(IR) Announcing a New Strategic Roleplaying Campaign of Epic Proportions!

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Well, let me work out just what it is my faction wants and can do.

In combat, our thaumaturgists can conjure mad elementals to do our bidding, and our doom-dreamers can breathe oblivion and render you in to Unbeing.

In diplomacy, our ideologues and street preachers can bring the dispossessed in to our midst, where they can be brought in to the cult of elemental evil and slowly prepared and primed for Tharizdun's Dark Glory.

In magic, we hold dark secrets - incantations that pollute and distort the land, spells that let us not only blast our foes but transport ourselves through the membrane of Not-is, artifacts that grant us a modicum of power over the forces of un-Creation.

Our Leader, the Great and Terrible Mnemesi, is a Low-Epic (21-30) Half-Fiend Cleric with the Ontic template created by Sepulchrave to describe Soneillon. His madness is infinite, his power limitless, his uncreative potential stunning to perceive...

Oh, and we want to end the world, plus some other stuff. Mostly get Tharizdun out, but also bring other gods low and acquire material power.
 

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Rikandur Azebol said:
*Iuz sent Sendings to all his allies feeling suddenly creative. *

It warms my heart to see all this great role-playing... :)

William Ronald said:
Sorry that I was away for a bit. My computer started acting up yesterday, so I had to take care of a few things. In the good news, one headache is resolved as soon as I can visit a mailbox. So, I am SERIOUSLY considering joining in. As such, I will try to round up more people.

Oh, heh, I understand completely ;). Join, please join.

William Ronald said:
I am fairly familiar with the World of Greyhawk, as I do play in Living Greyhawk events. (There was a convention in the Chicago suburbs, with a great interactive involving a castle seige, giants, trolls, and ogres.) So, while we await the return of Serpenteye, can I answer any questions for the factions here.

Thanks William, for your assistance. :)

Paxus Asclepius said:
The Hellrakers may provide something of a solution to that; geothermal energy can sustain some edible plants, if not the nice wholesome grains humans and their ilk favor so. Obviously, they'd have to be expanded, but if we can snuff out the sun, a few extra volcanic vents shouldn't be problematic.

Where there is a problem there is a solution.


Eluvan said:
What was the final word on fiendish influence? Can I get some Baatezu support officially added to my portfolio? If not, that's cool too, but I just want to be sure.

Yes you can. (note to self)


Edena_of_Neith said:
Notes we're up to 15 players, if William plays.
If Anabstercorian joins, that would be 16.

(sighs, thinking Gez, Melkor and Darkness are sitting this one out.)

Remembers Serpenteye hoped for 20 players.

- - -

Notes both James and Knight Otu are claiming the Sea Barons.

15 players are great, actually more than I expected, though we could use a few more.
--
Knight Otu has the Sea Barons, and the Scarlet Brotherhood has the Sea Princes (I'n pretty sure). James has other options.

Zelda Themelin said:
Oh, Edena and Anab here too.
Nice to see you. :)
And everyone else too.

Mmh, awfully lot evil factions. So, how are you going to create some stir between evil and good and not just lawful vr. chaotic evil with neutrals forced to behave like neutral evil faction, because of all this pressure. Plus some insane destructive evil to ruin day for everyone (including themselves, which they probably don't take into account or care much for).

Are you going to force your dm Serpent Eye to play good factions to spite him about all the lawful evilness he put into his factions in previous IR:s? ;)

I'm not enforcing alignments that strictly. The players are pretty much allowed to try anything and as long as it's not completely out of character for their race it's no problem with me. Faction-politics might force some actions, and people may have to make compromises with themselves, but that's life.

Oh, I can play Good too. It's no problem.


Thomas Hobbes said:
I'd be interested in adding the Theocracy of the Pale to my list, if they weren't, y'know, almost diametrically opposed philisophically speaking. It would be an interesting challenge to try and salvage a country about to be swarmed by Iuz and the Wolf-God.

Hmm, The Theocracy is in a difficult position and might be going trough a great deal of unrest soon. It would not at all be impossible that your faction could be in a position to take control over it in the beginning of the game. I can give you a partial control over it (as in the rules about Infiltration).


