(IR) IR Interlude Turn 6 - Turn 7 (thread 4)

Edena_of_Neith

First Post
This will be the last thread of the Interlude, I believe.

We will begin Turn 7 on Monday, at 1 eastern my time (Eastern Time, America.)

I will post the Lists Post right after this post.
I will post the Dueling Post right after that.
 

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Edena_of_Neith

First Post
THE LISTS POST

THE LISTS POST - TURN 7

Faction map for the World of Greyhawk IR thread:
http://users.pandora.be/maudlin/map.html

Please note the scale of the map in the URL above is 1 inch = 230 miles

Here is a conversion chart.

1 inch = 2.54 centimeters
1 foot = 30.48 centimeters
1 yard = 0.9411 meters
1 mile = 1.60934
1 sea mile = 1.15078 miles = 1.852 km
1 pound = 0.45359 kg (kilogram)
1 ton = 0.907185 metric tons

The Oerik Continent:
http://www.hallofhero.com/sand/index.cfm

The Big Map of Oerth:
http://members.aol.com/cathbhadhx/tsroerth.gif

Previous IR threads on Toril, the world of the Forgotten Realms campaign setting:
http://bugbearslair.homestead.com/GIRA1.html

- - -

THE HALL OF HONOR

BONEDAGGER (Who represented Vecna and his Legions on Turns 0, 1, and 2.)
BUGBEAR (TURROSH MAK) (Who represented Turrosh Mak, the Orcish Empire of the Pomarj, and assorted humanoid nations on Turns 0, 1, 2, 3, and 4. Who created the IR chatroom. Who created an IR discussion forum.)
DARKNESS (Who represented the Baklunish Confederation on Turns 0, 1, 2, 3, 4, and 5.)
FORRESTER (Who represented the United Commonwealth of Toril on Turns 0, 1, 2, 3, 4, 5, and 6.)
FRIGID SPLEEN (Who represented the Unseelie briefly.)
JOHN BROWN (Who represented Iuz, and the Empire of Iuz on Turns 0, 1, 2, and 3.)
LYNUX (Who was in the pre-IR threads.)

- - -

TURN 7

7th Month of the IR

12th Month of the Oeridian Year

9th Month of the Torilian Year

Common Year (FY) 624
Oeridian Reckoning (OR) 1268
Baklunish Hegira (BH) 3283
Flan Tracking (FT) 2744
Suloise Dating (SD) 6139
Olven Calendar (OC) 5086

Dale Reckoning (DR) 1405
Netherese Calendar (NC) 5264

8th Regency of Shadowlord Rhamagaum (Shadow Empire calendar)

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- - - THE MAIN POWERS LIST - - -

THE PLAYER CHARACTERS

ALYX - The Red Elf
ALZEM - Alzem, Celestial of St Cuthbert
ANABSTERCORIAN - Anabstercorian, Prodigal Heir of Ilsensine, Chosen of Ilsensine
BLACK OMEGA - Siobhan Silirevnur
CREAMSTEAK - Sanctus Punitor (Holy Avenger)
DAGGER - none

MR DRACO - Kas the Terrible, Supreme Commander of the Union Military, the Godslayer, Chosen of the God-Emperor (demipower)
SERPENTEYE - The God Emperor of the Dark Union (demipower)

FESTY DOG - Silver Phase
FORSAKEN ONE - Vaeregoth, The Proxy of the Scion Queen
GNOMEWORKS - Kessel GnomeWorks, the Arch-Mechanic, Lord over all Technology of Oerth, Master of the Three Forces of Technology, Psionics, and Magic
KABOOM - King Thayadon Fasfoni, Avariel Arch-Lich, Chosen of Mystra
KALANYR - Kalanyr the Redeemer, Master of Blades, Guardian of Souls, Servant of Eilistraee and Champion of Freedom (demipower)
MAUDLIN - Acererak the Transcendent (avatar)
LORD MELKOR (TALOS) - Melkor the Shadowking (avatar)
'O SKOTEINOS - 'o Skoteinos, Leader of the Royal Assassin Guild
REPRISAL - Erika Lesage
SOLLIR FURRYFOOT - Hellmaster Phibrizzo, Chosen of Xvim
TOKIWONG - Iuz (demipower)
UVENELEI - Aurican, the Great Dragonix
VENUS -
WILLIAM RONALD - Archcleric Hazen of Veluna
ZELDA - none
ZOURON -

- - -

THE NON PLAYER CHARACTERS

ALYX

Anfaren Silverbrow, High Priest of the Lendore Isles
Bucknard
Leomund
Prince Melf Brightflame, Leader of the Knights of Luna
Yolande, Queen of Celene

Unnamed NPCs

ALZEM

Unnamed NPCs

ANABSTERCORIAN

Mina, Priestess of the One God, Leader of the Knights of Neraka
Mordenkainen the Magnificent

Unnamed NPCs

BLACK OMEGA

Alhamazad the Wise
Bigby
Drawmij
Jallarzi Sallavarian
Nystul
Otto
Theodain Eriason
Warnes Starcoat

Azaghul Doomhammer, Dwarven Defender, Warden of the Sepia Uplands and Perrenland
Morrolan, Champion of the Sidhe

CREAMSTEAK

NPCs of Creamsteak

Abireder
Astelikin
Baeron
Brohagan
Cadaudric
Choredan
Elirab
Eloat
Etendaldan
Laroit
Legoabaen
Lum
Nydoiwyn
Rhaywyn
Thoch
Weritram

DAGGER

Keoghtom (demipower)
Murlynd (demipower)
Olinstaad Corond, Prince of the Principality of Ulek

Unnamed NPCs

MR DRACO / SERPENTEYE

NPCs of Mr Draco

Enaroril Akn of Kas's Elite Guard
Rangorn Ilutoer of Kas's Elite Guard
Asica Sasimov of Kas's Elite Guard
Dalentyll Tempesatis of Kas's Elite Guard
Lithedenor Ytnivv of Kas's Elite Guard, Dragon Mount of Kas

NPCs of Serpenteye

Contat Simelien, Lord General of the Crusaders of the Church of Aerdi, Third in the Clergy
Solea Teprices I, High Matriarch of the Church of Aerdi, First in the Clergy, Chosen of the God-Emperor
Andrex Vieh, High Inquisitor of the Church of Aerdi, Second in the Clergy
Patricia Baat, Champion of the Union of Oerth
Medicill, Champion of the Union of Oerth
Growwrargh Meow, Champion of the Union of Oerth
Siyl'vear Wul'gari'unicorn, Champion of the Union of Oerth

FESTY DOG

Kcyldyei Baelren
Bobo
Duelist's Soul
Durgrim Dragonaxe
James Hale
Lenaurae Latraiel
Obmi

FORSAKEN ONE

Zasz

Supporting Formians

GNOMEWORKS

Sleake Colranth, the Psionic Advisor
Tori Edison, the Cultural Advisor
Joel Forinad, the Political Advisor
David GnomeWorks, Head of the Federal Bureau of Information
Mary Hutchinson, the Military Advisor
Mordan Kikane, the Technological Advisor
Erthan Lenglan, the Magical Advisor
Thoreau MacDougal, the Spiritual Advisor
Quelos Poe, the Civilian Advisor
Diane Rethark, the Nuclear Advisor
Antone Willems, the Treasury Advisor

KABOOM

Finea
Gofban, Captain of the Gnomish Side-Wheelers
Heward (demipower)
Hilser, Gofban's assistant
Kintas
Sadias
Silror
Thayadon's Simulacrums

KALANYR

Eclavdra
Iggwilv
Keraptis
Lyzandred the Archlich
Xaene the Blessed, Archlich
Zuggtmoy

MAUDLIN

Akhorahil the Dwimmerlaik
Tarnhem, Balor Lord of the Noisome Realm
Korenth Zan, Father of Obedience

MELKOR

Ahlissa of the Shadow Council, Chosen of Melkor
Azorgax of the Shadow Council, Chosen of Melkor, King of the Shadow Dragons
Baelros of the Shadow Council, Chosen of Melkor, Demon Lord Of The Shadow
Rhamagaum of the Shadow Council, Chosen of Melkor
Rivalen Tanthul of the Shadow Council, Chosen of Melkor
Waganard of the Shadow Council, Chosen of Melkor

'O SKOTEINOS

Jaran Krimeeah (Jearmeeh Kreemah), Mage of the Valley of the Mage
Kalden, Prince of Swords (demipower)

The Immortals of Mystara

REPRISAL

Unnamed NPCs

SOLLIR

Mistress Tao
High Guardian Taerix
Hell Lord Aerixis
Hell Lord Maernix
Hell Lord Laer'nek
Devosk, Beast of Xvim
Glaes'yek, Beast of Xvim
Grand Mage Hraenan
High Priest Raenan of Xvim

TOKIWONG

Talindra
Rary the Traitor
Lord Robilar

Unnamed NPCs

UVENELEI

Zagyg the Mad Archmage (demipower)

Unnamed NPCs

VENUS

Unnamed NPCs

WILLIAM

Emperor Cho Je Pa-ser of Suhfang
Empress Taizu Pa-Ser of Suhfang
Emperor Pa-ser I, First Emperor of Suhfang
Empress Kuan Yi, First Empress of Suhfang
Fand Dyvyr
Resbin Dren Emondrav, Marchioness of Sterich
Larissa Hunter, Magister of Dyvvers
Marius Lindon the Freeholder of the Yeomanry
Moghyr the Old, Leader of the Silent Ones of Keoland
Orran Rilanth of Sterich
Owen the First, Grand Duke of Geoff
Ambassador Gwilym Raonul of Veluna, Priest of Rao
Lord William Ronald of Keoland, Speaker for the Kevellond League

ZELDA

Unnamed NPCs

ZOURON

Unnamed NPCs

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- - - THE CLAIMS LIST - - -

ALYX

Xeg-Ya, Jann, Nature Elementals (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Alliance of the Rising Sun (Celene, Celestial Imperium, Lendore Isles, Knights of Luna, Nippon Dominion, Varnaith) PL 473
Metallic Dragons - PL 189
Secret Retreat in the Dragon Isles - PL 170

Church of Toril, Realmspace - PL 13,000

City of the Gods Research - PL 100
100 Pocket Dimensions (just created) - PL 0

- - -

ALZEM

Solars, Planetars, Devas (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Hope Isle, Toril - PL 13,190

