(IR) Preparations for the IR, Thread 2





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    ° Ignore Edena_of_Neith

    (IR) Preparations for the IR, Thread 2

    THE LISTS POST

    Here is a copy (subject to further modification) of what the first post will look like on every thread.

    - - -

    TURN 1

    1st Month of the IR

    6th Month of the Oeridian Year

    Wealsun (Common)
    Berrytime (Olven)
    Fox (Nomads)

    3rd 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)


    -
    -
    -

    - - - THE MAIN POWERS LIST - - -

    * indicates this power has not yet been claimed by anyone

    - - -

    THE PLAYER CHARACTERS

    Alyx - The Mysterious One (PC, unknown race, unknown classes, unknown alignment) PL 3
    Anabstercorian - Anabstercorian, Prodigal Heir of Ilsensine (PC, Torilian illithid, PsychicWarrior 20/ Cleric of Ilsensine 20 / Psion (Telepath) 20 / Monk 20 / Gundancer 10 / Fighter 5 / Blackguard 5, lawful evil) PL 4
    Black Omega - none yet
    Bonedagger - none yet
    Dagger - none yet
    Darkness - none yet
    Mr Draco - Kas the Terrible (PC, Suel human of the Arcane Age, evil) PL 4
    Festy Dog - none yet
    Forsaken One - none yet
    Frigid Spleen - none yet
    GnomeWorks - none yet
    John Brown - none yet
    Kaboom - King Thayadon Fasfani of the Sky-Sea League (PC, Avariel, wizard/fighter of unknown levels, alignment unknown) PL 2
    Kalanyr - Kalanyr, Master of the Demon Blades, Knower of the Unknown, Favoured of Lolth, Slayer of Devils, The Hidden Weapon, Torturer of Souls and General of the DemonWeb, The Oozing One (PC, balor (former drow/half-fiend), Anarchic Balor (20HD) Wizard 20 / Loremaster 10 / Archmage 5 / Arcane Devotee (Lolth) 10 / Divine Oracle (Lolth) 10 / Planeshifter 10 / Fighter 10/ Weaponmaster(Longsword) 10/ Blackguard 10 / Cleric 10 (Lolth) / Divine Disciple (Lolth) 10 / Ranger 20, chaotic evil) PL 5
    Lynux - Talice Kellen (PC, elven, rogue of unknown level, evil) PL 2
    Maudlin - none yet
    Lord Melkor (Talos) - none yet
    Rhialto - none yet
    Serpenteye - The God Emperor of the Dark Union (PC, Human, classes unknown, evil) PL 3
    Turrosh Mak - Turrosh Mak (PC, half-orc, fighter 20, neutral evil) PL 2
    Valkys - Prince Aerion Valkys, Hand of Oberon, Scion of the Faerie Realm, Son of Titania and Oberon (PC, dark-elf/balor/unseelie, evil) PL 3
    William Ronald - Archcleric Hazen of Veluna (PC, Human, high level cleric of Rao, good) PL 3
    Zelda - none yet

    - - -

    THE NON PLAYER CHARACTERS

    Mordenkainen the Magnificent
    Bigby
    Tenser

    (Under Construction)

    - - -

    THE PLANAR PEOPLES

    (NOTE: 2 or more people can claim the same group of Planars without a problem - claims CAN overlap here ... and only here.)

    Angels (Planars of the Seventh Heaven, good) claimed by Yours Truly, PL unknown

    Celestials (Planars of Mount Celestia, lawful good) PL see the Planar Arms Race
    Guardinals (Planars of Elysium, neutral good) PL PL see the Planar Arms Race
    Eladrin (Planars of Arborea, chaotic good) PL PL see the Planar Arms Race
    Slaadi (Planars of Limbo, chaotic neutral) PL PL see the Planar Arms Race
    Demons (Planars of the Abyss, chaotic evil) PL PL see the Planar Arms Race
    Yugoloths (Planars of the Gehenna, the Grey Waste, Tartarus, neutral evil) PL PL see the Planar Arms Race
    Devils (Planars of Hell, lawful evil) PL PL see the Planar Arms Race
    Raskshasa (Planars of Acheron and Hell, lawful evil) PL see the Planar Arms Race
    Formians (Planars of Mechanus, lawful neutral) PL PL see the Planar Arms Race
    Modrons (Planars of Mechanus, lawful neutral) PL PL see the Planar Arms Race

    Metallic Planar Dragons (Dragons from all Planes other than the Prime, good) PL see below
    Gem Planar Dragons (Gem Dragons from all Planes other than the Prime, neutral) PL see below
    Chromatic Planar Dragons (Chromatic Dragons from all Planes other than the Prime, evil) PL see below

    Faerie of the Realm of Faerie (Planars of the Realm of Faerie, good and neutral) PL see below
    Unseelie of the Realm of Faerie (Dark Planars of the Realm of Faerie, evil) PL see below

    Githyanki (Planars of the Astral Plane, evil) PL see the Planar Arms Race
    Githzerai (Planars of the Astral Plane, neutral) PL see the Planar Arms Race

    Filchers (Planars of the Ethereal Plane, neutral) PL see the Planar Arms Race
    Thought Eaters (Planars of the Ethereal Plane, neutral) PL see the Planar Arms Race

    Xeg-Ya (Planars of the Positive Material Plane, good) PL see the Planar Arms Race
    Xeg-Yi (Planars of the Negative Material Plane, evil) PL see the Planar Arms Race

    Shades (Planars of the Plane of Shadow, evil) PL see below

    Jann (Planars of unspecified Elemental Planes, neutral and good) PL see the Planar Arms Race
    Nature Elementals (Planars from various Planes, all alignments but always on nature's side) PL see below

    Air Elementals (Planars of the Elemental Plane of Air, neutral) PL see the Planar Arms Race
    Djinn (Planars of the Elemental Plane of Air, good) see the Planar Arms Race
    Invisible Stalkers (Planars of the Elemental Plane of Air, neutral) PL see the Planar Arms Race

    Water Elementals (Planars of the Elemental Plane of Water, neutral) PL see the Planar Arms Race
    Marids (Planars of the Elemental Plane of Water, evil) PL see the Planar Arms Race
    Water Wierds (Planars of the Elemental Plane of Water, evil) PL see the Planar Arms Race

    Earth Elementals (Planars of the Elemental Plane of Earth, neutral) PL see the Planar Arms Race
    Dao (Planars of the Elemental Plane of Earth, neutral) PL see the Planar Arms Race
    Xorn (Planars of the Elemental Plane of Earth, neutral) PL see the Planar Arms Race

    Fire Elementals (Planars of the Elemental Plane of Fire, neutral) PL see the Planar Arms Race
    Efreeti (Planars of the Elemental Plane of Fire, evil) PL see the Planar Arms Race
    Salamanders (Planars of the Elemental Plane of Fire, evil) PL see the Planar Arms Race

    - - -

    THE NATIONS AND PEOPLES FROM OTHER CRYSTAL SPHERES

    Church of Toril (If played by current player)
    Eternal Empire of Realmspace (If played by current player)
    Hope Isle of Toril (If played by current player)
    Star League of Realmspace (If played by current player)

    The Shadow Empire (Empire of Shade in the Plane of Shadow, many kinds of beings with the Shade template or associated with Shadow, Torilian humans, demihumans, humanoids, some Oerthian converts, evil) PL 77
    United Commonwealth of Realmspace (A greater part of the people of Toril and Realmspace, neutral and good) PL 1,000

    - - -

    THE NATIONS AND PEOPLES OF GREYSPACE

    Dwarven Citadels of Greyspace (Spelljamming dwarves, neutral and good) PL 25
    Elven Imperial Navy of Greyspace (Spelljamming elves, neutral and good) PL 15
    Gith of Greyspace (Spelljamming gith and gith mercenaries, neutral) PL 20
    Gnomish Sidewheelers of Greyspace (Spelljamming gnomes, neutral and good) PL 10
    Illithid of Greyspace (Spelljamming illithid, slaves of every type, evil) PL 25
    Neogi of Greyspace (Spelljamming neogi, their umber hulk servants, slaves of every type, evil) PL 30
    Scro Armada of Greyspace (Spelljamming scro, evil) PL 30

    - - -

    THE NATIONS AND PEOPLES WHO ARE ON THE WORLD OF OERTH, BUT WHO ARE NOT SHOWN ON THE MAP OF THE FLANAESS

    Celestial Imperium (Oriental humans, Spirit Folk (Oriental elves), Oriental dwarves, Oriental gnomes, Oriental halflings - these races have different names in the Celestial Imperium, all alignments) (west off-map) PL 30
    Esmerin (Halflings, cloud giants, stone giants, storm giants, titans, neutral and good) (west off-map) PL 10
    Erypt (Humans of unknown kind, genies, many kinds of monsters from the MM, all alignments) (far southwest off-map) PL 35
    Ishtarland (Humans of unknown kind, demihumans of unknown kind, humanoids of unknown kind, genies, all alignments) (far west off-map) PL 40
    Lyrn (humans of unknown kind, demihumans of unknown kinds, humanoids of unknown kinds, many kinds of monsters from the MM, all alignments) (far west off-map) PL 25
    Sky League of the Isle of the Phoenix (Winged oeridian humans, winged humans of unknown kinds, avariel, winged dwarves, winged gnomes, winged halflings, all alignments but few evil) (far east off-map) PL 22
    Solistarim (Flannae humans, rogue phaerimm, beholders, illithid, aboleth, some neogi, sahuagin, kraken, intelligent evil sea life, lizard kings, lizard men, efreeti, salamanders, fire elementals, fire giants, frost giants, Nibelungen dwarves, dark gnomes, chromatic dragons, liches, vampires, various undead, various other lawful evil and neutral evil races, evil) (northwest just off-map) PL 40
    Storm-Riders of Telchuria (Agnakok mages, agnakok humans of unknown kind, agnakok demihumans of unknown kinds, agnakok humanoids of unknown kinds, small sentient tornadoes, spirits of the earth and sky) (far northwest off-map) PL 35
    Varnaith (Elves, dwarves, gnomes, Suel and other humans from outside the Flanaess, all alignments) (south-southwest off-map) PL 18
    Wind Dukes of Aaqa (Oriental humans, spirit folk (oriental elves) oriental demihumans, oriental humanoids, lawful neutral and lawful good) (far west-northwest off-map) PL 30
    Empire of the Yuan-Ti (Yuan-Ti, Hempmonalander humans, slaves of all types, evil) (southeast off-map) PL 30

    - - -

    THE NATIONS AND PEOPLES WHO ARE WEST OF THE FLANAESS, BUT WHO ARE SHOWN ON THE MAP (KNOWN AS THE BAKLUNISH WEST)

    All the nations and peoples here are human dominated

    Caliphate of Ekbir (Baklunish humans, dwarves, gnomes, halflings, all alignments) PL 3
    Spirit Empire of Garnak (Baklunish humans, certain types of undead, treants, sentient trees, forest spirits, treants, sentient animals, elves, dwarves, gnomes, halflings, neutral and good) PL 8
    Istivar (Baklunish humans, dwarves, all alignments but few evils) PL 3
    Ket (Baklunish humans, neutral) PL 4
    The Paynims (Baklunish humans, all alignments) PL 2
    Tusmit (Baklunish humans, dwarves, gnomes, all alignments) PL 3
    Ull (Baklunish humans, all alignments) PL 2
    Yecha (Baklunish humans, dwarves, gnomes, neutral) PL 2
    Sultanate of Zeif (Baklunish humans, elves, dwarves, gnomes, halflings, all alignments) PL 4

    - - -

    THE NATIONS AND PEOPLES OF THE WESTERN AND SOUTHWESTERN FLANAESS (KNOWN AS THE SHELDOMAR VALLEY AND ADJACENT COASTLAND AREAS)

    Human dominated nations and peoples

    Bissel (Suel humans, baklunish humans, oeridian humans, elves, dwarves, gnomes, neutral and good) PL 3
    Geoff (In hiding are suel humans, flannae humans, oeridian humans, elves, dwarves, gnomes - occupied by drow and giants) PL none
    Gran March (Suel humans, oeridian humans, elves, dwarves, gnomes, neutral and good) PL 5
    Hold of the Sea Princes (Suel humans, oeridian humans, dwarves, slaves of all types, neutral and evil) PL 4
    Kingdom of Keoland (Suel humans, oeridian humans, elves, dwarves, gnomes, halflings, all alignments but few evils) PL 8
    Sterich (Suel humans, flannae humans, oeridian humans, elves, dwarves, gnomes, heavily good) PL 5
    Yeomanry (Suel humans, oeridian humans, elves, dwarves, gnomes, halflings, neutral and good) PL 4

