THE RULES POST - TURN 0
RULE 1: TURNS
A Turn represents one month of game time; one month passed on Oerth, in Greyspace, on Toril, in Realmspace, and everywhere else.
Unless I post otherwise.
A Turn consists of a single thread.
The Turn goes until 200 posts have accumulated on the thread.
At that point, the Turn is over, I will declare Time Out, and post the results of that Turn.
I will begin a new thread for the next Turn, following that.
Every turn will start with the Lists Post and the Rules Post as the first 2 posts of the thread.
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RULE 2: WHAT YOU CAN DO IN A TURN
Post to the thread.
Posting is everything. We are not using dice or cards here - this is the IR.
Posting is the lifeblood of the IR. What you post determines whether this works or does not work.
You Post to roleplay (and you should roleplay)
You Post to attack.
You Post to defend.
You Post whatever your imagination desires.
Remember that your Power can only do so much in one Turn; your Power can only do so much in one month of game time.
If you Post too many actions in a Turn, I will have to disregard your later action posts.
I'll try to tell you if you have reached the limit of what your Power could do in the Turn.
You can, and should, e-mail me.
You e-mail me to tell me your power is trying to advance it's civilization.
You e-mail me to tell me your Power is researching 10th level magic.
You e-mail me with questions, and comments, concerning the IR.
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RULE 3: WATCH FOR MY POSTS
I will attempt to post what is happening during the Turn, summarizing events up til that point.
If you log on, and face 50 to 100 unread posts, scan through the posts until you find mine.
Thus, I am attempting to make this process less intimidating and time consuming for you.
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RULE 4: HOW TO DESTROY YOUR FOES
You can connive and scheme, IC and OOC.
You can post that you are assaulting the enemy.
You can conquer his nations and peoples, and gain his Power Level for your own.
You can state you are devastating, not conquering, or you can do both - in which case your enemy permanently loses Power Level from the country being devastated, if you are successful.
You can make alliances.
You can betray your alliances.
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RULE 5: THE INDUSTRIAL ARMS RACE
At the start of Turn One, all the Powers of Oerth and Greyspace are considered to be in the Dark Ages, or one step up in the Medieval Ages (except the Lortmil Technomancy and the Shadow Empire.)
All Powers are considered to be in the Industrial Arms Race, for this is the IR!
All Powers in the Industrial Arms Race will gain 1 point per Turn.
These points start accumulating on Turn 2.
These points stack. Each Power in the Race continues to gain 1 point per Turn, indefinitely.
You can declare you are sharing your technology with other Powers.
All Powers you share technology with gain an additional 1 point in the Technological Arms Race at the start of the next Turn.
For every Power that shares technology with yours, your Power gains an additional 1 point in the Technological Arms Race.
To a maximum of 4. No power can advance more than 4 points.
So, you can gain 3 points from others helping you, and 1 from your own efforts, maximum.
Here is what your Strength Level in the Technological Arms Race means, in terms of what military weapons your Power can build:
0 indicates your country has primitive firearms.
3 indicates your country has very advanced flintlocks, cannon, and is beginning to seriously enter the field of Technomancy.
6 indicates your country is now able to produce early 19th century weapons.
9 indicates your country is now able to produce mid 19th century weapons.
12 indicates your country is now able to produce late 19th century weapons.
15 indicates your country is at 1900 Terran levels of weaponry.
18 indicates World War One technology.
21 indicates early World War Two technology.
24 indicates late World War Two technology.
27 indicates nuclear weapons.
30 indicates ICBMs.
33 indicates thermonuclear weapons.
36 indicates primitive computer guided weapons.
39 indicates your first space shot.
41 indicates your first moon landing.
45 indicates your first smart weapons.
48 indicates you have very sophisticated computer guided weapons.
51 indicates you can protect your nation from ballistic weapons (nuclear or not) with a missile defense shield.
There is another post (or will be, if I can manage it) called the Technological Addenda post.
There, I and all the others who are willing are commenting on what technology was invented when.
It is quite an eye opener.
Read it, and you'll get a better idea of what kind of nasty things your Power can invent, based on your point total and the chart above.
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RULE 6: ADVANCING AND INDUSTRIALIZING YOUR CIVILIZATION
The ability to build massive weapons of destruction does not mean your civilization is advanced.
