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

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Knight Otu

First Post
Eluvan said:
A Cleric with no God gets no spells in 3E. It's that simple. The cleric's God is the source of their power.
Technically, god-less clerics are possible, but that's not what you meant. I seem to remember reading things about access to 1st level spells, though that may have been 3rd-party material.
 

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Edena_of_Neith

First Post
To Melkor: Urgent

Melkor, welcome to the 5th IR!
You stated an interest in the Solistarim.
A complete description of the Solistarim is on pages 7, 8, and 9 of this thread: I posted the description.
They are quite evil, and quite bent on taking the Flanaess for themselves. They view the Flanaess as their natural backyard, and everyone else in it are bums and riff-raff tresspassing on their property. And they don't like trespassers!
And since the trespassers won't leave on their own, they are to be removed. Removed ... period.

(exhausted look)

Ok guys, I have a Megapost to post. It took the last 3 hours just to create it. It is intended to clarify things. Your specific power is in this post: just scroll down through it until you find it.
 

Edena_of_Neith

First Post
Edena's 1st Megapost: the Powers of the 5th IR

THE 5TH IR

Created and run by SERPENTEYE

Serpenteye?s e-mail (with permission) ecaf99@hotmail.com

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

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PLAYERS AND THEIR POWERS

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AIRWHALE

E-Mail: UNKNOWN
PC: Unknown
Powers: Unknown
Color on map: UNKNOWN
Territories on map: UNKNOWN

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ANABSTERCORIAN

ANABSTERCORIAN (NEW POWER)

E-Mail: UNKNOWN
PC: Eli Tomorast (Eli the Demon-handed), Leader of the Seekers, Wiz 22, fiend-binder specialist, neutral evil. Artifacts: Tome of the Black Heart, Demonhands, Sword of the Ebon Flame
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), Rary the Traitor, the Bright Lands
Special Note on Powers: Anabstercorian?s Powers are Infiltrator Organizations
Color on map: UNKNOWN
Territories on map: Maure Castle, The Bright Lands

NOTES ON ANABSTERCORIAN?S POWER

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

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BUGBEAR

E-Mail: UNKNOWN
PC: Seth Rhynnon, King of Greater Nyrond
Powers: Greater Nyrond (Nyrond, the County of Urnst, the Duchy of Urnst)
Color on map: UNKNOWN
Territories on map: UNKNOWN

NOTES ON BUGBEAR'S POWER

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

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CREAMSTEAK

E-Mail (with permission) creamsteak@hotmail.com
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: NO COLOR
Territories on map: NONE Based in the darkest coldest depths of the underdark.

NOTES ON CREAMSTEAK?S POWER

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

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DEMON ATHIEST

E-Mail: UNKNOWN
PC: unknown
Power: The Shadow Guild
Special Note on Powers: Demon Athiest?s power is an Infiltrator Organization
Color on map: UNKNOWN
Territories on map: UNKNOWN

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DEVILISH

E-Mail: (withheld until direct permission is given by Devilish)
PC: Acererak the Demilich
Powers: Acererak/Tomb of Horrors, Valley of the Mage, Blackmoor, the Cold Marshes
Color on map: UNKNOWN
Territories on map: Tomb of Horrors in the Great Swamp, Valley of the Mage, Blackmoor, the Cold Marshes, possible other territories

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MR DRACO (It is unclear if Mr. Draco is playing)

E-Mail: UNKNOWN
PC: unknown
Power: unknown
Color on map: UNKNOWN
Territories on map: UNKNOWN

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EDENA OF NEITH

E-Mail: (under construction)
PC: Vesharess Eclavdra, Drow Priestess 18th / Wizard 17th / Warrior 12th (Epic 27.) Artifact: Morganti Long Sword
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 area represents a Province held by a nearby Underdark Drow City

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ELUVAN

E-Mail (with permission) somebodys_fool@hotmail.com
PC: Arden Leonson, King Arden I of Keoland and High Councillor of the League of Athyr, Human Paladin 32
Powers: The League of Athyr (Keoland, Gran March, the Duchy of Ulek (contested claim with Thomas Hobbes)
Color on map: UNKNOWN
Territories on map: Territories in the western and southwestern Flanaess.

