(IR) 2nd ooc-thread of the 5th IR (open)

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James Heard said:
I think it would be distracting, but is there a pressing need for dividing up the oceans into segments as well?

Pressing need? Not at all. But eventually, yes. Ever played Alpha Centauri? We'll have Pressure Domes sooner or later...

On a related note, I have produced a spell for Eli. Check it out. Or I'll burn you. :]

Colorless Fire
 

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Anabstercorian said:
Airwhale: Dude, you're in Boston? Sweet! So am I, until Saturday. We should get together and plot evil-like. I'm an MIT student, I'll mail you my cell phone number.


Airwhale: Feel free to plot evil-like with Anab, I don't mind.
:)
 

And another matter about Ethergaunts Mr. Serpentseye.

I don't think Ethergaunts are able to become spelljammers. Ooh, they have awesome magical power, but pesky spell-immunity to boot. Not resistance they can turn off, but immunity. So, they would not be able to use helms that control spelljammer ships. That requires interactive two-way link with user.
And yes, immune to 2nd level just does that.

I don't say they coudn't control/persuade someone else to do that for them. Just making little example where magic immunity sort of cuts off your wings.

I'd also be interesting to know whatever it's possible to teleport into "space" (an to another planets). I recall it should be about same as teleporting to another material plane. Which usually stands for "not possbible". It requires special methods. So, that's why spell-jamming was invented in the first place.

I ask this mainly because there are many teleport without error-capacity creatures in game. Anab's succubi/incubi come to mind as anoter one.

Airwhale: feel free to corrent or add
 

Ok, I've updated the megapost again.

Forsaken One and James, have a look at your rosters.
Serpenteye, have a look at both rosters.

Melkor, I added Bugbear's age stats to your notes.
James, I added your map to the map section at the top.

Forsaken One and James, your old claims remain on the roster, at the bottom of the roster list.
This is done out of courtesy, and in deference to both of you, your work, and your creativity.

- - -

The current events post has been updated. Everyone have a look.

Anabstercorian's URL to the other player's PBP game has been added to the Current Events Post as an OOC affair.

The megapost is now 79 pages long.
 
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On a related note, I have produced a spell for Eli. Check it out. Or I'll burn you.
It's way to weak for a 9th level spell, just compare it to implosion that lets you implode 1 creature/round. Duration 1round/level Fortsave or die.

I'd make this spell 6/7th level. It's not even a ray and getting into melee as a caster is almost never a good thing. Flensing (FRCS) is a 8th level spell and better then this one imho. So you might start cranking up the insanity level of that spell to make it deserve that 9th level spot ;)

I don't think Ethergaunts are able to become spelljammers. Ooh, they have awesome magical power, but pesky spell-immunity to boot. Not resistance they can turn off, but immunity. So, they would not be able to use helms that control spelljammer ships. That requires interactive two-way link with user.
And yes, immune to 2nd level just does that.
Immune to spells of 2nd level/4th level/6th level and level as if the caster were unable to overcome their spellresistance.

And since spellresistance can be lowered as desired. No problem. If you want arguments to stave this fact, the rules lawyers in the Rules forum had a thread on it last week discussing if golems could be teleported or planeshifted and conclusion was they could.

=============================

On another note, Edena I am NOT claiming the Red Kingdom, they are my enemies or at least we're eachothers unwanted new neighbours.

And you can kill my former claim, just takes up space =]
 

The Forsaken One said:
Immune to spells of 2nd level/4th level/6th level and level as if the caster were unable to overcome their spellresistance.

And since spellresistance can be lowered as desired. No problem. If you want arguments to stave this fact, the rules lawyers in the Rules forum had a thread on it last week discussing if golems could be teleported or planeshifted and conclusion was they could.
=]

Ok, argument deleted.
Let's Serpentseye decide that.
 
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Corrected ICs, Just copy-paste.

PLAYERS AND THEIR POWERS


AIRWHALE and ZELDA THEMELIN
(Airwhale and Zelda are working together, running a single power)

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E-Mail (with permission) wildspace@gmail.com
PC: unknown
Artifacts: unknown

Powers:

- Friendly ports on Oerth - these are spelljamming ports outside some of the major cities on Oerth, and serve as major centers of commerce with the rest of Oerth, along with providing planetside havens and reststops for the spelljamming races.
- Kule (Celene, the Handmaiden), Oerth's nearest moon (claimed if it has an atmosphere) (under survellance if it doesn't have an atmosphere)
- The town of Triumph on Raenei (Luna), Oerth's farther moon - this represents a small force of humans/demihumans and a spelljammer port.
- Numerous asteroids in the Grinder, including the whole of Ceres the largest asteroid - these represent very large forces of all the spelljamming races, and many spelljamming ports.
- Friendly relations with Edill (Edill is not claimed - Edill represents INCREDIBLE forces of good dragons, and possibly other forces)
- The World of Ginsel - this represent the heart of the Triple Alliance, very large forces of humans, sizeable forces of demihumans, possible very large forces of mercenary gith, possible underwater forces, possibly other forces, and large numbers of spelljamming ports.
- The World of Greela - this represents Cenbreadine the Elven Ship Growing Shipyard, large forces of elves, small forces of humans, and small forces of neutral and good giants
- The Disk World of Spectre - this cold world represents large dwarven forces mining magical metals, small forces of humans, and small forces of tinker gnomes from Krynnspace who maintain a Giant Hampster ranch.

POPULATIONS AND IC VALUES OF TERRITORIES:

Allies in the Port Cities on Oerth: 600 = 0.03 IC.
Kule (Celene), Oerth's nearer moon (under surveillance) 0 = 0 IC.
Triumph on Raenei (Luna), Oerth's farther moon: 6,000 = 0.2 IC.
The Asteroids, including Ceres, in the Grinder: 340,000 = 18 IC.
Friendly relations with Edill: unknown = unknown IC (and Edill is not claimed)
The World of Ginsel: 5,000,000 = 250 IC.
The World of Greela: 400,500 = 20 IC.
The Disk World of Spectre: 320,000 = 16 IC.

TOTAL IC OF AIRWHALES' POWER SO FAR: 304 IC

Color on map according to Guilt Puppy: TANNISH
Territories on map: No on-map territories. Many territories off-map up in Wildspace, on other worlds, asteroids, and in space.

PLAYER NOTES:

'Ginsel, the Crescent-shaped earth planet and our main base of operations, has a population of over 6 million humans, and a smattering of demi-humans. It is only 1/16th the surface area of Oerth, about 3 million square miles. 25% of that is water. It is mineral rich, more so per cubic foot than Oerth, (though Oerth's larger mass means that it has many more deposits).'

'When the crystal sphere was sealed off 20 years ago, grayspace went into a major panic. There was rioting and looting on many of the human settlements, the arcane were sealed off from the rest of their race, the elven shipyard was cut off from the imperial navy, and trade ground to a halt. During this time, the Beholder nations, the nogi and the mind flayers begin to flourish, as their opponent/food was disorganized. The Free Traders, the remains of the elvish Imperial navy, and the recently unified nation of Ginsel came together and decided to forge an alliance, to remove these groups from Grayspace. We are that triple alliance, mainly made up of elves, humans, and dwarves. After a great war lasting about 10 years, we now rule space uncontested.
So, here is a list of planets in grayspace, where they were 20 years ago, and what has happened to them in the twenty years that the crystal sphere has been sealed.
Oerth:
The center of the sphere, both metaphorically and literally. Not much more needs to be said here.
Kule (?) 10 million miles (2 hours to Oerth) (Celene, the Handmaiden)
The closest 'moon' to Oerth (technically, everything is a moon to Oerth)
Kule has the remnants of a great civilization, apparently wiped out by some great magical war/catastrophe. Zelda and I are in disagreement as to if this moon has an atmosphere, but the Grayspace supplement says it has none. It is a void world. There is some activity in the underdark of this moon, and it's underdark resembles the underdark of Oerth, though the two are completely separate.
If there is an atmosphere, we lay claim to this planet. If there is not one, we don't, but we keep it under surveillance.
Raenei - 20 million miles (7 hours to Oerth) (Luna)
The second moon, Ranei resembles Oerth, It is not as oxygen rich, and sages believe that this has hindered the growth of intelligent life on this planet. Most of the planet is filled with monsters, however, there is a settlement here, named Triumph, started from a crash landed spelljammer ship. 20 years ago, they were xenophobic to outsiders.
As the cost of Bronzewood has increased the past 20 years, the free traders have placed a logging settlement here, and that has merged with the town of triumph. They are less xenophobic now then they were, but still live a hard existence.
We claim this. Maybe 1000 people at most? I?m not sure if we should even get any IC from it, honestly.
Liga (Sun)
Fueled by a large portal to the plane of elemental fire (note: does that mean the sun has winked out?J) and kept in check by many small portals to the plane of water, Liga is home to a few dozen efferit. These efferent have a single spelljamming ship, (made of brass) and are internally divided about if they want to just explore or attempt to conquer all of Grayspace.
Nothing-new here. We do not lay claim to the sun.
The moth (Anti-liga)
A burnt out star, basically a large rock. Really hot on one side, really cold on the other. Nothing ever happens here, really
The Grinder (all spacefaring races, undead, other)
We hold several asteroid bases here, and the largest asteroid, Ceres, is the headquarters of the free traders. I have no clue how much population this is, but we claim it =)
Edill (dragons, avians, other reptiles)
Edill has more dragons in it then the rest of Grayspace, Realmspace, and Krynnspace combined. These dragons are of all colors, though 95% are metallic, and 5% are chromatic. All of the dragons tend to be 1.5 times the size and hit dice of their planet bound cousins, and are less territorial and highly social. When you realize this means that ancient red dragons go out in hunting flocks, you know how scary that is. 20 years ago, the red dragons were attempting to procure spelljamming technology from goblins.
I suggest the red dragons have perfected the spelljamming fleets, have managed to acquire the steam-technology from before the war ended in Grayspace, and are now harassing the metallics with it.
We do not claim Edill. We are friendly with the Metallics, however.
Gnibile (undead) (Note that Gnibile has a normal atmosphere)
Gnibile has many portals to the negative elemental plane, and the quasi elemental planes. This Air sphere is filled with non-spelljamming undead, (They had acquired 12 ships 20 years ago, however. We are assuming that these 12 ships were destroyed in the war)
We do not lay claim to Gnibile.
Conatha (sahaugin, mermen, other aquatic creatures)
This water sphere is the home of native mermen, intelligent whales (int 7), and introduced sahaugin. The sahugin are vicious, have chased the merfolk to the two earth bodys in the center of the sphere, and have formed nations and are constantly warring with each other. There are hundreds of thousands , maybe even millions sahugin here, much less merfolk.
No one here is space capable, so we have basically ignored this planet. We do not lay claim to Conatha
Ginsel (predominantly humans, with some demihumans)
Ginsel used to be a Machiavellian society known for it's sharp merchants and nasty politics. After the gods went silent and the sphere closed, riots rocked the planet, and it was not until a charismatic King/Queen managed to quell the people and place them under one flag that they stopped.
Ginsel is the Heart of the triple alliance. It is second only to Oerth in terms of importance in the system.
We claim all of Ginsel.
Borka (orcs, goblins, other humanoids)
Borka used to be a world much like Oerth, except the goblinoids rose to the highest levels of evolution, instead of the humans. They developed a space fleet, and went to war with the elves.
The elves used the equivalent of High magic to completely destroy the planet, and it is now a cluster body. Most of the orcs are dead, though many remain on the cluster. This all happened in recent history, about 80 or so years ago.
We do not claim Borka.
Greela (predominately humans and elves, smattering of other
demihuman races, few non-evil giants and giantkin)
Greela, another cluster earth body, was primarily home to human miners, and the Elvin Ship growing facility, Cenbreadine. Cenbreadine was the major source for ships in the Imperial fleet. Now shut off from the rest of the elves, Cenbreadine found itself with tons of ships, but no one to fly them. They were eventually convinced by the rest of the alliance to allow (gasp) humans to pilot their ships.
Greela is the seat of the remains of the Elfish imperial navy, and as such, is the second most important planet in the alliance. We claim all of it, including the human miners and the giants.
The Spectre - 4000 million miles (40 days from Oerth)
The Specter, a disk planet close to the edge of the sphere, used to be a major trading point, and had represenitives from every race on it, good and evil. Today, The evil settlements have been wiped out, most of the good settlements have moved to the warmer climes of Ginsel, Greela, or Oerth, and there are many ghost towns here. The Free traders main base used to be here, now it is in Ceres of the Grinder. Some humans decided to stay, unwilling to leave there dreary home. There is still a large Dwarvish mining operation going on here, extracting some sort of magical metal. There is also a colony of Tinker gnomes here, who maintain a giant hampster ranch.
Dwarven citadels:
While dwarves have mainly intregrated into human society, we do have a dozen citidels who have joined with us.
We lay claim to Specter.'

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ANABSTERCORIAN

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E-Mail: rehughes AT MIT DOT EDU.

PC: Eli Tomorast (Eli the Demon-Handed), Leader of the Seekers, Wizard 22nd level, fiend-binder specialist, neutral evil.
Artifacts: Tome of the Black Heart, Demonhands, Sword of the Ebon Flame

Powers:

- The Triumvirate Rebellious - represents Eli the Demon-Handed, Rary the Traitor, Robilar the Traitor, and all the powers given below:
- The Seekers (adventuring company) - represents a small group of elite NPCs.
- House Maure (Maure Castle on the map) (home of the forsaken House Maure, a cabal of Warlocks descended from Suel refugees of the Rain of Colorless Fire) - these represent ruins containing secrets of ancient power of the suel, and possibly small but very potent forces protecting those secrets.
- Rary the Traitor, Robilar the Traitor, and the Empire of the Bright Lands (Seltaren, City of Dyvers, the City of Hardby, the City of Greyhawk: the Bright Desert: the Abbor Alz, the Cairn Hills, the Cliffs of Alz: The Pits of Azak-Zil) - these represent a high level evil NPC, a powerful evil wizard, very large forces of servitor humans, large forces of servitor demihumans, sizeable forces of humanoids, sizeable forces of abominations, small but potent forces of constructs, and possibly other forces.
- The Suel Imperium - this represents an unknown. It is possibly that truly vast forces of suel humans, vast forces of mages, vast forces abominations, vast forces of undead, vast forces of constructs, and vast forces of planar beings may be here. Or, nothing may be here. Or, anything between the two. The only confirmed forces are small forces of demihumans, small forces of humanoids, small forces of humans, and sizeable forces of abominations.
- Succubi and Incubi Allies enforcing rule over the Empire of the Bright Lands - these represent a sizeable force of demons.

POPULATIONS AND IC VALUES OF TERRITORIES:

Forces associated with the Seekers: (unknown) = N/A
Forces associated with House Maure: (unknown) = N/A
Seltaren: 30,000 = 1.5 IC
The City of Dyvers: 300,000 = 15 IC
The City of Hardby: 120,000 = 7 IC
The City of Greyhawk and nearby lands: 1,300,000 = 68 IC
The Bright Lands (all territories on-map) 63,000 = 2 IC
The Suel Imperium: 10,000 = 0.2
The Abbor Alz: 40,000 = 1.4 IC
The Cairn Hills: 23,000 = 0,8 IC
The Cliffs of Alz: 2,000 = 0.1 IC
Succubi and Incubi Allies: (unknown) = N/A

TOTAL IC OF ANABSTERCORIANS' POWER SO FAR: 96 IC

SPECIAL NOTE: Anabstercorian's power has the Infiltrator Trait

Color on map according to Guilt Puppy: DARK GREEN
Territories on map: on-map cluster of territories in the center of the Flanaess

PLAYER NOTES:

'Who are Eli Tomorast, the Seekers, and House Maure, you may ask?
Let me tell you...
The Seekers are, simply put, an adventuring company. A very large, very successful one! Though they act under the official profession of 'antique dealers', 'historians of ancient ruins', and similarly scholarly titles, they are in truth more looters, explorers, and treasure hunters along the line of Indiana Jones. Like Indi, however, they do have their scholarly streak - it's not uncommon for one of their member groups to spend some time exploring and reporting on a 'find' after it's been appropriately looted, delving in to the history and significance of it's contents.
Eli Tomorast is a member. Recently, he became the leader. This is a dangerous thing.
Eli Tomorast is a wizard, specializing in fiend-binding, known as Eli the Demon-handed for the fiendish grafts he has in place of hands. He has long been studying the long-crumbled Maure Castle, the home of the forsaken House Maure, a cabal of Warlocks descended from Suel refugees of the Rain of Colorless Fire. Recently he unearthed secrets there, secrets so potent he rocketed to the top of the Seekers hierarchy. Though his rule is absolute, the Seekers as a whole remain more or less free to act as they will.
Eli is Neutral/Neutral Evil. His malevolence is passive - he seeks power for himself, and revenge against those who have wronged him, but his wisdom, intelligence, and charisma drive him to great deeds that inspire awe, terror, and admiration in those around him.
The Seekers and House Maure are an Infiltrator faction, with a focus on Elite/Epic PL as opposed to Standard PL. If they manage to seize significant territory (as they may), this could change quickly.
More information about Eli Tomorast, the Seekers, and House Maure can be found in Dungeon Magazine #112, the 30th anniversary issue.'

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BUGBEAR

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IR E-Mail (with permission) Bugbear82@comcast.net
PC: Seth Rhynnon, King of Greater Nyrond, human male paragon Ranger 12th / Sorcerer 12th / Foe Hunter 6th, lawful neutral
Artifacts: unknown

Powers:

- Greater Nyrond - this represents all of the powers and areas shown below:

- Nyrond (Beer, Borneven, Chathold, East Nyrond, Midmeadow, Mithat, Old Red, Nellix, Rel Mord, West Nyrond, Womtham, Woodwych: Flinty Hills) - these represent very large forces of humans, small forces of demihumans, small forces of good and neutral animals and wondrous beings, treants, and small forces of faerie.
- The Knight Protectors, the Order of Heironeous - this lawful good knightly order represents a sizeable and potent force of humans and demihumans
- The County of Urnst (County of Urnst, Radigast City, Trigol) - this represents sizeable forces of humans, sizeable forces of demihumans, sizeable forces of good and neutral animals and wondrous beings, treants, and small forces of faerie.
- The Duchy of Urnst (Duchy of Urnst, Leukish) - this represents sizeable forces of humans, sizeable forces of demihumans, sizeable forces of good and neutral animals and wondrous beings, treants, and small forces of faerie.
- The Flinty Hills (all territories on-map) - these represent sizeable forces of demihumans (mostly dwarves and gnomes) and small forces of animals and wondrous beings.
- Forest Allies (Adri Forest (excluding the Ice Elves of the Adri), Celadon Forest, Gamboge Forest) - these represent Archdruid Immonara (human female, Druid 13th of Obad-Hai, neutral) in the Adri Forest, large forces of demihumans (especially elves), small forces of humans, very large forces of good and neutral animals and wondrous beings, large forces of treants and sentient trees and plants, and sizeable forces of faerie.

POPULATIONS AND IC VALUES OF TERRITORIES:

Nyrond (all territories on-map) 4,200,000 = 222 IC
The Knight Protectors, the Order of Heironeous: N/A
County of Urnst (all territories on-map) 1,300,000 = 68 IC
Duchy Of Urnst (all territories on-map except Seltarin) 1,400,000 = 70 IC
Flinty Hills: 50,000 = 2 IC
Adri Forest: 110,000 = 4 IC
Celadon Forest: 40,000 = 2 IC
Gamboge Forest: 45,000 = 1,5 IC

TOTAL IC OF BUGBEARS' POWER SO FAR: 369,5 IC

Color on map according to Guilt Puppy: LIGHT GREEN
Territories on map: Large on-map areas in the central and central-east.

