(IR) The 5th IR - 3rd OOC Thread (OPEN)

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Ok, we've got a problem that needs fixing now ...

We have a Nuclear Standoff already, and the game hasn't started yet: much less does anyone yet have 10th level magic or 1945 technology.

The problem is that 9th level spell from the Book of Vile Damnation.
It requires an artifact to cast, but it destroys an area equal to 10 miles in radius per level of the caster.
So, if my caster is 40th level or the equivalent (likely in an IR) she destroys an area 800 miles across with this spell by sacrificing one artifact.

Thus, Eclavdra could destroy an area half the size of the Flanaess with a single 9th level spell and an artifact.
And Eclavdra has 3 artifacts to burn. (Not to mention, Eclavdra is 50th level, and thus would destroy an area 1,000 miles across.)

So, all the evil or neutral powers need to do is say:
Attack us, and we burn down your entire country (or, countries)
Mutual assured destruction. (Who's to say the good countries won't retaliate, having been burned down and their leaders having nothing to lose?)

Serpenteye intended that 10th level magic be attainable through sacrifice, and such destructive power be available to thus who earned it - much, much later in the IR.
He did not intend that everyone have, in effect, 1 to 3 Q-Bombs (or, antimatter bombs) at the start of the IR.

Now, I'm all for inbalance. I never did like the concept of balance, as some of you know well. I like the wild and wily, the ingenious and nefarious use of creativity to twist and warp and otherwise skew the rules to ones' advantage, especially when it comes to spells.
And, I'm the player of an evil power, so I could use this little arrangement to have 3 Q Bombs with which to hold you all at bay.

I don't want this.
I think this is bad, disruptive, and harmful to the IR.
I think the 9th level spell in question should be disallowed, or ruled 10th level.

I'm not the gamemaster. Serpenteye is. He must rule on this.
But I think this is harmful. I think it could ruin the game. On turn 1, I can see half of Oerik being fried (including the Underdark) with many powers simply being incinerated, period.
Where's the fun in the IR self-destructing on turn 1?

So I would recommend that the 9th level spell from the Book of Vile Darkness be disallowed.
Just my feelings on the matter. It's up to Serpenteye to rule on this.

Edena_of_Neith
 
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Azmodean, I have your roster up in the megapost. Have a look! :)

Festy Dog, could you give me more information on the peoples and cultures of Zindia, Nippon, and the Nippon Dominion?

Kalanyr, we'll need rulings on the IC of Gigantea and your claims in Hyberboria. Serpenteye is on a break right now, so we'll have to wait on that.

Festy Dog and Kalanyr, could you try e-mailing me? I tried e-mailing you both, but I do not think my e-mails got through. My e-mail is edelaith@TWMI.rr.com

I have heard that Sollir is interested in joining us. I hope he does. It would be nice to see him again. :) Anyone have an update on whether he's joining?

James, if you do decide to rejoin, I have your entire Polaria template in cold storage. It would be a simple matter to repaste it to the roster. (I do not have a copy of your map, however, sadly.)
I appreciate, however, that you did not say you were returning ... you said you were going to talk with the moderators. I merely mention this in case you decide to return.
 
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Sending the email now Edena, (and I got the one from you).

And James I'd appreciate the information on Miranda you have if you would like to Send it to me.
 

Ok, here is some of the information I worked out from before. Feel free to change as needed and desired - none of this is canon and I was just working from a variety of sources including Skip William's admittedly brief article that I think was originally in a Dragon Annual and some stuff that I found over at Canonfire!

Oh, and I'm just cutting and pasting...so I realize there going to be some weird things in there!
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Ye'Cind, The Bard AL CG

Ye'Cind was once a skilled elven wizard and master bard until his performance in front of agents of the Seldarine provoked Corellon Larethian to grant him divinity.



Allies include Olidammara, Lydia, and the good powers of the Seldarine.


