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" (IR) " means what, exactly?
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<blockquote data-quote="Edena_of_Neith" data-source="post: 30481" data-attributes="member: 2020"><p>Errant, think of it in Axis and Allies terms, or Risk, terms, for that is the closest analogy I can think of at the moment.</p><p> Although strength is also measured in the capability of a leader to inspire, and in military genius, and in great artifacts of magic, as well as brute military force.</p><p></p><p> If you would like to get involved, I could really use you.</p><p> Bring your character, and assume he has the ear one of the powers of Oerth.</p><p> You then run that power, and speak for it.</p><p></p><p> Alone, your character is but one voice in a big world. Assume he is a mover and shaker of things on Oerth, and when he talks, people listen, had better listen!</p><p></p><p>I mean it. I could really use you! If more people would join the IR, it would be merrier and more fun, not to mention more uproarious.</p><p> Bring your character, assume he is the power behind the throne of a nation, and let him roar!</p><p></p><p> Here are the powers left, those still up for grabs:</p><p></p><p>The Baklunish Confederation</p><p> Strength 29</p><p> Nations: Zeif, Ekbir, Tusmit, Ket, Yecha, Ull, the Paynims, Istivar, the Spirit Kingdom of Garnak</p><p> Peoples: Baklunish human, the spirits of the ancients (neutral and good undead), treants and entire legions of trees, forest spirits, faerie </p><p>devoted to the Baklunish (nearly all the denizens of the Baklunish Confederation are neutral or good)</p><p></p><p> Esmerin</p><p> Strength 10</p><p> Esmerin is a single nation. It is allying with the Baklunish Alliance above, so if both are claimed the Strength of both is 39.</p><p> People: halflings and titans (believe it or not.)</p><p> Note: you won't find Esmerin on the map. It lies about 200 miles southwest of western Zeif.</p><p></p><p> The Celestial Empire</p><p> Strength 30</p><p> This is a single nation, it's people being oriental, with an oriental culture (the Sending of the Wanderer did not go well here ... these people </p><p>are incensed)</p><p> People: as noted (all alignments, but heavily neutral)</p><p> Note: Again, you will not find the Celestial Empire on the map. It is well to the west of the Flanaess, lying west of the broken mountains </p><p>Esmerin is in. The Celestial Empire is HUGE in land terms, being half as big as the whole of the Flanaess.</p><p></p><p> The Eastern League</p><p> Strength 21</p><p> Nations: Nyrond, the County of Urnst, the Duchy of Urnst, the gnomes and dwarves of the Stonelands, the mountain nation of Garrel </p><p>Enkdal</p><p> Peoples: neutral and good Oeridian humans, dwarves, gnomes, halflings.</p><p> Note: This whole region is threatened by Iuz on the northwest, and by Aerdi on the southeast. These peoples are stretched northeast to </p><p>southwest, and they help each other stawartly.</p><p></p><p> The Faerie of the Flanaess</p><p> Strength 20</p><p> The Faerie can be found in all parts of the Flanaess, and are the subjects of King Oberon and Queen Titania, although they live here on the </p><p>mortal plane and not in the Faerie Realm per se. (Not all of the faerie acknowledge any ruler ...)</p><p> Note: The faerie have long been friendly with the elves, and have supported them. The Faerie were driven from Toril by the IR there, and </p><p>they remember this, and they do not like what is now happening at all. They want a better outcome here than what occurred on Toril.</p><p></p><p> The Unseelie of the Flanaess</p><p> Strength 10</p><p> The Unseelie are the evil Faerie. They are weaker than the Faerie not because they have fewer numbers, but because they are much more </p><p>disorganized and many of them will not join a single cause. Many of them are extremely chaotic. Like the Faerie, the Unseelie can be found </p><p>in every part of the Flanaess.</p><p></p><p> The Hold of Stonefist</p><p> Strength 5</p><p> Nations: Stonefist, and Tenh whom Stonefist occupies</p><p> People: Warlike, evil, Flannae</p><p> Note: These people have a loose alliance with Iuz, or did, and have been engaged in hostilities with the Suel barbarians to their southeast </p><p>(the Frost, Snow, and Ice Barbarians.) Stonefist is a civilized nation, not a region of barbarians, and their prowess in war shows all too well </p><p>their organization and capacities.