PLAYER NOTES:

'Here's a quick history of "Greater Nyrond", as I like to call it:
Nyrond was hard hit by the Greyhawk Wars, with almost a hundred thousand dead, starvation, disease, and thoughts of rebelion spread like wildfire. The new king, a vibrant and young man named Lynwerd managed to save his kingdom from the predations of the Aerdy, and was now faced with even greater task of saving his kingdom from itself.
Over the next fifteen years, Lynwerd dedicated his life to the reconstruction of Nyrond. Using monies borrowed from the Urnst States, he rebuilt the smashed cities, repopulated the empty countryside, and established new trade routes, earning him the name "Lynwerd the Rebuilder".
Lynwerd also sought to provide a lasting peace in Nyrond, negotiating treaties with the remnants of once great Aerdy, often at great cost. Lynwerd surrendered all lands captured by Nyrond in the Greyhawk wars and even gifted small portions of Nyrond itself to sucure this peace, earning him the name "Lynwerd the Appeaser".
In CY598 The Duke of Urnst died leaving no heir, making Lynwerd the new Duke. Lynwerd Unified Nyrond, and the Urnsts under one banner and one king. With the influx of goods, services and Labor from the new territorres, Nyrond quickly prospered into a nation as great, if not greater than it was before the wars.
Lynwerd died in CY 603 passing the throne of Greater Nyrond to his cousin Seth Rhynnon , a high noble from the County of Urnst. Durring the Wars, a young Rhynnon, fought along side the Knights of the Shield against the armies of Iuz to liberate the Sheild Lands. Though Rhynnon has had the throne for less than a year, he is popular among the people of Greater Nyrond, especially amongst the Urnst peoples who are ecstatic to see one of their own on the throne.'

'Seth Rhynnon was born to lady Allidrane Rhynnon (age 16) nineteen years before the start of the greyhawk wars. All that is known of his father is that he was an adventuring warrior, whom Allidrane met and was suduced by. From an early age Seth demonstrated unusual strength and talent. When Seth turned 16 he left home and set out to see the world, becoming a wandering adventurer. During the war, he fought side by side with the knights of the sheild, though he never actually joined them. After the war he returned home to manage his estates. with the death of king Lynwerd, the line of successon passed to seth Rhynnon.
Notes on personality: pragmatic & practical, very much a function over form kind of guy. Treats everyone with equal respect and is not afraid to dirty his hands with hard labor. Those who have made themselves his enemy he shows no mercy. Spent his time during the Greyhawk wars as a demon hunter in the shield lands.'

'Knight Protectors of the Great Kingdom: Once a great order in the Kingdom of Aerdi, they fell into decline. The order was traditionally split between follows of Heironeous the Valorous (Lawful Good) and Hextor the Warrior (Lawful Evil) Their goal was the preservation of the Great Kingdom. Now, the Knights of Heironeous have defected, intending to reclaim Aerdi from the evil forces that have come to dominate it. Using Nyrond as their base, they intend to retake their country from without.'

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CREAMSTEAK

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E-Mail (with permission) creamsteak@hotmail.com
PC: Yugthulgon, Master of the Staff of Ancient Penumbra
Artifacts: The Staff of Ancient Penumbra

Powers:

- Some of the Aboleth Underdark Realms - these represent small but potent forces of aboleth, and large forces of servitor beings of all types.
- Beholder Underdark Dominions (Dominion of the Poisoned Eye, Flesh Reborn, Consuming Eye) - these represent sizeable beholder forces and servitor forces of many races.
- Allied Magic-Using Fiends - these represent sizeable forces of demons, sizeable forces of devils, sizeable forces of yugoloths, and sizeable forces of other fiends.
- Allied Psionic Fiends - these represent sizeable forces of psionic demons, sizeable forces of psionic devils, sizeable forces of psionic yugoloths, and sizeable forces of other psionic fiends.
- Illithid Underdark Dominions (The Collective Overminds) - these represent large forces of illithid, human/demihuman/humanoid cults loyal to the illithid, large forces of servitors/slaves/thralls/voidminds, forces of enslaved aberations, forces of enslaved psionic aberations, and forces of enslaved undead.
- Illithid Spelljammers - these represent a small fleet of illithid spelljamming squidships collected by the Illithid Underdark Dominions.
- Allied Free-Willed Psionic Undead - these represent small forces of psionic undead of various unique types.

POPULATION AND IC VALUES OF TERRITORIES:

Aboleth Underdark Realms: 300,000 = 14 IC
Beholder Underdark Dominions: 1,350,000 = 71 IC
Allied Magic-Using Fiends: (unknown) = N/A
Allied Psionic Fiends: (unknown) = N/A
Illithid Underdark Dominions: 2,600,500 = 150 IC
Illithid Spelljammers: (unknown) = N/A
Allied Free-Willed Psionic Undead: 42,000 = 1.5 IC

TOTAL IC OF CREAMSTEAKS' POWER SO FAR: 236.5 IC

SPECIAL NOTE: Creamsteak's power has the Alien Trait.

Color on map according to Guilt Puppy: VERY DARK BLUE
Territories on map: No on-map territories. Large territories deep under the surface of Oerth from the deepest Underdark to isolated, secret, above ground locations.

PLAYER NOTES:

'The background for my faction is that the sudden absence of the dieties on Oerth (and the loss of the connection to Illsensine) resulted in a sudden break in the Illithids, thier slaves, and virtually the entire structure of society. My PC (Yugthulgon) is an amalgamation of three high "priests" of the illithids enclaves. By amalgamation, I mean that Yug'rig'noth (egoist), Thul'hur'mca (shaper), and the enslaver Istigon (telepath) were litterally bound to one single body. As such Yugthulgon has 12 tentacles instead of 4. He has 6 eyes instead of two. This aberrant emissary that was created to take control of the chaos is completely and totally nuts for what it's worth.
Yugthulgon (also called virtually any combination of the three original names at different times) killed perhaps 80% of the Mind Flayers on Oerth, mostly those of the three other psionic disciplines. However, he certainly made it a point to exercise his new power to destroy anyone with objections to his new rule. The combined Flayer-deaths, slave split off, and lack of a god to glue it together basically destroyed whatever empire they retained on Oerth.
Weakened, beaten, and otherwise crippled, Yugthulgon went in search of an artifact of his diety in order to perhaps revive some degree of unity (and end the slaughter of his own race). He recovered the Staff of Ancient Penumbra from its prison of over a thousand Githzerai monks, fists of Zouken, and illithid slayers. This made more enemies than one could have ever predicted.
So, following this, Yug united the remaining flayers (though at only 25% strength at best). In an effort that would be called blasphemy (and certainly was, resulting in some additional flayer deaths), Yug agreed to treat some of the "lesser" races like Beholders and certain demons/undead as equals.
Now, with allies in tow, Yug has quitely bided his time, watching as Technology is developed by the surface above. Yug firmly believes that technology serves some eldritch purpose which sealed out the gods, and possibly even magic and psionic power later. Because of this, Yug sees this "power" in a very negative way, and has slowly been building his armies of war to do two things: Subjugate those who were offered "equality" but rejected it, and to COMPLETELY destroy both the demons who brought the tech, and thier technology.'

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DEMON ATHIEST - TEMPLATE AND ROSTER INCOMPLETE

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E-Mail: UNKNOWN
PC: unknown
Artifacts: unknown

Power:

- The Shadow Guild - (unclear on description)

POPULATIONS AND IC VALUES OF TERRITORIES:

The Shadow Guild and it's Forces: (unknown) = ?

Special Note on Demon Athiest's power: The Shadow Guild has the Infiltrator Trait

TOTAL IC OF DEMON ATHIESTS' POWER SO FAR: Unknown

Color on map according to Guilt Puppy: DARK RED

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DEVILISH

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E-Mail (with permission) devilishd@yahoo.com
PC: Acererak the Demilich
Notable NPCs: The High Leader of the Solistarim (human wizard, over 30th level, lawful evil)
Artifacts: unknown

Powers:

- Acererak and the Tomb of Horrors - these represent an extraordinarily powerful suel demilich, small but extremely potent forces of servitor beings of all types, small but extremely potent forces of constructs, possible sizeable forces of servitor beings, and possible allies of various, strange, and unguessable (but extremely potent) nature.
- Blackmoor - this represents sizeable forces of humans, sizeable forces of neutral and evil animals, sizeable forces of abominations, and possibly other forces.
- The Solistarim (East Black Ice, West Black Ice, off-map territories) - these represent the High Leader (human wizard, over 30th level, lawful evil), a very large and extraordinarily powerful cabal of evil wizards, a sizeable number of liches, very large forces of abominations, large forces of humans, very large forces of certain kinds of demihumans, very large forces of certain kinds of humanoids, very large forces of undead, large forces of devils, sizeable forces of beings from the elemental plane of fire, sizeable forces of giants, sizeable forces of dragons, and other forces (notable races include: flannae human, deep dwarf, dark gnome, sahuagin, lizard man, lizard king, illithid, aboleth, beholder, neogi, umber hulk, efreet, salamander, blue dragon, other lawful evil dragons, and other lawful evil races.)
- The Cold Marshes - these represent large forces of abominations, sizeable forces of humanoids, large forces of neutral and evil animals, sizeable forces of undead, and possibly other forces.
- The Vast Swamp - this represents sizeable forces of abominations of great power and bizarre nature, small forces of feral elves, small forces of humanoids, small forces of (normal) abominations, large forces of neutral and evil animals, and large forces of free-willed undead.

POPULATIONS AND IC VALUES OF TERRITORIES:

Acererak and his Minions in the Tomb of Horrors: 30,000 = 1.2 IC
Blackmoor: 220,000 = 9 IC
The Solistarim (all territories on-map and off-map) 6,500,000 = 320 IC
The Cold Marshes: 20,000 = 0,6 IC
The Vast Swamp: 34,000 = 1 IC

TOTAL IC OF DEVILISHS' POWER SO FAR: 331,8 IC

Color on map according to Guilt Puppy: VIOLET
Color on map desired by Devilish: UNKNOWN
Territories on map: On-map territories in the southeast and northwest, extending off-map to the north. Off-map territory to the north of the Black Ice, see http://members.aol.com/cathbhadhx/tsroerth.gif

PLAYER NOTES:

'The Solistarim are a confederation of lawful evil race. They are a dictatorship-magocracy under their High Leader. Mages, even powerful mages, are commonplace, and run almost every part of the government apparatus, so it could be said that theirs is a Magocracy. These mages observe a strict code of service and duty, and all look upon the High Leader as the One and True God (thus, it could be said theirs is a Theocratic Magocracy.)
All the other Solistarim either look upon the mages as semi-divine or divine messengers of the High Leader, or at the least they are scared witless by them. The unbreakable unity of these mages, their unswearing and usually fanatical loyalty to the High Leader, and their absolute tyranny over everyone else, is what has allowed all these disparate and violent races to coexist.
Indeed, the Solistarim are cosmopolitan. Members of all the Solistari races freely mingle in their great fortress cities in the Godspires, in their Underdark cities, in the undersea cities, and in the swamp cities. Individual attitudes, cultures, and preferences have been crushed under the heel of a omnipresent culture of service, loyalty, and tireless effort for the society.
That is to say, for the average Solistari, the attitude is as follows: you exist to serve and advancing the Nation. You're life is dedicated to serving and advancing the Nation. The greatest accomplishment in life is serving and advancing the Nation. The highest of all ethics and morality is service to, and advancement of, the Nation.
Families enforce this discipline upon their children immediately upon toddlerhood. Somewhere between the age of 3 and 7, children male and female are taken for training (as in Sparta in ancient Greece) in what the Solistarim determine them to be the most qualified for: mage, cleric, fighter, etc.
Afterwards, in their teens typically (equivalent) the men and women of the Solistarim are put to work in the armed forces, and after many tours of duty may be released for more domestic duties. At this point, they can advance within the society, and those who achieve the most are often rewarded with great honor, nobility, ranks and title. Some can even aspire to join the ranks of the (so called) semi-divine minions of the High Leader. And go on to divine ascension and become his (so called) divine servants! (Since Divine Ascension is conceivably possible in this IR, perhaps the High Leader may become a demigod, and his mage followers actual divine servants!)
There is a remnant of local culture in each racial group that has not been crushed under the heel of conformity, but it is limited. The law is absolute, covers almost every aspect of life, and is enforced rigorously.
There is zero tolerance for lawbreaking. Minor lawbreaking invokes severe punishment and brainwashing in a reform center. Major lawbreakers are killed. Traitors (which covers a broad spectrum of offenses) are made grisly examples of. The Solistarim revel in seeing traitors destroyed, for they see them as just that: traitors, morally and ethically bankrupt, beings to hate and despise for their actions against their brethren.
This is the case for the flannae humans, dark dwarves, dark gnomes, and kobolds, the founding races of the Solistarim. The illithid have their own form of communal tyranny, but the High Leader long ago subverted the Elder Brain and with it the communal awareness of the illithid: they now tow the Solistari line.
The dragons are held in awe by the average Solistari, and the dragons live by a slightly different set of rules: they have greater freedom. Nonetheless, they are loyal to the High Leader and his agents, and they are loyal to those they have bonded with.
The lizard men, sahuagin, and giants were induced to become allies of the Solistarim, and afterwards Solistari culture slowly poisoned it's way into their lives, until they were copying the Solistari way in most respects. From there, it was a short hop for the High Leader to fully integrate them into mainstream Solistari society.
The beholders and aboleth serve the Solistarim and obey the rules out of fear and awe of the High Leader and his mages. Those who refused to obey the laws are either dead or under powerful magical compulsions to obey (especially the incredibly anti-social aboleth, for whom magical compulsion seemed the only answer to gaining their cooperation.)
The lich lords of the Solistarim have their own pact with the High Leader. The lesser undead fanatical in their loyalty to the High Leader, his mages, the lichlords, and the dark clerics of the Solistarim.
The fire elementals, salamanders, and efreet are NOT a part of mainstream Solistari society, and generally keep apart. After all, their homes are places most Solistari could not survive in for long anyways. However, these races hold the the High Leader and his minions in fear and awe (and some do worship him as a diety) and they are faithful and loyal to the Solistari cause.
The Gith mercenaries are semi-independent. They are tolerated in Solistari cities because of their perceived use. The Gith themselves look upon the Solistari as rather insane employers, but since the pay is good and the potential for pillage very great they don't complain. And Gith society is itself highly militant and disciplined, so there is common ground of a sort between Gith and Solistari.
The neogi are tolerated. The neogi, in turn, tolerate the Solistarim. That's saying something, too, since the neogi are as anti-social as the aboleth. However, they fear the High Leader, he has magical compulsions on them, he pays them well, so they somehow have integrated in. And the neogi and their umber hulk slaves do make for excellent spies, scouts, and special forces.
The devils work with the High Leader and his mages, and are held in fear and awe by the populace in general. They alone are exempt from the rules, while mingling freely in Solistari society. However, the devils make a point of obeying the laws (whether they respect the law or not), and devils are a common sight in Solistari cities.

The Solistarim aren't about racial hatred.
The Solistarim are about the certain knowledge that the Flanaess is their backyard, and a bunch of squatters and loiterers are sitting on their property, and these worthless bums, rabble, and riff-raff have refused to leave when politely asked to do so.
Since the bums and riff-raff refuse to move, they will just have to be evicted. If that means killing them all, down to the least and the last, because they insist on fighting, then so be it.
The Solistarim point an accusing finger at Iuz. Here, they say, is an insane demon demigod who is running amok and wrecking their (the Solistari) backyard with his pathetic humanoid slaves and hordes of conjured demons.
The Solistarim also point the finger at the Oeridians. They can't run a kingdom (Aerdi, Nyrond, Furyondy, others), they can't impose order (witness the chaos of the Greyhawk Wars), they can't run an economy (Aerdi, Nyrond, Furyondy, others), and in the end they destroyed their own capital city and other major centers of population! (witness Rauxes, other cities, and the whole realm of Medegia.) As riff-raff, these oerdian humans have to go.
The Solistarim really don't like elves, or drow. Indeed, they think of them the way we'd think of mosquitos infesting our backyard. Or cockroaches. Or ants. Or other vermin. A Flanaess free of elves and drow (the Solistarim do not distinguish: an elf is an elf, and the only good elf is a dead elf) will be a cleaner, neater place.
Likewise, any elves up in Greyspace are like bird droppings falling on the new roof. It has to stop. It's time to shoot some birds.
Regardless of what others might say of this thinking ... the Solistarim consider themselves reasonable, ethical, moral people. They are proud of their hard work, their capacity to endure suffering and adversary, their achievements in magical research, building of great cities, and otherwise, and their rational approach to an irrational and hostile world.
The Solistarim do not control the City of the Gods. Their forays into it have met with repeated disaster.
However, the Solistarim do hold the alliegance of the nation of Blackmoor and the surrounding marches, along with all the lands down to the Burneal Forest.'

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EDENA OF NEITH

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E-Mail: edelaith@TWMI.rr.com
PC: Velsharess Eclavdra, Drow Priestess 23rd / Wizard 18th / Warrior 12th (Epic 33)
Artifacts: The Scepter of Lordly Might, the Crown of Lordly Might, the Orb of Lordly Might
Other Items: The Violated Horns (gift from Iuz.)

Powers:

- Empire of Eclavdor (a confederation of 100 drow cities (The Fabulous One Hundred, as it were) from every part of the continent of Oerik, this new empire (capital city Erelhei-Cinlu in the Vault of the Drow) represents very large forces of drow, extraordinarily large forces of servitor races, sizeable forces of assorted servitor abominations, sizeable forces of assorted servitor undead, and sizeable forces of the unseelie.
- Geoff - this represents sizeable forces of giants, and sizeables force of humanoids.
- Empire of the Yuan-Ti - this represents large forces of yuan-ti, large forces of assorted servitor races, small forces of abominations, and small forces of servitor and free-willed undead.

POPULATION AND IC VALUES OF TERRITORIES:

The 3 Drow Cities under the Barbarian Seameast (45,000 drow, 120,000 servitors)
The 8 Drow Cities under the Tharquish Empire and Ishtarland (120,000 drow, 320,000 servitors)
The 11 Drow Cities under the Empire of Lynn (165,000 drow, 440,000 servitors)
The 3 Drow Cities under Enllaves (45,000 drow, 120,000 servitors)
The 6 Drow Cities under the Red Kingdom (90,000 drow, 240,000 servitors)
The 3 Drow Cities under Erypt (45,000 drow, 120,000 servitors)
The 4 Drow Cities under the Mare Mysticum and Gigantea (60,000 drow, 160,000 servitors)
The 15 Drow Cities under the Celestial Imperium (225,000 drow, 600,000 servitors)
The 12 Drow Cities under the Khanates and Orcreich (180,000 drow, 480,000 servitors)
The 3 Drow Cities under Komal (45,000 drow, 120,000 servitors)
The 4 Drow Cities under the Baklunish Lands (75,000 drow, 160,000 servitors)
The 7 Drow Cities under Zingia and Nippon (105,000 drow, 280,000 servitors)
The 1 Drow City under the Nippon Dominion (15,000 drow, 40,000 servitors)
The 7 Drow Cities under Hempmonaland (105,000 drow, 280,000 servitors)
The 12 Drow Cites under the Flanaess (180,000 drow, 480,000 servitors)
Servitor Undead (100,000 undead)
Unseelie Allies (100,000 unseelie)

Total Drow: 1,500,000 = 80 IC
Total Servitor Races: 4,000,000 = 200 IC
Undead: 100,000 = 4 IC
Unseelie: 100,000 = 3 IC
Geoff (East Geoff, Geoff, North Geoff, West Dim Forest) 150,000 = 7 IC
Empire of the Yuan-Ti: 2,000,000 (yuan-ti, servitor races, all others) = 100 IC
The Ice Elves of the Adri: 90,000 = 4 IC.

