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

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To Rikandur Azebol re: Iuz's proposal for Pact enforcing rings:

I too voice my disagreement with this idea. The promise of brutal military vengeance will be far more effective than some magic trinket.

Edena_of_Neith said:
Your Majesty, THIS is why I am afraid!...

Wow. Uh, is it too late to change my faction? :p
 

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The drow continue to extend the invitation to join the TEC Pact to:

Suhfang (Album X)
Acererak (Devilish)
Polaria and Aestia (James Heard)
The Kaballim (Nac Mac Feegle)
The Empire of Lynn (Sollir) (And, Eclavdra answered the questions asked of her ... see the previous pages)

The following powers are now in the TEC Pact:

The Kingdom of Greater Nyrond (Bugbear)
The Queendom of Eclavdor (Drow) (Edena_of_Neith)
The Scarlet Brotherhood (Guilt Puppy)
The Great Kingdom of Aerdi (Knight Otu)
The Nosferatu (Vampires) (Melkor)
The Wolf God and his People (Paxus)
The Empire of Iuz (Rikandur)
The Tempest and Tharquish Empire (Uvenelei)
The Nations of Orcreich, Greater and Lesser Khanate (Venus)

Here are the Five Points of the TEC Pact, as agreed upon by all:

- The TEC Pact specifies that if one nation in the Pact is attacked, ALL nations in the Pact are considered attacked.
- The TEC Pact requires retaliation by all the TEC countries against the offender, in force equal to the force used in the attack (if 10,000 men attack a TEC country, then every TEC country sends 10,000 beings to attack the offending country. This was meant as a deterrence against attack.)
- The TEC Pact grants the leaders of each TEC country, and their loyal servants (significant NPCs) safety and refuge in each other's countries and strongholds.
- The TEC Pact requires that if an assassination attempt is made against one TEC leader, ALL the other TEC nations IMMEDIATELY send whatever amount of force is required to protect that leader and beat back the assault.
- The TEC Pact requires that Wishes and Contingencies be cast, so that if one TEC leader (and/or significant NPCs) is attacked, all the other leaders (and significant NPCs) will know immediately.

The drow have stated that they believe the best answer to treason, such as someone in the TEC Pact turning on them, attacking them, aiding Vecna, and so on, is overwhelming and massive retaliation by all the other TEC Pact members: The destruction of the treasonous nation, and the massacre of it's people.

The drow welcome any other modification proposed by the TEC Members.

The drow intend to hold a TEC Summit in Erelhi-Cinlu shortly (early in Turn 1.) Everyone in the TEC Pact is invited to discuss the Pact and desired addendum to it.

Eclavdra privately finds it ironic that the drow are the peacemakers here.
 
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From Eclavdra:

We the Drow of Eclavdor, offer the TEC Pact to the Elves of Miranda, Elvanian Forest, Highfolk, Delrune, Celene, Aliador, and the Lendores.
We do not do this lightly, but in the face of the threat from the Whispered One and Tharizdun, and other threats foreseen, we believe that collective security would benefit us all.

However ...

If the Elven Nations join the TEC Pact, they must be prepared to allow drow within their lands, acknowledge our right to practice our religion within their lands, and put aside their unjust prejudice against us.
In turn, we will allow ... elves to come to our cities, practice their Seldarine religion, and we will ... treat them with courtesy.
We expect the Elves to obey our laws while within our cities. We will obey their laws while within their lands.

Likewise, the elves must deal with the other Pact members with open minds. The humans, humanoids, vampires, sahuagin, undead, and others under the Pact must be treated with respect and courtesy, so long as they obey and respect the laws of the Elven Nations while within their borders, and treat the elves with courtesy and respect.
And elves in human, humanoid, vampiric, sahuagin, and other lands must respect the laws, ways, and religions of those lands.

We hope that the Surface Elves and Faerie appreciate that we are better than the alternative they face: the Whispered One and his rule.

(Eclavdra gave this speech with a straight face, with an extreme effort.)

