======================================================================== 121
Date:         Thu, 3 Dec 1992 01:42:55 IST
Reply-To:     Intellect Zoo 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         Intellect Zoo 
Subject:      Every world is different
In-Reply-To:  Message of Wed,
              2 Dec 1992 17:37:09 -0500 from 

First, I must confess: it's the first time I hear of Dark Sun.
It sounds kind of fun. It may be not. But, in the name of all gods and
demigods, tell me why should being *non-standard* be considered a fault, or
at least a reason to keep it somehow separate from the AD&D standard (?)
system ?

As a novice (8 years ago, if I'm not mistaken), I started playing in a group
consisting of other guys new to the concept of FRP, and a DM - my first DM, an
excellent DM, the one who introduced me into all this: _Giora Tamir_,  who
had already gained considerable experience as a player. There it was, at the
beginning, a standard faceless AD&D world. It was excellent for us in order to
learn the (standard) rules, pick up the (standard) techniques of dealing with
(standard) situations. But, since all this was new (thus non-standard) to us,
it was great.
However, later as the game and the group were developing, it was obvious that
a world with no underlying depth, no history, no legends, is a nutshell without
a nut. Giora saw it, too, because one evening our characters met a sage.
Mighty queer things did we hear from that sage near the campfire in the
wilderness: about the seven continents of the world, the Padishah who rules
it, the cataclysms which happen periodically when the fate of the world takes
a new course.......
..."Stop it, let's go on *playing*!", shouted an impetous player nicknamed
Kitsch, who was apparently less patient than his gnome illusionist character.

"But Kitschie, we ARE playing", sounded two voices. Or maybe the voices didn't
sound. It was so long ago I can't remember. Maybe just two pairs of eyes met
and two men realised that "playing" doesn't necessarily mean hack-n-slash.
Thus it was that Inara and Massi, two wanderers from the Mirn-Kaia, called
Dani and Eli by humans, recognized each other for the first time.

Recognition is one of the hardest things, by the way.

But if we return to roleplaying, a world may and should have its individuality
even if it violates a rulebook or three.

Doesn't Krynn introduce new classes and variant races? (BTW, they could have
just made all Knights of Solamnia paladins with no further harm!)
Nobody (as far as I know) bashes DragonLance (TM, TM) for that.

My own Mirn-Kaia (I _will_, sometime, with God's help, tell more about it;
meanwhile I have a lecture on Differential Geometry to prepare for tomorrow -
and mind you, it's 2:13 am (deep night) here in Israel!) has many features
which makes it distinct.
Its races, for example: race names are, of course, just a matter of
convenience, as these aren't, of course, the *local* names for them.
Biologically, of course, they differ from standard AD&D, since the M-K
biology is based on the _henu_ principle: there are 6 _henu_-s, each having its
own methods of reproduction, metabolism etc. Each one, too, has its own
sentient races and many non-sentient ones.
E.G.: Humans belong to the Third Henu: generally, the mammals. They distinguish
2 sexes. Other representatives are Elves, Halflings, Gnomes and Orcs.
All sounds pretty standard, but halflings (in the common language of Niko:
_sjarn_; in their language: _sjharmna_) are neither the Tolkien-like pastoral
farmers nor the acquisitive kender. They are a queer and very selfish race,
of whom males are chiefly workers (smiths, carters, carpenters...), fighters
and thieves (if at all), while women are largely scholars, sages, in particular
clerics and magic-users. They don't have families - all associations between
males & females are more "sex-containing friendships". During that period
the two care for each other's needs (one of the basic needs of a halfling
is talking and having someone to share private jokes with, by the way).
Yet they never display - or feel - things similar to (courtly) (human) love.
They're never jealous or possessive towards their mates. None is dominant,
though the woman is considered the smarter (the man always remembers that and
trusts the woman to make the right decision) and the man - the handier (the
woman can trust him not to fumble things). Later a pair usually separates,
peacefully and as friends. Male children are raised by the father, female ones
by the mother. AIDS is unknown in the M-K.
Halflings get well along with other races. Many of the brightest names in
science (I'm speaking of 154th century Niko) belong to female halflings. In
an earlier post I mentioned Kadomi's law (Ni x Kadomi = Nersom). Nersom, a
famous professor of theoretic magic, was a female halfling {Ni was human,
and Kadomi a half-elf raised in human culture}.
Halfling fighters are valued despite their lesser strength and size: they're
very skilled and quick, and they're extremely professional.
But, if you employ a female halfling sage, she will demand a male halfling
employee for her to mate with. *And* two halflings of either race will
endlessly make jokes at everything - though males are much worse than females
in this respect.

