only attack the Gladiator makes that round,
besides attacks of opportunity, and the extra damage does not multiply.
This damage stacks with sneak attack or other forms of precision damage from
other sources.
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=========================================================================
Date:         Tue, 10 Oct 2000 23:55:18 CDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron Molix <lockheart1930@HOTMAIL.COM>
Subject:      [NPC-3e] Thincol I Torion (revision)
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This is Thincol I from my campaign, if you don't want him speaking dwarven,
give him another language or lower his Int by 2.  My version starts out a
pretty smart guy, so he earned another language.

Thincol I Torion (Emperor of Thyatis, Thincol the Brave, Thrainkell Torson)
24th Level (Barbarian 3, Fighter 3, Thyatian Gladiator 6, Aristocrat 8, 4
High Levels: +1 Str, +1 Con, +2 Atk Bonus)
Human, Lawful Neutral
Str     18(+4)
Dex     16(+2)
Con     18(+4)
Int     17(+3)
Wis     15(+2)
Cha     18(+4)

190 hp; Init +6; Speed 20; AC 21 (+2 Full Plate +10, Dex +1)
Melee +24/+19/+14/+9; Ranged +22/+17/+12/+7
+2 Greatsword +27 (2d6+10, 17-20), Dagger +24 (1d4+4), Unarmed +24 (1d3+4)
Fort +17, Ref +11, Will +12

Languages: Thyatian Common, Alphatian Common, [Denwarf Dwarven]
Skills: Bluff +10, Climb +13(+8), Craft (Shipmaking) +6, Diplomacy +15,
Innuendo +13, Intimidate +22, Jump +12(+7), Know: Geography +19, Know:
Nobility +14, Listen +10, Ride +9, Sense Motive +22, Spot +12, Tumble
+6(+1), Wilderness Lore +5
Feats: Dodge (Mobility, Spring Attack), Exotic Weapon: Bastard Sword,
Expertise (Improved Disarm, Whirlwind Attack), Improved Crit: Greatsword,
Improved Initiative, Improved Unarmed Strike, Leadership, Power Attack
(Cleave, Great Cleave), Weapon Focus: Greatsword, Weapon Specialized
(Greatsword)

Full Plate +2 = AC +10, Max Dex +1, Armor Check -5

Notes: Thincol is lucky in that his body is only affected as Middle Age, but
his mind is Old, therefore he's reaping mental attribute bonuses without the
consequences.  All attribute mods are factored in above.  (HP, Skill Points,
Feats, Saves, etc. from high levels ignored for now)
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=========================================================================
Date:         Wed, 11 Oct 2000 08:49:53 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Dylan Gault <dylan.gault@SYMPATICO.CA>
Subject:      Re: 3E Assassin and Mystara
In-Reply-To:  <3.0.5.32.20001009153307.007ea1b0@lby3.com>
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Date sent:              Mon, 9 Oct 2000 15:33:07 -0700
Send reply to:          Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:                   Beau <lby3@LBY3.COM>
Subject:                [MYSTARA] 3E Assassin and Mystara
To:                     MYSTARA-L@ORACLE.WIZARDS.COM
Beau wrote:
>         I was struck by one of the cruelest possible DM thoughts last night, and
> that got my thoughts turned to the 3E Assassin prestige class in the DMG.
> I'm thinking it would work well for the Glantrian group of assassins (their
> name slips my mind at the moment), but they wouldn't work as well for the
> Iron Ring.
>         If I took away the spells from the Assassin for an Iron Ring prestige
> class, what should be given them in compensation to balance them against
> the Assassin? d10 hit dice? Fighter attack advancement? Any ideas?

The spells provide a degree of flexibility to the class, so you should
compensate for that with extra skill points. Fighter attack bonuses
wouldn't be a bad idea either, as the character will lose some
opportunities to strike when the target is unaware. Maybe throw in
one of the high level thief abilities when the Iron Ring should
be about 10 total levels.

Dylan G

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Date:         Wed, 11 Oct 2000 06:12:52 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         III <SundanceIII@EXCITE.COM>
Subject:      Re: Reviews!
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>Coolness! BTW, what did you use to enter the text? There's are
>some strange characters in it that look kinda funny in my
>Netscape (where there should be  '  it displays  ?  ).

>Also, would it be easier just to enter plain text rather
>than having to html-ise your entries? Or is it more useful
>to be able to boldify things etc?

I typed the text (with html mark-up) in Word, then pasted it into your form.
I don't get any format weirdness when I view it with Explorer.  Could I have
copied over some formatting from Word?  (Is that possible?)  Next time I'll
remember to write my review in Notepad, maybe that will solve the problem.

I like the system as is, it gives the reviewer a little control over the
presentation.

A useful addition to the page might be a "ten most recent reviews" section,
or perhaps something that would mark the links products that have been
recently reviewed.  Its not really practical to search the entire listing
for new material.

-Andy Morrow





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Date:         Wed, 11 Oct 2000 09:26:02 CDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron Molix <lockheart1930@HOTMAIL.COM>
Subject:      Re: [3e] Brannart McGregor
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----Original Message Follows----
Date:    Tue, 10 Oct 2000 19:09:37 +0300
From:    Solmyr <solmyr@KOLUMBUS.FI>
Subject: [3e] Brannart McGregor

Revised version, higher level and with the Necromancer prestige class.

Brannart McGregor, Prince of Klantyre, Viscount of Crownguard
24th level wizard, 9th level necromancer (13 high levels: Int +10,
increased spellcasting (x3))
Human (Radiance lich), Chaotic Evil

Str     16 (+3)
Dex     11 (+0)
Con     16 (+3)
Int     30 (+10)
Wis     15 (+2)
Cha     7 (-2)

120 HP; Init +4; AC 22 (lich base 20, ring +2)
Melee +13/+8; Ranged +10/+5
Fort +9, Ref +6, Will +14

Staff of the magi +15 (1d6+5), unarmed (lich cold touch) +13 (1d10+3,
paralyzation)

Equipment: staff of the magi, boots of levitation, crystal ball with
ESP, ring of protection +2

Languages: Klantyre, Averoignian, Thyatian, Alphatian, Flaemish, Elvish,
Draconic, Ethengarian, Darokinian, Orcish, Hulean
Skills: Alchemy +33, Concentration +33, Disguise +9, Heal +33,
Intimidate +7, Knowledge (arcana) +33, Knowledge (history) +33,
Knowledge (local) +33, Knowledge (nobility) +33, Knowledge (planes) +33,
Knowledge (Radiance) +33, Knowledge (religion) +33, Knowledge (undead &
necromancy) +33, Scry +33, Spellcraft +33
Feats: Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft
Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe
Scroll, Silent Spell, Spell Focus (necromancy), Spell Mastery (animate
dead, circle of death, control undead, finger of death, horrid wilting,
magic jar, ray of enfeeblement, spectral hand, wail of the banshee,
vampiric touch), Spell Penetration, Still Spell

Note: Brannart gets the benefits of a specialist necromancer without
associated penalties
Spells per day: 5/8/8/7/7/7/7/6/6/6/3 (must have at least 1 necromancy
spell per level)
Spells typically memorized:
Level 0: arcane mark, detect magic, disrupt undead, ray of frost, read
magic
Level 1: cause fear, chill touch, dance macabre (G:KoM), grease,
hypnotism, magic missile, ray of enfeeblement, shocking grasp
Level 2: alter self, blindness/deafness, blur, ghoul touch, minor image,
scare, spectral hand, web
Level 3: Brannart's acidic grip (G:KoM), halt undead, hold person,
nondetection, stinking cloud, torrent of death (G:KoM), vampiric touch
Level 4: contagion, enervation, fear, ice storm, improved invisibility,
polymorph other, resilient sphere
Level 5: animate dead, call upon Radiance (G:KoM), feeblemind, hold
monster, magic jar, summon monster V, telekinesis
Level 6: acid fog, breach the beast's defenses (G:KoM), circle of death,
disintegrate, globe of invulnerability, summon monster VI, true seeing
Level 7: control undead, finger of death, power word stun, shadow walk,
sword, teleport without error
Level 8: discharge (G:KoM), grasp the magic since used (G:KoM), horrid
wilting, irresistible dance, mass charm, maze
Level 9: a summons one dares not deny (G:KoM), energy drain, sever the
tie (G:KoM), soul bind, wail of the banshee, wish
30 more spell levels available for spell enhancement or additional
spells

--
******************

Just two points: The version of Brannart I have in GKoM doesn't have him as
a member of any secret craft at all. Since he knows so much about the
Radiance, he'd probably be in that brotherhood if in any secret group.

Also, your level calc seems off. He's a 24th level character, right? So he'd
be a Wizard 11, Glantrian Necromancer 9, with 4 high levels? If this is the
case, he'd probably have spent at least one high level on getting his normal
spellcasting up to maximum.

If he's meant to be 46th level, first you have to lower his wizard levels to
20, raise his high levels, and go from there.  Character Classes don't go
above 20, just character levels.

Byron

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=========================================================================
Date:         Wed, 11 Oct 2000 07:57:57 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         "Jenni A. M. Merrifield" <strawberry@JAMM.COM>
Subject:      Mystara mentioned in Dungeon #83
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"; format=flowed

   Hey, I don't know if anyone else has read through the newest Dungeon
yet, but there's an intentional mention of our beloved Mystara in the
introductory paragraph for the first adventure, "Deep Freeze", quoted below:

   "The adventure takes place in the Theocracy of the Pale, in the
northeastern portion of the Flanaess.  With only a few modifications,
however, this scenario can be adapted for several other campaign worlds;
the FORGOTTEN REALMS, MYSTARA, and RAVENLOFT settings are all appropriate
for this module."

   It's not much, but it's still nice to see. :-)

Jenni

--
          Jenni A. M. Merrifield <==> strawberryJAMM Designs
          strawberry@jamm.com <==> http://www.jamm.com/jamm/
<------------------------------------------------------------------>
   God created Light.  Then Earth, Vegetables, Animals, Man and Woman.
     Then God started to think:  "I should create things I *like*!"
            And God said:  "Let There Be Strawberries!"

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Date:         Wed, 11 Oct 2000 18:16:34 +0300
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Solmyr <solmyr@KOLUMBUS.FI>
Subject:      Re: Glantrian secret crafts as prestige classes
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David Knott wrote:
>
> Not quite -- at level 9 you can assume the form of your chosen
> dragon type (1st half of "High Mastery of Dragons").  Only at
> level 10 can you challenge and replace the dragon ruler of your
> alignment.
>
Still, since only level 10 is High Master, and either variant is only
available to the High Master, they should probably be lumped together.

> > I considered breaking them down by ability, but that would make them
> >  somewhat "irregular", where one class would have 2nd circle abilities
> >  all over levels 2-6 (like above), while another would have 4th circle
> >  ability at level 6.
>
> So why would that irregularity pose a problem?
>
It's easier to track what circle people are at (in order to easily
determine ability research costs/times etc) if the prestige class levels
are the same no matter what. Thus in my version, levels 1-3 is 1st
circle, 4-5 is 2nd, 6-7 is 3rd, 8-9 is 4th, and 10 is High Master.

--
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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Date:         Wed, 11 Oct 2000 18:18:20 +0300
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Solmyr <solmyr@KOLUMBUS.FI>
Subject:      Re: Seven secret crafts correction
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Byron D Molix wrote:
>
> You would do better off with doing away with the level or spell level
> requirements, but if you have to have something like this, you should
> probably base it on what spell levels they can cast and make sure your
> prestige classes increase the caster's spell casting abilities as the
> Loremaster.  Otherwise it is quite impossible to become much more than mid-
> level in your prestige class without losing some benefits eventually.  In
> other words you couldn't be a Wizard 10, Craft 10 character which is the
> ideal situation for a prestige classed character, from the designer's
> standpoint.  At most you're talking Wiz 14, Craft 6 or something similar.
>
That's why only really powerful wizards (beyond level 20) learn
higher-level secret craft abilities. Those abilities are SECRET,
remember? There are only a handful of people in each craft.

--
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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=========================================================================
Date:         Wed, 11 Oct 2000 18:21:37 +0300
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Solmyr <solmyr@KOLUMBUS.FI>
Subject:      Re: [3e] Brannart McGregor
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Byron Molix wrote:
>
> Just two points: The version of Brannart I have in GKoM doesn't have him as
> a member of any secret craft at all. Since he knows so much about the
> Radiance, he'd probably be in that brotherhood if in any secret group.
>
Brannart is a necromancer of the 4th circle. This is from Gaz3. He is
also a Radiance user.

> Also, your level calc seems off. He's a 24th level character, right? So he'd
> be a Wizard 11, Glantrian Necromancer 9, with 4 high levels? If this is the
> case, he'd probably have spent at least one high level on getting his normal
> spellcasting up to maximum.
>
> If he's meant to be 46th level, first you have to lower his wizard levels to
> 20, raise his high levels, and go from there.  Character Classes don't go
> above 20, just character levels.
>
He's a 33rd level character, which translates into 24th level wizard and
9th level necromancer. As far as I could ascertain from the WotC
high-level handouts, it's possible to raise a class level above 20, you
just don't get all the usual benefits (WotC has a 35th level sorcerer as
an example on their website).

--
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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Date:         Wed, 11 Oct 2000 17:54:16 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Gordon McCormick <gmcc@ESATCLEAR.IE>
Subject:      Re: Reviews!
In-Reply-To:  <9495420.971269972299.JavaMail.imail@prickles>; from
              SundanceIII@EXCITE.COM on Wed, Oct 11, 2000 at 06:12:52AM -0700
Mime-Version: 1.0
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On Wed, Oct 11, 2000 at 06:12:52AM -0700, III wrote:
> >Coolness! BTW, what did you use to enter the text? There's are
> >some strange characters in it that look kinda funny in my
> >Netscape (where there should be  '  it displays  ?  ).
>
> >Also, would it be easier just to enter plain text rather
> >than having to html-ise your entries? Or is it more useful
> >to be able to boldify things etc?
>
> I typed the text (with html mark-up) in Word, then pasted it into your form.
> I don't get any format weirdness when I view it with Explorer.  Could I have
> copied over some formatting from Word?  (Is that possible?)  Next time I'll
> remember to write my review in Notepad, maybe that will solve the problem.

Jah, it's a Word wierdy thing, in the database it looks like a little
square, no idea what it is! I get the same thing every so often on
the web, just one of those things. If you can do html in notepad then
it'll probably look OK! [I'm sick, I use vi to edit html]

> I like the system as is, it gives the reviewer a little control over the
> presentation.