(This speech affects Kalanyr, Thomas and Xael. The drow have extended the TEC Pact offer to their powers.)
 
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Edena:

[sblock]"I would like to begin by thanking you for taking the time to answer my questions.
Indeed you are right when you say that morality does not matter much to me: good, evil, and all the shades of grey inbetween are simply philosophical choices made by an individual about how he or she views the world. Ethics, however, are vastly different. One's ethics are defined by a consistent pattern of behavior and defines the amount of trustworthiness they have. Trustworthiness, for instance, in such a treaty as the one you propose. Without the...proper ethics among the members of any fellowship any pact made may fall hazard to crumble. I am wary of joining your pact not because of your nation but because of some of the others which have signed which may have...less than desirable ethics.
However, I am most gracious for your offer, and it seems like the intelligent and wise decision to join. I'm afraid though that, as I am only the proprietary holder of the Empire of Lynn I cannot bind the people forever more to an agreement they might not wish in the future, should their ownership change or their freedom somehow be granted. I thus request a clause allowing Lynn the option of peaceably backing out of the treaty without repercussion. If you acquiesce to this clause I will most happily sign your treaty and I can assure you that as long as Lynn is a part of it we will uphold its laws without protest.

Your humble servant,
Arch-Merchant Glu'boise, Minister of Foreign Relations for the Combined Merchant's League, Overseer of Lynn.
[/sblock]
 
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Hi all, made long journey discovered phone was out, am typing this from the library in town, should be back online tomorrow. Sorry for lack of replies will be back into it within 48 hours hopefully. (I see I seem to be a tad under IC'd I'll have to do something about that, the question is what ?). Also I formally relinquish YeCind.
 

Edena I'll have a response to your questions and your offer when I get back online, the same to all others my apologies again.
 

Edena: Here is my faction info, hopefully in the format you can use immediately, Sblocked in.

[sblock]
E-Mail (with permission) dunlandor@earthlink.net
PC: Ygravene Xagy (also known occasionally as Zagyg)
Other characters: Zagyg the Mad Archmage, Demigod of Humor, Eccentricity, Occult lore and Unpredictability. Murlynd, Hero-God of Magical Technology.

Artifacts: unknown yet

Powers:

- The Nation of Aestia - this represents a loose and chaotic nation holding vague control over an enormous amount of sparsely populated land, limited to the valley floors of the northernmost portions of the country but gradually becoming more and more subterranean in nature as the latitude progresses towards the south pole of Oerth. Sizeable cities are held apart by vast differences in local law, society, and government - a common religion and national government are the main defining characteristics of "Is it Aestian?"

POPULATIONS AND IC VALUES OF TERRITORIES:

Aestia: 6,300,000 (tentatively until approved) Max IC is either 189 or 378 (depending on which formula is correct in the posted rules (divide by 200k or divide by 100k) and I don't remember so I just did both)

TOTAL IC OF JAMES HEARDS' POWER SO FAR:

Color on map according to Guilt Puppy: LIGHT YELLOW-TANNISH

Territories on map: No territories on-map. Territories off map include the southern polar ice cap and territories beneath and underground, and a relatively large but sparsely populated spear of land in the middle of southern Solnor Ocean.

PL Notes:

The Aestian Nationalized Seaforce - Aestia has a proud and ancient tradition of seafaring. While the local provincial navies are mostly converted merchantmen with the occasional selkie marines, the Aestian navy has been proudly sailing on or beneath the waves for the last three quarters of a century with the most advanced naval magical technology in all of Oerth. Three tremendous Wetsail carriers are the flagships of the navy, capable of carrying smaller vessels and engaging in massive amounts of um, privateering. The flagships are: The Narwhal, Nautilus, and BunBun (BunBun is crewed only by Kobolds and Gnomes and is sized as such)

Local Armed Forces: Indistinct rabble of variously trained and equipped troops of widely different capabilities and design. One province might rely on a dominated troll marching band to serve as protection, another could consist of a single wise sage, and yet another could have a powerful company of constructs and siege crabs. Generally the overwhelmingly consistent element is the Aestian proclivity toward style and outlandish behavior.