NOTES ON ELUVAN?S POWER

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

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FORSAKEN ONE

E-Mail: (withheld until direct permission is given by Forsaken One)
PC: unknown
Powers: Troll/Sahuagin Druocracy, the Ice Elves of the Adri
Color on map: unknown
Territories on map: Part of Adri Forest, Troll Fens. Large off-map territories of an unclear nature, land and sea: see http://members.aol.com/cathbhadhx/tsroerth.gif

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GNOMEWORKS (It is unclear if Gnomeworks is playing)

E-Mail: UNKNOWN
PC: unknown
Powers: unknown
Color on map: UNKNOWN
Territories on map: UNKNOWN

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GUILT PUPPY: MAPMAKER OF THE 5TH IR

E-Mail: (withheld until direct permission is given by Guilt Puppy)
PC: unknown
Powers: The Scarlet Brotherhood
Color on map: UNKNOWN
Territories on map: Tilvanot Peninsula and possible other territories

NOTES ON GUILT PUPPY?S POWER

IC, the Scarlet Brotherhood is one of the well known evil factions of the Flanaess, although very few known the actual details of the organization.
OOC, numerous sourcebooks discuss the Scarlet Brotherhood and it?s history in depth.

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JAMES HEARD

E-Mail: (withheld until James gives direct permission)
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: No territories on-map. Off-map territories on the western side of the continent of Oerik: see http://members.aol.com/cathbhadhx/tsroerth.gif

NOTES ON JAME?S POWERS

The Mare Mysticum Alliance
For ages the elven nations of the Mare Mysticum lived in relative isolation from the human and other demihuman powers that ruled to the east and west across the sea. Their only true contest of powers were with the giants of Fireland and the primitive monsters of Gigantea, but that changed with the coming of mankind to the south. With the establishment of the Eryptian refugees that came to call themselves the Empire of Lynn the elves found themselves in conflict, war had come for the first time to groves since the dark ones were cast down into the depths of Oerth.
Still, the Lynndites were primitive compared to the elves and more vulnerable to manipulation by ancient minds of the elven elders. The humans were seeded with heresies and embroiled into civil wars, sympathetic and promising humans were seduced by fair elven maidens for the good of the People. Once the dust settled the Empire of Lynn was cut into three portions, the Empire, the heretical tribes of the Enllave, and the half-elven protectorate kingdom of the Marches. Today, Lynn still covets or claims areas of the Mare Mysticum such as the Marches and Elven Forest. The Mare itself is unclaimed by either side for the most part, being a place difficult to travel to thanks to difficult seas and of questionable value due to its enormous swampy prominence (roughly the size of the Suel Empire at its height).
Physically the Elven Forest itself is the least forgiving of all geography around the Mare. Some of the treants of the Forest remember when the elves and their dark brothers the drow were one people, and when humanity was a mere myth used to frighten gullible elven children. Portions of the faerie court hold residence here deep in the recesses, and the ghosts of fey elven heroes lurk in the shadows to waylay the unannounced into the forest. The Elven Forest is what defines the Mare Mysticum region for what it is, a magical place. Even though few brave elves actually make residence in the forest, its presence is the entire reason for being for the elves to be in the area. Time itself seems to pass more slowly and sometimes less clearly within its borders, and elven and sylvan priestesses and seers come from all across the world to consult with the forest itself's strange intelligence. It is said that before the breaking with the outer planes that Corellon Larethian would while away hours in conversation with the rocks and trees of the Elven Forest. Some say that the legendary patience of the elves was learned in this place, and that in the center of the forest the most ancient of all elven holy sites - a temple dedicated to Sehanine who led the ancient elven people to Oerth - sits untouched by the sands of time.
The Kingdoms of the Marches spread to cover the lands between Gigantea, Lynn, the lost dwarven lands of the Landspire mountains that provide a buffer between the Marches and the lands of the Khanates and Celestial Imperium, and most of the land between the Elven homelands and the Elven Forest. Once the Marches were much smaller, and the Elven homelands much greater, but as time has passed the elves have retreated more and more as their number dwindled and the Marchward's subjects multiplied. The Marchwards are a hardy, industrious folk of mostly half-elven descent. Pledged eternally to their ancient task of guardianship, the Marchwards divide their lands according to celestial accordances garnered from the seerage of the elves. Few humans are allowed to immigrate to the Marches unless they pass a series of tests of magic and skill maintained to establish their loyalty to the elves, but those same tests guarantee that the rulers of the Marches are mighty and committed to their task indeed. Much of the land of the Marches is wide, fertile valleys left over from glaciation. Few occupy the lands, but ancient elven fortresses dot much of the countryside and are occupied by their now half-elven defenders and their fey allies. The overall governship of the Marches is covered by the Council of Y'Cind, whose traditional members include the Prince of Elvenkind, the high priest of Y'Cind, and an ambassador from the Faerie Court of the Elven Forest.
The Elven nation itself is empty. No, not entirely - but the cities of the elves lie mostly unoccupied and the storm wracked seas off the coast sometimes wash through the ages old magics that once protected the shores from the worst of the blizzards that wash over Gigantea. One of the first thing most notice about the place is that most of the residents are old, visibly old as few elves outside the Elven nation are ever seen. A few reckless and ill-tempered young elves pledged as honor guard stay here, and the occasional pilgrim seeking knowledge that might only be found in the capital Coronel's hallowed libraries come for moments. Elves in the ancient homelands live longer than they might live someplace further from the Elven forest and the magic invoked over the years in the Mysticum. The only ambassadors to the Elven nation is a single solitary building in Coronel hosting the delegation from the Celestial Imperium. There has never been an embassy for the Empire of Lynn, all such conversations having been between intermediaries such as the Marchward kings. Even though the Elven nations and the Mysticum alliance covers a huge amount of acreage it is quite thinly populated, being the home of mostly elves, their fey allies, ancient treants and awakened animals, ghosts, and their half-elven knight-protectors.