It does indeed! I'm just wondering if it will discourage people who
haven't your level of knowledge in html!

> A useful addition to the page might be a "ten most recent reviews" section,
> or perhaps something that would mark the links products that have been
> recently reviewed.  Its not really practical to search the entire listing
> for new material.

Indeed, I've added something to do that, it needs prettified (especially
the date) but I'm inundated with owrk atm so it'll have to do :)

http://thing.slashnull.org/review/last10.php

cheers,
gordon

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=========================================================================
Date:         Wed, 11 Oct 2000 15:12:35 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         DM <mdalmonte@PROVINCIA.RA.IT>
Subject:      Valerias.. WHY?
Mime-Version: 1.0
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HI folks!

It's a question that's been troubling my mind for a long time, and now that
I have time I want to discuss it with you.

Given we all know Valerias's passionate character and quick temper, and
given we know she's got a liason with the fiery Ixion, Prince of Energy, I
wonder: WHY DOES SHE BELONG TO THE SPHERE OF MATTER?

I mean, everthing in her description, attitude and portfolio seems to cry
out loud: I BELONG TO ENERGY, yet she goes to Matter... that's frightening,
at least from Matter's point of view, since she seems to be the absolute
negation of Matter's principles of stability, lawfulness and perseverance.
Valerias on the contrary is quite fleety, chaotic and volubile, and this
contrasts much with Matter's view of the universe, but it's instead
perfectly in line with Energy's values.

So again I ask: why did they put Love's Patroness into the Sphere of
Matter, in your opinion? I've always toyed with the idea of putting her
into Energy instead, also given the fact she's got no mortal background
that would make her loyal to an Immortal Patron of Matter (she's one of the
first immortals)..


DM
Senior Editor of the Mystaran Almanac
First Officer of U.S.S. Unicorn

"You don't stop playing because you grow old:
you grow old because you stop playing!"

Visit Marco's Mystara Homepage at:
http://www.geocities.com/TimesSquare/Dungeon/2967

And Mystara Italian Homepage at:
http://www.geocities.com/TimesSquare/Dungeon/9940

Join the Mystara Webring at:
http://www.geocities.com/TimesSquare/Dungeon/2967/mystring.html

Join the Starfleet Academy at:
http://gioco.net/startrek (Italian RPG PBEM)

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=========================================================================
Date:         Wed, 11 Oct 2000 23:54:44 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         The Stalker <alphatian@ANGELFIRE.COM>
Organization: Angelfire  (http://email.angelfire.mailcity.lycos.com:80)
Subject:      The Stalker has returned!
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Miss me? :)

I'll just be going through my mail. Will address issues once I'm done...


   - The Stalker



Angelfire for your free web-based e-mail. http://www.angelfire.com

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=========================================================================
Date:         Wed, 11 Oct 2000 17:45:58 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Wizards Shopper <dereka@UNISERVE.COM>
Subject:      Re: Valerias.. WHY?
In-Reply-To:  <3.0.6.32.20001011151235.0085acf0@racine.ra.it>
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Quoting DM <mdalmonte@PROVINCIA.RA.IT>:
[snip]
> Given we all know Valerias's passionate character and quick temper, and
> given we know she's got a liason with the fiery Ixion, Prince of Energy,
> I wonder: WHY DOES SHE BELONG TO THE SPHERE OF MATTER?
>
> I mean, everthing in her description, attitude and portfolio seems to
> cry out loud: I BELONG TO ENERGY, yet she goes to Matter... that's
> frightening, at least from Matter's point of view, since she seems to be the
> absolute negation of Matter's principles of stability, lawfulness and
> perseverance.

Hmm.  I don't completely agree with you.  I think having her in Matter is
perfectly justifiable.  Even based on principles of stability, lawfulness and
perseverance.

> Valerias on the contrary is quite fleety, chaotic and volubile, and this
> contrasts much with Matter's view of the universe, but it's instead
> perfectly in line with Energy's values.

Is she flighty, or is she just fiery?  Read on...

> So again I ask: why did they put Love's Patroness into the Sphere of
> Matter, in your opinion? I've always toyed with the idea of putting her
> into Energy instead, also given the fact she's got no mortal background
> that would make her loyal to an Immortal Patron of Matter (she's one of
> the first immortals)..

When they were drawing up the lines for the spheres of power and she had to
choose, there are several things about Matter that probably attracted her.
Permanence was probably one of them.  Yes, she's the Patroness of Love, but in
a /permanently/ romantic kind of way.  You say she's flighty, but she is
utterly devoted to Ixion.  No matter what, she always returns to him.

She is also the Girder on of Weapons, named for her penchant of giving weapons
to lovers facing annihilation against terrible odds.  There is nothing quite so
permanent than the prospect of facing eternity beside your beloved because you
died together.  Nor is there so intimate and lasting a devotion than from
lovers willing to die in the defense of the other.  It represents a certain
commitment to the principle of their union in love.  Besides, the simple hope
that you might win against such ridiculous odds, if you just fight hard enough
with love on your side, is certainly sticking to the principle of
Perseverance.

She might not be Lawful, but they can't all be cookie-cutter personalities.  I
think she still supports the majority of the principles of Matter, but does so
with passion rarely seen in that Sphere.

Sure, she could change Spheres and go to Energy, but then she wouldn't be much
for sticking to her choices, either, which would just go to show she /would/
belong there.  As it is, I think it's just fine.

In all honesty, you could justify it either way, but I think it's more
interesting to have her in Matter.  She's just compatible enough with Ixion
with her fiery nature, and just committed enough to her principles and love
(being an Immortal of Matter), for them to stay together.  =;)

- Auld Skald

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=========================================================================
Date:         Thu, 12 Oct 2000 02:13:39 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul George Dooley <dooley@CABLEINET.CO.UK>
Subject:      Re: Valerias.. WHY?
MIME-Version: 1.0
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> It's a question that's been troubling my mind for a long time, and now
that
> I have time I want to discuss it with you.
>
> Given we all know Valerias's passionate character and quick temper, and
> given we know she's got a liason with the fiery Ixion, Prince of Energy, I
> wonder: WHY DOES SHE BELONG TO THE SPHERE OF MATTER?
>
    Hmmnn! Matter is Polymaths (the been there and tried that, even goth the
t-shirt option) just perfect for the partygirl in question. ;^)

> I mean, everthing in her description, attitude and portfolio seems to cry
> out loud: I BELONG TO ENERGY, yet she goes to Matter... that's
frightening,
> at least from Matter's point of view, since she seems to be the absolute
> negation of Matter's principles of stability, lawfulness and perseverance.
> Valerias on the contrary is quite fleety, chaotic and volubile, and this
> contrasts much with Matter's view of the universe, but it's instead
> perfectly in line with Energy's values.
>
    Pigeonholing people merely because of temprement is usually a VERY bad
idea.Perhaps one of the reasons she seems so fiery is in contrast with her
staid fellow Immortals of Matter. Actually the very disparity between her
and many of the others is a good reason why the others in Matter like her.
None of the  boring, drab Moorcockian Masters of Order in the lawful sphere
with her around. Lets remember it wasn't the straightlaced Matter Immortals
who caused SNAFU (WotI) with a holy war over a minor difference in doctrine.
;^)

> So again I ask: why did they put Love's Patroness into the Sphere of
> Matter, in your opinion? I've always toyed with the idea of putting her
> into Energy instead, also given the fact she's got no mortal background
> that would make her loyal to an Immortal Patron of Matter (she's one of
the
> first immortals)..

    If you read her writups it seems this patroness of love thing is a very
recent thing in her life, well compared to the beginnings of her existance
anyway, it could merely be the equivalent of you or I learning the saxophone
for a while.  OTOH one has to wonder, if you don't mind me waxing somewhat
lyrical, if she actually sees it as tempering the souls of those she watches
in the fires of passion? Alloys are usually more flexable and/or stronger
than other materials, maybe she's just doing a bit of metallurgy of the
soul. ;^)

Hamlet I, v, 166.
Words to live by?

Paul

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=========================================================================
Date:         Wed, 11 Oct 2000 18:52:49 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Andrew Theisen <jsmill@WANS.NET>
Subject:      3E NPC- Kelter Zerben, 1005 AC
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"

Remember this guy from WotI (and the 1016 almanac?). He's a good example of
how a God/Immortal could pose as some other sort of deity and work some
nefarious deeds.

Kelter Zerben, c.1005 AC:

Fighter 2/Cleric 5 (of Balthac)
Human, Neutral Good

Str 17 (+3)
Dex 14 (+2)
Con 12 (+1)
Int 13 (+1)
Wis 16 (+3)
Cha 16 (+3)

41 hp; Init +6; Speed 20; AC 16 (Chain Shirt +4, Dex +2)
Melee +8; Ranged +7
Greatsword +9 (2d6+3, 19-20)
Fort +8, Ref +3, Will +7

Languages: Thyatian Common
Skills: Climb +6, Concentration +5, Diplomacy +7, Handle Animal +8, Heal
+7, Jump +8, Knowledge (religion) +5, Ride +7, Spellcraft +5, Swim +5.
Feats: Combat Casting, Combat Reflexes, Extra Turning, Improved Iniative,
Power Attack, Weapon Focus: Greatsword
Domains: Rebirth (see below), Destruction
Spells: 5/5/4/3

Hel, Immortal of Entropy
Domains: Death, Destruction, Evil, Rebirth

Rebirth

Deities: Hel, Yeenoghu
Granted Power: If a single attack would reduce the cleric's hit points to 0
or below, the cleric may make a Fortitude save (DC 20). If successful, the
cleric is merely reduced to 0 hit points. This power may be used once per day.

Rebirth Domain Spells:

1 Deathwatch
2 Gentle Repose
3 Speak with Dead
4 Reincarnate
5 Raise Dead
6 ? (no ideas offhand)
7 Resurrection
8 Clone
9 True Resurrection

As the Immortal "Balthac", Hel grants the domains of Rebirth and
Destruction to her followers.

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=========================================================================
Date:         Thu, 12 Oct 2000 07:10:40 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Thibault Sarlat <thibsylv@CLUB-INTERNET.FR>
Subject:      Re: Reviews!
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i think there is a mistake in the name for X4, it should display "master of the
desert nomad "instead of simply "adventure".


--
Thibault Sarlat.
ICQ 16622177.
homepage  http://www.mystara.com.bi
Join me at: thibsylv@club-internet.fr
or at
clenarius@hotmail.com

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=========================================================================
Date:         Wed, 11 Oct 2000 23:10:30 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Andrew Theisen <jsmill@WANS.NET>
Subject:      Denial Feat
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"

Just looking over Gaz8, it occurs to me that the Denial ability translates
fairly well to the d20 system.

Either just a) set a DC rating for the various effects, modified by the Int
and Wis modifiers of the denying halfling (and a Master would have doubled
bonuses, or something), or else b) just make it a straight Will save, with
an Int modifier (which might be better, actually.)

Anyway, I figure the recalculated values could be:

DC10 Effect robbed of 1 round of duration or 1 die of damage
DC15 Effect diverted 10-30' in random direction, or robbed of 2 dice of damage
DC20 Effect diverted 30-70' away from target, or robbed of 3 dice of damage
DC25 Effect robbed of all but token effect; max damage dealt to targets is
2 hp
DC30 Effect negated completely
DC35 Effect hurled back on caster for full effect

A 6th level halfling fighter (12 Int, 14 Wis) gets a +3 to his DC check
under method a), or a +5 to his check under method b). That same character,
having taken a level of the Master prestige class gets, under method a) +6
to his denial check, or b) +10 to his check. Makes those Masters pretty tough.

Still don't know quite what the prerequisites for such an ability would be,
though. I hesitate to make it attack bonus, and for the same reasons, I
hesitate to make it Will save or the like. Any suggestions?

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=========================================================================
Date:         Wed, 11 Oct 2000 23:25:45 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau Yarbrough <lby3@LBY3.COM>
Subject:      Re: Denial Feat
In-Reply-To:  <3.0.5.32.20001011231030.007ea3c0@pop.wans.net>
MIME-version: 1.0
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At 23:10 10/11/00 -0700, Andrew Theisen wrote:
>Just looking over Gaz8, it occurs to me that the Denial ability translates
>fairly well to the d20 system.

        I like your approach but ... the original version doesn't give the denying
halfing control over the effect, IIRC. It's more "NOOOO!" and what happens,
happens.
        (I'm working on it as spell resistance or spell turning, myself.)

>DC10 Effect robbed of 1 round of duration or 1 die of damage
>DC15 Effect diverted 10-30' in random direction, or robbed of 2 dice of
damage
>DC20 Effect diverted 30-70' away from target, or robbed of 3 dice of damage
>DC25 Effect robbed of all but token effect; max damage dealt to targets is
>2 hp
>DC30 Effect negated completely
>DC35 Effect hurled back on caster for full effect

        These look reasonable.

>Still don't know quite what the prerequisites for such an ability would be,
>though. I hesitate to make it attack bonus, and for the same reasons, I
>hesitate to make it Will save or the like. Any suggestions?

        Well, narrowing it to halflings in the Shires should pull the teeth of it
in large part.
        I'm trying to come up with a prereq that'll keep it a fifth level or
better feat, as per Gaz8. But all I can think of is either biting the
bullet and setting it to a certain level, as per the metamagic feats (which
really ought to key on the ability to cast spells of a certain level) or
... I dunno. It's a stumper.

        BEAU
        http://www.LBY3.com/

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=========================================================================
Date:         Thu, 12 Oct 2000 01:04:37 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Andrew Theisen <jsmill@WANS.NET>
Subject:      Re: Denial Feat
In-Reply-To:  <3.0.5.32.20001011232545.007a7c00@10.1.1.1>
Mime-Version: 1.0
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At 11:25 PM 10/11/00 -0700, you wrote:
>
>        I like your approach but ... the original version doesn't give the
>denying halfing control over the effect, IIRC. It's more "NOOOO!" and what
>happens, happens.

True, although there is a certain amount of "whatever the halfling
intended" involved in certain instances (ex, Score of 40-45: Effect
diverted... or robbed of 3 dice of damage, depending on the intent of the
denying hin).

>        (I'm working on it as spell resistance or spell turning, myself.)

That could work, too.