Hope Isle, Oerth - PL 59

Allies from the World of Krynn - Army of Krynn (Dragon Overlords, servants of the Dragon Overlords, mercenaries, Knights of Solamnia, Knights of Steel) - PL 656
Allies from the World of Krynn - Nations of Krynn (Bloten, Plains of Dust, Northern Ergoth, Southern Ergoth, Hylo, Kalaman, Kaolyn, Citadel of Light, Mount Nevermind, Sanction, Thoradin, Thorbardin, Whitestone) PL 141

City of the Gods Research - 300 PL
10 Pocket Dimensions - 400
90 Pocket Dimensions (just created) - 0 PL

- - -

ANABSTERCORIAN

Pseudeonatural Detrachan, Pseudeonatural Dire Sharks, Pseudeonatural Arrowhawks (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Solistarim (Evil beings of the Godspires, Heimmorj, Blackmoor, Sea Allies) PL 737
Conquests of the Solistarim (NPC Mordenkainen) PL 2
Gem Dragons - 367

Penumbral Hub - PL 32,800

The Knights of Neraka - PL 146
Allies of the Knights of Neraka - PL 146
Allied chromatic dragons of Krynn - PL 414
The Dead of Krynn - PL 720

Secret Retreat in Inor-Taladost - PL 548

City of the Gods Research - PL 600
200 Pocket Dimensions (just created) - PL 0
True Staff of Ancient Penumbra (time shifted, worldwalked, back to Anabstercorian) - PL 1,000

- - -

BLACK OMEGA

Guardinals, Eladrin, Planar Faerie (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races
Metallic Dragons - PL 181

The Coalition of Light and Shadow (Elven Imperial Navy of Greyspace, Faerie of Oerth, Highfolk, Tiger and Wolf Nomads, Perrenland, Sepia Uplands, Vesve Forest) PL 13,530
Allies of the Faerie of Oerth (Vesve Forest) PL 10,000
Secret Retreat in the Crystal Forest - PL 155

City of the Gods Research - PL 200
100 Pocket Dimensions (just created) - PL 0

- - -

CREAMSTEAK

Axiomatic Giant Eagles, Gem Dragons, Earth Elementals (Creamsteak's Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Delrunian Alliance (Calrune, Delrune, Fellreev Forest, Gamboge Forest, Loftwood, Phostwood, Seldanora, Tenh, Timberway Forest) PL 493
Allied Peoples (Amedio Rainforest, Grannmont, Heimmont) PL 518
Secret Retreat in Weaveform - PL 243
Simulacrums - PL 75

Church of Mercy, Realmspace - PL 13,000

City of the Gods Research - PL 100
100 Pocket Dimensions (just created) - PL 0

- - -

DAGGER

Celestials, Guardinals, Eladrin (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Kingdom of Ulek (Dwarven Rockjammers of Greyspace, Axewood, Silverwood, County of Ulek, Duchy of Ulek, Principality of Ulek, Verbobonc) - PL 358
Metallic Dragons - PL 247
Nations of AnaKeris (Anakae Noct, Crisfae Noct, Kiwae Noct, Taerae Noct, Llurae Noct) PL 668
Secret Retreat in the Nexus - PL 268

City of the Gods Research - PL 100
100 Pocket Dimensions (just created) - PL 0
Axe of the Dwarvish Lords - PL 100

- - -

MR DRACO / SERPENTEYE

11th level Power specially enhanced - Mr. Draco and Serpenteye may double up their Attack / Defense routines, or Attack / Defend separately

Salamanders, Rakshasas, Xill (Mr Draco's Planars) PL see the Planar Arms Race
Yugoloths, Devils, Efreet (Serpenteye's Planars) PL see the Planar Arms Race
Monsters, Constructs x 2 - PL see the Arms Races

The Union of Oerth (Knights of Aerdi, Great Kingdom of Northern Aerdi, United Kingdom of Ahlissa, Sea Barons, Bone March, Dullstrand, Legions of Kas, Medegia, Rel Astra, Sahuagin Empire of the Solnor) PL 2,467

Conquests of the Union of Oerth (NPCs Tenser, Philidor) (Adri Forest, Almor, Celadan Forest, Flinty Hills, Garrel Enkdal, Grandwood, Northern Hempmonaland, Hestmark Highlands Military District, Hollow Highlands MD, Glorioles MD, Idee, Iron Hills, Irongate, Menowood MD, Nyrond, Onnwall, Scarlet Brotherhood, Sunndi MD, Tilvanot Peninsula, County of Urnst, Vast Swamp MD) PL 3,314

Allied Nations and Colonies of the Union of Oerth (Barrier Peaks Military District, Crystalmist MD, Hellfurnaces MD, Luna Moon Base, Polaris Base, Rauxes MD, Tarquish Empire, Tarquish Dominion, Isles of Woe MD, Yuan-Ti MD) PL 2,577

Allies from the world of Krynn - Nations of Krynn (Estwilde, Taman Bursak, Neraka, Kern, Mithas, Kothas, Icewall, Nightlund, Silvanesti, Heartlund, Southlund, Qualinesti MD, Abanasinia) PL 314

Gem Dragons - PL 514
Githyanki Legions - PL 8,200
Secret Retreat in the Underworld - PL 1,431

City of the Gods Research - PL 400
200 Pocket Dimensions (just created) - PL 0
Sword of Kas - PL 100

- - -

FESTY DOG

Modrons, Metallic Planar Dragons, Earth Elementals (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Alliance of the Under-Oerth (Aboleth, Cloakers, Delvers, Derro, Destrachan, Duergar, Grimlocks, Trogolodytes, Umber Hulks) PL 320
Allies of the Alliance (Scro Armada of Greyspace, Sea of Dust, Zindia, Western Amedio Rainforest, Valley of the Mage) PL 251
Secret Retreat in the Lost City - PL 118

Scro Star League, Realmspace - PL 39,000

City of the Gods Research - PL 100
100 Pocket Dimensions (just created) - PL 0

- - -

FORSAKEN ONE

Modrons, Formians, Planar Unseelie (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Hive Cluster (Formians, integrated kuo-toa, integrated illithid, integrated trogolodytes, integrated trogolodytes from outside the Under-Oerth) PL 3,367
Allies of the Hive Cluster (Illithid of Greyspace, Neogi of Greyspace, humanoids of the Jotens, giants of the Jotens, some of the Unseelie of Oerth) PL 8,310
Conquered Under-Oerth and Underdark Regions - PL 68
Special Projects - PL 448

Allies from the world of Athas (Dwarven Nations of Athas, Elven Tribes of Athas, Halfling Savages of the Forest Ridge, The Thri-Kreen, Mind Lords of the Last Sea, rebel forces against the Dragon-Kings, intelligent Athian monsters of every sort from the MMs) 5,000

Secret Retreat in the New Hive - PL 488

City of the Gods Research - PL 400
100 Pocket Dimensions (just created) - PL 0

- - -

GNOMEWORKS

Formians, Modrons, Earth Elementals (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Lortmil Technomancy - PL 129
Allies of the Lortmil Technomancy (Chauntosbergen, Northern Lortmils, Duchy of Urnst) PL 73
Gem Dragons - PL 280
Secret Retreat in the Lortmil City of the Gods - PL 163

Veiled Alliance of Athas - PL 5,000

City of the Gods Research - PL 600
100 Pocket Dimensions (just created) - PL 0
Annulus - PL 100

- - -

KABOOM

Air Elementals, Djinn, Water Elementals (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Sky-Sea League (Gnomish Sidewheelers of Greyspace, Aerlindre, Archenmont, Coral Empire, Deepwater League, Kindlemont, Isle of Olman, Silvamont, Sea League of the Solnor, People of the Shining Grottos, Sky League (Isle of the Phoenix and Sea Allies), Sonnmonnten, Isle of Touv) PL 520
Simulacrums - PL 50
Secret Retreat in the Alternate Reality - PL 146

Nations of the Chosen of Mystra, Realmspace - PL 65,000

City of the Gods Research - PL 200
100 Pocket Dimensions (just created) - PL 0

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KALANYR

Eladrin, Planar Faerie, Slaadi (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The drow (Drow of the Under-Oerth, Drow of the Underdark) PL 518
Deep dragon and chromatic dragons - PL 190
Allied Nations and Peoples (Kalanyr's Ishtarland, transplanted people of Rauxes) PL 409

Allies from the world of Dneiper (High Elves of Dneiper) PL 3,285

Secret Retreat in the Dreammaze - PL 453
10 Pocket Dimensions - PL 2,336
90 Pocket Dimensions (just created) - PL 0
City of the Gods Research - PL 400
Mask of Jhodee - PL 100

Cloning - PL 60
Granting people Invisibility at will - PL 10
Granting people permanent Protection from Arrows - PL 10
Granting people enhanced Constitution - PL 10
Granting people ability to function normally in daylight - PL 10
Granting people wings - PL 10

- - -

MAUDLIN

Demons, Xeg-Yi, Dracoliches (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Race
Undead - PL see the Undead Arms Race

Minions of Acererak - PL 6
Chromatic dragons - PL 762
Legions of the Undead - PL 2,960
Secret Retreat on Celene - PL 192

Allies from the world of Athas (The undead of the Blackened Lands) PL 1,000

City of the Gods Research - PL 400
10 Pocket Dimensions - PL 880

- - -

MELKOR

Beings of the Plane of Shadow (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Church of Shade, Realmspace - PL 6,500

Shadow Empire, Greyspace - PL 9
Allies of the Shadow Empire (Undead dragons, shadow dragons) PL 386

The Red Army of Luna - PL 100,000
The Red Army of Athas - PL 10,000

Allies on the world of Athas (Tyr, Nibenay, and the other citys of the Dragon-Kings, their Templars, their people, and any allies) PL 5,000

Secret Retreat on Luna - PL 118
10 Pocket Dimensions - PL 680
90 Pocket Dimensions (just created) - PL 0

City of the Gods Research - PL 600

- - -

'O SKOTEINOS

Githzerai, Earth Elementals, Dao (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Orcish Empire of the Pomarj - PL 153
Allies of the Orcish Empire of the Pomarj (Gith of Greyspace, Crystalmont, Dark Swamp, Dreadwood, Esserbaudos, Haermont, Hool Marches, Humanoids of the Rakers, Sea Princes, Sleichenbaudos, eastern Principality of Ulek, Usurbaudos) PL 1,110

