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

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So, to make it easier for me to pick from free factions, can anyone give me a link to page they appear, and are rules complitely set, and where is newest version of them?

And if someone want's me to join as co-operative member, I am available for that option too. I live in Europe area, can post probably 2/day most, e-mail I read more often, especially if I home. I have pretty much free time until 17.1., so this would be good time for me to play.

I am not very good at tactical games, but it's not the reason why I would like to avoid some important decicion making. It's because during last IR I was always around when it was too late to react some some even, and it got really confusing to having to read so many pages and notice that some even I wanted to do something was already over.

If the time problem is gone from this game this won't be so much an issue for me.

Oh and if anyone want's to contact me personally my e-mail was zelda@dlc.fi
 

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Hey Zelda,

Maybe we could work together? I have never played an IR before and frankly, it's a bit intimidating.


I'm not too familier with the world of Oearth. I'm looking at the celestial folk (can't remember there name right now) or maybe the spelljammers? With so many evil folk out there, perhaps it would be good to get a few more neutrals or good folk in? Anyone have a suggestion on what might be fun to play? I'm really up for anything.
 
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To Airwhale and Zelda

Here are the unclaimed Powers. There were on page 12.
The complete rules of the 5th IR are also on page 12. You can't miss them: it's a HUGE post by Serpenteye! :)
A list - as updated as I could get it so far - of the Players and their powers is on page 13, near the top I think.

Here are the powers Serpenteye says are still open for claims. I added some things to his list for you to look at.

Unclaimed Factions:

The Suel Barbarians (minor faction) (Northeast part of map) (Neutrals)
Nyrond+Urnst-states (major faction) (Central east part of map) (Good)
The Kevellond League (Major faction) [M intentional] (Central west part of map) (Good)
The Bakluni Empire (Major faction) (West part of map, just claimed by William) (Neutral)
The Celestial Imperium (Major faction) (Off-map to the west) (Neutral)
The Ice Elves of the Adri Forest (medium faction) (In Adri Forest, east part of map, just claimed by Forsaken One I believe.) (Evil)
The Iron League (minor faction) (Central southeast part of map.) (Good)
Nippon (medium faction) (Off-map to the southwest) (Unknown)
Erypt (medium faction) (Off-map way to the southwest) (Unknown)
The Tarquish Dominion and Empire (Major faction) (Off-map way to the west) (Unknown)
Lyrn (Major faction) (Off-map, WAY to the west) (Unknown)
Ishtarland (major faction) (Off-map, westward) (Unknown)
Elven Forest (major faction) (Off-map, way to the west, and I think it just got claimed) (Good)
Various Greyspace factions (minor-medium factions) (Off-map, up in Wildspace) (All alignments and many races.)

Serpenteye stated that the Solistarim (Major faction) (Northwesternmost part of map, Black Ice and Godspires beyond off-map) (evil, xenophobic, lawful evil races) are also available.

Also, the City of Greyhawk (and the lands it controls) and the Bright Desert/Bright Lands (Rary's Empire) are unclaimed. (Center of map, neutral, and center of map, evil) (Faction strength unknown to me)

Also, call me a fool, but I think everyone has overlooked it: Zindia is still unclaimed (off-map, to the south/southwest) (alignment unknown) (faction strength unknown to me)

I would like to note that the Empire of Lyrn is HUGE. It's as big as the entire Flanaess. I'm guessing it's a regular powerhouse of might.

- - -

And here are all the maps I could find, and can throw at you: :)

GUILTY PUPPY'S 5TH IR MAP (in it's current guise) (This is our working map for the 5th IR, showing who owns what)

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


- - -

(exhausted, goes offline)
 
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I will place Eluvan's e-mail on my (next) list in it's normal format.
Does anyone else give me permission to show their e-mail (as it actually is) on my public (on this thread) list?

(NOW goes offline, exhausted)
 
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Edena_of_Neith said:
Here are the unclaimed Powers. There were on page 12.

The Celestial Imperium (Major faction) (Off-map to the west) (Neutral)


Nuh-uh... Really? With a name like The Celestial Imperium I'd expect a kingdom full of goody two-shoe angel huggers!

I gotta do some reaserch.
 
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PC description:

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.
 