TOTAL IC OF EDENA OF NEITHS' POWER: 398 IC

Color on map according to Guilt Puppy: ORANGE-RED
Territories on map: Krestible, West Dim Forest, Tors, Jerlea Shores, Tangles, Celene Hills, Bright Hills, Onnwal Headlands, Denzac Isle, Kelten, Knurl, Hestmark Peaks: each area represents a territory held by a nearby Underdark Drow City. East Geoff. Geoff. North Geoff. The West Dim Forest. Off-map territories across all of Oerik and Hempmonland, see http://members.aol.com/cathbhadhx/tsroerth.gif

PLAYER NOTES:

'Eclavdra looked at the portents, divined the future, and saw doom for her people. Afterwards, long ago, she took it upon herself to thwart that doom and see her people survive the coming challenge, whatever it might turn out to be. Eclavdra said then: Is not survival of the drow, individually and as a people, not the will and way of Lolth?
Eclavdra used the Scepter of Lordly might to unite the city of Erelhei-Cinlu behind her, then sought out the Crown and Orb of Lordly Might, and ultimately found them.
She used the three combined to give herself divine stature among her people, and with this stature, began a unification of the drow, going city by city. After long years of dedicated work, she united the strongest 100 cities of the drow, and transformed drow society from it's normal controlled anarchy into a highly disciplined war machine. And Eclavdra named the new empire she had created after herself, calling it Eclavdor.
In Eclavdor today, drow society runs under a triad. There is the war machine, and the society created to maintain it. Think of the Soviet Union under Stalin during World War II as an analogy. There are the Drow Exalted, who are the secret service, special forces, and counterespionage forces all merged together. Think of Section One from the film (and series) La Femme Nikita. Finally, there is the religious war. To survive is to be loyal to Lolth. To die is to fail and betray Lolth. Survival equals loyalty. They are all one and the same. Death equals disloyalty. (those who die fighting so the rest will survive are considered loyal) They, also, are all one and the same. The loyal will sit at Lolth's side in paradise forever. The disloyal, the treasonous, will burn forever in the deepest pit of the Abyss. Thus, survival equals loyalty and paradise. Death (with the exception noted above) equals disloyalty and damnation. These three concepts are the triad of current drow culture and society in Eclavdor, and sustain the empire in all it's endeavors.
As for the servitor races, they are fed only to be kept alive. They are kept alive only to work. They are worked until they die.
Some of the Unseelie, the dark faerie, have become allies due to their similar natures to the dark elves. Indeed, many sages consider drow to be dark faerie themselves.
It isn't a pretty picture.'

'Who is Eclavdra?
That is a mystery that even Iuz has not solved.
She is quite sane. She is both intelligent and wise. Some say she is pragmatic, and some say she is a wild girl. Some even call her a free spirit, yet it is known she is very devoted to Lolth and the way of Lolth. Many think of her as a wily diplomat, good with words, and others disagree. Some say she is horrifically cruel and sadistic, others say she is merely callous. All know her as soft spoken and gentle mannered, even in battle and in other arduous circumstances. She is generally thought of as a person who enjoys hands-on work, doing jobs herself and hesitant to delegate authority to others. And all agree she is driven, hard working, and astonishingly tireless and enduring.
What does Eclavdra look like?
She is the photo negative of a comely elven maiden just come to womanhood. Her hair falls to her hips and is soft and snow white, her eyes are almond shaped and striking scarlet in the light, her face gentle, her nose soft, her ears cherubic, and her lips pouting. Her figure is slim, shapely, and almost fragile. Her non-glossy skin, smooth and soft, is as black as an elven maids' raven hair.
Typically, Eclavdra wears magical adamantine mail, which fits her form like a second skin, is almost as soft as velvet, and is utterly weightless. She wears robes of royal purple, wears a belt of mithril, and carries twin long swords of a strange, black appearance. The Scepter of Lordly Might, graceful and eloquent in it's worked mithril, rests at her hip when she is not carrying it. The Crown appears as a beautiful tiara on her head, and the Orb appears as a large gemstone at the end of a necklace of mithril beads around her neck.'

' Gift from Iuz to Eclavdra isn't just souvenir ... Violated Horns are worth 3000 gp in free trade, and are priceless when You are with nowhere to run, and goody two shoes on Your tail. It will Recall person to the place of it's creation, Iuz's Altar in this case, when broken.
And one, more important thing. Iuz watches!'

'Concerning the Ice Elves, they are an ancient elven civilization that fell prey to an artifact of cold. This artifact froze them all, effectively putting them and their entire realm in the heart of Adri Forest in suspended animation. Now they are free again, and these evil elves aren't real happy with the turn of events in the world since their time.'

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ELUVAN

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E-Mail (with permission) somebodys_fool@hotmail.com
PC: Arden Leonson, King Arden I of Keoland and High Councillor of the League of Athyr, Human Paladin 32
Artifacts: unknown

Powers:

The League of Athyr (Nations of Bissel, Furyondy, Gran March, Keoland, Sterich, the Duchy of Ulek, Veluna, the Free City of Verbobonc: The Knights of the Hart, the Knights of Holy Shielding, the Knights of the Watch: the Wild Coast: the Lorridges, the Lortmil Mountains, the Good Hills, the Kron Hills, the Stark Mounds: the Axewood, the Dapple Forest, part of the Dim Forest, the Gnarley Forest, the Iron Forest, the Silverwood, the Welkwood: The Silent Ones of Keoland) - these represent very large forces of demihumans, very large forces of humans, very large forces of good and neutral animals and wondrous beings, large numbers of treants and sentient trees and shrubs, very large forces of faerie, and possible underwater allies in the Whyestil and Nyr Dyv.

POPULATIONS AND IC VALUES OF TERRITORIES:

Bissel (all territories on-map) 300,000 = 15 IC
Furyondy (all territories on-map) 3,000,000 = 160 IC
North Geoff: 50,000 = 2 IC
Gran March (all territories on-map) 510,000 = 25 IC
Keoland (all territories on-map) 3,600,000 = 200 IC
Sterich (all territories on-map) 290,000 = 13 IC
Duchy Of Ulek (all territories on-map) 800,000 = 42 IC
Veluna (all territories on-map) 1,200,000 = 64 IC
Free City of Verbobonc: 300,000 = 16 IC
The Knights of the Hart: (unknown) = N/A
The Knights of Holy Shielding: (unknown) = N/A
The Knights of the Watch: N/A
The Wild Coast (all territories on-map) 400,000 = 16 IC
The Lorridges (all territories on-map) 50,000 = 2 IC
The Lortmil Mountains (all territories on-map and off) 980,000 = 58 IC
The Good Hills (Counts as a part of Keoland)
The Kron Hills 60,000 = 3 IC
The Stark Mounds 30,000 = 1 IC
The Axewood: (Counts as a part of Keoland/Duchy of Ulek)
The Dapple Forest: (Counts as a part of Furyondy)
Part of the Dim Forest: 50,000 = 1,5 IC
The Gnarley Forest 40,000 = 1.4 IC
The Iron Forest: N/A
The Silverwood (Counts as a part of the Duchy of Ulek)
The Welkwood 55,000 = 2 IC
The Silent Ones of Keoland: N/A

TOTAL IC OF ELUVANS' POWER SO FAR: 622 IC

Color on map according to Guilt Puppy: REDDISH-PURPLE
Territories on map: On-map territories covering most of the central-west and southwest Flanaess.

PLAYER NOTES:

'Following the Greyhawk War, Keoland was left in sorry shape. Once the most powerful and influential land in the entirety of the Sheldomar valley, in the war that was to shape the future of much of the Flanaess it had no cohesive policy and achieved nothing. In negotiations, the leader's indecisiveness proved sufficient to ensure that Keoland's allies were overrun whilst King Skotti dithered and wondered whether to interfere. Militarily, the once-great land suffered losses and humiliations on all sides and lost territory and influence.
Post-war, the land found itself in a weaker position than it had been for many years since. It badly needed time to rebuild and regenerate its economy, and confidence in the country's rulers was low after their mistakes in the war. When Skotti was assassinated in a plot by Cedrian of Dorlin to take the throne, the country descended into civil war. The noble houses squabbled amongst themselves for power, and for some time disorder reigned.
When finally this was curtailed, it occurred in dramatic fashion. Arden Leonson, the youngest son of a minor noble house in the Gran March, marched into Niole Dra with a small but resplendent contingent of knights and, nervous but determined, stood up in the town square and announced that he had been sent a vision from Heironeous showing him that he must unite Keoland under his banner and restore order and greatness to the country once again. He spoke with courage, power, and conviction, but of course it amounted to very little. He stood no chance of convincing the people that mattered that he should be handed control of the country.
He persevered, however. At first he had little success. But on the occassion of his seventh speech in the capital of Keoland, his divine mandate was proven beyond a shadow of a doubt. As he spoke, the clouds above him parted and a sunbeam reached down to touch him. Bathed in divine radiance he continued his speech with ever-increasing fervour, and as he did so his audience watched stunned as a Celestial host numbering several hundred descended and knelt behind him, bowing their heads to the young knight.
The result was electric. Word travelled across the country lightning-fast that a messiah had come, a Paladin with a divine mandate to rule the country. Supporters flocked to him, and though he still had a struggle ahead of him, he eventually succeeded in taking the Throne of the Lion and restoring peace and order to the land, as well as using his heritage to reforge strong links with the Gran March.
He did not rest long on his laurels, however. He led the country wisely and well, and under his leadership it prospered once again. In his third year on the throne, as the country's affairs were once again seeming in order, disaster struck as the creatures overruning Sterich set their sights on eastward expansion. The County of Flen and the March of Mandismoor came under attack, and it was all the Keoish forces could do to slow their relentless progress.
Arden made a spectacular speech asking for aid from his immediate neighbours, appealing to his already strong alliance with the Gran March and bidding the County of Ulek and the Duchy of Ulek to imagine how things would be if they were faced with the prospect of worrying not only about the Principlality's struggle against the Orcish hordes, but were faced with the immediate prospect of monstrous invasion from the West as well.
The Duchy of Ulek and the Gran March both responded by sending strong military forces to aid Keoland in their efforts to push the invaders back. The County of Ulek, however, perhaps feeling secure in its more remote location from Keoland, sent its sympathies but nothing else. The aid that was sent was enough, however, and the monstrous atatckers suffered a number of crushing defeats and wer epushed back. Feeling that the threat of the monsters of Sterich could no longer be allowed to exist on Keoland's doorstep, and that Keoland should make good on its obligation to aid Sterich in its time of need, Arden then launched a retributive crusade to push the evil creatures out of Sterich and allow its people to return home. He was successful, and with Keoland's help Sterich has been able to restore itself to some semblance of a functioning nation once again.
With the recent cataclysmic events, the alliance between these four lands has been renewed. They have each felt that they need an additional bulwark of strength in these times, and have rallied together under Arden's banner, calling themselves the Kingdom of Athyr, meaning 'phoenix' in the Celestial tongue. As the gravity of the situation has become apparent, many other like-minded powers in the region have also flocked to Arden's leadership, believing that a strong alliance will be necessary to withstand the coming storm.'

'The bowels of Irongate comprise many levels of a vast underground city that houses hundreds of citizens. Here, minor traffic with Mitrik in Veluna is maintained through a magical gateway.'

'The Silent Ones of Keoland: This order of mages and diviners possess some of the last of Suel magic. The Tower of Silence rises hundreds of feet into the air in a location a day's ride from the Keoish capitol of Niole Dra. They are lead by Mohrgyr the Old (N, Male Human, Wizard 20) and have been known to oppose those who seek dangerous magical power. They are not pleased with the emergence of the Scarlet Brotherhood.'

'Knights of the Hart: This order is further broken down into the Knights of Furyondy, the Knights of Veluna, and the knights of the High Forest. They have vowed to oppose Iuz.'

'Knights of Holy Shielding: This group once ruled the Shield Lands before Iuz triumphed over them. They are lead by Lady Katarina of Walworth and by her chidr aid Knight Bnanneret Incossee of the Bronze Band (LG male human, Ftr 13) a Flan General. Many are paladins, fighters or clerics of Heironeous.'

'Knights of the Watch: Traditionally suspicious of barbarian Baklunish raiders, and too often prejudiced against the Baklunish, they are lead by the Grandiose Imperial Wyvern Hugo of Geoff (LN, Fighter 16). Popular deities among its membership are St. Cuthmbert, Heironeous, Pholtus, Allitur, and Mahayeine. They are split between the Knights of the Watch and the less traditional Knights of Dispatch, who do not hate the Baklunish but hate those who have invaded Geoff as well as Iuz. The Knights of the Watch tend to be mystically inclined and comprised of fighters, clerics, and paladins, while the Knights of the Dispatch tend to have more fighters, rangers, clerics and rogues.'

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FORSAKEN ONE (New Claim)

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E-Mail: NukemUntilTheyGlow[at]hotmail[dot]com
PC: unknown
Artifacts: unknown

Powers:

The Ethergaunt Enclave - this represents 10 black ethergaunts, 50 white ethergaunts, and 500 red ethergaunts ... these represent a small but extraordinarily powerful and capable race of humanoid-type beings who once hailed from Oerth, and now reside in the Ethereal Plane (they want Oerth back.)

POPULATIONS AND IC VALUES OF TERRITORIES:


The Ethergaunt Enclave: 500 = N/A

TOTAL IC OF FORSAKEN ONES' POWER SO FAR: 0 IC

SPECIAL NOTES: Forsaken One's Ethergaunt power begins with a value of 4 in the Technological Arms Race (instead of the normal starting value of 1.) They also begin with the Alien Trait.

DRAWINGS OF THE ETHERGAUNT:

Black Ethergaunt: http://www.wizards.com/dnd/images/ff_gallery/50358.jpg
White Ethergaunt: http://www.wizards.com/dnd/images/ff_gallery/50118.jpg
Red Ethergaunt: http://www.wizards.com/dnd/images/ff_gallery/50357.jpg

Color on map according to Guilt Puppy: BRIGHT BLUE
Territories on map: No on-map territories. Large off-map territories to the far west, see http://members.aol.com/cathbhadhx/tsroerth.gif

PLAYER NOTES:

Concerning the Red Kingdom:

'The Red Kingdom is perhaps as large as old Furund, and looks like a buffer state caught in the middle of the Ennlave tribes, Ishtarland, the Eryptians, and barbarians to the south. On the other hand it could sufficiently retired from the forces of all of those beside Ishtarland and the Ennlave tribespeople that an amorphously vague border might be in order. This land is so named for the color of its rocks.'

Concerning the Ethergaunt:

'A huge 2 mile high zigurat in the middle of a red rocked desert/plain isn't really a hidden stronghold.'

'Travelers to the Ethereal Plane report vast fields of nothingness, roiling fog cloaking a barren landscape. Sometimes, however, they come upon fantastic stone pyramids or cyclopean menhirs topped with flashing magical flames, relics of an ancient race. Knowledgeable scholars refer to the fearsome creators of these structures as ethergaunts, after their emaciated, delicate frames. An advanced culture that abandoned the Material Plane more then 10,000 years ago, the ethergaunts are finally comming back, with a vengeance.
Adult ethergaunts stand 8 feet tall and resemble extraordinarily thin humanoids. An ethergaunt's long, thin arms reach to mid-calf; each hand has three agile fingers and a thumb. An inhuman face caps a short neck that protrudes from the center of the creature's chest, giving the ethergaunt a somewhat stooped appearance. Because few creatures gaze upon an ethergaunt's face without taking severe damage to their psyches, the creatures have develloped bisected masks and exosceletons that serve to give them a somewhat humanlike appearance. Dozens of colorful, prehensile tendrils emerge from behind the mask like a mane of thick, fleshy hair. The faceplate resembles a featureless porcelain visage, and the mask's color reveals the ethergaunt's role in the creatures' pragmatic society. Red ethergaunts serve the race as scientists and explorers. White ethergaunts manage the reds' affairs and form the primairy government of the race. The dreaded black ethergaunts control the entire society of ethergaunts; fewer then one hundred blacks are thought to exists. Other colors and roles may exist.
Ethergaunts have a great disdain for the creatures that have inhabited 'their world' since their ancient departure. They have progressed technologically and philisophically to a point where they consider most inhabitants of the Material Plane no more relevant then insects. While they see themselves as beyond good and evil in the classic sense, they are not pleased at the current infestation of their old home, and have set upon the most devastating extermination in history.
Ethergaunts communicate with each other by wriggling their head tendrils, which transmits a psychic 'soundprint' identifiable as language to other ethergaunts within normal hearing range. They occasionally communicate with members of Material Plane races by revealing their true faces to one of the creature's cohorts and using that dominated ally as a psychic puppet-envoy. In such communications, the ethergaunts refer to themselves as the Khen-zai. Ethergaunts communicate with each other using their own language, Khen-zai, which cannot be learned by those who lack their unique anatomy. Most know a smattering of other languages---usually tongues plucked from the minds of enslaved envoys. Comman additional languages include Common, Draconic, Dwarven, and Elven.

Ethergaunt society

Ethergaunt society serves the dual goals of philisophical progress and self-preservation. The Khen-zai define progress as the culling of emotion in order to approach perfect rationality. They define self-reservation as the removal of any threat to their carefully developed objective philosophy. The inhabitants of the Material Plane threaten both philosophy and preservation, and hence must be destroyed.
Rigidly stratified through an immutable caste system, an ethergaunt's role in society is largely defined by the actions (or lack thereof) of its predecessors. The Khen-zai long ago eliminated irrational ambition by ensuring that no ethergaunt can ever achieve a greater status. Once during its lifetime, however, an ethergaunt can produce a young Khen-zai through asexual reproduction. The child's caste, hence the color it will bear upon its faceplate for its entire life, is decided before it is born by a cadre of black ethergaunts who weigh the achievements of the child?s ancestors before assigning the child's caste.
Ethergaunts gather in small communities known as enclaves, usually situated around a large central pyramid that serves as a center of learning for the entire comminity. The largest such settlements boast as many as ten black ethergaunts, fifty white ethergaunts and as many as five hundred reds.

Ethergaunt items

Ethergaunts have developed a number of technological marvels. Because the race shuns art or pleasure, most such devices facilitate one of two activities: genocide or the eradication of religious devotion. Though the features of these objects resemble those of magic items, the objects are in fact technological and are not affected by spells such as antimagic field. Only ethergaunts have the knowledge and skill to build or maintain these devices.

