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

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Well, to make up for that little embarassment, here is some serious faction information:

PC: Nyrael: Half-fiend Rogue 9/Telepath 20/Soul Eater 13

The Shepherds at Twilight are an organisation steeped in mystery and shadow. In the highest corridors of power the name echoes here and there and is forgotten or dismissed as rumour before it dies away. On the streets and in the taverns of Greyhawk the name is whispered sometimes, something of an urban legend, a force with which to explain the inexplicable.

Judging by this reputation, one could be forgiven for assuming that the Shepherds were an ancient organisation with a history spanning centuries and explaining many of the stranger events in Greyhawk's political continuum. Indeed, among those who know of the name at all, most believe the organisation to be exactly that. The truth is, however, the Shepherds have sprung up only very recently. Nyrael, the enigmatic figure at the top of their command chain and the driving force that keeps the group together by sheer force of personality and will, was first heard of in Oerth two years after the end of the Grehawk War.

It is unclear how he made a niche for himself so quickly. Certainly, the instability that followed the War made it easier for an opportunistic and powerful figure to rise to prominence. Rumours circulated that he had an elite force of fiendish assassins and spies, and if they were founded then certainly some of his rapid success can be credited to them.

Regardless of how he achieved it, however, the fact was that by the third year after his emergence in Greyhawk, Nyrael headed the most powerful and successful organisation of thieves, spies, assassins and brigands that most could ever remember there being. And then, he disappeared. It is not clear where he went. Wild rumours circulated - some said he was dead, assassinated by a rival. Some believed the stories of his fiendish associations and said he had finally been dragged to the Hells to make good on the diabolical oaths he must surely have made. Some said he had simply gone into hiding, trying to gain some advantage. Some even claimed that he had assassinated a major political figure and was even now impersonating him.

Regardless of the reliability of any of these rumours, Nyrael was never again seen in anything approaching the public eye. His name continued to be whispered here and there, but slowly people began to forget him. He finally began to reassert his influence recently, with the cataclysmic sealing off of Oerth and the devil-forged technology that began to creep its way into the world.

When he chose to make his presence felt once again, at least some of his activities during his long seeming activity would have been obvious to anybody able to penetrate the layers of obfuscation that cloak him. For when he did so, he did so with one of the most formidable societies ever seen on Oerth fully formed and under his complete control. Through subtle manipulations he had succeeded in attracting some of the most ambitious, talented, and cunning minds in Greyhawk to his banner and already the Shepherds have begun to make their presence felt, twisting the inevitable political machinations to their own unknown ends.

As of yet there is nothing to link Nyrael to the Shepherds. Even the Shepherds themselves, except for the very top ranks, do not know the nature of their leader. As for Nyrael's true motives, they are still unclear. Certainly he seems to wish for power, but perhaps more than that as well. His links to the Baatezu are becoming ever more apparent - he has even held an audience with his direct subordinates whilst flanked by Cornugon guards. His agenda is perhaps a Diabolical one then - but it seems odd that a being of his obvious power would totally subordinate himself. It seems likely that his own desires are somehow involved in his plans, and what form they might take is hard to guess.
 
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Edena_of_Neith,

I can give you a gmail invite. I find gmail as handy as Eudora or MSoutlook, almost as good as pine, and it's free! I'm even using an account there as my primary e-mail. Let me know if you want one.
 

To Airwhale

Hey there, Airwhale.
There are openings still in the IR, and a number of powers, good and evil, still unclaimed. Come on in! :)

I am attempting to set up my own e-mail account today. If I'm successful, great. If not, I may take you up on that offer!

(Eclavdra reads the rules of the 5th IR, and groans, muttering something about the stupid surface races blowing up the Oerth.)
 

Eluvan said:
Well, to make up for that little embarassment, here is some serious faction information:

PC: Nyrael: Half-fiend Rogue 9/Telepath 20/Soul Eater 13

The Shepherds at Twilight are an organisation steeped in mystery and shadow. In the highest corridors of power the name echoes here and there and is forgotten or dismissed as rumour before it dies away. On the streets and in the taverns of Greyhawk the name is whispered sometimes, something of an urban legend, a force with which to explain the inexplicable.