>        I'm trying to come up with a prereq that'll keep it a fifth level or
>better feat, as per Gaz8. But all I can think of is either biting the
>bullet and setting it to a certain level, as per the metamagic feats (which
>really ought to key on the ability to cast spells of a certain level) or
>... I dunno. It's a stumper.

Yeah, that's the conclusion I came to as well. It's hard trying to find
some other ability to tie it to, since all classes have varying degrees of
ability...

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=========================================================================
Date:         Thu, 12 Oct 2000 09:29:33 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         "Cooke R." <rcooke@UK.SHIRE.COM>
Subject:      Reviews
MIME-Version: 1.0
Content-Type: text/plain; charset="iso-8859-1"

I hope I'm wrong, but I understood that DA5 City of Blackmoor, had never
been published...?

Roland




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Date:         Thu, 12 Oct 2000 09:48:37 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul George Dooley <dooley@CABLEINET.CO.UK>
Subject:      The 3E Prestige class for Mystara thingy
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    Not having a copy of 3E I was wondering if it would be possible rather
than trying to fit 36 levels into one ten level prestige class you fit it
into two instead. The second one only becoming available when the first is
complete.
    I can't remember, but isn't the ability to be a master away from a shire
only gained at about level 20? If so we can have the Bound Hin Master class
for the lower levels, and the Unfettered Master for the higher ones.

Hamlet I, v, 166.
Words to live by?

Paul

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=========================================================================
Date:         Thu, 12 Oct 2000 11:16:11 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Gordon McCormick <gmcc@ESATCLEAR.IE>
Subject:      Re: Reviews
In-Reply-To:  <3147EF6E5604D311BC130008C75B9DEB95321A@SPGEX0>; from
              rcooke@UK.SHIRE.COM on Thu, Oct 12, 2000 at 09:29:33AM +0100
Mime-Version: 1.0
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On Thu, Oct 12, 2000 at 09:29:33AM +0100, Cooke R. wrote:
> I hope I'm wrong, but I understood that DA5 City of Blackmoor, had never
> been published...?

It wasn't, it was listed in the product list that I stole
from shawn's site as Vapourware. Probably not much point in including
them for review, I'll take them out.

cheers,
gordon

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=========================================================================
Date:         Thu, 12 Oct 2000 15:49:21 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         "scarole@tin.it" <scarole@TIN.IT>
Organization: scarole@tin.it
Subject:      Back
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Hello! I'm back.
Glad to see you ignored my article about Nightmare Religion.
I'm going to hide in my room and cry, now. 8-)

Glad to be back, though monday I'll be at the University...aaargh!

Hopefully I will complete my "Chronicles of Nentsun" before that, and
maybe even
"Lemuria out of Thyatian Folklore"...I mean, to complete the
transcription of several
tightly written pages on pc.

Vale!

Iulius Sergius Scaevola
Captain of the XXth Cohort
Port Lucinius, Thyatis

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Date:         Thu, 12 Oct 2000 16:39:12 +0300
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Solmyr <solmyr@KOLUMBUS.FI>
Subject:      [3e] Jaggar von Drachenfels
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The revised version.

Jaggar von Drachenfels, Prince of Aalban, Count of Ritterburg, Viceroy
of Nordling, Warden of the Marches, High Master of Dracology
20th level wizard, 10th level dracologist (10 high levels: Int +8,
increased spellcasting (x2))
Human, Lawful Neutral

Str     18 (+4)
Dex     16 (+3)
Con     16 (+3)
Int     26 (+8)
Wis     15 (+2)
Cha     15 (+2)

110 HP; Init +8; AC 22 (medallion +8, ring +1, Dex +3)
Melee +14/+9; Ranged +13/+8
Fort +9, Ref +9, Will +14

+4 Rapier +18 (1d6+8; 18-20/x2)

Equipment: rapier+4, scarab of protection, brooch of shielding, amulet
of proof vs detection and location, medallion of protection +8, ring of
protection +1, Blackmoorian lightning rod (fires 12d6 lightning bolts)

Languages: Thyatian, Alphatian, Draconic, Elvish, Flaemish, Darokinian,
Ethengarian, Heldannic, Klantyre
Skills: Concentration +26, Diplomacy +13, Handle Animal +13, Intimidate
+25, Knowledge (heraldry) +31, Knowledge (history) +31, Knowledge
(monster lore) +31, Knowledge (dragon lore) +31, Ride (horse) +14, Ride
(pegasus) +14, Ride (dragon) +27, Spellcraft +31, Spellflash (from
G:KoM) +31
Feats: Combat Casting, Craft Magical Arms and Armor, Craft Rod, Craft
Wand, Endurance, Enlarge Spell, Forge Ring, Improved Initiative,
Leadership, Martial Weapon Proficiency (rapier), Maximize Spell, Mounted
Combat, Scribe Scroll

Note: Jaggar gets the benefits of a specialist evoker without associated
penalties
Spells per day: 5/7/7/7/7/6/6/6/6/5/2/2 (must have at least 1 evocation
spell at each level)

--
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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Date:         Thu, 12 Oct 2000 16:40:08 +0300
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From:         Solmyr <solmyr@KOLUMBUS.FI>
Subject:      [3e] Morphail Gorevitch-Woszlany
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Revised version.

Morphail Gorevitch-Woszlany, Prince of Boldavia, Baron of Igorov,
Viceroy of Tchernovodsk, High Master of Necromancy
19th level wizard, 10th level necromancer (9 high levels: Int +6,
increased spellcasting (x3))
Human (nosferatu), Chaotic Evil

Str     21 (+5)
Dex     11 (+0)
Con     14 (+2)
Int     28 (+9) 3,2,2,2,2,1,1,1,1
Wis     15 (+2)
Cha     16 (+3)

86 HP; Init +0; AC 19 (vampire base)
Melee +14/+9; Ranged +9/+4
Fort +8, Ref +6, Will +17

Unarmed (vampire touch) +14 (1d6+9, energy drain)

Equipment: ring of invisibility, 6 beads of force, wand of conjuration

Languages: Traladaran, Thyatian, Ethengarian, Flaemish, Alphatian,
Elvish, Orcish
Skills: Alchemy +32, Appraise +20, Concentration +32, Diplomacy +14,
Disguise +14, Heal +17, Knowledge (arcana) +32, Knowledge (monster lore)
+32, Knowledge (undead & necromancy) +32, Ride (horse) +11, Scry +32,
Spellcraft +32
Feats: Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft
Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe
Scroll, Spell Focus (necromancy), Spell Mastery (animate dead, circle of
death, control undead, energy drain, finger of death, trap the soul),
Spell Penetration

Note: Morphail gets the benefits of a specialist necromancer without
associated penalties
Spells per day: 5/8/7/7/7/7/6/6/6/6/2/2/2 (at least 1 necromancy spell
at each level)

--
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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=========================================================================
Date:         Thu, 12 Oct 2000 09:32:18 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau <lby3@LBY3.COM>
Subject:      Re: Denial Feat
In-Reply-To:  <3.0.5.32.20001012010437.007ebad0@pop.wans.net>
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At 01:04 10/12/2000 -0700, Andrew Theisen wrote:

>>        I'm trying to come up with a prereq that'll keep it a fifth level or
>>better feat, as per Gaz8. But all I can think of is either biting the
>>bullet and setting it to a certain level, as per the metamagic feats (which
>>really ought to key on the ability to cast spells of a certain level) or
>>... I dunno. It's a stumper.
>
>Yeah, that's the conclusion I came to as well. It's hard trying to find
>some other ability to tie it to, since all classes have varying degrees of
>ability...

        Maybe it should be keyed to 8 ranks of some skill, which would mean that
only a fifth level character could gain access to it. Maybe Knowledge
(local - Five Shires)?

        BEAU
        http://www.LBY3.com/

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Date:         Thu, 12 Oct 2000 19:28:11 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         =?iso-8859-1?Q?H=E5vard?= <hoc@NVG.NTNU.NO>
Subject:      Re: Mystara mentioned in Dungeon #83
In-Reply-To:  <5.0.0.25.0.20001011075240.032de270@jamm.com>
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On Wed, 11 Oct 2000, Jenni A. M. Merrifield wrote:

>    It's not much, but it's still nice to see. :-)

Its sad that Mystara has been reduced to this. But then again, Mystara has
always been treated as a second-class setting hasnt it? :(

H�vard

Haavard R. Faanes (hoc@nvg.ntnu.no)
http://www.nvg.ntnu.no/~hoc

"Would it not be easier in this case for the government
 to dissolve the people and elect another?"  -Bertolt Brecht

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Date:         Thu, 12 Oct 2000 20:29:49 CEST
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Federico Kaftal <kaftal@HOTMAIL.COM>
Subject:      ModCon
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Hey, Italians: how did the ModCon go?
Please tell us!

Federico (back from hospital and with my nose in very good shape, breathing
much better)
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Date:         Thu, 12 Oct 2000 11:48:57 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         "Jenni A. M. Merrifield" <strawbjamm@HOTMAIL.COM>
Subject:      Re: Mystara mentioned in Dungeon #83
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From: "H�vard" <hoc@NVG.NTNU.NO>
> On Wed, 11 Oct 2000, Jenni A. M. Merrifield wrote:
>
> >    It's not much, but it's still nice to see. :-)
>
> Its sad that Mystara has been reduced to this. But then again, Mystara has
> always been treated as a second-class setting hasnt it? :(

  Hey, I don't see this as any kind of "second-class" treatment -- heck,
Mystara was mentioned in the same breath as FR, and Ravenloft, which are
certainly not treated by WotC as second-class settings.  And since
adventures in Dungeon are all either generic, based in Greyhawk, or are
related to special campaign ideas in Dragon, getting a mention like this is
wonderful... if for no other reason than it puts Mystara's name out in front
of players who may never have heard of it before.

  Just my 2 passem,
Jenni

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Date:         Thu, 12 Oct 2000 21:00:02 CEST
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Federico Kaftal <kaftal@HOTMAIL.COM>
Subject:      Re: B-Module location
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>B3      The Palace of the Silver Princess
>Setting: Haven (Karameikos) or Haven, Adhri Varma Plateau


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

Really I would say only Haven in Karameikos to be correct: the Haven of B3
is officially set on the map (and also mentioned in the section
"Strange/unusual places") of Gaz 1 Granduchy of Karameikos.

Federico
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Date:         Thu, 12 Oct 2000 12:11:38 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau <lby3@LBY3.COM>
Subject:      Re: Mystara mentioned in Dungeon #83
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At 11:48 10/12/2000 -0700, Jenni A. M. Merrifield wrote:

>  Hey, I don't see this as any kind of "second-class" treatment -- heck,
>Mystara was mentioned in the same breath as FR, and Ravenloft, which are
>certainly not treated by WotC as second-class settings.  And since
>adventures in Dungeon are all either generic, based in Greyhawk, or are
>related to special campaign ideas in Dragon, getting a mention like this is
>wonderful... if for no other reason than it puts Mystara's name out in front
>of players who may never have heard of it before.

        I concur. Mystara getting the same "second class" treatment as Dragonlance
and Ravenloft is a step up from recent years.
        And people who really have a problem with the coverage of Mystara in
"Dragon" and "Dungeon" should DO something about it. Turn your best
scenario into a submission for "Dungeon," complete with a conversion of
whatever Mystara critters you use. In the sidebar about where to locate the
adventure, state EXPLICITLY where on Mystara the setting is meant to be,
and then give analogues in other worlds. Hell, once the PDF versions of the
Gazeteers are up on WotC's Web site, mention which ones you'll need,
especially if they're free. That's proactively supporting the setting.
        (And, yes, I'm thinking of submitting the hin knight-hero to "Dragon" with
just that sort of slant put on it.)

        BEAU
        http://www.LBY3.com/

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Date:         Thu, 12 Oct 2000 20:41:46 +0000
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Agathokles <agathokles@LIBERO.IT>
Subject:      Re: B-Module location
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Federico Kaftal wrote:
>
> >B3      The Palace of the Silver Princess
> >Setting: Haven (Karameikos) or Haven, Adhri Varma Plateau
>
> Really I would say only Haven in Karameikos to be correct: the Haven of B3
> is officially set on the map (and also mentioned in the section
> "Strange/unusual places") of Gaz 1 Granduchy of Karameikos.

That's the "green" B3. The "orange" B3 is set in Adri Varma Plateau, as
shown by its map. The adventure changed much between the two releases,
actually.
--


                Giampaolo Agosta


agathokles@libero.it
agosta@fusberta.elet.polimi.it
http://digilander.iol.it/agathokles/index.htm

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Date:         Thu, 12 Oct 2000 20:46:00 +0000
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Agathokles <agathokles@LIBERO.IT>
Subject:      Re: ModCon
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Federico Kaftal wrote:
>
> Hey, Italians: how did the ModCon go?
> Please tell us!
>
> Federico (back from hospital and with my nose in very good shape, breathing
> much better)

Ah, good. It was interesting, as we meet a few Mystarans, among whom the
old-time listmember Fabrizio Paoli. Admittedly, there wasn't much else
of interest for me, since I wasn't going to partecipate to any
tournament, and the sales were quite high-priced.
However, advertising the list was enough for us ;)
--


                Giampaolo Agosta


agathokles@libero.it
agosta@fusberta.elet.polimi.it
http://digilander.iol.it/agathokles/index.htm

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Date:         Thu, 12 Oct 2000 13:41:19 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron D Molix <lockheart1930@HOTMAIL.COM>
Subject:      Re: [3e] Brannart McGregor

On Wed, 11 Oct 2000 18:21:37 +0300, Solmyr <solmyr@KOLUMBUS.FI> wrote:

>He's a 33rd level character, which translates into 24th level wizard and
>9th level necromancer. As far as I could ascertain from the WotC
>high-level handouts, it's possible to raise a class level above 20, you
>just don't get all the usual benefits (WotC has a 35th level sorcerer as
>an example on their website).
>
>--
>******************
>Aleksei Andrievski

Well, my interpretation was that that 35th level Sorcerer was a 35th level
character who was a 20th level sorcerer and had 15 high levels.  Also keep
in mind that for every level you give the character the abilities of a
class, they don't get any other benefit from it. No increased attack bonus,
no high level spell slots.  They are very explicit that classes only go up
to 20th level.  Even if you made a prestige class with 12, or even 15
levels, since they haven't explicitly said you couldn't, you couldn't make
a class that goes over level 20. They don't want you extrapolating attack
bonuses and save bonuses.