Example weapons:

Etherblade: Resembling a short glaive topped with a hollow barrel, this favored weapon of the ethergaunts can fire a ray of force as a ranged touch attack for 1d6 points of damage. The etherblade ray has an increment of 40 feet. The weapon can fire 50 times before it is exhausted. It cannot be recharged.
An etherblade can be used as a two-handed weapon in melee combat to deal 1d10 points of slashing damage. A fully charges etherblade has a marker price of 800 gp.

Doubt Bomb: This ceramic sphere contains a chemical mixture intented to overstimulate the 'doubt centers' in the brain. The bomb can be thrown as a grenadelike weapon. A thrown bomb shatters on impact, creating a cloud of poisonous gas in a 10-foot spread (initial and secondairy damage 1d6 Wisdom, Fort DC 15 negates). Ethergaunts are immune to the effects of doubt bombs.
A doubt bomb has a market price of 500 gp.

Notes of importance about Ethergaunts:

- The weakest of the race, namely the reds, are CR 9, cast spells as a level 9 wizard and have at least 23 intelligence and are immune to 2nd level arcane spells and lower. These are the dumbest and weakest of their race. These are the ethergaunt grunts and they are brighter then the brightest human mage.
- Population seems stagnant due to that each member of the race can only procreate one time which produces a single sibling.
- White ethergaunts are CR 13 and cast spells as a level 13 wizard, have 27 int and are immune to arcane spells of 4th level and lower.
- Black ethergaunts are CR 17 and cast spells as a level 17 wizard, have 31 int and are immune to arcane spells of 6th level and lower.
- All ethergaunts can dominate monster 3 times a day.
- Seeing an ethergaunts real face (which it can show as a free action by opening its faceplates) drains 1d4 points of intelligence, wisdom and charisma.
- Every single member of this race can Teleport.
- Every single member of this race can cast mass destruction spells as fireball, but even worse, spells like firebrand.

This makes the whole race more intelligent then the most intelligent of 99% of all other races that exist by far. Not even noting that this is the race without a single class level applied to them....'

Notes from Serpenteye concerning the Ethergaunt:

'* All Ethergaunts would indeed be Elite or Epic in power, and you would get more Elite PLs and Epic PLs than any other faction. Obviously, this makes you very, very dangerous.
* To balance your PLs, and to reflect the very low number of Ethergaunts in existance your population would be tiny and your IC negligible. It will be possible for you to increase your population with conquest of course, but it will be hard for you to maintain control over a large empire since you have no Regular PLs and your Elite and Epic PLs do not represent a large number of people. Exterminating all of the lower life forms might actually be your best option, unless you manage to intimidate some worthy NPC faction to ally with you..
You would only be in control of one enclave of Ethergaunts, and your population wouldn't exceed 500 individuals.
* Due to what was written above it will be very difficult for you to increase your power, in absolute terms not relative ones. You will have enough PLs to research 10th level magic quickly, but you won't be strong enough to actually cast any 10th level spells... I'll see how it works out when I assign PLs, but going that route would in all likelyhood do you more harm than good.
* Your stated objective would, if executed openly without the political support of other factions, make you a target of a lot (if not all) other factions. All factions have Elite and Epic PLs, and put together they vastly outnumber you. Their hordes of Regulars could also pose a major threat. Your armies could put up one hell of a fight, though, and against a minor coalition of only a few other factions you would have a decent chance of winning if you played as well as I know you can, but it will not be easy.
* In summary, you're a major threat on turn one but as the game progresses your relative position is likely to steadily worsen. It would seem you have little to gain from attaining your goals, in terms of power.
(Just an analysis, of course, you will be able to affect the outcome. In fact, I know you will.)
All things considered, I think it's a damn cool faction you've chosen to play and your claim is granted.'

Further notes from Serpenteye on the Ethergaunt:

'All planes are cut off, except for the parts of the Ethereal and the Astral planes which are coterminous with (covering the same space as) the Crystal Sphere of Oerth. Forsaken Ones Ethergaunts had the good fortune of being in that very small and completely sealed off region of the Ethereal Plane.'

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GUILT PUPPY: MAPMAKER OF THE 5TH IR

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E-Mail (with permission) craylor@rowf.net
PC: The Elder Brothers (titles, classes, ranks, levels, alignments unknown, and possibly unknowable) and Abbon Craylor, Rogue 17th level / Monk 8th level, alignment unknown
Artifacts: unknown

Powers:

- The Scarlet Brotherhood - this represents a powerful secret faction of suel monks/assassins/others and very large and potent forces of suel humans.

- Areas under the control of the Scarlet Brotherhood - these represent all of the nations and areas given below:

- The Frost Barbarians - these represent sizeable forces of suel humans of a neutral bent, sizeable forces of neutral and evil animals, sizeable forces of abominations, small forces of unseelie, and possibly other forces. This nation is famous for it's viking style ships.
- The Ice Barbarians - these represent small forces of suel humans of a neutral bent, small forces neutral and evil animals, large forces of abominations, and small forces of unseelie.
- The Snow Barbarians - these represent sizeable forces of suel humans, sizeable forces of neutral and evil animals, large forces of abominations, small forces of unseelie, and possibly other forces. The nation is also famous for it's viking style ships.
- Hempmonaland territories (East Hempmonaland, Pelisso Swamp, West Hempmonaland) - these represent very large forces of humans, large forces of neutral and evil animals, large forces of abominations, and exotic forces including possible dragons.
- The Lordship of the Isles (Aerdi Major, Aerdi Minor, Aerdi Rock, East Oljaat, East Sulward, Ekul Island, Midisle, North Duxchan, South Duxchan, West Oljaat, West Sulward, Wild Duxchan, Wild Oljaat) - these represent large forces of humans, small forces of humanoids, and small forces of servitor demihumans.
- the Hold of the Sea Princes (Hokar, Port Joli, the Hold of the Sea Princes, Westkeep: Flotsam Isle, Fairwind Isle, Jetsom Isle: Hool Marshes, Hool Valley) - these represent sizeable forces of humans, sizeable forces of servitor demihumans, sizeable forces of humanoids, large forces of abominations, large forces of neutral and evil animals, sizeable forces of unseelie, and possibly other forces.
- The Tilvanot Peninsula (Ekul, Kro Kerlep, Spine Ridge, Tilvanot Coast, Tilvanot Flats, Tilvanot Jungle, Tilvanot Plateau) - this represents very large forces of Hempmonaland servitor humans, large forces of other servitor humans, large forces of servitor demihumans, large forces of servitor humanoids, large forces of abominations, sizeable forces of undead, and possibly other forces.
- The Coastline of the Amedio Jungle (all territories on-map) - these represent sizeable forces of humans, very large forces of abominations, very large forces of neutral and evil animals, large forces of unseelie, and strange and exotic forces unknown to any but the Scarlet Brotherhood.
- The Loftwood - this represents small forces of humanoids, small forces of neutral and evil animals, small forces of abominations, and small forces of unseelie
- Timberway Forest - this represents small forces of neutral and evil animals, small forces of abominations, and small forces of unseelie

POPULATIONS AND IC VALUES OF TERRITORIES:

Scarlet Brotherhood: 120,000 = N/A

Areas under the control of the Scarlet Brotherhood:

The Frost Barbarians: 300,000 = 10 IC
The Ice Barbarians: 300,000 = 10 IC
The Snow Barbarians: 400,000 = 15 IC
Hepmonaland Territories: 4,900,000 = 174 IC
The Lordship of the Isles: 525,000 = 26 IC
The Hold of the Sea Princes: 840,000 = 40 IC
The Tilvanot Peninsula: 1,064,000 = 60 IC
The Coastline of the Amedio Jungle: 340,000 = 14 IC
The Loftwood: 10,000 = 0,4
Timberway Forest: 20,000 = 0,6

TOTAL IC OF GUILT PUPPYS' POWER SO FAR: 350 IC

SPECIAL NOTE:

Color on map according to Guilt Puppy: BRIGHT RED
Territories on map: The Tilvanot Peninsula and possible other territories on-map, on-map Hempmonaland. Off-map territories in Hempmonaland to the southeast, see http://members.aol.com/cathbhadhx/tsroerth.gif

PLAYER NOTES:

'I'll be playing on behalf of the Elder Brothers, the elite of the Scarlet Brotherhood. Their names, powers, and numbers are unknown, even within much of the organization (and perhaps even to one another), but it is generally assumed that they are a mixture of monks, wizards, rogues, and clerics of Wee Jas, each around twentieth level. (Although the public doctrine of the Scarlet Brotherhood shuns magic, it is clear that this is not put into practice among the higher ranking members... Indeed, the deeper one looks at the organization, the less it appears that they have any coherent doctrine at all.)
As for the organization itself, its true politics and hierarchy are obscured by a careful system of secrecy. First, all members are required to take an oath to divulge as little information as possible, including that given to members lower in rank, or, more accurately, members who are under one's authority. Second, all members who hold any authority are instructed to give intentionally misleading and inaccurate information to their lowers, and are generally made to understand, themselves, that some of the information they are given is misleading.
As a result of this, attempts to infiltrate and unravel the organization's true structure have lead only to the conclusion that it may be impossible to unravel. Instances have been uncovered in which authority appears to run in circles: That is, one member has authority over another, who has authority over another, and so on leading back to that original member. In such cases, it appears that no member in the cycle was aware of its existence, each believing to know the "true" hierarchy which was hidden from there superiors. How instructions are fed into such a system from above is unclear; it has been proposed that there may be no "above," that the Elder Brothers are in fact a myth, and that the organization has dissolved under its own secrecy into a system with no true authority, whose actions and doctrines are the manifestation of thousands of interconnected whims and beliefs, systematically distorted until they no longer resemble any one power's vision of what the Brotherhood should be. Whether or not this is true, its appearance is enough to render any underlying, rigid structure invisible to those outside.
Regardless of this, no organization so large can function without charismatic leaders, and the Brotherhood has its fair share. It can be assumed from their code of secrecy that no member would be allowed to become a public figure were he to hold any significant influence in the organization, but their role in focusing the hearts and minds of its membership is no less important. Indeed, it is probably the sense of fanatical devotion that these speakers engender which allows an organization so strangely-knit to function in harmony as a coherent unit, rather than breaking off into factions or otherwise acting out of congruence.
Chief among these speakers is Brother Abbon Craylor, no doubt an accomplished member of the Brotherhood in his own right. It is his domain to handle the most important public and diplomatic affairs on behalf (or at least in the name) of the Elder Brothers. His history appears to lie primarily in espionage, and there are suspicions that such work continues, even when he is on apparently diplomatic journeys.'

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JAMES HEARD (New Claim)

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E-Mail (with permission) dunlandor@earthlink.net
PC: Pending approval
Artifacts: unknown yet

Powers:

The Empire of Polaria (all territories) - this widespread realm on land and under the waves represents sizeable forces of demihumans, sizeable forces of humanoids, small forces of giff mercenaries, sizeable forces of potent sea animals and wondrous beings, small forces of potent land animals and wondrous beings, sizeable forces of servitor land abominations, sizeable forces of servitor sea abominations, sizeable forces of ice elementals, sizeable forces of faerie and unseelie, and other forces.

(James notes on Polaria as follows)

Armed Forces: Indistinct rabble of variously trained and equipped troops of widely different capabilities and design. One province might rely on a dominated troll marching band to serve as protection, another could consist of a single wise sage, and yet another could have a powerful company of constructs and siege crabs. Generally the overwhelmingly consistent element is the Polarian proclivity toward style and outlandish behavior.
Polarian Tax Corps: Trained to deal with a tremendously different resistance from various provinces while collecting taxes, the Tax Corps tend to be multispecialists capable of dealing with many different situations. They travel underneath the Polarian ice caps in specially designed boats and in the occasional awakened whale's gullet.

POPULATIONS AND IC VALUES OF TERRITORIES:

Polaria: 800,000 = 40 IC

TOTAL IC OF JAMES HEARDS' POWER SO FAR: 40 IC

Color on map according to Guilt Puppy: LIGHT YELLOW-TANNISH

Territories on map: No territories on-map. Territories off map include the southern polar ice cap and territories beneath and underground, and some islands of frigid temperment in the Sea of Thunder and the Ocean of Storms.

PLAYER NOTES:

Polaria
Proper Name: The Empire of Polaria
Ruler: Emperor Perguine MLXI, Master of the Uttercold and the Land of Sunlight/Sunset (depending upon the time of year)
Government: Loosely ruled bureaucracy with a hereditary monarchy whose powers are largely ceremonial.
Capital: Friesland
Major Towns: Friesland (pop 600)
Provinces: Over 4,000 distinct provinces with separate sheriffs, hereditary nobility, Presidents, and many other different governmental units. They each have separate laws and customs as well, but all swear fealty to the Emperor and pay taxes.
Resources: Fish, fish oil, reindeer, ivory, rare lichens, toys
Coinage: Dependent upon which province one is in, much bartering for goods takes place, and some foreign coins are used as well.
Population: Unknown (Gnomes, Halflings, Selkies, Kobolds, some dwarfs and goblins, and a small community of miserable loxo and giff)
Languages: Dependent upon which province one is in, including experimental languages involving flash cards and pantomine.
Alignments: All
Religions: Each emperor is worshipped as a god-king, other than that various minor cults of foreign deities.
Allies: Various intelligent whales, ice elementals, lost seafarers
Enemies: Modrons really hate Polaria
Overview: The islands of Polaria have eternally been covered in Oerth's largest and most pronounced ice cap. On the surface the glaciers of Polaria cover all but the topmost portions of the islands, which provide the few surface towns and grazing land for enormous herds of reindeer, walruses, and penguins. Few travellers come to Polaria, thanks to the thick fog banks that come off from the warm waters of the Sea of Storms coming into contact with the frigid waters pouring forth from deep icemounts underneath the cap.
Still a few hardy souls eek out a meager existence in the area. Separated by vast distances, isolatingly low populations, dangerous crevasses, and a general sense of wanting to be left alone, it's almost surprising that the Polarians have any sort of coherent government at all. So there wouldn't be, and to most outsiders there isn't, except for the happy circumstance of the Great Race.
The Great Race is the most important event that happens in most Polarian's life, where every province sends in their most stalwart and perfect example of their way of life to compete in a race across Polaria (and occasionally across the Outer Planes, weather permitting) to compete for who will be the next Emperor Perguine. Usually the Emperor goes to reside in Friesland, home of the Polarian Tax Adjusters, in luxury for as long as he can stand it - and then announces a new Great Race. On rare occasions an Emperor has called a Great Race and competed in it himself. Such is the case with the current Emperor, who is not only Perguine MLXI, but was also Perguine MLX and Perguine MLIX.
Perguine MLXI commands a rabble of an army, consisting of whatever forces he can coerce from each of the separate provinces. The Polarian navy is quite proficient, consisting of many intelligent beasts of the oceans that find it convenient to call Polaria home and consider the tax cut for providing their services more than an equal trade.'

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KNIGHT OTU

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E-Mail (with permission) olifran@gmx.de
PC: Half-fiend red dragon
Artifacts: unknown

Powers:

- Cult of Ashardalon - these represent a few dragons, a sizeable force of half-dragons, a sizeable force of demons, a very large force of potent and lesser undead, and a very large force of servitors of all kinds.

- The Great Kingdom of Aerdi (Ahlissa, Atirr, Bellport, Central Great Kingdom, Coastal Great Kingdom, Duntsey, Eastern Great Kingdom, Devenwood, Eastfair, Edgefield, Gull Cliffs, Kaport Bay, Lendore Coast, Lone Heath, North Province, Northeastern Great Kingdom, Northern Great Kingdom, Prymp, Rel Astra, Rel Deven, Southeastern Great Kingdom, Southern Great Kingdom, Southwestern Great Kingdom, Western Great Kingdom, Winetha) - these represent sizeable forces of fiends of all types, extremely large forces of humans, very large forces of humanoids, sizeable forces of servitude demihumans, very large forces of neutral and evil animals, large forces of abominations, very large forces of undead, sizeable forces of constructs, large forces of unseelie, and possibly other forces.
- Knight Protectors, the Order of Hextor - this lawful evil knightly order represent a sizeable force of potent humans and demihumans.
- The Sea Barons (Asperdi Isle, Eastisle, Fairisle, Isle of Serpents, Oakenisle) - these represent large forces of humans, sizeable forces of humanoids, sizeable forces of servitude demihumans, sizeable forces of neutral and evil animals, sizeable forces of abominations, and possibly other forces.
- Medegia - this realm, completely destroyed and depopulated during the Greyhawk wars, has been reoccupied. What peoples it represents is unclear, however.
- Allied Forest Realms (the Grandwood) - this represent sizeable forces of servitor humans, sizeable forces of servitor demihumans, small forces of humanoids, sizeable forces of neutral and evil animals, small forces of abominations, and sizeable forces of unseelie

POPULATIONS AND IC VALUES OF TERRITORIES:

The Cult of Ashardalon: (unknown) = N/A

The Great Kingdom of Aerdi (all territories on-map)

United Kingdom of Greater Ahlissa: 7,000,000 = 380 IC
Northern Aerdi: 4,200,000 = 220 IC
Rel Astra & Solnor: 720,000 = 40 IC
Knight Protectors, the Order of Hextor: N/A

Allied Realms and Forest Realms:

Medegia: 670,000 = 34 IC
The Sea Barons: 308,000 = 14 IC
The Grandwood: 50,000 = 1,5 IC

TOTAL IC OF KNIGHT OTUS' POWER SO FAR: 689,5 IC

Color on map according to Guilt Puppy: BROWN
Territories on map: On-map territories covering most of the eastern Flanaess.

PLAYER NOTES:

'The cult of Ashardalon started off with all manners of humanoids, mostly humans and elves, worshipping the Great Wyrm Ashardalon. Ashardalon was much of a force of nature, and his power was great. Yet, he was brought down by the druidess Dydd, wounding his heart beyond repair. The heart remained in what would once be called the Nightfang Spire, and became a nexus of negative energy, transforming many of the wyrm's followers to undead.
With the help of the heart and other magic, the vampire Gulthias worked on expanding the cult, and some say that at its height, it had a nearly unlimited number of basic human skeletons and zombies, and a great number of elite forces, from vampires over mummy monks to wight assassins. The fall of Nightfang Spire was devastating to the forces of the cult, but it retained several forces.
Ashardalon, meanwhile, sought to replace his heart, and found that a demon would make a suitable replacement. The great wyrm bound Ammet, a balor of considerable power, to act his heart. While with time, even this powerful replacement heart began to fail, Ashardalon inspired other dragons to attempt the same feat, becoming the so-called disciples of Ashardalon. Not devout worshippers, or even necessarily loyal, most would not serve under Ashardalon, even if they respect his power.'

'Knight Protectors of the Great Kingdom: Once a great order in the Kingdom of Aerdi, they fell into decline. The order was traditionally split between follows of Heironeous the Valorous (lawful good) and Hextor the Warrior (lawful evil) Their goal was the preservation of the Great Kingdom.'