Gith Armada - PL 1,830

The Immortals of Mystara - PL 10,000

Secret Retreat in the Primordial Dimension - PL 305

City of the Gods Research - PL 200
100 Pocket Dimensions (just created) - PL 0

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REPRISAL

No Planars selected
Monsters, Constructs - PL see the Arms Races

The United Commonwealth of Toril - PL 126,581

Captured by the United Commonwealth of Toril (NPC - Sauros of the Shadow Council, Chosen of Melkor (NPC, shade ililthid, Rogue 5 / Assasin 10 / Shadowdance 5, lawful evil)) PL 0 (2)

City of the Gods Research - PL 800
100 Pocket Dimensions - PL 400

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SOLLIR

Slaadi, Demons, Chromatic Planar Dragons, Planar Unseelie (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

League of the Warlords (Artonsamay, Fellands, Kinemeet, Kor, Redhand, Riftcrag) PL 187
Allies of the League of the Warlords (Quaggoth Fells of the Burneal, Heisenbaudos, Hraak Forest, Sable Wood, Spikey Forest) PL 151
Simulacrums - PL 75

Planar Unseelie - PL 11
Most of the Unseelie of Oerth - PL 11
Allies of the Unseelie of Oerth (the Lost Elves, the Death Forest) PL 1,022
Planar Chromatic Dragons - PL 11
Shade - PL 11
Secret Retreat in the Death Grove - PL 13
Secret Retreat in the Labyrinth - PL 218

City of the Gods Research - PL 700
200 Pocket Dimensions (just created) - PL 0

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TOKIWONG

Demons, Yugoloths (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

Empire of Iuz (Rovers of the Barrens, Core Regions, Horned Society, Hold of Stonefist) PL 192
Allies of the Empire of Iuz (Empire of the Bright Lands, Humanoids of the Yatils, Ket) PL 84
Conquests of the Empire of Iuz (Cairn Hills) PL 10
Gem Dragons - PL 72

Eternal Empire of Realmspace - PL 52,000

Allies from the world of Athas (the Veiled Alliance) PL 700

Secret Retreat in the Burning Cliffs - PL 152

City of the Gods Research - PL 400
100 Pocket Dimensions (just created) - PL 0
Machine of Lum the Mad - PL 100

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UVENELEI

Metallic Dragons, Gem Dragons (Planars) PL see the Planar Arms Race

Monsters, Constructs - PL see the Arms Races

The Alliance of the Crescent (Aaqa, Ishtarland, Lyrn) PL 184
Gem Dragons - PL 39
Secret Retreat in Arlon - PL 106

Republic of Selune, Toril - PL 32,000

City of the Gods Research - PL 100
100 Pocket Dimensions (just created) - PL 0

- - -

VENUS

Celestials, Guardinals, Eladrin (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Emerald Order (Kron Hills HQ, Cults in: the Alliance of the Rising Sun, Hope Island, Vesve Forest, Delrunian Alliance, Kingdom of Ulek, Baklunish Confederation, Union of Oerth, Hempmonaland, Western Mountains, Yatils, Isle of the Phoenix, Empire of Iuz, Alliance of the Crescent, Kevellond League, Thillronian Peninsula, AnaKeris) PL 1,474

The Angels - PL 3,000

Allies from the world of Mystara (The transplanted nation of Alphatia) PL 1,485

City of the Gods Research - PL 100
100 Pocket Dimensions (just created) - PL 0

- - -

WILLIAM RONALD

Celestials, Guardinals, Earth Elementals, Gem Planar Dragons, Dao, Fire Elementals (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Kevellond League (Bissel, Dyvvers, Fellowship of the Torch, Furyondy, Good Hills, Gran March, Keoland, Knights of Holy Shielding, Knights of the Watch, Little Hills, Lorridges, Order of the Hart, Rushmoors, Shieldlands, Stark Mounds, Sterich, Veluna, Yeomanry) PL 596
Allies and Colonies of the Kevellond League (Suhfang, Kettish Hills, Celene Moon Base) PL 208
Conquests of the Kevellond League (Dim Forest, Geoff, Hornwood, Otywood, Gnarley Forest, Rangers of the Gnarley Forest) PL 80
Metallic Dragons - PL 302

Baklunish Confederation (Ekbir, Garnak, Istivar, Paynims, Tusman Hills, Tusmit, Ull, Yecha, Zeif) PL 749
Allied Nations of the Baklunish Confederation (Erypt, Esmerin, Orcreich, Dwarves of the Yatils) PL 665

The Angels - PL 17,000

Allies from the world of Mystara (The transplanted nation of Thyatis) PL 1,809

Secret Retreat in Starleev - PL 228
Secret Retreat in Garnak Forest - PL 260

City of the Gods Research - PL 400
100 Pocket Dimensions (just created) - PL 0
Crook of Rao - PL 100
Cup and Talisman of Al'Akbar - PL 100

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ZELDA

No Planars selected
Monsters, Constructs - PL see the Arms Races

The Thillronian Alliance (Frost Barbarians (Fruztii), Ice Barbarians (Cruski), Ratik, Snow Barbarians (Schnai)) PL 115
Allies (Storm Riders of Telchuria) PL 104
Secret Retreat in the Animal Realm - PL 151

City of the Gods Research - 100 PL
100 Pocket Dimensions (just created) - PL 0

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ZOURON

Beings of the Far Realm, Modrons, Wood Elementals (Planars) PL see the Planar Arms Race
Monsters, Constructs - PL see the Arms Races

The Eternal Order - PL 13,000
AnaKeris Allies of the Eternal Order (various peoples defecting from their home nations) PL 96
Aquaria - PL 230

City of the Gods Research - PL 200
100 Pocket Dimensions (just created) - PL 0

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- - - THE ARMS RACE LIST - - -

THE TECHNOLOGICAL ARMS RACE

Alyx 24
Alzem 24
Anabstercorian 15
Black Omega 24
Creamsteak 24
Dagger 24
Mr Draco / Serpenteye 22 x 2
Festy Dog 22
Forsaken One 24
GnomeWorks 36
Kaboom 24
Kalanyr 24
Maudlin 19
Lord Melkor (Talos) 29
'o Skoteinos 24
Reprisal 34
Sollir 24
Tokiwong 24
Uvenelei 24
Venus 24
William Ronald 24
Zelda 24
Zouron 34

THE MAGICAL ARMS RACE

Alyx 6 / 150
Alzem 150.5
Anabstercorian 33 / 150
Black Omega 162
Creamsteak 30 / 150
Dagger 6 / 150
Mr Draco / Serpenteye 200
Festy Dog 6 / 150
Forsaken One 201
GnomeWorks 15 / 150
Kaboom 51 / 150
Kalanyr 193
Maudlin 50.5 (does not have 11th level magic)
Lord Melkor (Talos) 55.5 / 150
'o Skoteinos 34 / 150
Red Goo 14.6
Reprisal 68.5 / 150
Sollir 30 / 150
Tokiwong 21 / 150
Uvenelei 24 / 150
Venus 26 / 150
William Ronald 14 / 150
Zelda 7 / 150
Zouron 31 / 150

THE PLANAR ARMS RACE

Alyx 306
Alzem 306
Anabstercorian 609
Black Omega 306
Creamsteak 311
Dagger 306
Mr Draco / Serpentye 309 x 2
Festy Dog 312
Forsaken One 318
GnomeWorks 306
Kaboom 306
Kalanyr 306
Maudlin 360
Lord Melkor (Talos) 306
'o Skoteinos 306
Reprisal 300
Sollir 622
Tokiwong 306
Uvenelei 306
Venus 303
William Ronald 612
Zelda 306
Zouron 303


THE UNDEAD ARMS RACE

Maudlin (evil undead) 408


THE MONSTER ARMS RACE

Alyx 306
Alzem 612
Anabstercorian 1,521
Black Omega 8,160
Creamsteak 1,218
Dagger 612
Mr Draco / Serpenteye 2 x 1,218
Festy Dog 311
Forsaken One 3,729
GnomeWorks 1,218
Kaboom 1,224
Kalanyr 1,224
Maudlin 306
Lord Melkor (Talos) 1,218
'o Skoteinos 1,218
Reprisal 300
Sollir 2,035
Tokiwong 1,218
Uvenelei 306
Venus 301
William Ronald 612
Zelda 306
Zouron 303

- - -

THE CONSTRUCT ARMS RACE

Alyx 202
Alzem 202
Anabstercorian 404
Black Omega 202
Creamsteak 202
Dagger 202
Mr Draco / Serpentye 2 x 202
Festy Dog 206
Forsaken One 208
GnomeWorks 202
Kaboom 202
Kalanyr 202
Maudlin 202
Lord Melkor (Talos) 202
'o Skoteinos 202
Reprisal 202
Sollir 404
Tokiwong 202
Uvenelei 202
Venus 201
William Ronald 404
Zelda 202
Zouron 202

- - -

Level of your Society and Culture, in Terran terms.

Alyx 2100 and 1669
Alzem 2101 and 1910
Anabstercorian 1908
Black Omega 1634.3
Creamsteak 1749
Dagger 1651.6
Mr Draco / Serpentye 1884
Festy Dog 1626.6
Forsaken One 1770
GnomeWorks 1887 and 1639
Kaboom 1702
Kalanyr 1815.6
Maudlin 1738.5
Lord Melkor (Talos) 2101 and 1598.6
'o Skoteinos 1746
Reprisal 2101 and 1888
Sollir 1749
Tokiwong 1656.6
Uvenelei 1618.6
Venus 1757
William Ronald 1742.5
Zelda 1616.6
Zouron 2011 and 1683.3