James Heard said:
Yup, and I'm watching everyone claim these huge swaths of land and power groups and wondering if I shouldn't have laid claim to the whole south of the equator just to hope to keep up with all the demigods, entire races, and massive power blocks that seem guaranteed to pave my lands over with roads going after each other even if I try to stay out of the way. *sigh* :uhoh:

There are several huge swathes of land out there for you to claim. :)


Thomas Hobbes said:
It's OK; we can form an alliance of "those who do not wish to be eaten." I can see it now... "The Inedible League!"

A league of neutrality pledging itself to take no offensive actions and only fight in self-defence...
If you're not percieved as a threat, but are still strong enough to deterr an attack you may be more trouble than it's worth to conquer you. It was Sweden's (my country's) way of staying alive for 190 years without ever fighting a war. Ehm, but it's probably not going to wark as well in an IR.


James Heard said:
If I read the 3rd IR correctly that just means we'd be erecting signs saying "eat me first".

Some of the questions I've got include:

Would the Princes get back the territory seized by the Scarlet Brotherhood and contested after the Greyhawk Wars?

I was under the impression that The SB took over all of the Princes' territory. Now I'm thinking that I'm probably wrong.
Still, the SB would probably be gunning for you from day one. I cannot make The Sea Princes alone into a faction powerful enough to resist the Scarlet Brotherhood without throwing realism out the window, and I'm loath to do that.
... I suppose I shoulf give you the Sea Princes if you want to play them, but it might make your time in this game both difficult and brief.


James Heard said:
What sort of power structure would I be allowed to invent for the "20 years after" nature of a shattered nation. As of the LGG, the Sea Princes are a real mess. Like a nest of ants that's been tread upon mess. Preferably I'd like the Princes and the Olman savages to have come to some sort of agreement of among equals, with the Olman recognizing the technological and naval potential of the Princes and the Princes conceding the situation of having an enormous chaotic group of warriors running rampant on your lands (albiet far from home and without any real sense of order that might make the force more formidable).

After 20 years the situation would have stabilized one way or the other. Perhaps both sides came to a peaceful understanding of the need to unite against their common Scarlet foe. They would perhaps have united under a loose confederal system with both sides mostly ruling themselves.

James Heard said:
I just don't want to be Haiti while everyone else is running a nuclear power. I mean, that's challenging and all, but right now I'm thinking that I'm going to be trading quaint Sea Princes ethnic art for overpriced food and cheap obselete weapons for my corrupt police forces at this rate.

A good point. It all depends on what kind of role you want to play in the game.
The nations in the far west are big, powerful and unclaimed.


Guilt Puppy said:
Which might push me into a Haitian situation of my own -- not sure, as I don't pretend to be an expert in Post-War geography or anything. Ironic, considering I'm the guy working on the map (which is progressing beautifully, I might add. I have a script set up to color it in on the fly based on who is designated as controlling what territory... now I just have to set up a script to actually do said designating :) )

In any case, I'm under the impression that territory is not the most substantial factor in determining the power of a given faction -- I trust Serpenteye will work things out in a manner which keeps the game balanced, at least to the point that all factions will be competitive.

Indeed, the actual territories are a lot less important tham the people in them. The biggest Empires tend to be populated by great masses of low-level humans or humanoids, and some of the smaller ones have a greater concentration of powerful individuals. I'll try to make it fit the classical DnD-istical system.

All factions have their own strengths and weaknesses, but they are not all created equal. Some of them are a lot stronger or weaker than others, just like in the 3rd IR or in the real world.
(Actually the differences are much much smaller than in the real world. There's no equivalent to the USA here, nor is there a Haiti. But there are differences nonetheless)
Weakness can be an advantage, allowing you to escape notice and always making you a lower priority for the more powerful players to deal with. The most powerful factions will unite people against them, while the small factions can grow stronger in relative peace. It depends a lot on geography, the Underdark players have an advantage in that regard and so do the players who are based outside the Flannaes.



Guilt Puppy said:
As I mentioned, I've been working on a nice, updateable map for the game... It's still very much Work-in-Progress, but I thought I'd share the state of things, so you folks can tool around with it, make suggestions. http://www.rowf.net/ir/maptest/map-edit.php

To-do list:
- Add zooming, territory names to map.
- Fix one or two "broken" territories
- Get a better list of faction names
- Get a better list of territory names (once you can zoom around and such, it'll be easier for folks more familiar with Greyhawk than I to make suggestions.)
- Have a non-dynamically-served (but still always-up-to-date) world map available for viewing, to eat less cycles and hopefully avoid angering my webhost.
- Password-protect for serp, once the bugs are worked out :)

Anyway, feel free to mess around with it, conquer the world, try to break the script, whatever. Any feature suggestions you have will be duly noted, but probably ignored, as it's been more work than I would have liked already :)

This is wonderful work GP :), far better than anything I could have done.