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MELKOR

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E-Mail (with permission) kooligar@op.pl
PC: Gallador the Undying King, Master of the Night Eternal.
Artifacts: unknown

Powers:

- Gallador's Concord (Court of the Eternal Night (Vampiric Feudal Nation), capital city Shavarash) - this represents Lanfear, Princess of The Dark Moon (daughter of Gallador), sizeable numbers of vampires, large servitor undead armies, and large independent undead armies.
- Ivid the Undying and the City of Rauxes - this represents Ivid (very powerful animus with an artifact known as the Fiend Seeing Throne), very large forces of fiendish servitors and allies, very large forces of undead servitors, large forces of abominations, small forces of human servitors, small forces of humanoid servitor races, small but potent forces of constructs, and possibly other very strange and unguessable forces.
- Underdark Nations under the Concord's Control (duergar Underdark nations, kuo-toa Underdark nations, troglodyte Underdark nations, other humanoid Underdark nations) - these represent very large forces of evil Underdark demihumans, very large forces of evil Underdark humanoids, and possibly other forces.
- The Sulhaut Mountains - these represent small forces of humanoids, small forces of (now) servitor demihumans (mostly dwarves), and small forces of strange abominations.
- Allied Deep Dragons and Shadow Dragons - these represent a small but extraordinarily potent force of dragons.
- The Sahuagin Empire of the Solnor Ocean - this represents large forces of sahuagin, large forces of Ixitch ... (how DO you spell that??), large forces of domesticated sharks, large forces of undersea animals, large forces of undersea abominations, sizeable forces of undersea undead, and possibly other forces.

POPULATIONS AND IC VALUES OF TERRITORIES:

Galador's Concord: 2,000 Vampires, 15,000 Vampiric Spawn, 100,000 servitor Undead = 6 IC
Ivid and the City of Rauxes: 66,666 = 3 IC
Underdark Nations under the Concord's Control: 300,000 Duergar, 400,000 Kuo-Toa, 4 million servitor Humanoids = 252 IC
The Sulhaut Mountains 980,000 = 40 IC
Allied Deep Dragons and allied Shadow Dragons: (Counts as part of Concord)
The Sahuagin Empire of the Solnor Ocean: 2,000,000 = 90

TOTAL IC OF MELKORS' POWER SO FAR: 391 IC

Color on map according to Guilt Puppy: BLOOD RED
Territories on map: Small but potent on-map territory in the east. Large territories underneath the surface of Oerth in the Underdark.

PLAYER NOTES:

(from Bugbear concerning Elder Vampires)

Fledgeling 0-99 years
Mature 100-199
Old 200-299 Yrs
Ancient 300-499 yrs
Eminent 500-999 Years
Patriarch 1000+ Yrs

'Gallador`s Concord: Gallador The Undying King, Master of The Night Eternal is an ancient Vampire who was banished to the Underdark centuries ago . For ages ha has waged a war of conquest and deception, and now with the current dramatic events, his attention is brought back to the surface world!
Court of The Eternal Night: Vampire Children of Gallador, organized in feudal/dynastic system-power is usually based on proximity to Gallador, like generations in Vampire: The Masquaerade.

Origins of Gallador: This history may be found out through powerful divination magic, also may be known by Church of Pelor sages.
600 years ago, Gallador, a powerful Paladin devoted to Pelor, was a Great Champion of The Light, defending Keoland from the forces of evil. His valor and leadeship skills were unmatched, and bards all over the land were creating songs about heroic deeds of Gallador, Knight of The Sun. And minions of darkness felt nothing but dread upon hearing his name. Yet few noticed the flaws of Gallador, for he was a man of great pride, which was growing with each victory, and his wrath was terrible, though always righteous. He lead many sucessful campaigns against goblinoids, having no mercy for them, for he claimed they are capable only of wickedness and destruction.
One day Gallador learned that his entire family, including wife and young children, was murdered in an unexpected attack. He rushed to the High Temple of Pelor and confronted the Archpriest, demanding his loved ones to be resurrected, surely he deserved it as a Champion of The Faith! But Archpriest answered that the souls of Gallador`s family are with Pelor, their happiness is much greater than during their lifetime, they would not return! But Gallador loved his wife and children more than he loved Pelor, and he felt betrayed, for the first time in his life he felt forsaken by his God. Rage overtook him, and he slew the Archpriest, whose blood flew at the holy altar, desecrating it.
Then Pelor himself intefered, sending an Avatar to confront his Champion. But Gallador rejected his Master as a liar and hypocrite,claiming that Gods want only to enslave mortals, to use them in their games. They are allowing the world the suffer, while laughing at the mortal struggles. Pelor`s Avatar said nothing, looking only in sadness. Suddenly, there was more and more blood flowing from Archpriest`s body, and it turned into the river, that completely covered terrified and screaming Gallador. Then Pelor spoke:
"It was you who betrayed your God. Since you rejected my light, I curse you to an eternity in darkness, you shall never again walk in the light of the sun! You will have ages to reconsider your foolishness, and you will be forced to steal the life of others to feed the void inside you, pathetic existence of a parasite!"
So died Gallador the Paladin, and Gallador the Vampire Lord was born. Pursued by his former friends and allies, he escaped to the Underdark, swearing that he will one day revenge himself against false Gods and their pathetic followers. He has never been seen again in the outside world...'

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NAC MAC FEEGLE

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E-Mail (with permission) estickgold@gmail.com
PC: Sephir, Human Psion (Telepath) 30th level, lawful neutral
Artifacts: Psicrown of the Crystal Mind (Psionic Artifact)

Powers:

- The Kabalim - these represent a small, but extremely potent group of psionic beings of varied races led by the Psionic Circle.

Areas under the control of the Kabalim:

- The Iron League (Idee Coast, Idee Valley, Iron Gate, City of Irongate, Grayflood, Menowood, Onnwal, Pitchfield, Reiu Hills, Reiuwood, County of Sunndi, Hestmark Highlands, Dullstrand) - these represent large forces of demihumans, large forces of humans, and small forces of good and neutral animals and wondrous beings.
- The County of Ulek - this represents large forces of demihumans (mostly elves), large forces of good and neutral animals and wondrous beings, treants and sentient trees and plants, and sizeable forces of faerie
- The Principality of Ulek - this represents large forces of demihumans (mostly dwarves and gnomes), sizeable forces of good and neutral animals and wondrous beings, and sizeable forces of faerie
- Allied Forest Realms (the Menowood, the Reiuwood) - these represent small forces of demihumans, sizeable forces of good and neutral animals and wondrous beings, sizeable forces of treants, and sizeable forces of faerie.
- The Isle of the Phoenix - this mystical (and enormous) island half-way across the Solnor (apparently) represents large forces of oeridian humans, large forces of demihumans, large forces of druids and treants, large forces of good and neutral animals, large forces of sentient trees and plants, large forces of wondrous beings, large forces of faerie, and possibly other forces.

POPULATIONS AND IC VALUES OF TERRITORIES:

The Kabalim: (unknown) = N/A
Dullstrand: 50,000 = 2,6 IC
Idee Coast: 90,000 = 5 IC
Idee Valley: 110,000 = 6 IC
City of Irongate: 150,000 = 9 IC
Iron Hills: 40,000 = 2 IC
Grayflood: 0 = 0 IC
Onnwal: 170,000 = 8 IC
Hestmark Highlands: 40,000 = 1,6 IC
Reiu Hills: (Counts as a part of Idee/Sunndi)
County of Sunndi: 250,000 = 12 IC
The County of Ulek (all territories on-map) 670,000 = 34 IC
The Duchy of Ulek (all territories on-map) 554,000 = 30 IC
The Menowood: (Counts as a part of Sunndi)
The Rieuwood: (Counts as a part of Sunndi)
The Isle of the Phoenix: 3,600,000 = 200 IC

TOTAL IC OF NAC MAC FEEGLES' POWER SO FAR: 310,2 IC

SPECIAL NOTE: Nac Mac Feegles' power already has amassed 10 PL in the Magical Arms Race, before the start of Turn 1.

Color on map according to Guilt Puppy: GREYISH-BLUE
Territories on map: on-map areas in the southeast Flanaess

PLAYER NOTES:

'The Kabalim are a group of vastly powerful psions based in what is now the Iron League. The Kabalim as an organization date back far further than that, however, and indeed the history of the revolt in Irongate is also part of the history of the Kabalim. Origins of the Kabalim are unknown, but they have been in the south of the Great Kingdom since its creation. It has been theorized that they were refugees from the Baklunish Empire or perhaps the Suel Imperium, but if records of their early home exist, then they are kept secret.
It was the Kabalim that fomented the rebellion of the Iron League against the Great Kingdom, and once this had been done they took steps to keep their investment secure. Every spy sent into the League disappeared mysteriously, every informer returned with false intelligence or turned traitor and spilled their information to the League. On the other side, League armies seemed to know exactly what the plans of their enemies were, and made good use of this information. Meanwhile, the Kabalim worked.
The Kabilim have one purpose, one goal, one ideal. They intend to attain the power of gods. The Kabalim long believed that none of the gods of Greyhawk truly ruled with justice or wisdom, condemning them as foolish and uninterested in humanity. The removal of Flanaess from the multiverse simply made them more sure of their cause. The races of Flanaess needed gods, and they intended to become them.
The Kabalim is led by a circle of eight psions of incredible power, who devote their time and energy only to their task of divine ascension. This circle is headed by a human man known as Sephir, a telepath of unimaginable skill, said to have been able to probe the minds of the gods themselves. It is unclear how long the current Circle of Eight has ruled, because their names are rarely known, and they live unnaturally long lives, but it is clear that Sephir has ruled for over three hundred years, and is said to be ageless. Beyond the Circle of Eight, the Kabalim control a hidden network of psionic agents hidden throughout the league, whose sole purpose is to defend the Kabalim's interests by keeping the League powerful.
It is important to note that the Kabalim are not evil. They do not seek power for the sake of oppression or personal gain, but because they believe that someone must take control of what they consider a world without leadership, and they see themselves as the right ones to do this.'

' The bowels of Irongate comprise many levels of a vast underground city that houses hundreds of citizens. Here, minor traffic with Mitrik in Veluna is maintained through a magical gateway.
Curious rumors say that Cobb Darg, Lord Mayor of Irongate, hides a secret related to his heritage.'

'The Isle of the Phoenix: It existed in a series of RPGA modules as an island off the coast of Aquaria. This continent, created by Frank Mentzner of TSR, had an empire started by Oeridian seafarers (there might have been some Flan humans there, not sure) amid demihumans and humanoids. The empire colIasped, and was replaced with some city states, nations, and settlements. One of the kings played around with technology and I seem to remember a Druidic alliance there, as well as a powerful Lawful Good wizard/cleric on the Isle of the Phoenix.'

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PAXUS ASCLEPIUS

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E-Mail (with permission) joejay1066@yahoo.com
PC: The Wolf God, paragon greater barghest 18 hit dice, warshaper 5 / planar champion 5 / legendary dreadnought (several dozen levels)
Artifacts: unknown

Powers:

- The Bone March (including Spinecastle) - this represents sizeable forces of humanoids, sizeable forces of abominations, small forces of undead, sizeable forces of neutral and evil animals, and possibly other forces
- The Pomarj - this represents very large forces of giants, very large forces of humanoids, very large forces of neutral and evil animals, large forces of abominations, small forces of humans, and possibly other forces
- Evil Mountain Realms (most of the Corusk Mountains, Crystalmists, Griff Mountains, Hellfurnaces, Jotens, Raker Mountains, and the Blemu Hills) - these represent very large forces of giants of all kinds, very large forces of humanoids of all kinds, large forces of abominations, forces of undead, forces of humans, and possibly other forces)
- Allied Forest Realms (the Dreadwood, the Hraak Forest, the Phostwood, the Suss Forest) - these represent large forces of humanoids, large forces of evil animals, large forces of abominations, and sizeable forces of the unseelie
- The Troll Fens - these represent large forces of trolls, sizeable forces of abominations, sizeable forces of unseelie, and other unpleasantries

Notes on population (incomplete)

POPULATIONS AND IC VALUES OF TERRITORIES:

The Bone March: 920,000 = 45 IC
The Pomarj: 3,300,000 = 170 IC
The Corusk Mountains: 300,000 = 10 IC
The Crystalmists: 1,800,000 = 80 IC
The Griff Mountains: 500,000 = 20 IC
The Hellfurnaces: 2,000,000 = 100 IC
The Jotens: 80,000 = 3 IC
The Raker Mountains: 750,000 = 37 IC
The Blemu Hills (count as part of Bone March)
The Dreadwood: 50,000 = 1,5 IC
Hraak Forest: 20,000 = 0,6 IC
The Phostwood: 60,000 = 2 IC
Spinecastle (counts as part of Bone March)
Suss Forest: 70,000 = 2 IC
The Troll Fens: 14,000 = 0.3 IC

TOTAL IC OF PAXUS ASCLEPIUS' POWER SO FAR: 471,4 IC

Color on map according to Guilt Puppy: YELLOW
Territories on map: Mountain ranges in the southwest, west, and northeast Flanaess. Small forest regions on-map.

PLAYER NOTES

'In game terms, the Wolf God is a paragon greater barghest of 18 hit dice, with five levels of warshaper, five of planar champion, and several dozen of legendary dreadnought. This is a purely combatant build, with only minimal and passive magical abilities.
For flavor text: The Wolf God is a terrible sight to behold: a 15-foot goblinoid form, most of its body masked in several hundred pounds of urdrukar full plate. The leering wolflike head that forms the helm is, in fact, identical to the true visage of its wearer, down to the blazing topaz eyes. His pride and joy, Grimcleaver, is a masterwork of vile metallurgy. The falchion, tall as two men, has been patternwelded from Baatorian greensteel, morghuth-iron, and adamantine, heated in fires made from the souls of fallen paladins, and quenched in the still-living bodies of kidnapped priests of Trithereon; the bounties placed by the Wolf God on live swanways indicates that he hopes to duplicate the honing of the Angelwing Razor.
The policies of the Wolf God are simple: order is the proper way of the world, and he is the proper director of that order. To this end, he has made common cause with those who are willing to stomach his means: a brutal tyranny which also includes a complicated caste system. To appease Iuz, he allows his clerical castes (primarily bureaucrats, but also numbering sorcerors, wizards, and those with natural magical powers) to worship the cambion demigod (incidentally providing him with a corp of divine casters to assist his armies); to the drow who dwell so unfortunately close to his heartlands, he has promised positions in the upper hierarchy.'

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RADIANT

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E-Mail (withheld until permission is given)
PC: unknown
Artifacts: unknown

Powers:

- CLAW (Mercenary Company of the Sikari) - this represents a sizeable force of (apparently psionic) beings of an unknown but very potent nature.

POPULATIONS AND IC VALUES OF TERRITORIES:

The Claw Mercenary Company of the Silkari: (unknown) = ?
Other claims: (unknown) = ?

TOTAL IC OF RADIANTS' POWER SO FAR: unknown as of yet

Color on map according to Guilt Puppy: unknown as of yet
Territories on map: unknown as of yet

PLAYER NOTES:

'So many worries in this world.
Ethergaunts eradicating your population?
Hordes of Underdark denizes scouring your landscape?
Pesky Paladins destroying your favoured undead?

Do not despair good people of Greyhawk.
The Sikari are now available.
If it threatens you we lend you the best trained troops you could ever want.
If your man are disheartned we will show them hope.
If your enemy is invading your land we will protect your towns and citizens.
If you're too broke we will cut you a deal!
Our soulwarped warriors are one hundred percent loyal and reliable, can be transported instantly to any location the customer requires and are capable of performing any military duty you find yourself in need of.
If you are interested in more information or would prefer to view a demonstration, our emissaries are on the way to YOUR capital right now to provide extensive and free council on any possible business arrangement.
Whatever you need, be it a small unit to garisson a city close to riot or a whole army to launch a major invasion, the CLAW mercenary company is your best choice.'

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RIKANDUR AZEBOL

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E-Mail (with permission) Guldan@wp.pl
PC: Iuz the Old, Demigod, human half-fiend Cleric 26th / Assassin 20th
Artifacts: unknown

Powers:

- The Empire of Iuz (The Bandit Kingdoms, the Barrens, the Heartland of the Empire, the Horned Society, the Shield Lands, Stonehold, Tenh, the Rovers of the Barrens: the Barrens, the Bluff Hills: the Burneal Forest, the Fellreev Forest, and the Forlorn Forest) - these represent large forces of demons, very large forces of humanoids, very large forces of abominations, very large forces of undead, large forces of humans, very large forces of neutral and evil animals, very large forces of unseelie, sizeable forces of enslaved demihumans (mostly dwarves and gnomes), possible underwater allies in the Whyestil and Nyr Dyv, and possibly other forces.
- The Boneheart - This is a special cadre of clerics and mages who work the will of Iuz, their loyalty fanatical, their methods absolute.
- The Boneshadow - This is a special cadre of rogues and spies who work the will of Iuz, their loyalty also fanatical, and their methods also absolute.
- The Legion of Black Death - this represents a sizeable and very potent force of demons loyal to Iuz.
- The Black Unicorns - these abominations have either just arrived, or have been magically created ... either way, they exist courtesy of Iuz and his magic.

POPULATIONS AND IC VALUES OF TERRITORIES:

The Heartland of the Empire of Iuz (partial territories)

2,900,000 = 160 IC

The Empire of Iuz (other territories)

Bandit Kingdoms: 1,200,000 = 65 IC
Horned Society: 1,000,000 = 57 IC
Shield Lands: 60,000 = 3 IC
Stonehold: 220,000 = 9 IC
Tenh: 400,000 = 18 IC
The Barrens: 120,000 = 4 IC
The Bluff Hills: 10,000 = 0.3 IC
The Fellreev Forest: 35,000 = 1 IC
The Forlorn Forest 15,000 = 0.5 IC
The Boneheart: N/A
The Boneshadow: N/A
The Legion of Black Death: N/A
The Black Unicorns: N/A

TOTAL IC OF RIKANDURS' POWER SO FAR: 317.8 IC

Color on map according to Guilt Puppy: BLUISH-GREY
Territories on map: Large areas of the north central Flanaess

PLAYER NOTES:

'Horned Society: Former rulers and traditional rivals to Iuz, the Horned Society lost its lands to the demigods. Known for devil worship and the worship of evil deities, there is a concern that the dispersed organization may have people in many lands. Also, some members still fight against Iuz from within his empire.'

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THOMAS HOBBES

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E-Mail (with permission) ternashandrik@yahoo.com
PC: unknown
Artifacts: unknown

Powers:

- Aliador - this extremely secret and ancient nation under the Griff Mountains (and thus, directly under Paxus' holdings) represents large forces of extraordinarily potent elves, large forces of extraordinarily potent wondrous beings, sizeable forces of extraordinarily potent good elven undead, large forces of faerie, and possibly other forces.
- Celene - this represents large forces of elves, large forces of good and neutral animals and wondrous beings, large numbers of treants and sentient trees and plants, and possibly other allies
- The Lendore Isles - these represent large forces of elves, large forces of good and neutral animals and wondrous beings, sizeable forces of celestials from Arborea, Elysium and other upper planes, sizeable numbers of treants and sentient trees and plants, small forces of good undead, possible underwater allies around the Isles, and possibly other allies.
- The Knights of Luna - this knightly order is elvish, based out of Celene, and represents a sizeable force of elves and elven allies.
- The People of the Testing - this represents a sizeable force of very potent elves.
- The Theocracy of the Pale - this represents a militant lawful neutral church and it's followers (Pholtus is their diety), large forces of humans, and possible small forces of allies of every type.
- The Yeomanry - this represents large forces of humans, small forces of demihumans, and possibly other allies.
- The Church of Tritherion - (need a description)
- The Silver Coins - these are the Good counterparts to the Circle of Eight. These represent a cabal of powerful good wizards, and large forces of allies, servants, and constructs of every kind devoted to them.