Polarian Tax Corps: Trained to deal with a tremendously different resistance from various frigid provinces while collecting taxes, the Polarian Tax Corps tend to be multispecialists capable of dealing with many different situations. They travel underneath the Polarian ice caps in specially designed boats and in the occasional awakened whale's gullet. They are the elite fighting units of Aestian Tax Collectors.

The Pelican Riders of Sargynia: The Pelican riders are just that- they ride Giant Pelicans as a sort of air force. They're not particularly well trained or maintained, but they have fun and in Aestia that's a legitimate reason to set up a militia.

Vates of Askala: Askala is the magical university of Aestia, and the Vates are the elite seers that inhabit the Ganna monastery at the top of Mt. Aksala. They're not truly a military force, but most everyone on the island of Askala has something to do with magic. Only the Vates are truly significant though, being mostly diviners and illusionists of 13th or higher level.

Walrus Riders of Friesland: These guys ride Dire Walruses, which sounds really silly until you've seen a dire walrus- after which you realize they're incredibly brave with a tremendous tolerance for gassy dire walruses for long stretches of time. They're mostly dwarves, except for a female barbarian Loxo named Esprelza that no one wanted to argue with.

The Srantovati: The Heroes of Srantovati are basically Aestia's answer to a knightly order, except the Aestian Srantovati sword-style fixates heavily upon light or no armor without a shield. Therefore most members are Monks using greatswords and bastard swords. It's invitation only, and Srantovati are accorded the ovations normally reserved for professional athletes. They are usually known by their distinctive dark face paint, bare chests (for both sexes) and red and green striped pants. That dress is so associated with them in fact, that it serves as a cover for their activities sans uniforms.

The Retainers of the Celestial Houses: These forces tend to either be for show only, or to be terribly elite affairs of single bodyguards. By national decree the Celestial Houses are forbidden to raise standing armies, so instead they tend to make up for quantity in quality.

Others: There are also a number of "monster race" citizens and what not that might be construed as forces in their own right. While the Alcian church, for instance, does indeed have a substantial number of priests with effective combat abilities though, they're not mustered or organized as such. So any use of them as combat units will probably require an expenditure of IR power.

PLAYER NOTES

Aestia

Proper Name: Aestia Akalassa

Ruler: Aestem Raudex Merlend (Murlynd) at the behest of Ygravene Xagy (Zagyg), Perguine MLXI of Polaria, Duke of Askala and Irminsul, Ruler of the Malachite Throne, Keeper of the Vates of the Uttercold, Master of the Winds and Stars, Admiral of the Southern Seas, Chief of the White Hide Tribes, Lord of Illusion and Truth, Overking of the New Kingdom, Raud of the Srantovati, and Wind Duke of Aquaa.

Government: Meritocratic Monarchy overseeing a bizarre variety of governmental systems

Capital: Masyus (26,000)

Major Towns: Friesland (4,000), Ganna (limited to 436 permanent residents), Askala (4,000), Moren (41,800), Jelling (11,600), Stetten (22,700), New Roland (36,000)

Provinces: Many semi-independent nations of which Aestia, Askala, Arrona, Curonia, Dacia, Epirus, Ezra, Suomi, Pelegica, Paetrica, Vod, Levts, Vils, Sargynia, Mori, Raethra, and Rhaetia are all some particulars of.

Resources: Ships and seafaring technology, fish and fish products, reindeer, ivory, Gems (I-III), rare lichens, novelty goods and products

Coinage: Narwhal (10pp), Pelican (pp), Crown (gp), Noble (ep), Penny (sp), Common (cp)

Population: 6,300,000 (tentatively)

Languages: Old Oeridian, Gnome, Draconic, Aquan, Common, Askalan (a secret tongue taught to the priests of the Askala), and many exprimental languages in this time of change - including at least one that involves flash cards and another that requires a trombone and pantomime.