Judging by this reputation, one could be forgiven for assuming that the Shepherds were an ancient organisation with a history spanning centuries and explaining many of the stranger events in Greyhawk's political continuum. Indeed, among those who know of the name at all, most believe the organisation to be exactly that. The truth is, however, the Shepherds have sprung up only very recently. Nyrael, the enigmatic figure at the top of their command chain and the driving force that keeps the group together by sheer force of personality and will, was first heard of in Oerth two years after the end of the Grehawk War.

It is unclear how he made a niche for himself so quickly. Certainly, the instability that followed the War made it easier for an opportunistic and powerful figure to rise to prominence. Rumours circulated that he had an elite force of fiendish assassins and spies, and if they were founded then certainly some of his rapid success can be credited to them.

Regardless of how he achieved it, however, the fact was that by the third year after his emergence in Greyhawk, Nyrael headed the most powerful and successful organisation of thieves, spies, assassins and brigands that most could ever remember there being. And then, he disappeared. It is not clear where he went. Wild rumours circulated - some said he was dead, assassinated by a rival. Some believed the stories of his fiendish associations and said he had finally been dragged to the Hells to make good on the diabolical oaths he must surely have made. Some said he had simply gone into hiding, trying to gain some advantage. Some even claimed that he had assassinated a major political figure and was even now impersonating him.

Regardless of the reliability of any of these rumours, Nyrael was never again seen in anything approaching the public eye. His name continued to be whispered here and there, but slowly people began to forget him. He finally began to reassert his influence recently, with the cataclysmic sealing off of Oerth and the devil-forged technology that began to creep its way into the world.

When he chose to make his presence felt once again, at least some of his activities during his long seeming activity would have been obvious to anybody able to penetrate the layers of obfuscation that cloak him. For when he did so, he did so with one of the most formidable societies ever seen on Oerth fully formed and under his complete control. Through subtle manipulations he had succeeded in attracting some of the most ambitious, talented, and cunning minds in Greyhawk to his banner and already the Shepherds have begun to make their presence felt, twisting the inevitable political machinations to their own unknown ends.

As of yet there is nothing to link Nyrael to the Shepherds. Even the Shepherds themselves, except for the very top ranks, do not know the nature of their leader. As for Nyrael's true motives, they are still unclear. Certainly he seems to wish for power, but perhaps more than that as well. His links to the Baatezu are becoming ever more apparent - he has even held an audience with his direct subordinates whilst flanked by Cornugon guards. His agenda is perhaps a Diabolical one then - but it seems odd that a being of his obvious power would totally subordinate himself. It seems likely that his own desires are somehow involved in his plans, and what form they might take is hard to guess.

:cool:

Airwhale said:
Are you still accepting players? This seems *really* cool.

We have a lot of cool players :). Sure I'm accepting more players. What faction do you want to play?


Airwhale said:
Edena_of_Neith,

I can give you a gmail invite. I find gmail as handy as Eudora or MSoutlook, almost as good as pine, and it's free! I'm even using an account there as my primary e-mail. Let me know if you want one.

Thanks for helping Edena, Airwhale :D.
 
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William Ronald said:
As I am constantly commenting on everything, I have decided to join in. For the moment, I will claim the Baklunish nations, including the Dry Steppes, the Plaines of the Paynims, the Ullsprue Mountains, Ull, Zeif, Tusmit, Ket, Ekbir, the Janasib Islands, the Qayah-Bureis Islands, the Araphad Islands, the Tiger Nomades, the Wolf Nomads, and the Barrier Peaks. Does the Spirit Empire of Garnak exist in this IR? If so, I would like to claim it.

Splendid! :D Welcome William Ronald to the 5th IR.

There is no Spirit Empire of Garnak in this IR (Remember that it arose as a reaction to the imminent return of Vecna in the 3rd IR. Vecna will return here too (as a plot-device for the beginning of the IR), but his actions will be quite different this time around.)

William Ronald said:
As Gnomeworks and Mr. Draco have not posted a claim, I decided to keep the Kevellond League and the allies of Nyrond unclaimed. Has anyone formally claimed the city of Greyhawk or the Bright Lands, home of Rary the Traitor. (Lawful evil archmage.)? These will be important territories. Also the Ulek States, the Lortmils and many other areas remain unclaimed.