Thomas Hobbes said:
Seconded.

I like the way that little bit of Pomarji mountain range looks like it's eating the Theocracy of the Pale. ;)

How prophetic (?) ;).


Edena_of_Neith said:
Holy mackeral! Yes! That is a map we can work with!

I claimed the Drow of the Flanaess only. Not the Drow of the whole Oerik continent. This assumes Serpenteye allows it.
The drow do not hold any surface areas, as far as I know, officially.
However, I suppose they could have gained control of (tiny) surface areas, here and there, a scattering of tiny places across the map, which represent where major drow cities have established frontier outposts on the surface.
Overall, though, the drow would not control any more land than James has with the Sea Princes.

We have a problem here. James is, as he has said, severely outgunned. The Sea Princes alone could not hope to stand up against all these major powers, especially if they form the megalithic alliance I see forming.
What to do?


But the Drow are famous for their martial skill, their powerful wizards and clerics and their deadly assassins. They are a people honed to perfection by millennia of constant ruthless struggle. The weak and the stupid, and their weak and stupid genes, cannot survive in Drow society. The Drow are a low-ecl race, but they have survived and thrived in an environment filled with dangerous creatures. They have been standing toe to toe with Illithids and Aboliths and Beholders and have still been able to build great cities filed with beautiful art and elaborate culture. There are not many of them, but the Drow are feared for a reason.

The Sea Princes... meh... not so much. Skilled sailors, and good enough with a blade, but they are no more powerful per capita than any other human nation.


Edena_of_Neith said:
I would recommend that whoever claims the Kevellond League ALSO get the Baklunish nations of Zeif, Ekbir, Tusmit, Ket, Yecha, Ull, the Paynims, and the Dry Steppes (the Spirit Empire of Garnak and Istivar in the 3rd IR) which was the Baklunish Confederation in the 3rd IR.
And, if that is not enticement enough to play the greatly threatened good and neutral nations, also give that player Nyrond, the Duchy and County of Urnst, the Iron League, and Sunndi.

I'm not sure that's the best solution. The faction in question would either become the target of everyone's ambitions and carved up in the first turn or he would become the protagonist and one-and-only hero of the IR with the spotlight on him and all the other Good and Neutral players relegated to becoming side-kicks.
The first scenario is the most likely one. Someone that powerful will attract the fear, loathing and envy of everyone, and he'd not be powerful enough to fight a war against most of his neigbours.

Edena_of_Neith said:
If 2 or 3 players claim these factions, they may end up being forced allies from the start. If I was in their position, I would definitely ally with the other good players! Thus, again we would effectively have one great coalition of countries, albeit played by a couple of different players.

Such a unity of nations, whether run by one player or several players attempting to survive together in a harsh world, might be a match for the evil powers on the board. (Some harsh diplomacy might work too, as in the IC version of the following: The first power to attack ANY of our nations gets it. See? We don't care if the other evil powers later triumph: we will make certain that YOUR power is crushed. So stay smart, stay alive, and leave us alone!)

That would be a better solution, though I would never force an alliance on the players it might well be in their best interest to forge a strong alliance. Instead of one overpowered faction they would be three players working together, no more powerful on their own than the other major factions but a superpower together. They would be feared (should be feared) but won't be as envied and loathed.

The final alternative is that I play them as three different NPC factions. They would be weaker that way, both since I intend to play them subjectively and because they would then be the main power-bases of the PC Infiltrator organizations in the IR. Which would have the side-effect of giving those organizations a stake in defending the factions.
 
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Hrm. Maybe I could get a list of the unclaimed reaches/powers then? I don't have a clue about any powers "off the map" as it were and it looks like most of the rest of the map has been claimed? Maybe the map can be made to show unclaimed areas somehow? Gah.
 

Wait a second! I have a MUCH better idea for what faction I want, infinitely more devious and entertaining than another bunch of generic apocalyptic yahoos.

I want to be Eli Tomorast and the Seekers, along with House Maure.

BAM. There it is!
 

Edena_of_Neith said:
Hey there, Serpenteye. Welcome back. And cheers to your 5th IR. :)

Cheers to you Edena :) Thanks, it's great to have you here.

