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(IR) Preparations for the IR - Thread 3
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<blockquote data-quote="Edena_of_Neith" data-source="post: 50055" data-attributes="member: 2020"><p>My mistake!</p><p></p><p> I somehow missed Ishtarland, but now I see it.</p><p></p><p> Ok, Ishtarland is over where it is shown on the map.</p><p> Where it should be.</p><p></p><p> A comment. Do to the extreme distance between Ishtarland and Lyrn, and Aaqa, I am guessing the Wind Dukes magically contacted these peoples because they were worried about troubles further east (such as certain personages coming forward in time, and the doings of the Church of Shade Oerthian wide, or perhaps they have had magical visions of the future.)</p><p> The Wind Dukes, who are extremely lawful, probably want a council of some sort between the nations of the west to deal with the (to them) dangerous and chaotic situation further east.</p><p></p><p> Most certainly the western peoples and Wind Dukes will react to the Sending of the Wanderer!!</p><p></p><p> Esmerin is close enough to Garnak to actually hear about the trouble firsthand, since the Seers of Garnak have foreseen disaster in their future, and that chaos and war would engulf their land.</p><p> This would be of concern to the people of Esmerin.</p><p></p><p> Erypt I cannot speak for. Again, it is possible the Wind Dukes contacted them, trying to organize a Oerik-wide council to deal with the impending trouble.</p><p> It is also possible the Oracles and Seers of Erypt have already foreseen the coming trouble in their scrying mirrors and deep places, and are acting on their own.</p><p></p><p> Once these nations achieve the ability to employ 10th level magic, they will be able to move their armies from their distant locations to the Flanaess and back during a Turn.</p><p> Right now, they are too far away from the Flanaess to send an army there in a single month.</p><p></p><p> When will they get 10th level magic? Turn 4.</p><p> Unless someone helps them ... in which case they'll have it on Turn 1.</p><p></p><p> Ruling:</p><p></p><p> The Wind Dukes can employ 10th level magic on Turn 1.</p><p></p><p> Erypt, Ishtarland, Lyrn, and Esmerin must wait until Turn 4, unless someone helps them.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 50055, member: 2020"] My mistake! I somehow missed Ishtarland, but now I see it. Ok, Ishtarland is over where it is shown on the map. Where it should be. A comment. Do to the extreme distance between Ishtarland and Lyrn, and Aaqa, I am guessing the Wind Dukes magically contacted these peoples because they were worried about troubles further east (such as certain personages coming forward in time, and the doings of the Church of Shade Oerthian wide, or perhaps they have had magical visions of the future.) The Wind Dukes, who are extremely lawful, probably want a council of some sort between the nations of the west to deal with the (to them) dangerous and chaotic situation further east. Most certainly the western peoples and Wind Dukes will react to the Sending of the Wanderer!! Esmerin is close enough to Garnak to actually hear about the trouble firsthand, since the Seers of Garnak have foreseen disaster in their future, and that chaos and war would engulf their land. This would be of concern to the people of Esmerin. Erypt I cannot speak for. Again, it is possible the Wind Dukes contacted them, trying to organize a Oerik-wide council to deal with the impending trouble. It is also possible the Oracles and Seers of Erypt have already foreseen the coming trouble in their scrying mirrors and deep places, and are acting on their own. Once these nations achieve the ability to employ 10th level magic, they will be able to move their armies from their distant locations to the Flanaess and back during a Turn. Right now, they are too far away from the Flanaess to send an army there in a single month. When will they get 10th level magic? Turn 4. Unless someone helps them ... in which case they'll have it on Turn 1. Ruling: The Wind Dukes can employ 10th level magic on Turn 1. Erypt, Ishtarland, Lyrn, and Esmerin must wait until Turn 4, unless someone helps them. [/QUOTE]
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