Mare Mysticum

Proper Name: Mare Mysticum Alliance
Ruler: The Court of Winter Moons; Her Lunar Majesty Xin Hope, Queen of the Winter Moons (NG female elf Cle3/Sor10), and her consort, the illustrious Wae Sinde (actually the demigod Ye'Cind in disguise), and administered by her son, Vin Barros, Prince of Elvenkind (CG male elf Brd7)
Government: Hereditary feudal monarchy consisting of only elves, few half-elves, and many sylvan and fey races.
Capital: Coronel
Major Towns: Coronel (pop 3,000), Meadow (pop 8,000)
Provinces: The Kingdoms of the Marches (21 major fiefs governed by Marchwards), the Elven Forest (a protectorate enforced by ancient treats and many powerful sylvan races), the Faerie Court (a separate court within the Court of Winter Moons consisting solely of fey), the Temple of Sehanine (clerics under the semi-autonomous rule of Wae Sinde), and the thirteen remaining districts of the Elven Nation of Miranda (referred to as Mystics)
Resources: Foodstuffs, cloth, rare woods and spices, horses, gems I-IV, musical knowledge
Coinage: Coronel (pp), queen (gp), moon (sp), and song (cp)
Population: 850,000 - Fey 60% (half-fey elves 20%, thorns 13%, spriggans 11%, satyrs 10%, petals 10%, dryads 9%, grigs 8%, nixies 5%, pixies 3%, redcaps 2%, sirines 2%, nymphs 2%, shimmerlings (uncounted)), Half-elf 25%, Elf 20% (faerie 65%, gray 20%, high 15%, wild 5%), 3% Treant, 1% Halfling, 1% Human
Languages: Sylvan, Elven, Suloise (Celestial Imperium dialect)
Alignments: CG, CN, NG*
Religions: Elf Pantheon (mostly Seharine and Ye'Cind)
Allies: Celestial Imperium (trade)
Enemies: Fireland, Gigantea
History: See flavor text
Conflicts and Intrigues: I wrote this up for the 5th IR, that should be sufficient conflict and intrigue.
[/sblock]
[sblock]
Sehanine is our mother, and her tears are what makes the the People greater than the lesser races -for in the tears our mother spilled upon our father's blood she gave us the gift of mystery, that we might cherish it and nurture it always. In ancient times there was a schism, uncreating the Elvendar and we sent those rebels of the unfaithful across the oceans and across the great wastelands to the south to exile. The True People remain near the spring of tears that our Mother created for us, in the ancient woods where magic springs from the trees as easily as sunlight springs from the east. Here we created our great cities of Coronel and Antheon, the meadows of Mistenveil and the tower of Deiren. We are not only the stewards of that great civilization we made, of Miranda (May she live Forever!), but of the true spirit of all who were once Elvendar.

Trust, in the face of the corrupt Elfaine of the east, is hard to maintain. Still we persist, hoping that some few of the profane ones might come over to the ways of the Elvendar and Sehanine. We spread her message through songs as old as the soil and great Ye'Cind, and dilligently record what secrets we discover in those songs. We seek to heal those still reeling from the wounds of our Father with our own tears, while protecting ourselves from their madness. We are the People. We are not monkeys and interlopers on this world, but the heirs to Oerth's most hidden nature. Those who mistake our inherent serenity for generosity do so at their own peril.

The Mare Mysticum Alliance

For ages the elven nation of the Miranda lived in relative isolation from the human and other demihuman powers that ruled to the east and west across the sea. Its 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. Eventually the Empire of Lynn was cut into three portions, the Empire, the heretical tribes of the Enllave, and the half-elven protectorate kingdoms of the Marches. Today the Empire of Lynn itself is held under the protection of Queen Xin, its masses of bitterly poor refugees finally provoking the wealthier nations of the north to claim its vast expanse and attempt to restore it to order. It remains to be seen whether or not this arrangement will be satisfactory in the long term to the xenophobic elves and fey, but for now the Empire is reaping enormous benefits from the elven rule.

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 Empire of Lynn is mostly desert and bitterly, tragically poor. Once the region was awash in wealth and power, ruled by the mighty Pariah of Lynn from the selfsame port city on the southwestern coast. Centuries of corruption and abuse, border wars with the Marchwards of the north and Enllavian tribesmen to the south, and a general failure of their once great trading empire to keep up with the rising competition of the Tharquish, all conspired to finally cause massive general uprisings among the populace in 586 against the rich and powerful. The revolutionaries bought themselves
only more poverty with the coin of freedom though, and general conditions within the empire slid below the awful into the truly appalling quickly. At last, in 587, loyalists led by a general of the suloisian jannisaries bound by ancient pacts to the empire decided upon a radical course of action and pleaded their case before Queen Xin and her consort Wae Sinde forehead to floor begging for her mercy. After three tortuous months of consideration and debate, she graciously accepted the brooch and scepter of the Pariah of Lynn. Much of the current lack of unrest in Lynn is thanks to regular patrols of knights from the Marches and the populace's unabashed awe with the popular consort who, rumor has it, was the deciding reason for their good fortune. It is true that when the consort came to the ancient city of Lynn to help stop the mob violence that had spilled out into open war that the bard only climbed to the highest spire of the Pariah's palace still standing and played a song so sweet and sorrowful that all violence in the city stopped for a week and some of the most cruel of the thugs of the Flats openly wept while laying down their arms.