</p><p></p><p> Sunndi</p><p> Strength 3</p><p> Sunndi is it's own nation.</p><p> People: Oeridian human (neutral and good.)</p><p> Note: Sunndi has long been known for it's enlightenment, and the general good bent of it's people. The Sunndi rangers are renown for their </p><p>prowess. Unfortunately, Sunndi is now under attack by Ahlissa, and without outside support it will fall.</p><p></p><p> Rel Astra and the Grandwood</p><p> Strength 12</p><p> Nations: The cities of Rel Astra, and everything up and down the coast for over 50 miles, the people of the Grandwood, and the undead </p><p>legions of Medegia south of Rel Astra</p><p> People: Oeridian humans (all alignments), elves, gnomes, some dwarves, a few halflings, a large number of disgrunted treants and forest </p><p>spirits and beings, a large number of evil undead, and Drax the Invulnerable, animus (undead) ruler of Rel Astra.</p><p> Note: Rel Astra became indepedent of the Great Kingdom during the Greyhawk War, when the Great Kingdom tried to destroy it (they tried </p><p>to destroy it because Medegia revolted against the GK in the south, and they destroyed Medegia completely for it! Rel Astra did not revolt, </p><p>but that technicality was ignored by those doing the plundering and killing, and they besieged the city ... the siege failed and was broken.)</p><p> Rel Astra is fiercely independent now, fiercely dislikes the nation of Greater Ahlissa, and they REALLY dislike Greater Ahlissa now that it </p><p>has begun a new war with them.</p><p> The undead come from those slain in Medegia by the criminals of the Great Kingdom as they sacked their own land. They desire revenge </p><p>against all who did this to them and their country, and serve Drax without question.</p><p></p><p> The People of the Adri Forest</p><p> Strength 4</p><p> Nation: The Adri Forest</p><p> People: High elves, wood elves, humans (neutral and good)</p><p> Note: Adri Forest has maintained it's indepedence for centuries, in the spite of all efforts to take the forest by the powers around. The elves </p><p>lead the defense of the forest, and at one time there was a great elven nation here (it is now under the effect of an evil artifact, and the entire </p><p>elven city and the region around it is frozen solid, with the temperature constantly below 0!! If the curse could be freed somehow, which </p><p>would require a major effort, the strength of the Adri would jump to 8.)</p><p></p><p> The Bone March</p><p> Strength 3</p><p> Nation: The region northwest of the Great Kingdom of Northern Aerdi, southwest of Ratik, east of the Stonelands, and north of Adri Forest</p><p> People: Humanoids, undead</p><p> Note: The Bone March was originally a part of Aerdi, but with the collapse of that nation the humanoids moved in. During the Greyhawk </p><p>Wars, many undead were created, and some moved into this area, and stuck around. The humanoid shamans have come to an alliance with </p><p>these fell beings, and have learned how to create the lowest of the undead themselves.</p><p></p><p> The Hempmonalander Isles of Touv and Olman</p><p> Strength 5</p><p> Nations: The Isles of Touv and Olman</p><p> People: Hempmonalander humans (neutral and good)</p><p> Note: Considered barbarians by the elitist Scarlet Brotherhood, these people are fighting to keep their cultures intact, and their people free, </p><p>from the Scarlet Brotherhood. The fleets of the Scarlet Brotherhood threaten them on all sides. The Iron League has attempted to gain the </p><p>alliance of these people, and the two are in communication with each other (but the player of the Iron League has not claimed these people.)</p><p></p><p> The Circle of Eight</p><p> Strength 5</p><p> Nation: None. The Circle of Eight is a group of mages, their apprentices, their followers, and their troops and magical constructs in </p><p>fortresses and safeholds scattered across the Flanaess, greatest of which is Mordenkainen's Citadel of Steel in the Yatils.</p><p> Here are Mordenkainen, Tenser, Bigby, and some other famous mages of Oerth.</p><p> Note: The Circle of Eight is dedicated to keeping Balance in the world. They brought everyone to the peace table when the Greyhawk Wars </p><p>ground to exhaustion, and oversaw the peace accords. This they did in spite of the treason of Rary.