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KNIGHT OTU

E-Mail: (withheld until Knight Otu gives direct permission)
PC: Half-fiend red dragon
Powers Cult of Ashardalon, the Great Kingdom, Northern Aerdi, United Kingdom of Ahlissa, Rel Astra, the Sea Barons
Color on map: BROWN
Territories on map: Large areas of the southeastern Flanaess

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MELKOR (It is not clear yet if Melkor is playing)

E-Mail: UNKNOWN
PC: unknown
Powers: Unknown
Color on map: UNKNOWN
Territories on map: UNKNOWN

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NAC MAC FEEGLE

E-Mail: UNKNOWN
PC: unknown
Powers: Unknown
Color on map: UNKNOWN
Territories on map: UNKNOWN

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PAXUS ASCLEPIUS

E-Mail (with permission) joejay1066@yahoo.com
PC: The Wolf God, paragon greater barghest 18 hit dice, warshaper 5 / planar champion 5 / legendary dreadnought (several dozen levels)
Powers: The Pomarj, the Crystalmists, the Jotens, the Hellfurnaces, the Griff Mountains, the Raker Mountains, the Dreadwood
Color on map: YELLOW
Territories on map: Mountain ranges in the southwest, west, and northeast Flanaess. The Dreadwood.

NOTES ON PAXUS?S POWERS

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

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RIKANDUR AZEBOL

E-Mail: (withheld until Rikandur gives direct permission)
PC: Iuz the Old, Demigod, human half-fiend Cleric 26th / Assassin 20th
Powers: The Empire of Iuz, the Horned Society, the Bandit Kingdoms, Tenh, Stonehold, large force of Demons including the Legion of Black Death
Color on map: GREY BLUE
Territories on map: Large areas of the north central Flanaess

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THOMAS HOBBES

E-Mail (with permission) ternashandrik@yahoo.com
PC: unknown
Powers: The Lendore Isles, Celene, the Duchy of Ulek (contested claim with Eluvan), the County of Ulek, the Principality of Ulek, the Theocracy of the Pale, the Church of Tritherion
Color on map: UNKNOWN
Territories on map: powers in the southwest and northeast Flanaess. The Lendore Isles (just off-map to the east, see http://members.aol.com/cathbhadhx/tsroerth.gif )

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VENUS

E-Mail: (withheld until Venus gives direct permission)
PC: unknown
Powers: Upper Khanate, Lower Khanate, Orcreich
Color on map: Not Applicable
Territories on map: No on-map territories. Off-map territories to the far west: see http://members.aol.com/cathbhadhx/tsroerth.gif

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WILLIAM

E-Mail (with permission) williamwronald@aol.com
PC: unknown
Powers: The Baklunish Confederation (Zeif, Tusmit, Ekbir, Ket, Ull, the Plains of the Paynims, the Dry Steppes, 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: ORANGE (?)
Territories on map: Part of the northwest Flanaess and large on-map areas west of the Flanaess, extending off-map to the west. Islands off-map to the northwest, see http://members.aol.com/cathbhadhx/tsroerth.gif

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XAEL

E-Mail (with permission) Xael_Xorlarrin@hotmail.com
PC: unknown
Powers: Highfolk, the Vesve Forest, the Yatil Mountains, Perrenland, Morkenkainen and the Circle of Eight
Color on map: UNKNOWN
Territories on map: powers in the northwest Flanaess

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ZELDA THEMELIN

E-Mail (with permission) zelda@dlc.fi
PC: unknown
Powers: unknown
Color on map: UNKNOWN
Territories on map: UNKNOWN
 
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Edena_of_Neith

First Post
Edena's 2nd Megapost: Collected rules addendum from previous posts

A cautionary note here: If the rules seem too complicated, they may drive people off. And the rules seem to be getting pretty complicated. I'm reminded a bit of Star Fleet Battles here.