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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[sblock]
JAMES HEARD

Powers:

- Miranda, representing all the powers given below:

- Ye'Cind the Demigod
- Queen Xin of Miranda
- The Armies of the Mystics of Miranda - represents a sizeable group of extremely potent elderly elves
- The Recorders of Ye'Cind - these represent a sizeable force of elves specialized in intelligence work
- The Court of Winter Moons - these represent a small and potent force of elves dedicated to protecting Queen Xin.

- The Marches (Kingdom of the Marchwards) - the Armies of the Marchward Kings - these represent a large force of knightly half-elves and other half-elves

- The Elvanian Forest, representing all the powers given below:

- The Thorns - these represent a large force of halfling like faerie
- The Temple of Sehanine - these represent a sizeable and very potent force of elven clerics and elves
- The Faerie Court - these represent a sizeable and extraordinarily potent force of faerie
- Allied Forces - these represent a very large force of good and neutral animals and wondrous beings, large numbers of treants and sentient trees and plants, and sizeable forces of good undead

- The Empire of Lynn, representing all the powers given below:

- The Imperial Navy of Lynn - this represents a large and potent force of humans
- The Armies of Lynn - these represent an extremely large force of poorly trained humans
- The Suloisian Jannisaries - these represent a large and very potent force of humans (they are considered the Regular Army of Lynn)

Notes on population (total population 12,250,000)

Miranda: 128,000 = 3,4 IC
Kingdoms of the Marchwards: 212,000 = 6 IC
Elvanian Forest: 510,000 = 12 IC
The Empire of Lynn: 11,400,000 = 257 IC
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If nothing else is clear, I'm obsessive compulsive about saving things I've created. Here's the map too. Good gaming!
 

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Very interesting, need to make a couple of minor changes to account for the changes to Gigantea and possibly some others to allow me to have an IC thats actually noticeable since I don't control Lynn.

Thanks James.
 

Greetings James, good to see you back (if only in part) and thank you for releasing the map. It really is quite good and far better than the sad little thing I was working on. Hopefully, once you have had a chance to confer with Creamsteak and/or Darkness, you will be able to rejoin us properly.

~Bugbear~
 

Some thoughts on claims

James, it is good to see you posting! I will e-mail you later, and ask if I can have creamsteak and Darkness talk to you. (I believe I still have a list with everyone's e-mail.) They are great moderators, and all around stand up guys. I understand that you have legitimate concerns. I think that Darkness and creamsteak will be able to address them properly. I hope you will return. Thanks for helping out the new elven players and providing that truly beautiful map. (I have a fondness for good research, and you have definitely brought a lot to the game.) I think Polaria would be quite welcome.

Edena, I do agree that the spell from the Book of Vile Darkness is too powerful for a 9th level spell and ought to be prohibited. I like to say that everything that is possible should not necessarily be allowed. Also, for every spell, there is usually a balancing countermeasure. So, this does not have one. I would say disallow the spell. Sometimes being a good DM involves deciding what to allow and to disallow. (This was one of the big problems with a long-standing campaign that I was in which broke up last year. The DM did not restrict anything, so it was almost like each person was playing a separate game.) I think the spell should be disallowed, as it seems to violate the concepts of fun and balance. (The way I define balance is that everyone gets a chance to matter. This spell kind of eliminates that, and ruins the spirit of the game. That was one of the key problems in my old campaign, and I think that gaming is about fun.)


Kalanyr, even if Morwel is a demigoddess, the Book of Exalted Deeds says that any of the Celestial Paragons would be considered the weakest of demigods at all. So, a compromise might be to make Morwel a powerful hero deity and take Ye'Cind -- who is from Oerth to begin with. Possibly, she arrives at the request of Ye'Cind. I made a few suggestions to you on Gigantea. (The goliaths from Races of Stone would be a nice addition. Also, I made a few suggestions for Hyperborea. I have Frostburn, and there is a lot in that which would work there. Imagine the site of war mammoths heading south from the tundra!)