So if I made a Wizard 18, And wanted him to get to 10th level in a prestige
class to get all the abilities, he'd get full benefit from 2 levels, and
the other 8 would be high levels where he didn't get to pick anything
besides Prestige Class ability.  Then if I wanted to give him the extra 2
levels of wizard, that's two more choices from my high levels, and he's a
30th level character before I can even pick a 10th level spell slot as an
option.  Near as I can figure it, you actually gave Brannart the effects of
being at least a 42nd level character (since wizard would have to drop to
20)

Byron

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Date:         Thu, 12 Oct 2000 13:46:04 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Byron D Molix <lockheart1930@HOTMAIL.COM>
Subject:      Re: The 3E Prestige class for Mystara thingy

On Thu, 12 Oct 2000 09:48:37 +0100, Paul George Dooley
<dooley@CABLEINET.CO.UK> wrote:

>    Not having a copy of 3E I was wondering if it would be possible rather
>than trying to fit 36 levels into one ten level prestige class you fit it
>into two instead. The second one only becoming available when the first is
>complete.
>    I can't remember, but isn't the ability to be a master away from a
shire
>only gained at about level 20? If so we can have the Bound Hin Master class
>for the lower levels, and the Unfettered Master for the higher ones.
>
>Hamlet I, v, 166.
>Words to live by?
>
>Paul
>

If you wanted characters in your campaign to actually get to 36-40th level,
this is not a horrible idea. Oh and in the synopsis of the Five Shires I've
seen, I think a master has to be 30th level in OD&D. If it were 20th, I'd
be happier to see it since 30th tranlates roughly to 20-21 3e levels, and
20th tranlates roughtly to 15-16 3e levels. I hate groups that prohibit
travel in role-playing games.  Having to check in every time you come near
home is an okay requirement, but having to beg to even leave makes it hard
to play the character unless the campaign is firmly based wherever that one
adventurer has to be.

If you wanted to do this, just make one of the requirements a 9th or 10th
level ability of the first prestige class.

Byron

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Date:         Thu, 12 Oct 2000 14:57:49 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Beau <lby3@LBY3.COM>
Subject:      Re: The 3E Prestige class for Mystara thingy
In-Reply-To:  <MYSTARA-L%2000101213465165@ORACLE.WIZARDS.COM>
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At 13:46 10/12/2000 -0700, Byron D Molix wrote:

>If you wanted characters in your campaign to actually get to 36-40th level,
>this is not a horrible idea. Oh and in the synopsis of the Five Shires I've
>seen, I think a master has to be 30th level in OD&D.

        No.
        They start over at 8th level and end up at 36th.

        BEAU
        http://www.LBY3.com/

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Date:         Thu, 12 Oct 2000 23:59:41 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         The Stalker <alphatian@ANGELFIRE.COM>
Organization: Angelfire  (http://email.angelfire.mailcity.lycos.com:80)
Subject:      Re: Back
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On Thu, 12 Oct 2000 15:49:21   scarole@tin.it wrote:
>Hello! I'm back.

Oh my, you too? We're *both* back it would seem... Hard times are coming... :)

>Glad to see you ignored my article about Nightmare Religion.
>I'm going to hide in my room and cry, now. 8-)
>

Don't be so put down by it... I still have to receive a single response to my 'Tomes for the Tome' article in Tome #5 *or* to my 'Swords of Wayland' article in Tome #4 :(   - and I thought I was so creative...

>Glad to be back, though monday I'll be at the University...aaargh!
>
>Hopefully I will complete my "Chronicles of Nentsun" before that, and
>maybe even
>"Lemuria out of Thyatian Folklore"...I mean, to complete the
>transcription of several
>tightly written pages on pc.
>

Always more Mystara projects that need finishing... Now why does that sound so uncomfortably familiar :)

>Vale!
>

Pax Vobiscum!


   - The Stalker



Angelfire for your free web-based e-mail. http://www.angelfire.com

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Date:         Fri, 13 Oct 2000 00:45:11 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         The Stalker <alphatian@ANGELFIRE.COM>
Organization: Angelfire  (http://email.angelfire.mailcity.lycos.com:80)
Subject:      Re: The events of WotI
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On Tue, 10 Oct 2000 10:22:19   Evil Genius wrote:
>>>  If I make Zandor a horrible, meddling, semi-expansionistic Nero-type that should do it. <<
>
>Well, the thing I'd change then from the "main" timeline is not have him go over-the-top insane like they made him in the PWAs (actually, the rationale for that came from WotI, too - when he was trapped in some rubble for a whole week during the {first} Week Without Magic, but still. . .) - that made him more of a cartoon-cuttout, comic-relief villian than a serious one. His original personality from DotE is much more dangerous and compelling.
>
>Almost like a combination of Emperor Palpatane *and* Darth Vader from Star Wars. A bad - but *effective* and smart guy.
>

Very true. On the other hand, I don't think Broderick would have lasted long if that had been the case:

Broderick: "I'm sorry, Emperor - I was unable to catch Haldemar and the Princess Ark this time too... My apologies"

Zandor: "You are as clumsy as you are foolish!" (uses his magic to choke Broderick to death, then looks at his corpse) - "Apology accepted, Commander Broderick"

;)

Still could have been interesting, though...


   - The Stalker



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=========================================================================
Date:         Fri, 13 Oct 2000 11:14:38 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Caroletti <scarole@TIN.IT>
Organization: scarole@tin.it
Subject:      Re: Comprehensive B-module Locations and Dates (long!)
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> >B7      Rahasia
> >Setting: Radlebb forest, Karameikos (Although Sind would also be a suitable
> location. Andrew Theisen suggested: >Perhaps more suitable would be the
> Selinar region of Alfheim (easternmost section) which would have
> >Ylari influences on it (from Selenica and parts east).
>
>     I'm all with Andrew for the Selinar region of Alfheim on this one.  B7
> is yet another basic module with two incarnations:  originally a 2-part RPGA
> publication.  I believe that was the location in the original version.
>
>     As for date, given the date for B6, 1000 AC would be a logical time.

I have always thought that this module has absolutely nothing to do with the
Known World. Since I got my filthy hands on it not so much time ago (thanks to
Agathokles) I have thought to do a geographic entry for some place in Skothar or

Davania to fit with the idea of Arabian styled elves.

Iulius Sergius Scaevola
Captain of the XXth Cohort
Port Lucinius, Thyatis

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=========================================================================
Date:         Fri, 13 Oct 2000 11:16:18 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Caroletti <scarole@TIN.IT>
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>  That's proactively supporting the setting.

Well, here on the list we should really get more active. An example can
be the
participation of me and Agathokles to the Modena RPG & Boardgame
Convention
to promote the setting. But we must do more.

Iulius

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=========================================================================
Date:         Thu, 12 Oct 2000 14:18:44 +0200
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Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Shaham Ilan <ohadshm@INTER.NET.IL>
Subject:      Re: Valerias.. WHY?
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I totally agree with Marco on that one.
If Valerias was like the greek Hestia she might be of the sphere of matter,
devoted to long lived love and honour and the "home fire". But Valerias is
an ellemntal force of passion and high romance. She wasn't very interested
in the world till the arriving of those wacky humans. She is involved with
the reigning hirarch of energy, but flirts with nomerous mortals and
immortals. Marriege and a happy stable relationship don't interest her. She
is interested in romance against impossible odds, adventerous love affairs
that end in triomph or tragedy (what do you think the lovers do with the
weapons Valerias bestows upon them?).

Let matter be left to Ka and Terra. If you wan't a Matter immortal that is a
bit more "fun", you always have Faunus -CG in all of his essence.
 Valerias is more an energy immortal than all those wizards that plague the
sphere and don't really have a lot to do with the sphere's ideals such as
Alphatia, Razud.

Morphail

BTW-
I have seen somewhere that Rafiel is an Energy immortal and I thought he was
an immortal of Time. Which is it?
If you consider the way he became an immortal Energy is probably his only
choice. But he seems a time immortal to me.

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=========================================================================
Date:         Fri, 13 Oct 2000 16:03:19 CEST
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Federico Kaftal <kaftal@HOTMAIL.COM>
Subject:      Re: Fate of the Thousand Wizards
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I would like to add a few thoughts on the subject:

1. It seems that also the Stalker has agreed on one point: very, very few of
those who were bombing Glantri City managed to escaped sudden death or
Glantrian lynching. We won't say: five, six or twelwe or any specific
number: this detail will stay free for each DM's campaign purposes.

2. Those few who got damage small enough from falling to be able to walk on
their own legs AND survived the lynching should find a way to hide in the
ruins of the city or leave it immediately after: I can imagine a few of them
corrupting Glantrian commoners with valuable gems but none of them could
receive aid from any Alphatian spy inside the city, because either those
spies were foretold of the imminent bombing (and thus they would have surely
left the city), or they were to be sacrificed in the bombing (and thus they
wouldn't help anybody who were to kill them just a few minutes ago, and were
now lying harmless into their hands).

3. In a Week Without Magic no news of the sinking of Alphatia could possibly
have reached Glantri in less than one week per normal ways (i.e. via
sea-ship or terrain trip): so we can be pretty sure that after one week, as
soon as their Teleport spells worked once again, the few survivors would
have immediately Teleported "home" with no fear of finding only water around
them.

4. At this point, even those few who chanced to still have their spellbook
with them would see their book ruined by water in less than one minute
unless they had another Teleport memorized, or a Dimension Door or another
Fly or Levitate. Otherwise they're drowned.

5. Note that if they didn't sleep enough at this point - which is more than
likely - they could not study new spells, so a second Fly would only delay
their drowning if solid rock is too far to reach (unless The Stalker wants
them saved at all costs by wandering Rocs, that is...).

6. Also note that since the plan was to just bomb Glantri at the utmost and
then Teleport back it is very unlikely that these mages had kept spell-slots
free for extra Fly, Levitate, etc. instead of using them for more
attack-spells.

7. Of course all of these very unlikely combinations are indeed possible,
and there is also the possibility that the "home" which a survivor
teleported to was on Belissaria or another place that didn't sink... at the
end I would suggest that some 4-5 mages taking part in the battle might
indeed be still alive and regarded as war heroes in NACE.


But... what about the Council?

Of course, like The Stalker pointed out, an unmentioned number of mages
(among which Master Terari) refused to take part in the final battle. Surely
each of them had their own reasons: against the war? Opposing Zandor? Fear
of dying - yes, why not? Uninterested in their homeland despite being member
of the Council - this is the most probable, given the account Terari gives
us of the Alphatian behavior in DotE).

8. One thing is for sure: all of those who refused Zandor's command were
deprived of their title, either by the Council, or by Zandor himself, or by
NACE at a later time: of course they survived, but certainly NACE refers to
them today as "Vilest traitors of the Alphatian Empire".

Thus, the Council no longer exists today.


Federico Kaftal
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=========================================================================
Date:         Fri, 13 Oct 2000 16:36:37 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Agathokles <agathokles@LIBERO.IT>
Subject:      Re: Valerias.. WHY?
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> If Valerias was like the greek Hestia she might be of the sphere of
matter,
> devoted to long lived love and honour and the "home fire". But
Valerias is
> an ellemntal force of passion and high romance.
[...]
> I have seen somewhere that Rafiel is an Energy immortal and I thought
he was
> an immortal of Time. Which is it?
> If you consider the way he became an immortal Energy is probably his
only
> choice. But he seems a time immortal to me.

IMHO, there is room in each sphere for Immortals only loosely aligned
with the sphere's principles. Valerias embodies more the "polymath"
essence of the sphere of matter than its principles. Also, it is
possible that her portfolio/interests evolved during the ages.

As for Rafiel (and Rad), I don't think Radiance Immortals really fit in
the five spheres. They are listed as belonging to Energy, but they are
quite different in origin and mindset  from their more traditional
fellows.

A weird thought: if a modified nuclear engine can be used to reach the
Sphere of Energy, would a modified steam engine be usable to reach the
Sphere of Time?
--


        Giampaolo Agosta


agathokles@libero.it
agosta@fusberta.elet.polimi.it
http://digilander.iol.it/agathokles/index.htm

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=========================================================================
Date:         Thu, 12 Oct 2000 23:56:01 +0300
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Solmyr <solmyr@KOLUMBUS.FI>
Subject:      Re: [3e] Brannart McGregor
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Byron D Molix wrote:
>
> option.  Near as I can figure it, you actually gave Brannart the effects of
> being at least a 42nd level character (since wizard would have to drop to
> 20)
>
Well, it's rather unclear at this point. I'll prolly revise this stuff
once the official high-level rules come out. Nothing wrong with Brannart
being 42nd level though - he's one serious badass, at least IMO and IMC.

--
******************
Aleksei Andrievski
aka Solmyr, Archmage of the Azure Star
solmyr@kolumbus.fi
http://www.geocities.com/TimesSquare/Fortress/2198/index.html

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=========================================================================
Date:         Fri, 13 Oct 2000 11:18:20 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Evil Genius <jruhlconob@SPRYNET.COM>
Subject:      Re: Fate of the Thousand Wizards

F. Kaftal wrote:
> I would like to add a few thoughts on the subject:

I agree with most everything you said down to this point, number eight:

>> 8. One thing is for sure: all of those who refused Zandor's command were deprived of their title, either by the Council, or by Zandor himself, or by NACE at a later time: of course they survived, but certainly NACE refers to them today as "Vilest traitors of the Alphatian Empire". <<

Exiles would probably be deprived of their titles (after all, they're banished).

BUT, I don't think NACE (or the "New Alpatian Empire" of AC 1013 or whatever) would still refer to them as vile traitors, and would probably welcome them back if they wanted to come - and might even invite them back (as might Alphatia).

Why? Because by the time of several years later, Zandor is widely recognized as having been a nut-job and a disaster. While it's true that people often have an animosity towards those who were "prematurely right" ("that smug bastard, I can't stand him"), the point is that by a few years after the war folks would realize what a disaster and debacle Zandor was, and probably give some credit to those who opposed him at the time. After all, most of the others died following Zandor's command, which tends to show it wasn't such a good idea in the first place.

I agree that the survivors, however many there might be, would be recognized as heroes for the accomplishiment of making it back and having had "the courage and fortitude to go in the first place," but I think those who went into exile would be recognized for having had wisdom. At least many of them would (I guess it depends partially on their reason for disobeying the order).