At the Start of Turn One, all the Powers of Oerth and Greyspace are considered to be at the Terran equivalent of the year 1500, for the purposes of where they stand in relation to the Renaissance, Enlightenment, and Industrial Revolution.
In other words, everyone on Oerth is medieval at the start.
Exception: The Lortmil Technomancy and the Shadow Empire, which are more advanced.
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All the Powers of Oerth and Greyspace advance one year into the Renaissance and Industrial Revolution per Turn, automatically.
You may choose to speed up this process by declaring you are allocating part of your Power Level to advancing your civilization.
E-mail me if you are doing this.
Do not post this to the boards.
For every 3 points you allocate, your Power advances 1 additional year into the Renaissance and Industrial Revolution.
You may allocate points to help other Powers advance their civilization.
Other Powers may allocate points to help you.
For every 10 years Terran equivalent your Power advances into the Renaissance and Industrial Revolution, your Power gains the following benefits:
Your small nations and peoples increase in Power Level by 1 point, permanently.
Your larger nations and peoples increase in Power Level by 2 points, permanently.
Your very large nations or whole peoples increase in Power Level by 3 points, permanently.
If you have vast empires, or you represent an entire race, they gain 4 points of Power Level, permanently.
These benefits stack, so if your Power consists of many small nations, it will benefit from the increased Power Level of each and every one of those nations.
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RULE 7: THE PLANAR ARMS RACE
A player can claim 1, 2, or 3 Planar Races to help his Power, at (or before) the start.
Those Planar Races come and aid the Power calling them, automatically.
That Power gains 1 point per Turn for each Planar Race helping him, automatically.
Two or more players may claim the same group of Planars.
If this happens, it is not considered a Contested situation.
A Power may claim the same Planar Race twice, or thrice (such as claiming the demons 3 times.)
Such claims take the place of claiming other Planar Races.
If you discard one Planar Race during play, you can take another in it's place.
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A player who begins the game claiming only Planars (plus his PC) starts with 9 points per Planar Race claimed.
He can claim 1, 2, or 3 Planar groups.
He then gains 1 point per Planar Race he has, from Turn 2 onward.
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RULE 8: THE MAGICAL ARMS RACE
All Powers are assumed to be in the Magical Arms Race.
All Powers gain 1 point per Turn from this Race, automatically.
The return of the Arcane Age to Oerth and Greyspace is the impetus for this new Arms Race.
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RULE 9: 10TH AND 11TH LEVEL MAGIC
THE CURRENT REALITY
All Powers in the IR are limited to 9th level magic or below.
10th and 11th level magic, is not possible currently.
The only exception is Vecna, and Vecna alone - not his Legions.
Vecna may use 10th level magic.
Vecna may not share the secrets of that magic with anyone else.
He can not share the secrets of 10th level magic even with the greatest mages in his direct service.
This means no power on the board can shift an army from place to place at will.
Your army must march, or fly, or otherwise find a way of transport, such as the Sky League currently has.
Vecna is again an exception - he can transport his entire army (but not someone else's) anywhere in a Turn.
Vecna can do anything within the abilities stated for those able to employ 10th level magic (See below in this rule.)
Wish spells, Miracle spells, Teleport Circle, and other such spells will not allow circumvention of the above restrictions.
I would suggest you not use Wish spells for any purpose in this IR - Wish spells always carry a heavy price for their use.
A Wish spell would - partly - protect you from the effects of a 10th level attack, but the price you'd pay would be high, and could be extremely high. (It could be as high as the damage from the still partially successful 10th level attack.)
Toril may not give the secrets of 10th or 11th level magic, or High Magic, to anyone in Greyspace or on Oerth, including anyone in the Lortmil Technomancy.
Toril may open Gates to Greyspace, and attempt to evacuate the civilian population of it's friends from Greyspace to Realmspace.
This is a one-way affair. If Toril opens such Gates, civilians may come to Toril, but Toril may not send anyone to Oerth (other than a few people to supervise the evacuation.)
THIS move on Toril's part does not open them to attack ... they retain their full strength, the Border Guard of Realmspace remains at full strength, and Toril is still considered to be uninvolved on Oerth, and at peace.
EXPLANATION OF THE CURRENT REALITY
Yes, the arrival of Kas and Vecna into the present has returned the Arcane Age, but it did not come back all at once.
The magic of Greyspace and Oerth is slowly strengthening, slowly changing, slowly reverting back to the eldritch level of the Arcane Age.