So, what will I do about this? Elementary, my dear Serpenteye. I will delve into my records to e-mail people from the first and second IRs. Also, I will change my sig to create a link to this thread. Maybe all of us should include a link to this thread in our sigs, so we can get more people here.

The City of Greyhawk has been claimed (by Eluvan iIrc). Rary and the Bright Lands won't be terribly important, certainly not enough to form a faction on it's own.
The Lortmils, Kevellond league and Greater Nyrond are a lot more important.

Great, bring in as many players as you want. Everyone's welcome. :)


William Ronald said:
I will have to try to answer most of thequestions and related issues tomorrow, as I have to be somewhere in about an hour. However, I will lend Edena a hand. Eclavdra's home city of Erelhei-Cinlu is in the Vault of the Drow under the Hellfurnaces, and the Epic Level Handbook has a mention of a ome for her in the Crystalmists. So, the Hellfurnaces and Crystalmists would be logical locations for drow cities and fit porevious World of Greyhawk descriptions. Also, the giants still rule Geoff in the LGG, so you may want to claim that as a surface domain run by the drow and their allies.

I will be offline until tomorrow afternoon. However, you can e-mail me at williamwronald@aol.com.

Serpenteye -- You might think of trying a recruiting thread over at Nutkinland. There are some people who have been in the IR over there. I also did my mass e-mail of previous IR players. Hopefully, some will show up.

Thanks for helping.


Edena_of_Neith said:
I will attempt to obtain an e-mail.
I will do this as quickly as I can. It will take a few days.
IF I CANNOT CREATE AN E-MAIL, I WILL SAY SO.

William, thank you for helping Serpenteye! It is greatly appreciated!

Hey, I appreciate it too! ;)

Edena_of_Neith said:
The City of Greyhawk and the Bright Lands, are still unclaimed.

I am trying to be of assistance in this IR, appreciating what it like to run one.
I have compiled a list of the Players similar to Rikandur's list, and will post it here for all to see. I hope nobody is offended by this!
I am doing this merely to aid in clarity, and to clarify in my own mind who is playing what and who. This is what I did in the 3rd IR.

- - -

THE 5TH IR

Created and run by SERPENTEYE

-

GUILTY PUPPY'S 5TH IR MAP (in it's current guise)

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

OTHER GREYHAWK/OERTH MAP URLS

Close-in maps: http://www.sodabob.com/roleplay/dnd/Maps/
Overview map: http://www.sodabob.com/roleplay/dnd...eteflanaess.gif
Large-scale map: http://www.geocities.com/TimesSquare/5878/gridgeo.gif
Large-scale map: http://members.aol.com/cathbhadhx/tsroerth.gif
Large-scale map: http://www.sodabob.com/roleplay/dnd/Maps/oerthlarge.gif

Map links from William's Map and Other Campaign Resources Post (note that some links are broken)

http://www.geocities.com/TimesSquare/5878/wogmaps.html
Greyhawk Maps: http://www.thewatchman.de/spidersweb/oerik.htm
Oerth and Greyhawk maps: http://www.sodabob.com/roleplay/Campaigns/GreyhawkMaps/
Oerth map: http://members.aol.com/cathbhadhx/tsroerth.gif
Oerik Continent: http://www.highprogrammer.com/alan/...p/supermap.html
World of Greyhawk Map: http://www.arrantdestiny.com/maps.htm
Greyhawk Maps: http://www.geocities.com/TimesSquare/5878/wogmaps.html
(One shows latitude.)
Living Greyhawk Maps: http://ca.geocities.com/kanisl/
World of Greyhawk Maps: http://talmeta.net/maps/wog.htm

MAUDLIN'S FINAL MAP FROM THE 3RD IR

http://users.pandora.be/maudlin/Greyhawk.jpg


PLAYERS AND THEIR INFORMATION

ANABSTERCORIAN
PC: The Great and Terrible Mnemesi, Low-Epic (21-30) Half-Fiend Cleric with the Ontic Template created by Sepulchrave to describe Soneillon.
Powers: The Cult of Tharizdun, the Cult of Elemental Evil
Color on map: unknown
Territories on map: unknown