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=========================================================================
Date:         Fri, 13 Oct 2000 19:15:23 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Thibault Sarlat <thibsylv@CLUB-INTERNET.FR>
Subject:      about the Glantri Interactive project
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Hi everyone.
Due to a recent formating of my HD, i lost the references of the nice group who
was building with me the interactive glantrian map.
I want to say  to them that my 8 miles map is finnished and that i only need
their entries to build the site.
it would be great to have them in HTML format so that you can choose how you
want to present things (but we agreed on this before , did we?)

--
Thibault Sarlat.
ICQ 16622177.
homepage  http://www.mystara.com.bi
Join me at: thibsylv@club-internet.fr
or at
clenarius@hotmail.com

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=========================================================================
Date:         Fri, 13 Oct 2000 19:13:53 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         The Stalker <alphatian@ANGELFIRE.COM>
Organization: Angelfire  (http://email.angelfire.mailcity.lycos.com:80)
Subject:      Re: Fate of the Thousand Wizards
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On Fri, 13 Oct 2000 16:03:19   Federico Kaftal wrote:
>I would like to add a few thoughts on the subject:
>
>1. It seems that also the Stalker has agreed on one point: very, very few of
>those who were bombing Glantri City managed to escaped sudden death or
>Glantrian lynching. We won't say: five, six or twelwe or any specific
>number: this detail will stay free for each DM's campaign purposes.
>

More or less anyway. How many survived isn't really all that important at the end of the day, because I'll do whatever I want IMC (as we all should, obviously). My only interest in canon on this is how it affects the further development for Mystara. Since I *do* contribute to the MA, which is generally accepted by most as 'canon' these days, it does become a matter worth considering. As such, my main concern is what allows us the most options for interesting adventures and plots... If I think we have more intesting options by killing all the wizards off, then I'll vote for that, or not if I find the opposite to be the case, as I do here. That's pretty much all there is to it.

>2. Those few who got damage small enough from falling to be able to walk on
>their own legs AND survived the lynching should find a way to hide in the
>ruins of the city or leave it immediately after: I can imagine a few of them
>corrupting Glantrian commoners with valuable gems but none of them could
>receive aid from any Alphatian spy inside the city, because either those
>spies were foretold of the imminent bombing (and thus they would have surely
>left the city), or they were to be sacrificed in the bombing (and thus they
>wouldn't help anybody who were to kill them just a few minutes ago, and were
>now lying harmless into their hands).
>

Yes, but I do think you've mentioned something here that we've forgotten so far. Given that 500+ Alphatian wizards of level 36 (or however many wizards we can agree on - certainly several hundred) unleashed their most destructive spells on Glantri City, you'd think the city was obliterated. Yet it wasn't! In fact, the description of Glantri City in PWA1 makes no mention of property having been destroyed or buildings turned into ruins, and certainly not the Great School of Magic or other central areas, which one would have assumed to be attacked first (especially when one considers just how much offense the Alphatians took to the Glantrians' claim of the GSoM being the primary source of magical learning on Mystara)... I'm not saying that as a consequence of this the attack did not take place, it clearly did, but it does strike me as quite odd...

>3. In a Week Without Magic no news of the sinking of Alphatia could possibly
>have reached Glantri in less than one week per normal ways (i.e. via
>sea-ship or terrain trip): so we can be pretty sure that after one week, as
>soon as their Teleport spells worked once again, the few survivors would
>have immediately Teleported "home" with no fear of finding only water around
>them.
>

Except that you can teleport only to a solid surface, which would not include water. Well, in 2e anyway. Either way, they'd still be alive.

>4. At this point, even those few who chanced to still have their spellbook
>with them would see their book ruined by water in less than one minute
>unless they had another Teleport memorized, or a Dimension Door or another
>Fly or Levitate. Otherwise they're drowned.
>

I find it highly unlikely that wizards of such high levels would not have taken precautions against such things given that they would still have practically all their spells memorized. There is also the question of teleporting to a hard surface as I mentioned above.
   I find it more interesting what might have happened to those wizards, though, who completed their attack on Glantri City and then returned to Alphatia before magic failed. You might point out that WOTI says that the Doomsday Weapon activates in response to the energy released by the Alphatians, but that is just a suggestion, and it is similarly suggested that that Rad regretfully activates it, or even (in Phase III) that the PCs' are involved. PWA1 (p.10) mentions, however, that damage caused to it during the battle between Rad and Ixion was what activated it, so I think that is what canon finally establishes...

>5. Note that if they didn't sleep enough at this point - which is more than
>likely - they could not study new spells, so a second Fly would only delay
>their drowning if solid rock is too far to reach

They hid in Glantri for an entire week, but didn't bother to study their spells?

>(unless The Stalker wants
>them saved at all costs by wandering Rocs, that is...).
>

Why would I? Wizard-snacks are always a favorite among Rocs, if I understand it correctly - be they Alphatian or otherwise :)

>6. Also note that since the plan was to just bomb Glantri at the utmost and
>then Teleport back it is very unlikely that these mages had kept spell-slots
>free for extra Fly, Levitate, etc. instead of using them for more
>attack-spells.
>

So either they teleported back immediately and were killed along with everyone else when Alphatia sank (and possibly resurrected when Alphatia was recreated), they were killed in Glantri City, or they hid in Glantri for a week, which would give them plenty of time to restudy their spells... Either way, I don't agree.

>7. Of course all of these very unlikely combinations are indeed possible,
>and there is also the possibility that the "home" which a survivor
>teleported to was on Belissaria or another place that didn't sink...
>

I think Bellisaria is very unlikely - Alphatian wizards tend to look down a lot on places not on the Alphatian main-continent, so the remaining 'islands' or Floating Ar would likely be the only legitimate places teleported to IMHO.

> at the
>end I would suggest that some 4-5 mages taking part in the battle might
>indeed be still alive and regarded as war heroes in NACE.
>

4-5 is very few. I don't really have a problem with that number, though. As I said, it's just a matter what is ultimately most interesting for me... If 4-5 is the best choice for that, then I'll go with it.

>
>But... what about the Council?
>
>Of course, like The Stalker pointed out, an unmentioned number of mages
>(among which Master Terari) refused to take part in the final battle. Surely
>each of them had their own reasons: against the war? Opposing Zandor? Fear
>of dying - yes, why not? Uninterested in their homeland despite being member
>of the Council - this is the most probable, given the account Terari gives
>us of the Alphatian behavior in DotE).
>

Well, as I've mentioned before, the Council is a very vaguely described body - of all those 1,000 wizards, Tylion is the only one ever mentioned, IIRC (somebody, please point out another one in canon sources)! In short, Allston apparently thought it was so boring that he wasn't going to bother even mentioning some of its members - Tylion only being mentioned because the length of time that passed before he was accepted into the body was so uncommonly long (due to all the bad reputation he received during the 959 AC invasion of Thyatis). In truth, I don't really disagree with Allston - 1,000 36th level wizards are so ludicrously powerful that there is no point in describing it at all...

>8. One thing is for sure: all of those who refused Zandor's command were
>deprived of their title, either by the Council, or by Zandor himself,
>

More likely, he would have killed them outright, I think.

> or by NACE at a later time: of course they survived,
> but certainly NACE refers to
>them today as "Vilest traitors of the Alphatian Empire".
>

This I doubt. NACE was founded by those who conspired to depose Zandor (Haldemar, Broderick, etc.), so I could easily see NACE pardon those who opposed him back then.

>Thus, the Council no longer exists today.

You could be right about that. It's difficult to say, though, because we don't really get the impression that it had much influence in the first place (well, I didn't from reading canon sources).


   - The Stalker



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=========================================================================
Date:         Fri, 13 Oct 2000 19:21:21 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         The Stalker <alphatian@ANGELFIRE.COM>
Organization: Angelfire  (http://email.angelfire.mailcity.lycos.com:80)
Subject:      Re: Fate of the Thousand Wizards
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On Fri, 13 Oct 2000 11:18:20   Evil Genius wrote:
>
(snipped heavily)
>I agree that the survivors, however many there might be, would be recognized as heroes for the accomplishiment of making it back and having had "the courage and fortitude to go in the first place," but I think those who went into exile would be recognized for having had wisdom. At least many of them would (I guess it depends partially on their reason for disobeying the order).
>

Let me surprise everybody by saying that I agree completely with this! (Which is why I snipped so much. And I commented on other stuff in another post)

As far as I'm concerned, we need only establish how many Alphatians wizards would have survived the attack on Glantri City now. 4 - 5 strike me as very few, but it might be reasonable depending on how many went in the first place. We also wouldn't want too many of those wizards running around, so they shouldn't be too numerous (my limit would be between 4-5 and 30-40).


   - The Stalker



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=========================================================================
Date:         Fri, 13 Oct 2000 20:46:42 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
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From:         Caroletti <scarole@TIN.IT>
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Subject:      Re: Fate of the Thousand Wizards
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>
> I *do* contribute to the MA, which is generally accepted by most as 'canon' these days,

"Law-breaking has been detected. Improper use of the word canon, Captain."
"uhm...and who is this fool who has dared to do so, my dear soldier."
"An Alphatian wizard...his name is...hmm...we only have a reference to him as
        the Stalker"
"Typical."

No, by the way I will refuse to accept the MA as Canon!!! 8-) (many of them)

Iulius Sergius Scaevola
Captain of the XXth Cohort
Port Lucinius, Thyatis

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Date:         Fri, 13 Oct 2000 20:51:02 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Caroletti <scarole@TIN.IT>
Organization: scarole@tin.it
Subject:      Re: Valerias.. WHY?
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> A weird thought: if a modified nuclear engine can be used to reach the
> Sphere of Energy, would a modified steam engine be usable to reach the
> Sphere of Time?
> --

Other ideas? Coal engine for Matter? And what for Thought?
However, it could be a good idea, but only if we carefully work it out.
And I have too much to do, in this period.

Iulius Sergius Scaevola

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Date:         Fri, 13 Oct 2000 20:10:06 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul George Dooley <dooley@CABLEINET.CO.UK>
Subject:      Re: Valerias.. WHY?
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> > A weird thought: if a modified nuclear engine can be used to reach the
> > Sphere of Energy, would a modified steam engine be usable to reach the
> > Sphere of Time?
> > --
>
> Other ideas? Coal engine for Matter? And what for Thought?

    Surely a windmill! ;^)


Hamlet I, v, 166.
Words to live by?

Paul

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Date:         Fri, 13 Oct 2000 12:54:13 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Wizards Shopper <dereka@UNISERVE.COM>
Subject:      Re: Valerias.. WHY?
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Quoting Shaham Ilan <ohadshm@INTER.NET.IL>:

> I totally agree with Marco on that one.
>
> If Valerias was like the greek Hestia she might be of the sphere of
> matter, devoted to long lived love and honour and the "home fire".

You're both entitled to your opinion, and IYC you can change canon references
all you like.  But, I still believe Valerias being in the Sphere of Matter is
perfectly reasonable.

> But Valerias is an ellemntal force of passion and high romance. She wasn't
> very interested in the world till the arriving of those wacky humans. She is
> involved with the reigning hirarch of energy, but flirts with nomerous
> mortals and immortals.

Perhaps that's what Immortals have to do to have such a long-lasting and
interesting relationship.  (Parallels can be drawn with Oberon and Titania.)
Their marriage is eternal, but dalliances and contests, etc., keep the home
fires burning.  At least, for them.

> Marriege and a happy stable relationship don't interest her.

This is your interpretation, not mine.  Besides, her relationship with Ixion is
about as permanent as you can find.  Dalliances notwithstanding.  I think
they're mostly happy with their arrangement, too (IMO).

> She is interested in romance against impossible odds,
> adventerous love affairs that end in triomph or tragedy

I see it as her supporting the principle of eternal romantic love.  I also
don't see death as the ending, but a different beginning with a more permanent
relationship in the afterlife as the result.  Commitment to love is the
important thing, and that is what she supports.

She therefore supports permanence, utter defense of a principle, and
perseverence.  I intimated this in my previous response and no-one's shown me
otherwise.

Anyway, I'm not inviting you to argue with me.  I have my opinion on the Matter
(pun intended), and you have yours.  As I said before, both opinions can be
supported.  The original question was: "Why should she be there?" and I gave
some good reasons (I think).  If you don't like them, change it for your
campaign -- your choice.

> (what do you think
> the lovers do with the weapons Valerias bestows upon them?).

I do hope you're not implying the lovers attack and/or kill each other.  That's
just ridiculous.  That sounds like something Loki would do.

> Let matter be left to Ka and Terra. If you wan't a Matter immortal that
> is a bit more "fun", you always have Faunus -CG in all of his essence.
>  Valerias is more an energy immortal than all those wizards that plague
> the sphere and don't really have a lot to do with the sphere's ideals such
> as Alphatia, Razud.

As you so amply demonstrate, it's not necessary to have all of the qualities of
the "norm" for a Sphere, to belong to it.  Even if you disagree with my
arguments about whether she exhibits and supports the principles of Matter, you
can agree with that.  And, that should be enough for anyone who wishes to
follow canon.

And if you don't ... well ... that's up to you.

- Auld Skald

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=========================================================================
Date:         Fri, 13 Oct 2000 21:40:41 +0000
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Agathokles <agathokles@LIBERO.IT>
Subject:      Re: Valerias.. WHY?
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Caroletti wrote:
>
> > A weird thought: if a modified nuclear engine can be used to reach the
> > Sphere of Energy, would a modified steam engine be usable to reach the
> > Sphere of Time?
>
> Other ideas? Coal engine for Matter? And what for Thought?
> However, it could be a good idea, but only if we carefully work it out.
> And I have too much to do, in this period.

I got the idea from the AD&D quasielemental planes... so electric engine
for air, and steam engine for water!
--


                Giampaolo Agosta


agathokles@libero.it
agosta@fusberta.elet.polimi.it
http://digilander.iol.it/agathokles/index.htm

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=========================================================================
Date:         Fri, 13 Oct 2000 18:18:50 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Evil Genius <jruhlconob@SPRYNET.COM>
Subject:      Re: Fate of the Thousand Wizards

>> Except that you can teleport only to a solid surface, which would not include water. Well, in 2e anyway. Either way, they'd still be alive. <<

Well, they'd be Teleporting to home, which would be the surface of the (now sunken) continent. It's just that they'd end up under water as a result.

>> I find it highly unlikely that wizards of such high levels would not have taken precautions against such things given that they would still have practically all their spells memorized. There is also the question of teleporting to a hard surface as I mentioned above. <<

Well, when your character Teleports (No Error) home from a dongeon or whatever at the end of a long day, does he take precautions just in case it sunk?