RED GOO RATING

Maudlin 5
Melkor 5

- - -

ALYX (Alliance of the Rising Sun, Church of Toril) PL 14,776
ALZEM (Isles of Hope, Army of Krynn) PL 16,041
ANABSTERCORIAN (Solistarim, Army of Darkness, Mina and the Knights of Neraka) PL 40,062
BLACK OMEGA (The Faerie, The Coalition of Light and Shadow, The Circle of Eight) PL 32,910
CREAMSTEAK (Delrunian Alliance, Church of Mercy) PL 16,214
DAGGER (Kingdom of Ulek) PL 2,918
MR DRACO / SERPENTEYE (Union of the Worlds, Allied Nations on Krynn, Githyanki Army) PL 23,019
FESTY DOG (Races of the Under-Oerth, Scro Star League) PL 40,645
FORSAKEN ONE (The Hive Cluster) PL 22,561
GNOMEWORKS (The Lortmil Technomancy, Veiled Alliance of Athas) PL 8,048
KABOOM (The Sky-Sea League, Nations of the Chosen of Mystra) PL 67,723
KALANYR (The drow of Oerth, the Yuan-Ti of Oerth, allies from Dneiper) PL 9,750
MAUDLIN (Acererak, Minions of Acererak, All of the Undead, The Scarlet Brotherhood) PL 7,543
LORD MELKOR (TALOS) (Church of Shade, Shadow Empire, Red Army of Luna, Dragon-Kings of Athas) PL 124,718
'O SKOTEINOS (Orcish Empire of the Pomarj, Gith Mercenary Armada, Immortals of Mystara) PL 16,000
REPRISAL (The United Commonwealth of Toril) PL 128,686
SOLLIR (The League of Warlords, Evil Giants, the Unseelie of Oerth) PL 5,525
TOKIWONG (Iuz, Empire of Iuz, Eternal Empire of Realmspace) PL 55,481
UVENELEI (Alliance of the Crescent, Republic of Selune) PL 33,291
VENUS (Angels, Emerald Order, Transplanted Nation of Alphatia from Mystara) PL 6,915
WILLIAM RONALD (Angels, Kevellond League, (Baklunish Confederation, Esmerin, Erypt, Orcreich, Transplanted Nation of Thyatis from Mystara) PL 24,163
ZELDA (Storm Riders of Telchuria, Thillronian Alliance) PL 1,315
ZOURON (Eternal Order) PL 14,400
 
Last edited:

Edena_of_Neith

First Post
The Dueling Post

ATTACK/DEFEND DUELING WITH 11TH LEVEL MAGIC

TURN 7

I will be running Turn 7 by days.
There will be 31 days in Turn 7.
I will announce the end of each day, and the beginning of the next day.

If we were all sitting down at a table together, we could run the Attack/Defense Duels by combat rounds, with initiative, catching an opponent off-guard, Attacks and Defenses every few seconds IC, and so on.
However, we are from all over the world, are communicating on a message board, are online at different times, and most of us have little time to be online.
Therefore, I am creating a simple system with certain restrictions, to accommodate this situation.

- - -

THE BASIC CONCEPT OF ATTACK/DEFENSE DUELING

The whole concept of Attack/Defense Dueling, can be summarized as follows:

My Power's entire army of mages and clerics who are capable of casting 11th level magic gather together, combine their magic, then throw a single titanic spell (or a series of titanic spells) at your Power's entire army of mages and clerics who can throw 11th level magic.

Or ...

My Power's entire army of mages and clerics who are capable of casting 11th level magic gather together, combine their magic, and create a single mighty defense (or series of mighty defenses) against whatever attack your Power's entire army of mages and clerics who can cast 11th level magic are going to throw.

- - -

WHAT YOU DO

During any day (or during the Interlude, prior to day 1), you announce you are making an Attack.
During any day (or during the Interlude, prior to day 1), you announce you are making a Defense.

The resolution of Attacks and Defenses occur at the start of the next day in the Turn, all at the same time.

These annoucements of your Attack/Defense routine should be made secretly, via e-mail, to me.

You must state to me who you are Attacking.
You must state to me who you are Defending. If you Defend someone else, you cannot Defend yourself.
Once you state who you are Attacking and Defending, you cannot change your mind.

Once you have stated you are making an Attack and Defense, I will post to the board that a Power has declared an Attack and a Defense.
I will not reveal which Power is making the Attack and Defense, nor will I reveal who the target Power is, or the Power being protected.

STANDARD OPTIONS

You may e-mail your allies and request help in an Attack and in a Defense.
Your allies may elect to help you in your Attack and in your Defense. Their Attack and Defense Categories stack with yours.
You may work with your allies to stack Attack Categories and Defense Categories in any way that pleases you and them.

Once you and your allies have decided on a combined Attack and a combined Defense, you e-mail me, and tell me the combined plan.
Once that combined plan is submitted to me, it cannot be changed.

You are perfectly free to attempt to mislead people on the boards with public statements about who you intend to Attack and who you intend to Defend.
You are perfectly free to attempt to mislead people by spreading rumors, disinformation, and even working with an enemy on a fake Attack/Defense routine, pretending to be a friend.

However, again, once a combined Attack/Defense routine is submitted to me, it cannot be taken back.
If a fake Attack/Defense routine is submitted to me, it becomes a REAL Attack/Defense routine instantly, and it cannot be taken back.

STANDARD RESOLUTION

At the end of each day, before announcing the beginning of the new day, I will resolve all Attack/Defense Duels.
I will make sure that sufficient time was permitted for all the players to have announced their Attack, Defense, and to have collaborated with their allies to launch combined Attacks and prepare combined Defenses.
Typically, this means final resolution will occur 12 hours after the last e-mail is sent to me, stating an Attack/Defense routine or a combination Attack/Defense routine.

Because of this, Turn 7 will last at least 2 weeks IRL, and possibly much longer.

SPECIAL OPTIONS

You may call an Attack off. If you do, you lose your Attack for the day, and any built up Attack strength (see Attack Categories below) is lost.
You and your allies may call an Attack off. If you do, all of you lose your Attack for the day, and all of you lose any built up Attack strength (see Attack Categories below.)

You may hold an Attack. If you do, your Attack increases in strength (see Attack Categories below.) You may not change your target.
You and your allies may hold an Attack. If you do, your combined Attack increases in strength (see Attack Categories below.) None of you may change your target.

You may hold your Defense, as long as you are not the target of an Attack. If you are able to hold your Defense, your Defense strength increases (see Defense Categories below.)
You and your allies may hold a combined Defense, if the Power being protected is not the target of an Attack. If the Defense is held, the combined Defense strength increases (see Defense Categories below.)

Any Power holding an Attack may not declare another Attack, until their held Attack is expended.
Any Power holding a Defense may not declare another Defense, until their held Defense is discharged.
In no case can the target of a held Attack be changed.
In no case can the beneficiary of a held Defense be changed.

ATTACK AND DEFENSE CATEGORIES

Category refers to how powerful an Attack or Defense is.

In all cases, Attacks and Defenses are prepared simultaneously.

A Category 1 Attack is the weakest possible Attack.
A Category 1 Defense is the weakest possible Defense.
It requires only a few seconds for your Power to prepare both Attack and Defense.
Your Power has full use of 11th level magic for this day of the Turn (see the list of what you can do with 11th level magic.)

A Category 2 Attack is the next weakest Attack.
A Category 2 Defense is the next weakest Defense.
It requires a few minutes for your Power to prepare both Attack and Defense.
Your Power has full use of 11th level magic for this day of the Turn (see the list of what you can do with 11th level magic.)

A Category 3 Attack, is the next step up in strength.
A Category 3 Defense, is the next step up in strength.
It requires one hour for your Power to prepare both Attack and Defense.
Your Power has full use of 11th level magic for this day of the Turn (see the list of what you can do with 11th level magic.)

A Category 4 Attack, is on a par with the Invoked Devastation, in terms of magical power.
A Category 4 Defense, would stop the Invoked Devastation.
It requires one day for your Power to prepare both Attack and Defense.
Your Power may not take any action with 11th level magic that would require more than an hour to do during this day of the Turn. (see the list on what you can do with 11th level magic)

If you prepare a Category 1, 2, 3, or 4 Attack, and you hold it, during the next day it increases by 2 Categories.
If you prepare a Category 1, 2, 3, or 4 Defense, and you hold it, during the next day it increases by 2 Categories.

If you continue to hold your Attack, for the entirety of the next day, during the next day after that it increases by another 2 Categories.
If you continue to hold your Defense, for the entirety of the next day, during the next day after that it increases by another 2 Categories.
Your Power may not take any action with 11th level magic that would require more than an hour to do during this second day, in which you continue to hold your Attack and your Defense (see the list on what you can do with 11th level magic.)

You may continue to hold your Attack and your Defense indefinitely, gaining 2 Categories of strength in both during each new day.
Your Power continues to be unable to take any action with 11th level magic that would require more than an hour to do (see the list on what you can do with 11th level magic.)

Chart:

A few seconds: Category 1
A few minutes: Category 2
An hour: Category 3
End of of the first day: Category 4
End of day 2: Category 6
End of day 3: Category 8
End of day 4: Category 10
End of day 5: Category 12
End of day 6: Category 14
End of day 7: Category 16
End of day 31: Category 64

If you launch your Attack, you automatically reset, and must start from Category 1 once more.
If your Defense is discharged, either voluntarily or because you or whatever Power you are protecting is the target of an Attack - you automatically reset, and must start from Category 1 once more.

In the case of held combination Attacks or Defenses, all the Powers involved reset, and must start over from Category 1.

Only after you reset may you resume 11th level activities that require more than one hour to accomplish (see the list of what you can do with 11th level magic.)
In other words, Powers that are holding Attacks and Defenses cannot conduct 11th level activities that require more than an hour to accomplish, until the day after they finally discharge their held Attack and their held Defense, thus resetting themselves.

ATTACK VERSUS DEFENSE

The Category of the Attack is calculated.
The Category of the Defense is calculated, and subtracted from the Category of the Attack.
The resulting number gives the percentage chance of the Attacker killing a certain percentage of the Defender's mages and clerics who are capable of casting 11th level magic.

The Attacker can never lose any percentage of his mages and clerics capable of casting 11th level magic.
The Defender, may or may not lose a percentage of his mages and clerics capable of casting 11th level magic.

Losing some, but not all, of your Power's mages and clerics capable of casting 11th level magic weakens your Power in the next Attack/Defense Duel, as follows:

25 percent loss: Your Power loses 1 Category level from all prepared Attacks and Defenses.
50 percent loss: Your Power loses 2 Category levels from all prepared Attacks and Defenses.
75 percent loss: Your Power loses 3 Category levels from all prepared Attacks and Defenses.

If your Power is in such a weakened state, and it does not prepare a Defense, and it is the target of an Attack, the Attacker gains 1, 2, or 3 Category levels to his Attack, as is appropriate.

The Charts below show the resolution of the Attack/Defense Duel, based on the number arrived at (Attack Category minus Defense Category.)

