Subj : 02:Official Gamelist - 2 To : All From : _The_Druid_@excite.com Date : Wed Aug 02 2000 01:31 pm From: Jason Tamez <_The_Druid_@excite.com> Subject: Official Gamelist - 2 city of Matu, will any but the most astute observer below know otherwise. No matter. Your mission is simple enough to execute in your sleep. The planet, Zomila II, is inhabited by the cast-offs of other worlds. This makes the political climate no milder than the weather. Recently, civil war has erupted between about twenty warlords, effectively stripping Zomila II of any pretense of government and order. Clashes between rival gangs occur in the streets surrounding the embassy occur almost continuously. Their weaponry, while probably below Starfleet standards, are more than sufficiently lethal. These conditions have forced Ambassador Humato to request emergency evacuation for himself, staff, and dependents. A total of about 50 people with luggage, the outer limits of a single drop-ship's lift capacity. That's why only four members of your team came along. Not that more would be required. No hostilities have yet been directed toward the embassy occupants. The mission is planned for a single 15-hour Zomilan night so you'll likely act as a glorified luggage handler and flight attendant most of the time. Yep, you sigh to yourself, this will be a real milk run. Chien touches a couple of controls, and you hear the whines of awakening engines. This is followed shortly by a computer message in a feminine voice (anything but Majel Barret!), "warning: SAM launch left. SAM launch left." Or maybe this won't be such a milk run after all. ************************************************************************ *CITY] "Tandagor, The Stained City" *GM: Andrew Toth *Email: Andrew_Toth@wlm.toronto.on.ca *Back Move and Info files not yet available. To apply: Characters are to be created using Method V (roll 4d6 six times, dropping the lowest d6 roll each time. Assign stats as desired). Once stats have been established, choose your race. Your character can be of *ANY* race you desire, under a couple of conditions: 1) You must be able to provide for me a set of Attribute Ranges (frex, the necessary stats for the standard 6 races listend in the PHB), and where they come from. A Dragon magazine, a Rules Supplement, a website, I don't care. 2) You've got to tell me all the little quirks about the race. If I don't hear about it, you don't get it. 3) Finally, I reserve the right to disallow your playing that race if I feel the character will be too powerful. After that, choose your class. Same deal as with the race. You don't have to choose a Deity, but if you want to, then once again, the same deal as above. This a fairly loose game with regards to stuff like this. Finally, a list of the following characteristics of your character: Equipment; Spells (if applicable); Uncommon innate abilities (Thieving Skills, etc.); Gender; Name; Height; Weight; Proficiencies (both Weapon and Non); Hitpoints; Skin, Eye, and Hair Colors; Hair Style; and any other little quirks you'd like to instill into your character (Blind, Insane, Deformed, Homosexual, a Drunk, Race-Specific Hatred, etc.). With regards to Level, characters will be between 7th and 10th (Roll yourself a d4 to figure it out). Then bestow upon yourself all the appropriate abilities that come with in. With respect to Magical Items, you receive a number of Magical Items equal to your Level less two. This does not include Magical Armor and Weaponry, only the funky stuff (I once again reserve the right to veto any item I feel is too powerful, or just doesn't seem to belong). For weapons and armor, you can have a number of such items equal to half your level, rounded down, that are magical. The rest, you have to pay for. Starting gold is equal to the standard starting gold in the PHB, multiplied by your level. And *lastly*, as a sample of your skill, please provide a short background, as well as a reason for coming to Tandagor. Please keep in mind that Tandagor *is* a port city, and so transport can be from the following means: horse/pony; cart/coach; riverboat; coast-trader; or yer own two feets! Miscllaneous info: Missed Moves Until Removed: 2 Location: Tandagor, a city on Firyala (a continent of Cadina) Firyala is, in comparison to the other Cadinan landmasses, quite normal. Pretty much the only thing of any note in this category is the structure of Firyali society. There are no countries. Each race (or other form of social community) has established its own stomping ground. Outside their own set laws and ways, there is one overlordship: The Council in Tandagor. Being a Councillor is a life-time appointment, literally. There are 15 seats on the Council. All 15 were first voted in at the beginning of the Council's reign. The vote is continent-wide, and mandatory. Everytime a seat opens up (which occurs only through the death of a Councillor), the people of the continent vote in another to fill the space. The leader of the Council is the Tor. The position of Tor is re-voted every 5 years. Currently, the leader is Windell Stonecrusher, a Dwarf of high repute, who narrowly edged out Darien Furth, a local (to Tandagor) Human favourite. Darien's still a little bitter. This may seem like a rather lax world description, but as the campaign will be focused on Tandagor, I see no point in specifying any points about Firyala. Feel free to provide hometowns, etc. Cadina in general is an akward world. Deep-Sea vessels have not yet been developed, so none of the areas are aware of each other's existence. The lone exception to this is the