Rikandur Azebol said:
Serpenteye:
I still belive that Antimagic Field should protect from direct attack by magic. Even High Magic. But I'm just being stubborn, so You could ignore it. :p

How to increase my Demon population ? Can they breed normally ? Or I need Rebirth Pits. And safe demiplane to put them in. And I need a list of fiends in my service ... Rough numbers, and detailed description of Legion of The Black Death !

And how create Magic Items in IR ! I'm in need of some artifacts ... Tee Hee. I decided to transform my empire into something along the line with USSR. All preequisitives I have. And leader more charismatic and terrible than Stalin. :]

There's a precedence in WOTC's official DnD rules for Epic levels that state that A non-epic Antimagic Field does not work against an Epic spell. I think I'll apply that ruling to the High Magic of this IR.

Some Demons breed faster than others. But still, since the IR is divided into 3-month turns and probably won't last more than a few years, natural population growth won't be very significant for any race. Magical means can perhaps be researched, but let's leave that to after the game has begun. Making up rules about it would be unwieldy for me, much better if I can simply read and judge your own suggestions and plans in your E-mails to me.

Magic items are represented by Elite and Epic PLs (they can be conquered or stolen from your enemies). They can be created normally. Artifacts are trickier. Creating them takes time and power beyond the ability of most mortals. You're better off trying to take them from someone else. ;)


Edena_of_Neith said:
This post is going to be
difficult and messy. Bear with me, Serpenteye.

I am ... guessing ... that you are assigning PLs to each nation, like I did in the 3rd IR.
For example: Furyondy 10, Duchy of Ulek 3, Keoland 15, North Province 15, etc.

That's a guess, and I'm basing the entire rest of this post on my guess being right. I'm assuming that's how you're working it.

In the 3rd IR, I divided the Flanaess up like a RISK or Axis and Allies map, and I had some big areas (like Furyondy) and some little areas (like the Duchy of Ulek.) And I gave points (PLs, or Power Levels) to each one.

Now ...

In THIS IR, we have two separate situations.

1: We have a gigantic jigsaw puzzle of a map, with over a hundred pieces (or, areas.) Unless you have a very good geographic understanding of the Flanaess (I know you and I do, Serpenteye, but not all the others are familiar with the geography) you probably couldn't name a lot of those jigsaw pieces.
2: We have a lot of off-map nations. Many players currently do not even know these nations exist, much less where they are, or how to link to maps that show them.

There is nothing that I can do to help the other players more than I have.
To the players, I can only recommend they look at the map links, look at Greyhawk source material, ask questions via e-mail to other players (who just might know more about those countries and places), and otherwise do research on the subject of the Flanaess/Oerik/Oerth.
Also, the players who don't know might ask what a Crystal Sphere is, what Wildspace is, how many moons Oerth has, if there are other planets in the solar system, and so on. Some players might be able to answer the questions. (I don't remember the other worlds of Greyspace!)

But getting back to you, Serpenteye:

I don't know if this will be of any help, but here's what I'd do, or try to do - considering the complexity, I don't know if I could do it - to resolve problems I see:

1. I would establish what the PLs of the major nations of Oerth are.
2. I would look at that jigsaw map, and I'd assign PLs to each jigsaw piece as appropriate. For example, Furyondy is broken up into about 5 pieces on that map. If Furyondy had, say, a PL of 10, then I'd divide the 10 PL up among the 5 jigsaw pieces. Ditto for every other nation (and jigsaw piece) on the map.
3: THEN I would consider the jigsaw pieces that are not a part of any country. I would assign them PL values based on what I knew of them. If I knew nothing of them, I would grant them a basic PL on the assumption that SOMETHING lives under every rock in this setting (and probably, not a something you'd want to meet!) For example, take the desert that used to be the Suel Imperium: it seems worthless, right? But actually - just perhaps - colossal magical secrets lie under the desert sands, in the ruins of the ancient Suel Empire, and actually this chunk of real estate is actually worth a FORTUNE in PLs!
4: I would then deal with the off-map countries. I would treat each of them as a single jigsaw piece, with a correspondingly higher PL. After all, if it's the entire nation in one jigsaw piece, that jigsaw piece will both worth more than a jigsaw piece representing a fraction of Furyondy! See? If all of Erypt is one jigsaw piece, or Nippon, or Orcreich, or the Celestial Imperium, then certainly those off-map jigsaw pieces would be worth a lot more than a jigsaw piece representing a fifth of Furyondy!!
5: I would divide the oceans into arbitrary jigsaw pieces. Not a pretty prospect, but I'd do it. After all, the oceans are contested, and the undersea nations (Forsaken One's sahuagin nations, for example) have their own PLs.
6: Concerning Greyspace, I would - instead of dividing it into jigsaw pieces - would assign PLs to specific factions. If the Scro have a warfleet in Greyspace, it would have a PL, and count as one 'jigsaw' piece. Likewise for the Illithid Squid Ships, the Elven Imperial Armada, the Free Gith Mercenaries (not already a part of another power, like the Solistarim), and any other spelljamming groups.
5: If there are Astral or Ethereal Nations (such as the Githyanki and Githzerai) I would treat each of these as one 'jigsaw' piece.
6: If the IR ventures to Oerth's moon, Luna, I would treat the moon as having it's own separate nations and cultures, each a 'jigsaw' piece with it's own PL, and subject to conquest. If this is too much work, then simply treat Luna as having - say - 10 or 20 'jigsaw' pieces that could be occupied, and which have a base PL each. That way, when every player in the IR sends a conquering force to the moon, they get an automatic bonus for each 'jigsaw' piece they collect on the moon, and they can all fight over the moon as much as they please.
7: What goes for Luna, goes for the other planets (if you include them) in the system.

That is how I'd do it.

That's good advice.

This time around PLs is a measure of disposable power that can be used at an immediate notice during the Turn. It represents your armies, magical items and cold hard cash. It's not tied to the territories, but to your faction as a whole.

IC, Industrial Capacity is the measure of the productive capacity of the territories. It represents the value of your factories, mines, farming and so on. In other words, the aspects of your wealth that can not be liquidated on a short notice but builds the foundation of your productive economy. At the end/beginning of each Turn it decides how many Power Points (PPts) you can spend in your template.

Power Points exists only between Turns, it is what your IC turns into and it is what you spend on technological research, industrialization, creation of armies and such.

Your IC is turned into PPts which can be turned into PLs or more IC. That's the way it works. (And this is going into my rules-post).

Edena_of_Neith said:
Now ... if you use the system above, something else is going to become frightfully apparent.

The question about Infiltration is: do I infiltrate a SINGLE jigsaw piece of my opponent's territory (a 5th of Furyondy, one of the 12 drow cities, northwest Aerdi, the Tilvanot Jungle, etc.) or do I infiltrate the ENTIRE power being played by that player?
I would recommend that Infiltration be of the ENTIRE power, and here's why:

If I must send a spy to each and every jigsaw piece of one of the player's powers on-map, isn't this unfair to those off-map?
After all, the off-map countries are single jigsaw pieces. If I infiltrate Orcreich, or Nippon, Erypt, the Celestium Imperium, etc., I get to infiltrate the whole country at once, because it is one jigsaw piece!
But if I try to infiltrate the powers on-map, I must infiltrate an endless number of little jigsaw pieces of their power, one at a time. Thus taking forever to do to them what I could do instantly to an off-map power.

Likewise, the numbers accounting will be a nightmare, if infiltration involves every one of those little jigsaw pieces. You, the Arbiter of the IR, must arbitrate what percentage of EACH and EVERY piece I have infiltrated (that little piece was worth 2 PL, and I get 10% of that, which is 0.2 PL ... and multiply this by a 100 as many different players infiltrate a hundred little jigsaw pieces of nations.) It's a nightmare!

But ...

If you infiltrate my ENTIRE power (including all conquests I have made) then accounting is made simple. You take my combined PL, and the infiltrator gets his cut of that.
This will DEFINITELY encourage infiltration! Nothing like sending in spies, and taking over an enemy power from within!!
And, needless to say, this will cause great consternation and alarm among all the powers, that it is so relatively EASY that an Infiltrator group can just walk in and take them over (witness the Scarlet Brotherhood's work in the Greyhawk Wars.)