- 12 and below

1% chance 100% destroyed
1% chance 50% destroyed
1% chance 25% destroyed
1% chance 12% destroyed
2% chance 6% destroyed
3% chance 3% destroyed
4% chance 1% destroyed

- 11

1% chance 100% destroyed
1% chance 50% destroyed
1% chance 25% destroyed
2% chance 12% destroyed
3% chance 6% destroyed
4% chance 3% destroyed
5% chance 1% destroyed

- 10

1% chance 100% destroyed
1% chance 50% destroyed
2% chance 25% destroyed
3% chance 12% destroyed
4% chance 6% destroyed
5% chance 3% destroyed
6% chance 1% destroyed

- 9

1% chance 100% destroyed
2% chance 50% destroyed
3% chance 25% destroyed
4% chance 12% destroyed
5% chance 6% destroyed
6% chance 3% destroyed
7% chance 1% destroyed

- 8

2% chance 100% destroyed
4% chance 50% destroyed
6% chance 25% destroyed
8% chance 12% destroyed
10% chance 6% destroyed
12% chance 3% destroyed
14% chance 1% destroyed

- 7

3% chance 100% destroyed
6% chance 50% destroyed
9% chance 25% destroyed
12% chance 12% destroyed
15% chance 6% destroyed
18% chance 3% destroyed
21% chance 1% destroyed

- 6

4% chance 100% destroyed
8% chance 50% destroyed
12% chance 25% destroyed
16% chance 12% destroyed
20% chance 6% destroyed
24% chance 3% destroyed
28% chance 1% destroyed

- 5

5% chance 100% destroyed
10% chance 50% destroyed
15% chance 25% destroyed
20% chance 12% destroyed
25% chance 6% destroyed
30% chance 3% destroyed
35% chance 1% destroyed

- 4

6% chance 100% destroyed
12% chance 50% destroyed
18% chance 25% destroyed
24% chance 12% destroyed
30% chance 6% destroyed
36% chance 3% destroyed
42% chance 1% destroyed

- 3

7% chance 100% destroyed
14% chance 50% destroyed
21% chance 25% destroyed
28% chance 12% destroyed
35% chance 6% destroyed
42% chance 3% destroyed
49% chance 1% destroyed

- 2

8% chance 100% destroyed
16% chance 50% destroyed
24% chance 25% destroyed
32% chance 12% destroyed
40% chance 6% destroyed
48% chance 3% destroyed
56% chance 1% destroyed

- 1

9% chance 100% destroyed
18% chance 50% destroyed
27% chance 25% destroyed
36% chance 12% destroyed
45% chance 6% destroyed
54% chance 3% destroyed
63% chance 1% destroyed

0

10% chance 100% destroyed
20% chance 50% destroyed
30% chance 25% destroyed
40% chance 12% destroyed
50% chance 6% destroyed
60% chance 3% destroyed
70% chance 1% destroyed

1

15% chance 100% destroyed
25% chance 50% destroyed
35% chance 25% destroyed
45% chance 12% destroyed
55% chance 6% destroyed
65% chance 3% destroyed
75% chance 1% destroyed

2

20% chance 100% destroyed
30% chance 50% destroyed
40% chance 25% destroyed
50% chance 12% destroyed
60% chance 6% destroyed
70% chance 3% destroyed
80% chance 1% destroyed

3

25% chance 100% destroyed
35% chance 50% destroyed
45% chance 25% destroyed
55% chance 12% destroyed
65% chance 6% destroyed
75% chance 3% destroyed
85% chance 1% destroyed

4

30% chance 100% destroyed
40% chance 50% destroyed
50% chance 25% destroyed
60% chance 12% destroyed
70% chance 6% destroyed
80% chance 3% destroyed
90% chance 1% destroyed

5

35% chance 100% destroyed
45% chance 50% destroyed
55% chance 25% destroyed
65% chance 12% destroyed
75% chance 6% destroyed
85% chance 3% destroyed
95% chance 1% destroyed

6

40% chance 100% destroyed
50% chance 50% destroyed
60% chance 25% destroyed
70% chance 12% destroyed
80% chance 6% destroyed
90% chance 3% destroyed
Otherwise 1% destroyed

7

45% chance 100% destroyed
55% chance 50% destroyed
65% chance 25% destroyed
75% chance 12% destroyed
85% chance 6% destroyed
95% chance 3% destroyed
Otherwise 1% destroyed

8

50% chance 100% destroyed
60% chance 50% destroyed
70% chance 25% destroyed
80% chance 12% destroyed
90% chance 6% destroyed
Otherwise, 3% destroyed

9

50% chance 100% destroyed
65% chance 50% destroyed
75% chance 25% destroyed
85% chance 12% destroyed
95% chance 6% destroyed
Otherwise 3% destroyed

10

50% chance 100% destroyed
70% chance 50% destroyed
80% chance 25% destroyed
90% chance 12% destroyed
Otherwise 6% destroyed

11

55% chance 100% destroyed
75% chance 50% destroyed
85% chance 25% destroyed
95% chance 12% destroyed
Otherwise 6% destroyed

12

55% chance 100% destroyed
80% chance 50% destroyed
90% chance 25% destroyed
Otherwise 12% destroyed

13

55% chance 100% destroyed
85% chance 50% destroyed
95% chance 25% destroyed
Otherwise 12% destroyed

14

60% chance 100% destroyed
90% chance 50% destroyed
Otherwise 25% destroyed

15

60% chance 100% destroyed
95% chance 50% destroyed
Otherwise 25% destroyed

16 and higher

60% chance 100% destroyed
Otherwise 50% destroyed


THE FATE OF ENEMY MAGES AND CLERICS

The Attacking Power chooses how the enemy mages and clerics that are killed, die.
The Attacker may kill them outright - this is considered death by 11th level magic.
The Attacker may transport them into a Sphere of Annihilation.
The Attacker may transport them to the Ninth Hell or the Seventh Heaven.
The Attacker may choose mercy, and imprison them - they are considered imprisoned by 11th level magic.

In all cases, the mages and clerics in question are either permanently dead or permanently imprisoned.
There is no way they can ever be recovered, unless they are imprisoned and the Power offers a prisoner exchange.
If they are imprisoned and the imprisoning Power loses all of it's mages and clerics capable of casting 11th level magic, the prisoners are considered killed by 11th level magic.

A prisoner exchange cannot be faked or interfered with - it is a strict agreement between two or more Powers, and must be carried through legitimately.

Again, it must be stressed: If an Attack is successful, and the Defender loses mages and clerics capable of casting 11th level magic, those mages and clerics are lost forever ... if the successful Attacker wills it so.


LOSING THE ATTACK/DEFENSE DUEL

The point of the Attack/Defense Duel is to totally eliminate the Defender's mages and clerics capable of casting 11th level magic.

Once this happens, the Power which has suffered such a 100 percent loss is considered Disarmed.

A Disarmed Power is under the following restrictions:

It's Player Character can cast 10th level magic and lower only.
It's Non-Player Characters can cast 10th level magic and lower only.
It can cast 10th level magic and lower only.
It can employ psionics of 10th level and lower only.
It has no access to 11th level magic of any sort, in any way, by any means.
It's score in the Magical Arms Race falls to 149, and remains there for the rest of the Turn.

Otherwise, it is fully intact.
It retains all it's technology.
It retains all it's infrastructure.
It retains all creations in which 11th level magic had a hand in building.


THE COUP DE GRACE

There is always the option of surrender for the Disarmed Power.
Surrender always comes on the attacker's terms, assuming the attacker is willing to accept surrender at all.
Surrender, cannot be faked.

If the Disarmed Power refuses to surrender, it may choose to Defend.
It must state it is preparing a Defense, as per normal.

The Disarmed Power may NEVER declare an Attack against any Power with 11th level magic - it's offensive capability is ineffective against 11th level defenses.

At this point, when the Power with 11th level magic declares his Attack and Defense, he may launch his Attack on the Disarmed Power.
This is the Coup de Grace.

Once more the Attack Category is calculated.
Once more the Defense Category is calculated, and subtracted from the Attack Category to reach a number.
Then, a second set of charts are consulted:

- 17 and below

1% chance 100% destroyed
2% chance 50% destroyed
3% chance 25% destroyed
5% chance 12% destroyed
7% chance 6% destroyed
10% chance 3% destroyed
15% chance 1% destroyed

- 16

2% chance 100% destroyed
3% chance 50% destroyed
5% chance 25% destroyed
7% chance 12% destroyed
10% chance 6% destroyed
15% chance 3% destroyed
20% chance 1% destroyed

- 15

3% chance 100% destroyed
5% chance 50% destroyed
7% chance 25% destroyed
10% chance 12% destroyed
15% chance 6% destroyed
20% chance 3% destroyed
25% chance 1% destroyed

- 14

4% chance 100% destroyed
7% chance 50% destroyed
10% chance 25% destroyed
15% chance 12% destroyed
20% chance 6% destroyed
25% chance 3% destroyed
30% chance 1% destroyed

- 13

5% chance 100% destroyed
10% chance 50% destroyed
15% chance 25% destroyed
20% chance 12% destroyed
25% chance 6% destroyed
30% chance 3% destroyed
35% chance 1% destroyed

- 12

6% chance 100% destroyed
15% chance 50% destroyed
20% chance 25% destroyed
25% chance 12% destroyed
30% chance 6% destroyed
35% chance 3% destroyed
40% chance 1% destroyed

- 11

7% chance 100% destroyed
20% chance 50% destroyed
25% chance 25% destroyed
30% chance 12% destroyed
35% chance 6% destroyed
40% chance 3% destroyed
45% chance 1% destroyed

- 10

8% chance 100% destroyed
25% chance 50% destroyed
30% chance 25% destroyed
35% chance 12% destroyed
40% chance 6% destroyed
45% chance 3% destroyed
50% chance 1% destroyed

- 9

9% chance 100% destroyed
30% chance 50% destroyed
35% chance 25% destroyed
40% chance 12% destroyed
45% chance 6% destroyed
50% chance 3% destroyed
55% chance 1% destroyed

- 8

10% chance 100% destroyed
35% chance 50% destroyed
40% chance 25% destroyed
45% chance 12% destroyed
50% chance 6% destroyed
55% chance 3% destroyed
60% chance 1% destroyed

- 7

15% chance 100% destroyed
40% chance 50% destroyed
45% chance 25% destroyed
50% chance 12% destroyed
55% chance 6% destroyed
60% chance 3% destroyed
65% chance 1% destroyed

- 6

20% chance 100% destroyed
45% chance 50% destroyed
50% chance 25% destroyed
55% chance 12% destroyed
60% chance 6% destroyed
65% chance 3% destroyed
70% chance 1% destroyed