Here is the megapost, and you'll see what I mean:

SERPENTEYE?S ADDENDUM TO HIS RULES

Addendum 1:

Serpenteye commented: 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 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.

Addendum 2:

Serpenteye commented: No, you do not have to upgrade Militia to Regular PLs. You can create Regular armies directly out of your the Power Points you get through your Indistrial Capacity or Infiltration.

Addendum 3:

Serpenteye commented: You can call your High Magic spells anything you like. The rules allow for role-playing, though they may seem cold and rigid. when you get 10th level spells you (pending my approval) can create a variety of spells of that general level of power. They need not all be destructive, or direct.
The Rain of Colourless Fire would probably be a 12th level spell or perhaps several lower High Magic spells cast simultaneously in a pattern. It destroyed an area the size of the Kevellond league utterly and permanently, that fits into my rough hierarchy of spells.

Addendum 4:

Serpenteye commented: 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.

Addendum 5:

Serpenteye commented: 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.

Addendum 6:

Serpenteye commented: 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.

Addendum 7:

Serpenteye commented: 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.

Addendum 8:

Question from Eluvan: 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?

Serpenteye answered: Same effect, different flavour.

Addendum 9:

Question from Creamsteak: Can magic affect tech (what I'm looking for, is could I create a 10th or 11th level spell that functions as a large scale "anti-technology" field)?
Second, would there be any benefits to attaining both 10th level magic AND psionics?

Serpenteye answered: As a "catastropy type" offensive spell, yes you can. Generally, though, it's probably easier to simply blow up the technology in question. It would be a spell with a limited duration, not exceeding a few days even in the smallest possible area of effect, and the side-effects may be surprising.

Addendum 10:

Comment by Paxus: That seems devastatingly imbalanced to me; if high-level magic not only directly counters other high-level magic, and increases combat effectiveness, but can directly counter technological improvements as well, there will be absolutely no reason to develop technology.

Serpenteye answered: The effects of such a spell would be limited both in duration and area, similar in scope to the usual "blow them up"- spells. Some particularly sturdy pieces of technology may even be resistant. The spell would be viable, but not overpowered.

Addendum 11:

Comment by Thomas: Figure that if an anti-tech or tech-dampening field can be created, its benefits are included in the combat bonuses from high-level magic.

Serpenteye answered: That's part of it, yes. That would reflect the standard, individual use of 10th level spells, but not the faction-wide ritual spells.

Addendum 12:

Questions by Thomas: Mostly I'm wondering about cooperation. What benefits can be gained in any given field (tech, industrialization, magic, war) through cooperating with your allies? Militarily, obviously, you just throw your forces in with theirs and smash things.
In terms of industrailization, it seems like their should be some way to spend your PPs or PLs (not sure which is right), perhaps at a reduced efficiency, to invest it in someone else's industrial capacity.
In terms of Tech, it's not a straight "sharing tech secrets" thing 'cause everyone has the blueprints. But cooperation still seems like it would help- even if you have the precise instructions on how to, say, install a DVD player, having someone who is tech-savvy help you with it means it gets done faster.
In terms of magic, you have to figure out what having 10th level spells researched means. Is it transferable knowledge?

