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

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Xael

First Post
devilish said:
Has anyone claimed the Valley of the Mage yet?
Well, Serpenteye suggested that I could claim it, but it's a bit off from my other areas. I could probably give it to you instead, though I don't know if it's some kind of ûber-valley of doom or something that-every-mage-must-have. I have no idea how valuable it is.
 
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GnomeWorks

Adventurer
Hmm...

Serpenteye, have you considered using the map again? I recall that being a big help in the 3rd IR, and it definitely wouldn't hurt.

Ah yes, the Pomarj... I remember that well. :)

Serpenteye said:
It would be great if you could join in as a player (any faction but the Lortmils). Show these young'uns how it's done . ;)

I might just do that... do you have a list of what's still available, other than the Lortmils? Though I doubt I could pull off what was done last time, I could try. :)
 

devilish

Explorer
Xael said:
Well, Serpenteye suggested that I could claim it, but it's a bit off from my other areas. I could probably give it to you instead, though I don't know if it's some kind of ûber-valley of doom or something that-every-mage-must-have. I have no idea how valuable it is.

Rats! I read :
>Perhaps Highfolk, The Valley of the Mage, Vesve Forest and The Yatils?
as
>Perhaps Highfolk, The Valley of the Mage, Vesve Forest or The Yatils?

Sorry, my bad!

What else is open?
 

Mr. Draco

First Post
Wow... I drop all the boards but the D20 System board for a long time, due to general business and college starting, and this evening I scroll down on the first page and find this in the "latest threads" collum.

What can I say but it's good to see you around again serpenteye, gw, lichtenhart, and knight otu!

Well, that, and I'm in :) I'm so definately in. Though I don't have any ideas at the moment for a faction. Serpenteye, what do you think would be interesting?
 


Serpenteye

First Post
Paxus Asclepius said:
It looks like the Crystalmists, Jotens, and Hellfurnaces would be good to seize. They're already populated with humanoids and giants (fodder for my caste-system breeding program), should be rich sources of mineral wealth (and, in the Hellfurnaces, enough geothermal power to eliminate the need for imported fossil fuels), and most importantly, are the sorts of dense, impossible terrain that renders superior firepower, whether legions of fireball-wand-carrying wizards or tank battalions, almost completely moot.

EDIT: Looking at the 3rd IR thread, I can see that even this is a tiny seizure. Consequently, I might as well snatch up the Griff and Raker Mountains, and the Dreadwoods, and crown myself king of the goblinoids of Oerik.

The Pomarj, Crystalmists, Jotens, Hellfurnaces, Griff and Raker Mountains and Dreadwoods are yours. You will be a a force to be reconed with Paxus. It's always good to hold the high ground. :)


devilish said:
Has anyone claimed the Valley of the Mage yet?

Would love to play!

-D

Welcome devilish! It seems we're beginning to get quite a good number of players here. (Though I'll still welcome plenty more people) I was a bit worried we'd be too few, but I think this will turn out well.

And yes, they have been claimed by Xael. If he wants to give it to you, though, it's yours.

What kind of faction would you want to play? What alignments would you want and would you prefer an specialized arcane faction over an industrial Imperial one? If you want to focus on magic, and don't mind being evil, I can throw in Acererak and his Tomb of Horrors and some of the other territories with plenty of undead (like the Cold Marches and Blackmoor). If you want to be good, then the Bakluni (a people similar to the ancient pre-moslem arabs) have a long magical tradition and a very big empire on the edges of the Flannaes. The Bakluni Empire is also close to the Valley of the Mage.

Xael said:
Well, Serpenteye suggested that I could claim it, but it's a bit off from my other areas. I could probably give it to you instead, though I don't know if it's some kind of ûber-valley of doom or something that-every-mage-must-have. I have no idea how valuable it is.

It's a pretty minor territory, relatively speaking.

GnomeWorks said:
Hmm...

Serpenteye, have you considered using the map again? I recall that being a big help in the 3rd IR, and it definitely wouldn't hurt.