Festy Dog, I will e-mail you and I have some more ideas for you. Including a few things on Zindia. (The name seems to be based on Sind, an ancient name for India, referring to the Indus River.)

Azmodean, do you have the Races of Stone book. Dream Dwarves, a new subrace, have druid as their favored class. They also are very sensitive to the planet and its rhythms. I have information. One concept might be to have a dwarven faction. (That mountain range between Lynn and the Celestial Imperium would work well for a dwarven faction. Plus, there are dwarves in the Flanaess. A dwarven, gnome, and/or halfling power might work well.)However, we may get some more players. The Barbarian Seameast might work well for you along with the Emerald Order. (I think that Serpenteye awarded it to Xael. However, it may be better for your faction.)


An embassies post coming up shortly.
 

Edena_of_Neith said:
We have a Nuclear Standoff already, and the game hasn't started yet: much less does anyone yet have 10th level magic or 1945 technology.

The problem is that 9th level spell from the Book of Vile Damnation.
It requires an artifact to cast, but it destroys an area equal to 10 miles in radius per level of the caster.
So, if my caster is 40th level or the equivalent (likely in an IR) she destroys an area 800 miles across with this spell by sacrificing one artifact.

Thus, Eclavdra could destroy an area half the size of the Flanaess with a single 9th level spell and an artifact.
And Eclavdra has 3 artifacts to burn. (Not to mention, Eclavdra is 50th level, and thus would destroy an area 1,000 miles across.)

So, all the evil or neutral powers need to do is say:
Attack us, and we burn down your entire country (or, countries)
Mutual assured destruction. (Who's to say the good countries won't retaliate, having been burned down and their leaders having nothing to lose?)

Serpenteye intended that 10th level magic be attainable through sacrifice, and such destructive power be available to thus who earned it - much, much later in the IR.
He did not intend that everyone have, in effect, 1 to 3 Q-Bombs (or, antimatter bombs) at the start of the IR.

Now, I'm all for inbalance. I never did like the concept of balance, as some of you know well. I like the wild and wily, the ingenious and nefarious use of creativity to twist and warp and otherwise skew the rules to ones' advantage, especially when it comes to spells.
And, I'm the player of an evil power, so I could use this little arrangement to have 3 Q Bombs with which to hold you all at bay.

I don't want this.
I think this is bad, disruptive, and harmful to the IR.
I think the 9th level spell in question should be disallowed, or ruled 10th level.

I'm not the gamemaster. Serpenteye is. He must rule on this.
But I think this is harmful. I think it could ruin the game. On turn 1, I can see half of Oerik being fried (including the Underdark) with many powers simply being incinerated, period.
Where's the fun in the IR self-destructing on turn 1?

So I would recommend that the 9th level spell from the Book of Vile Darkness be disallowed.
Just my feelings on the matter. It's up to Serpenteye to rule on this.

Edena_of_Neith

Okay, Edena ... I will drown You in dread. Iuz have specified Feats: Eschew Materials, Ignore Material Component, and can safely cast this spell due to his Demigodhood. And it is his joker in the sleeve against Vecna if less total weapons would fail. Without worshippers Maimend One's power would decrease significantly. And don't panick, I repeat, cost to cast this spell is prohibitive for spellcasters ! 3d6 Con dmg and 4d6 Wis drain isn't something that You could go over with without Restoration. And consider if Eclavdra would ever use it, not being FORCED to ? You wrote many times that Velsharess's Artifacts are vital for her grip over the Drow. And consider any other person capable of such casting, Artifacts are impossible to replace, even for Iuz, without High Magic. And it is not Nuclear Standoff ... Apocalypse from the Sky is nothing compared to good ol' nuke. Why ? It have firepower of Fireball ! Nothing more than 10d6 dmg. Most stone houses would survive it and protect people inside !!! What is real diffrence between AftS and carpet bombing with FB ? My God ... simply, and brutally putting it out, so if You wish to safely invade someone steal/neutralize all his/her artifacts. And with all those Rogues running rampart it is simple statistic, help them a bit and succes granted. :p :uhoh: :]

And one more thing, do You think that people would spoil their fun and just end all in First Turn ? :\ :heh:

And I don't think that knowledge about this spell is so widely spread among the evil casters. It demands acess to artifact known as Book of Vile Darkness wich resided in the library of Graz'zt. You know, this Demon Prince who's Iuz's daddy. And I doublt that Tanar'ri lord is insane enough to allow his son to read it more than once. :] :)
Pity that Iuz is a cleric, true ... pity. :] :p

For Edena eyes only:
[sblock]You have just read the book, don't You ? On Your place I would worry with diseases described inside, not rare and expensive spells. With cheap stuff and bit of tinkering people could achieve stunning results. Don't worry I noticed Serpenteye about Apocalypse from the Sky at the beggining of the recruitment. And explained all weak and strong sides of the Corrupt Spell. He was thinking about it and after pulling a lot of hair allowed it.[/sblock]

Everybody ... I would worry about Vecna some more, He might have this spell, be Epic level caster and is undead ! Okay, who is willing to join Iuz the Magnificient in his crusade against Whispered One and his Tharizdun worshipping pawns/allies ? :lol: :D :)
 

In the dark of the night, Xargun, the Caliph of Ekbir, greets the drow representatives as they approach the city gates of Ekbir.

"Greetings, representatives of Eclavdor. Emperor Al'Akbar asked me to inform you that he could not be here. However, I am honored to greet you on his behalf. I am Caliph Xargun of Ekbir. In the name of Emperor Al'Akbar and the Malkuvah Baklunim, the restored Baklunish Empire, I am here to welcome you to your embassy." His voice is steady, but he looks as if he is a man going through a test.

A band of well-armed men guide to the represenatives through several streets to a plaza, with four towers on each corner. The wide plaza is dominated by a walled fortress, shining white in the moonlight. A single tower rises above the high walls. The fortress gives an impression of strength and beauty, a place that will also preserve the privacy of its residents from prying eyes.

"The embassy is ready for the represenatives of Eclavdor and Vesharess Eclavdra. The four towers at the edge of the plaza and the plaza are not part of the embassy but are instead part of the Baklunish Empire. The plaza may serve as a place to meet with others for trade, if that pleases your government. There are embassies from other governments nearby."

"As has been explained to me, no representative of your government will enjoy diplomatic immunity -- as according to drow customs. The government of the Baklunish Empire also understands any embassies and consulate from us in Eclavdor also will not enjoy diplomatic immunity. This matter has been explained to all relevant officials in the government, as well as city guards and other security forces. However, I believe you will find the embassy a pleasant place of great beauty. Much effort was taken to ensure that it will be suitable for your needs -- even down to the furniture and the gardens. May this embassy lead to greater understanding between our peoples." Caliph Xargun bows politely, as a Baklunish lord will to a guest, and walks away. The guards remain outside of the entrance to the embassy.

The embassy is quite luxurious, with fruit trees, grapes, and fountains. It is impossible for anyone not in the highest story of the tower to see past the walls.

VENUS:
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(OOC: Would you want your e-mail message to me posted publicly. If you want, include it in one of your posts.)

Venus wrote:
The Baklunish ambassadors are welcomed warmly by the guards of Orcreich. A
great force of well trained orcs, humans and few other races are lined up to
assure the safe entry of the ambassadors, as well as to make the audience
much more impressive. Crossing the main streets of Gro’Til, named after the
first King of Orcreich, where the current King was seated, the Baklunish
missionaries witnessed the rise of the mighty capitol of Orcreich and the
Khanate. The Duarh, fortress of huge size, greeted them with it’s almost
scary stature. The whole compound counts twenty-four towers, a wall over
30ft high, a courtyard which fielded a small village, and a castle of
unknown sizes.

Entering the castle, paintings of previous rulers of Orcreich decorated the
walls, kept company by huge tapestries and weapons and shields, all bearing
the symbol of the Orcreich. When the ambassadors arrive at the Ura’tar, the
Room of Audience, a well-prepared meal was awaiting them. The Ura’tar, just
like everything in Gro’Til, was imposing. Suits of armor filled the room,
accompanied by more paintings. Ever since the assimilation of the Khanate,
the culture in Orcreich grew. No longer was Orcreich the savage lands, but
civilized.

During the meal, prepared by the best cooks in the Reich, representatives of
the King arrived in the Ura’Tar, making the audience official. Soon after
that, horn blowers sounded their instruments. The room filled with music,
the doors at the back of the Ura’Tar swung open and Ogrim Scarseer, together
with three of his guards, entered, followed by the nine of the Council. The
huge room which at first looked so empty, now was filled with over fifty
people.