Serpenteye answered: Knowledge of High Magic or High-Tech is not transferable faction to faction. Allowing that would open a huge can of worms and could very well ruin the game for a lot of the players. It would force you all to gang together into huge power-blocks and rob you of much of your ability to make individual decisions. Perhaps that's ok with some of you, but others are going to resent the necessity of it and it's going to cause stagnation in the game as people see that their individual actions do not matter. That's my worst-case scenario, but it's bad enough.
In game terms I could explain it like this. You all know plenty of High-Tech, but to use it you have to construct the proper infrastructure to construct all the components. That's what the technological arms-race is all about, and that's what costs your people their time and effort. Of course, you could spend your own Power Points to upgrade somebody elses infrastructure of industrial capacity, but that would cost you just as much as if you had spent it on yourself. Helping each others is all fine and well, but it's no shortcut to power.
Magic is expensive. Researching magic requires a huge sacrifice from the most powerful, strong-willed and individualistic people in your faction. These people are willing (more or less) to make that sacrifice for their own faction, but they won't stand to see their work put freely into the hands of their potential enemies. They won't trust even the most lawful or goodly ally enough to put the fruit of their very souls into their hands. They are stubborn like that, so no sharing of researched magic between factions.
Actually actively sacrificing themselves by putting points into another factions magical arms race is simply an unthinkable act for them.
You are free to concieve of a more convincing rationale, but my ruling stands as a firm solid No.
I realise that any realistic world-simulation would allow you to trade weapons, wealth and magic between each others. But if I'm going to allow that I might as well throw the arms-races out the window because everybody would be able to get their hands on technology and magic (trough trade or infiltration or conquest) and nobody would want to spend their hard-earned resources to develop it.
A game based on a more realistic model would be very interesting. I would personally want to play it, but I cannot put such a game together.

Addendum 13:

Creamsteak commented and asked: For the purposes of the IR I would define technology as anything derived from technology or plans brought to Oerth by the Demons. That seems both finite, clear, and pretty accurate for the IR. Second, you didn't answer my earlier second question: Would there be any benefit to researching BOTH magic AND psionics?

Serpenteye answered: Yes... That's reasonable, and would allow for spells that targeted such fiendish influences.
No. Magic and Psionics ultimately spring from the same source, the fundamental energy of the Multiverse. They take different paths and different expressions, but are not that dissimilar. High Magic taps into magic and Psionics from a primal and powerful level where the two energies are pretty much indistinguishable from each others.
Druidic magic springs from Life, a more evolved (and different) aspect of the primal energies that lie at the core of existance. And Divine Magic springs from a very highly evolved and complex source, the faith of the minds of sentient beings.

All you need to know, for all practical purposes, is: No, they are the same.

Addendum 14:

Thomas asked: I would ask about the second point- could I, for example, negotiate with an Infiltrator faction to infiltrate territory X and pass on the info for me; in exchange, I'll pay for the insertion cost, or such-and-such many regular PL's. If I get this right, since regular PL that aren't converted to armies can represent any number of things, including money, this is a reasonable system.

Serpenteye answered: Oh, yes. You can pass information around freely. You can even send each other gifts of money or volunteers, or demand wealth or territory in exchange for your assistance. That's all fine, but magic and technological infrastructure are not that easily transferable.

Addendum 15:

Thomas asked: One thing I did want to add, and didn't have time for, was that I think it would be cool (and, perhaps more to the point, balanced) to allow people to cast high-level spells over multiple factions if they both have the capability. For example, both Celene and the Mare Mysticum (a purely hypthoetical alliance, I assure you) have access to 10th-level spells and X and Y number of Epic PLs. Alone, they could cast a certain number of 10th-level spells per turn; together, their mages wreak untold devastation!
Very often in fiction, paticularly in the history of a world (random thought: after we wrap this up, run an RPG game set in post-IR greyhawk, if there is one), there's a line about "The mages of Elves and priests of men combined their power to..." etc., etc. and it would be great if we could throw that sort of thing in here.

Serpenteye answered: That's perfectly all right. As long as both factions have the ability to cast spells they can do so together. But you will find that the spell-progression in my rules do not usually reward such cooperation, except in the circumstance where one or both of the factions do not have enough PL to cast a spell of a spell-level they have researched.
Actually planning to use this as a strategy requires you to put a lot of trust in your fellow players, for if they would betray you you would suddenly find yourself in a great deal of trouble. Can you really trust anyone that much, when their suggestion of such a cooperation might well be a trap to make you into their helpless victim? Even people who present themselves as Good may harbour Evil in their heart, just waiting to be unleashed on the unsuspecting. There can be alliances, and counter-alliances, double and triple agents. Who can you really trust...?

Addendum 16:

Thomas commented: To return to something you said earlier, perhaps small mage-centric factions like the Circle of Eight should have a Researcher trait, to go along with the small rogue-centric Infiltrators, allowing them to get more bang for their epic PL buck. This would allow them to compete with their larger neighbors in a way similar to the way Infiltrator does. This may or may not be required, depending on how you "stat out" the territories and forces they control.