Ah yes, the Pomarj... I remember that well. :)


I might just do that... do you have a list of what's still available, other than the Lortmils? Though I doubt I could pull off what was done last time, I could try. :)

I will definately use a map for this IR, if I can only find some site for it. It would be almost necessary to keep track of the game.

Ah indeed. The Pomarj... the only faction that was as treacherous as mine and Mr Draco's. :]

Most territories are still available. The Kevellond League, Greater Nyrond, The Suel Barbarians, to mention a few, as well as all the territories west of the Bakluni (who may or may not be unclaimed as well).

devilish said:
Rats! I read :
>Perhaps Highfolk, The Valley of the Mage, Vesve Forest and The Yatils?
as
>Perhaps Highfolk, The Valley of the Mage, Vesve Forest or The Yatils?

Sorry, my bad!

What else is open?

See above for some suggestions.


Mr. Draco said:
Wow... I drop all the boards but the D20 System board for a long time, due to general business and college starting, and this evening I scroll down on the first page and find this in the "latest threads" collum.

What can I say but it's good to see you around again serpenteye, gw, lichtenhart, and knight otu!

Well, that, and I'm in :) I'm so definately in. Though I don't have any ideas at the moment for a faction. Serpenteye, what do you think would be interesting?

Draco! :D Hey, it's really great to see you again. Long time no see. Welcome to the IR!
There's a lot of important factions still unclaimed in the Flannaes. The Lortmils are going to be big, as will the Kevellond League, the Bakluni and some of the Empires of the west; Lyrn, Celestial Imperium, The Khanates, Nippon, The Tarquish and Ishtarland. An alliance between a couple of them would be very powerful indeed.
(Generally, like it was in Edena's IR, territories in the Flannaes will be somewhat more valuable than territories of comparable size outside of the Flannaes, but the differences won't be nearly as great in this IR.)

Paxus Asclepius said:
Got any hints? And what exactly was done with the Lortmils?

They were Gnomework's faction, and one of the key factions in the Alliance of Oerth (The Good Alliance, which most of the players of the IR joined). Technology, everything from nano-golem-bullets to nuklear weapons, was their specialty. They were essential in securing the victory of Good in the 3rd IR.


Btw, It seems we're getting quite a bit more Evil factions than Good. Not a bad thing at all, since it will likely keep you from forming too many lasting alliances and make for a lot of intrigue and backstabbing. It should keep the game moving along nicely, but it will make things quite deadly for you.

We still need some heroes, though. Some powerful forces of Good to hold back the tides of Evil, a beacon of light in the darkness. I'm not playing any favorites, Evil has its advantages as do Good, but it would make things more interesting.
 
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Eluvan

First Post
Since it seems like as an infiltrator my faction is goign to work rather differently, should I still be looking at allies? I ask because I've been thinking that I'd really like soem fiendish support. I think my character himself will be a half-fiend rogue/telepath/shadowdancer/assassin, with links to the Devils through his ancestry.

I'm viewing him at the moment as very much the focus of my game - the organisation under him will be a useful tool, but only one of many he will use. He's definitely out for number one, and he manipulate shis own organisation when it suits him. Ideally, I'd like to aim for godhead with him.

What do you think? Possible?
 


Serpenteye

First Post
Eluvan said:
Since it seems like as an infiltrator my faction is goign to work rather differently, should I still be looking at allies? I ask because I've been thinking that I'd really like soem fiendish support. I think my character himself will be a half-fiend rogue/telepath/shadowdancer/assassin, with links to the Devils through his ancestry.

I'm viewing him at the moment as very much the focus of my game - the organisation under him will be a useful tool, but only one of many he will use. He's definitely out for number one, and he manipulate shis own organisation when it suits him. Ideally, I'd like to aim for godhead with him.

What do you think? Possible?

Very possible.

Adding additional territories to your faction would probably not be a good thing. For one, it would "put you on the map" and therefore make you more vulnerable since it wouldn't make you strong enough to deterr a determined attacker. It would also dilute the purpose and flavour of your faction since you would spend more time fighting conventional wars than on cloak and dagger stuff. I think a better alternative would be to simply give your organization a bit more power. It can be inflitrating a number of territories to varying degrees at the beginning of the game and would gain a considerable income from that.