</p><p></p><p> Rary and the Empire of the Bright Lands</p><p> Strength 4</p><p> Nation: The entire Bright Desert and most of the Abbor Alz around it.</p><p> People: Humanoids, neutral and evil humans of all races, magical constructs, monsters, and of course Rary the Traitor himself, an evil </p><p>archmage</p><p> Note: Rary killed Tenser and Otiluke during the peace accords, and burned a good part of the Free City of Greyhawk to the ground, then </p><p>fled with his followers into the Bright Desert. There he built a new fortress, and has schemed against his former colleagues of the Circle of </p><p>Eight ever since.</p><p></p><p> The Free City of Greyhawk</p><p> Strength 5</p><p> Nation: The City of Greyhawk, the lands it claims, and the northern Wild Coast</p><p> People: Humans of all races and alignments, humanoids, demihumans.</p><p> Note: The Free City of Greyhawk is the preeminent center of trade and commerce in the Flanaess, and because it sits at the center of the </p><p>Flanaess it is very important strategically. It is, of course, the source of a number of books concerning one Gord of Greyhawk, too.</p><p></p><p> The Valley of the Mage</p><p> Strength 3</p><p> Nation: The Vale of the Mage sits in a long valley in the Barrier Peaks, south of Ket, northwest of Keoland - far north of Geoff and the </p><p>Yeomanry.</p><p> People: Valley elves, the Mage of the Valley and his drow steward (all neutral)</p><p> Note: The Valley of the Mage was attacked by the giants just as Geoff, Sterich, and the Yeomanry was, but threw off the attack. The Valley </p><p>has been neutral since that time, and they do not like to be disturbed ... the Sending of the Wanderer has disturbed them. The mysterious </p><p>Mage is seldom seen, but his neutral drow lieutenant is quite popular among the valley elves. She is a capable leader.</p><p></p><p> The Gnomes and Dwarves of the Northern Lortmils</p><p> Strength 3</p><p> Nation: All of the northern Lortmils and the adjoining hills.</p><p> People: Dwarves, gnomes, a few elves and humans (all neutral and good)</p><p> Note: These people are not aware (or were not aware) of the Lortmil Technomancy, since it was further south. They knew dwarves and </p><p>gnomes lived further south, and even traded with them, but they did not know they were working with the UC to create technomancy. These </p><p>people have a long history of fighting for good causes, and standing by the larger powers when the chips were down.</p><p></p><p> The Free City of Verbobonc</p><p> Strength 2</p><p> People: Oeridian and Flannae human (neutral and good generally), demihumans</p><p></p><p> The Free City of Dyvers</p><p> Strength 2</p><p> People: Oeridian and Flannae human (neutral and good generally), demihumans</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 30481, member: 2020"] Errant, think of it in Axis and Allies terms, or Risk, terms, for that is the closest analogy I can think of at the moment. Although strength is also measured in the capability of a leader to inspire, and in military genius, and in great artifacts of magic, as well as brute military force. If you would like to get involved, I could really use you. Bring your character, and assume he has the ear one of the powers of Oerth. You then run that power, and speak for it. Alone, your character is but one voice in a big world. Assume he is a mover and shaker of things on Oerth, and when he talks, people listen, had better listen! I mean it. I could really use you! If more people would join the IR, it would be merrier and more fun, not to mention more uproarious. Bring your character, assume he is the power behind the throne of a nation, and let him roar! Here are the powers left, those still up for grabs: The Baklunish Confederation Strength 29 Nations: Zeif, Ekbir, Tusmit, Ket, Yecha, Ull, the Paynims, Istivar, the Spirit Kingdom of Garnak Peoples: Baklunish human, the spirits of the ancients (neutral and good undead), treants and entire legions of trees, forest spirits, faerie devoted to the Baklunish (nearly all the denizens of the Baklunish Confederation are neutral or good) Esmerin Strength 10 Esmerin is a single nation. It is allying with the Baklunish Alliance above, so if both are claimed the Strength of both is 39. People: halflings and titans (believe it or not.) Note: you won't find Esmerin on