Well, perhaps *now* (now being "after WotI") he does, but I don't imagine many folks took such precautions before (first thing that comes to mind when Teleporting home isn't usually "I wonder if it will be there or not". They might have wondered if they'd find it in rubble like Sundsvall was, but I doubt they'd think to themselves "you know, the entire continent might just be gone. I'd better take precautions against that.")


>> You might point out that WOTI says that the Doomsday Weapon activates in response to the energy released by the Alphatians, <<

It might be surmised that by doing so it absorbed the magic unleashed by the Alphatians, and that's why nothing happened to Glantri City. But before you say "that sounds a bit absurd" (or something to that affect), I'll just say "yah, I know, but it's the best rationale I can come up with. It activated, drained the energy just like when it drained the magic over Sundsvall, and that's why G-City isn't a smoking crater."

I know that explanation isn't fully satisfying, but it's probably the best available theory.

Then there might be "coincidental activation" - it activates as Rad & Ixion struggle (which is really what the entire WotI is about anyhow. The whole mess gets activated when Rad & Ixion struggle) while the dudes are flying over Glantri City; their magic gets drained. . .that sounds dumb too. What could have happened is they started on the outter edges (according to the Glantri map, the main city, the main mapped part, is just part of it and it's surrounded by a penumbra of hovels.) The Alphatians could have started on the outside and been working their way in, and hadn't gotten to the "important" parts of the city yet.

That might seem odd, like doing it backwards, but if one remembers that one has to Teleport to a flat surface (as you pointed out above), then start flying around, that's how they might have done it: Teleported to areas around the city, but where they wouldn't be noticed right away (the hills & forests nearby), then cast Fly on themselves and flown in towards Glantri City, blasting away as they did so. They hadn't reached the central areas yet when things went awry, and that's why the "important" parts of Glantri City aren't in rubble.

Just another theory, mind.


> So either they teleported back immediately and were killed along with everyone else when Alphatia sank (and possibly resurrected when Alphatia was recreated), <<

No, that couldn't happen; the first inkling they'd have of magic failing would be magic failing (and thus they wouldn't be able to Teleport back immediately to be present when Alphatia sank).

Once the Doomsday device activates, the first clue the Wizards have that it has activates is the failure of magic, as I say. No "teleporting home immediately" then. I can't stress that enough: when magic fails as a result of the Doomsday device, one can't use magic to Teleport home. Even Immortal magic goes dead during the Weeks Without Magic (unlike the Day of Dread).

>> or they hid in Glantri for a week, which would give them plenty of time to restudy their spells... Either way, I don't agree. <<

Fat chance of hiding in Glantri for a week, since the Glantrians (enraged) would realize they could just kill them and take whatever they have on them, and would be busy killing them as it is as soon as magic failed.

Yes, some could have done that, but hardly the majority.

>> I think Bellisaria is very unlikely - Alphatian wizards tend to look down a lot on places not on the Alphatian main-continent, so the remaining 'islands' or Floating Ar would likely be the only legitimate places teleported to IMHO. <<

Well, I think he was saying that for some few of them (not a majority by any means), Bellissaria could have been "home" for them (I don't see why 5% of them, plus or minus, wouldn't make Bellissaria home), so among those who did call Bellissaria home who survived the Week Without Magic, when they Teleported home they would have found a home to return to.

This, I'd think you'd see as a good thing, because it's a clear way of explaining the survival of some, in whatever number you find convenient.

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=========================================================================
Date:         Fri, 13 Oct 2000 18:57:20 EDT
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Shaun Muncy <ArkonDLoC@AOL.COM>
Subject:      Re: Fate of the Thousand Wizards
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In a message dated 10/13/00 5:39:43 PM Central Daylight Time,
jruhlconob@SPRYNET.COM writes:

> What could have happened is they started on the outter edges (according to
> the Glantri map, the main city, the main mapped part, is just part of it
and
> it's surrounded by a penumbra of hovels.) The Alphatians could have started
> on the outside and been working their way in, and hadn't gotten to the "
> important" parts of the city yet.

If they wanted a real slaughter this would have to be their tactic.  Once
they attacked, people would start running away.  If they appear at the
center, everyone runs to the countryside, where the bloodthirsty Alphatians
would never be able to get them all.  By starting at the center, there're
forcing everyone to run into the heart of the city.  The panicking crowds of
peasants would distract the noble defenders of Glantri, and inhibit
spellcasting, while the Alphatians would get to save their most powerful
spells for a disorganized, helpless crowd.

"Chaos rules, so I'm in charge."

 - Arkon, Dark Lord of Chaos; Ruler of the Lost City; Kobold Tactician;
Keeper of the Mystic Sock.

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Date:         Sat, 14 Oct 2000 01:06:36 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         The Stalker <alphatian@ANGELFIRE.COM>
Organization: Angelfire  (http://email.angelfire.mailcity.lycos.com:80)
Subject:      Re: Fate of the Thousand Wizards
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On Fri, 13 Oct 2000 18:18:50   Evil Genius wrote:
>>> Except that you can teleport only to a solid surface, which would not include water. Well, in 2e anyway. Either way, they'd still be alive. <<
>
>Well, they'd be Teleporting to home, which would be the surface of the (now sunken) continent. It's just that they'd end up under water as a result.
>

Sure (unless you play 2e as I do).

>>> I find it highly unlikely that wizards of such high levels would not have taken precautions against such things given that they would still have practically all their spells memorized. There is also the question of teleporting to a hard surface as I mentioned above. <<
>
>Well, when your character Teleports (No Error) home from a dongeon or whatever at the end of a long day, does he take precautions just in case it sunk?
>
>Well, perhaps *now* (now being "after WotI") he does, but I don't imagine many folks took such precautions before (first thing that comes to mind when Teleporting home isn't usually "I wonder if it will be there or not". They might have wondered if they'd find it in rubble like Sundsvall was, but I doubt they'd think to themselves "you know, the entire continent might just be gone. I'd better take precautions against that.")
>

Okay. Your point is well taken. However, I just meant that they probably wouldn't teleport without having a Fly or similar spell handy - the wizards I have played rarely did, and they were nowhere near as powerful! Teleport is a nice spell, but once you read its description through carefully (particularly in 2e), you really *will* consider taking precautions every time! Well, I always thought so, at least...

>>> You might point out that WOTI says that the Doomsday Weapon activates in response to the energy released by the Alphatians, <<
>
>It might be surmised that by doing so it absorbed the magic unleashed by the Alphatians, and that's why nothing happened to Glantri City. But before you say "that sounds a bit absurd" (or something to that affect), I'll just say "yah, I know, but it's the best rationale I can come up with. It activated, drained the energy just like when it drained the magic over Sundsvall, and that's why G-City isn't a smoking crater."
>
>I know that explanation isn't fully satisfying, but it's probably the best available theory.
>

It just seems to me that even if one really hates the Alphatians (and that's not a specific reference to you or anyone else), there is still a limit for how pathetic and ineffective their spells can be... So Glantri City should really show some scars from the attack... Or maybe Glantri City was rebuilt by the Immortals, too :)
(Okay, bad joke - I know)

>Then there might be "coincidental activation" - it activates as Rad & Ixion struggle (which is really what the entire WotI is about anyhow. The whole mess gets activated when Rad & Ixion struggle) while the dudes are flying over Glantri City; their magic gets drained. . .that sounds dumb too. What could have happened is they started on the outter edges (according to the Glantri map, the main city, the main mapped part, is just part of it and it's surrounded by a penumbra of hovels.) The Alphatians could have started on the outside and been working their way in, and hadn't gotten to the "important" parts of the city yet.
>
>That might seem odd, like doing it backwards, but if one remembers that one has to Teleport to a flat surface (as you pointed out above), then start flying around, that's how they might have done it: Teleported to areas around the city, but where they wouldn't be noticed right away (the hills & forests nearby), then cast Fly on themselves and flown in towards Glantri City, blasting away as they did so. They hadn't reached the central areas yet when things went awry, and that's why the "important" parts of Glantri City aren't in rubble.
>
>Just another theory, mind.
>

I like it because it's the best one to fit canon as written and still make sense. But as you say - it's still not a very satisfying one...

>> So either they teleported back immediately and were killed along with everyone else when Alphatia sank (and possibly resurrected when Alphatia was recreated), <<
>
>No, that couldn't happen; the first inkling they'd have of magic failing would be magic failing (and thus they wouldn't be able to Teleport back immediately to be present when Alphatia sank).
>
>Once the Doomsday device activates, the first clue the Wizards have that it has activates is the failure of magic, as I say. No "teleporting home immediately" then. I can't stress that enough: when magic fails as a result of the Doomsday device, one can't use magic to Teleport home. Even Immortal magic goes dead during the Weeks Without Magic (unlike the Day of Dread).
>

Yes, you're right of course, but I didn't really mean it that way, so I'm sorry for being more precise. What I meant was that some wizards might have already finished casting all their offensive spells at Glantri City and then teleported home once all their offense magic had been exhausted - no point in sticking around if you can't do any damage! Sure, as 36th-level wizards, they should all cast the same amount of spells, but some might have remained longer because they had spells stored in magical items or on scrolls, and some because they didn't really like being ordered to do this by Zandor (for whatever reason) and so have memorized only few offensive spells as an 'alibi', so that they could quickly cast them and then go home saying, "Well, I had no spells left!" So I think some of them might have used all their offensive spells and then returned to Alphatia before magic failed. Does that make sense? Because I agree that once the Doomsday Weapon activates, that's it - magic is gone!

>>> or they hid in Glantri for a week, which would give them plenty of time to restudy their spells... Either way, I don't agree. <<
>
>Fat chance of hiding in Glantri for a week, since the Glantrians (enraged) would realize they could just kill them and take whatever they have on them, and would be busy killing them as it is as soon as magic failed.
>
>Yes, some could have done that, but hardly the majority.
>

I don't disagree. This was exactly what I was trying to say.

>>> I think Bellisaria is very unlikely - Alphatian wizards tend to look down a lot on places not on the Alphatian main-continent, so the remaining 'islands' or Floating Ar would likely be the only legitimate places teleported to IMHO. <<
>
>Well, I think he was saying that for some few of them (not a majority by any means), Bellissaria could have been "home" for them (I don't see why 5% of them, plus or minus, wouldn't make Bellissaria home), so among those who did call Bellissaria home who survived the Week Without Magic, when they Teleported home they would have found a home to return to.
>

Well, it's just that if you look at the various rulers of the nations of Bellisaria after Alphatia sank and compare them to the Thousand Wizards, they're... well, a little pathetic (experience/level-wise). If those Thousand Wizards were all really so interested in politics, then why didn't they just 'seize' control of those nations for themselves? Despite of Alphatian laws, they've never shown much interest in territories away from the Alphatian Continenent, so I assume these Thousand Wizards wouldn't be very interested either... Just my opinion.

>This, I'd think you'd see as a good thing, because it's a clear way of explaining the survival of some, in whatever number you find convenient.
>

Well... perhaps. I'm not sure it's really that important. People can probably think of better reasons why they would live than I can if we need them, so...


   - The Stalker



Angelfire for your free web-based e-mail. http://www.angelfire.com

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=========================================================================
Date:         Sat, 14 Oct 2000 08:37:36 +0100
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Paul George Dooley <dooley@CABLEINET.CO.UK>
Subject:      Re: Valerias.. WHY?
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> > > A weird thought: if a modified nuclear engine can be used to reach the
> > > Sphere of Energy, would a modified steam engine be usable to reach the
> > > Sphere of Time?
> >
> > Other ideas? Coal engine for Matter? And what for Thought?
> > However, it could be a good idea, but only if we carefully work it out.
> > And I have too much to do, in this period.
>
> I got the idea from the AD&D quasielemental planes... so electric engine
> for air, and steam engine for water!

    Why not tidal engine for water,  pressure (geo-thermal) for matter, and
a windmill for air. Not forgetting the vacuum pump of entropy of course! ;^)

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Date:         Sat, 14 Oct 2000 11:06:28 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Caroletti <scarole@TIN.IT>
Organization: scarole@tin.it
Subject:      My next article: an introduction to Nentsun
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In the following days I will send a series of articles I am currently
writing about the
lands of Nentsun.
I have therefore decided to give you some background information about
the work
before it comes out. The first chapter of the "Chronicles of Nentsun"
will be sent
this evening, and will cover the history of Nentsun from the Great Rain
of Fire to
AC 0. The campaign setting structure is not a definitive one, and I have
still a lot
of work to do, but here I give some general ideas of it:

1) Ancient History of Nentsun (3000 BC- AC 0)
2) Nentsun AC 0 (Campaign Setting to play in Nentsun AC 0)
3) Modern History of Nentsun (AC 0- AC 1000)
4) Nentsun AC 1000
5) Fighting Orders of Nentsun
6) Apocalypse (events 1001-1011)
7) Nentsun AC 1012
8) Events 1012

I will prepare an HTML file because I thought Shawn could use it. Hey,
Shawn, if
you wish, I will send it to you, so you will have a better version of
the Campaign to
put on your marvelous site.

Iulius Sergius Scaevola
Captain of theXXth Cohort
Port Lucinius, Thyatis

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Date:         Sat, 14 Oct 2000 15:00:54 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Thibault Sarlat <thibsylv@CLUB-INTERNET.FR>
Subject:      Re: about the Glantri Interactive project
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but i lost his adress

Thibault Sarlat a �crit :

> Hi everyone.
> Due to a recent formating of my HD, i lost the references of the nice group who
> was building with me the interactive glantrian map.
> I want to say  to them that my 8 miles map is finnished and that i only need
> their entries to build the site.
> it would be great to have them in HTML format so that you can choose how you
> want to present things (but we agreed on this before , did we?)
>
> --
> Thibault Sarlat.
> ICQ 16622177.
> homepage  http://www.mystara.com.bi
> Join me at: thibsylv@club-internet.fr
> or at
> clenarius@hotmail.com
>
> ********************************************************************
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--
Thibault Sarlat.
ICQ 16622177.
homepage  http://www.mystara.com.bi
Join me at: thibsylv@club-internet.fr
or at
clenarius@hotmail.com

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Date:         Sat, 14 Oct 2000 14:16:51 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Jeff Daly <jdaly@FRIEND.LY.NET>
Subject:      Zyxl, Immortal Patron of Adventurers Down on their Luck
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It had been a long time since Schmug had been in Thyatis.  When he left, it
had been in the company of his new owner, an arch-mage bent on domination of
the empire.  But that was in the past.  He had served that master well, and
things had looked pretty dark, but along came the heroes who put the evil
mage to rest, and miraculously given Schmug the chance to serve the side of
good, rather than evil.