The main prerequisite for becoming a God is to be known and worshiped by a great number of sapient beings. This might be a problem for your PC if he prefers to be a hidden manipulator, but there may be ways around that...

Paxus Asclepius said:
That is a good point: are we going to have selections of planar allies, as was done in the 3rd IR?

There will be a limited number of planar forces already in the crystal sphere of Oerth at the beginning of the game, a number not far from that in the official setting. So a part of your faction can certainly be diabolic or demonic, celestial or something else. Many of the factions, if they want it, can have a limited number of outsiders under their control. Some factions, like Iuz and Ahlissa who have significant outsider precense in the core setting, can have a greater number (but still rather limited). Fiends can be rather tricky, though, and it's not wise to put too much trust in them. ;)

In the very beginning of the IR there will be an influx of fiends into the setting, refugees carrying the secrets of technology to Oerth. They won't be assigned to factions at this point, but they will be significant. Just after they arrive, though, the Crystal Shpere (and the coterminous regions of the Ethereal and Astral planes) will be closed off for a time as the Gods seal it away out of even their own reach to protect it against something Big and Evil from the Outside. After that point, until either you or the Big Evil finds a way to break trough the seal and find your way back to the Multiverse, there will be no more arrivals of planar forces of any kind.
I do this for reasons of focus and game-balance, to get rid of the Deities who would otherwise be predominant and to keep the story on Oerth and Oerthians, at least until the later stages of the game.
 
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Serpenteye

First Post
Paxus Asclepius said:
One very simple, but quite important to me, question is this: does the lack of access to the Astral prevent teleportation?

No, it does not. Nor is ethereal travel prevented. Because, in fact, you have access to the Astral and Ethereal. At least those parts of those planes that lie paralell to the crystal sphere of Oerth. Those parts of those planes are however themselves cut off from the rest of the Astral and Etheral respectively and therefore to the rest of the Multiverse.

No, in short.

Nor does the cutting off prevent evocations and non-summoning conjurations. The stuff brought forth from such spells are just as easily drawn from Oerth as from the Planes with a few simple adaptations to the spells.

Positive and negative energy, since it can not be drawn from the outside, will instead be drawn from the forces of life and death on Oerth. Thus, when you cast a Cure Light Wounds you draw a miniscule amount of energy from every living thing in the sphere that's less powerful than yourself. And when you cast a Cause Wounds spell you draw from the everprecent forces of entropy. With normal levels of use the difference shouldn't be noticeable...
 
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Rikandur Azebol

First Post
Questions. :)

Had anone taken Iuz already ? :)

If not, I'm quite interested in Him and his little empire. It need a lot of improvement ... Especially bigger temples. :]
 

Serpenteye

First Post
Rikandur Azebol said:
Had anone taken Iuz already ? :)

If not, I'm quite interested in Him and his little empire. It need a lot of improvement ... Especially bigger temples. :]

If I recall correctly someone was talking about claiming Iuz, I think it was one option among others. I don't think he ever got back to me on that. I'll re-read the thread tomorrow (don't have time now), if he didn't claim Iuz the faction is yours.

And Welcome Rikandur Azebol! Welcome to the IR. :)
 

devilish

Explorer
Serpenteye said:
What kind of faction would you want to play? What alignments would you want and would you prefer an specialized arcane faction over an industrial Imperial one? If you want to focus on magic, and don't mind being evil, I can throw in Acererak and his Tomb of Horrors and some of the other territories with plenty of undead (like the Cold Marches and Blackmoor).

Most delicious! Would love Acererak and environs.

Many thanks,
-D
 

Rikandur Azebol

First Post
Serpenteye said:
If I recall correctly someone was talking about claiming Iuz, I think it was one option among others. I don't think he ever got back to me on that. I'll re-read the thread tomorrow (don't have time now), if he didn't claim Iuz the faction is yours.