    Demihuman dominated nations and peoples

    County of Ulek (Gnomes, halflings, suel humans, flannae humans, oeridian humans, good) PL 3
    Duchy of Ulek (elves, suel humans, oeridian humans, good) PL 3
    The western half of the Principality of Ulek (Dwarves, elves, gnomes, suel humans, oeridian humans, neutral and good) PL 5
    Valley of the Mage (Valley elves, gnomes, suel humans, baklunish humans, oeridian humans, neutral) PL 4

    Humanoid dominated nations and peoples

    Orcish Empire of the Pomarj (Orcs, half-orcs, other humanoids, slaves of all kinds, monsters of every type from the MMs, evil) PL 15
    The eastern half of the Principality of Ulek (Orcs, half-orcs, other humanoids, slaves of all kinds, evil) PL 2

    - - -

    THE NATIONS AND PEOPLES OF THE CENTRAL-WESTERN FLANAESS (KNOWN AS THE WESTERN NYR DYV AREA)

    Human dominated nations and peoples

    Empire of the Bright Lands (Rary, baklunish humans, dwarves, humanoids of all types, slaves of all types, constructs, summoned beings, evil) PL 4
    Free City of Dyvers (Oeridian humans, suel humans, flannae humans, baklunish humans, rhennee humans, elves, dwarves, gnomes, halflings, neutral and good) PL 2
    Kingdom of Furyondy (Oeridian humans, suel humans, flannae humans, baklunish humans, rhennee humans, elves, dwarves, gnomes, halflings, all alignments but few evils) PL 7
    Domain of Greyhawk (Oeridian humans, suel humans, flannae humans, baklunish humans, rhennee humans, elves, dwarves, gnomes, halflings, half-orcs, some humanoids, all alignments) PL 5 (if not contested, this goes to Melkor and becomes the Shadow Throne)
    Archclericy of Veluna (Oeridian humans, suel humans, flannae humans, baklunish humans, elves, dwarves, gnomes, halflings, good) PL 8
    Viscounty of Verbobonc (Oeridian humans, suel humans, flannae humans, baklunish humans, rhennee humans, elves, dwarves, gnomes, halflings, good) PL 2
    Isles of Woe in the Nyr Dyv (The Wizard King, the Codex of Infinite Planes, humans of unknown type, slaves of all types, monsters, constructs, evil) PL 18

    Demihuman dominated nations and peoples

    Kingdom of Celene (Grey elves, high elves, wood elves, wild elves, neutral and good) PL 5
    * Peoples of the Gnarley Forest (High elves, wood elves, oeridian humans, some humans of other types, some gnomes, treants, forest beings, good) PL 2
    Domain of Highfolk (High elves, grey elves, wood elves, some humans of all types, some gnomes, some halflings, good) PL 6
    Peoples of the Kron Hills (Dwarves, gnomes, halflings, some elves, some humans of all types, neutral and good) PL 3
    Technomancy of the Lortmils (Gnomes, dwarves under the secret tutelage of the United Commonwealth of Toril, all alignments but few evils) PL 17
    Peoples of the Northern Lortmils (Dwarves, gnomes, some humans of all types, neutral and good) PL 3

    - - -

    THE NATIONS OF THE CENTRAL-EASTERN FLANAESS (KNOWN AS OLD AERDI WEST)

    All the nations and peoples here are human dominated

    Prelacy of Almor (Oeridian humans, suel humans, elves, dwarves, gnomes, good) PL 3
    Kingdom of Nyrond (Oeridian humans, suel humans, elves, dwarves, gnomes, halflings, all alignments but few evils) PL 8
    Theocracy of the Pale (Oeridian humans, flannae humans, suel humans, neutral) PL 4
    Duchy of Tenh (In hiding - oerdian humans, suel humans, flannae humans, elves, dwarves, gnomes - occupied by the Hold of Stonefist) PL none
    County of Urnst (Oeridian humans, suel humans, elves, dwarves, gnomes, halflings, neutral and good) PL 4
    Duchy of Urnst (Oeridian humans, suel humans, elves, dwarves, gnomes, halflings, neutral and good) PL 3

    - - -

    THE NATIONS AND PEOPLES OF THE EASTERN AND SOUTHEASTERN FLANAESS (KNOWN AS OLD AERDI EAST)

    Human dominated nations and peoples

    Great Kingdom of Northern Aerdi (Oeridian humans, suel humans, dwarves, gnomes, slaves of all types, undead of all types, monsters, neutral and evil) PL 13
    United Kingdom of Ahlissa (Oeridian humans, dwarves, slaves of all types, undead of all types, monsters, evil) PL 15
    Dullstrand (Oeridian humans, suel humans, dwarves, gnomes, neutral) PL 2
    * Idee (Oeridian humans, some humans of other types, elves, dwarves, gnomes, good) (Part of the Iron League) PL 3
    * Onnwall (Oeridian humans, dwarves, gnomes, halflings, neutral and good) PL 3
    Ratik (Oeridian humans, suel humans, elves, dwarves, gnomes, halflings, good) PL 3
    Rel Astra (Oeridian humans, dwarves, gnomes, halflings, undead, neutral and evil) PL 6
    Sunndi (In hiding - oeridian humans, elves, dwarves, gnomes, halflings, good - occupied by Acererak and his minions) PL none

    Demihuman dominated nations and peoples

    Peoples of the Adri Forest (High elves, wood elves, wild elves, oeridian humans, flannae humans, gnomes, halflings, treants, forest beings, neutral and good) PL 4
    * The Lost Elves of the Adri Forest (If released from the artifactĺs hold - high elven, grey elven, banshees and other elven undead, evil forest beings, evil) PL 4
    Peoples of the Flinty Hills (Dwarves, gnomes, some humans of oeridian and suel types, neutral and good) PL 4
    Garrel Enkdal (Mountain dwarves, all alignments but few evils) PL 4
    * Peoples of the Grandwood (High elves, oeridian humans, wood elves, suel humans, wild elves, some humans of other types, grey elves, dwarves, gnomes, halflings, treants, forest beings, neutral and good) PL 3
    * Peoples of the Iron Hills (Dwarves, gnomes, some humans of oeridian and suel types, neutral and good) PL 3
    * Free City of Irongate (Dwarves, gnomes, halflings, oeridian humans, neutral and good) PL 4
    Peoples of the Vast Swamp (wood elves, wild elves, neutral and evil) PL 2

    Humanoid dominated nations and peoples

    Bone March (Humanoids of all types, undead of all types, evil) PL 3

    Undead dominated nations and peoples

    Ivid the Undying and the City of Rauxes (Ivid the death king, the tarrasque, death knights, skeletal warriors, undead of all types, powerful monsters, large animated constructs) PL 15
    Medegia (Undead of all types, humanoids of all types, dark enchantments covering large areas, evil) PL 4

    - - -

    THE NATIONS AND PEOPLES OF THE NORTHWESTERN FLANAESS (KNOWN AS THE BITTER NORTH)

    Human dominated nations and peoples

    Blackmoor (Flannae humans, lizard kings, lizard men, evil) PL 5
    Perrenland (Flannae humans, some humans of other types, elven, dwarven, gnome, halfling, all alignments but few evils) PL 4
    Heimmorj (Flannae human, evil) PL 3
    Tiger Nomads (Baklunish human, all alignments) PL 2
    Wolf Nomads (Baklunish human, all alignments) PL 2

    Demihuman dominated nations and peoples

    Peoples of the Sepia Uplands (Gnomes, some humans of various types, neutral and good) PL 3
    Peoples of the Vesve Forest (Elves, gnomes, oeridian humans, suel humans, flannae humans, treants, forest beings, neutral and good) PL 4

    - - -

    THE NATIONS AND PEOPLES OF THE NORTHERN FLANAESS (KNOWN AS THE EMPIRE OF IUZ)

    Demipowers

    Iuz the Old (Demipower, evil) PL 7

    All the nations and peoples here are human dominated

    Bandit Kingdoms (Humans of all types, humanoids of all types, slaves of all types, dwarves, gnomes, neutral and evil) PL 3
    Refugees of Fellreev Forest (Humans of all types, demihumans of all types, forest spirits, forest beings, all alignments) PL 4
    Empire of Iuz (Humans of all types, humanoids of all types, slaves of all types, undead of all types, dwarves, evil) PL 25
    Horned Society (Humans of all types, humanoids of all types, slaves of all types, undead of all types, dwarves, evil) PL 4
    Rift Canyon (Humans of all types, humanoids of all types, slaves of all types, dwarves, gnomes, evil) PL 4
    Rovers of the Barrens (Flannae humans, humanoids of all types, slaves of all types, neutral and evil) PL 3

    - - -

    THE NATIONS AND PEOPLES OF THE NORTHEASTERN FLANAESS (KNOWN AS THE THILLONRIAN PENINSULA)

    All the nations and peoples here are human dominated

    Frost Barbarians / Fruztii (Suel humans, all alignments) PL 3
    Ice Barbarians / Cruski (Suel humans, all alignments) PL 2
    Hold of Stonefist (Suel humans, flannae humans, dwarves, slaves of all types, neutral and evil) PL 6
    Snow Barbarians / Schnai (Suel humans, all alignments but few evils) PL 4

    - - -

    THE NATIONS AND PEOPLES WHO ARE EAST OF THE FLANAESS, BUT WHO ARE SHOWN ON THE MAP (THE ISLES IN THE SOLNOR OCEAN)

    Human dominated nations and peoples

    Sea Barons (Suel humans, oerdian humans, flannae humans, slaves of all types, dwarves, gnomes, neutral and evil) PL 4

    Demihuman dominated nations and peoples

    Lendore Isles (Grey elves, high elves, wood elves, wild elves, all alignments) PL 7

    - - -

    THE NATIONS AND PEOPLES WHO ARE SOUTH OF THE FLANAESS, BUT WHO ARE SHOWN ON THE MAP (THE AZURE SEA / AERDI SEA / DENZAC GULF / HEMPMONALAND AREAS)

    All the nations and peoples here are human dominated

    Peoples of the Amedio Rainforest (Humans of unknown types, monsters of every type from the MMs, all alignments) PL 5
    Black Brotherhood (Suel humans who have infiltrated the Scarlet Brotherhood, evil) PL 7
    Lordship of the Isles (Suel humans, slaves of all types, evil) PL 4
    Isle of Olman (Hempmonalander human, neutral) 2
    Scarlet Brotherhood (Suel humans, Hempmonalander humans, dwarves, assorted monsters under magical control, slaves of all types, neutral and evil) PL 30
    Isle of Touv (Hempmonalander human, neutral) 2

    - - -

    THE POWERS BELOW

    The nations and peoples of the Under-Oerth

    Drow of the Hellfurnaces and Crystalmists (Drow, fire giants, frost giants, hill giants, slaves of all types, evil) PL 8
    Formians of the Southern Hellfurnaces (Formians (giant ants), lawful neutral) PL 7
    Illithid of the Hellfurnaces and Crystalmists (Illithid, slaves of all types, evil) PL 3
    Kuo-Toa of the Hellfurnaces and Crystalmists (Kuo-toa, slaves of all types, evil) PL 5
    Trogolodytes of the Hellfurnaces and Crystalmists (Trogolodytes, slaves of all types, evil) PL 3

    The nations and peoples of the Oerthian Underdark

    Non-Solistarim Aboleth of the Underdark (Aboleth, slaves of all types, evil) PL 3
    Cloakers of the Underdark (Cloakers, neutral) PL 6
    Delvers of the Underdark (Delvers, neutral) PL 4
    Non-Solistarim Derro of the Underdark (Derro, slaves of all types, evil) PL 4
    Destrachan of the Underdark (Destrachan, evil) PL 4
    Non-Solistarim Duergar of the Underdark (Duergar, slaves of all types, evil) PL 4
    Drow of the Underdark (Drow, slaves of all types, evil) PL 25
    Grimlocks of the Underdark (Grimlocks, evil) PL 3
    Kuo-Toa of the Underdark (Kuo-toa, slaves of all types, evil) PL 8
    Trogolodytes of the Underdark (Trogolodytes, slaves of all types, evil) PL 5
    Umber Hulks of the Underdark (Umber hulks, evil) PL 4

    - - -

    THE POWERS BENEATH THE WAVES

    Nations and peoples of the Drawmij Ocean, in the northwest

    Deepwater League (Merfolk, sea-elves, tritons, dolphins, neutral and good) PL 15

    Nations and peoples of the Azure Sea, in the south

    People of the Shining Grottos (Merfolk, sea-elves, dolphins, tritons, heavily good) PL 10

    Nations and peoples of the Solnor Ocean, in the east

    Coral Empire of the Solnor (sea-elves, dolphins, many other underwater races, neutral and good) PL 15
    Sea League (merfolk, tritons, neutral) PL 13

    - - -

    THE SIDHE POWERS

    Faerie of the Flanaess (Every type of Faerie, neutral and good) PL 20
    Unseelie of the Flanaess (Every type of Dark Faerie, evil) PL 13