OR:

PC: Eli Tomorast (also known as Eli the Demon-handed), Leader of the Seekers, neutral evil wizard, fiend-binder specialist
Powers: The Seekers (adventuring company), House Maure (home of the forsaken House Maure, a cabal of Warlocks descended from Suel refugees of the Rain of Colorless Fire) (Both groups are Infilitrator factions)
Color on map: unknown
Territories on map: unknown

OR BOTH

-

CREAMSTEAK
PC: Yugthulgon, Master of the Staff of Ancient Penumbra
Powers: Beholder Dominions (Dominion of the Poisoned Eye, Flesh Reborn, Consuming Eye), Illithid Dominions (The Collective Overminds), cults associated with the above, servitors, slaves, thralls, voidminds, enslaved abberations and undead, and allied psionic demons and undead.
Color on map: unknown
Territories on map: None. Based in the darkest coldest depths of the underdark.

DEMON ATHIEST
PC: unknown
Power: The Shadow Guild (has the Infiltrator Trait)
Color on map: unknown
Territories on map: unknown
PC?s PL: unknown
PL: unknown

DEVILISH
PC: unknown
Powers: Acererak/Tomb of Horrors, Valley of the Mage, Blackmoor, the Cold Marshes
Color on map: unknown
Territories on map: as above

MR DRACO (It is unclear if Mr. Draco is playing)
PC: unknown
Power: unknown
Color on map: unknown
Territories on map: unknown

EDENA OF NEITH
PC: Vesharess Eclavdra
Power: The Drow Dirty Dozen (12 drow cities united as a nation, led by the city of Erelhei-Cinlu in the Vault of the Drow), servitor races, assorted servitor monsters, assorted servitor undead
Color on map: Violet
Territories on map: Mounds of Dawn, West Dim Forest, Little Hills, Jerlea Shores, Tangles, Celene Hills, Western Gnatmarch, Onnwal Headlands, Denzac Isle, Hraak Forest, Edgefield, Hestmark Peaks - each represents a Province held by a nearby Underdark Drow City
Vesharess Eclavdra?s PL: unknown to me yet
PL: unknown to me yet

ELUVAN
PC: unknown
Power: Shepherds in Darkness (secret organization with Infiltrator Trait, based in Greyhawk), unknown amount of Devil support
Color on map: unknown
Territories on map: unknown

FORSAKEN ONE
PC: Unknown
Powers: Troll/Sahuagin Druocracy, the Ice Elves of the Adri (?)
Color on map: unknown
Territories on map: A large peninsula region unnamed off-map, unspecified waters both on and offmap, Hempmonaland, the Troll-Fens, the Adri Forest

GNOMEWORKS (It is unclear if Gnomeworks is playing)
PC: unknown
Powers: unknown
Color on map: unknown
Territories on map: unknown

GUILT PUPPY: MAPMAKER OF THE 5TH IR
PC: unknown
Powers: The Scarlet Brotherhood
Color on map: unknown
Territories on map: as above

JAMES HEARD
PC: unknown
Powers: The Nations of the Mare Mysticum (the Elven Lands, Elvanian Forest, Kingdom of the Marches.), Marchwards (Half-elven nation on northern border of Empire of Lynn)
Color on map: Not applicable
Territories on map: Large off-map nations

KNIGHT OTU
PC: unknown
Powers Cult of Ashardalon, the Great Kingdom, Northern Aerdi, United Kingdom of Ahlissa, Rel Astra, the Sea Barons
Color on map: unknown
Territories on map: as above

PAXUS ASCLEPIUS
PC: unknown
Powers: The Pomarj, the Crystalmists, the Jotens, the Hellfurnaces, the Griff Mountains, the Raker Mountains, the Dreadwood
Color on map: Yellow
Territories on map: as above

RIKANDUR AZEBOL
PC: Iuz the Old, Demigod, human half-fiend Cleric 26th level, Assassin 20th level
Powers: The Empire of Iuz, the Horned Society, the Bandit Kingdoms, Tenh, Stonehold
Color on map: unknown
Territories on map: as above