Creamsteak said:
Welcome back Serpenteye.

Thanks :). I can't believe how much has happened here while I've been gone. It is wonderful to see that so many new players have joined us.

Knight Otu said:
*burp* Oh, sorry. :o

Welcome back, Serpenteye! :)

Thanks Knight Otu.

Anabstercorian said:
Well, let me work out just what it is my faction wants and can do.

In combat, our thaumaturgists can conjure mad elementals to do our bidding, and our doom-dreamers can breathe oblivion and render you in to Unbeing.

In diplomacy, our ideologues and street preachers can bring the dispossessed in to our midst, where they can be brought in to the cult of elemental evil and slowly prepared and primed for Tharizdun's Dark Glory.

In magic, we hold dark secrets - incantations that pollute and distort the land, spells that let us not only blast our foes but transport ourselves through the membrane of Not-is, artifacts that grant us a modicum of power over the forces of un-Creation.

Our Leader, the Great and Terrible Mnemesi, is a Low-Epic (21-30) Half-Fiend Cleric with the Ontic template created by Sepulchrave to describe Soneillon. His madness is infinite, his power limitless, his uncreative potential stunning to perceive...

Oh, and we want to end the world, plus some other stuff. Mostly get Tharizdun out, but also bring other gods low and acquire material power.

Your Leader might be uncreative, but you're certainly not ;).
Nice.

James Heard said:
Hrm. Maybe I could get a list of the unclaimed reaches/powers then? I don't have a clue about any powers "off the map" as it were and it looks like most of the rest of the map has been claimed? Maybe the map can be made to show unclaimed areas somehow? Gah.

Hmm, let's see iIrc.

Unclaimed Factions:

The Suel Barbarians (minor faction)
Nyrond+Urnst-states (major faction)
The Kevellond League (Major faction) [M intentional]
The Bakluni Empire (Major faction)
The Celestial Imperium (Major faction)
The Ice Elves of the Adri Forest (medium faction)
The Iron League (minor faction)
Nippon (medium faction)
Erypt (medium faction)
The Tarquish Dominion and Empire (Major faction)
Lyrn (Major faction)
Ishtarland (major faction)
Elven Forest (major faction)
Various Realmspace factions (minor-medium factions)


Just off the top of my head.
 

Anabstercorian said:
Wait a second! I have a MUCH better idea for what faction I want, infinitely more devious and entertaining than another bunch of generic apocalyptic yahoos.

I want to be Eli Tomorast and the Seekers, along with House Maure.

BAM. There it is!

The Who and the Whatnow?

Never heard of them, please fill me in.
 

I'd like to claim:
The Ice Elves are indeed around. They are few, but powerful and highly arcane. They do own an Artifact and have a small head-start in the Magic Armsrace. They are reluctant to ally with anyone who will not accept their rule, but they would make an interesting faction.

Along with the Troll Fens, Hempmonland (As a Troll Kingdom in a lush jungle and soaring mounting peaks in a fetid ocean of wavering green trees ;)) and possibly the sahuagin depending on how far im getting with my PL.

To be clear about this, I most likely will NOT be an evil faction. Fully good neither but most certainly not an evil faction like iuz or the drow.
 

Hmmm, can't say I blame you considering the mass of questions you just replied to, but you missed me out. Can I officially add some Baatezu support to my faction?
 


To Serpenteye and the others: is this ok?

Ok, since I am now the player of the Drow, let me try to further clarify what I'm playing.

I am assuming that after the Sphere was closed, anarchy prevailed among the drow, with the loss of the supremacy of theocratic rule.
Eclavdra had something up her sleeve. Nobody knows what it was - an artifact, direct help from Iuz, direct help from another power, or perhaps a secret group of infiltrators of her own.
Whatever it was Eclavdra had, she used it in combination with her political and speaking abilities (and when you have survived decades of dealing with Lolth and Iuz simultaneously, you are both a great politician and a great public speaker!!!) to talk 12 of the larger and more influential drow cities into an alliance. Somehow, she cemented this alliance fairly solidly, creating in effect a drow nation.
This drow nation of 12 cities (sorta the Drow Dirty Dozen, as it were) represents currently (unless another player claims more drow, or Serpenteye represents them as NPCs) the only organized drow in the Flanaess. All the rest are at their usual bickering and infighting amongst themselves, and ineffective in every respect.