And Welcome Rikandur Azebol! Welcome to the IR. :)

*Rikandur Azebol is hiding bloodied axe behind his back.*

Um ... I did my best to convice him in civilised way ... ;)

Thank You for warm welcome ! Questions: Will it be somewhat similiar to Brightright ? Economy there was preety simple ... even if there was no improvement. Or somewhat along the line with Fields of Blood, with generals leading armies to clash on the battlefield ! Or it will be somewhat similar to Civilization series ?

Anyway ... Funny scene that I just imagined.

SCENE STARTS

"All will obey Iuz ! Iuz rules all !"

*Reads, with great difficulty, book's cover wich mysteriously appear in his sight.*

"Um ... I can read ... It states ... Echem ...Book ... of ... Exatle ... Esalted ... Chrum, chrum ..."

*Incincerates anyone watching and secretly don's hourglasses.*

"Book ... of ... Exalted ... Deeds ... What the &%$# is that ?! Let's read ..."

*Cry of pain echoes trough capital. One etheral wizard to another.*

"Like You saw, Bigby. Pen is more powerful than sword. Let's go."

SCENE ENDS

Sorry for spoilers, couldn't stop myself.
 

Thomas Hobbes

First Post
The church of Tritherion: 'cause every industrial revolution needs its uppity proleteriat.

"No king! No queen! No lord! We will not be slaves again!"

*Begins humming various tunes from Les Miserables.*

Edit: Does this make me the first good guy?
 
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Rikandur Azebol

First Post
Iuz children would crush You beneath their feet. ;)

And, as far as I'm oriented You are in light hearted minority. Probably You have elven queen as possible ally. :)

If I would have opportunity to use Iuz, the other player didn't seem very fixated on him, I would begin to forge alliance with evil lich Acererak ...

Devilish, what would You say ? Fresh experimental subjects, for arcane support ? ;)
 

Serpenteye

First Post
devilish said:
Most delicious! Would love Acererak and environs.

Many thanks,
-D

Thanks yourself :).

Rikandur Azebol said:
*Rikandur Azebol is hiding bloodied axe behind his back.*

Um ... I did my best to convice him in civilised way ... ;)

Turns out he never did write anything definite about claiming Iuz. Maybe your bloody axe scared him off or maybe we'll be finding pieces of him floating in the Whyestil Lake. Either way, you sure know how to handle the competition ;).

Blue Genie, you can still pick any other unclaimed faction for yourself.

Rikandur Azebol said:
Thank You for warm welcome ! Questions: Will it be somewhat similiar to Brightright ? Economy there was preety simple ... even if there was no improvement. Or somewhat along the line with Fields of Blood, with generals leading armies to clash on the battlefield ! Or it will be somewhat similar to Civilization series ?

I don't know about Birthright or Fields of Blood (never read them), but it will not resemble the Civilization games. The economy will be a lot simpler than in Civ, there won't be nearly as much micromanagement and there will be more avenues of advancement. I'm not sure if it's very close to any particular game, besides the 3rd IR, as far as the rules are concerned. Hmm...

Rikandur Azebol said:
Anyway ... Funny scene that I just imagined.

SCENE STARTS

"All will obey Iuz ! Iuz rules all !"

*Reads, with great difficulty, book's cover wich mysteriously appear in his sight.*

"Um ... I can read ... It states ... Echem ...Book ... of ... Exatle ... Esalted ... Chrum, chrum ..."

*Incincerates anyone watching and secretly don's hourglasses.*

"Book ... of ... Exalted ... Deeds ... What the &%$# is that ?! Let's read ..."

*Cry of pain echoes trough capital. One etheral wizard to another.*

"Like You saw, Bigby. Pen is more powerful than sword. Let's go."

SCENE ENDS

Sorry for spoilers, couldn't stop myself.

Seems like Iuz is trying to fabricate a diplomatic incident to establish a casus belli against the Circle of Eight. "They attacked me first with that cursed book, I had no choice but to slaughter their entire population..." :D

Thomas Hobbes said:
The church of Tritherion: 'cause every industrial revolution needs its uppity proleteriat.