The King took seat, greeted the ambassadors, and waved the servants out. The
horn blowers, lesser guards and servants left, leaving the room in silence.
Then, Ogrim Scarseer broke the silence with his thundering voice.

“Welcome, ambassadors of the Baklunisch lands, lands of Al’Akbar, and
neighbours of the Reich. Your gifts are accepted and appreciated, and I will
try to express my gratitude swiftly. But for now, we have more important
matters to discuss.”

From his pocket, the King retrieved the quartz crystal included in the box
of gifts. Placing it upon a small stand just in front of him, King Scarseer
spoke the name of the Restorer of Righteousness and the words spoken by the
Demigod filled the room, with an image projected by the crystal. The speech
of Al’Akbar followed, only to end in murmur of the council. When the
murmuring settled down, the Orc King spoke again.

“The Baklunish are friends, and the word of the Demigod of Faithfulness is
one that can be trusted. The wish to staff embassies in the Reich is
granted. The wish to live in peace is granted, for there is no reason to
have it any other way. Preparations against the looming threats will be
taken serious, and Orcreich will ready their forces to deal with these
threats, not only in the Reich itself, but also near the borders of the
Baklunish lands. If our assistance is required, Ekbir can call upon the
Reich to aid them in the battle against their mutual enemies. Take these
words to him, ambassadors, and take our gifts with you on your return.”

The King nods to one of his guards, who blows his horn. The sound of a dozen
trumpets sound from this one, and the doors to the Ura’Tar swing open once
again. Servants enter the room with a chest marked with the emblem of
Orcreich. Inside, valuables in the form of gold, platinum and gems greet the
eyes of the ambassadors, as well as tapestries, paintings, literature of the
Reich and the Khanate, some magic items and weapons, with a greater magic
battleaxe, decorated with multiple gems, bearing the sign of Orcreich on
both the blade as well as the hilt. Also included is a letter, sealed with
the mark of the Council, confirming the arrival of the ambassadors, as well
as confirming the words spoken by the King.

With that, the King rises, and leaves the room, followed by the council and
his guards. The room once again seems very empty, and the ambassadors are
led out of the Ura’Tar by the same guards that led them in, and the audience
officially ends.

Although he does not have time to speak, Daoud bows low before King Orgrim Scarseer, his face showing deep gratitude.

He turns towards the guards as he leaves, and says briefly "Tales speak of King Orgrim Scarseer's courage and his wisdom, but none do justice to his generosity. Please tell his majesty that I shall contact Al'Akbar at once. May King Orgrim Scarseer, Orcreich, and the Khanates be blessed and sustained in these times."

In the morning, a message in a sealed box decorated with jewels and gold arrives for King Scarseer. Inside, is a sealed envelope in beautiful handwriting addressed to King Orgrin Scarseer:

To His Royal Majesty, His August Supremacy, King Ogrim Scarseer of Orcreich and the Khanates, Supreme of the Orcish Arcane Council

From Al'Akbar, the High Cleric, the Restorer of Righteousness, the Emperor of the Malkuvah Baklunim, the restored Baklunish Empire.

Greetings, noble King Ogrim Scarseer!! Your generosity is remarkable, and my court stands in awe of it. However, more precious than any gift is your friendship and the alliance of our peoples!!! I am honored by your friendship, and your promise to stand with us in the trials to come.

As I write this, an embassy is being prepared for you in the city of Ekbir. There are no embassies larger, stronger, or more beautiful. By the time you receive this letter, it will be ready for your representatives. I will meet them personally to greet them, in honor of the pact between our peoples.

I hope to meet with you soon to discuss more of the nature of the threats that I forsee. There are many tyrants and fools in this world. Yet I believe they shall learn to fear the name of King Orgrim Scarseer. Also, there are those whom I believe would wish to meet with you -- rulers in their own right. Perhaps together we can secure a future worthy of the true potential of our peoples. May Orcreich, the Khanates, you, and your house be blessed in these times.

Yours in peace and friendship,
Al'Akbar.