    - - -

    THE POWERS FROM THE PAST

    Kas (Suel human, evil) PL 4
    Legions of Kas (Suel humans, undead of all types, monsters of every sort from the MMs, constructs, evil) PL 30
    Vecna (Suel lich, worldĺs greatest mage, evil) PL 20
    Legions of Vecna (Suel humans, undead of all types, monsters of every sort from the MMs, constructs, evil) PL 100

    - - -

    OTHER GREAT POWERS

    Acererak (Suel demilich, evil) PL 10
    Acererak's Minions (Undead of every type, monsters of every type from the MMs, constructs, evil) PL 10

    OTHER LESSER POWERS

    Circle of Eight (Mordenkainen and his fellow Mages, their apprentices, followers, forces, constructs, summoned beings, neutral and good) PL 5
    Deep Dragons and Chromatic Dragons of the Hellfurnaces and Crystalmists (Dragons, evil) PL 7

    - - -

    THE ROBOTS

    City of the Gods (City of superscience in the Godspires) PL 300 (See Rule 17, City of the Gods, please.)
    The Robots (From the crashed spaceship in the module S3, Expedition to the Barrier Peaks) PL 3

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    - - - THE CLAIMS LIST - - -

    IR CLAIMS SO FAR

    * indicates the power is contested between two or more people
    ? indicates a shared power (maybe ), but nevertheless a third person (or even more people) may be contesting the Power

    - - -

    ALYX

    The Mysterious One (PC, unknown race, unknown classes, unknown alignment) PL 3

    Xeg-Ya (Planars of the Positive Material Plane, good) PL see the Planar Arms Race
    Jann (Planars of unspecified Elemental Planes, neutral and good) PL see the Planar Arms Race

    Wind Dukes of Aaqa (Oriental humans, spirit folk (oriental elves) oriental demihumans, oriental humanoids, lawful neutral and lawful good) PL 30
    Celestial Imperium (Oriental humans, Spirit Folk (Oriental elves), Oriental dwarves, Oriental gnomes, Oriental halflings - these races have different names in the Celestial Imperium, all alignments) PL 30
    Varnaith (elves, dwarves, gnomes, Suel and other humans from outside the Flanaess, all alignments) PL 18

    Kingdom of Celene (grey elves, high elves, wood elves, wild elves, neutral and good) PL 5
    Lendore Isles (grey elves, high elves, wood elves, wild elves, all alignments) PL 7

    - - -

    ANABSTERCORIAN

    Anabstercorian - Anabstercorian, Prodigal Heir of Ilsensine (PC, Torilian illithid, PsychicWarrior 20 / Cleric of Ilsensine20 / Psion (Telepath) 20 / Monk 20 / Gundancer 10 / Fighter 5 / Blackguard 5, lawful evil) PL 4

    Solistarim (Flannae humans, rogue phaerimm, beholders, illithid, aboleth, some neogi, sahuagin, kraken, intelligent evil sea life, lizard kings, lizard men, efreeti, salamanders, fire elementals, fire giants, frost giants, Nibelungen dwarves, dark gnomes, chromatic dragons, liches, vampires, various undead, various other lawful evil and neutral evil races, evil) PL 40
    Blackmoor (Flannae humans, lizard kings, lizard men, evil) PL 5
    Heimmorj (Flannae human, evil) PL 3

    - - -

    BLACK OMEGA

    Faerie of the Realm of Faerie (Planars of the Realm of Faerie, good and neutral) PL see the Planar Arms Race

    Elven Imperial Navy of Greyspace (spelljamming elves, neutral and good) PL 15

    Faerie of the Flanaess (every type of Faerie, neutral and good) PL 20

    Domain of Highfolk (high elves, grey elves, wood elves, some humans of all types, some gnomes, some halflings, good) PL 6
    Perrenland (Flannae humans, some humans of other types, elven, dwarven, gnome, halfling, all alignments but few evils) PL 4
    Peoples of the Sepia Uplands (gnomes, some humans of various types, neutral and good) PL 3
    Peoples of the Vesve Forest (elves, gnomes, oeridian humans, suel humans, flannae humans, treants, forest beings, neutral and good) PL 4

    - - -

    BONEDAGGER

    Vecna (Suel lich, worldĺs greatest mage, evil) PL 20
    Legions of Vecna (Suel humans, undead of all types, monsters of every sort from the MMs, constructs, evil) PL 100

    - - -

    DAGGER

    Dwarven Citadels of Greyspace (dwarves, spelljamming mountains, neutral and good) PL 25
    Gnomish Sidewheelers of Greyspace (gnomes, neutral and good) PL 10 *

    Peoples of the Kron Hills (dwarves, gnomes, halflings, some elves, some humans of all types, neutral and good) PL 3
    County of Ulek (gnomes, halflings, suel humans, flannae humans, oeridian humans, good) PL 3
    Duchy of Ulek (elves, suel humans, oeridian humans, good) PL 3
    The western half of the Principality of Ulek (dwarves, elves, gnomes, suel humans, oeridian humans, neutral and good) PL 5
    Viscounty of Verbobonc (Oeridian humans, suel humans, flannae humans, baklunish humans, rhennee humans, elves, dwarves, gnomes, halflings, good) PL 2

    - - -

    DARKNESS

    (The Baklunish Confederation)

    (Caliphate of Ekbir (Baklunish humans, dwarves, gnomes, halflings, all alignments) PL 3
    Spirit Empire of Garnak (Baklunish humans, certain types of undead, treants, sentient trees, forest spirits, treants, sentient animals, elves, dwarves, gnomes, halflings, neutral and good) PL 8
    Istivar (Baklunish humans, dwarves, all alignments but few evils) PL 3 *
    Ket (Baklunish humans, neutral) PL 4
    The Paynims (Baklunish humans, all alignments) PL 2
    Tusmit (Baklunish humans, dwarves, gnomes, all alignments) PL 3
    Ull (Baklunish humans, all alignments) PL 2
    Yecha (Baklunish humans, dwarves, gnomes, neutral) PL 2
    Sultanate of Zeif (Baklunish humans, elves, dwarves, gnomes, halflings, all alignments) PL 4)

    Empire of the Bright Lands (Rary, baklunish humans, dwarves, humanoids of all types, slaves of all types, constructs, summoned beings, evil) PL 4

    Erypt (strange humans, genies, many kinds of monsters from the MM, all alignments) (far southwest off-map) PL 35 *
    Esmerin (halflings, cloud giants, stone giants, storm giants, titans, neutral and good) PL 10

    - - -

    MR DRACO

    Kas the Terrible (PC, Suel human of the Arcane Age, evil) PL 4

    Salamanders (Planars of the Elemental Plane of Fire, evil) PL see the Planar Arms Race
    Rakshasas (Planars of Acheron and Hell, home plane unknown, evil) PL see the Planar Arms Race
    Xill (Planars, home plane unknown, alignment unknown) PL see the Planar Arms Race

    Isles of Woe in the Nyr Dyv (The Wizard King, the Codex of Infinite Planes, humans of unknown type, slaves of all types, monsters, constructs, evil) PL 18 ?

    (The Dark Union of Eastern Oerth)

    (Great Kingdom of Northern Aerdi (Oeridian humans, suel humans, dwarves, gnomes, slaves of all types, undead of all types, monsters, neutral and evil) PL 13
    United Kingdom of Ahlissa (Oeridian humans, dwarves, slaves of all types, undead of all types, monsters, evil) PL 15
    Sea Barons (Suel humans, oerdian humans, flannae humans, slaves of all types, dwarves, gnomes, neutral and evil) PL 4 ?
    The southern one-third of the Bone March (Humanoids of all types, undead of all types, evil) PL 1
    Dullstrand (Oeridian humans, suel humans, dwarves, gnomes, neutral) PL 2 ?
    Legions of Kas (Suel humans, undead of all types, monsters of every sort from the MMs, constructs, evil) PL 30 ?
    Medegia (Undead of all types, humanoids of all types, dark enchantments covering large areas, evil) PL 4 ?
    Rel Astra (Oeridian humans, dwarves, gnomes, halflings, undead, neutral and evil) PL 6)

    - - -

    FESTY DOG

    Ivid the Undying and the City of Rauxes (Ivid the death king, the tarrasque, death knights, skeletal warriors, undead of all types, powerful monsters, large animated constructs) PL 15 * or ?

    Non-Solistarim Aboleth of the Underdark (aboleth, slaves of all types, evil) PL 3
    Cloakers of the Underdark (cloakers, neutral) PL 6
    Delvers of the Underdark (delvers, neutral) PL 4
    Non-Solistarim Derro of the Underdark (derro, slaves of all types, evil) PL 4
    Destrachan of the Underdark (destrachan, evil) PL 4
    Non-Solistarim Duergar of the Underdark (duergar, slaves of all types, evil) PL 4
    Grimlocks of the Underdark (grimlocks, evil) PL 3
    Trogolodytes of the Underdark (trogolodytes, slaves of all types, evil) PL 5
    Umber Hulks of the Underdark (umber hulks, evil) PL 4

    - - -

    FORRESTER

    Forrester (PC, humanoid, classes unknown, alignment unknown) PL 5

    United Commonwealth of Realmspace (A greater part of the people of Toril and Realmspace, neutral and good) PL 1,000

    SPECIAL SITUATION - Forrester has said the UC will basically leave you alone, if you basically leave the UC alone.

    FORSAKEN ONE

    Modrons (Planars of Mechanus, lawful neutral) PL see the Planar Arms Race
    Formians (Planars of Mechanus, lawful neutral) PL see the Planar Arms Race
    Unseelie of the Realm of Faerie (Dark Planars of the Realm of Faerie, evil) PL see below

    Illithid of Greyspace (spelljamming illithid, slaves of every type, evil) PL 25
    Neogi of Greyspace (spelljamming neogi, their umber hulk servants, slaves of every type, evil) PL 30

    Unseelie of the Flanaess (every type of Dark Faerie, evil) PL 13

    Hold of the Sea Princes (Suel humans, oeridian humans, dwarves, slaves of all types, neutral and evil) PL 4

    Formians of the Southern Hellfurnaces (Formian Giant Ants, lawful neutral) PL 7
    Kuo-Toa of the Hellfurnaces and Crystalmists (kuo-toa, slaves of all types, evil) PL 5
    Illithid of the Hellfurnaces and Crystalmists (illithid, slaves of all types, evil) PL 3
    Trogolodytes of the Hellfurnaces and Crystalmists (trogolodytes, slaves of all types, evil) PL 3

    Kuo-Toa of the Underdark (kuo-toa, slaves of all types, evil) PL 8

    - - -

    FRIGID SPLEEN

    Eladrin (Planars of Arborea, chaotic good) PL 9

    - - -

    GNOMEWORKS

    Technomancy of the Lortmils (gnomes, dwarves under the secret tutelage of the United Commonwealth of Toril, all alignments but few evils) PL 17
    Peoples of the Northern Lortmils (dwarves, gnomes, some humans of all types, neutral and good) PL 3

    (The Eastern League)

    (Peoples of the Adri Forest (high elves, wood elves, wild elves, oeridian humans, flannae humans, gnomes, halflings, treants, forest beings, neutral and good) PL 4
    Prelacy of Almor (Oeridian humans, suel humans, elves, dwarves, gnomes, good) PL 3
    Peoples of the Flinty Hills (dwarves, gnomes, some humans of oeridian and suel types, neutral and good) PL 4
    Garrel Enkdal (mountain dwarves, all alignments but few evils) PL 4
    Kingdom of Nyrond (Oeridian humans, suel humans, elves, dwarves, gnomes, halflings, all alignments but few evils) PL 8
    County of Urnst (Oeridian humans, suel humans, elves, dwarves, gnomes, halflings, neutral and good) PL 4
    Duchy of Urnst (Oeridian humans, suel humans, elves, dwarves, gnomes, halflings, neutral and good) PL 3)

    - - -

    JOHN BROWN

    Iuz the Old (demipower, evil) PL 7

    Bandit Kingdoms (Humans of all types, humanoids of all types, slaves of all types, dwarves, gnomes, neutral and evil) PL 3
    Empire of Iuz (Humans of all types, humanoids of all types, slaves of all types, undead of all types, dwarves, evil) PL 25
    Horned Society (Humans of all types, humanoids of all types, slaves of all types, undead of all types, dwarves, evil) PL 4
    Rift Canyon (Humans of all types, humanoids of all types, slaves of all types, dwarves, gnomes, evil) PL 4
    Rovers of the Barrens (Flannae humans, humanoids of all types, slaves of all types, neutral and evil) PL 3

    - - -

    KABOOM

    King Thayadon Fasfani of the Sky-Sea League (PC, Avariel, wizard/fighter of unknown levels, alignment unknown) PL 2