"No king! No queen! No lord! We will not be slaves again!"

*Begins humming various tunes from Les Miserables.*

Edit: Does this make me the first good guy?

We have a couple of Neutrals, but you are the first Good. Good luck, brave man. :D
The Church of Tritherion is yours. Even though your clerics are unable to cast spells or turn undead while Oerth is cut off from the rest of the Multiverse the cause of Freedom will always attract the masses of the world. You won't be an Infiltrator organization but you will still hold a strong partial influence over a lot of territories.
Would you like some elves with that order?
 

Serpenteye

First Post
Player List:

Eluvan:
"Greyhawk illuminatus" -Secret organization with Infiltrator trait, based in Greyhawk.

Knight Otu:
Cult of Ashardalon. The Great Kingdom: Northern Aerdy, United Kingdom of Ahlissa, Almor, Rel Astra, the Sea Barons.

Blue Genie:
Celene, or the Scarlet Brotherhood, or a Dwarven/Gnome Union. (Would you like the Lortmils? A major industrial power.)

Xael:
Circle of Eight, Highfolk, Vesve Forest and The Yatil Monutains.

Demon Atheist:
The Shadow Guild -Infiltrator trait.

Paxus Asclepius:
The Pomarj, Crystalmists, Jotens, Hellfurnaces, Griff Mountains, Raker Mountains, and the Dreadwoods.

Devilish:
Valley of the Mage, Acererak and the Tomb of Horrors, The Cold Marches and Blackmoor.

Gnomeworks: ?

Mr Draco: ?

Rikandur Azebol:
Iuz: Demigod. Empire of Iuz: Stonehold, The Empire of Iuz, Tenh, The Bandit Kingdoms.

Thomas Hobbes: The Church of Tritherion.

---------

Unclaimed territories:

Minor nations of the NW:
Suel Barbarians (Snow-, Ice- and Frost-barbarians and Ratik.) The Bone March (Mostly Orcs). The Theocracy of the Pale (Human). The tribes of the Timberway Forest (Elves, Fey, Humanoids and Monsters of many kinds). Gamboge Forest (the same) The Troll Fens (Mostly Trolls). Phostwood (Tenha partisans, Undead, various Monsters). Fellreev Forest (anti-Iuz partisans, various Monsters)

Minor nations of the SE:
Irongate (Dwarven, major city). Iron Hills (Dwarven). Sunndi (Human). Lendore Isles (Elven). Grandwood Forest (Elven, Fey, Human).

Scarlet Brotherhood:
(Suel Humans, Monsters.)
(Tilvanot Peninsula, Lordship of the Isles, The coast of Hepmonaland, Onwall, Idee, The Olman Islands, The coast of the Amedio Jungle, The Hold of The Sea Princes.

Greater Nyrond:
(Mostly Human)
(Nyrond, Almor, Flinty Hills (Dwarves, Gnomes), The Celadon Forest (Elves, Fey), The Duchy of Urnst, The County of Urnst.

The Kevellond League:
(Human, Halfling, Gnome, Elf, Dwarf)
The Shieldlands, The Kingdom of Furyondy, Veluna, Verbobonc, Dyvers, Bissel Gran March, the Kingdom of Keoland.

Celene:
(Elven)

The Lortmil Confederacy:
(The most powerful dwarven nation)
The Lortmil Mountains (Dwarf), The Lortmil Underdark (Dwarf), The Kron Hills (Gnome), The Lorridges (Human, Gnome, Dwarf), The Duchy of Ulek (Human, Dwarf), the County of Ulek (Human, Dwarf), The Principality of Ulek (Human, Dwarf).

Minor Nations and Regions of the SW:
The Yeomanry (Human). Sterich (Human). Geoff (Humans under Giant rule). The Crystalmists Underdark (Drow). The Hellfurnaces Underdark (Drow, Formians).