THOMAS HOBBES
PC: unknown
Powers: The Lendore Isles, Celene, the Church of Tritherion (The Alliance of ?Those Who Do Not Wish to be Eaten? or ?The Inedible League? :) ), possible control of the Theocracy of the Pale
Color on map: unknown
Territories on map: as above

VENUS
PC: unknown
Powers: Upper Khanate, Lower Khanate, Orcreich
Color on map: Not Applicable
Territories on map: All territories are off-map

WILLIAM
PC: unknown
Powers: The Baklunish Confederation (Zeif, Tusmit, Ekbir, Ket, Ull, the Plains of the Paynims, the Dry Steppes (Spirit Empire of Garnak and Istivar if Serpenteye allows it), the lands of the Tiger Nomads, the lands of the Wolf Nomads, the Ullsprue Mountains, the Barrier Peaks, the Janasib Islands, the Qayah-Bureis Islands, the Araphad Islands)
Color on map: unknown
Territories on map: as above

XAEL
PC: unknown
Powers: Circle of Eight, Highfolk, the Vesve Forest, the Yatil Mountains
Color on map: unknown
Territories on map: as above

ZELDA THEMELIN
PC: unknown
Powers: unknown
Color on map: unknown
Territories on map: unknown

Very good. You are all making this a lot easier for me. :)


Zelda Themelin said:
Ok, I'd like to join, if you can come up with some less tactical position, mostly characters. Or backing someone else up. :)

If you want me that is.

ah, forget

E-mail: zelda@dlc.fi

Less tactical huh... Well, the smaller faactions will have a lot less paperwork, but there will still be tactical decisions to be made. Perhaps you would like to co-rule a faction with someone else, like I did with Mr Draco, and leave most of the hard choices to them? In my experience sharing your power did not make the game any easier, since it required a lot of discussion and cooperation, but if you settle for a background-role it could work for you.

If you do want to rule a faction by yourself and don't want to worry too much about tactics I'd suggest that you choose a faction in a peripheral location with few natural enemies. Most off-map powers fit that description.

Oh, and Welcome Zelda to the IR! :)

Anabstercorian said:
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.

Eli Tomorast
Wiz 22. Artifacts: Tome of the Black Heart, Demonhands, Sword of the Ebon Flame

More information about Eli Tomorast, the Seekers, and House Maure can be found in Dungeon Magazine #112, the 30th anniversary issue.

Terrific! Now we have three Infiltrator organizations, Anabstercorian's, Demon_Atheist's and Eluvan's. A good amount, enough to make it interesting without overcrowding the niche. :)

Edena_of_Neith said:
Hey there, Zelda. Nice to see you!
I want you in. Yes! By all means.

A number of powers are unclaimed. Back on the last page, Serpenteye lists them. Some are formidable powers. Check the map links in my long post above, to see where they are.

And welcome back! :)

Edena_of_Neith

Indeed. :)


Creamsteak said:
Hey Edena, it doesn't bother me, but some people don't want thier email addresses listed in a form that's as easy to read as that. I'd recommend, at the very least, replacing all @ with some series of symbols like "$##$" and replacing all of the dots with something entirely different like "*#*". If you have some kind of text editor other than a raw notepad, use control-f, then use find and replace to replace the symbols in the email addys or something.

Also, I accidently called the "Staff of Ancient Penumbra" the staff of Illsensine. My bad, but with my magical mod powers I'm editing it into your post.

- - - - -

In spirit of the usual epic clout of the characters in the IR:

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 excercise 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.

Good old slimy, tentacly fun. :)


Edena_of_Neith said:
I will erase the e-mails from the list altogether.
I'll keep a private list for myself, but not post a public one.

I'm really not sure what the etiquette is on e-mails. So, instead of guessing, I'm removing the e-mails altogether. I don't want to offend anyone.

Please send me a copy of that list when you get the means to do so. The players who don't mind having their E-mail adress posted to the boards can still be on the official list.

Eluvan said:
Whoops... guess it was me who missed him. And I have much less of an excuse. :heh: Sorry to be a bother...