    Air Elementals (Planars of the Elemental Plane of Air, neutral) PL see the Planar Arms Race
    Djinn (Planars of the Elemental Plane of Air, good) see the Planar Arms Race
    The Water Elementals (Planars of the Elemental Plane of Water, neutral) PL see the Planar Arms Race

    Gnomish Sidewheelers of Greyspace (gnomes, neutral and good) PL 10 *

    Sky League of the Isle of the Phoenix (off-map east of the Lendores) (winged oeridian humans, avariel, winged dwarves, winged gnomes, winged halflings, all alignments but few evil) PL 22

    Sea League (merfolk, tritons in the Solnor Ocean, neutral) PL 13
    Coral Empire of the Solnor (sea-elves in the Solnor, all around the Lendore Isles and elsewhere, neutral and good) PL 15

    - - -

    KALANYR

    Kalanyr, Master of the Demon Blades, Knower of the Unknown, Favoured of Lolth, Slayer of Devils, The Hidden Weapon, Torturer of Souls and General of the DemonWeb, The Oozing One (PC, Balor (former drow/half-fiend), Anarchic Balor (20HD) Wizard 20 / Loremaster 10 / Archmage 5 / Arcane Devotee (Lolth) 10 / Divine Oracle (Lolth) 10 / Planeshifter 10 / Fighter 10/ Weaponmaster(Longsword) 10/ Blackguard 10 / Cleric 10 (Lolth) / Divine Disciple (Lolth) 10 / Ranger 20, chaotic evil) PL 5

    Demons (Planars of the Abyss, chaotic evil) PL see the Planar Arms Race
    Slaadi (Planars of Limbo, chaotic neutral) PL see the Planar Arms Race
    Unseelie of the Realm of Faerie (Dark Planars of the Realm of Faerie, evil) PL see the Planar Arms Race
    Undead (Undead of all types, evil) PL see the Planar Arms Race (the same rules apply)

    Empire of the Yuan-Ti (Yuan-Ti, Hempmonalander humans, slaves of all types, evil) (southeast off-map) PL 30

    Drow of the Hellfurnaces and Crystalmists (drow, fire giants, frost giants, hill giants, slaves of all types, evil) PL 8
    Drow of the Underdark (drow, slaves of all types, evil) PL 25

    Ivid the Undying and the City of Rauxes (Ivid the death king, the tarrasque, death knights, skeletal warriors, undead of all types, powerful monsters, large animated constructs) PL 15 ? or *
    The northern two-thirds of the Bone March (Humanoids of all types, undead of all types, evil) PL 2
    Geoff (In hiding are suel humans, flannae humans, oeridian humans, elves, dwarves, gnomes - occupied by drow and giants) PL none

    Deep Dragons and Chromatic Dragons of the Hellfurnaces and Crystalmists (dragons, evil) PL 7

    - - -

    LYNUX

    Talice Kellen (PC, elven, rogue of unknown level, evil) PL 2

    Scro Armada of Greyspace (Spelljamming scro, evil) PL 30

    Erypt (Strange humans, genies, many kinds of monsters from the MM, all alignments) PL 35 *

    (The United Districts of Oerth)

    (Refugees of Fellreev Forest (Humans of all types, demihumans of all types, forest spirits, forest beings, all alignments) PL 4
    Isle of Olman (Hempmonalander human, neutral) 2
    The Robots (From the crashed spaceship in the module S3, Expedition to the Barrier Peaks) PL 3)
    Hold of the Sea Princes (Suel humans, oeridian humans, dwarves, slaves of all types, neutral and evil) PL 4 *
    Hold of Stonefist (Suel humans, flannae humans, dwarves, slaves of all types, neutral and evil) PL 6
    Duchy of Tenh (In hiding - oerdian humans, suel humans, flannae humans, elves, dwarves, gnomes - occupied by the Hold of Stonefist) PL none
    Theocracy of the Pale (Oeridian humans, flannae humans, suel humans, neutral) PL 4
    Tiger Nomads (Baklunish human, all alignments) PL 2
    Isle of Touv (Hempmonalander human, neutral) 2
    Wolf Nomads (Baklunish human, all alignments) PL 2
    Valley of the Mage (valley elves, gnomes, suel humans, baklunish humans, oeridian humans, neutral) PL 4
    Peoples of the Vast Swamp (wood elves, wild elves, neutral and evil) PL 2)

    - - -

    MAUDLIN

    Demons (Planars of the Abyss, chaotic evil) PL see below
    Xeg-Yi (Planars of the Negative Material Plane, evil) PL see the Planar Arms Race
    Undead (Undead of all types, evil) PL see the Planar Arms Race (the same rules apply)

    Acererak (Suel demilich, evil) PL 10
    Acererak's Minions (undead of every type, monsters of every type from the MMs, constructs, evil) PL 10
    Scarlet Brotherhood (Suel humans, Hempmonalander humans, dwarves, assorted monsters under magical control, slaves of all types, neutral and evil) PL 30
    Sunndi (In hiding - oeridian humans, elves, dwarves, gnomes, halflings, good - occupied by Acererak and his minions) PL none

    - - -

    LORD MELKOR (TALOS)

    The Shadow Empire (The Empire of Shade in the Plane of Shadow, many kinds of beings with the Shade template or associated with Shadow, Torilian humans, demihumans, humanoids, some Oerthian converts, evil) PL 77

    Domain of Greyhawk (Oeridian humans, suel humans, flannae humans, baklunish humans, rhennee humans, elves, dwarves, gnomes, halflings, half-orcs, some humanoids, all alignments) (if not contested, this goes to Melkor and becomes the Shadow Throne) PL 5

    - - -

    RHIALTO THE MARVELOUS

    Black Brotherhood (Suel humans who have infiltrated the Scarlet Brotherhood, evil) PL 7

    - - -

    SERPENTEYES

    God Emperor of the Dark Union (PC, Human, classes unknown, evil) PL 3

    Isles of Woe in the Nyr Dyv (The Wizard King, the Codex of Infinite Planes, humans of unknown type, slaves of all types, monsters, constructs, evil) PL 18 ?

    (The Dark Union of Eastern Oerth)

    (Great Kingdom of Northern Aerdi (Oeridian humans, suel humans, dwarves, gnomes, slaves of all types, undead of all types, monsters, neutral and evil) PL 13
    United Kingdom of Ahlissa (Oeridian humans, dwarves, slaves of all types, undead of all types, monsters, evil) PL 15
    Sea Barons (Suel humans, oerdian humans, flannae humans, slaves of all types, dwarves, gnomes, neutral and evil) PL 4 ?
    The southern one-third of the Bone March (Humanoids of all types, undead of all types, evil) PL 1
    Dullstrand (Oeridian humans, suel humans, dwarves, gnomes, neutral) PL 2 ?
    Legions of Kas (Suel humans, undead of all types, monsters of every sort from the MMs, constructs, evil) PL 30 ?
    Medegia (Undead of all types, humanoids of all types, dark enchantments covering large areas, evil) PL 4 ?
    Rel Astra (Oeridian humans, dwarves, gnomes, halflings, undead, neutral and evil) PL 6)

    - - -

    TURROSH MAK

    Turrosh Mak (PC, half-orc, fighter 20, neutral evil) PL 2

    Githzerai (Planars of the Astral Plane, neutral) PL see the Planar Arms Race
    Earth Elementals (Planars of the Elemental Plane of Earth, neutral) PL see the Planar Arms Race
    Dao (Planars of the Elemental Plane of Earth, neutral) PL see the Planar Arms Race

    Gith of Greyspace (Spelljamming mercenary gith, neutral) PL 20

    Orcish Empire of the Pomarj (Orcs, half-orcs, other humanoids, slaves of all kinds, monsters of every type from the MMs, evil) PL 15
    The eastern half of the Principality of Ulek (Orcs, half-orcs, other humanoids, slaves of all kinds, evil) PL 2

    VALKYS

    Prince Aerion Valkys, Hand of Oberon, Scion of the Faerie Realm, Son of Titania and Oberon (PC, dark-elf/balor/unseelie, evil) PL 3

    Unseelie of the Realm of Faerie (Dark Planars of the Realm of Faerie, evil) PL 9
    Elementals (Elementals of the various Elemental Planes, neutral) PL 9
    Nature Elementals (Planars from various Planes, all alignments but always on nature's side) PL 9

    WILLIAM RONALD

    Archcleric Hazen of Veluna (PC, Human, high level cleric of Rao, good) PL 3

    Ishtarland (humans, demihumans, humanoids, genies, all alignments) PL 40

    Circle of Eight (Mordenkainen and his fellow Mages, their apprentices, followers, forces, constructs, summoned beings, neutral and good) PL 5

    (The Kevellond League)

    (Bissel (Suel humans, baklunish humans, oeridian humans, elves, dwarves, gnomes, neutral and good) PL 3
    Free City of Dyvers (Oeridian humans, suel humans, flannae humans, baklunish humans, rhennee humans, elves, dwarves, gnomes, halflings, neutral and good) PL 2
    Kingdom of Furyondy (Oeridian humans, suel humans, flannae humans, baklunish humans, rhennee humans, elves, dwarves, gnomes, halflings, all alignments but few evils) PL 7
    Gran March (Suel humans, oeridian humans, elves, dwarves, gnomes, neutral and good) PL 5
    Kingdom of Keoland (Suel humans, oeridian humans, elves, dwarves, gnomes, halflings, all alignments but few evils) PL 8
    Sterich (Suel humans, flannae humans, oeridian humans, elves, dwarves, gnomes, heavily good) PL 5
    Archclericy of Veluna (Oeridian humans, suel humans, flannae humans, baklunish humans, elves, dwarves, gnomes, halflings, good) PL 8
    Yeomanry (Suel humans, oeridian humans, elves, dwarves, gnomes, halflings, neutral and good) PL 4)

    - - -

    ZELDA

    Frost Barbarians / Fruztii (Suel humans, all alignments) PL 3
    Ice Barbarians / Cruski (Suel humans, all alignments) PL 2
    Ratik (Oeridian humans, suel humans, elves, dwarves, gnomes, halflings, good) PL 3
    Snow Barbarians / Schnai (Suel humans, all alignments but few evils) PL 4

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    - - - THE ARMS RACE LIST - - -

    BASE STRENGTH (these numbers were (hopefully) accurate as of my last post)

    ALYX (Planar Xeg-Yi/Jann, Wind Dukes, Celestial Imperium, Varnaith, Celene, Lendores) PL 93
    ANABSTERCORIAN (PC Anabstercorian, The Solistarim, Blackmoor, Heimmorj) PL 52
    BLACK OMEGA (Planar Faerie, Faerie of the Flanaess, Elven Imperial Navy, Highfolk, People of the Vesve, Sepia Uplands, Perrenland) PL 52
    BONEDAGGER (Vecna, The Legions of Vecna) PL 120
    DAGGER (Dwarves and Gnomes of Greyspace, Demihumans of the Kron Hills, the 3 Uleks, Verbobonc) PL 52
    DARKNESS (Baklunish Confederation, Esmerin, Erypt, Rary and Empire of the Bright Lands) PL 80
    MR DRACO (Planar Salamanders/Rakshasa/Xill, Isles of Woe, Dark Union of Eastern Oerth) PL 97
    FESTY DOG (Ivid and Rauxes, many Races of the Underdark) PL 52
    FORSAKEN ONE (Planar Modrons/Formians/Unseelie, Illithid and Neogi of Greyspace, Unseelie of the Flanaess, many Underdark Races of the H/C) PL 98
    FRIGID SPLEEN (Planar Eladrin Only) STARTING ELADRIN PL 9
    GNOMEWORKS (Technomancy of the Lortmils, Eastern League) PL 50
    JOHN BROWN (Iuz, Empire of Iuz) PL 46
    KABOOM (Planar Air Elementals/Djinn/Water Elementals, Sky League, Sea League, Coral Empire) PL 62
    KALANYR (Planar Demons/Slaadi/Unseelie, Undead, Drow of Oerth, Empire of the Yuan-Ti, Ivid and Rauxes, Dragons of H/Cs, occupied Geoff) PL 91
    LYNUX (PC Talice Kellen, Illithid of Greyspace, Erypt, United Districts of Oerth, the Robots of S3) PL 102 (Lynux, you're over 100)
    MAUDLIN (Planar Demons/Xeg-Yi, Undead, Acererak and Minions, the Scarlet Brotherhood, occupied Sunndi) PL 50
    LORD MELKOR (TALOS) (Shadow Empire, Shadow Throne) PL 83
    RHIALTO THE MARVELLOUS (Black Brotherhood) PL 7
    SERPENTEYE (PC The God Emperor, Dark Union of Eastern Oerth) PL 96
    TURROSH MAK (Planar Githzerai/Earth Elementals/Dao, Gith of Greyspace, Orcish Empire of the Pomarj, eastern half of the Principality of Ulek) PL 39
    VALKYS (PC Prince Valys of the Unseelie, Planar Unseelie/Elementals/Nature Elementals Only) STARTING UNSEELIE/ELEMENTALS/NATURE ELEMENTALS 27 (Plus 3 for Valkys) = PL 30
    WILLIAM RONALD (PC Archcleric Hazen of Veluna, Ishtarland, Kevellond Alliance, Rary and the Empire of the Bright Lands) PL 90
    ZELDA (Ratik, the Frost/Snow/Ice Barbarians) PL 12