Serpenteye answered: I've considered that. The problem is that those factions might manage to make themselves quite powerful by skillful play, and that every IC they captured would be twize as powerful for them as it would be for any other faction. It would encourage, or if the circumstances are pressing even force, other factions of similar alignment and apparent goals to clear the way for that Researcher faction, by directly or indirectly donating power to them. Donating wealth, handing over conquered provinces, defending them from attackers enabling them to put everything they have into research... The ways are many, and I cannot ban them all or I may as well make you all into my personal NPCs.
A similar thing happened in the 3rd IR. Oerth was under threat from Vecna and the goodly factions in the Alliance of Oerth needed to get 10th level magic as quickly as possible to counter that threat. So they looked to their most powerful ally, Forrester of the Torillian Commonwealth, and directly gave of their own power to give him 10th level magic. Forrester defeated Vecna and the horrors he had unleashed and then he was pulled in (mostly against his will because everyone still needed him so) into becoming the judge, jury and executioner of the IR. The Evil factions (including my own) looked on in hatred and disgust, and the Good factions became increasingly frustrated with their own situation in the shadow of Forrester and the fact that they themselves had enabled him to reduce them to a lesser degree of relevance. Few people, not including Forrester himself, were very happy with the situation.
(That's my interpretation of the situation and everybody's posts about it. My perspective is not the only one, or the most correct one. And I intend no offense to anyone, because nobody was truly to blame, the situation simply got rather difficult.)
I know that you are perfectly capable of finding ways around the intent of my rules, there's not one stupid person among us, but allowing that trait would make it too easy for you. The consequences, which you'll see if you translate my example into your own situation in this IR, would be negative for the game.

Addendum 17:

Thomas commented: Some thinking aloud: Your output is Industry and the number of PPs you generate, basically. So what is trade with other countries? The scale actually seems large enough for business to matter a little (hey, each turn is a quarter!), but on the other hand, not matter that much. Probably best to keep it abstract. Although it occurs to me that one way to represent trade is to voluntarily trade some control of a territory. So the Kevelond League gets 1 point of a territory of the Baklunish league and Baklun gets 1 point of a territory. There's no real benefit to either side, but it makes the co-dependent and might be a good sign of trust, a gesture of goodwill, a strengthening of bonds, etc., etc. It may or may not be worth doing in any case. Any other thoughts on the matter?

Serpenteye answered: You can hand over territory to each others, but your population would probably resent being traded around like cattle. Recently conquered populations might not care, or if they care that won't make much difference.
Most countries trade with each others on a capitalistic level, between individuals. It is abstracted and reflected in the general productivity of your provinces. Under normal, peaceful, conditions it will be assumed that there is a certain level of internal and international trade. In times of war, or other times of chrisis, trade will be affected and recessions may occurr under any circumstance. The IC of your provinces will perhaps fluctuate a little, but that's minor and need not really cause any serious concern. Ignore it if you want, I'll probably forget about it. (No big deal. It's only brought up because you asked about it )

Addendum 18:

Comment by Serpenteye: It would be best if everything but the most secret of plans eventually found their way to the IR-threads, for the sake of making it a good read, but you don't have to post your semi-IC conversations and negotiations on the board.
I only really need to be told what you have agreed to and with whom and only if you believe you need me to know. If I don't know something I'll do nothing about it and if that's what you want that's what you'll get.
Not that I will blab about your plans to anyone or in the thread itself, of course, by my brain can only hold so much information.
Generally I'd have to say your PCs are powerful and cunning enough to find ways to talk to each others without spies finding out about it (unless you want them to find out about it, or are being sloppy). But as soon as you put anything into motion as soon as it goes from talk to action you will have to tell me, or it simply will not happen.

Addendum 19:

Comment by James: General Power Level Concern: I agree with Forsaken One, I think a more...sedate pace and power level might be in order in this IR (based solely on my reading of the 3rd IR) - I'd much rather have a game where we each spent long turns trying to get our plans in motion and achieve our ends rather than a nukefest of some sort. Disorderly factions having to spend power to move and being resistant to outside influence sounds fun.

Serpenteye answered: That's my preference as well.
Keep in mind that Epic PLs will be quite limited for most factions from the start and that it takes time to upgrade enough Regular PLs to make a difference. Your Epic and Elite PLs will be your most valuable asset, and using them frivolously is taking a dangerous risk. They can be killed by a lucky blow from a Regular army, and there's no raising the dead for anyone in the beginning of the game. Without them as a mobile reserve your faction will be very vulnerable. Perhaps most fighting is best left to the relatively expandable Militias and Regulars?
10th level magic is expensive, and noone will have enough resources to get it within the first few turns.