POPULATIONS AND IC VALUES OF TERRITORIES:

Aliador: 2,400,000 = 140 IC
Celene: 280,000 = 14 IC
Lendore Isles: 80,000 = 4 IC
The Knights of Luna: N/A
The People of the Testing: N/A
The Theocracy of the Pale: 700,000 = 35 IC
The Yeomanry: 610,000 = 34 IC
The Church of Tritherion: N/A
The Silver Coins: N/A

TOTAL IC OF THOMAS' POWER SO FAR: 227 IC

SPECIAL NOTE: Thomas' power has the Infiltrator Trait. Thomas' power has access to significant druidic magic.

Color on map according to Guilt Puppy:: WATERY BLUE
Territories on map: powers in the southwest and northeast Flanaess. The Lendore Isles (just off-map to the east, see http://members.aol.com/cathbhadhx/tsroerth.gif )

PLAYER NOTES:

'There seems to be no one person that will leap out as an uber-PC, except for perhaps the Bard/Evangelist who will be the current leader of the Church. And he will be pretty uber, but not in the Smiting way, like the wolf-god or Iuz. Very, very, very inspirational and diplomatic, perhaps. (Convert! Convert! Convert!) In any case, I have little to no idea how to use the epic rules, I'll not do anything further stats-wise unless someone points out something really appropriate (although he will pick up Legendary Commander and Epic Leadership, for the obvious reasons). Other important PCs will be Queen Yolande of Celene, and maybe the Freeholder of Yeomanry. Not big stats-wise, I expect, but worth noting as a roleplaying thing.'

'Concerning Aliador, refer to the High History of the Flanaess URL and the History of the Elves URL. Aliador is a powerful nation!'

'The People of the Testing: A group of Elven mystics from throughout the Flanaess, these elves have passed under the Moonarch of Sehanine. The Moonarch appears in different places when Oerth's lesser moon, Celene, is full. So far, the Moonarch has only appeared in random locations in Northern Celene. They seem to have gained rare knowledge and magic. The most well known member is Elraniel Tesmarien (CG, male elf, Wiz 13.) They also have a presence in Sunndi.'

'Knights of Luna: This is an order in Celene, led by Melf, Prince Brightflame of Celene (NG, male elf, Wizard 14/Ftr 4) They strongly support the fight to restore Ulek's orders, oppose Iuz, and have a good working relationship with the Knights of the Hart.'

'The Silver Coins: Often identified by a silver coin with arcane symbols, this organization was founded by the Archmage Tenser to be a good aligned counterpart to the Circle of Eight ? with which it maintains contact and a friendly rivalry. Like the Circle of Eight, the Silver Coins have a good intelligence network supplemented by magic. Their primary goal is to oppose Iuz and other evil organizations, while promoting goodness.'

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VENUS

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E-Mail (with permission) mabisschops@hotmail.com
PC: unknown
Artifacts: unknown

Powers:

- Orcreich - this represents a very large force of orcs of unknown alignment, and unknown additional forces and allies
- Lower Khanate - (need a description)
- Upper Khanate - (need a description)

POPULATIONS AND IC VALUES OF TERRITORIES

Orcreich: 7,100,000 = 350 IC
Lower Khanate: 2,000,000 = 80 IC
Upper Khanate: 4,200,000 = 190 IC

TOTAL IC OF VENUS' POWER SO FAR: 620 IC

Color on map according to Guilt Puppy: INDIGO
Color on map desired by Venus: UNKNOWN
Territories on map: No on-map territories. Off-map territories to the far west: see http://members.aol.com/cathbhadhx/tsroerth.gif

PLAYER NOTES:

'There is a refence to two nations west of the Baklunish lands. Komal is on the other side of the gulf that has the Sultanate of Zeif. There is also a reference to another land, Mur, where the ancestors of the Tiger Nomads and the Wolf Nomads came from a few centuries after the Invoked Devastation.'

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WILLIAM

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E-Mail (with permission) williamwronald@aol.com
PC: Al'Akbar, Demigod of the Baklunish, lawful good
Hero dieties: Azor'alq, Daoud.
Artifacts: unknown

Powers:

- The Baklunish Empire of Al'Akbar, representing all of the nations and areas given below:

- The Baklunish Nations, Peoples, and Regions (Ekbir, Ket, the Plains of the Paynims, Tusmit, Ull, Zeif: the Bakhoury Coast, the Dry Steppes: the Araphad Islands, the Janasib Islands, the Qayah-Bureis Islands: Lake Udrukankar: the Ullsprue Mountains, the Banner Hills, the Tusman Hills, the Yecha Hills: Bramblewood Forest, Udgru Forest: the (ruined) ancient city of Tovag Barague and it's Standing Stones along Lake Udrukankar: the Mouquollad Consortium) - these together represent very large forces of humans, large forces of demihumans of all types, large forces of good and neutral animals and wondrous beings, small forces of treants, small forces of faerie, undersea allies in large force from the Drawmij Ocean, and very likely other forces.
- the Isles of Azor'alq (resting ground of the legendary first dynasty of the Baklunish Empire) - these represent sizeable forces of dragons, large forces of wondrous beings, large forces of good and neutral animals, possibly small human forces, and possibly large celestial forces
- The Barrier Peaks - these represent small forces of humans, small forces of good and neutral animals and wondrous beings, very small forces of faerie, and possibly other forces.

POPULATIONS AND IC VALUES OF TERRITORIES:

Ekbir: 4,000,000 = 220 IC
Ket: 525,000 = 28 IC
Plains of the Paynims: 1,000,000 = 40 IC
Tusmit: 600,000 = 30 IC
Ull: 550,000 = 24 IC
Zeif: 3,400,000 = 180 IC
The Bakhoury Coast: 50,000 = 2 IC
The Dry Steppes: 60,000 = 2 IC
The Araphad Islands: 15,000 = 0.4 IC
The Isles of Azzor'alq: 5,000 = 0.2 IC
The Janasib Islands: 20,000 = 1 IC
The Qayah-Bureis Islands: 10,000 = 0.3 IC
The Ullsprue Mountains: 30,000 = 1 IC
The Banner Hills: 50,000 = 2 IC
The Tusman Hills: 46,000 = 1,4 IC
The Yecha Hills: 6,000 = 0.2 IC
Bramblewood Forest: 40,000 = 1,5 IC
Udgru Forest: 30,000 = 1 IC
Tovag Baragu: 2,100,000 = 110 IC
The Mouquollad Consortium: N/A

The Barrier Peaks: 50,000 = 3 IC

TOTAL IC OF WILLIAMS' POWER SO FAR: 648 IC

Color on map according to Guilt Puppy: TANNISH-ORANGE
Territories on map: Some on-map territories in the north. Most of the west and northwest territory on the map, stretching offmap to the west and northwest, including islands in the Drawmij Ocean, see http://members.aol.com/cathbhadhx/tsroerth.gif

PLAYER NOTES:

'As I ran my choice of a PC past Serpenteye, let me introduce him to you. As I read up on the Baklunish, their history, and their culture, I realized that there was someone who could bring unity to them. Someone who helped them greatly in the days of the Invoked Devastation, devoted himself to his people and the Baklunish gods, founded cities, and was honored by all his people. I claim the demigod Al'Akbar, the High Cleric, Restorer of Righteousness, lawful good demigod of guardianship, faithfulness, dignity, and duty. His domains are Good, Healing, Law, and Protection. His weapon is the falchion.'

'The Island of Azor'alq: Golden, faerie, pseudo-, silver, and mist dragons are all appropriate residents. Rocs, giant eagles, and a phoenix or two may also be included. These live in relative harmony, foraging outward for fish, whales, or even for food on the mainland. All are concerned that no rumor of the Pinnacles reach the outside world, and will either strand or kill intruders (depending on alignment and circumstances) if they possibly can. Treasures to be found include not only the precious things gathered by the intelligent inhabitants but also certain orchids and birds-of-paradise. Some of the latter have been bred by the longer-lived dragons and are regarded as personal property. The guardians and treasures of the interior should be powerful (possibly undead), and the exterior inhabitants do not wish them to be disturbed. The isle may have human inhabitants.'

'Mouquollad Consortium: The great Baklunish merchant houses belong to this group, and have offices in many cities throughout the Flanaess. Members include clerics of Mouquol, god of commerce, wizards, warriors and rogues.'

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XAEL

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E-Mail (with permission) Xael_Xorlarrin@hotmail.com
PC: Mordenkainen the Magnificent, Wizard 27th Level, neutral
Artifacts: The Silver Key of Portals, The Cup of Al'Akbar, the Talisman of Al'Akbar

Powers:

The Astral Demi-Plane - this represents a very large forces of elves/animals/wondrous beings/faerie living within an almost inassailable haven: an elven created paradise of lush greenery, sparkling waters, and bright skies.
- Calrune - this centaur nation (capital Arlune) occupies the entire coastal region of the Vesve where it borders the Whyestil Sea, and represents sizeable forces of centaurs, small forces of demihumans, small forces of humans, small forces of good and neutral animals and wondrous beings, and small forces of faerie.
- Chauntosbergen - this dwarven city holds the Clatspurs around, and represents large forces of dwarves, small forces of gnomes, and sizeable forces of wondrous beings.
- Delrune - this elven nation (capital Delpheel) occupies the northern two-thirds of the Vesve, has numerous cities and towns, and represents large elven forces, large forces of neutral and good animals, sizeable forces of wondrous beings, large forces of treants, large forces of sentient trees and plants, and large forces of faerie.
- Highfolk - this represents large forces of high elves, small forces of good and neutral animals and wondrous beings, and possibly other forces
- Perrenland - this represents sizeable numbers of flannae humans and small forces of demihumans
- Valley of the Mage - this represents a powerful wizard, sizeable forces of non-evil drow, small but potent forces of constructs, and possibly other forces.
- The Lands of the Tiger Nomads - these represent sizeable forces of baklunish humans and sizeable forces of animals and wondrous beings.
- The Lands of the Wolf Nomads - these represent sizeable forces of oeridian humans and sizeable forces of animals and wondrous beings.
- The Yatil Mountains - these represent small forces of humans, small forces of good and neutral animals, large forces of wondrous beings, and other forces of an unknown an exotic nature.
- The Sepia Uplands - these represent sizeable forces of demihumans (mostly dwarves and gnomes) and small forces of good and neutral animals and wondrous beings.
- The Burneal Forest - this subarctic forest represents small forces of good humans and demihumans, large forces of neutral animals, small forces of good animals, small forces of wondrous beings, and small forces of faerie. Large evil forces of many kinds inhabit this forest, in opposition to Xael's allies here.
- The Vesve Forest - this represents large forces of elves and other demihumans, large forces of good and neutral animals and wondrous beings, large numbers of treants and sentient trees and plants, large forces of faerie, and sizeable forces of humans.
- Morkenkainen and the Circle of Eight - these represent 9 very powerful wizards (alignment and plans unknown) and their small but extremely potent allies of every kind and nature.
- The Knights of the Hart - this knightly order is based out of the Vesve, and represents sizeable forces of humans, and sizeable forces of demihumans.
- The Obsidian Citadel - this is the home fortress of Mordenkainen, and represents sizeable forces of an unknown but potent nature.

POPULATIONS AND IC VALUES OF TERRITORIES:

The Astral Demiplane: 2,000,000: 100 IC
Calrune: 25,000 centaur, 8,000 demihuman, 3,000 human, 1,000 faerie (counted as part of the Vesve Forest, no IC)
Chauntosbergen: 560,000 dwarves, 130,000 gnomes (counted as part of the Vesve Forest, no IC)
Delrune: 750,000 elves, 10,000 faerie (counted as part of the Vesve Forest, no IC)
Highfolk: 100,000 = 5,5 IC
Perrenland: 1,000,000 = 50 IC
The Valley of the Mage: 25,000 = 1.2 IC
The Tiger Nomads: 200,000 = 7 IC
The Wolf Nomads: 240,000 = 8 IC
The Yatil Mountains: 450,000 = 20 IC
The Sepia Uplands: 50,000 = 2 IC
The Burneal Forest: 80,000 = 2 IC
The Vesve Forest: 1,200,000 + (Calrune, Chauntosbergen, Delrune: 37,000, 690,000, 760,000) = 110 IC
The Circle of Eight: = N/A
The Knights of the Hart: N/A
The Obsidian Citadel: 20,000 = 1 IC

TOTAL IC OF XAELS' POWER SO FAR: 306 IC

SPECIAL NOTE: Xaels' power already has amassed 10 PL in the Magical Arms Race, before the start of Turn 1.

Color on map according to Guilt Puppy: DARK GREEN
Territories on map: powers in the northwest Flanaess

PLAYER NOTES:

'The Circle of Eight: Led by Mordenkainen (Neutral, Human male, Wizard), this organization has fought such evils as Iuz and the Scarlet Brotherhood, even while pursuing its own agendas. Other members include Bigby (Neutral, Human male, 19th level wizard), Otto (Neutral, W15/Cleric of Boccob 3rd), Jallazi Sallavarian (NG, Human female, W15), Dwamij (N, human male, W 18), Nystul (N, Male Human, W 17, Warnes Starcoat (N, Male Wizard, Level 20), Alhamazad the Wise (LN, male Human, W 19), and Theodan Eriason (CN, male elf, W 17.) Mordenkainen is still on friendly terms with Tenser (LG, male human, Wizard 21) who left the Circle of Eight to found his own organization dedicated to fighting Iuz and other evils. The Circle of Eight is known to have a good intelligence network, aided by magical means. Tenser has a similar network.'

'Knights of the Hart: This order is further broken down into the Knights of Furyondy, the Knights of Veluna, and the knights of the High Forest. They have vowed to oppose Iuz.'

'The Obsidian Fortress is the home of Mordenkainen the Magnificent, and is located somewhere in the Yatil Mountains. Needless to say, it is immensely well protected by magic, and probably boasts a sizeable army all of it's own. As Mordenkainen's command center, it is filled with people dedicated to infiltration, intelligence, divination, and otherwise carrying out the will of Mordenkainen and the Circle of Eight.'

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ZELDA THEMELIN (Zelda and Airwhale are working together, running a single power)

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E-Mail (with permission) zelda@dlc.fi
PC: unknown
Artifacts: unknown

Powers:

- Friendly ports on Oerth - these are spelljamming ports outside some of the major cities on Oerth, and serve as major centers of commerce with the rest of Oerth, along with providing planetside havens and reststops for the spelljamming races.
- Kule (Celene, the Handmaiden), Oerth's nearest moon (claimed if it has an atmosphere) (under survellance if it doesn't have an atmosphere)
- The town of Triumph on Raenei (Luna), Oerth's farther moon - this represents a small force of humans/demihumans and a spelljammer port.
- Numerous asteroids in the Grinder, including the whole of Ceres the largest asteroid - these represent very large forces of all the spelljamming races, and many spelljamming ports.
- Friendly relations with Edill (Edill is not claimed - Edill represents INCREDIBLE forces of good dragons, and possibly other forces)
- The World of Ginsel - this represent the heart of the Triple Alliance, very large forces of humans, sizeable forces of demihumans, possible very large forces of mercenary gith, possible underwater forces, possibly other forces, and large numbers of spelljamming ports.
- The World of Greela - this represents Cenbreadine the Elven Ship Growing Shipyard, large forces of elves, small forces of humans, and small forces of neutral and good giants
- The Disk World of Spectre - this cold world represents large dwarven forces mining magical metals, small forces of humans, and small forces of tinker gnomes from Krynnspace who maintain a Giant Hampster ranch.

POPULATIONS AND IC VALUES OF TERRITORIES:
Allies in the Port Cities on Oerth: 600 = 0.03 IC.
Kule (Celene), Oerth's nearer moon (under surveillance) 0 = 0 IC.
Triumph on Raenei (Luna), Oerth's farther moon: 6,000 = 0.2 IC.
The Asteroids, including Ceres, in the Grinder: 340,000 = 18 IC.
Friendly relations with Edill: unknown = unknown IC (and Edill is not claimed)
The World of Ginsel: 5,000,000 = 250 IC.
The World of Greela: 400,500 = 20 IC.
The Disk World of Spectre: 320,000 = 16 IC.

TOTAL IC OF AIRWHALES' POWER SO FAR: 304 IC

Color on map according to Guilt Puppy: TANNISH
Territories on map: No on-map territories. Off-map, up in Wildspace

PLAYER NOTES:

'Ginsel, the Crescent-shaped earth planet and our main base of operations, has a population of over 6 million humans, and a smattering of demi-humans. It is only 1/16th the surface area of Oerth, about 3 million square miles. 25% of that is water. It is mineral rich, more so per cubic foot than Oerth, (though Oerth's larger mass means that it has many more deposits).'

