(IR) Concerning the third IR

Furyondy, Veluna, and Keoland remain unclaimed, along with the lesser states surrounding them.
Also, Nyrond and the Urnsts remain unclaimed.
The drow of Oerth remain unclaimed.
Zeif, Ekbir, Tusmit, Ket, Ull, Istivar, and the Spirit Empire of Garnak remain unclaimed (the Baklunish Nations.)
Greater Ahlissa and the Great Kingdom of Northern Aerdi remain unclaimed.

I can't have an IR until these powers, at least, have takers.

Concerning the Spirit Empire of Garnak ...

There is no change in the geography.
The Spirit Empire of Garnak occupies the Dry Steppes north of the Sea of Dust and west of the Hellfurnaces and Crystalmists, it's capital city being near Tovag Baragu and on the shores of Lake Udrugandar.
Istivar is much smaller, bounded by the Spirit Empire on the west, and by the mountains on the east and south.

Several hundred years ago, a tribe of the Baklunish secretly (not that anyone cared) came back to this desolate area, led by a prophesy.
They were greeted by their ancestors, the spirits of the dead Baklunish who had fallen in the Invoked Devastation.
Following the instructions of the spirits, the tribe began the building of a new city on the shores of the lake, and the restoration of the immediate area to farming.

The task should have been impossible, for the effects of the Invoked Devastation still linger in the soil, but where the incomers worked, the soil regained it's fertility, and canals from the lake supplied water.

With the spirits of the dead actually walking in their midst, and instructing them, the tribe grew into a people, and the people into a truly mighty nation under the domination of their clergy and their undead advisors.
One of the great accomplishments of Garnak, for which it's druids and clerics are renown, is the permanent alteration of a vast part of the Dry Steppes back into forest, and an accompanying alteration of the climate into a humid, subtropical regime.
Another of their great accomplishments are their huge cities of stone, each one built around a Temple of the Ancestors which stands tall and imposing over the city it nurtures.
They have regained writing, regained many of the great arts and crafts of the ancient Baklunish Empire, regained the will to fight - throwing aside the notable Baklunish fatalistic mindset, regained much of the stature of their forefathers.

Their culture is as steeped in mysticism as the Aztecs, and heavily resembles Aztec culture.
The spirits of the dead walk in their lands, and are often amongst them, if rarely seen. All of them hold the dead in awe, and would do their bidding ... but now the dead offer only council, and do not bid them do anything.

The spirits have hinted they would play their part in any conflict, and if they mean fighting by that, then woe to the foes of Garnak.

The forests they created are filled with treants and with the Faerie, but unlike most nature spirits these also bow to the spirits of the ancient Baklunish, and if bid they would march out to war.
The treants and woodland spirits reverence their creators, the living Baklunish, and protect them, cherish them, if they come into the woodlands they themselves created.

Istivar is a similar place, created by a smaller tribe of Baklunish who were given a slightly different vision by the dead.
Their land is still arid, but their cities are mighty fortresses, and all their people are warriors.

Ull and the Paynims regard the new nation to their south with awe, and the ambassadors from Garnak and Istivar are treated like Gods when they appear in the north.
The Empire of Zeif, further north, regards the situation with alarm, for here is a powerful nation that just might decide to invade their decadent, sedentary (and militarily weak) nation, and claim all their land for the ancient Baklunish.
Ekbir and Tusmit are similarly dismayed, but Ket is secretly delighted.
Ket is a warrior nation, and they are pleased mightily to see their people, the Baklunish, rising out of their self-pity and weeping, their fond wishing for what is long lost, rising to military prowess, great courage, and hopefully great deeds.

Ket and Garnak are already allies, and Istivar and Ket soon will be.

The Suel people are not welcome in Garnak.
Suel people found in Garnak are captured and given to the spirits, who then either kill them, or take them away for magical reeducation and the showing of insights.
The result of said insights and reeducation is never a human being; those given to the dead change into non-humans, into various types of beings, into sentient constructs, or even into sentient plants and animals, all fanatically loyal to the Spirit Empire of Garnak and her people.

The Spirit Empire of Garnak maintains a powerful guard and watch over Tovag Baragu, but they are not capable of stopping Vecna from coming through.
If Vecna comes through, his legions - who are Suel fanatics - will make the destruction of Garnak their first priority.
 
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Hey there, Turrosh Mak, GnomeWorks, and Alyx.
Nice to see you all again.

I hope my dry descriptions above were at least informative.
They give you an idea of who your neighbors are, and on Oerth knowledge is power (well, power to stay alive at least.)
In your case, Alyx, you know now just what Varnaith is, and is not (and since you run the country, you can change it as you please during the IR, too. You might consider this, since Forrester the elf-hater will likely be coming after you.)

Turrosh Mak and GnomeWorks, remember that you are neighbors.
The Orcish Empire of the Pomarj abuts the southeasternmost part of the Lortmil Technocracy.
Of course, the orcs and the gnomes and dwarves of the Lortmils have been historical enemies ... but what they do now, will be up to you.

The Solistarim, who desire your annihilation, are far off to the north, out of sight and mind ... are they far enough away you are safe from them?
Maybe.

Varnaith is to your south, so far away that perhaps you believe it's mages and fleets cannot affect you.
Unless of course, they ally with the Scarlet Brotherhood, or something else of the sort!

The Spirit Empire of Garnak is off to your west, over impassable mountains ... they say those mountains are impassible, at least.
I wouldn't underestimate the Baklunish, if I were you. Did they not fry the Suel Empire with the Rain of Colorless Fire?
Are now their very ancestors not currently teaching them the lore of the ancients?