- - -

I am still puzzling through the espionage rules. I am confused about them.
For some reason (don't ask why) I thought up the following rules, which I thought you might care to look at. Perhaps there is an idea or two in there that would help with the 5th IR. I don't know. (goes on puzzling through the espionage rules.)

Defender, First Turn

Each and every Turn, the Defender may allocate PL to detecting the Attacker's spy, enabling a dice roll to detect the spy. (1st Bidding War between the Attacker and the Defender.)
The Defender MUST detect the Attacker's spy to proceed to ejection/nullification of the Attacker's spy.
If the Defender discovered the Attacker's spy, he may spend PL to eject/nullify the Attacker's spy, enabling a dice roll to eject/nullify that spy (Second Bidding War between the Attacker and the Defender.) This applies to all discovered spies.

Defender, Second Turn:

As above, and:

If the Defender ejects/nullifies the Attacker's spy, any attempt at Corruption of the Defender's power by the Attacker is ruined, without need for a 3rd Bidding War. However, if the Attacker has ALREADY effected Corruption on the Defender, ejecting/nullifying the Attacker's spy does not negate or affect the Corruption in any way.

Defender, Third Turn:

As above, and:

The Defender may spend PL to lessen the Corruption of his power (levels of Corruption 1 through 5.) This assumes the Attacker has already Corrupted the Defender's power:
Level 1 Corruption gives the Attacker 10% of the Defender's PL.
Level 2 Corruption gives the Attacker 25% of the Defender's PL.
Level 3 Corruption gives the Attacker 50% of the Defender's PL.
Level 4 Corruption gives the Attacker 75% of the Defender's PL.
Level 5 Corruption gives the Attacker 90% of the Defender's PL.
Level 6 Corruption gives the Attacker 100% of the Defender's PL, and it cannot be broken (the Defending Power is now a possession of the Attacker.)

If the Defender succeeds in breaking the Corruption (levels 1 through 5, but not 6) then the Attacker loses 1 level of Corruption. If at level 1 Corruption, the Attacker loses all Corruptive influence and must start over.
This is resolved by dice. PL spent by the Attacker to Corrupt is countered by PL spent by the Defender to break the Corruption. This is known as the 3rd Bidding War between the Attacker and the Defender, and applies to all Corrupt/Break Corrupt attempts.

Defender, Fourth Turn:

As above. Etc.

-

Attacker, First Turn

Each and every Turn, the Attacker may spend PL on implanting spies in the Defender's power (in as many Defending powers as desired.)
Each and every Turn, the Attacker may allocate additional PL on protecting spies from detection by a Defending power, affecting the dice roll to detect the spy. (1st Bidding War between the Attacker and the Defender.)
Each and every Turn, the Attacker may allocate PL to prevent ejection/nullification of his spy, if the Defender has discovered that spy and is attempting to expel/nullify that spy, affecting the dice roll for expulsion/nullification (2nd Bidding War between the Attacker and the Defender.)
The Attacker must successfully have his spy implanted within the Defender's power for one full Turn before he can attempt a level 1 Corruption of the Defender's Power.

Attacker, Second Turn

As above, and:

The Attacker may spend PL to attempt a level 1 Corruption of the Defender's Power. (He may attempt to Corrupt as many Defending Powers as he pleases, as long as he had spies implanted therein for at least one full turn first prior to any Corruption attempts.) A dice roll resolves whether the Corruption effect is successful (3rd Bidding War between Attacker and Defender.)
If the Corruption was successful, the Attacker has achieved level 1 Corruption of the Defender. The Defender will know his power was corrupted, but there is nothing further he can do about it this turn. The actual level 1 Corruption will begin on the next turn.
If the Corruption was unsuccessful, the Attacker gains nothing, but may try again next turn.

Attacker, Third Turn

As above, and:

The Attacker may spend PL to attempt a level 2 Corruption of the Defender's Power. (He may attempt level 2 Corruption as many Defending Powers as he pleases, as long as he had previously Corrupted them to level 1) A dice roll resolves whether the Corruption effect is successful (3rd Bidding War between Attacker and Defender.)
If the Corruption was successful, the Attacker ups his level of Corruption of the Defender to level 2. The Defender knows this, but there is nothing further he can do about it this turn. The actual level 2 Corruption will begin on the next turn.
If the Corruption was unsuccessful, the Attacker loses one level of Corruption. If the Attacker was at level 2 Corruption, and striving for level 3, he falls to level 1. If the Attacker was at level 1 Corruption, and striving for level 2, he loses all his Corruption of the Defending power and must start his Corruption efforts over again.