How powerful are the Drow Dirty Dozen? Well, as powerful as Serpenteye makes them! Preferably, balanced with the powers played by the other players. A standard major power.

In this case, I am not trying to play a nebulous power (such as the Black Brotherhood is.)
I wanted my Power to be on the map, visible to all. The Drow Dirty Dozen might indeed have a nexus of tunnels through which they can interact with each other, running all underneath the Flanaess, but their primary strength is in the twelve cities in question.
In other words, if you wipe out the Dirty Dozen, you effectively wipe out the drow!

The Drow Dozen have gone to the surface NEAR (see below) where their cities lay Below, and have established local control, building secret fortresses on the surface to hold this new frontier.

I choose the locations so as to make my power as annoying as possible: a threat to all, and threatened by all.

http://www.rowf.net/ir/maptest/map-edit.php

And yes, I think I messed up the map. Ick. Took an hour finding those places even knowing what I do of Flanaess geography. Nuts.
I had to substitute. I wanted small places, since that is all the drow could control at first. Oftentimes the map would not allow me to take a small place where the drow were, so I went to a small place nearby.

Here is a list of the places where I wanted the drow to be, and where I put them due to the map restrictions (what I'm claiming, in effect.)

1: A small part of the Yatil Mountains (I took the Dawn Mounds)
2: A part of the Dim Forest (I took the West Dim Forest)
3: A part of the Jotens (I took the Little Hills)
4: A small part of the lower Hellfurnaces (I took Jerlea Bay.)
5: A small part of the Bandit Kingdoms (I took the Tangles)
6: A small part of the Lortmils bordering Celene (I took Celene Hills)
7: A small part of the Abbor Alz (I took the West Gnatmarch)
8: A part of the Onnwal Headlands (I took the Onnwal Headlands)
9: Densac Isle (I took Densac Isle)
10: A small part of the western Griff Mountains (I took Hraak Forest)
11: A small part of eastern Adri Forest (I took Edgefield)
12: A part of the Glorioles (I took the Hestmark Peaks.)

These are the Drow Dirty Dozen.

Some amendments to the above:

1: The drow city is under the northern Yatils. A remote point in the Dawn Mounds is their chosen point of egress to the surface world. On the surface, the drow control only a part of the Dawn Mounds, staying clear of Exag and the Perrenlander settlements.
2: The drow city is under the Barrier Peaks. A point well within the Dim Forest is their point of egress. On the surface, the drow hold the western Dim Forest as shown on the map.
3: The drow city is under the Jotens, is Eclavdra's home city (E. Cinlu), and is the capital city of the new drow nation. A little known cave in the Little Hills is their point of egress. On the surface, the drow control only a part of the Little Hills, staying clear of Longspear, and the Sterich and Yeomanry settlements.
4: The drow city is under the Hellfurnaces, and Jerlea Bay is their point of egress. On the surface, the drow hold Jerlea Bay as shown on the map.
5: The drow city is under the Tangles. The central Tangles is their point of egress. On the surface, the drow hold the Tangles as shown on the map (they think of it as part of the Fellreev, for some reason.)
6: The drow city is under central Celene. Somewhere in the Celene Hills is their point of egress. On the surface, the drow hold the Celene Hills as shown on the map.
7: The drow city is under the Abbor Alz. Somewhere in the West Gnatmarch is their point of egress. On the surface, the drow hold only a part of the West Gnatmarch next to the Abbor Alz.
8: The drow city is under the Onnwall Headlands. Their point of egress is the western Onnwall Headlands. On the surface, the drow control only a part of the Onnwall Headlands, where they have driven the native dwarves, gnomes and others out.
9: The drow city is actually under the western Tilvanot Peninsula. Their point of egress is central Denzac Isle. On the surface, the drow hold Denzac Isle as shown on the map.
10: The drow city is under the western Griff Mountains. Their point of egress is in the eastern Hraak Forest. On the surface, the drow hold only the eastern, inner part of Hraak Forest.
11: The drow city is under central eastern Adri Forest. Their point of egress is the eastern edge of Adri Forest. On the surface, the drow hold a tiny piece of eastern Adri Forest, staying clear of North Province and the city of Edgefield.
12: The drow city is under the Glorioles. Their point of egress is somewhere in the Glorioles. On the surface, they hold only a part of the Glorioles.

Again:

http://www.rowf.net/ir/maptest/map-edit.php
 
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