    THE PLANAR ARMS RACE (Note: Any Strength listed below is added to the Strength Totals shown above)

    Alyx (in contention as per above) 0
    Anabstercorian (in contention as per above) 0
    Black Omega (in contention as per above) 0
    Bonedagger (in contention as per above) 0
    Dagger (in contention as per above) 0
    Darkness (in contention as per above) 0
    Mr Draco (in contention as per above) 0
    Festy Dog (in contention as per above) 0
    Forsaken One (in contention as per above) 0
    Frigid Spleen (in contention as per above) 0
    GnomeWorks (in contention as per above) 0
    John Brown (in contention as per above) 0
    Kaboom (in contention as per above) 0
    Kalanyr (in contention as per above) 0
    Lynux (in contention as per above) 0
    Maudlin (in contention as per above) 0
    Lord Melkor (Talos) (in contention as per above) 0
    Rhialto (in contention as per above) 0
    Serpenteye (in contention as per above) 0
    Turrosh Mak (in contention as per above) 0
    Valkys (in contention as per above) 0
    William Ronald (in contention as per above) 0
    Zelda (in contention as per above) 0

    THE MAGICAL ARMS RACE (Note: Any Strength listed below is added to the Strength Totals shown above)

    Alyx (in contention as per above) 0
    Anabstercorian (in contention as per above) 0
    Black Omega (in contention as per above) 0
    Bonedagger (in contention as per above) 0
    Dagger (in contention as per above) 0
    Darkness (in contention as per above) 0
    Mr Draco (in contention as per above) 0
    Festy Dog (in contention as per above) 0
    Forsaken One (in contention as per above) 0
    Frigid Spleen (in contention as per above) 0
    GnomeWorks (in contention as per above) 0
    John Brown (in contention as per above) 0
    Kaboom (in contention as per above) 0
    Kalanyr (in contention as per above) 0
    Lynux (in contention as per above) 0
    Maudlin (in contention as per above) 0
    Lord Melkor (Talos) (in contention as per above) 0
    Rhialto (in contention as per above) 0
    Serpenteye (in contention as per above) 0
    Turrosh Mak (in contention as per above) 0
    Valkys (in contention as per above) 0
    William Ronald (in contention as per above) 0
    Zelda (in contention as per above) 0

    THE TECHNOLOGICAL RACE (Note: Any Strength listed below is added to the Strength Totals shown above)

    Alyx (in contention as per above) 0
    Anabstercorian (in contention as per above) 0
    Black Omega (in contention as per above) 0
    Dagger (in contention as per above) 0
    Bonedagger (in contention as per above) 0
    Darkness (in contention as per above) 0
    Mr Draco (in contention as per above) 0
    Festy Dog (in contention as per above) 0
    Forsaken One (in contention as per above) 0
    Frigid Spleen (in contention as per above) 0
    GnomeWorks (in contention as per above) 0
    John Brown (in contention as per above) 0
    Kaboom (in contention as per above) 0
    Kalanyr (in contention as per above) 0
    Lynux (in contention as per above) 0
    Maudlin (in contention as per above) 0
    Lord Melkor (Talos) (in contention as per above) 0
    Rhialto (in contention as per above) 0
    Serpenteye (in contention as per above) 0
    Turrosh Mak (in contention as per above) 0
    Valkys (in contention as per above) 0
    William Ronald (in contention as per above) 0
    Zelda (in contention as per above) 0

    THE UNDEAD ARMS RACE (Note: Any Strength listed below is added to the Strength Totals shown above)

    Alyx (in contention as per above) 0
    Anabstercorian (in contention as per above) 0
    Black Omega (in contention as per above) 0
    Bonedagger (in contention as per above) 0
    Dagger (in contention as per above) 0
    Darkness (in contention as per above) 0
    Mr Draco (in contention as per above) 0
    Festy Dog (in contention as per above) 0
    Forsaken One (in contention as per above) 0
    Frigid Spleen (in contention as per above) 0
    GnomeWorks (in contention as per above) 0
    John Brown (in contention as per above) 0
    Kaboom (in contention as per above) 0
    Kalanyr (in contention as per above) 0
    Lynux (in contention as per above) 0
    Maudlin (in contention as per above) 0
    Lord Melkor (Talos) (in contention as per above) 0
    Rhialto (in contention as per above) 0
    Serpenteye (in contention as per above) 0
    Turrosh Mak (in contention as per above) 0
    Valkys (in contention as per above) 0
    William Ronald (in contention as per above) 0
    Zelda (in contention as per above) 0

    - - -

    Level of your Society and Culture, in Terran terms.

    Alyx (in contention as per above) 1500
    Anabstercorian (in contention as per above) 1500
    Black Omega (in contention as per above) 1500
    Bonedagger (in contention as per above) 1500
    Dagger (in contention as per above) 1500
    Darkness (in contention as per above) 1500
    Mr Draco (in contention as per above) 1500
    Festy Dog (in contention as per above) 1500
    Forsaken One (in contention as per above) 1500
    Frigid Spleen (in contention as per above) 1500
    GnomeWorks (in contention as per above) 1880 and 1500
    John Brown (in contention as per above) 1500
    Kaboom (in contention as per above) 1500
    Kalanyr (in contention as per above) 1500
    Lynux (in contention as per above) 1500
    Maudlin (in contention as per above) 1500
    Lord Melkor (Talos) (in contention as per above) 2100 and 1500
    Rhialto (in contention as per above) 1500
    Serpenteye (in contention as per above) 1500
    Turrosh Mak (in contention as per above) 1500
    Valkys (in contention as per above) 1500
    William Ronald (in contention as per above) 1500
    Zelda (in contention as per above) 1500
    Last edited by Edena_of_Neith; Monday, 11th February, 2002 at 04:09 PM.

 

  • #2
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    ° Ignore Edena_of_Neith

    The Rules Post

    First things first.
    Can all of you actually access this part of the ENBoards?
    Have all of you found this thread?
    Can you tell those who have not posted to this thread, acknowledging that they have found it, that it is here, and show them how to get to it?

    THE RULES OF THE THIRD IR

    - - -

    RULE 1 - WHEN WE ARE STARTING AND ENDING

    We are starting on the 20th of February, starting time on that day unknown.
    We are ending when you decide to end this, or I wear out and cannot continue (unless someone else chooses to take my place, and everyone accepts that.)

    - - -

    RULE 2 - TURNS AND WHAT THEY MEAN

    A Turn consists of 200 posts within a designated thread.
    Each IR thread will be marked with it's Turn number: Turn 1, Turn 2, Turn 3, etc.

    A Turn will NEVER involve more than one thread.

    A Turn represents the passage of one month of game time, on Oerth and in Greyspace.
    A Turn represents the passage of one month of game time, on Toril and in Realmspace.

    IRL, a Turn lasts until Post 200 is written and placed on the thread.

    There may be exceptional cases where a Turn is longer or shorter than one month of game time.
    In those cases, I will state this at the start of the Turn.

    - - -

    RULE 3 - WHAT WILL BEGIN EVERY IR THREAD

    At the start of every Turn thread will be posted:

    The Lists Post, updated for the new Turn.

    The Lists Post can be broken down into several groups:

    The Main Powers List - this lists all the Powers available, their races, their alignment, and their Power Level.
    The Claimed Powers List - this lists all the players involved in the IR, and what Powers they have claimed.
    The Base Power List - this lists each player, a summary of his or her claimed Powers, and his or her Base Power Level is given.
    The 4 Arms Races - this lists each player, a summary of his or her claimed Powers, and his or her Power Level in the Arms Race in question.
    The Advancement List - this lists each player, a summary of his or her claimed Powers, and their Terran equivalent concerning how far they have advanced into the Renaissance, Enlightenment, and Industrial Revolution.

    Following the Lists Post will be the Rules Post.

    THIS is the Rules Post.

    - - -

    RULE 4 - WHAT YOU CAN DO IN A TURN

    Subrule 0:

    You can do three things in the IR.

    Post to the thread IC.
    Post to the thread OOC.
    Send me e-mails.
    Communicate with each other by any method.

    Subrule 1:

    Posting to the thread, either IC or OOC, is the primary action you can take in the IR.
    It substitutes for, in other games:

    Rolling dice.
    Drawing or discarding cards.
    Placing armies on the board.
    Making all announcements concerning your intentions.
    All combats.
    All other actions that could take place in a game.

    You must post to the thread to tell me:

    Whether you are joining an Arms Race. (if you do not post that you are, you are considered to not be, with exceptions as noted.)
    Whether you are spending points to advance your civilization (if you do not post this, you are not considered to be doing so.)
    Whether you are attacking another Power (if you do not post, you are not attacking.)
    Whether you are defending from the attacks of another Power (if you do not post, you are not defending yourself very well.)
    Whether you are helping another Power in any way (if you do not post, you are not helping them.)
    Any kind of roleplaying (if you do not post, your Power has nothing to say.)
    Any kind of diplomacy, threats, requests, or anything else IC (if you do not post, your Power is silent.)

    You may post OOC questions to me, and I will answer as I can, and others may answer as they can.
    You may post OOC questions to others, and I or they will answer as we can.

    You may post comments, suggestions, and anything else that has been previously posted in IRs.

    Subrule 2:

    Action posts are just that: you post to the thread that you are taking an action.

    Such as attacking another Power.
    Defending from the attacks of another Power.
    Moving your forces from one area to another.
    Researching magic to gain in the Magical Arms Race.
    Exploring, building, to advance in the Technological Arms Race.
    Trying to talk the Planars into helping you, to join the Planar Arms Race.
    Working through necromantic means to enter the Undead Arms Race.

    You may post as many Action posts as you like.

    BUT ...

    If you declare more actions than I think your Power could commit in one month, I will ignore your later Action Posts.
    Your Power will take the actions you stated, in the order set down, up to the one month limit.

    In the case of Serpenteye and Mr. Draco, they are sharing a Power.
    This does not give that Power two moves in a turn.
    Instead, it effectively halves the Action posts Serpenteye and Mr. Draco can make in a Turn, for their Power can only commit one month worth of actions, and there are two of them.

    In the case of areas shared by three people, such as Bone March, it can only take one month's worth of actions, and if all 3 people post Action posts for Bone March, it will use up it's allotment that much more quickly.

    Subrule 3:

    You MUST POST that you are joining an Arms Race of any sort (if you do not post, you aren't, with some exceptions.)
    You MUST POST your efforts to obtain help from the Planars; the reasons you are giving to them (or payment) to get them to help you.
    You MUST POST that you are attempting to advance your civilization.

    Subrule 4:

    You may send me e-mails.

    Ask any question you would like to ask.
    State secret actions you do not wish known (such as secret attacks, secret alliances, treachery against an ally, and other things.)
    Send any complaints concerning the IR.

    - - -

    RULE 5 - THE END OF THE TURN

    When 200 or more posts have accumulated on a thread, and I come online and see this, I will:

    Immediately declare Time Out.

    Do not post to the thread following that Time Out. Wait for the next Turn. (I will ignore any posts after the Time Out is called, because I must focus on the 200 odd posts already there, and my e-mails.)

    I will access everything that has happened.

    I will then post to THAT THREAD the results, as I arbitrate them, of all the posts for that Turn.

    Then I will ask the Moderator to close the Thread.

    After a variable amount of time (from one hour to 2 days) I will begin the next thread.
    If I cannot begin a new thread for longer than 2 days, I will post this to the board.

    The Lists Post will not be modified, for the results of that Turn, on that Turn's thread.
    The change in the Lists Post will be on the Lists Post on the next thread.

    - - -

    RULE 6 - I WILL ATTEMPT TO HELP YOU TO NOT GET LOST IN THE POSTS

    200 posts is a lot to look at, especially if you are just logging on.
    I will attempt to keep up with the thread, and comment on what is presently occurring.

    Thus, my posts will be updates.

    Look for my posts in the sea of posts you see.
    They will help you to find out what is going on, amidst dozens of pages of text.
    Hopefully.

    - - -

    RULE 7 - HOW YOU CAN DIRECTLY DAMAGE ANOTHER POWER

    Subrule 1:

    You can directly damage another Power by posting that you are invading that Power's countries.
    If not countered by a post from that Power stating a defense, this invasion will mean conquest of that country, and the transfer of it's Power Levels to your Power.
    Since the outcome won't be known until the end of the Turn, you would gain that country's Power Level at the start of the next Turn.