Accessing the greater magic of the Arcane Age is possible, but only after great effort and study, which has not been conducted yet.
The Torilians, accustomed to how magic works in Realmspace, are not prepared for the new reality in Greyspace, and need time to adapt also.
Vecna is the only being with sufficient insight and power to have enough understanding, as of yet, to use even 10th level spells.
And even he cannot use 11th level spells.
HOW TO IMPROVE YOUR MAGICAL CAPABILITIES
10TH LEVEL MAGIC
All Powers on Oerth and Toril are in the Magical Arms Race, and gain 1 point per Turn from this Race.
Because they are all in the Magical Arms Race, all Powers on Oerth may attempt to research how to employ 10th level magic.
The Torilians may also attempt to research how to use 10th level magic on Oerth.
To do so, they must have already deployed a force with a point value to Oerth, that force must remain on Oerth for at least one full Turn, and they must use the point value of that force (not their Realmspace point value) to conduct the research from.
Such research is MASSIVELY COSTLY, in money and in time, in danger to the researchers, and in the cost exacted from mind and body of the one who would dare to probe into such great secrets.
Here is what I mean by massively costly:
Millions of gold pieces (or the equivalent) required to set up the intricate and incredibly complicated experimental chambers and to obtain the specialized tools required for the experiments (not to mention the price the mages demand for themselves for this risky venture.)
Mages killed in the experiments, or permanently feebleminded, or taken by Planars, or aged to death, or turned into undead, or those who simply disappear never to be seen again.
Mages who permanently lose the ability to cast any magic.
The rampage of Planars who accidentally are set free by the experiments.
Wild Magic Storms that wipe out entire areas.
Explosions that level entire castles or whole parts of cities.
Disasters that transform entire populations into mutated monsters.
Unexplainable phoenomenon that results in city sized areas having a permanent and deadly change in the very essence of reality (for those of who you
remember the spell Mindspin, from Krynn, think of that.)
This research must be declared to me via e-mail.
Do not post it to the boards.
The Reward:
For every 10 points your Power spends on research, you gain an additional point in the Magical Arms Race.
Spend 30 points, and you will gain an additional 3 points in the Arms Race, gaining a total of 4 points that Turn.
The Penalty:
For every 10 points you spend in research into 10th level magic, you lose 2 points of Power Level permanently - I will choose the nation or nations that drop in Power Level, based on your e-mails.
All the harmful fractions are rounded up, and none of the helpful fractions are. If you spend 7 points in research, you lose 2 points permanently and you must spend an additional 3 points next turn (and lose another 2 points permanently) to achieve that extra 1 point in the Magical Arms Race.
Additional Rules:
You may lend points to another Power so they can conduct research.
They lose no points in Power Level at all.
YOU lose 2 points, permanently, in Power Level per 10 points you lent (and remember that if you loan less than 10 points, you still lose the 2 points.)
You most certainly DO NOT benefit yourself from lending points out - you gain nothing in the way of additional points in the Magical Arms Race for lending points to another Power!
They benefit from your blood, sweat, and tears, and you get nothing back for your generosity.
You may share your research.
If you share it with one other power, you and they split the gains (in other words, you and they gain 1/2 of 1 point per 10 points you spend on research) while YOU pay the price for the research in full (2 points per 10 points spent.)
Bequeath the benefits of your research to 2 Powers, and you and they gain 1/3 of 1 point per 10 you spent, and you pay the full penalty of 2 points lost per 10 spent.
Bequeath the benefits of your research to 3 Powers, and you and they gain 1/4 of 1 point, and you still pay the full penalty.
Bequeath the benefits of your research to 4 Powers, and you and they gain 1/5 of 1 point, and you still pay the full penalty.
Etc.
In other words, if you share your research, they get the goods, and you get the shaft.
When you reach 50 points in the Magical Arms Race, your Power gains the ability to cast 10th level magic freely.
You gain all of the abilities stated in the Rules section for 10th level magic, plus anything appropriate your imagination thinks up, and I approve.
You gain the ability to transport all of your armies from one place to another during the Turn.
It will only cost, one way or another, 500 points of research done by you and/or others, and 100 points of Power Level lost by you and/or others, to achieve this goal.
Of course, this sacrifice will enable only ONE Power to employ 10th level magic.