As for Vecna ... well, there are some things worth making a common cause against (the common enemy, as it were ... heh.)
His legions are quite capable of running over both your nations like a truck would run over a squirrel, and they are about as reasonable about the matter as a truck's unthinking tires.
No, Vecna is nothing to slough off, dismiss as nonsense and rumors.
The Doomgrinder is not one spoke away from declaring The End for no reason!

This all, of course, assumes your immediate neighbors don't try to obliterate you first.
The Furyondy - Veluna - Keoland Alliance has always been hostile to the Orcish Empire of the Pomarj, and after the Wanderer's Message (my post in February) is heard, I wouldn't count on them being friendly to you either, GnomeWorks.
The Circle of Eight, led by Mordenkainen, has always striven to maintain the Balance, which your little industrial revolution is wrecking, GnomeWorks.

And, of course, Iuz has already been involved in the cataclysmic mess in Realmspace, so he's almost certain to want his part of the action, along with Ivid, Yagig, and maybe even Acererak.
Not to mention the many desperate, greedy countries that would love to help themselves to your technological knowhow.

Of course, the Church of Shade, from Realmspace, is already on Oerth, already interfering in your affairs.
It is only a matter of time before all the rest of the Realmsians decide to come along, either to conquer you, or to help you, or to enlighten you, or whatever reason brings them ... none of which are probably going to be for your benefit.

Yes, you three are in an interesting position indeed.

Alyx, do not feel too secure about the might and inaccessibility of Varnaith.
Evermeet was considered inaccessible and impossible to attack: Forrester levelled it, and exterminated every last elf on Toril.
The culture of Varnaith is just the kind of thing Forrester decried in elves, and hated, and if he becomes involved methinks you are going to have a serious humanoid problem.

Especially when Iuz decides to help him by mass teleporting humanoids into your tropical homelands and inaccessible islands.

And that's just the beginning.
Remember that in Realmspace, they brought in the devils, and the demons, then the angels, then the slaadi, then Sigil got involved, the the denizens of the Plane of Shadow joined the war, and then the phaerimm threatened to bring in the Elder Ones.

There is a rogue phaerimm or two on Oerth; they have joined the Solistarim, who are dedicated to your destruction.

The old Chinese curse: May you live in interesting times, just might apply to you. We will see ...
 

Oh yes, I forgot ...

Do not count on the Gods of Oerth to help you or save you.
They will not, and you are on your own.

The only Gods that can interfere are those demipowers whose native plane is Oerth, such as Iuz, Yagig, and the like - and they want to further the trouble and chaos, no doubt, not stop it.

Unless Vecna emerges, in which case they will lessen to mortal status, but still be plenty of trouble despite that fact.

The Powers That Be on Oerth are too busy watching each other, and too afraid of each other, to help you.
The Gods of the Suloise want to see the Gods of the Baklunish and Oeridians thrown down.
The Gods of the Baklunish want to see the Gods of the Suloise and Oeridians thrown down.
The Gods of the Oeridians, want the upstart Gods of the Suloise, Baklunish, and Flannae put in their places.
The Flannae Gods, want all the others thrown down.

The Elven Gods, want to see the Human Gods dethroned.
The Dwarven Gods, want the Elven and Human Gods dethroned.
The Gnomish Gods, eagerly support the technological revolution, and care not what anyone thinks.
The Halfling Gods, are simply hoping they can stay out of the fray.

The Humanoid Gods, see this as a chance to get back at everyone else.
The Elder Brain, infuriated at what happened in Realmspace, desires revenge against the Illithid traitors there.
The Gods of the Aboleth and Beholders also desire revenge.
The Gods of the Sahaugin, think this is great - destroy all the Land Gods, so the Sea Gods can take over.

Of course, Vecna is planning to become the supreme God, and Kas is plotting to kill Vecna.

Nobody knows what Yagig the Mad is plotting ... being imprisoned under Castle Greyhawk has not improved his demeanor any.

Realizing that if one group of them intervened, that all would intervene, and a Godswar would then erupt, the Gods of Oerth have decided to cast you to the sharks ... err, leave you to your own devices, concerning the Industrial Revolution.

Of course, clerics and druids will still receive spells.
Relics will still function.
Divine servants will still come if called, along with the forces of the Outer Planes.

Just don't count on any direct intervention from the Gods to save you.
If anyone is going to save you, it will be you.
 



Kalanyr, neither Vecna and his legions, nor the drow of Oerth, are yet claimed.

Hehe ... claim either one of them as you wish!

Zelda, nice to see you again!
I have dragged myself over to this new incarnation of the board, the mighty and famous ENBoard!
To sit amidst the great and noble among all of Gamedom!
(And I dare anyone to tell me it ain't so, on either account above ... on THOSE points I'll argue til the spring flowers and summer passes.)
 


Edena_of_Neith said:
Kalanyr, neither Vecna and his legions, nor the drow of Oerth, are yet claimed.

Hehe ... claim either one of them as you wish!

Zelda, nice to see you again!
I have dragged myself over to this new incarnation of the board, the mighty and famous ENBoard!
To sit amidst the great and noble among all of Gamedom!
(And I dare anyone to tell me it ain't so, on either account above ... on THOSE points I'll argue til the spring flowers and summer passes.)
Edena - I think the Hand expressed an interest in Vecna, but... it is, of course, your call.

Anyway, I'm interested in joining this. I missed the first 6-7 pages of the 1st IR, but paid close attention after that. I almost jumped in as the Kender delegate, but you'd taken that up while I was gone for the day, so I ended up just watching. As such, I think I'll jump on the wagon early on this time...

I've got a feeling that the following are taken, but please let me know for sure - I don't want to second-guess myself later when I find that no-one claimed them.
  • Celene
  • The Circle of Eight
  • Rary the Traitor
  • The Valley of the Mage
  • Ulek (any of them)
Let me know, and I'll go digging for something. Thanks.
 

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