    Subrule 2:

    You may opt to state that, as you are attempting to conquer a country, you are also attempting to devastate it.
    If, at the end of the Turn, you were successful in conquering that country, it is now considered devastated.
    It's Power Level permanently drops by 1/2, rounding down all fractions.
    You begin the next Turn with the conquered country in your possession, and gain that reduced Power Level.

    You may then choose to state you are devastating it again (for that matter, you may choose to state you are devastating any country you hold) and it's Power Level once more drops by one-half, rounding down all fractions.
    Again, the effect of the devastation on Power Level is noted at the beginning of the next Turn.

    A country reduced to 0 Power Level is considered desolate: all of it's people are either slain, captured, or fled.
    A country reduced to 0 Power Levels is considered destroyed: all cities, towns, and hamlets are reduced to rubble and ashes.
    Geoff, Tenh, and Sunndi begin the IR in this condition.

    - - -

    RULE 8 - THE INDUSTRIAL ARMS RACE

    Subrule 0:

    At the start of Turn One, all the Powers of Oerth and Greyspace are considered to be in the Dark Ages, or one step up in the Medieval Ages.

    Subrule 1:

    Any Power can declare they are entering the Industrial Arms Race.
    Entry MUST BE DECLARED openly on the thread.

    Upon such a declaration entry of the Power, that declared, into the Magical Arms Race is automatic.

    All Powers in the Industrial Arms Race will gain 3 points per Turn.
    These points start accumulating the Turn after they declare themselves in the Race.
    These points stack. Each Power in the Race continues to gain 3 points per Turn, indefinitely.

    Example:

    Celene declares itself in the Technological Arms Race on Turn 1.
    At the beginning of Turn 2, Celene has a Strength Total of 3 in the Technological Arms Race.

    The Lortmil Technomancy and the Shadow Empire do not even have to declare; they are automatically considered to be in the Technological Arms race, and begin accumulating points on Turn 2.

    Subrule 2:

    If your Power has a point value greater than 0 in the Industrial Arms Race, you can declare you are sharing your technology with other Powers.
    There is no limit to the number of Powers you can share your technology with.
    You can give technology to a Power whether it is itself in the Technological Arms Race, or it is not.
    All Powers you share technology with gain an additional 3 points in the Technological Arms Race at the start of the next Turn.

    Example:

    Celene declared on Turn One that it was entering the Industrial Arms Race.
    On Turn One, Celene has a Power Level value of 0 in the Technological Arms Race, so it can't share technology with anyone.

    On Turn Two, Celene has a Power Level value of 3 in the Technological Arms Race, so it could share technology.
    It decides to share technology with the Kevellond Alliance.
    Even though the Kevellond Alliance never declared itself in the Technological Arms Race, on Turn 3 it gains a Power Level value of 3 in the Technological Arms race.

    Sub-rule 3:

    Any nation given technology can opt to share the technology given to it, on the same Turn, with anyone else.
    They can do this regardless of whether the nation bequeathing them technology likes it or not.
    They can share the technology given them to any number of Powers.
    They can share the technology given them to other Powers regardless of whether that Power is in the Industrial Revolution or not.

    Example:

    Celene gave the Kevellond League technology on Turn 2, as noted above.
    Against Celene's will, the Kevellond League decides to share technology with the Baklunish Confederation.
    The Baklunish Confederation will now have a Power Level value of 3 on Turn 3.

    Subrule 4:

    Bequeathing technology on other nations stacks.

    Example:

    Celene gave technology to the Kevellond League.
    However, so did the Lortmil Technomancy.
    So did the Shadow Empire.

    The Kevellond Technomancy will begin Turn 3 with a Power Level of 9 in the Technological Arms Race.
    3 for the help from Celene, plus 3 for the help from the Lortmil Technomancy, plus 3 for the help from the Shadow Empire.

    Subrule 5:

    No power can gain more than 12 points of Power Level value on Turn One, in the Technological Arms Race.
    No matter what they do, or how many nations bequeath technology on them, they cannot gain more than 12 points.

    Example:

    The Kevellond Alliance declares on Turn One that it is entering the Technological Arms Race.
    Thus, on Turn 2 it would have a Power Level of 3.

    However, Celene declares it is helping the Kevellond League.
    So does the Lortmil Technomancy.
    So does the Shadow Empire.
    So does the Baklunish Confederation.
    So does the United Districts.

    That would total 18 points (3 for Kevellond's declaration + 15 for 5 powers helping.)
    However, the last 6 points are lost.
    The Kevellond League gains only 12 points.

    Subrule 6:

    This absolute limit of 12 points of help (as per above) applies if your Power starts the Turn with a Power Level of 0.

    If your Power Level is 6 or greater at the start of the Turn, the absolute limit on how much you can gain (through your own efforts and from help) drops to 9 points of Power Level.
    If your Power Level is 9 or greater, the absolute limit on how much you can gain (through your own efforts and from help) drops to 6 points of Power Level.
    If your Power Level is 12 or greater, the absolute limit on how much you can gain (through your own efforts or from help) drops to 3 points of Power Level.
    In other words, you cannot benefit from help if you have a Power Level value of 12 or greater in the Industrial Arms Race (unless you were to decide to drop out of the Race, but someone stated they were helping you anyways ... an unlikely scenario.)

    Subrule 7:

    Here is what your Strength Level in the Technological Arms Race means, in terms of what military weapons your Power can build:

    3 indicates your country has primitive firearms.
    6 indicates your country has very advanced flintlocks, cannon, and is beginning to seriously enter the field of Technomancy.
    9 indicates your country is now able to produce early 19th century weapons.
    12 indicates your country is now able to produce mid 19th century weapons.
    15 indicates your country is now able to produce late 19th century weapons.
    18 indicates your country is at 1900 Terran levels of weaponry.
    21 indicates World War One technology.
    24 indicates early World War Two technology.
    27 indicates late World War Two technology.
    30 indicates nuclear weapons.
    33 indicates ICBMs.
    36 indicates thermonuclear weapons.
    39 indicates primitive computer guided weapons.
    42 indicates your first space shot.
    45 indicates your first moon landing.
    48 indicates your first smart weapons.
    51 indicates you have very sophisticated computer guided weapons.
    54 indicates you can protect your nation from ballistic weapons (nuclear or not) with a missile defense shield.

    - - -

    RULE NINE - ADVANCING AND INDUSTRIALIZING YOUR CIVILIZATION

    The ability to build massive weapons of destruction does not mean your civilization is advanced.

    Subrule 1:

    At the Start of Turn One, all the Powers of Oerth and Greyspace are considered to be at the Terran equivalent of the year 1500, for the purposes of where they stand in relation to the Renaissance, Enlightenment, and Industrial Revolution.

    Exception: The Lortmil Technomancy, which is considered to be around the Terran equivalent of 1880.
    Exception: The Shadow Empire, which has some elements within it living at the Terran equivalent of 2050.

    Subrule 2:

    All the Powers of Oerth and Greyspace may choose to advance the equivalent of one Terran year into the Renaissance, at no cost, per Turn.
    This requires a post to the thread that your Power is actively making this attempt, or you do not advance.

    Subrule 3:

    You may speed up your advancement by paying points out of your total Power Level.

    Benefits: Your Power passes through the Renaissance and into the Industrial Revolution more quickly (and see subrule 4 below.)

    Drawbacks: If you are spending Power Level on this, you are not spending it defending your country, or attacking another country. This will be taken into account concerning all posts to the thread.

    For every 3 points of your Power Level value you declare you are spending this Turn on advancing your civilization, your Power is considered to have advanced an additional year Terran equivalent into the Renaissance and Industrial Revolution.
    This advancement will show up at the beginning of the next Turn.

    Other Powers may elect to help you (with the same drawbacks for them as noted above.)
    For every 3 points of Power Level value they declare to be devoted to helping your society advance, your Power is considered to have advanced an additional year Terran equivalent into the Renaissance and Industrial Revolution.
    The benefits of the help, will show up at the beginning of the next Turn.

    The Power helping you, gets nothing for it's sacrifice.

    Example:

    The Kevellond League declares it is spending 20 Strength Levels on advancing their civilization.
    Celene declares it is helping the Kevellond League, giving them 4 points of aid.

    The Kevellond Alliance has 24 points devoted to advancing their civilization.
    The Kevellond League is considered to have advanced 8 years (24 divided by 3) into the Renaissance on that Turn, plus the 1 free year noted above - for a total of 9 years of advancement.
    Celene does not advance at all, except for the 1 free year noted above.

    Both the Kevellond League and Celene are basically unable to attack another nation this Turn, and their ability to defend themselves is greatly reduced.

    Subrule 4:

    The true reward for advancing your civilization is huge, if you are willing to turn aside from war (or are allowed to) and devote your efforts to advancement.

    For every 10 years Terran equivalent your Power advances into the Renaissance, Enlightenment, and Industrial Revolution, the following happens, at the beginning of the Turn:

    Small nations like Ekbir, Geoff, and the County of Ulek gain 1 point in Power Level, permanently.
    Intermediate sized nations, like Zeif, Furyondy, and Keoland gain 2 points in Power Level, permanently.
    Large nations, like the Peoples of the Vesve, Nyrond, the Great Kingdom of Northern Aerdi, and United Ahlissa gain 3 points in Power Level, permanently.
    Vast Empires, like the Celestial Imperium, Varnaith, and Erypt, gain 4 Power Levels in value, permanently.

    Small Underdark Races, like the Derro, gain 1 to 2 points in Power Level, permanently.
    Large Underdark Nations gain 2 to 3 points in Power Level, permanently.
    Entire Major Races of the Underdark, like the Drow, gain 4 points in Power Level, permanently.
    Vast Underdark Alliances, such as the Solistarim, also gain 4 points in Power Level, permanently.

    Example:

    The Dark Union of Oerth spends the necessary Power Levels to advance 10 years Terran equivalent (since that would cost 30 points, and the Dark Union is a shared Power, Serpenteyes and Mr. Draco would have to state, between them, that 30 points was spent towards this end.)

    Result:

    Bone March increases by 2 points of Power Level permanently.
    The Great Kingdom of Northern Aerdi increases by 3 points of Power Level, permanently.
    United Ahlissa increases by 3 points of Power Level, permanently.
    The Sea Barons increase by 1 point of Power Level, permanently.
    Rel Astra increases by 1 point of Power Level, permanently.
    Medegia increases by 1 point of Power Level, permanently.
    Dullstrand increases by 1 point of Power Level, permanently.
    The Legions of Kas increase by 2 points of Power Level, permanently.
    The Isles of Woe increase by 1 point of Power Level, permanently.

    The Power Level of Player Characters (such as the God Emperor of the Dark Union) does not increase.

    The Power being shared by Serpenteye and Mr. Draco is now 15 points stronger, permanently.

    - - -

    RULE 9 - THE PLANAR ARMS RACE

    Subrule 1:

    All players may state, prior to the beginning of the IR, that they are attempting to obtain the help of Planars.
    The list of Planars available to help (and this list is still growing) is on the Lists Post.

    To obtain the help of Planars, YOU MUST POST TO THE THREAD AND SUCCESSFULLY CONVINCE ME THE PLANARS WOULD HELP YOU.

    Exception: Those who begin the IR playing only Planars, plus a Player Character, are exempt from the above.

    The result of your efforts will show beginning on Turn Two.
    Whether you succeeded or failed, will show on the Planar Arms Race List, as it appears on Turn Two.

    You may attempt repeatedly to gain the help of a particular Planar Race until you succeed.

    Subrule 2:

    A player can claim 1, 2, or 3 Planar Races to help his Power.
    A player cannot claim more than 3 Planar Races to help his Power.

    Subrule 3:

    A player can choose to substitute another Planar Race for one he has already claimed.
    During play, any player can choose to attempt to substitute another Planar Race for one he already has the help of.

    Subrule 4:

    Two or more players may claim the same group of Planars.
    If this happens, it is not considered a Contested situation (unlike the countries being selected, where it is a Contested situation if two or more players claim the same country.)

    Subrule 5:

    A player whose Power is primarily evil cannot summon good Planars.
    A player whose Power is primarily good cannot summon evil Planars.
    A player whose Power is somehow mixed in alignment is wisest to try to summon neutral Planars, but can attempt to obtain help from either good or evil Planars with a reduced chance of success.

    A player cannot claim good Planars and Planars listed as evil, or listed as neutral and evil.
    A player cannot claim evil Planars and Planars listed as good, or neutral and good.

    A player can claim good Planars and neutral Planars.
    A player can claim evil Planars and neutral Planars.
    A player can claim neutral Planars and Planars listed as neutral and good.
    A player can claim neutral Planars and Planars listed as neutral and evil.

    Subrule 6:

    For every Planar Race you succeed in gaining the help of, you gain 3 points of Power Level, per turn, starting on Turn Two.