So began the days of wandering.  Schmug had seen and done much with that
group, but eventually they had split up and gone their seperate ways.  Now
Schmug, prompted by a mysterious letter from a friend, had wandered back to
the amazing, confusing, bewildering city of Thyatis.  He now found himself
at the "Amazing Stag", the group's old hangout.  And yes, seated there at
the customary table, was that...?

His cloak was pulled tightly around his neck, only partially concealing him.
The cap he wore was tilted at a rakish angle, and he leaned back in his
chair at deceptive leisure.  But it was the smile, that devil-may-care,
I'm-about-to-do-something-really-bad,
however-you'll-love-and-follow-me-anyway, kind of smile that Zendrolian so
often wore when they were about to go on an adventure.  He turned that smile
on Schmug, and it was as if no years had passed between them.

Shaking his head at his own stupidity, Schmug sat down across from
Zendrolian and the skinny elf who accompanied him.

"How are ye, mister high priest?" Schmug asked.

The elf looked confused, "High priest? I thought you were more of a rake..."

Zendrolian's mouth twisted, "Its a long story...unfortunately, it has direct
relevence to what we're about."

"We?" Schmug inquired, "Who said anythin' about we?"

The rake nodded, "Let me tell you something about what's going on first,
before you say yea or nay.  I've had a...visit."

"From Zyxl?"

Zendrolian shushed him harshly, "Names have power.  Do not speak that name
unless you wish unwanted attention."

"Yeah but...if that name has power, I doubt its very much, mister high
priest."

"Alright, you're going to have to stop calling me that.  Look, you're
probably right, but under the circumstances..."

The elf shook his head, "I'm confused.  Isn't Zy-- er, isn't that name
referencing a certain historical dog? A dog owned by a certain ermperor who,
I presume, you are named after?"

"It is?"

The elf snorted in disgust, "Don't you read your own empire's history?"

Zendrolian shrugged, "I knew where my name came from.  There are many
children named after that emperor and after other historical figures.  And
why should I know anything about his dog?"

"It depends on the rest of your story."

The rake nodded, "He who is not to be--oh heck with it.  Zyxl is the name
of--"

Just then the tavern doors flew open and several guardsmen entered the
building.  They strode immediately to the barkeeper.

Zendrolian whispered urgently, "You did not see me." and slipped out the
window.

The elf asked, "Is he always like that?"

Schmug rubbed his head tiredly, "I am afraid so."

******

He did not know if the place truly existed, or if it was an illusion in
entirety.  He only knew that putting the idol beneath his pillow would bring
him to this place, which always appeared the same.  Zendrolian stood between
two rows of white pillars.  The walls and floor were of marble, and
intricate carvings graced the ceiling.  At the other end of the room was a
dais with a bathtub where the altar should be.  In the tub sat a grossly fat
man with a grin so large it made him look like a characiture of a human
being.  Three fat women attended the man, rubbing his shoulders and bringing
him food and drink.

The priestly rake cleared his throat, "Zyxl?"

The fat man looked up, "Now really Zen, you could at least give me a "Great
One" now and then.  How am I supposed to feel divine when you insist on
calling me by my first name? Do I ask too much?"

"No, Great One.  But let me ask you this...dog?"

Zyxl's face fell.

"Why, what do you mean, my high priest?" he asked cagedly.

"Look, if I'm to serve you loyally, we have to be honest with each other.  I
brought you out of that forgotten desert and I've been your follower ever
since.  I won't let anyone harm and someday I will even build a great temple
for you.  But really, I need to know...what is the connection between you
and the dog?"

The fat, buddha-like god shook his head, "I honestly have no idea what you
are referring to."

"What is the connection between you and the first emperor of Thyatis' pet?"

Zyxl stared at Zendrolian for the space of several moments, then as if
struck by realization, "Oh!  THAT dog!  No, I'm afraid there is no
connection.  Purely coincidence...though I must say others have commented on
it.  No no, don't feel embarrassed.  Its quite alright."

The rakish high priest through his hands up, "Alright, fine.  I'll continue
to do your bidding, and I'll continue to wonder.  But that's just fine."

After Zendrolian left the hall, Zyxl turned to one of his large servants,
"Oh I suppose I should have told him.  It couldn't really have done any harm
after all.  I mean...he'd still respect me, wouldn't he?"

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Date:         Sat, 14 Oct 2000 15:36:21 -0400
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Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Jeff Daly <jdaly@FRIEND.LY.NET>
Subject:      Zyxl--history
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Prior to being enslaved by the Alphatians, the Hinterland tribes kept dogs.
As slaves, they were not allowed to keep dogs.  But then the first emperor
of Thyatis tamed and kept a dog, which he named Zyxl.  This dog was "heroic
of proportion" as one scholar of the time wrote, "and he was noble of
bearing.  He had an odd habit of breaking away from his handlers to roam at
will.  When out and about the city, Zyxl seemed to seek out trouble, that he
may right whatever the wrong.  One instance of this was a certain lad named
"Timotheus".  Timotheus had fallen down one of the cisterns which the
emperor had caused to be dug.  Zyxl could hear the child's criesm though the
cistern was well outside the range of human hearing.  Fortunately, the
emperor's dog led his handlers to the cistern, and Timotheus was saved."

This is pretty much all the Thyatians knew of Zyxl, other than the odd
manner of his disappearance upon the emperor's death.  That morning, the
dogs were to be put down, as their grief over their master's passing caused
them to go feral.  Zyxl however, was not found in the kennel, nor was he
ever seen again.

Dogs know differently.  To them, Zyxl was the "Reforger of the Link", the
"Prince of a Thousand Fleas" and "He Who Points".  It has been speculated
that dogs do not have an immortal patron because they already worship Man.
While this is true, some unnamed immortal took notice of Zyxl, and the
deference to him that other dogs seemed to give, no matter if they knew him
or not.  It is unknown whether this immortal sponsored Zyxl as a joke, or
truly to honor this wonderful canine.  All that is known, and even this only
by a very few, is that Zyxl achieved immortality.

One could say that, "Instead of being a dog who worships Man, Zyxl is a god
who worships his believer".  He searched the mundane worlds till he found a
temple with a statue of a fat, grinning man.  He was so enchanted by this
temple, with its worshippers showing their faith by sitting at tables and
booths and ordering meals from men in white, that he took on the image of
the fat grinning man as his mortal form.

A thousand years after his ascendancy, he is known as "Patron of Adventurers
Down on Their Luck" and he typically only has one worshipper at a time.
This is generally the fellow who picks up his idol and carries it about for
a few days.  The idol looks like a buddha carved from ivory.

The following tells of his powers...

And lo, I asked, "Mighty Zyxl, that we may know what we hold in our arsenal,
prithee, what powers may thou bestow?"

"Oh, great big wonderful things.  Trust me."

"I do trust thee oh mighty Zyxl.  But prithee, can thou, say, engulf mine
enemies in fiery death?"

"Oh heaven's no!  That would be more of a fire patron...I wouldn't want to
offend anyone after all."

"Certainly, my lord.  What of protection? Can thou shield me from mine
enemies' blows?"

"Oooo!  Now that I could...no wait, on second thought, I don't believe I can
do that either."

"Can thou turn me invisible?"

"Ah, no."

"Give me flight?"

"Nuh uh."

"Make me stronger?"

"Well, I could, if you ate well and excercised every day."

"Meaning no?"

"Right."

*********

Zyxl makes a great vehicle for dispensing information at the DM's
discretion.  He seems like a nifty artifact sort of thing, but is
essentially powerless except for what the DM feels is needed at the time.
The holder of the idol simply puts it under his pillow and dreams himself
into the presence of Zyxl, who always appears as a fat grinning man, but in
different poses and scenes.  One time he might be in a tub, another he might
be tending a flower garden, and still another he might be reading a book.
Go easy on the dog references as he has attained a higher state.  He won't
greet his high priest, in other words, with a lick and a sniff.

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Date:         Sat, 14 Oct 2000 23:39:20 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
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From:         Caroletti <scarole@TIN.IT>
Organization: scarole@tin.it
Subject:      Chronicles of Nentsun- Chapter One: Ancient History
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Chronicles of Nentsun

CHAPTER ONE: ANCIENT HISTORY

This Strange Engine
At the time of the Great Rain of Fire, there was, south-east of Thonia,
a population known as the Nasuuan, of mixed Afridhi and Thonian
ethnicity. The Nasuuans were a half-barbaric nation who survived by
primitive farming and occasional barter. (3,000 BC)
Although Nasuua was distant enough from Blackmoor to survive, the axis
shift resulted in a new position for the territory, who ended up located
in the cold northern territories. The Nasuuans remained indisturbed in
their territories for centuries, simply struggling for survival, living
a semi-nomadic existance in a small and uninfluent corner of the planet.
(3,000-2,500 BC)
However, Ierain Klee, a candidate to Immortality in the Sphere of Energy
who had been a priest in late Blackmoor, saw these barbarians as the
perfect subjects for his Testimony: he wanted to change them into a more
civilized population, by the transformation of their cold and barren
land. Klee had been a brilliant scientist, before converting to
priesthood, and searched the ancient Blackmoorian Empire�s lands hoping
to find a power engine that he could use to warm artificially the lands
of Nasuua. When he discovered the engine, he altered it magically, and
then he created nine minor engines connected to the first, and put them
in strategic areas of Nasuua. However, Klee was worried by the
possibility that the engine could explode. He didn�t want the Nasuuans
to know the nature of the engine, because he didn�t want technology to
destroy Mystara, but on the other side, he had used technology, against
his own believes, to help the population. (2,300 BC)

It�s a hard road
It was no problem to accomplish his Task, as no high level cleric was
present in Nasuua, after the technological delirium of Blackmoor. Klee
had already completed his Quest, and his Immortal Patron, Simurgh, told
him that the work with the engine had earned him success in the Trial.
He had changed the lands of Nasuua�but to complete the Testimony, he had
to recruit six apprentices. Klee took a long time before making his
choice and taking his decision. He decided that these apprentices could
understand and follow his footsteps, and care for the land. However, he
didn�t want to let them know everything. And he needed ten men, one for
every device. Having become king of the unified Nasuuans, Klee left a
land who had slowly begun its rise to civilization. He was intending to
search carefully for the ten men, as he saw no worthy in Nasuua.
Protected from aging by Simurgh, Klee wandered through the planet for
decades, and found proud and honest men, devoted to their people.
Claiming to be the messenger of the Immortals, Klee helped many tribes,
villages, cities and nations, claiming as his payment the rule over
them. In 1,950 BC, he returned to Nasuua, and brought with him entire
tribes. Meanwhile, he had kept the chosen men in a perpetual slumber,
and he had controlled the situation of the villages he �protected�.

In the meantime, in Nasuua there had been several changes. The Nasuuans
had grown, and they had begun to organize themselves in definite tribes,
who often warred each other. The arrival of strangers was a hard blow to
the peace of the region. Although most tribes and villages had begun to
worship Klee as an Immortal, that was not enough to unite the
populations of Nasuua into one land.
Klee saw this, and decided to use all his efforts to prepare the ten
disciples to the task he had assigned them to. For the moment, the
engine was not very active, and he could control it without great
trouble.
Klee and his ten men travelled from city to village to tribe, taking
control of the land, and proclaiming that he was their god, and he had
to be worshipped. Then he ascended as the Immortal Nentsun, and left his
ten disciples with the indications for the new organization of the land.
(1,706 BC)
For the first, the name of the new land would change into Nentsun. A new
name was needed, because Nasuua was the symbol of the main population,
but created problems of integration with the other few groups; the name
of their god, Nentsun, suited the purpose.
Secondly, the land was divided into ten duchies, each ruled by one of
the disciples of Klee-Nentsun. At the time, the lands of Nentsun
occupied a territory who was of about twice the size of current
Karameikos. The population was made of about 30,000 men, 28,000 of whom
were Nasuuans. The ten dukes controlled each a device, and with their
intervention, the engine worked better, and the agricolture�s
productivity increased.

Caution Radiation Area
The situation remained stable for about five centuries. The dukes taught
their heirs how to control the engines, and ruled more or less
peacefully over the Nentsunians. The non-Nasuuans were soon integrated,
and their influence on the local culture was very reduced. The
population had risen to 74,000 when a danger came from the east:
rakastas!

The rakastas were a nomadic and extremely savage race of feline
humanoids. Led by their masters, the evil Rakshasa, and by an obscure
leader known as Ghatotkaca, the rakastas came with their wakizashi of
steel, and proved immediately too hard for the peaceful Nentsunians, who
conquered the city of Vixen, capital of the central duchy in 1,212 BC.
During this period of war and desolation, nearly all the dukes were
killed. The only two survivors, Alkyon and Jallaj, struggled to prevent
problems regarding the engines, but unfortunately they were not strong
enough, and during a new moon night of Flaurmont 1,201 BC, Jallai died
consumed by the energies of the engine, and Alkyon, left alone to
control the energies, was not able to stop them. The central engine,
located in Vixen, began to emit radiations.
Alkyon fled south, because he knew what this meant. He fled to the
mountains alone, and there he begun a secluded existance, praying that
Simurgh and Nentsun hears his prayers of helping him to solve the
radiation problem of his land.

In the meantime, dangerous radiations began to corrupt the population of
Nentsun. Although the Nentsunians were only slaves of the rakasta, the
radiations proved very egalitarian in the way they treated both.
Children were stillborn, or were born crippled. Adults died of cancer.
The only ones who seemed immune from the radiations were the rakshasa,
rulers of the rakasta. After a couple of generations, the population had
been halved, and no one knew the reason, because no-one knew about the
engines, apart Alkyon, who, very old by then, still lived praying the
Immortals in the southern mountains. The common idea was that it was a
terrible disease, but clerical magic was unable to cure it. With the
passing of time, the rakastas begun to think that it was the rakshasas�s
fault, as it was them who led them. They begun to think that the
Immortals punished them because they had treated so bad the Nentsunian
whom they had conquered, and it was to no use for the rakshasas to point
out the fact that the humans too were dying.