Attacker, Fourth Turn

As above. Etc.

-

Interloper, Turn 1:

Each and every Turn, Interloper may spend PL on implanting spies in Defending powers (in as many Defending powers as desired.)
The Interloper is subject to having his spies detected and expelled/nullified, and he may expend PL to protect his spies (the 1st and 2nd Bidding Wars, except in this case between the Defender and the Interloper.)

- The Interloper must successfully have a spy implanted in the Defending Power, whether detected or not, full a full turn before he can Interfere.
- The Interloper must successfully have detected the Attacker's spy in order to Interfere (requiring a 1st Bidding War between the Interloper and the Attacker) although this requirement is voided if the Attacker freely tells the Interloper about the spy.
- There must be some manner of attack (placing a spy, attempting a Corruption) or defense (detecting a spy, expelling/nullifying a spy, lowering/breaking a Corruption) between Attacker and Defender for any Interference from the Interloper to be possible.

Interloper, Turn 2:

Each and every turn that he has a spy within a Defending Power, and otherwise meets all the above requirements, and all the other requirements above are met, the Interloper can do the following:

- He can Interfere with attempts to detect spies (the First Bidding War) either against or for the Defender.
- He can Interfere with attempts to expel/nullify spies (the Second Bidding War) either against or for the Defender.
- He can Interfere with attempts at Corruption (or raising the level of Corruption) of the Defender (the Third Bidding War) either against or for the Defender.

The Interloper must spend PL to do so. The more PL he spends, the more he can Interfere.
The Interloper can interfere with as many Attackers against one Defender, or as many Attackers and Defenders, as he wishes, so long as he has a spy within the Defender's (or each Defender's) territory and otherwise meets the requirements given above, and he is willing to spend the PL to do so.

Note that all powers are simultaneously Attackers, Defenders, and Interlopers, if they wish to be!

This seems a bit complicated to me :confused: . My system involves one opposed roll with a couple of possible bonuses. Easy as pie, at least for me and I'm the one who'll do most of the work.
The Power required to infiltrate a territory is directly proportionate to the value of the territory so it doesn't really matter that territories are differently sized.
You conquer a faction one province at a time, mostly, it's only sensible that you should Infiltrate it the same way. If it's truly all or nothing, the way it seems your rules would have it, it's too easy for a faction to lose everything in one sudden blow. And it's also too hard for the attacker if he's in danger of losing everything with one wrong step. It doesn't reflect the way I've pictured Eluvan's, Anabstercorian's and... (sorry, I know there is a third Infiltrator-player, but can't remember their name atm.)... faction would work.
My rules for incremental infiltration gives the target the chance to gather his forces and strike back next turn if he fails to defend himself and doesn't have enough power reserved to strike back the current turn.
Perhaps we would need rules for how to do a coup de'tat but it seems to me that that would be handled well enough trough the combat-rules.

Edena_of_Neith said:
(feels like a total idiot)

Serpenteye, when you say powers start with elite and epic PLs, are you saying they start with elite armies and epic armies? PLs = armies?

I have extensively modified the Infiltration rules above. If you have read them, read them again. I think they are more understandable now.
And ... I have modified them again. I hope they are clear now!

No, no, don't feel like that. There's no reason to.

PLs are martial, so yes PLs can = armies, but can also be used for other things like Infiltration (spend your Regular PLs) or magical research (Elite PLs).

(That's a new thought for me. Using regular PLs for Infiltration would simplify the system considerably. No longer need you put specific PPts in reserve for Infiltration... Regular PLs, as the two other kinds of PL, can represent various kinds of currency (magical and otherwise), that in turn can be used to bribe and manipulate. In essence you spend "money" to infiltrate.)

Thanks for giving me the idea by raising the question about Infiltration. :)

Eluvan said:
One small question, to which I think I already know the asnwer but would like to be completely sure: 10th, 11th, 12th and 13th level Psionics are researchable in precisely the same way as Magic and have precisely the same rules governing them. Correct?