the map. It lies about 200 miles southwest of western Zeif. The Celestial Empire Strength 30 This is a single nation, it's people being oriental, with an oriental culture (the Sending of the Wanderer did not go well here ... these people are incensed) People: as noted (all alignments, but heavily neutral) Note: Again, you will not find the Celestial Empire on the map. It is well to the west of the Flanaess, lying west of the broken mountains Esmerin is in. The Celestial Empire is HUGE in land terms, being half as big as the whole of the Flanaess. The Eastern League Strength 21 Nations: Nyrond, the County of Urnst, the Duchy of Urnst, the gnomes and dwarves of the Stonelands, the mountain nation of Garrel Enkdal Peoples: neutral and good Oeridian humans, dwarves, gnomes, halflings. Note: This whole region is threatened by Iuz on the northwest, and by Aerdi on the southeast. These peoples are stretched northeast to southwest, and they help each other stawartly. The Faerie of the Flanaess Strength 20 The Faerie can be found in all parts of the Flanaess, and are the subjects of King Oberon and Queen Titania, although they live here on the mortal plane and not in the Faerie Realm per se. (Not all of the faerie acknowledge any ruler ...) Note: The faerie have long been friendly with the elves, and have supported them. The Faerie were driven from Toril by the IR there, and they remember this, and they do not like what is now happening at all. They want a better outcome here than what occurred on Toril. The Unseelie of the Flanaess Strength 10 The Unseelie are the evil Faerie. They are weaker than the Faerie not because they have fewer numbers, but because they are much more disorganized and many of them will not join a single cause. Many of them are extremely chaotic. Like the Faerie, the Unseelie can be found in every part of the Flanaess. The Hold of Stonefist Strength 5 Nations: Stonefist, and Tenh whom Stonefist occupies People: Warlike, evil, Flannae Note: These people have a loose alliance with Iuz, or did, and have been engaged in hostilities with the Suel barbarians to their southeast (the Frost, Snow, and Ice Barbarians.) Stonefist is a civilized nation, not a region of barbarians, and their prowess in war shows all too well their organization and capacities. Sunndi Strength 3 Sunndi is it's own nation. People: Oeridian human (neutral and good.) Note: Sunndi has long been known for it's enlightenment, and the general good bent of it's people. The Sunndi rangers are renown for their prowess. Unfortunately, Sunndi is now under attack by Ahlissa, and without outside support it will fall. Rel Astra and the Grandwood Strength 12 Nations: The cities of Rel Astra, and everything up and down the coast for over 50 miles, the people of the Grandwood, and the undead legions of Medegia south of Rel Astra People: Oeridian humans (all alignments), elves, gnomes, some dwarves, a few halflings, a large number of disgrunted treants and forest spirits and beings, a large number of evil undead, and Drax the Invulnerable, animus (undead) ruler of Rel Astra. Note: Rel Astra became indepedent of the Great Kingdom during the Greyhawk War, when the Great Kingdom tried to destroy it (they tried to destroy it because Medegia revolted against the GK in the south, and they destroyed Medegia completely for it! Rel Astra did not revolt, but that technicality was ignored by those doing the plundering and killing, and they besieged the city ... the siege failed and was broken.) Rel Astra is fiercely independent now, fiercely dislikes the nation of Greater Ahlissa, and they REALLY dislike Greater Ahlissa now that it has begun a new war with them. The undead come from those slain in Medegia by the criminals of the Great Kingdom as they sacked their own land. They desire revenge against all who did this to them and their country, and serve Drax without question. The People of the Adri Forest Strength 4 Nation: The Adri Forest People: High elves, wood elves, humans (neutral and good) Note: Adri Forest has maintained it's indepedence for centuries, in the spite of all efforts to take the forest by the powers around. The elves lead the defense of the forest, and at one time there was a great elven nation here (it is now under the effect of an evil artifact, and the entire elven city and the region around it is frozen solid, with the