- 5

25% chance 100% destroyed
50% chance 50% destroyed
55% chance 25% destroyed
60% chance 12% destroyed
65% chance 6% destroyed
70% chance 3% destroyed
75% chance 1% destroyed

- 4

30% chance 100% destroyed
55% chance 50% destroyed
60% chance 25% destroyed
65% chance 12% destroyed
70% chance 6% destroyed
75% chance 3% destroyed
80% chance 1% destroyed

- 3

35% chance 100% destroyed
60% chance 50% destroyed
65% chance 25% destroyed
70% chance 12% destroyed
75% chance 6% destroyed
80% chance 3% destroyed
85% chance 1% destroyed

- 2

40% chance 100% destroyed
65% chance 50% destroyed
70% chance 25% destroyed
75% chance 12% destroyed
80% chance 6% destroyed
85% chance 3% destroyed
90% chance 1% destroyed

- 1

45% chance 100% destroyed
70% chance 50% destroyed
75% chance 25% destroyed
80% chance 12% destroyed
85% chance 6% destroyed
90% chance 3% destroyed
95% chance 1% destroyed

0

50% chance 100% destroyed
75% chance 50% destroyed
80% chance 25% destroyed
85% chance 12% destroyed
90% chance 6% destroyed
95% chance 3% destroyed
Otherwise 1% destroyed

1

55% chance 100% destroyed
80% chance 50% destroyed
85% chance 25% destroyed
90% chance 12% destroyed
95% chance 6% destroyed
Otherwise 3% destroyed

2

60% chance 100% destroyed
85% chance 50% destroyed
90% chance 25% destroyed
95% chance 12% destroyed
Otherwise 6% destroyed

3

65% chance 100% destroyed
90% chance 50% destroyed
95% chance 25% destroyed
Otherwise 12% destroyed

4

70% chance 100% destroyed
95% chance 50% destroyed
Otherwise 25% destroyed

5

75% chance 100% destroyed
Otherwise 50% destroyed

6

80% chance 100% destroyed
Otherwise 60% destroyed

7

85% chance 100% destroyed
Otherwise 70% destroyed

8

90% chance 100% destroyed
Otherwise 80% destroyed

9

95% chance 100% destroyed
Otherwise 90% destroyed

10 and higher

100% chance 100% destroyed.


THE RESULT OF A COUP DE GRACE

The damage above translates into the following results, determined by the successful Attacker:

Obliteration:

The percentage lost by the defender is to his land's geography, flora, fauna, infrastructure, civilians, military, and everything else he has.

Total Destruction:

The percentage lost by the defender is to all infrastructure, civilians, and military personnel.

Neutron Destruction:

The percentage lost by the defender is to all civilians and military personnel.

Reprisal Destruction:

The percentage lost by the defender is to all civilians.

Standard Destruction:

The percentage lost by the defender is to all military personnel and military infrastructure.

Mercy:

The percentage lost by the defender is to all the leadership, including the Non-Player Characters, and to weapons systems and weapons stockpiles.

Civilians, military personnel, and Non-Player Characters, may be permanently killed - the Attacker selects the form of destruction - or permanently imprisoned without hope of escape.

The Coup de Grace destroys a percentage of the defending Power's PL equal to the percentage loss determined on the charts, unless - and only unless - Mercy Destruction is selected.

If the Coup de Grace was not totally successful - if it did not produce 100% destruction - the Attacker may, on his next allowed Attack, repeat the procedure until the defender is eliminated.
The Attacker may change the mode of destruction selected, in any second or subsequent Attack.

The Attacker may select what NPCs the defending Power loses, if the attack was not 100 percent successful.
The Attacker may select what nations the defending Power loses.
The Attacker may select what Artifacts, Relics, or other kinds of magical items the defending Power loses.
The Attacker may pretty much choose, in detail, what the defender loses.

The Player Character of the defending Power is assumed to remain safe, until the very end.
Upon achieving 100 percent destruction of the defending Power, the victorious attacker decides the fate of the defending Player Character.
There is no appeal to this fate.

ATTACKING WEAKER POWERS

If your Power has 11th level magic, and you choose to launch an Attack against a Power that has only 10th level magic or less (such as Melkor stating an Attack against Zelda's Power), there is no need for any Attack/Defend Duel.
The Coup de Grace process outlined above begins immediately.

A Power that has only 10th level magic or less may not engage in Dueling, except to Defend against a Coup de Grace.
A Power that has only 10th level magic or less may not Duel with other 10th level Powers.
A Power that has only 10th level magic or less may not attempt a Coup de Grace against a Power that has only 9th level magic or less.

PROTECTING A WEAKER POWER

This is simple enough.

The Attack/Defense Duel between the 11th level Attacker, and the interfering 11th level Defender, is resolved normally (as per the standard charts.)

The Power with 10th level magic is simply ignored.
It receives no Defense of it's own.
It's fate depends entirely on how well the interfering Power protects it.

If the Attack is successful, or partially successful, Coup de Grace damage is done to the Power that was being shielded.
The interfering Power with 11th level magic sustains no damage at all.

SPECIAL

If a player cannot come online to play his Power, he or she may give permission to another to play his or her Power.
Otherwise, that Power defends only, and engages in no other activity but defense.
That Power will build a Category 4 Defense on day one, and hold it indefinitely, until subject to an Attack.

ADDITIONAL RULE

If your Power is involved in projects involving 11th level magic, you may state you halt them.
You must make such a statement before you may begin a Category 4 or greater buildup of your Attack and Defense.
Attack/Defense involves your entire 11th level war-machine ... when launching Category 4 or greater Attacks or preparing Category 4 or greater Defenses, you may never undertake any 11th level activity that takes longer than an hour to complete.
 
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Tokiwong

First Post
OOC: Public opinion is a wicked beast... all I can say

Iuz looks around the room, "I think I have said what I needed to say. Hazen old friend I am pleased to have spoken with you before I begin my journey..." he nods to Hazen.

Iuz turns to those assembled, "I have spoken my peace... I have given my thoughts... I leave you with my words... and I shall hold by my claims and my deeds..." Iuz turned once more to Hazen, "I bid you all goodbye... I shall not interfere in the events to come... they move with the force of the infinite worlds... what shall come to pass cannot be stopped. The Pantheon of Glowing Darkness shall face a hard road... but there shall be a Night of Long Knives... and when it passes their will be a unified whole..."

Iuz rises off the ground slightly, "My words are cryptic... to some they are illuminating... to others they are simply words. That I cannot help, I am afraid. But... to the United Commonwealth of Toril; do not judge us Oerthians by those of here... for we are the best and worst of what is Oerth... judge us not by the faces present... but by the actions of the common people... the lifeblood of Oerth... for this world is their birthright..." he turns to Anabstercorian, "I cannot say I ever liked you... nor will I say it. You plot and scheme and flit about words of peace mixed with venomous hatred. I can only wonder when the worlds shall grow wise to your true nature and rise up against you... perhaps in time..."

Iuz looks down, "But as I said before no one power can choose the future of Oerth it will take us all to do so... if we fail... the Mists will claim all..."

Talindra nods solemnly, as Iuz completes his final words before disappearing, "The future of Oerth... of the infinite worlds begins here." Iuz is gone... leaving Talindra to continue in his stead at the conference.
 
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Edena_of_Neith

First Post
What you can do with 11th level magic

I will be running Turn 7 by the Day, announcing each new day as it comes.

If you wish to use 11th level magic to accomplish things normally possible only to the deities, this is your List.
Although it looks silly and ridiculous - it IS silly and ridiculous - people have earned 11th level magic, and I MUST arbitrate what thousands of mages with 11th level magic could do ... and based on what I read in the Netheril supplement, the sky is the limit.

HOWEVER ...

IF YOU CHOOSE TO EXERCISE YOUR 11TH LEVEL MAGIC TO DO ANY OF THE BELOW, AND YOU TAKE MORE THAN ONE HOUR IN THE DOING ...
YOU CAN ONLY LAUNCH CATEGORY 3 ATTACKS AND DEFENSES (OR WEAKER) THAT DAY.

IF YOU ENGAGE IN A PROJECT THAT LASTS MORE THAN ONE DAY (ATTEMPTING TO DO ANYTHING THAT REQUIRES A WEEK OR THE WHOLE TURN), YOU CAN ONLY LAUNCH CATEGORY 3 ATTACKS AND DEFENSES (OR WEAKER) FOR EACH AND EVERY DAY YOUR POWER IS SPENDING IT'S ENERGIES ON THAT PROJECT.

IN OTHER WORDS, IF YOU TRY TO USE YOUR 11TH LEVEL MAGIC TO PULL OFF THE WONDERS BELOW THAT REQUIRE MORE THAN AN HOUR TO ACHIEVE, YOU ARE TAKING YOUR LIFE IN YOUR HANDS.

- - -

What can you do with 11th level magic quickly?

You can create a great geyser of Oerthblood, which continues to spew upward indefinitely.
You can give yourself all the abilities of a Tarrasque, assuming it's shape - or, you may remain in your own form, and have all the abilities except the claw and bite attacks. This lasts for 24 hours, the effect can be cast repeatedly, and it cannot be made permanent. Your PC's PL increases by 20 percent or 5, whichever is greater.
You can choose to permanently increase your PC's PL by 5.
You can choose to permanently increase all of your NPC's PL by 3.
You can attempt to locate a known artifact (1 in 1,000 chance.)
You can create one pocket dimension, size LL.
You can create a Flying City, if a city is at hand already. This City can spelljam as if it had a Greater Helm of titanic proportions.
You can travel forward or backward in time, but you cannot affect or change history or the future.
You can begin Avangion Metamorphosis.
You can project visions of other realities to a subject creature (such as showing a slave what freedom means), and that subject creature will instantly understand your point of view, with possible changes of alignment and personality.
You can bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over an area the size of Bissel.
You can begin the creation of a new race of beings. This race can have any powers short of those of the demipowers, singular dragon types, demon lords, tarrasque, etc.
You can undo the environmental damage of technological inventions, over an area the size of Furyondy.
You can immediately begin growing a forest.
You can summon the Avatar of any God (although it may not choose to stay, and it might be very unhappy with you.)
You can begin freeing your undead of Acererak's control.
You can withstand Acererak's attacks.
You can grant yourself and your mages psionic abilities (you gain all the psionic classes), and your Power increases in PL by 50.
You can begin casting psionic enchantments.
You can give yourself the ability to Shapechange, gaining all the powers of the creature whose form is assumed.
You can dig a tunnel down to any depth in the earth.
You can see into the future - but once seen, that future must come to pass. You cannot change it.
You can begin resurrecting the dead (1 PL worth.)
You can break an 11th level enchantment upon one creature (1 in 2 chance.)
You can begin creating a Mythal. It can have any powers of 1st through 9th level, up to several dozen of them, and they are permanent within a 4000 square mile area.
You can begin functioning as a Deepspawn (gain 5 PL of monsters.)
You can immediately start creating permanent Gates to other Planes, other parts of the Prime Material Plane, and to Alternate Realities.
You can summon 10 PL in help from those places.
You can attempt to undo the Dream Forsaken One throws on you (1 in 100 chance.)
You can sense a major change in reality, but cannot do anything about it.
If you are a demipower or greater, you can attempt to seize one another dietie's portfolios. There is a 1 in 10 chance of success, and a 1 in 10 chance that diety succeeds in killing you.
You can attempt to grant yourself Spellfire (1 in 3 chance.)