[/sblock]

In the early morning hours, there is a great shout from the city gates of Ekbir. The ambassadors from Orcreich and the Khanates are greeted with a parade to the sounds of horns, drums, and all manners of musical instruments. Ahead of them looming large is a mighty palace, its walls and towers works of great beauty but also of great strength, standing on a hill. It is easily the largest of the embassies in Ekbir, being larger than the embassies of the Great Kingdom of Aerdy, the Kingdom of Keoland, or even that of Greater Nyrond or that of the Greyspace Alliance. At the gates, Al'Akbar stands besides his three wives, and the hero deities Azor'alq and Daoud.

Al'Akbar smiles and turns to the representatives of King Ogrim Scarseer. "The Baklunish Empire and I are honored by the friendship of King Ogrim Scarseer, Orcreich and the Khanates. I respectfully ask that you receive this embassy in the spirit of peace and friendship."

The gates of the embassy, at the command of King Orgrim Scarseer's ambassador, are opened to reveal a large palace with spacious gardens and pavilions. Yet the beauty of the embassy does not belie its strength as a mighty fortress.

Over a block west from the plaza holding the drow embassy, lies the embassy of Orcreich and the Khanates. To the east of the drow embassy is the embassy of the Kingdom of Keoland, a building recalling the architecture of Keoland in its rise to prominence. To the west of Eclavdor's embassy is that of Greater Nyrond. The architecture recalls the style in use by King Dunstan the Crafty of Nyrond, who allied with the County of Urnst, the Duchy of Urnst, and the Iron League. To the south of the drow embassy is a great tower reaching for the heavens, surrounded by a walled compund. No flag flies over it yet, but it seems to be held in keeping for a power of great prominence.

Some distance outside of the city of Ekbir, land is being cleared for what promises to be a truly large structure. However, none of the workmen know what building will stand on that site.
 

On the Other Hand...

To recap the earlier discussion of this spell in the first recrutment thread:

Rikandur Azebol said:
I will ask one more thing ... Will You allow me to use high level spells or Iuz is as limited in his spellcasting as his clerics ? And ... can I use spells from "Book of Vile Darkness" ? They have there one spell named "Apocalypse from the Sky" Corrupted Magic, lvl 9. VERY devastating and in rather in huge area ... alog the line of fireball but with blast radius of A-bomb. 200 miles if I remember correctly
Serpenteye said:
200 miles!?! Seriously? For a spell that powerful there has to be some sort of Major drawback for the caster, right? I'm loath to restrict anything that is official WotC-material, but can anyone tell me that spell is not insanely broken?
I own but the barest minimum of books for DnD, but you can use anything official as long as it's not too obviously insane. If it is too obviously insane you might have to research it first ;). Nothing is too broken for the IR but everything has a cost, one way or the other...
Knight Otu said:
The spell requires an artifact, I believe as a material component (meaning it is used up). Also, as a Corrupted spell, it deals ability damage, pretty serious in this case I believe.
Rikandur Azebol said:
As Knight Otu wrote, It uses up artifact as a material component. Who judges what is artifact ? Yep, You as DM. :heh:
Corruption cost is meaningless for a ... god. :]
But normal caster would suffer spell damage 10d6 fire or acid or sonic, 3d6 Constitution damage and 4d6 Wisdom drain. Simply having it memorised causes d3 Wisdom damage per day. That spell is outrageously, almost obscenely powerful. I will agree. But completly broken ? Nay, only a madman have manufacture of artifacts. Since even Epic items aren't artifacts ...

And for masss destruction I can still use many clerical spells wich have obscenely huge area of effect. "Firestorm" lvl 6, "Storm of Vengance" lvl 9. For my liking arcane magic hides under small stone compared with such devastation.

I draw this ... drastic example just to probe activites that are possible for Iuz. Never played a god before ... :heh: Even never played Epic character. :mad:
Serpenteye said:
:Heh: indeed, ;). Artifacts won't be easy to find, but they will be out there...
Serpenteye gave no clear rulling on the spell, but he implied that he would allow it. Remember, we each have a limited number of artifacts. Using them to power this spell will weaken our power base, and the "side Effects" might kill our characters or at the very least reduce our Epic PL.

Also consider the social consiquences. If this was a game of Alpha Centauri this spell would be considered an atrocity. It would have the same diplomatic consiquences as setting off a nuke in the modern age.

It is a bit powerful at higher levels (such as we have here) so some adjustment may be neccessary. Also, in the interest of fairness, it should have the "vile" discriptor removed. Any faction should be allowed to use this spell, regardless of alignment, if it is permited.
 

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