Rakers of Drakenwold, who have legends regarding the Rakers of Rethclaven; how they strayed from the path and were banished across the ocean. There are three large continents (Drakenwold, Rethclaven, and Firyala), and two notable island chains. Please, do not ask to be from one of the other places. Let's cut that happenstance out by stating that right now, only the POSSIBILITY of the other continents and island chains exist. Overview: Tandagor, the city that rules and houses all (please see the end of this message for further information), is the place of this campaign (for now). Tandagorians have always been fairly strange, often aloof. Lately, however, there have been rumors that something strange is happening in the city. No-one can pinpoint anything, however. Upon arriving in Tandagor, the characters are arrested for variousy and grossly absurd reasons. Some are taken right away, while others are not imprisoned until a day or two into their stay. Ideally, escape from prison will occur in two, probably three Moves. Simply because I want to see, even though this scenario is viewed as over-used, how the players cope with it, and also to set out a few tendrils of story-development. Also, there's going to be an initial move for each player detailing how they were imprisoned. This is a necessary move, and I will tip you off right now that it will contain something(s) that should be remembered for later. ************************************************************************ *SHAZRAD] "Shazrad: City of Veils" *GM: Yoon Ha Lee / Yune Kyung Lee *E-mail: shazrad-owner@egroups.com *Back moves and Info files not yet available. To apply: See website for application form and information. Also, players *must* be willing to produce high-quality writing. The GMs will do the same. Our aim is not only to provide a great gaming experience, but to produce something that people--including you!--will be able to read and enjoy on the website. Miscellaneous info: Shazrad (creation of Yoon Ha Lee and Yune Kyung Lee, copyright 2000, etc.) The campaign will be set in a port city at the desert's edge, where reality has several layers and mechanical/magical dragons guard its secrets. The website URL will be released to the echo in less than a week, when the site (and its information) is ready. Players must be willing to use email (egroups/onelist) and check the website for information and updates. This campaign will be jointly run by Yoon Ha Lee and Yune Kyung Lee. We have an unspecified number of active player openings and waitlist openings because it depends on the quality of submissions. Appplication does not guarantee acceptance, even to the waitlist. Overview: Few people remember Shazrad's founding, but through the years she has remained independent of the nearby nations. Trade from distant lands comes through her ports, and through the use of bribery, tribute, assassination and careful forward diplomacy, Shazrad has managed to keep invaders at bay. Most nations find it in their interests to preserve Shazrad's autonomy. Import duties and harbor fees are kept at reasonable rates-- enough for Shazrad to make a tidy profit, but low enough for merchants from all over to take advantage of the trade. If another nation were to take over the port--well, those duties and fees might not remain so reasonable. In addition, Shazrad's Houses have proven themselves capable and canny leaders, and their administrative skills are unquestioned. It's easier to profit from the City of the Veils on her terms than trying to take it over. Especially when crystal-and-steel dragons guard its walls. Her citizens are happy with this state of affairs. After all, they live in peace, and someone with a Shazrad passport may find herself welcomed, though warily, in the neighboring realms. If the city herself can be treacherous--well, that's the way the tide turns, they say. And anyone who can't navigate Shazrad's politics is better off living elsewhere. But for those who do possess the savvy, it's a rewarding place to live. Nowhere else, after all, can you find the sheerest silks, cardamom and saffron, royal purple dyes, exotic birds as pets or rare dishes, books in forty different languages, pearls and amber and gleaming opals--nowhere else can you find all these in one market. There are also few other places where you can hire people willing to do more questionable deeds. Not that this is without risk; Shazrad's well-organized underworld does act in the city's self-interest, and if poisoning your romantic rivals endangers the city, you may find the poison in your own soup. But the services are available. Others come to Shazrad to study the mystical Veils, whose nature has not been fully deciphered in the passing centuries--or if someone knows what they are and how they work, that someone isn't telling. Mystics and mages seek power or divine inspiration by wandering the city's hidden corners. All this has been threatened, or so the rumors say. For recently there has been the ugly suggestion that one of Shazrad's Houses has turned traitor. How and why, nobody admits to knowing. But life in the City of Veils has taken a turn for the more dangerous--and more exciting. *******END************************************************************** -- Jason Tamez _______________________________________________________ Say Bye to Slow Internet! http://www.home.com/xinbox/signup.html -- |Fidonet: _The_Druid_@excite.com |Internet: scott@conchbbs.com | | Standard disclaimer: The views of this user are strictly his own. --- # Origin: (1:106/357.99) * Origin: ConchGate (1:106/357.0) .