Same effect, different flavour. :)


Zelda Themelin said:
So, to make it easier for me to pick from free factions, can anyone give me a link to page they appear, and are rules complitely set, and where is newest version of them?

And if someone want's me to join as co-operative member, I am available for that option too. I live in Europe area, can post probably 2/day most, e-mail I read more often, especially if I home. I have pretty much free time until 17.1., so this would be good time for me to play.

I am not very good at tactical games, but it's not the reason why I would like to avoid some important decicion making. It's because during last IR I was always around when it was too late to react some some even, and it got really confusing to having to read so many pages and notice that some even I wanted to do something was already over.

If the time problem is gone from this game this won't be so much an issue for me.

Oh and if anyone want's to contact me personally my e-mail was zelda@dlc.fi

I will do my best to keep the game at a reasonable pace that everyone should be able to keep up with.



Edena_of_Neith said:
Here are the unclaimed Powers. There were on page 12.
The complete rules of the 5th IR are also on page 12. You can't miss them: it's a HUGE post by Serpenteye! :)
A list - as updated as I could get it so far - of the Players and their powers is on page 13, near the top I think.

Here are the powers Serpenteye says are still open for claims. I added some things to his list for you to look at.

Unclaimed Factions:

The Suel Barbarians (minor faction) (Northeast part of map) (Neutrals)
Nyrond+Urnst-states (major faction) (Central east part of map) (Good)
The Kevellond League (Major faction) [M intentional] (Central west part of map) (Good)
The Bakluni Empire (Major faction) (West part of map, just claimed by William) (Neutral)
The Celestial Imperium (Major faction) (Off-map to the west) (Neutral)
The Ice Elves of the Adri Forest (medium faction) (In Adri Forest, east part of map, just claimed by Forsaken One I believe.) (Evil)
The Iron League (minor faction) (Central southeast part of map.) (Good)
Nippon (medium faction) (Off-map to the southwest) (Unknown)
Erypt (medium faction) (Off-map way to the southwest) (Unknown)
The Tarquish Dominion and Empire (Major faction) (Off-map way to the west) (Unknown)
Lyrn (Major faction) (Off-map, WAY to the west) (Unknown)
Ishtarland (major faction) (Off-map, westward) (Unknown)
Elven Forest (major faction) (Off-map, way to the west, and I think it just got claimed) (Good)
Various Greyspace factions (minor-medium factions) (Off-map, up in Wildspace) (All alignments and many races.)

Serpenteye stated that the Solistarim (Major faction) (Northwesternmost part of map, Black Ice and Godspires beyond off-map) (evil, xenophobic, lawful evil races) are also available.

Also, the City of Greyhawk (and the lands it controls) and the Bright Desert/Bright Lands (Rary's Empire) are unclaimed. (Center of map, neutral, and center of map, evil) (Faction strength unknown to me)

Also, call me a fool, but I think everyone has overlooked it: Zindia is still unclaimed (off-map, to the south/southwest) (alignment unknown) (faction strength unknown to me)

I would like to note that the Empire of Lyrn is HUGE. It's as big as the entire Flanaess. I'm guessing it's a regular powerhouse of might.

- - -

And here are all the maps I could find, and can throw at you: :)

GUILTY PUPPY'S 5TH IR MAP (in it's current guise) (This is our working map for the 5th IR, showing who owns what)

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


- - -

(exhausted, goes offline)

Good post. :)


Edena_of_Neith said:
If we could somehow produce a working model (colors, powers assigned, et. al as per Guilt Puppy's map) of this map, we'd have it made.

http://members.aol.com/cathbhadhx/tsroerth.gif

I think the other map of Oerth, "bigoerth" I believe it's called, would be easier to work with for our cartographer. It's less cluttered with colour and fanciful motives.


Airwhale said:
Nuh-uh... Really? With a name like The Celestial Imperium I'd expect a kingdom full of goody two-shoe angel huggers!

I gotta do some reaserch.


My impression is that the Celestial Imperium is meant to be some kind of pseudo-chinese location, but you can play it any way you like.
It would be interesting if the lands outside the Flannaes were characterized differently to the pseudo-European way that that region for the most part is, but that's just a random thought from my part.
 
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