    Example:

    Iuz beseeches the help of the demons, the yugoloths, and finally the unseelie.
    He succeeds in talking the demons and yugoloths into helping him, but not the unseelie.

    On Turn 2, the Power Level of Iuz increases by 6. 3 for the demons, and 3 for the yugoloths.
    On Turn 3, the Power Level of Iuz increases by another 6, to a total of 12.
    On Turn 4, the Power Level of Iuz increases by another 6, to a total of 18.

    Subrule 7:

    If you substitute a Planar Race, you retain the current Power Level of the race you are discarding, and start fresh with the newly gained Planar Race.

    Example:

    Iuz, above, declares he is, on Turn 4, substituting xeg-ya for yugoloths.
    Iuz successfully talks the xeg-ya into helping him.

    On Turn 5, Iuz has a Power Level of 12 for the demons (3 for Turn 2, 3 for Turn 3, 3 for Turn 4, and 3 for Turn 5)
    On Turn 5, Iuz has a Power Level of 9 for the yugoloths (3 for Turn 2, 3 for Turn 3, 3 for Turn 4)
    On Turn 5, Iuz has a Power Level of 3 for the xeg-ya (3 for Turn 5)
    Total Power Level of the Planars, for Iuz, on Turn 5: 24

    You cannot add more than 9 points to your Power Level in any given turn, from Planar help.

    Planar help continues stacking indefinitely.

    Subrule 8:

    At some undisclosed point, if you obtain too much Planar help (your Power Level goes too high from the Planar Arms Race), the Planars will decide to take over.
    You lose control of your Planars, and you lose all the Power Level from them.
    They are now an independent force on the board, under the control of Yours Truly.

    This limit is somewhere over 100 points in Planar aid.

    Subrule 9:

    A player who begins the game claiming Planars, and only Planars (plus his one allowed Player Character) is under different rules:

    He is automatically considered to have convinced the Planars to help him.

    He gains an initial 9 points per Planar Race chosen.
    He then advances at the rate of 3 points per Planar Race selected, per Turn.
    These points stack, just like as per above.

    This player can never choose to run another Planar Race.
    This player can never substitute another Planar Race for the ones he has claimed.

    This player can never lose control of his Planars.

    His Planars may enter all of the Arms Races, as they represent his Power, instead of being extensions of it.

    Subrule 10:

    A player beginning the IR playing only the undead, plus his or her Player Character if any, is under the same exception as a player who has decided to play only Planar Races.

    Subrule 11:

    In both of the cases above, if the player chooses - before the IR starts - to select a non-Planar (or non-Undead) power, he reverts to the rules for everyone else.

    - - -

    RULE 10 - THE MAGICAL ARMS RACE

    Subrule 0:

    The entry of Kas and his Legions into the Present has returned the Arcane Age to Oerth and Greyspace.
    The entry of Vecna and his Legions will further strengthen magic on Oerth and in Greyspace.

    Subrule 1:

    Everyone may enter the Magical Arms Race.
    Entry MUST BE DECLARED openly on the thread.

    Upon such a declaration, entry of the Power that declared into the Magical Arms Race is automatic.

    All Powers in the Magical Arms Race will gain 3 points per Turn.
    These points start accumulating the Turn after they declare themselves in the Race.
    These points stack. Each Power in the Race continues to gain 3 points per Turn, indefinitely.

    Subrule 2:

    The Shadow Empire, Vecna, Kas, Acererak, Iuz, and the Solistarim are already more magically advanced than everyone else is.
    This increased magical capability is factored into their Base Strength Level, but also gives them an advantage beyond that (see below):

    The Shadow Empire, Vecna, Kas, Acererak, Iuz, and the Solistarim may enter the Magical Arms Race like anyone else - indeed they are automatically in it, and need not post their entry into the Race.

    Subrule 3:

    CASTING 10TH LEVEL MAGIC

    No Power begins on Turn One with the ability to cast 10th level magic except:

    The Shadow Empire, Vecna, Kas, Acererak, Iuz, and the Solistarim

    The secret to 10th level magic can be researched by any Power.
    Such research requires entry into the Magical Arms Race - a power not in the Magical Arms Race cannot conduct such research.

    Any Power gaining a Power Level of 6 in the Magical Arms Race may begin employing 10th level magic on the Turn after they reach Power Level 6.
    For the typical Power declaring on Turn 1 that they are entering the Magical Arms Race then, they would be able to employ 10th level magic starting on Turn 4.

    Any Power capable of using 10th level magic (not a Power researching it), including the Shadow Empire, Vecna, Kas, Acererak, Iuz, and the Solistarim on Turn One, may choose to share the secret of 10th level magic with another Power.
    The Power bequeathed the secrets of this magic gains the ability to cast 10th level magic on the Turn after they receive the gift.
    Thus, any Power could gain the ability to employ 10th level magic starting on Turn 2 - if one of the powers able to use it at the start declare they are helping them.

    A Power that is bequeathed the secrets of 10th level magic cannot share those secrets with another Power, or Powers, until they learn the secrets themselves.
    That is, they cannot share the secrets of 10th level magic on the Turn they themselves receive the secret, but must wait until the next Turn.

    If your power can cast 10th level spells, you may announce ALL of the following during your turn:

    You can counter someone else's 10th level magic.
    You can freely transport your entire army from one area of Oerth to another.
    Your ability to destroy all enemies is greatly enhanced, and this will be taken into account in what you say you do.
    Your ability to defend yourself against attack will be greatly enhanced, and this will be taken into account in what you say you do.
    You can begin to permanently alter the climate of your country.
    You can begin to permanently alter the flora and fauna of your country.
    You can begin to permanently alter the topography of your country.
    You can begin to attempt to permanently alter your people, enhancing them in some way (increases to stats, extra limbs, mutations, psionic powers, innate magical powers, etc.) This kind of alteration could permanently increase your country's base Power Level.

    You may attempt to cause a catrastrophe of some sort, like a tidal wave, hurricane, volcanic explosion, earthquake, major (and uncontrollable) forest fire, tempest, blizzard (in the tropics), heat wave (in the arctic), and the like.
    The catastrophe can be countered if another power (or the target) with 10th level magic states it is doing so, and you may only target one Power (one person IRL) per Turn with a catastrophe.
    Wish spells will not stop your catastrophe.
    If your catastrophe succeeds, your enemy will suffer a permanent loss to his Base Strength Total.

    Subrule 3:

    CASTING 11TH LEVEL MAGIC

    No Power begins on Turn One with the ability to cast 11th level magic except:

    Vecna, Acererak

    Iuz can do so starting on Turn 4.
    Kas (but not the Dark Union he is a part of) can do so starting on Turn 4.
    The Shadow Empire can do so starting on Turn 5.
    The Solistarim can also do so starting on Turn 5.

    The secret to 11th level magic can be researched by any Power.
    Such research requires that the Power already know the secrets of employing 10th level magic.

    Any Power gaining a Power Level of 18 in the Magical Arms Race may begin employing 11th level magic on the Turn after they reach Power Level 18.
    For the typical Power declaring on Turn 1 that they are entering the Magical Arms Race, gaining the secrets of 10th level magic on Turn 4, and continuing to progress in the Magical Arms Race after that, they would gain the ability to employ 11th level magic on Turn 8.

    Any Power capable of using 11th level magic (not a Power researching it), including Vecna and Acererak on Turn 1, may choose to share the secret of 11th level magic with another Power.
    They must also bequeath the secrets of 10th level magic to that Power.

    The Power bequeathed the secrets of 10th and 11th level magic, both, gains the ability to cast 10th level magic on the Turn after they receive the gift, and 11th level magic on the Turn after that.
    Thus, any Power could gain the ability to employ 11th level magic starting on Turn 3 - if one of the powers able to use it at the start declare they are helping them.

    If the Power being gifted with 11th level magic already knows the secrets of 10th level magic, they may begin using 11th level magic on the Turn after receiving the secret (not two turns later.)

    A power in the process of learning 11th level magic cannot share the secret until they themselves can use it fully (2 turns if they must go through 10th level magic first, 1 turn otherwise.)

    If your Power can employ 11th level magic, you can announce ALL of the following during your Turn:

    You can counter someone else's 11th level magic.
    You can automatically counter any lesser magic.
    Your power to destroy is MASSIVELY increased, and this will be taken into account regarding what you say you do.
    Your power to defend yourself is MASSIVELY increased, and this will be taken into account regarding what you say you do.
    You can permanently alter the climate of your country totally.
    You can rearrange the geography of your country in major ways.
    You can rearrange the flora and fauna of your country as you please.
    You may bequeath upon your entire population one innate magical power per Turn (anything of 5th level or lower.)
    You may permanently alter your entire population, mutating them into something else (you could turn all your elves into avariel, or all your humans into elves, or all your goblins into orcs.)
    You may permanently increase your Power's Strength Total by 3 per Turn.

    You may inflict a major catastrophe.
    Unless countered by a 10th level or higher spell, it automatically succeeds.
    A 10th level spell does not stop it, but lessens it's effect.
    You can cause a massive tidal wave, regions at the equator to freeze solid, regions in the arctic to melt and steam, violent earthquakes, massive explosions, massive volcanic eruptions, the devastation of an entire region by any kind of force.
    The Power you target will suffer a loss of 1/4 of his entire Power Level, rounded up, permanently.
    You may only target one Power (one person IRL) per Turn with a catastrophe.

    You may attempt to squelch all magic on Oerth for the current Turn.
    If you are countered by 10th level magic, you have only a 50% chance of success.
    If you are countered by 11th level magic, you fail.
    Otherwise, the Magical Arms race is halted that turn (nobody gains any points the next Turn from this Turn's research.)
    Planars lose most of their abilities, and this will be noted in what is said and done.
    Undead lose most of their abilities, and this will be noted in what is said and done.
    If you squelch all magic with your 11th level magic, that is all you can do with it in your Turn.

    Subrule 4:

    12th level spells cannot be employed yet in the IR. (Perhaps by the time enough time has passed they could be, I will have figured out how to handle them.)

    - - -

    RULE 11 - ARTIFACTS AND RELICS

    Currently, only two Powers have artifacts.

    The Isles of Woe have the Codex of the Planes.
    The Kevellond League has the Crook of Rao.

    Your Power may attempt to obtain an Artifact or Relic.
    Whether you succeed or not is dependent on your posts.

    If your Power has an artifact, you can declare actions as if you had the secrets of 11th level magic (see rule 11 above.)

    This rule still under consideration.

    - - -

    RULE 12 - THE PROBLEMS WITH TECHNOLOGY AND TECHNOMANCY

    Technology and technomancy created on Toril and in Realmspace will work fine, on Toril and in Realmspace.

    Technology and technomancy created on Oerth and in Greyspace will work fine, on Oerth and in Greyspace.

    Such technology can be given to the Planars for their use (but the Planars do not start their own Technological Arms Race ... your power must continue that.)

    Technology and technomancy created on Toril and in Realmspace, which is taken to Oerth and/or Greyspace, DOES NOT WORK AT ALL.

    Technology and technomancy created on Oerth and in Greyspace, which is taken to Toril and/or Realmspace, DOES NOT WORK AT ALL.

    (Thus, for the past 40 years, the Church of Shade which is now called the Shadow Empire on Oerth had to start from scratch learning technological and technomancical knowhow on Oerth, just like the Lortmil Technomancy had to start from scratch.)

    Magic, including Arcane Age magic, works normally when taken from one place to another.

    - - -

    RULE 13 - TRAVELLING TO REALMSPACE OR TORIL, AND VICE VERSA

    ANY attempt by ANYONE from Oerth or Greyspace, to enter Realmspace or to travel to Toril (no matter how convoluted a route you take, or what spell you use) is met by the Realmspace Border Guard.
    The Realmspace Border Guard are the final arbiters of whether those entering go any further, or whether they go back.

    If those attempting to enter Realmspace or attempting to go to Toril attempt to fight the Border Guard, the entire 1,000 points of the United Commonwealth of Toril, plus the 500 points of the Eternal Empire, plus the 500 points of Hope Island, plus the 300 points of the Scro Star League, plus anything else I can think of, stands ready to back them up.
    Hit and run raids (popping in, dropping a nuke and running) are not possible - the Border Guard is expecting such tactics.

    However, the reverse is not true, not true at all.

    Anyone from Toril or Realmspace may enter Greyspace, or Gate or teleport to Oerth, as they please.
    When they do so, they lose all of their technological and technomancical (I think I have invented a new word here ...) Strength Level, and they are considered to be at:

    ONE-HALF for the United Commonwealth (that is, they can throw 500 points at you)
    FULL STRENGTH for Hope Isle (they can throw 500 points at you)
    ONE-HALF for the Eternal Empire (they can throw 250 points at you)
    ONE-HALF for the Scro Star League (they can throw 150 points at you)

    Moral of the story:

    Don't dis the Torilians.
    At least, don't dis the Torilians until you can get away with it.