Alignments: N, CN*, LG, LN, NG, CG

Religions: Alci* (The Twins, with both Gnomish and Aestian versions being popular), Alia, Bleredd, Boccob, Celestian, Daern, Delleb, Fharlanghn, Johydee, Lirr, Murlynd, Pholtus, The Zorya (The Fate Winds- Atro, Procan, Sotillon, Telchur, Velinius, & Wenta) Velnius, Xerbo, Zagyg, and Zilchus.

Allies: Various intelligent whales, ice elementals, lost seafarers, Akalan tradepriests

Enemies: The Man

History:
Aerdian domination of the Flanaess was an event that took place over hundreds of years, capped by the coronation of Overking Nasran in 1CY. By -213 CY though, the Aerdy had already began to show the fat complacency that would later lead to their downfall. A fleet of 437 ships full of stout adventurers and knights sailed south from the great ancient port of Roland, vowing to restore Aerdian honor and prestige to far away lands and to one day return with the secrets of making the Aerdy masters of their destinies eternally.

Unfortunately for those devout individuals, stalwart souls all, they had little comprehension of the task they had set for themselves. From the very start they encountered resistance to their cause. Sea monsters, hostile natives, and all manner of dire celestial portents all caused attrition amongst the crews and many ships were lost. Still they persisted, their fleet nearly halved and every person aboard (even the halflings) gaunt and starving, they finally found a land to claim for themselves - a paradise of rocks covered in lichens and desperate fur trees at the mouth of a tremendous river. Their leader Masyrus claimed land on the northern side across from that island and called it holy. So the first twin settlements of Masyrus and Ganna were founded and a new calendar was established in 1AR (-197CY).

Eventually those Aery explorers began to call themselves more properly the Aesti, or "Sea People." The harsh islands and coastlines of Aestia almost provided the final wave over into the bilge for the hapless settlers until they met with the indigenous tribes of the area - mostly gnomes, dwarves and kobolds - who they negotiated with and cajoled until those races joined them. Today, in some places at least, the societies are almost completely intertwined. In 102AR (-95CY) their alliances and agreements were settled into the forms that are recognizable today when they drove the last remnants of the hordes of the Ancient Green Dragon Mxaples from the Calnan Swamps and the leaders of all races involved were granted noble status in the great houses of Aestia. Also of noted presence was a great adventurer mage by the name of Ygravene Xagilvy, also promoted to nobility by the consensus of The House of Lords and Houses.

Over the years, Aerdian sensibilities ahve changed much in the Aesti with the Aestian culture now sharing many facets with their gnomish and other demihuman allies. The provinces of Aestia are known properly as Celestial Houses, the Overking of Aestia rules from a throne made of malachite and platinum, and the dream of finding the perfect political system is expressed at the county level with great latitude given to individuals and communities to persue different forms of government and expressions of provinence.

Recently the Aestians have came under the curious rule of a descendant of the mage Xagilvy and his appointed Aestem Raudex Merlend. The two are a curious sort, coming from the sea from nowhere, pronouncing and proving their establishment as progeny of a Celestial House thought lost long ago, and besting every foe in almost every task and challenge until they won the seat of rulership. Their companion Jaldamee dead on the journey, the mage Xagy seems to be still mourning - tirelessly searching the icy frostfell wastes of Polaria for something. Merlend, on the other hand as his agent, seems bent on squeezing every last secret from the scrolls of technology and knowledge that mysteriously appeared in the nation just after the Gods stopped communicating with their priests. Already he and the seers of Askala have vetted out many missteps and inaccurancies that seem to have been placed within the manuscript, and the people of Moren cheered last fall when Merlend demonstrated the first steps of what he calls "aeronology" with a flight in a contraption he called "Pelican III." Unfortunately further experiments by other "aeronauts" have been less than successful.