In 1,149 BC it seemed that Alkyon�s invocations had been listened to. A
young man came from the south-western lands, a man known as Orcnad, who
found his caverns and told him that a giant eagle Immortal had visited
him in his dreams and told him to search for an old hermit who lived in
the mountains. The Immortal had promised him to become king and lead a
whole nation to a great victory against the enemies that oppressed their
land.
Alkyon thanked gratefully the Immortals, and taught the young man
everything he had known. He taught the man to reform the dukes of
Nentsun, because only in this way the Immortals would stop to send the
plague, and then he told him what was needed to control the engine.
However, Alkyon didn�t know that the engine caused the radiations.

Orcnad led a great revolt in Nentsun. His victorious move was to search
the help of the rakastas, and in 1,146 BC the rakshasas were all killed
or had left Nentsun. Orcnad was proclaimed Duke of Nentsun, and he
reformed the other nine duchies, then asked the population to recognize
him as king. He became the first King of Nentsun.
Soon, the radiations stopped, even if the consiquences of the radiations
lasted nearly 500 years. And the Kingdom lasted for the same amount of
time, while it expanded and the surrounding lands were settled by
colonists, both humans and rakastas. The northern regions, where the
devices worked, were called the Inner Lands, the southern, the Outer
Lands. The population grew to 200,000 by the end of the millennia, and
about twenty kingdoms were formed. Wars were fought, and peaceful and
warlike settlers came from the east between 800 and 600 BC, belonging to
the the human race of the Ursinians, descendants of a mix of Tanagoro
and Afridhi. A new danger came from the southern mountains in the form
of orcs and goblins. They appeared in the mountains around 900 BC, and
in the following centuries they took possession of the unsettled hills
and colder regions. In 632 BC, the orcs and goblins conducted a major
invasion of Nentsun, destroying cities and putting an end to a couple of
kingdoms. But the dukes and their heirs, who fought the hardest battle
for the survival of Nentsun, managed always to resist in the lands of
the Inner Circle, and Nentsun mostly thrived.

Wake up, set your sights
Around 350 BC, the orcs and goblins of the south begun a terrible civil
war. Adventurers and fighters of Nentsun joined the warring tribes as
mercenaries, and this led to increasingly good relations between
hot-tempered adventurers, mercenaries and youths and the orcs. The
goblins of Nentsun were completely annihilated, although some of them
were transplanted in the Hollow World. The orc tribes that were allied
with the goblins were pushed out of the hills and had to flee on the
mountains, where they had to conduct a hard and miserable existance.
Meanwhile, statal organizations were born in the lands of the victorious
orcs, where the most adventurous humans settled too.

The orc-human kingdoms were unstable and warlike. They warred among
themselves and against the southern kingdoms of the Outer Circle of
Nentsun. In 123 BC, a half-orc king known as Glashow unified the
city-states and baronies, and moved to conquer a big part of the Outer
Circle. The central duchies and territories prepared an army to defeat
Glashow, but unfortunately they were repeatadly beaten by the half-orc.
Most dukes were killed, and Glashow marched triumphally in the capital
city of Vixen. But his army, who had grown considerably since the
beginning of his campaign of conquest, revolted under the leadership of
his lieutenant Abdus. Chaos was spread in the conquered regions. And
only two dukes were left, Kewd the Hawk, Duke of Weinberg, and Shrain of
Vixen, although the latter was imprisoned in the tower of Abdus. Years
of conflicts (and the radiation danger, although no one knew this) ended
much later. Although Shrain died during the burning of the tower of
Abdus, Kewd survived and managed to restore pace to part of the lands.
Giving a central government to the Inner Circle, he was crowned King of
Nentsun (113 BC). In the eastern conflicting lands, the Ursinians were
able to restore peace, but most of the Outer Circle fell pray of
brigands and orc bands. Moreover, in 94 BC the green orcs of the
mountains descended to reconquest their ancestral lands, and the Outer
Circle and the hill regions of the south (known by now as Glashow�s
Desolation), remained in chaos and unstability.

In the last century BC, Nentsun slowly recovered. The country remained
mostly at peace, and no migration from other parts of Mystara came to
change the status quo. The situation about 0 AC was of about twenty
city-states and minor kingdoms in a region dominated by humans, but
where orcs and rakastas (and half-orcs) were common, important and
respected. It was in year 43 BC that Sanka the Hawk, descendant of Kewd,
founded the Divine School of the Bear, devotd to form the ten masters
needed to control the engine. No one remembered the existance of the
engine, apart from the aristocratics, and the Divine School was open
only to members of the ducal families and of other important
aristocratic families of Nenstsun, but even they didn�t know exactly why
they protected the engines. It was a tradition, more than a duty, and
unfortunately this would led to a cataclysm, the day the aristocrats in
decline decided to ignore the traditions of the School. But this is
another story�

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=========================================================================
Date:         Sun, 15 Oct 2000 09:25:44 +1000
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         shawn stanley <stanles@ALPHALINK.COM.AU>
Subject:      Re: My next article: an introduction to Nentsun
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Hello Giulio

>I will prepare an HTML file because I thought Shawn could use it. Hey,
>Shawn, if
>you wish, I will send it to you, so you will have a better version of
>the Campaign to
>put on your marvelous site.

yeah sure, that would be great

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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Date:         Sun, 15 Oct 2000 01:12:39 +0200
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Shaham Ilan <ohadshm@INTER.NET.IL>
Subject:      Re: Valerias.. WHY?
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> > (what do you think
> > the lovers do with the weapons Valerias bestows upon them?).
>
> I do hope you're not implying the lovers attack and/or kill each other.
That's
> just ridiculous.  That sounds like something Loki would do.
>

No, I was thinking more of a Romeo and Juliet super-romantic sad double
suicide. But now that you mention it, I could see how Loki would love to
take in on the fun too.

> > Let matter be left to Ka and Terra. If you wan't a Matter immortal that
> > is a bit more "fun", you always have Faunus -CG in all of his essence.
> >  Valerias is more an energy immortal than all those wizards that plague
> > the sphere and don't really have a lot to do with the sphere's ideals
such
> > as Alphatia, Razud.
>
> As you so amply demonstrate, it's not necessary to have all of the
qualities of
> the "norm" for a Sphere, to belong to it.  Even if you disagree with my
> arguments about whether she exhibits and supports the principles of
Matter, you
> can agree with that.  And, that should be enough for anyone who wishes to
> follow canon.
>
> And if you don't ... well ... that's up to you.
>
> - Auld Skald
>
Well I do agree with you on most accounts. But still, as canon has shown a
lot of inconsistencies and errors in the past, I can (IMC if you wish)
regard Valerias being a Matter immortal as one of them. I titally agree with
you that you can follow canon on this matter (oun intended), but what I
think Marco (DM) tried to show in his post is that IHC (in his campaign) he
may put Valerias in the sphere of energy and how all in the MML can do the
same if they think about it. We are not trying to "change" canon, that will
be very much impossible.

Morphail (Ohad Shaham)

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Date:         Sat, 14 Oct 2000 16:54:17 -0700
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Andrew Theisen <jsmill@WANS.NET>
Subject:      Re: Zyxl--history
In-Reply-To:  <001101c03616$08a22b80$6232140a@friendly>
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At 03:36 PM 10/14/00 -0400, you wrote:
>
>Dogs know differently.  To them, Zyxl was the "Reforger of the Link", the
>"Prince of a Thousand Fleas" and "He Who Points".  It has been speculated
>that dogs do not have an immortal patron because they already worship Man.

I love this line about worshipping man. :)

>Zyxl makes a great vehicle for dispensing information at the DM's
>discretion.  He seems like a nifty artifact sort of thing, but is
>essentially powerless except for what the DM feels is needed at the time.
>The holder of the idol simply puts it under his pillow and dreams himself
>into the presence of Zyxl, who always appears as a fat grinning man, but in
>different poses and scenes.  One time he might be in a tub, another he might
>be tending a flower garden, and still another he might be reading a book.
>Go easy on the dog references as he has attained a higher state.  He won't
>greet his high priest, in other words, with a lick and a sniff.

Hmmm... I can see "Flea Plague" and other canine type specialty spells for
Zyxl's priests. :)

I love this; this was great. Maybe Zyxl actually stumbled upon some sort of
Path of the Canine or something?

BTW- Is it possible that Zyxl is a sponsor of Lupins and other canine type
creatures now? Perhaps he is one of the unknown "St. X" Immortals
worshipped by the Renardie Lupins?

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=========================================================================
Date:         Sat, 14 Oct 2000 22:22:46 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Jeff Daly <jdaly@FRIEND.LY.NET>
Subject:      Re: Zyxl--history
MIME-Version: 1.0
Content-Type: text/plain; charset="iso-8859-1"
Content-Transfer-Encoding: 7bit

Thanks!  Yeah, he could definitely have something to do with lupins.  And
the suggestion you gave is intriguing.  Zendrolian (Actually, I think I
mispelled his name.  I think its actually, "Zandrolian") is a character from
my campaign.  The whole concept has worked really well.  I think he found
the idol in the middle of Ylaruam, forgotten among the sands...

----- Original Message -----
From: Andrew Theisen <jsmill@WANS.NET>
To: <MYSTARA-L@ORACLE.WIZARDS.COM>
Sent: Saturday, October 14, 2000 7:54 PM
Subject: Re: [MYSTARA] Zyxl--history


> At 03:36 PM 10/14/00 -0400, you wrote:
> >
> >Dogs know differently.  To them, Zyxl was the "Reforger of the Link", the
> >"Prince of a Thousand Fleas" and "He Who Points".  It has been speculated
> >that dogs do not have an immortal patron because they already worship
Man.
>
> I love this line about worshipping man. :)
>
> >Zyxl makes a great vehicle for dispensing information at the DM's
> >discretion.  He seems like a nifty artifact sort of thing, but is
> >essentially powerless except for what the DM feels is needed at the time.
> >The holder of the idol simply puts it under his pillow and dreams himself
> >into the presence of Zyxl, who always appears as a fat grinning man, but
in
> >different poses and scenes.  One time he might be in a tub, another he
might
> >be tending a flower garden, and still another he might be reading a book.
> >Go easy on the dog references as he has attained a higher state.  He
won't
> >greet his high priest, in other words, with a lick and a sniff.
>
> Hmmm... I can see "Flea Plague" and other canine type specialty spells for
> Zyxl's priests. :)
>
> I love this; this was great. Maybe Zyxl actually stumbled upon some sort
of
> Path of the Canine or something?
>
> BTW- Is it possible that Zyxl is a sponsor of Lupins and other canine type
> creatures now? Perhaps he is one of the unknown "St. X" Immortals
> worshipped by the Renardie Lupins?
>
> ********************************************************************
> The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp
> The Mystara Homepage: http://www.dnd.starflung.com/
> To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM
> with UNSUB MYSTARA-L in the body of the message.
>

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=========================================================================
Date:         Sun, 15 Oct 2000 00:40:01 -0400
Reply-To:     Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
Sender:       Mystara <MYSTARA-L@ORACLE.WIZARDS.COM>
From:         Michael Morris <mlmorr0@POP.UKY.EDU>
Organization: University of Kentucky
Subject:      MISC: Help Wanted:  D&DWorlds Announces the Creation of the
              Mystara Online Archive
MIME-Version: 1.0
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Greetings All.

I am Michael Morris, the director of the D&DWorlds project, a fan site of
the D&D game dedicated to helping you bring your creations to the web, and
to helping folks find your creations alongside those of your fellow gamers.
As part of this process we are creating an Online Archive for the campaign
settings created by TSR, including the Mystara Campaign setting.
    The archive is being set up for these charter reasons...To host,
- Creations specific to Mystara, from custom netbooks to individual NPC's /
PC's
- Ongoing campaigns set in Mystara be they online, pbem, or live.
- Links to other sites about Mystara.
    BTW, we make no claims to exclusitivity.  If you want to give us
something to post you can post it on your own page if you wish, or even give
it to your best friend to put on his site.  Our main reason for wanting
materials to add is that they will be added to an SQL database.  This allows
for a lot of neat things like...
- You'll be able to edit whatever you give us yourself, without us having to
assist (though we're ready and willing to do so if you ask.
- You can authorize someone else to edit your stuff for you as well.
- Others can comment on your materials and rate it.
- Folks will be able to find yourself through a powerful search engine we
intend to implement on the site very soon.  It will allow RPG materials
hosted AtFantasy to be listed by varying criteria, like game setting, type,
edition of that setting, author etc.

    This site is being set up by gamers, for gamers, but we need gamers to
make it work.  It is very easy to join AtFantasy and go to work on your
stuff, but we need one individual to do a little more...

MYSTARA AREA COORDINATOR NEEDED...

    This is what that involves.
* For starters, the Atfantasy server isn't perfect.  It has no way to
monitor documents and especially commentary for profranity, vulgarity, et al
(not that anyone here would do something like that).  The Mystara AC
therefore has the authority to delete any item in the Mystara area.  She or
he reports directly to me, and will have my full backing on any dispute that
arises.
* Coding pages is rather painless, but it is tricky at first.  For that
reason the AC's need to be thoroughly versed in how the AtFantasy server
works.  A working knowledge of HTML markup tags and how they work is
desirable, as are good people skills.  AC's will have considerable input
into how the server is updated.  The AC's will also need to be able to help
folks with their questions writing pages.  (It's real easy to do, once you
get the hang of it).
* He or she will have control of the graphic layout of the site (within the
constraints placed on that layout by the server's programming).
* Last, but not least, the Mystara AC needs to love Mystara.

If your interested, reply directly to me at mlmorr0@pop.uky.edu  with a
subject line of MYSTARA AC.  My mail program is set to sort these replies
based on the subject line containing this - and I may miss your reply if you
do not use that subject line.  All persons who are interested need to tell
me a little about yourself, your familiarity with Mystara and with HTML.
Regardless of who is chosen to act as the AC (which will be decided by
myself with help from Leo Simons and Ed Lazor), I do want everyone to stay
involved.  Being the AC is not required to have the abilty to add materials
to the site and edit your own materials on this site...

This site is not construed to replace, but rather to supplement the Official
Mystara Fansite.  We invite and would enjoy the support of the official
fansite in the setup of this archive.

Applications will close in one week (October 20th) and a decision will be
made no later than October 31st.   Good luck to all, and thank you for your
time.

--
Michael Morris
Section Director,
D&D Worlds - http://www.dndworlds.com
Part of the AtFantasy Alliance
http://www.atfantasy.com

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