- - -

What can you do with 11th level magic in a few minutes?

You can create a lake of Oerthblood.
You can give hundreds of your people the powers of a Tarrasque (see above.) Your Power's PL increases by 100. Your NPCs' PL increases by 20 percent or 5, whichever is greater.
You can choose to permanently increase your PC's PL by 10.
You can choose to permanently increase all of your NPC's PL by 5.
You can attempt to locate a known artifact (1 in 100 chance.)
You can create 10 pocket dimensions, size LL.
You can create a Flying City, if one is already at hand. This city can spelljam, as per above.
You and many others can travel forward or backward in time, but you cannot affect or change history or the future.
You and many others can begin Avangion Metamorphosis.
You and your people can project to several dozen beings, as per above.
You can bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over an area the size of Furyondy.
You can begin the creation of a new race of beings.
You can undo the environment damage caused by technological inventions over an area the size of the Union of Oerth.
You can begin growing a forest.
You can summon the Avatar of a God, and force it to stay for a length of time set by you (it doesn't have to like it, though.)
You can free 10 PL of your undead from Acererak's control.
You can withstand Acererak's attacks, and employ those attacks yourself against several dozen enemies.
You can protect your mages from Acererak's attacks.
You can grant yourself and your mages all the special insights of the dragons, and your Power increases in PL by 100.
Thousands of your people can begin using psionic enchantments.
Thousands of your people can shapechange, gaining all of the powers of the creature assumed.
You can begin alteration of the geography over a small area.
You can resurrect 10 PL of the dead.
You can break 11th level enchantments upon several thousand creatures (1 in 2 chance per person.)
Your mages can all begin acting as Deepspawn (gain 50 PL of monsters.) You can create any monsters, including the Tarrasque.
You and your mages can immediately start creating thousands of permanent Gates to other Planes, other parts of the Prime Material Plane, and to Alternate Realities.
You can summon 100 PL in help from those places.
You can attempt to overthrow one of the Dreams Forsaken One throws on you (1 in 10 chance.)
If you are a demipower or greater, you can attempt to seize one another dietie's portfolios. There is a 1 in 10 chance of success, and a 1 in 10 chance that diety succeeds in killing you.
You and all your mages can attempt to grant themselves Spellfire (1 in 3 chance each). Your Power gains 100 PL.

- - -

What can you do with 11th level magic in an hour?

You can create hundreds of lakes of Oerthblood.
You can give several thousand of your people the powers of a Tarrasque (see above.) Your Power's PL increases by 1,000.
You can choose to permanently increase your PC's PL by 20.
You can choose to permanently increase all of your NPC's PL by 10.
You can attempt to locate a known artifact (1 in 10 chance.)
You can create 100 pocket dimensions, size LL.
You can create a full Flying City, ala Netheril. This city can spelljam as per above.
Thousands of your mages can travel forward or backward in time, but you cannot affect or change history or the future.
Hundreds of your people and you may begin Avangion Metamorphosis.
You and your people can project to several thousand beings, as per above.
You can bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over an area the size of the continent of Oerik.
You can begin and continue the creation of an entire race of beings.
You can undo the environmental damage caused by technological inventions over the entire continent of Oerik.
You can permanently alter your Power's technology so that it causes no environmental damage.
You can grow a forest over an area the size of Bissel. If the soil is dead, you can cleanse the soil in this span of time, and begin growing a forest.
You can summon the Avatar of a God, force it to stay, and attempt to force it to do your bidding (1 in 3 chance). It will NOT appreciate this.
You can free 100 PL of your undead from Acererak's control.
You can throw an attack Acererak-style upon an entire enemy army of 100 PL, destroying it, unless it is defending by 11th level magic.
You can protect your entire Power from Acererak's attacks.
You can grant yourself and all your mages all the special insights and abilities of the Phaerimm, and your Power increases in PL by 500.
All your people capable of 10th level magic can begin throwing psionic enchantments.
Tens of thousands of your people can be permanently given the ability to Shapechange, gaining all of the abilities of the creature assumed. Your Power gains 1000 PL.
You can begin the creation of a new mountain range, new rivers, new lakes, new hills, rearranging the geography over an area the size of Bissel.
You can resurrect 100 PL of the dead.
You can break 11th level enchantments on several thousand beings with total success.
You can complete a Mythal over a 4,000 square mile area. Within that area, you can place several dozen enchantments of 1st through 9th level, and they are permanent.
You can begin the creation of a Mythal the size of Bissel.
You and your mages can continue to act as Deepspawn (gain 100 PL of monsters.)
You can immunize yourself to the attacks of the Lady of Pain (but you do not gain any power over her or to attack her.)
You and your mages can create tens of thousands of permanent Gates to other Planes, other parts of the Prime Material Plane, and to Alternate Realities.
You can summon 1,000 PL in help from those places.
You may attempt to overthrow all of the Dreams Forsaken One throws on you (1 in 5 chance each)
You can sense a major change in reality, and try to do something about it (1 in 10 chance)
If you are a demipower or greater, you can attempt to seize one another dietie's portfolios. There is a 1 in 5 chance of success, and a 1 in 5 chance that diety succeeds in killing you.
You and all your mages can attempt repeatedly to succeed in obtaining Spellfire, until they do. 1/2 of them will die trying. Your Power gains 1,000 PL, but loses it from dead mages.

- - -

What can you do with 11th level magic in a day?

You can create thousands of lakes of Oerthblood.
You can give several tens of thousands of your people the powers of a Tarrasque (see above.) Your Power's PL increases by 10,000.
You can choose to permanently increase your PC's PL by 100.
You can choose to permanently increase all of your NPC's PL by 20.
You can attempt to locate a known artifact (1 in 3 chance.)
You can create 100 pocket dimensions, size LL, and completely detail out the geography, flora, fauna, and climate of these little realities.
You can create several full Flying Cities, ala Netheril, or, you can create a Flying City that floats on air alone, or on the clouds, or on light, or on any substance or type of energy, or any imaginary conception you can think of. The City may have any shape you desire, including impossible shapes. These cities can spelljam at trans-light speed, and can teleport without error.
Thousands of your mages can travel forward or backward in time, but you cannot affect or change history or the future.
Thousands of your people can begin Avangion Metamorphosis, and your Power permanently gains 100 PL.
You and your people can project to an entire Power in the IR, as per above.
You can bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over an area the size of Oerth.
You can begin and continue the creation of an entire race of beings.
You can undo the environmental damage caused by technological inventions over an entire world.
You can alter the nature of all technological inventions worldwide so that they cause no environmental damage.
You can grow a forest over an area the size of Furyondy. If the soil was dead, you can cleanse it over this area, and begin growing a forest.
You can create a small, city sized area that becomes specially enchanted ... the area is good aligned, radiates good, and all good beings in that area have their PL doubled, and evil creatures have their PL halved.
You can summon the Avatar of a God, force it to stay, and attempt to charm it into willingly serving you (1 in 2 chance). If that fails, you can force it to do your bidding. It will NOT appreciate this.
You can free all your undead from Acererak's control.
You can throw an attack, Acererak-style, against an entire enemy nation, destroying it, unless it is protected by 11th level magic.
You can protect your entire Power, and all allied Powers, from Acererak's attack.
Hundreds of thousands of your people can be permanently given the ability to shapechange, gaining all of the abilities of the creature whose shape is assumed. Your Power gains 5,000 PL.
You can complete rearranging the geography over an area the size of Bissel exactly to your specifications, and begin changing the geography over an area the size of Furyondy.
You can resurrect 1,000 PL of the dead (and your Power gains that PL.)
You can break an 11th level enchantment cast over your entire Power.
You can finish the Mythal the size of Bissel (see above.)
You can create a powerful Mythal over a 4,000 square mile area that has several permanent 10th level powers in addition to it's several dozen permanent 1st through 9th level powers.
You and your mages can continue to act as Deepspawn (gain 1,000 PL of monsters.)
You can immunize thousands of your people to the attacks of the Lady of Pain.
You and your mages can create endless numbers of permanent Gates to other realities, other parts of the Prime, and other Planes. You can summon 10,000 PL in help from those places.
You can attempt to overthrow all of the Dreams Forsaken One throws on you (1 in 3 chance of each)
You can sense a major change in reality, and try to do something about it (1 in 5 chance)
If you are a demipower or greater, you can attempt to seize one another dietie's portfolios. There is a 1 in 3 chance of success, and a 1 in 3 chance that diety succeeds in killing you.
You and your mages can make a careful, sustained effort to obtain Spellfire. 1 in 2 chance of success. If you succeed, your Power gains 1,000 PL. If you fail, you can try again tomorrow.

- - -

What can you do with 11th level magic in a week?