No bother, we all make mistakes... :)

Edena_of_Neith said:
Serpenteye, how long do we have until the start of the IR?

Things seem to be moving along nicely. The rules are done (unless anyone could give me some feedback?), we have enough players (though we could always use more) and it seems like most of you have thought your factions trough very well.
What we need now is that all the players who have been accepted choose a faction for themselves, that I assign PLs and territorial IC and populations, and set the degrees of control you have in your various territories, that the maps of the Flannaes and Oerth are completed. When all of this is done I will post the prologue to the game and you'll send me your templates (power-allocation) for the 1st Turn while I make the templates for the major NPC-factions. Then I'll take a deep breath and begin the game.

I'm not setting a definate deadline for now, but expect the game to begin some time in the second half of the coming week. I'll try to give you your IC and PLs as soon as possible.
 
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Edena_of_Neith said:
(Eclavdra reads the rules of the 5th IR, and groans, muttering something about the stupid surface races blowing up the Oerth.)

Do the rules seem balanced, Edena? Your input is especially valuable to me because of your experience DM-ing several games like this one. If something's not working it's best if I correct it now before it can cause damage to the game.
I like the rules, but I'm a huge egomaniac so my oppinion doesn't really count. ;)
 

Serpenteye said:
The rules are done (unless anyone could give me some feedback?),
Would artifacts (of any flavor) be considered Epic PL?
As far as I understand, I'd need the regular PL at the start of the turn before recruiting an Elite PL out of them? (and the same a step above for Epic PL)
To gain the ability to cast 11th level spells when I already can cast 10th, I have to sacrifice 150 Epic PL, correct?
 

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 :)

Again, this is great. Thank you very much for your help.
I would also like to post the populations and territorial ICs on the map (when I come up with them).
 

Knight Otu said:
Would artifacts (of any flavor) be considered Epic PL?
As far as I understand, I'd need the regular PL at the start of the turn before recruiting an Elite PL out of them? (and the same a step above for Epic PL)
To gain the ability to cast 11th level spells when I already can cast 10th, I have to sacrifice 150 Epic PL, correct?

All artifacts are considered Epic PL. It's the easiest way to handle them.
Yes, you need Regular PLs (PLs are the designation for your armed forces) to create Elite PLs and Elite to create Epic. You can create Elite PLs at the beginning of the Turn and use them the same Turn, though you can't use those same PLs to create Epic PLs the same turn (you have to wait 'till the next one.)
You are correct. You need to put 50 Elite PLs into magical research (which cost 500 Epic PLs, which cost 5000 Regular PLs) to get 10th level spells and 200 Elite PLs to get 11th level spells. When you have put PLs into magical research the points stay there, they are cumulative. The only way to wipe out the points is to utterly destroy the faction.

---

Thoughts about the balance between Magic and Technology:

It costs you the equivalent to 5000 ppts to get 10th level spells, giving you the ability to blow up countries and giving your Elite and Epic units +2 and +4 to the attack and defense, as well as making you a lot better at Infiltration.

The Same 5000 ppts spent on Technology would give you a score in the Technological Armsrace of 100, giving all your Regular, Elite and Epic PLs a +25 to attack and defense...!...
(And increasing the potential IC of your territories)
That's too much, even if the technological army can still be blown to pieces by a 10th level spell they would be unbeatable in actual combat.

Suggestion for Fix: Double the cost of Technology and double the combat-bonuses of 10th, 11th, 12th and 13th level spells.

Is that a big enough change? Considering that the Tech-player will have nukes (damn, I need to make up rules for nukes)?
 
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To Serpenteye: Questions (and comments) about the Rules

Edena here.
I only just finished throughly reading the rules. I am unclear on quite a number of them, so I cannot say if they are balanced with one exception:

I think the destructive power you assigned to 10th level spells, should go to 11th level spells instead. I'm betting the Rain of Colorless Fire and the Invoked Devastation were 11th level, not 10th.
Make it a bit more difficult to obtain the ability to instantly destroy an area the size of Nyrond. Everyone will still want the power to do so, but they'll have to pay more for it: and pay they will.