[/sblock]
 

Guilt Puppy, my e-mail failed. It wouldn't deliver my reply to you. I don't know why it works sometimes and doesn't work sometimes. I'll see what I can do about it.
I need to put Eclavdras' reply on the board because of the e-mail failure. Here it is:

TO GUILT PUPPY (PRIVATE)

[sblock]

Eclavdra agrees fully with this.
Eclavdra requests that this statement - in it's full - be submitted at
the Summit (early in Turn 1) at Erelhi-Cinlu.
Eclavdra states that the drow will most certainly follow the tenets of
this proposal. Anyone interfering with the war against Vecna is
effectively ALLYING with Vecna (whether they realize it or not, because
they interfere with our war effort against Vecna) and should be treated
as such.

[/sblock]

TO SOLLIR

Sollir, Eclavdra agrees with the condtion set forth by Arch-Merchant Glu'boise.

Eclavdra has something to say about ethics, to Glu'boise, in her own chaotic evil way:

[sblock]

(remember that to Eclavdra, ethics is a strange and unfamilar term. She is not threatening Glu'boise below, merely struggling to understand and translate the word ethics into something that means something to her.)

I obey my diety, Lolth. I enforce her Way, and I comprehend her Dream.
I do not do this because of ethics. I really do not relate to that term.
I do this because of consequences. Disloyalty to Lolth means my damnation. Loyalty to Lolth means paradise. The choice is clear to me.
You are the owner of Lynn. I am guessing that you desire your property preserved, and your guild requires you to keep it so, with punishment for failure to comply.
You feel ... ethically ... about protecting Lynn ... I do not quite understand what you mean by this, but I see it is very important to you.
The TEC Treaty ensures there will be severe consequences, if anyone attempts to damage your property. It is meant to protect your property. It is meant to ensure that when the Whispered One comes, he will not damage your property. Tharizdun will not damage your property. Anyone who tries to damage your property will be killed, their people massacred, and their lands and property destroyed.
Is this satisfactory to you?
I grant you the Opt-Out Clause if you feel the TEC Pact is not right for you. As you requested. So now I may count you within the TEC Pact?

(If I played Eclavdra as subscribing to the concept of ethics, or understanding ethics enough to comfortably discuss the concept in depth, I wouldn't be playing her as chaotic evil. Instead, Eclavdra looks at the matter in terms of consequences: consequences for herself almost universally, but at least she understands consequences enough to discuss the concept at length as it relates to others.
I feel I must be true to the character, at least at the start. Perhaps things will occur that change Eclavdra, but the game has to start before anything can happen.)

[/sblock]

TO JAMES

I will add the new information to the roster ASAP.

Also, James, Eclavdra has invited your power to join the TEC Pact.


TO KALANYR

If Thomas does not play, and you can talk Serpenteye into agreement, you could play Thomas' power in addition to your own.
Thomas' power is heavily elven. He has the powerful elven nation of Aliador, the elven nations of Celene and the Lendore Isles, and the democratic Yeomanry. He also has the Theocracy of the Pale, which is next to Aliador but which until recently knew nothing of it.
IMHO it would be good to see the elves united under one player, IF Thomas is not going to join us. And if Thomas reappears, he could play his power once more.

But you must contact Serpenteye, and talk with him. This is his game, and I am only making suggestions.

Remember that you have a fellow elven player still in the game: Xael. He is playing Highfolk and Delrune, and the Vesve Forest. Over a million elves are in his power.
 
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TO SERPENTEYE

Serpenteye, James is asking for a ruling on the IC of his power. Check his roster on the Megapost.

TO EVERYONE

Eluvan is returning on the 6th.

Could you'all try and get ahold of Devilish and Xael? (I've tried, but am not getting any responses yet.) They need to know the game is starting up shortly. Also, they need to be appraised of the IC developments.

Yours Sincerely
Edena_of_Neith
 
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I'm here. And mostly in good condition now too. And I promise that I'll answer to the diplomatic messages today...
 

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