'When the crystal sphere was sealed off 20 years ago, grayspace went into a major panic. There was rioting and looting on many of the human settlements, the arcane were sealed off from the rest of their race, the elven shipyard was cut off from the imperial navy, and trade ground to a halt. During this time, the Beholder nations, the nogi and the mind flayers begin to flourish, as their opponent/food was disorganized. The Free Traders, the remains of the elvish Imperial navy, and the recently unified nation of Ginsel came together and decided to forge an alliance, to remove these groups from Grayspace. We are that triple alliance, mainly made up of elves, humans, and dwarves. After a great war lasting about 10 years, we now rule space uncontested.
So, here is a list of planets in grayspace, where they were 20 years ago, and what has happened to them in the twenty years that the crystal sphere has been sealed.
Oerth:
The center of the sphere, both metaphorically and literally. Not much more needs to be said here.
Kule (?) 10 million miles (2 hours to Oerth) (Celene, the Handmaiden)
The closest 'moon' to Oerth (technically, everything is a moon to Oerth)
Kule has the remnants of a great civilization, apparently wiped out by some great magical war/catastrophe. Zelda and I are in disagreement as to if this moon has an atmosphere, but the Grayspace supplement says it has none. It is a void world. There is some activity in the underdark of this moon, and it's underdark resembles the underdark of Oerth, though the two are completely separate.
If there is an atmosphere, we lay claim to this planet. If there is not one, we don't, but we keep it under surveillance.
Raenei - 20 million miles (7 hours to Oerth) (Luna)
The second moon, Ranei resembles Oerth, It is not as oxygen rich, and sages believe that this has hindered the growth of intelligent life on this planet. Most of the planet is filled with monsters, however, there is a settlement here, named Triumph, started from a crash landed spelljammer ship. 20 years ago, they were xenophobic to outsiders.
As the cost of Bronzewood has increased the past 20 years, the free traders have placed a logging settlement here, and that has merged with the town of triumph. They are less xenophobic now then they were, but still live a hard existence.
We claim this. Maybe 1000 people at most? I?m not sure if we should even get any IC from it, honestly.
Liga (Sun)
Fueled by a large portal to the plane of elemental fire (note: does that mean the sun has winked out?J) and kept in check by many small portals to the plane of water, Liga is home to a few dozen efferit. These efferent have a single spelljamming ship, (made of brass) and are internally divided about if they want to just explore or attempt to conquer all of Grayspace.
Nothing-new here. We do not lay claim to the sun.
The moth (Anti-liga)
A burnt out star, basically a large rock. Really hot on one side, really cold on the other. Nothing ever happens here, really
The Grinder (all spacefaring races, undead, other)
We hold several asteroid bases here, and the largest asteroid, Ceres, is the headquarters of the free traders. I have no clue how much population this is, but we claim it =)
Edill (dragons, avians, other reptiles)
Edill has more dragons in it then the rest of Grayspace, Realmspace, and Krynnspace combined. These dragons are of all colors, though 95% are metallic, and 5% are chromatic. All of the dragons tend to be 1.5 times the size and hit dice of their planet bound cousins, and are less territorial and highly social. When you realize this means that ancient red dragons go out in hunting flocks, you know how scary that is. 20 years ago, the red dragons were attempting to procure spelljamming technology from goblins.
I suggest the red dragons have perfected the spelljamming fleets, have managed to acquire the steam-technology from before the war ended in Grayspace, and are now harassing the metallics with it.
We do not claim Edill. We are friendly with the Metallics, however.
Gnibile (undead) (Note that Gnibile has a normal atmosphere)
Gnibile has many portals to the negative elemental plane, and the quasi elemental planes. This Air sphere is filled with non-spelljamming undead, (They had acquired 12 ships 20 years ago, however. We are assuming that these 12 ships were destroyed in the war)
We do not lay claim to Gnibile.
Conatha (sahaugin, mermen, other aquatic creatures)
This water sphere is the home of native mermen, intelligent whales (int 7), and introduced sahaugin. The sahugin are vicious, have chased the merfolk to the two earth bodys in the center of the sphere, and have formed nations and are constantly warring with each other. There are hundreds of thousands , maybe even millions sahugin here, much less merfolk.
No one here is space capable, so we have basically ignored this planet. We do not lay claim to Conatha
Ginsel (predominantly humans, with some demihumans)
Ginsel used to be a Machiavellian society known for it's sharp merchants and nasty politics. After the gods went silent and the sphere closed, riots rocked the planet, and it was not until a charismatic King/Queen managed to quell the people and place them under one flag that they stopped.
Ginsel is the Heart of the triple alliance. It is second only to Oerth in terms of importance in the system.
We claim all of Ginsel.
Borka (orcs, goblins, other humanoids)
Borka used to be a world much like Oerth, except the goblinoids rose to the highest levels of evolution, instead of the humans. They developed a space fleet, and went to war with the elves.
The elves used the equivalent of High magic to completely destroy the planet, and it is now a cluster body. Most of the orcs are dead, though many remain on the cluster. This all happened in recent history, about 80 or so years ago.
We do not claim Borka.
Greela (predominately humans and elves, smattering of other
demihuman races, few non-evil giants and giantkin)
Greela, another cluster earth body, was primarily home to human miners, and the Elven Ship growing facility, Cenbreadine. Cenbreadine was the major source for ships in the Imperial fleet. Now shut off from the rest of the elves, Cenbreadine found itself with tons of ships, but no one to fly them. They were eventually convinced by the rest of the alliance to allow (gasp) humans to pilot their ships.
Greela is the seat of the remains of the Elfish imperial navy, and as such, is the second most important planet in the alliance. We claim all of it, including the human miners and the giants.
The Spectre - 4000 million miles (40 days from Oerth)
The Specter, a disk planet close to the edge of the sphere, used to be a major trading point, and had represenitives from every race on it, good and evil. Today, The evil settlements have been wiped out, most of the good settlements have moved to the warmer climes of Ginsel, Greela, or Oerth, and there are many ghost towns here. The Free traders main base used to be here, now it is in Ceres of the Grinder. Some humans decided to stay, unwilling to leave there dreary home. There is still a large Dwarvish mining operation going on here, extracting some sort of magical metal. There is also a colony of Tinker gnomes here, who maintain a giant hampster ranch.
Dwarven citadels:
While dwarves have mainly intregrated into human society, we do have a dozen citidels who have joined with us.
We lay claim to Specter.'

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- - -

FORSAKEN ONE (discarded claim)

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E-Mail: NukemUntilTheyGlow[at]hotmail[dot]com
PC: unknown
Artifacts: unknown

Powers:

- Troll Druocracy (Zindia, Nippon, Nippon Dominion) - these represent large numbers of druids, very large forces of trolls, and possibly other forces.

POPULATIONS AND IC VALUES OF TERRITORIES:

Nippon: 3,530,000 = 190 IC
Nippon Dominion: 4,100,000 = 176 IC
Zindia: 5,670,000 = 240 IC



Color on map according to Guilt Puppy: BRIGHT BLUE
Territories on map: No on-map territories. Enormous off-map areas to the southwest and south, on land and in the ocean, see http://members.aol.com/cathbhadhx/tsroerth.gif

PLAYER NOTES:

' 'Gather round children, come, quickly now.? The elderly halfing woman beckons to several children laughing and playing around the huge oak tree standing in the middle of one of the large green fields of Keoland.
'Come now children, your mothers will be back soon and then I won't be able to finish my tale! And we don?t want that now do we?? About a dozen high pitched voices go up in unison 'Noooo!' Quickly the fourteen children sit themselves down around the small old woman.
'Well now... where did I leave of last time? Hmmm...?
One of the young gnomes among the children raises his hand. 'Winterspring Yidda, you were gonna tell us about Winterspring!'
The little halfing rubs her chin and thinks for a moment. 'Hmmm yes... Winterspring. It is not the prettiest of stories my little ones and proof that not all ends well for everyone. Are you sure you want to hear it?'
'Yes Yidda! Tell us about it! We aren?t scared of monsters!? A pair of elven boys boasts while puffing up their chests.
'Heh, well ok then...' The old crone raises her head again and as she gazes upon the younglings her eyes and look have darkened. A cold wind blows over the grasslands and as the sun disappears behind a cloud a shiver runs down the spines of the children.
'A long long time ago, in a land far far away, there was the most beautifull of lands. A land ridden with lush gardens, viriel forests and golden fields where ever you went as far as the eye could see. And wonderous people lived there! O yes! Wonderous indeed! They valued art, music and dance and their history still lingers on in many a treasured song and sculpture indeed!
They prospered for hundreds of years, toying with magic and technology alike and many an invention sprang from their creative minds. But as with everything beautifull in the world, some things about cannot abide such beauty unless it is for themselves. So this land of beauty was besieged many a time by an envious neighbour or a monster beset on the wonders and beautifull things of this land to enrich itself. Or, perhaps, in a quest to turn as beautifull as the land by discovering its secrets.
But luckily the people from this noble land were wise as well and forsaw this envy and danger lurking beyond their borders and sometimes within. Each time evil set foot on their land it would discover that these people were well versed in the arts of war, which they had made into an art in itself as everything they touched and practiced. But next to their not formidable skills there were their greatest allies. Their friends and guides in times of peace, and the icon of their wrath in times of war, the great spirits of their lands.
They had long earned the love and respect of the spirits of nature by the way they respected their land and nature and the love they had for the beauties of the world. But this which allowed them to prospes so long and to these heights would eventually bring about their downfall. For there are more spirits in the multiverse and not all are benign and some vastly more powerfull then those that inhabited their lands.?
Yidda stops for a second while she takes a sip of her berryjuice and with a deep sigh she continues.
'They prospered for ages on end and they created many wonders and marvels, some even still to be beheld to this very day. Their lust for exploration and invention eventually led them to the practise of certain magics and their mages and sorcerers eventually even experimented with planar magic to open portals and gates to world far far away. This so they could see what marvels the gods and the multiverse had created for them to discovered and wonder about. They travelled across dozens of worlds, exasperated each time by the beauties they discovered and sometimes horrified by the evil they encountered. Many things they brought home from these worlds and their curiosity and their unending hunger for more and newer things ever unsatisfied.
This would all change after these hundreds of years. For as we all know, that which history has taught us well. Nothing endures forever my children, not even the gods. The tides of the worlds wax and wane and with it happiness and pain. Treasure what you may younglings, for nothing lasts forever. Live in the moment and enjoy it to its fullest, live your lives to the fullest...'
She sighs again.
'One day their mages opened a portal to a new world. Well, not so much a small demi-plane as a world. It was beautifull beyond compare, irridiscent purple skies, green fields and woods as far as one could see. But this was a quiet world, a dead world. Dark purple clouds raged across the skies and a chill wind blew across the fields and through the woods as all was silent. Not the sounds of birds or other wildlife, nothing, just silence behind the wind.
The mages that discovered the world didn't think anything of this silence and were over enthusiastic to find such a world. A paradise for their own, a haven of beauty for their emperor yet unspoiled. A garden fit for a god, their god emperor.
They quickly turned to build their towers there, and as spires of master craftmanship soared towards the purple skies around a temple and palace to their god emperor many people flocked to this new unspoiled world of unnatural beauty.
Many mages tried to make contact and peace with the spirits of this world but their calls remained unheeded. Silence was the answer to their spells and a few doubts arose among the greatest of minds of the empire as to the source of this quietude. But dozens of years passed without problems or disaster, dozens of years turned into an age and an age into two ages. Some things however are inevitable as I told you, to all things comes an end and so indeed to this grandest of empires. Perhaps the greatest ever to color the face of this world.
The people who had settled on the world had steadily been building more towns and cities, used more and more natural resources and had been slowly turning the world to their image and in their process they had accidentally aroused something.
And so it came to be that after two ages the dream ended and the silence of the plane turned into crimson song as the world awoke.' Yidda stops as the gnomish boy raises his hand again.
'The world awoke? How can the world wake up? Worlds don?t sleep do they?' And he looks at the grass he's sitting on looking a bit unnerved.
Yidda looks grimly at the boy. 'No worlds don't sleep, but spirits do. And what this spirit was I do not know, neither do I know how it came to be there. Perhaps it was sealed in this world at the edge of the multiverse as punishment by the gods or perhaps that it threatened them, I do not know. But it was there, and it was aroused by those people as they despoiled it.
The skies turned black as dark clouds appeared in ever greater number, the chill wind turned into a hurricane as all the spirits of that forgotten world awoke. Dark creatures arose from tree and rock as snow began raining down from the skies and the once wonderous world slowly froze over.
The settlers who had now lived there for over two hundred years were caught unawares and most of them perished in that storm of ice and cold. Those who didn't disappeared behind dark shapes in the show. The tales that survived told about malign spirits of ice and wind that stalked the icy wastes.
But it didn't stop there, o no... The cold followed them to their homeworld, this world, our world. Their pale blue skies turned purple and hurricane force winds raped their golden fields and beautifull cities as blizzards covered their empire in ice and snow. The frost spread as a frozen blight across their lands, destroying everything in its path. Many people escaped this torrent of ice and blood but at least as many fell before icy claws of spirits of cold and maybe even more to the winds and cold.
The once so proud people travelled far and wide telling their tale and bringing their skills and arts with them. But never unwatchfull of that purple haze, that irridiscent sky and the tingling chill winds that foretell the comming of a cold.. cold.. winter..'
Getting slowly up from the root of the tree Yidda looks at the children.
'Ah look, there are your mothers, hurry up! They must have missed their little ones on a beautifull afternoon as this! Hurry now!?
The gnomish boy turns around as the rest hurries over to their parents and looks at Yidda with a questioning expression across his face.
'Yes Lovar, what is it?'
'You said those spirits came to this world, our world. Are they still here? When did this happen? A long time ago?'
A chill wind blows in across the fields again and Yidda and the boy turn their noses into the wind that blows up from the south.
'No Lovar, this happened last year.'
She looks with a serious expression at the boy.
'I fear we may have a cold winter this year.' '

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JAMES HEARD (discarded claim)

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E-Mail (with permission) dunlandor@earthlink.net
PC: Ye'Cind, Elven Demigod of Music, Magical Songs, and Bards
PC Consort: Wae Sinde
Artifacts: Recorder of Ye'Cind

Powers:

- Miranda, representing all the powers given below:

- Ye'Cind the Demigod.
- Queen Xin of Miranda.
- The Armies of the Mystics of Miranda - represents a sizeable group of extremely potent elderly elves.
- The Recorders of Ye'Cind - these represent a sizeable force of elves specialized in intelligence work.
- The Court of Winter Moons - these represent a small and potent force of elves dedicated to protecting Queen Xin.

- The Marches (Kingdom of the Marchwards) - the Armies of the Marchward Kings - these represent a large force of knightly half-elves and other half-elves.

- The Elvanian Forest, representing all the powers given below:

- The Thorns - these represent a large force of halfling like faerie.
- The Temple of Sehanine - these represent a sizeable and very potent force of elven clerics and elves.
- The Faerie Court - these represent a sizeable and extraordinarily potent force of faerie.
- Allied Forces - these represent a very large force of good and neutral animals and wondrous beings, large numbers of treants and sentient trees and plants, and sizeable forces of good undead.

- The Empire of Lynn, representing all the powers given below:

- The Imperial Navy of Lynn - this represents a large and potent force of humans.
- The Armies of Lynn - these represent an extremely large force of poorly trained humans.
- The Suloisian Jannisaries - these represent a large and very potent force of humans (they are considered the Regular Army of Lynn.)

POPULATIONS AND IC VALUES OF TERRITORIES:

Miranda: 128,000 = 7 IC
Kingdoms of the Marchwards: 212,000 = 12 IC
Elvanian Forest: 510,000 = 25 IC
The Empire of Lynn: 11,400,000 = 484 IC

TOTAL IC: 528 IC

Color on map according to Guilt Puppy: LIGHT YELLOW-TANNISH

Territories on map: No territories on-map. Enormous off-map territories on the western side of the continent of Oerik: see http://members.aol.com/cathbhadhx/tsroerth.gif

PLAYER NOTES:

'Sehanine is our mother, and her tears are what makes the the People greater than the lesser races -for in the tears our mother spilled upon our father's blood she gave us the gift of mystery, that we might cherish it and nurture it always. In ancient times there was a schism, uncreating the Elvendar and we sent those rebels of the unfaithful across the oceans and across the great wastelands to the south to exile. The True People remain near the spring of tears that our Mother created for us, in the ancient woods where magic springs from the trees as easily as sunlight springs from the east. Here we created our great cities of Coronel and Antheon, the meadows of Mistenveil and the tower of Deiren. We are not only the stewards of that great civilization we made, of Miranda (May she live Forever!), but of the true spirit of all who were once Elvendar.
Trust, in the face of the corrupt Elfaine of the east, is hard to maintain. Still we persist, hoping that some few of the profane ones might come over to the ways of the Elvendar and Sehanine. We spread her message through songs as old as the soil and great Ye'Cind, and dilligently record what secrets we discover in those songs. We seek to heal those still reeling from the wounds of our Father with our own tears, while protecting ourselves from their madness. We are the People. We are not monkeys and interlopers on this world, but the heirs to Oerth's most hidden nature. Those who mistake our inherent serenity for generosity do so at their own peril.
The Mare Mysticum Alliance
For ages the elven nation of the Miranda lived in relative isolation from the human and other demihuman powers that ruled to the east and west across the sea. Its only true contest of powers were with the giants of Fireland and the primitive monsters of Gigantea, but that changed with the coming of mankind to the south. With the establishment of the Eryptian refugees that came to call themselves the Empire of Lynn the elves found themselves in conflict, war had come for the first time to groves since the dark ones were cast down into the depths of Oerth.
Still, the Lynndites were primitive compared to the elves and more vulnerable to manipulation by ancient minds of the elven elders. The humans were seeded with heresies and embroiled into civil wars, sympathetic and promising humans were seduced by fair elven maidens for the good of the People. Eventually the Empire of Lynn was cut into three portions, the Empire, the heretical tribes of the Enllave, and the half-elven protectorate kingdoms of the Marches. Today the Empire of Lynn itself is held under the protection of Queen Xin, its masses of bitterly poor refugees finally provoking the wealthier nations of the north to claim its vast expanse and attempt to restore it to order. It remains to be seen whether or not this arrangement will be satisfactory in the long term to the xenophobic elves and fey, but for now the Empire is reaping enormous benefits from the elven rule.
Physically the Elven Forest itself is the least forgiving of all geography around the Mare. Some of the treants of the Forest remember when the elves and their dark brothers the drow were one people, and when humanity was a mere myth used to frighten gullible elven children. Portions of the faerie court hold residence here deep in the recesses, and the ghosts of fey elven heroes lurk in the shadows to waylay the unannounced into the forest. The Elven Forest is what defines the Mare Mysticum region for what it is, a magical place. Even though few brave elves actually make residence in the forest, its presence is the entire reason for being for the elves to be in the area. Time itself seems to pass more slowly and sometimes less clearly within its borders, and elven and sylvan priestesses and seers come from all across the world to consult with the forest itself's strange intelligence. It is said that before the breaking with the outer planes that Corellon Larethian would while away hours in conversation with the rocks and trees of the Elven Forest. Some say that the legendary patience of the elves was learned in this place, and that in the center of the forest the most ancient of all elven holy sites - a temple dedicated to Sehanine who led the ancient elven people to Oerth - sits untouched by the sands of time.
The Kingdoms of the Marches spread to cover the lands between Gigantea, Lynn, the lost dwarven lands of the Landspire mountains that provide a buffer between the Marches and the lands of the Khanates and Celestial Imperium, and most of the land between the Elven homelands and the Elven Forest. Once the Marches were much smaller, and the Elven homelands much greater, but as time has passed the elves have retreated more and more as their number dwindled and the Marchward's subjects multiplied. The Marchwards are a hardy, industrious folk of mostly half-elven descent. Pledged eternally to their ancient task of guardianship, the Marchwards divide their lands according to celestial accordances garnered from the seerage of the elves. Few humans are allowed to immigrate to the Marches unless they pass a series of tests of magic and skill maintained to establish their loyalty to the elves, but those same tests guarantee that the rulers of the Marches are mighty and committed to their task indeed. Much of the land of the Marches is wide, fertile valleys left over from glaciation. Few occupy the lands, but ancient elven fortresses dot much of the countryside and are occupied by their now half-elven defenders and their fey allies. The overall governship of the Marches is covered by the Council of Y'Cind, whose traditional members include the Prince of Elvenkind, the high priest of Y'Cind, and an ambassador from the Faerie Court of the Elven Forest.
The Empire of Lynn is mostly desert and bitterly, tragically poor. Once the region was awash in wealth and power, ruled by the mighty Pariah of Lynn from the selfsame port city on the southwestern coast. Centuries of corruption and abuse, border wars with the Marchwards of the north and Enllavian tribesmen to the south, and a general failure of their once great trading empire to keep up with the rising competition of the Tharquish, all conspired to finally cause massive general uprisings among the populace in 586 against the rich and powerful. The revolutionaries bought themselves
only more poverty with the coin of freedom though, and general conditions within the empire slid below the awful into the truly appalling quickly. At last, in 587, loyalists led by a general of the suloisian jannisaries bound by ancient pacts to the empire decided upon a radical course of action and pleaded their case before Queen Xin and her consort Wae Sinde forehead to floor begging for her mercy. After three tortuous months of consideration and debate, she graciously accepted the brooch and scepter of the Pariah of Lynn. Much of the current lack of unrest in Lynn is thanks to regular patrols of knights from the Marches and the populace's unabashed awe with the popular consort who, rumor has it, was the deciding reason for their good fortune. It is true that when the consort came to the ancient city of Lynn to help stop the mob violence that had spilled out into open war that the bard only climbed to the highest spire of the Pariah's palace still standing and played a song so sweet and sorrowful that all violence in the city stopped for a week and some of the most cruel of the thugs of the Flats openly wept while laying down their arms.
The Elven nation itself is empty. No, not entirely - but the cities of the elves lie mostly unoccupied and the storm wracked seas off the coast sometimes wash through the ages old magics that once protected the shores from the worst of the blizzards that wash over Gigantea. One of the first thing most notice about the place is that most of the residents are old, visibly old as few elves outside the Elven nation are ever seen. A few reckless and ill-tempered young elves pledged as honor guard stay here, and the occasional pilgrim seeking knowledge that might only be found in the capital Coronel's hallowed libraries come for moments. Elves in the ancient homelands live longer than they might live someplace further from the Elven forest and the magic invoked over the years in the Mysticum. The only ambassador to the Elven nation is a single solitary building in Coronel hosting the delegation from the Celestial Imperium. Even though the Elven nations and the Mysticum alliance covers a huge amount of acreage it is quite thinly populated, being the home of mostly elves, their fey allies, ancient treants and awakened animals, ghosts, and their half-elven knight-protectors. There are ten times as many humans within the protectorate of Miranda's queen as elves and fey, yet they are definitely the power and controlling force of the region.'