For TWO Powers to do so, 1000 points would have to be spent in research, and 200 points in Power Level lost.
For THREE Powers to do so, 1500 points would have to be spent in research, and
300 points in Power Level lost.
Etc.
Once you gain the secrets of 10th level magic, you MAY NOT SHARE IT WITH ANYONE ELSE.
You may continue to lend points, to help others - and continue to pay the price of this magical research, if that is your choice.
11TH LEVEL MAGIC
11th level magic is even more awesomely painful and difficult to research than 10th level magic.
Even mighty Vecna must conduct research to relearn how to use 11th level magic in the Present!
You MUST know the secrets of 10th level magic before you can even consider attempting to learn the secrets of 11th level magic - any Power so foolish as to attempt to learn both 10th and 11th level magic at once is courting a magic disaster for the entire world of Oerth, not to mention themselves.
You must, obviously, have gained that 50 points in the Magical Arms Race, to begin research on 11th level magic.
Researching 11th level magic works like researching 10th level magic.
You spend 10 points to advance your Power Level in the Magical Arms Race by 1 additional point - every 10 points spent gives you 1 additional point in that Race.
When you reach a Power Level of 200 in the Magical Arms Race, you may freely use 11th level magic.
Vecna (with his jump of 50 points because he starts knowing the secrets of 10th level magic) need only attain a Power Level of 150 in the Magical Arms Race to freely employ 11th level magic.
For every 10 points of power you spend in research on 11th level magic, you lose THREE POINTS PERMANENTLY from your Power Level total - I choose the nations that suffer the loss, based on your e-mails.
So, if Vecna spends his entire 120 points on said magical research, he will end Turn One with 13 points in the Magical Arms Race.
Almost a 10th of the way there. Almost a 10th of the way to 11th level magic.
Vecna and his Legions permanently loose 36 points of Power Level on that Turn - the price to be paid for research into such awesome and deadly secrets.
However, since Vecna gained 13 points in the Magical Arms Race, the loss is cut to 23 points, and Vecna begins the next turn with a Power Level of 97 (down from 120.)
- IF YOUR POWER CAN EMPLOY 10TH LEVEL MAGIC -
If your Power can employ 10th level magic, your Power gains all of the following:
Your entire army can move as many times as it wishes, to anywhere on Oerth or in Greyspace, during the Turn (if obliterated in a battle, obviously it can't move again.)
Your entire army can be protected from the hostile effects of Wildspace, being underwater, or being immersed in acid or lava.
Your entire army can be protected from magical curses, magical disease, and normal illness.
Your entire army can be relieved of the need for sleep and rest for over a week per Turn.
You can build ships immune to normal storms, waves, normal fire, and normal maritime ballistae and catapults.
You can build ships that will fly.
You can build ships that can submerge like submarines.
You can build walls around your cities that cannot be broken by siege equipment or even small artillery.
You can build structures within your cities that are immune to small artillery, the might of fairly powerful monsters, great heat, or earthquakes.
You can build great underground bunkers, extending for thousands of feet beneath the surface.
You can create permanent Gates, from your land to other places on Oerth, in Greyspace, or to other Planes of existence.
Your PCs, NPCs, and army (but not the armies of other Powers or any kind of Planar Armies) can freely use these Gates.
You can create Pocket Dimensions. In these realities, your civilian population can safely hide, or you may use these to house troops (in stasis, obviously) or supplies, or anything you please.
Nothing can break into your Pocket Dimensions that does not also have 10th level magic.
You can enable your cities to fly, as per Netheril, in which case they can move around at 20 mph.
You can create a base of rock upon which to rest your flying cities, that is imprenable to anything less than large artillery or very great monsters.
You can alter the climate of your land, by one degree (arctic to subarctic to cold temperate to warm temperate to subtropical to tropical to equatorial - totally dry to dry to semidry to semiwet to wet to flooded) per Turn.
You can alter the flora and fauna of your land, by one level of change (from the flora and fauna of the warm temperate lands, to the flora and fauna of the subtropics) per turn.
You may partially alter the geography in one place within your land, per turn (one part of a mountain range, a range of hills, part of a great river valley, the whole of a small river valley.) Such a change could involve diverting the course of a river, making mountains taller or shorter, making hills higher or lower, cleaving a new pass through the mountains, creating a small lake, drying up a
small lake, altering the size of a large lake, and similar lesser changes.