You can cover an area the size of Bissel with Oerthblood.
You can give several tens of thousands of your people the abilities of a Tarrasque, and maintain this indefinitely. For as long as you do, your Power's PL is increased by 10,000.
You can choose to permanently increase your PC's PL by 200.
You can choose to permanently increase all of your NPC's PL by 50.
You can attempt to locate a known artifact (1 in 2 chance.)
You can create 100 pocket dimensions, size LL, and completely detail out the geography, flora, fauna, and climate of these little realities.
You can create hundreds of Flying Cities, and they can be lofted upon air, clouds, light, or any known or imaginary substance. They can be of any shape, including impossible ones. These cities can spelljam at trans-light speeds, teleport without error, and worldwalk.
Thousands of your mages can travel forward or backward in time, but you cannot affect or change history or the future.
Tens of thousands of your people can begin Avangion Metamorphosis, and your Power permanently gains 1,000 PL.
You and your people can project to an entire Crystal Sphere, as per above.
You can bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over an entire Crystal Sphere.
You can create a new race of beings. Project finished.
You can teach another Power how to use 10th level magic.
You can undo the environmental damage caused by technological inventions over an entire Crystal Sphere.
You can alter the nature of technological inventions so that they cannot harm the environment, over an entire Crystal Sphere.
You can grow a forest over an area the size of the continent of Oerik.
If the soil is dead, you can cleanse an area the size of Furyondy, and grow a forest in that area.
You can create an area of 1,000 square miles (and 20 miles deep) that is specially enchanted ... it is good aligned. See above.
You can summon the Avatar of a God, force it to stay, and charm it into willingly serving you. It will never know what is being done to it, unless the charm is broken.
You can free all the undead in a Crystal Sphere, from Acererak's control, permanently.
You can throw an attack, Acererak-style, against an entire Power, destroying it, unless it is protected by 11th level magic.
You can protect an entire continent from Acererak's attack.
You can grant yourself and all your mages the special insights of elves, and begin casting High Magic, and your Power increases in PL by 5,000.
Your entire population can be given the permanent ability to shapechange, gaining all the powers of the creatures whose forms are assumed. Your Power gains 10,000 PL.
You can rearrange the geography of an area the size of Furyondy, and begin rearranging the geography of the entire continent of Oerik.
You can resurrect 10,000 PL of the dead (and your PL gains that PL.)
You can break an 11th level enchantment cast over the entire world.
You can create a Mythal over an area the size of Furyondy (see above.)
You can create a powerful Mythal over an area the size of Bissel (see above.)
You and your mages can continue to act as Deepspawn (gain 10,000 PL of monsters.)
You can immunize tens of thousands of your people to the attack of the Lady of Pain.
You can attempt to force the Lady of Pain into her own Cage (1 in 100 chance)
You and your mages can create endless permanent Gates to other Planes, other parts of the Prime Material Plane, and to Alternate Realities.
You can summon 50,000 PL in help from those places.
You can attempt to overthrow all of the Dreams Forsaken One throws on you (1 in 2 chance each)
You can sense a major change in reality, and try to do something about it (1 in 3 chance)
If you are a demipower or greater, you can attempt to seize one another dietie's portfolios. There is a 1 in 3 chance of success, and a 1 in 5 chance that diety succeeds in killing you.
You and all the mages in your Power gain Spellfire. Your PL increases by 1,000.

- - -

What can you do with 11th level magic using all of Turn 7 to do it?

You can cover an area the size of Furyondy with Oerthblood.
You can give several tens of thousands of your people the abilities of a Tarrasque, and maintain this indefinitely. For as long as you do, your Power's PL is increased by 10,000.
You can choose to permanently increase your PC's PL by 300.
You can choose to permanently increase all of your NPC's PL by 100.
You can attempt to locate a known artifact (3 in 4 chance of success.)
You may attempt divine ascension for your PC (1 in 10 chance, not including other modifiers.)
You can create 100 pocket dimensions, size LL, and completely detail out the geography, flora, fauna, and climate of these little realities.
You can create over a thousand Flying Cities, and they can be lofted upon air, clouds, light, or any known or imaginary substance. They can be of any shape, including impossible ones. These cities can spelljam at trans-light speeds, teleport without error, worldwalk, or employ 10th level magic to travel around.
Thousands of your mages can travel forward or backward in time, but you cannot affect or change history or the future.
You, and tens of thousands of your people, can complete Avangion Metamorphosis, and your Power gains 10,000 PL.
You and your people can project to dozens of Crystal Spheres, as per above.
You can bring sustenance (rain, enriching the soil, etc.) to the natural ecosystem over dozens of Crystal Spheres.
You can create 3 new races of beings.
You can teach all the Powers in the IR how to use 10th level magic, and teach one Power how to use 11th level magic.
You can grow a forest that covers all the land masses of the world. If the soil is dead, you can cleanse it over a continental area the size of Oerik, and grow a forest of that size.
You can create an area that is specially enchanted ... it is inherently good. See above. This area can be the size of Bissel.
You can summon the Avatar of a God, and dominate it. It is permanently under your control, unless an enemy breaks the domination.
You can free all the undead in dozens of Crystal Spheres from Acererak's control, permanently.
You can throw an attack, Acererak-style, against the entire world of Oerth, and this attack will succeed against all things, living or undead, that are not protected by 11th level magic.
You can protect an entire world from Acererak's attack.
You can grant yourself and your mages all the insight of the Faerie, concerning magic, and your Power gains 20,000 PL.
You can rearrange the geography of the entire continent of Oerik to your exact specifications, and begin altering the geography of the entire world.
You can resurrect 50,000 PL of the dead (and your Power gains that PL.)
You can break an 11th level enchantment cast over an entire Crystal Sphere.
You can create a Mythal over your entire Power.
You can create a powerful Mythal over an area the size of Furyondy.
You and your mages can continue to act as Deepspawn (gain 50,000 PL of monsters.)
You can immunize your entire Power to the Lady of Pain's attacks.
You can attempt to force the Lady of Pain into her own Cage (1 in 10 chance.)
You and your mages can create endless permanent Gates to other Planes, other parts of the Prime Material Plane, and to Alternate Realities.
You can summon 100,000 PL in help from those places.
You can make an attempt to gain 12th level magic for your Power. (1 in 10 chance, but every Turn your chance increases, to 2 in 10, then 3 in 10, then 4 in 10, etc.) (I get to make this roll.)
You can attempt to overthrow all of the Dreams Forsaken One throws on you (3 in 4 chance each.)
You can sense a major change in reality, and try to do something about it (1 in 2 chance)
If you are a demipower or greater, you can attempt to seize one another diety's portfolios. There is a 1 in 2 chance of success, and a 1 in 10 chance that diety succeeds in killing you. You can only attempt this once per turn, so you choose how long you will spend in the effort to seize the portfolio, and the chances of success and death depend on your decision.
You can give the gift of Spellfire to all the beings in your Power. Your PL increases by 10,000.
 
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Tokiwong

First Post
Iuz looks around the room, "I think I have said what I needed to say. Hazen old friend I am pleased to have spoken with you before I begin my journey..." he nods to Hazen.

Iuz turns to those assembled, "I have spoken my peace... I have given my thoughts... I leave you with my words... and I shall hold by my claims and my deeds..." Iuz turned once more to Hazen, "I bid you all goodbye... I shall not interfere in the events to come... they move with the force of the infinite worlds... what shall come to pass cannot be stopped. The Pantheon of Glowing Darkness shall face a hard road... but there shall be a Night of Long Knives... and when it passes their will be a unified whole..."

Iuz rises off the ground slightly, "My words are cryptic... to some they are illuminating... to others they are simply words. That I cannot help, I am afraid. But... to the United Commonwealth of Toril; do not judge us Oerthians by those of here... for we are the best and worst of what is Oerth... judge us not by the faces present... but by the actions of the common people... the lifeblood of Oerth... for this world is their birthright..." he turns to Anabstercorian, "I cannot say I ever liked you... nor will I say it. You plot and scheme and flit about words of peace mixed with venomous hatred. I can only wonder when the worlds shall grow wise to your true nature and rise up against you... perhaps in time..."

Iuz looks down, "But as I said before no one power can choose the future of Oerth it will take us all to do so... if we fail... the Mists will claim all..."

Talindra nods solemnly, as Iuz completes his final words before disappearing, "The future of Oerth... of the infinite worlds begins here." Iuz is gone... leaving Talindra to continue in his stead at the conference.
 

POsted by William Ronald:

Any power that enters there as a Dark Lord is a prisoner. They suffer eternally. They can never escape. They can not influence other worlds to any appreciable degree. Going into Ravenloft is rather like jumping into a black hole. You can't get out and you will be crushed. You will be in a prison worse than the one Forrester put your character in earlier in the IR.


Edena is he right that I would be unable to take part in IR if I accept?

Can I step through The Mirror later?
 

Tokiwong

First Post
LordMelkor{Talos} said:
POsted by William Ronald:

Any power that enters there as a Dark Lord is a prisoner. They suffer eternally. They can never escape. They can not influence other worlds to any appreciable degree. Going into Ravenloft is rather like jumping into a black hole. You can't get out and you will be crushed. You will be in a prison worse than the one Forrester put your character in earlier in the IR.


Edena is he right that I would be unable to take part in IR if I accept?

Can I step through The Mirror later?

OOC: Yeah you get ultimate power but bad juju strikes... it is the plane of Dread... but you would be imprisoned... though you would be all powerful but never able to leave
 
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Creamsteak

Explorer
This is a repost of something from the last thread that got skipped. Just sort of want a response, it doesn't have to answer every question, mainly just "How do I become your chosen" will do.

Diety of Elves, I am Sanctus Punitor. I am Paladin. I am Ranger. I am Elven Defender. I am bearer of Infectio Onis Ferrum. I am watcher of Delrune. I am Master of the Wild Hunt. I am student of Tensor. I am the carrier of the Eagle. I am Knight of the Round Table. I am Elf. I am Man. I am Servitor of your Judgement.

I call you here to ask you of your bidding. I come here to call upon your will. I come here for you to pass judgement. I come here to bring my case to your divine court. I ask you for wisdom for my people. I ask you for mercy when I pass from your favor.

Diety of Elves, Corellon Larethian; I beseech you!



Have I shown your intentions to my people and earned your favor upon them?

Have I served your people as you would see them served?

Have I asserted your will as you would see it used?




Who would you see me vanquish from Oerth?

Who would you see me protect and serve?

Who would you see me honor?



What must I do to become your Divine Agent?

What must I do to become your Chosen?

What must I do to become one of your Court?



Your blood formed that which is my people. Your wounds bleed the magic into the blood of the Elves. Your spirit, though distilled, runs through us bone and sinew. You have seen Oerth wracked. I will restore the health of my people, of my home, and of the world. I ask only for Mercy from you. Mercy and Sanctum when I pass from this world to another.


OOC - This takes care of my words with Corellon Larethian.

I am sharing my forests with Sollir. He may use whatever techniques I have used for himself in replanting and regrowing his forests. Restoration will be necessary in order to heal the world of the touch and to help restore the happy hearts and free spirits of my people. With the limited 11th level magic available in the interlude and possibly summoning some (non-combat) plant elementals to quicken the process.
 

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