Minor Nations and Regions of the NW:
Ket (Bakluni Humans). Tusman Hills (Bakluni Humans). Perrenland (Human). Wolf Nomads (Human). Tiger Nomads (Human). Burneal Forest (Quaggoth, Monsters). Land of Black Ice (Unknown)

The Bakluni Empire:
(Bakluni Humans)
(The Zultanate of Zeif, The Caliphate of Ekbir, Tusmit, Udgru Forest, The Plains of the Paynims, Ull.

--
The Nations of the West:
Barbarian Seameast: A windswept land covered with primeval forests where fiery but convivial tribesmen dwell.
Celestial Imperium: A vast nation peopled with a hard-working peasantry ruled by a complex bureaucracy.
Dragons Island: Tales from the Celestial Imperium speak of a land ruled by a dragon prince. If such a place exists, it probably lies here.
Elvanian Forest: An enclave of lofty trees clinging to foothills rising from the desert below. Elves and other wild sylvan races dwell here.
Elven Lands: It seems that eleven seafarers crossed to (the? RH) Solnor Ocean millennia ago and established a kingdom upon this peninsula.
Empire of Lynn: A sea of burning sands fill most of Oerik's western end. The fabled city of Lynn, perhaps settled by seafarers from the Flanaess, has grown rich from coastal trade and the desert's mineral wealth.
Erypt: An arid land ruled by a dynasty of priest kings.
Fireland: A land not unlike the Hellfurnaces region of the Flanaess. Volcanoes and geysers sprout amid glaciers. A hardy folk dwells among the coastal fjords.
Gigantea: A land populated by giants, or so I've heard tell.
High Khanate: An and land peopled by two tribes of sturdy nomads. The inlanders resemble the horsemen of the Balkanish (Baklunish? RH) Basin, but on the coast they take to boats.
Hyperboria: My own name for an icy continent whose interior holds Oerth's north pole and secrets even I have not fathomed. A semi-permanent bridge of ice connects the land to Oerik proper, but the crossing is treacherous at best.
lshtarland: A land watered by southern storms and at least two great rivers. The city of Ishtar vies with the merchants of Lynn and the warlords of Tharquish for control of coastal trade.
Kingdoms of the Marches: A temperate land filled with princely states. Perhaps another locale colonized by seafarers from across the Solnor.
Low Khanate: A companion realm to the High Khanate; named more for its location in a deep vale below the mountains than for any inferior status. A hidden valley reputedly contains the tombs of khans from both realms.
Nippon: A densely populated island nation of fishermen, warriors, and poets. Unsure of the place's real name.
Nippon Dominion: A protectorate only recently conquered by the warriors of Nippon.
Orcreich: A nation of orcs ruled by a tyrannical king. The orcs seem to thrive under the brutal regime.
Polaria: Not a land mass at all, but a collection of islands locked in a semi-permanent ice cap.
Red Kingdom: This land is so named for the color of its rocks. It's inhabitants remain unknown to me.
Suel Empire: You know this area as the Sea of Dust. Tales of its former glory is known to you.
Tarquis Dominions: An ancient protectorate of the Tharquish Empire.
Tharquish Empire: An island nation of seafarers who have ambitions that extend to the neighboring continents.
The Tribes of Enllaves: A land of proud desert nomads who eke out a living on a high plateau that escapes the worst heat of the sand sea. A few tribes-men live in mud-brick towns built around central squares that contain steep-sided pyramids. I have never learned whether the pyramids serve as monuments, tombs, temples, or something else altogether.
Wall of Tsian: A massive fortification separating the Celestial Imperium from Orcreich, a formidable deterrent to anyone but the king of Orcreich. The Imperium has begun another, even grander wall farther west.
Zindia: A tropical land where rich cities rise from steaming jungles.
Gulf of Ra: A deep body reputed to hide a kingdom of sahuagin.


Organizations not primarily based on a specific location:

The Black Brotherhood:
(An undercover organization inflitrating the Scarlet Brotherhood, seeking to bring about an apocalypse)

Various Churches:
(Though they have lost all their spellcasting-ability many clergies still hold considerable power over the peoples of Oerth)
 
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