You may create one Mythal over one of your cities, or over a one thousand square mile area of your land, where reality can be drastically altered.
A Mythal could allow:
Your army could be healed totally after a few days within it.
Your army could be protected from magical disease or curses within it.
The whole area could be warded against teleportation or scrying into the area.
Certain races can be banned from the Mythal area, and be totally unable to enter (up to 10 stated races.)
Every being in the Mythal area could gain up to 5 innate magical powers of 3rd level or less, while they remain in the Mythal.
You can greatly extend the lifespan of a handful of your people, to hundreds of years if human or halfling, a thousand if elven, dwarven, or gnomish.
You can attempt to give your entire population innate magical abilities of 2nd level or less (one ability per Turn.)
Your ability to attack another Power is greatly enhanced, and I will take this into account whenever you make an attack.
Your ability to defend yourself from an attack is greatly enhanced, and I will take this into account whenever you are attacked.
If you have 10th level magic, and your PC (not your NPCs) directly confronts an enemy PC or NPC, you may KILL that PC or NPC beyond resurrection, leaving him or her permanently dead (unless the Power running that PC or NPC gains 10th level magic to bring the dead one back.)
If your PC is facing more than one enemy PC or NPC, you cannot pull this stunt.
Their combined defensive strength means you must fight them normally.
You can only pull this stunt once per Turn.
You can scry your enemies pitilessly with 10th level magic ... they cannot hide from you.
You can keep track of exactly where every PC and NPC in the IR is, at all times. (Amulets of Proof Against Detection and Location will not work against 10th level magic.)
Special restriction - you cannot attack and kill an enemy PC on Turn 1 (I want them to have a chance to read this rule, and sweat ... and have some chance to save themselves.)
However, NPCs are fair game on Turn 1.
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You may throw a catastrophe upon one enemy nation (not Power, but nation.)
You choose the kind of attack: volcanic eruption, firestorm, earthquake, tidal wave, wild magic storm, super arctic cold (100 below zero), super heat wave (200 degrees), colossal storms and tempests, rains of acidic blood, rains of colorless
death, or anything else that pleases you.
If the enemy has 10th level magic, he can block your attack.
If the enemy uses a Wish spell, he can partly block it (I require the wording of the Wish spell in an e-mail.)
Mutiple Wishes could nullify your attack: take comfort in the fact your enemies will pay a very high price for using those Wishes to stop you.
This attack will devastate an area the size of a small country, such as Dullstrand or the Duchy of Ulek, or cause serious damage across a larger country like Furyondy or Ahlissa.
Your enemy's Power Level will suffer ... the Power Level of a small nation will be obliterated; the Power Level of a larger nation will be reduced.
Such an attack will permanently alter the geography, flora, fauna, and possibly the climate of the area attacked.
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You can do many more things than the above: the above is only a sampling.
Your imagination is required here. Submit to me what it is you are trying to do with your 10th level magic, and I will arbitrate whether it can be done.
NOTE: Remember that, even though you have 10th level magic, you can still only take so many actions in a Turn.
If you take more actions than your Power could do in one month, I will inform you that you are at the limit ... and then disregard further actions from your Power.
IF YOUR POWER CAN EMPLOY 11TH LEVEL MAGIC
This section is under construction.
11th level magic is much greater than 10th level magic, and with it one can break the fundamental rules of Dungeons and Dragons.
For example, openings can be made in Crystal Spheres, or closed.
The climate over a vast region can be permanently altered to whatever climate is desired.
The Workings of Magic itself can be disrupted.
I am still considering this one.
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RULE 10: SPECIAL RULES ON TECHNOLOGY
Technology and technomancy created on Toril and in Realmspace will work fine, on Toril and in Realmspace.
Technology and technomancy created on Oerth and in Greyspace will work fine, on Oerth and in Greyspace.
Such technology can be given to the Planars for their use (but the Planars do not start their own Technological Arms Race ... your Power must continue that.)
Technology and technomancy created on Toril and in Realmspace, which is taken to Oerth and/or Greyspace, DOES NOT WORK AT ALL.
Technology and technomancy created on Oerth and in Greyspace, which is taken to Toril and/or Realmspace, DOES NOT WORK AT ALL.
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RULE 11: FROM TORIL TO OERTH / FROM OERTH TO TORIL
The United Commonwealth of Toril (and only the United Commonwealth of Toril) may send forces to Oerth.