    (The Wanderer, apparently doesn't care, since he is slandering them pitilessly.)

    - - -

    RULE 14 - HIGH LEVEL CHARACTERS AND NPCS

    A character of 30th level 2nd or 3rd edition would have a Power Level of 1.
    A character of 60th level 2nd or 3rd edition would have a Power Level of 2.
    A character of 90th level 2nd or 3rd edition would have a Power Level of 3.
    A character of 120th level 2nd or 3rd edition would have a Power Level of 4.
    A character of 160th level 2nd or 3rd edition would have a Power Level of 5.

    If the character has innate magical powers, and huge numbers of high powered magical items (and/or artifacts) his power level can increase further.
    By further, I mean by 1 Power Level ... 2 at the absolute most, assuming the most extraordinary of conditions.

    Thus Anabstercorian, who is over 90th level 2nd Edition, and has a huge arsenal of magical items (that survived the crossover from Toril) has a PL of 4.
    I hope you'all don't bring more than one Player Character apiece into this.
    This is a situation where characters can get killed, and I DO NOT WISH to have the make rulings on whether a Player Character survives or not.

    The above applies to NPCs.
    It applies to the famous NPCs of Oerth.

    An NPC who is a demipower, like Iuz, has inherently greater power than the norm, and this places him out of the above scheme.

    - - -

    RULE 15 - HOW THE ARMS RACES CAN BUILD UP YOUR STRENGTH TOTAL

    Presume you decided to claim only Dullstrand, Power Level 2, as your claimed Power.
    You begin the IR, on Turn One, with a Power Level of 2.

    You declare yourself in the Planar Arms Race, selecting djinn, eladrin, and guardinals.
    You are successful in arguing your case before them that they should help you, and you gain all 3 Planar Races.

    You declare yourself in the Technological Arms Race.
    You declare yourself in the Magical Arms Race.
    You declare yourself in the Undead Arms Race, summoning only good undead.

    On Turn One, you convince the Lortmil Technomancy to help you with the Technological Arms Race.
    On Turn One, you convince Celene, which has already been helped, to help you with the Technological Arms Race.
    On Turn One, you convince the Iron League, which has already been helped, to help you with the Technological Arms Race.

    On Turn One, you convince Acererak to share with you the secrets of both 10th and 11th level spells.

    -

    At the beginning of Turn Two, you have the following Strength Totals:

    9 points for the Planar Arms Race (3 for the djinn, plus 3 for the eladrin, plus 3 for the guardinals.)
    3 points for the Undead Arms Race.
    3 points for the Magical Arms Race.
    12 points for the Industrial Arms Race (3 for your own efforts, plus 3 for the help from the Lortmil Technomancy, plus 3 for the secondhand help from Celene, plus 3 from the secondhand help from the Iron League.)

    Total Strength Level: 27

    You can employ 10th level magic on Turn 2.
    You can employ 11th level magic on Turn 3 (and on Turn 3 you will have a Strength Total of 45.)

    - - -

    RULE 16 - THE CITY OF THE GODS

    Originally (and still, officially) a Mystaran product, the City of the Gods is here on Oerth, for the IR.
    It is the left-over product of a super-advanced civilization (more advanced even than the United Commonwealth of Toril) that has disappeared.
    It has maintained itself for thousands of years since, by maintaining and creating new robots.

    The City of the Gods, as people call it, sits up in the Godspires, in the Black Ice (just off-map to the north), in the middle of the territory of the Solistarim.

    It is not possible to claim the City of the Gods.
    The Solistarim cannot claim the City of the Gods anymore readily than anyone else.

    It IS possible to raid the City of the Gods for their high tech goodies.
    A successful raid (75% of any raid being successful) produces an increase in your PL of 2, permanently.
    An unsuccessful raid (25% of any raid being unsuccessful) produces nothing.

    Each raid, successful or unsuccessful, against the City of the Gods gives a cumulative 1% chance that the City of the Gods will take notice of the raids, and that there are beings out there existing that can raid it.
    In that case, the City of the Gods will DECLARE WAR ON EVERYONE IN THE IR.

    Yours Truly will run the City of the Gods if that happens.

    The City of the Gods will then attack all those who raided it, immediately.
    Once those Powers are destroyed, the City of the Gods will attack all the other Powers in the IR, starting with the nearest and working outward.

    - - -

    Is this new rendition of the rules clearer, more easily read?
    Is there a situation that is not addressed, or an ambiguity that needs clearing up?
    If yes, please e-mail me.

    Edena_of_Neith
    Last edited by Edena_of_Neith; Saturday, 9th February, 2002 at 08:35 PM.

  • #3
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    ° Ignore Edena_of_Neith
    Other new powers.
    You'all might wait before making claims on these, so that new players can have a chance at them.

    - - -

    The Empire of Lyrn (humans of unknown kind, demihumans of unknown kinds, humanoids of unknown kinds, many kinds of monsters from the MM, all alignments) PL 25
    The Empire of Erypt (strange humans, genies, many kinds of monsters from the MM, all alignments) PL 35
    The Empire of Ishtarland (humans, demihumans, humanoids, genies, all alignments) PL 40

    The Empire of the Yuan-Ti (Yuan-Ti, Hempmonalander humans, slaves of all types, evil) PL 30

    The Storm-Riders of Hyperborea (humans, small sentient tornadoes, spirits of the earth and sky, demihumans of unknown kinds, humanoids of unknown kinds) PL 35

    The Elven Imperial Navy of Greyspace (spelljamming elves, neutral and good) PL 15
    The Dwarven Citadels of Greyspace (dwarves, spelljamming mountains, neutral and good) PL 25
    The Gnomish Sidewheelers of Greyspace (gnomes, neutral and good) PL 10

    The Scro Armada of Greyspace (spelljamming scro, evil) PL 30

    The Illithid of Greyspace (spelljamming illithid, slaves of every type, evil) PL 25
    The Neogi of Greyspace (spelljamming neogi, their umber hulk servants, slaves of every type, evil) PL 30
    The Gith of Greyspace (spelljamming mercenary gith, neutral) PL 20

    Hyperborea is the great polar continent north and northwest of the Flanaess.
    Lyrn, Erypt, Ishtarland, are all far away on the western side of Oerik, Oerth's greatest continent (of which the Flanaess is the easternmost part.)
    The Yuan-Ti Empire is deep within Hempmonaland, although they have an infamous seaport on the coast south of the map.

    The Deepwater League (merfolk, tritons, sea-elves in the Drawmij Ocean, neutral and good) PL 15
    The People of the Shining Grottos (merfolk, tritons, sea-elves in the Denzac Gulf, heavily good) PL 10
    The Sea League (merfolk, tritons in the Solnor Ocean, neutral) PL 13
    The Coral Empire of the Solnor (sea-elves in the Solnor, all around the Lendore Isles and elsewhere, neutral and good) PL 15

    The Wind Dukes of Aaqa (Oriental humans, spirit folk (oriental elves) oriental demihumans, oriental humanoids, lawful neutral and lawful good) PL 30
    (Note, Aaqa is north of the Celestial Imperium, far to the west-northwest of Zeif)

    PLANAR POWERS

    The Planars of Elysium (Guardinals, good) PL see the Planar Arms Race

    The Planars of the Positive Material Plane (Xeg-yi, good) PL see the Planar Arms Race
    The Planars of the Negative Material Plane (Xeg-ya, evil) PL see the Planar Arms Race

    The Planars of the Elemental Plane of Air (Air elementals, neutral) PL see the Planar Arms Race
    The Planars of the Elemental Plane of Air (Djinn, good) see the Planar Arms Race
    The Planars of the Elemental Plane of Air (Invisible stalkers, neutral) PL see the Planar Arms Race

    The Planars of the Elemental Plane of Water (Water elementals, neutral) PL see the Planar Arms Race
    The Planars of the Elemental Plane of Water (Marids, evil) PL see the Planar Arms Race
    The Planars of the Elemental Plane of Water (Water wierds, evil) PL see the Planar Arms Race

    The Planars of the Elemental Plane of Earth (Earth elementals, neutral) PL see the Planar Arms Race
    The Planars of the Elemental Plane of Earth (Dao, neutral) PL see the Planar Arms Race
    The Planars of the Elemental Plane of Earth (Xorn, neutral) PL see the Planar Arms Race

    The Planars of the Elemental Plane of Fire (Fire elementals, neutral) PL see the Planar Arms Race
    The Planars of the Elemental Plane of Fire (Fire efreeti, evil) PL see the Planar Arms Race
    The Planars of the Elemental Plane of Fire (Salamanders, evil) PL see the Planar Arms Race

    The Planars of the Elemental Planes (Jann, neutral and good) PL see the Planar Arms Race

    The Planars of the Ethereal Plane (Filchers, neutral) PL see the Planar Arms Race
    The Planars of the Ethereal Plane (Thought eaters, neutral) PL see the Planar Arms Race

    The Planars of the Astral Plane (Githyanki, evil) PL see the Planar Arms Race
    The Planars of the Astral Plane (Githzerai, neutral) PL see the Planar Arms Race
    The Planars of the Astral Plane

    My thanks to Williams for his help here

    Remember! ... No person playing in the IR can pick more than 3 Planar Races, total, for his or her Planar Arms Race.
    If you pick a race, build your power up with it, then stop pulling in beings of that race, then you can choose another race to substitute for it.

    Example: Iuz picks demons, yugoloths, and elementals.
    He racks up 9 points of demons, 9 points of yugoloths, and 9 points of elementals over 3 Turns.
    He then stops taking elementals.
    He keeps his 9 points of elementals - they don't go away.
    He chooses Xeg-ya instead. Now, he starts all over with 3 points of Xeg-ya, on the Turn after he declared the change.
    So, next Turn he would have 12 points of demons, 12 points of yugoloths, 9 points of elementals, and 3 points of xeg-ya.

    To make a long story short:

    YOU CAN'T GAIN MORE THAN 9 POINTS PER TURN IN THE PLANAR ARMS RACE (but you can gain less, if you are unable to convince 3 different Planar Races to help you.)
    Last edited by Edena_of_Neith; Friday, 8th February, 2002 at 09:17 AM.

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    ° Ignore Maudlin
    On request, here is the URL to the faction map again:

    Faction map

    This index has links to 2 versions of the original map, which are a little more complete. (and easier to read, in the case of the big one)

    Last updated on Feb 8th, 9:00 GMT.
    Last edited by Maudlin; Friday, 8th February, 2002 at 09:19 AM.

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    ° Ignore Edena_of_Neith
    Thanks and cheers, Maudlin!

    Maudlin, go ahead and fill in the rest of the Lortmils with the green of the Lortmil Technomancy. They control more area than is shown currently.

    Uh, Maudlin, one more thing - Acererak controls Sunndi, but not the hills and mountains around Sunndi.
    Indeed, the coast east of the hills is held by the Dark Union, and should be purple.
    The coast west of the hills is held by the Iron League, and should remain uncolored.

    That is a splendid map, Maudlin. A few more tweaks is all ...

    I'll be back in 3 days.
    See you all then!
    Last edited by Edena_of_Neith; Friday, 8th February, 2002 at 09:32 AM.

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    ° Ignore Black Omega
    Well, popping over on this also.

    We're jumping in to make a claim on:

    The Elven Imperial Navy of Greyspace (spelljamming elves, neutral and good) PL 15


    The forces of Good, outnumbered but that just makes it easier to find the evil people.

    Need to reread the rules again, I've gotten so unclear on the planar stuff. Can I claim the Planar Seelie?
    Black Omega
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    "On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question."
    -- Charles Babbage (1791-1871)

    Check out my Rokugan Storyhour (Updated 12/13/03)

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    ° Ignore Edena_of_Neith
    Yes, Black Omega. You can.
    I will modify the lists for your claims.

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    ° Ignore Edena_of_Neith
    IMPORTANT - PLEASE READ

    Everyone check your current claims (note that Planars currently claimed have no PL unless the person is claiming only Planars plus his Player Character at the start.)

    If your current claims exceed 100 points (again, not including Planars, which have no PL at the start), you must relinquish enough of your claims to pull yourself back down to 100 in Power Level or below.

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    ° Ignore kaboom
    I would like to clame The Sea League (merfolk, tritons in the Solnor Ocean, neutral) PL 13 and The Coral Empire of the Solnor (sea-elves in the Solnor, all around the Lendore Isles and elsewhere, neutral and good) PL 15.

    We are now the sky-sea League
    Last edited by kaboom; Friday, 8th February, 2002 at 11:19 PM.

  • #10
    Kalanyr and Edena:

    Edena, If the dark Union keeps all our claims we have 102ppts. I am willing to offer Kalanyr 2/3 of the Bone March (we keep the south and he gets the north) to bring it down to 100pts. Kalanyr, e-mail me if this is a satisfactory solution.
    -------

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