temperature constantly below 0!! If the curse could be freed somehow, which would require a major effort, the strength of the Adri would jump to 8.) The Bone March Strength 3 Nation: The region northwest of the Great Kingdom of Northern Aerdi, southwest of Ratik, east of the Stonelands, and north of Adri Forest People: Humanoids, undead Note: The Bone March was originally a part of Aerdi, but with the collapse of that nation the humanoids moved in. During the Greyhawk Wars, many undead were created, and some moved into this area, and stuck around. The humanoid shamans have come to an alliance with these fell beings, and have learned how to create the lowest of the undead themselves. The Hempmonalander Isles of Touv and Olman Strength 5 Nations: The Isles of Touv and Olman People: Hempmonalander humans (neutral and good) Note: Considered barbarians by the elitist Scarlet Brotherhood, these people are fighting to keep their cultures intact, and their people free, from the Scarlet Brotherhood. The fleets of the Scarlet Brotherhood threaten them on all sides. The Iron League has attempted to gain the alliance of these people, and the two are in communication with each other (but the player of the Iron League has not claimed these people.) The Circle of Eight Strength 5 Nation: None. The Circle of Eight is a group of mages, their apprentices, their followers, and their troops and magical constructs in fortresses and safeholds scattered across the Flanaess, greatest of which is Mordenkainen's Citadel of Steel in the Yatils. Here are Mordenkainen, Tenser, Bigby, and some other famous mages of Oerth. Note: The Circle of Eight is dedicated to keeping Balance in the world. They brought everyone to the peace table when the Greyhawk Wars ground to exhaustion, and oversaw the peace accords. This they did in spite of the treason of Rary. Rary and the Empire of the Bright Lands Strength 4 Nation: The entire Bright Desert and most of the Abbor Alz around it. People: Humanoids, neutral and evil humans of all races, magical constructs, monsters, and of course Rary the Traitor himself, an evil archmage Note: Rary killed Tenser and Otiluke during the peace accords, and burned a good part of the Free City of Greyhawk to the ground, then fled with his followers into the Bright Desert. There he built a new fortress, and has schemed against his former colleagues of the Circle of Eight ever since. The Free City of Greyhawk Strength 5 Nation: The City of Greyhawk, the lands it claims, and the northern Wild Coast People: Humans of all races and alignments, humanoids, demihumans. Note: The Free City of Greyhawk is the preeminent center of trade and commerce in the Flanaess, and because it sits at the center of the Flanaess it is very important strategically. It is, of course, the source of a number of books concerning one Gord of Greyhawk, too. The Valley of the Mage Strength 3 Nation: The Vale of the Mage sits in a long valley in the Barrier Peaks, south of Ket, northwest of Keoland - far north of Geoff and the Yeomanry. People: Valley elves, the Mage of the Valley and his drow steward (all neutral) Note: The Valley of the Mage was attacked by the giants just as Geoff, Sterich, and the Yeomanry was, but threw off the attack. The Valley has been neutral since that time, and they do not like to be disturbed ... the Sending of the Wanderer has disturbed them. The mysterious Mage is seldom seen, but his neutral drow lieutenant is quite popular among the valley elves. She is a capable leader. The Gnomes and Dwarves of the Northern Lortmils Strength 3 Nation: All of the northern Lortmils and the adjoining hills. People: Dwarves, gnomes, a few elves and humans (all neutral and good) Note: These people are not aware (or were not aware) of the Lortmil Technomancy, since it was further south. They knew dwarves and gnomes lived further south, and even traded with them, but they did not know they were working with the UC to create technomancy. These people have a long history of fighting for good causes, and standing by the larger powers when the chips were down. The Free City of Verbobonc Strength 2 People: Oeridian and Flannae human (neutral and good generally), demihumans The Free City of Dyvers Strength 2 People: Oeridian and Flannae human (neutral and good generally), demihumans [/QUOTE]
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