The United Commonwealth of Toril has 1,000 points of Power Level. They can send as much of this to Oerth as they please.
Whatever Power Level they deploy to Oerth, however, loses half it's strength.
Thus, if the United Commonwealth sends 400 points of strength to Oerth, the force sent will only have a strength of 200 points on Oerth.
The United Commonwealth will have 600 points of it's own remaining, in Realmspace.
It would be a really bad idea for the United Commonwealth to send more than half it's force to Oerth, since the Eternal Empire of Toril (with a Strength Total of 500) might decide to attack it.
It would also be a really bad idea for the United Commonwealth to send most of it's force, because the Border Guard that protects Realmspace is supported by the United Commonwealth.
Currently, the Border Guard has sufficient power to protect Realmspace from any attack, including Vecna and his Legions.
For every point of power the United Commonwealth sends to Oerth, that is that much less strength the Border Guard has to protect Realmspace.
If the United Commonwealth sends forces to Oerth, those forces are under the following restrictions:
They may employ no technology higher than the late 18th century.
They may employ no 10th or 11th level magic.
They must remain on Oerth once sent until the next Turn, when they may retreat - if still alive to do so.
They cannot jump from one place to another on Oerth using magic, anymore than anyone else on Oerth can, except for Vecna.
If the force sent by the United Commonwealth is destroyed, the United Commonwealth will lose some of it's base Power Level as a result, permanently.
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At the start, no Power on Oerth or in Greyspace may attack Toril or any place in Realmspace.
The Border Guard of the United Commonwealth is too strong for any force, even the Legions of Vecna, to penetrate.
This may change if the United Commonwealth depletes the Border Guard, in which case I will post the news.
If it does become possible for Oerth to attack Toril, you will face more than the United Commonwealth of Toril.
The Powers of Realmspace are likely to unite to fight you, unless you pull off some very shrewd diplomacy.
Other Powers in Realmspace include:
The Eternal Empire, PL 500
Hope Isle, PL 500
The Scro Star League, PL 300
The Church of Toril, PL 100
In their home system, the people of Realmspace have full access to their technology (Terran equivalent 2100), their 10th level magic, and their 11th level magic.
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RULE 12: HIGH LEVEL PCS AND NPCS
A character of 30th level 2nd or 3rd edition has a Power Level of 1.
A character of 60th level 2nd or 3rd edition has a Power Level of 2.
A character of 90th level 2nd or 3rd edition has a Power Level of 3.
A character of 120th level 2nd or 3rd edition has a Power Level of 4.
A character of 160th level 2nd or 3rd edition has a Power Level of 5.
If the character has innate magical powers, and huge numbers of high powered magical items (and/or artifacts) his power level can increase further.
By further, I mean by 1 Power Level ... 2 at the absolute most, assuming the most extraordinary of conditions.
The above applies to NPCs.
It applies to the famous NPCs of Oerth.
An NPC who is a demipower, like Iuz, has inherently greater power than the norm, and his PL is enhanced further.
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RULE 13 - THE CITY OF THE GODS
Originally (and still, officially) a Mystaran product, the City of the Gods is here on Oerth, for the IR.
It is the left-over product of a super-advanced civilization (more advanced even than the United Commonwealth of Toril) that has disappeared.
It has maintained itself for thousands of years since, by maintaining and creating new robots.
The City of the Gods, as people call it, sits up in the Godspires, in the Black Ice (just off-map to the north), in the middle of the territory of the Solistarim.
It is not possible to claim the City of the Gods.
The Solistarim cannot claim the City of the Gods anymore readily than anyone else.
It IS possible to raid the City of the Gods for their high tech goodies.
A successful raid (75% of any raid being successful) produces an increase in your PL of 2, permanently.
An unsuccessful raid (25% of any raid being unsuccessful) produces nothing.
Each raid, successful or unsuccessful, against the City of the Gods gives a cumulative 1% chance that the City of the Gods will take notice of the raids, and that there are beings out there existing that can raid it.
In that case, the City of the Gods will DECLARE WAR ON EVERYONE IN THE IR.
Yours Truly will run the City of the Gods if that happens.
The City of the Gods will then attack all those who raided it, immediately.
Once those Powers are destroyed, the City of the Gods will randomly attack all the other Powers in the IR.