Addendum 20:

Comment by James: Researcher trait: I think that might be a bit too scary, seeing how (as I understand it) certain nations will already be getting bonuses to their magic of various flavors thanks to the Arcane or Clerical (or did I misread/misremember?) traits. Stacking something like that would be obscene, though I think that there should be corresponding (but rare, who on Oerth has it besides Murlynd?) trait for technology.

Serpenteye answered:

Researching technology or magic are the mains way to increase your power in the IR. Infiltration, by contrast, is only really viable as the main source of power for a handful of factions. It's relatively expensive for normal factions, but it enables a traditional DnD niche to be filled by giving the trait to a few underground organizations.

Addendum 21:

Thomas commented: Once this is done, the turn proper commences. This is where things start to get fuzzy. You talk about "spending" PL's of various levels (you spend PL's to infiltrate a faction, Regular PLs to create Elite PLs, Elite PLs to create Epic PLs, and epic PLs to research magic). But these PL's refer to people. In terms of magic, as you've explained, this makes sense: the people in question are killed or seriously injured in the researching. But what about when upgrading military units? Does it really kill off, or cause the disbandment of, the other 9 units of 2-6 level people to get the one unit of 7-16 level people? That's one hell of a training regimen . What about infiltration? Do you sacrifice regular military units in order to send spies in?
PLs make sense when they mean something other than military units, but the only point in the process that you've listed to turn PPs into PLs is when you recruit some of your populace to become professional soldiers. Really, it seems to me not so much a point of confusion about how the rules work as noticing that you seem to have forgotten a passage.

Serpenteye answered:

Ehh, true. The prospect of killing off tens of thousands of your soldiers to train a handful of them into Epics would be unpalatable to most factions. Even if PL also represents your wealth and equipment most of it will always be in the form of the mortal flesh of your soldiers.
I wrote the rule with the intention that your production should not be immediately convertable into high-level individuals. One million tons of grain does not an archmage make, though it can feed and pay an army. And I wanted there to be a delay for mechanical reasons too, to make the factions more different from each others and to make it less attractive to max-out industrialization and then put everything at once into getting Epic PLs and 10th level spells. Hmm, what to do, what to do?
Let's say that the training regimen is very demanding. The only way to learn new skills and abilities in DnD is to gain experience points. The main way of gaining experience points, as it is presented in the DnD rules, is killing things... (and the reasoning breaks down... It would lead to the position that Epic PLs could only be given to armies that had survived hundreds of battles against an enemy of 1/4 of their strength... Absurd, and a nightmare of paperwork.)
Sorry.
I do not know how to explain this in a logical way, nor do I know how to change the rules so that they would make sense. I'm afraid the only way the rules would make sense from every possible perspective is that they were made ten times as complicated.
Let's say that a lot of the soldiers flunk-out of Elite-school, those who survive it) turn to drinking and become useless bums. Eh no...
I've got it! Eureka! It's expensive, very very expensive, to train Elite and Epic soldiers or breed and raise Elite and Epic monsters. So expensive, in fact, that you cannot afford to maintain your army in its current strength (having an army is expensive, though this is also abstracted). You cannot afford to pay or feed all your soldiers or to maintain their weapons and supply them with ammunition, clothing, toothbrushes, wenches, spirits and so on. So some of them will have to be sent home. But since you've still spent a lot of money to keep them in the army you don't get any PPts back when you send them home.
You can only train people who already have the basic required skills, thus only Regulars or Elites respectively, and you have to train a lot of people to get a small number of graduates. And yes, the training regimen is very demanding and a lot of those who enter it are killed or physically and mentally crippled.
It's not perfect, but the best I could do on a not-so-short notice. *whew!*
I do realize that it's unpalatable, especially for the Goodly factions (who we happen to need a lot more of ) , but you don't have to role-play it that way...
And yes, it costs people, as well as money, to Infiltrate your enemies. Espionage is a deadly business.