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- - -

UNCLAIMED AREAS: DESCRIPTIONS AND IC VALUES


NON FLANAESS AREA DESCRIPTIONS


CONTINENT OF ANAKERIS - No information. Statement by Serpenteye below.

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Aquaria, Anakeris, and other semi-legendary countries that are not on any of our maps will be claimable if we run out of claimable countries that are already on the list (or at least featured on the maps). Those of you who feel like you could use a bit more power are free to claim artifacts (which either clearly belongs in your "niche" or are officially owned by individuals in your territory or under your control), various organizations or individuals (according to the same citeria), or whole countries.

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CONTINENT OF AQUARIA - No information. Statement by Serpenteye below:

[sblock]

Aquaria, Anakeris, and other semi-legendary countries that are not on any of our maps will be claimable if we run out of claimable countries that are already on the list (or at least featured on the maps). Those of you who feel like you could use a bit more power are free to claim artifacts (which either clearly belongs in your "niche" or are officially owned by individuals in your territory or under your control), various organizations or individuals (according to the same citeria), or whole countries.

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CONTINENT OF HYPERBORIA - No information

CONTINENT OF OERIK:

THE BARBARIAN SEAMEAST - No information

THE CELESTIAL IMPERIUM - No information

THE DRAGON ISLAND - No information


ELVANIAN FOREST, KINGDOM OF THE MARCHWARDS, MIRANDA (compliments of James)
EMPIRE OF LYNN (compliments of James)

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Sehanine is our mother, and her tears are what makes the the People greater than the lesser races -for in the tears our mother spilled upon our father's blood she gave us the gift of mystery, that we might cherish it and nurture it always. In ancient times there was a schism, uncreating the Elvendar and we sent those rebels of the unfaithful across the oceans and across the great wastelands to the south to exile. The True People remain near the spring of tears that our Mother created for us, in the ancient woods where magic springs from the trees as easily as sunlight springs from the east. Here we created our great cities of Coronel and Antheon, the meadows of Mistenveil and the tower of Deiren. We are not only the stewards of that great civilization we made, of Miranda (May she live Forever!), but of the true spirit of all who were once Elvendar.
Trust, in the face of the corrupt Elfaine of the east, is hard to maintain. Still we persist, hoping that some few of the profane ones might come over to the ways of the Elvendar and Sehanine. We spread her message through songs as old as the soil and great Ye'Cind, and dilligently record what secrets we discover in those songs. We seek to heal those still reeling from the wounds of our Father with our own tears, while protecting ourselves from their madness. We are the People. We are not monkeys and interlopers on this world, but the heirs to Oerth's most hidden nature. Those who mistake our inherent serenity for generosity do so at their own peril.
The Mare Mysticum Alliance
For ages the elven nation of the Miranda lived in relative isolation from the human and other demihuman powers that ruled to the east and west across the sea. Its only true contest of powers were with the giants of Fireland and the primitive monsters of Gigantea, but that changed with the coming of mankind to the south. With the establishment of the Eryptian refugees that came to call themselves the Empire of Lynn the elves found themselves in conflict, war had come for the first time to groves since the dark ones were cast down into the depths of Oerth.
Still, the Lynndites were primitive compared to the elves and more vulnerable to manipulation by ancient minds of the elven elders. The humans were seeded with heresies and embroiled into civil wars, sympathetic and promising humans were seduced by fair elven maidens for the good of the People. Eventually the Empire of Lynn was cut into three portions, the Empire, the heretical tribes of the Enllave, and the half-elven protectorate kingdoms of the Marches. Today the Empire of Lynn itself is held under the protection of Queen Xin, its masses of bitterly poor refugees finally provoking the wealthier nations of the north to claim its vast expanse and attempt to restore it to order. It remains to be seen whether or not this arrangement will be satisfactory in the long term to the xenophobic elves and fey, but for now the Empire is reaping enormous benefits from the elven rule.
Physically the Elven Forest itself is the least forgiving of all geography around the Mare. Some of the treants of the Forest remember when the elves and their dark brothers the drow were one people, and when humanity was a mere myth used to frighten gullible elven children. Portions of the faerie court hold residence here deep in the recesses, and the ghosts of fey elven heroes lurk in the shadows to waylay the unannounced into the forest. The Elven Forest is what defines the Mare Mysticum region for what it is, a magical place. Even though few brave elves actually make residence in the forest, its presence is the entire reason for being for the elves to be in the area. Time itself seems to pass more slowly and sometimes less clearly within its borders, and elven and sylvan priestesses and seers come from all across the world to consult with the forest itself's strange intelligence. It is said that before the breaking with the outer planes that Corellon Larethian would while away hours in conversation with the rocks and trees of the Elven Forest. Some say that the legendary patience of the elves was learned in this place, and that in the center of the forest the most ancient of all elven holy sites - a temple dedicated to Sehanine who led the ancient elven people to Oerth - sits untouched by the sands of time.
The Kingdoms of the Marches spread to cover the lands between Gigantea, Lynn, the lost dwarven lands of the Landspire mountains that provide a buffer between the Marches and the lands of the Khanates and Celestial Imperium, and most of the land between the Elven homelands and the Elven Forest. Once the Marches were much smaller, and the Elven homelands much greater, but as time has passed the elves have retreated more and more as their number dwindled and the Marchward's subjects multiplied. The Marchwards are a hardy, industrious folk of mostly half-elven descent. Pledged eternally to their ancient task of guardianship, the Marchwards divide their lands according to celestial accordances garnered from the seerage of the elves. Few humans are allowed to immigrate to the Marches unless they pass a series of tests of magic and skill maintained to establish their loyalty to the elves, but those same tests guarantee that the rulers of the Marches are mighty and committed to their task indeed. Much of the land of the Marches is wide, fertile valleys left over from glaciation. Few occupy the lands, but ancient elven fortresses dot much of the countryside and are occupied by their now half-elven defenders and their fey allies. The overall governship of the Marches is covered by the Council of Y'Cind, whose traditional members include the Prince of Elvenkind, the high priest of Y'Cind, and an ambassador from the Faerie Court of the Elven Forest.
The Empire of Lynn is mostly desert and bitterly, tragically poor. Once the region was awash in wealth and power, ruled by the mighty Pariah of Lynn from the selfsame port city on the southwestern coast. Centuries of corruption and abuse, border wars with the Marchwards of the north and Enllavian tribesmen to the south, and a general failure of their once great trading empire to keep up with the rising competition of the Tharquish, all conspired to finally cause massive general uprisings among the populace in 586 against the rich and powerful. The revolutionaries bought themselves
only more poverty with the coin of freedom though, and general conditions within the empire slid below the awful into the truly appalling quickly. At last, in 587, loyalists led by a general of the suloisian jannisaries bound by ancient pacts to the empire decided upon a radical course of action and pleaded their case before Queen Xin and her consort Wae Sinde forehead to floor begging for her mercy. After three tortuous months of consideration and debate, she graciously accepted the brooch and scepter of the Pariah of Lynn. Much of the current lack of unrest in Lynn is thanks to regular patrols of knights from the Marches and the populace's unabashed awe with the popular consort who, rumor has it, was the deciding reason for their good fortune. It is true that when the consort came to the ancient city of Lynn to help stop the mob violence that had spilled out into open war that the bard only climbed to the highest spire of the Pariah's palace still standing and played a song so sweet and sorrowful that all violence in the city stopped for a week and some of the most cruel of the thugs of the Flats openly wept while laying down their arms.
The Elven nation itself is empty. No, not entirely - but the cities of the elves lie mostly unoccupied and the storm wracked seas off the coast sometimes wash through the ages old magics that once protected the shores from the worst of the blizzards that wash over Gigantea. One of the first thing most notice about the place is that most of the residents are old, visibly old as few elves outside the Elven nation are ever seen. A few reckless and ill-tempered young elves pledged as honor guard stay here, and the occasional pilgrim seeking knowledge that might only be found in the capital Coronel's hallowed libraries come for moments. Elves in the ancient homelands live longer than they might live someplace further from the Elven forest and the magic invoked over the years in the Mysticum. The only ambassador to the Elven nation is a single solitary building in Coronel hosting the delegation from the Celestial Imperium. Even though the Elven nations and the Mysticum alliance covers a huge amount of acreage it is quite thinly populated, being the home of mostly elves, their fey allies, ancient treants and awakened animals, ghosts, and their half-elven knight-protectors. There are ten times as many humans within the protectorate of Miranda's queen as elves and fey, yet they are definitely the power and controlling force of the region.

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THE TRIBES OF ENLLAVES (compliments of James)

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The Enllave tribesmen are "proud desert nomads who eke out a living on a high plateau that escapes the worst heat of the sand sea. A few tribes-men live in mud-brick towns built around central squares that contain steep-sided pyramids. I have never learned whether the pyramids serve as monuments, tombs, temples, or something else altogether."
... given their proximity to the Enllave tribes who seem to be making monuments vaguely similar to some of the depictions of pyramids from that area.

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ERYPT (compliments of James)

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Erypt is definitely an Egyptian flavored place in true "change a few letters" Greyhawk-fashion, and we've already got Serpenteye declaring ancient artifacts in the sands for this IR.

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ISLAND OF FIRELAND - No information

GIGANTEA - No information

ISHTARLAND (compliments of James)

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Ishtarland is "A land watered by southern storms and at least two great rivers. The city of Ishtar vies with the merchants of Lynn and the warlords of Tharquish for control of coastal trade."
Ishtarland could be modelled after the Nubian seafaring kingdoms fairly safely.

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NIPPON - No information

NIPPON DOMINION - No information

THE TARQUISH DOMINION, THE THARQUISH EMPIRE (compliments of James)

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The Tharquish Empire is an empire consisting of several massive islands, most likely of a fairly temperate and pleasant climate if occasionally a bit wet because they're basically at the joining of the Oceanum Titanicum to the south and the Solnor to the north. They control the Tarquis Dominions, which are lands on the coast south of the mountain range that separates Lynn from Ishtarland.
So...the Tharquishite warlords probably have a fairly green kingdom compared to most of the rest of the western Oerthian nations.
As a jump of conclusions then, I'd say that either the Oerthians of a completely separate descent from the Flanaess humans probably started somewhere in the crux of that mountain range or that one of the great migrating ethnicities of Oerth actually started off much further off than western Flan maps could indicate. I think interesting candidates for the latter would be the Olman (explains why the Touv were able to kick their behinds out of Hepmonland) and the Baklunish, but also think that since the Tharquish are implied to have been imports from the Flanaess that it would seem to be fairly cool if they were Pure Flan, the anti-Flan, the exception that discards the rule - "We spit on nature, give me grog!"
The Skip Williams document has this to say:
Tarquis Dominions: An ancient protectorate of the Tharquish Empire.
Tharquish Empire: An island nation of seafarers who have ambitions that extend to the neighboring continents.

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ZINDIA - No information

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FLANAESS AREA DESCRIPTIONS

RATIK (compliments of Edena_of_Neith)

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Ratik represents a sizeable force of rangers and good and neutral aligned humans, small forces of demihumans, sizeable forces of good and neutral animals and wondrous beings (especially swanmay), sizeable forces of faerie, and possibly other forces.

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THE EMERALD ORDER (compliments of Edena_of_Neith and William)

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The Emerald Order is a mysterious organization of Good devoted to the preservation of the natural world of plants and animals, even as they seek to return the Oerth to a state of verdant green beauty and richness. They represent a large force of Good clerics, druids, mages, rangers, and others, and large forces of good and neutral animals, large forces of wondrous beings, large forces of treants and sentient trees and plants, and large forces of faerie.
THE EMERALD ORDER (compliments of William) 'The Emerald Order: This organization is dedicated to the preservation of Oerth's natural environment. It is very similar to the Emerald Enclave on Toril.'

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OLD FAITH (compliments of Edena_of_Neith)

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Old Faith is a druidical organization, and represents a sizeable force of druids devoted to Beory, large forces of assorted land and sea beings at their command, large forces of land and sea abomination servitors, and sizeable forces of faerie and unseelie.

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OLD LORE (compliments of William)

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This group of bards, associated with the Old Faith, is known for its skills in fighting and stealth. Unlike many other bards, they cast druidic spells. They are mostly Flan of noble birth.

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NON-FLANAESS POWERS IC VALUES:

Continent of Anakeris: unknown = unknown
Continent of Aquarus: unknown = unknown
Continent of Hyperboria: unknown = unknown

Continent of Oerik:

The Barbarian Seameast: 7,400,000 = 222 IC
Celestial Imperium: 19,800,000 = 999 IC
Dragons Island: 700,000 = 35 IC

(The following three are united together)
Elvanian Forest: 510,000 = 28 IC
Kingdoms of the Marchwards: 212,000 = 12 IC
Miranda: 128,000 = 7 IC

The Tribes of Enllaves: 1,200,000 = 50 IC
Erypt: 6,560,000 = 360 IC
Island of Fireland: NO RULING FROM SERPENTEYE
Gigantea: NO RULING FROM SERPENTEYE
Ishtarland: 8,790,000 = 500 IC
The Empire of Lynn: 11,400,000 = 484 IC
Nippon: 3,530,000 = 190 IC
Nippon Dominion: 4,100,000 = 176 IC
The Tarquish Dominions: 6,390,000 = 310 IC
The Tharquish Empire: 10,400,000 = 590 IC
Zindia: 5,670,000 = 240 IC

The Red Kingdom (all territories) 5,700,000 = 220 IC
The Red Kingdom - this represents large forces of humans, an unknown number of demihumans and humanoids, large forces of abomination servitors, and possibly other forces.


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FLANAESS POWERS IC VALUES:

Interior Amedio Jungle of the Flanaess: 540,000 = 14 IC
Ratik: 280,000 = 12 IC
Sable Forest: NO RULING BY SERPENTEYE
Spikey Forest: NO RULING BY SERPENTEYE
The Emerald Order: N/A
Old Faith: N/A (possible addition to PL)
Old Lore: N/A (possible addition to PL)

Please remember that the IC values shown above are the actual IC values for each area, and do not assume the area is at 100% efficiency and at full production. The potential maximal value is higher than the vaules shown above. (If the values appear to be miscalculated, they are probably not :p)
 

please people there is no need to argue here. Do it on the battlefied there efficient and affordable mercenaries of the claw can make your point clear without the shade of a doubt.
;)
 

Airwhale said:
When are we planning on starting this? Jan 3rd?

Sooner, I hope. I'm itching to get this started.

Plan is: I'm closing recruitment for turn 1 on sunday (though I'll still accept players who'll join us in turn 2 and later). Then I assign your PLs and your fractional influence in the territories and write an opening post to the 5th IR while waiting for your templates (the E-mail you'll send me where you write exactly how you will assign your PPts for the turn).
By next weekend I'll begin the game.

Christmas is coming in a bit awkward for some of us, and I would have wanted the game to get some momentum before the holidays come and distract us. But maybe a gentle start is going to be just what I need to get warmed up and get used to the routine of running the game. Christmas is no big deal for me so I'll have plenty of time.

Edena_of_Neith said:
Heh. LOL. I'm not perfect. I make bad judgement calls all the time. Unfortunately.
And have I not said and said that Serpenteye is very bright, and very controlled, and that this IR is in good hands?

I'm going back to accounting!

You flatter me :o .

Edena_of_Neith said:
Again, would Serpenteye, James, and Forsaken One pile all the information on me they can, relating to their powers, their backgrounds, and ICs, player characters, and artifacts?
And I'll get onto the roster, and make the changes.

I will go RIGHT NOW and create a template for Radiant. But until I am given information on Radiant's silke, I cannot fill it in.
I need all the information Radiant is willing to throw at me also, and more rulings from Serpenteye.

Welcome to the IR, Radiant!

I've made some changes to the ICs and some small corrections (for example the Burneal forest was assigned to both Xael and Rikandur, now it's only Xaels, etc.).
What information do you need, except for PLs?

James Heard said:
I think it would be distracting, but is there a pressing need for dividing up the oceans into segments as well?

No, not really. Water-based civilizations are more... fluid.

Radiant said:
Not sure if that last comment ment my faction, still working it out, will send you a mail with the ideas. I am not sure it has to be "All PL, no IC".
Hope it can even be realized at all. So much bureucracy...

Don't worry, your faction is good, no problem. I foresaw a small possibility that a lot of players would begin dropping their claims of countries and pick up huge monstrous armies instead, so I had to make a clear ruling to prevent it before it could happen. It wasn't directed towards you. :)

The bureucracy can seem a bit intimidating, but it's really quite simple. Don't worry :).


Zelda Themelin said:
I don't think Ethergaunts are able to become spelljammers. Ooh, they have awesome magical power, but pesky spell-immunity to boot. Not resistance they can turn off, but immunity. So, they would not be able to use helms that control spelljammer ships. That requires interactive two-way link with user.
And yes, immune to 2nd level just does that.

I don't say they coudn't control/persuade someone else to do that for them. Just making little example where magic immunity sort of cuts off your wings.

It's debatable wether thay'd even need to use spelljamming vessels...

Zelda Themelin said:
I'd also be interesting to know whatever it's possible to teleport into "space" (an to another planets). I recall it should be about same as teleporting to another material plane. Which usually stands for "not possbible". It requires special methods. So, that's why spell-jamming was invented in the first place.

I ask this mainly because there are many teleport without error-capacity creatures in game. Anab's succubi/incubi come to mind as anoter one.

SRD 3 said:
Teleport, Greater
Conjuration (Teleportation)
Level: Sor/Wiz 7, Travel 7
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.

The spell allows instantaneous travel to anywhere in the same plane. Since all of the crystal sphere of Oerth is a part of the same plane it is possible to teleport anywhere inside the crystal sphere. Locations that are barred (by various ways), non-magical, or unknown cannot be teleported into.

Spelljamming... I don't really know a lot about that setting, but I think it's supposed to offer a more reliable method for inter-sphere travel and planeshifting as well as being a quick and easy way to travel to locations that are unknown.

Edena_of_Neith said:
Ok, I've updated the megapost again.
Serpenteye, have a look at both rosters.

Have done. :)
 

Zelda Themelin said:
Ok, argument deleted.
Let's Serpentseye decide that.

I haven't even seen the complete official splat-book write-up of the ethergaunts (hint, hint), so I can't determine what kind of resistances they have and how they would apply.
But the argument about spelljamming Ethergaunts has a rather limited relevance, either way, since Ethergaunts are still able to Greater Teleport all over the place and if they'd want to go spelljamming they have the ability to dominate someone else to do it for them just like you said, Zelda.
 

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