Now, other than that I cannot tell yet. I'm still confused about the rules. I have a lot of questions. This is my Questions about the Rules thread. There will be this post, and then a More Questions post, and a More Questions post, and yet another More Questions post.
And, after all, the players benefit from questions. If someone is unclear on the rules at the start, and makes a big mistake, that would be unbalancing indeed! :D (Heh, what? I need only 5 PL to have 10th level spells! Yeah!)


Ok, using my PLs, I can:

Build any number of militias (limited by my population) for free.
Upgrade militias to Regular Armies for 1 PL.
Upgrade Regular Armies to Elite Armies for 10 PLs.
Create Epic Armies (small groups of individuals) out of Elite Armies for 100 PLs.

But ...

On Turn 1, I have NO Regular Armies to start with!
How can I upgrade something I do not have?
It would seem to me, that it would be impossible on Turn 1 to create Elite Armies, because no Regular Armies existed at the START of the Turn to upgrade!

It would seem to me that one would HAVE to create Regular Armies on Turn 1, then Upgrade them to Elite Armies on Turn 2.

And the same goes for Epic Armies. How can you upgrade to Epic Armies, if you have no Elite Armies at the start of the Turn?! You'd have to have those Elite Armies, to do ANY upgrades to Epic.

Thus, if I created Regular Armies on Turn 1, I would have to wait until Turn 2 to upgrade them to Elite Armies.
Then, on Turn THREE, I could upgrade my Elite Armies to Epic Armies.

But, if I do not create Regular Armies on Turn 1, I CANNOT upgrade them to Elite Armies on Turn 2 because I do not have them!

See?

So, being wise, I spend a number of PLs creating a LOT of Regular Armies on Turn 1.
Then, also being wise, I spend a lot of PLs creating a LOT of Elite Armies on Turn 2.
Then, ALSO being wise, I spend a lot of PLs creating Epic Armies out of my Elite Armies on Turn 3.

- - -

And that brings me to my next question:

I want to research 10th level magic, but only Epic PLs (that is the terminology you used in the rules, Serpenteye) can do such research, and the Epic PLs are lost in the research, you say.
I'm GUESSING that this means I must create Epic Armies, and these Epic Armies must conduct the research, and that they are destroyed in the process.
It costs 50 PL to successfully research 10th level magic, using Epic Armies (or, Epic PLs as you call them.) Since a single Epic Army would count as 1 PL (right?), but it cost 1 + 10 + 100 PL to create in the first place ... that's 5 x 111 = 555 PL spent to successfully research 10th level magic.

I have Eclavdra, and she is an Epic Army, I am presuming. I do not know if she is worth 1 PL or more than 1 PL.
But regardless of her PL value, I wouldn't want to sacrifice her life in order to research 10th level magic!
Likewise, if I had an artifact or relic - which might (?) count for epic PLs, I wouldn't want to sacrifice those (at least, I don't think I would) in order to research 10th level magic!

THEREFORE ...

In order to research 10th level magic, I MUST create Regular Armies, then upgrade them to Elite Armies, then upgrade them to Epic Armies, then sacrifice the Epic Armies on a one army to 1 PL worth of 10th level magic research (50 PL needed for success) in order to obtain 10th level magic.
And I MUST wait one turn to upgrade Regular Armies to Elite, and one turn to upgrade Elite Armies to Epic.

So, being wise, I spend a LOT of PLs on Turn 1 to create a lot of Regular Armies.
On Turn 2, I upgrade as many Regular Armies to Elite Armies as I can.
On Turn 3, I upgrade as many Elite Armies to Epic Armies as I can. And on Turn 3 - and NOT BEFORE Turn 3 - I can spend PLs (if I have them left over!) to conduct research on 10th level magic, sacrificing my Epic Armies in order to do so.
I REFUSE to sacrifice Eclavdra. Even if I did, her PL value is probably not 50, so I have done some research on 10th level magic, and wasted my only Epic Army (if Eclavdra counts as an Army) that I had. Not a good idea, and I won't do it.

- - -

- - -

- - -

This is the impression I have gotten from the rules so far. (I will have more questions on the rules later.)

This is how I THINK the rules work.

Am I right?
Am I wrong?

If I am wrong, how exactly am I wrong?
 

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