Addendum 22:

Thomas commented: I wrote the first part of this post before I went back and read this one of yours. So the wording above may be a little off, but I think the idea it may bear returning to. As is, PLs represent People as well as Resources, which means it's a little wonky to "spend" them at a rate of 10-to-1 in order to get better people or spies. I'm trying to think of a way to tweak this (although you may disagree about the need to tweak it) that's elegant. Would it be too complex to be able to "stockpile," converting PP into the "magic items and hard cash" form of PL without throwing population into the mix?
Or perhaps that's what you do every time you create a PL (which is to say, you create some form of useful material wealth) and making regular armies is in fact the process of combining a PL and some population (whatever it is, magic item or gold, it's sold and the money used to make weapons). Of course, when the population is destroyed (i.e, killed in battle) the PL is lost because the equipment is destroyed too. I think I like this best.
The way things would work under this system:
Replace the "military" step of the before-the-turn actions with the "stockpile" step. PPs are converted into PLs as usual. People have a certain amount of PL hanging around as a matter of course. Still at the beginning of the turn, you earmark some of your PL to be wed to some of your population to create military units. Like before when you could spend PP to get regular PLs, you can only do this at the beginning of your turn. Any other PLs you keep.
If you disband a military unit, the PL remains. To convert a low-level military unit to a higher-level military unit, you spend unwed PL's. You would spend 9 PLs to turn a Regular "unit" (which replaces PL when referring to armies) into an Elite unit (for a total cost of 10) and you would spend 90 PLs to turn an elite unit into an Epic unit (totalling 100 PL). This represents spending money on training as much as anything else, which is why you can't just disband an epic unit and get the PLs back (at least until you research a spell to turn their XP into GP ). Infiltration requires a similar expenditure of loose PLs.
Magic costs loose PLs for research costs, and should require the presence of Epic units (you need to have 1 epic unit for each 100 PL you want to spend in a turn), and maybe a lesser expenditure thereof. For example, say expenditure is 90% PL, 10% Epic unit. Reaching the 10th level mark still costs 5000 PLs worth of effort, but that's 4,000 PL spent and 10 Epic units sacrificed to accidents.

Serpenteye answered:

I should have read this part first. It's actually quite good. It wouldn't add a lot of complication to the system to add one more step in the creation of PLs and one more variable to the research of magic. I would have to use another word for it to reduce confusion, or I could just widen my definition of Power Points.
Now I feel like an idiot. But that's a good thing, indicative of the quality of our players. Kudos.
 


Serpenteye

First Post
Edena_of_Neith said:
(exhausted look)

Ok guys, I have a Megapost to post. It took the last 3 hours just to create it. It is intended to clarify things. Your specific power is in this post: just scroll down through it until you find it.

Hey, Edena. Take it easy, I'm the one who's supposed to be exhausted. We don't want any burned out players either. ;)
 


Airwhale

First Post
Okay,

So, I'm curious, If I were to pick the SpellJamers, how would the game mechanics work? Would the land I have clamed be off world? Would that make things harder/easier when I war? Would I be like a corner power in diplomacy? (Hard to kill, but hard to win the game)

All this failing, sure, I'll be the Celestial Bureaucracy/Imperium. Them orental dragons and immortal monks look fun.

Or I'll be anything Zelda wants to be. Whatever, I'm easy.
 

Bugbear

First Post
All right after much consideration, I've decided to join in, claiming Nyrond and the duchy and county of Urnst. Provided no one object of course.

Here's a quick history of "Greater Nyrond", as I like to call it:

Nyrond was hard hit by the Greyhawk Wars, with almost a hundred thousand dead, starvation, disease, and thoughts of rebelion spread like wildfire. The new king, a vibrant and young man named Lynwerd managed to save his kingdom from the predations of the Aerdy, and was now faced with even greater task of saving his kingdom from itself.

Over the next fifteen years, Lynwerd dedicated his life to the reconstruction of Nyrond. Using monies borrowed from the Urnst States, he rebuilt the smashed cities, repopulated the empty countryside, and established new trade routes, earning him the name "Lynwerd the Rebuilder".

Lynwerd also sought to provide a lasting peace in Nyrond, negotiating treaties with the remnants of once great Aerdy, often at great cost. Lynwerd surrendered all lands captured by Nyrond in the Greyhawk wars and even gifted small portions of Nyrond itself to sucure this peace, earning him the name "Lynwerd the Appeaser".

In CY598 The Duke of Urnst died leaving no heir, making Lynwerd the new Duke. Lynwerd Unified Nyrond, and the Urnsts under one banner and one king. With the influx of goods, services and Labor from the new territorres, Nyrond quickly prospered into a nation as great, if not greater than it was before the wars.

Lynwerd died in CY 603 passing the throne of Greater Nyrond to his cousin Seth Rhynnon, a high noble from the County of Urnst. Durring the Wars, a young Rhynnon, fought along side the Knights of the Sheild against the armies of Iuz to liberate the Sheild Lands. Though Rhynnon has had the throne for less than a year, he is popular among the people of Greater Nyrond, especially amongst the Urnst peoples who are esstatic to see one of their own on the throne.
 

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