An Elvish family contains 6 adults: 3 males and 3 females all married to each
other (they're long-lived - around 500 years - so they have the time to find
5 mates). If 5 elves or less start living as a family (including sexual
intercourse), it is considered an obscenity in Elvish society (but 6 people
making an orgy is pretty normal!). Children are raised together.
A group of 6 elves mutually in love invents a new name common to all six,
which is inherited by its children - till *they* get married. To each name
of a married elf is prefixed his status (elder husband/wife, younger, youngest)
and to the name of a single elf is prefixed his order of birth.
Thus, in the family of Quedasitsuhur ("happiness flows as if in a full cup")
the elder husband will be Shadhari doQuedasitsuhur, and the third child
will be Kroi haQuedasitsuhur.
Again, this all varies with place and time in history.

Reptiles (2nd Henu) have only one sex (I had written about it, I think), while
dwarves (1nd Henu) are sexless, and their way of reproduction is a mystery to
most non-dwarves.

Some spells in the M-K are also very different due to the physics of that
world: 2 invisible characters can see each other, for example.
But Six-element theory _does_ explain such things as the cancelling of an
attacking creature's invisibility! (It also explains gravity, the decay of
dead bodies, the cycle of the seasons of the year, and the spells Detect Magic,
Stone Tell and Disintegrate - all by a single theorem!!!)

I hope I demonstrated something, at least, because I'm rather sleepy.
But perspectives of sleeping I don't have (I'm going back to geodesics and
Liouville's Theorem - that's NOT in the Mirn-Kaia)...
...So reply!!

Eli Bar-Yahalom   (Massi).
Maglor the Israelf on TOLKIEN and TolkLang ; Intellect Zoo on ADND-L.
The Technion, Haifa, Israel.
======================================================================== 38
Date:         Tue, 1 Dec 1992 14:40:02 IST
Reply-To:     Eli 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         Eli 
Subject:      Re: Undead Monsters
In-Reply-To:  Message of Tue,
              1 Dec 1992 03:54:34 MST from 

Well! Undead puppies!
In fact, my players (who, as I had told you earlier, have all turned undead -
treat as intelligent ghouls but retain character class, hp and spells) had
had 2 pets with them: a war-dog (called Jaws), belonging to one, and a goat (!)
belonging to another and bearing the highly imaginative nickname "Meee".
Having undergone the same process at Lost Souls' Home as the characters, these
creatures became undead too -  something like a low-level monster zombie with
ghoulish tendencies: i.e. when Jaws attacks an opponent (as commanded by its
owner, the ghoul paladin), he has a 50% chance of delivering normal war-dog
damage and a 50% of paralysing as a ghoul would - all provided he hits, of
course.
They also possess a mule (belonging to a third character) which did *not*
undergo the change and remained alive, to the great annoyance of the players!
(This may be the beginning of a mentality change as described by several list
members?)

Speaking of strange PCs: one of my players is a DM of another party, which
features characters much more bizarre than my innocent ghouls.
One of the least strange ones has the following specifications:

      ****************************
      *  Class: Magic-user.      *
      *  Level: 8.               *
      *  Race : PARROT.          *
      ****************************

Don't blame me.

Eli Bar-Yahalom.     (Intellect Zoo / etc.......)
======================================================================== 78
Date:         Sun, 13 Dec 1992 15:46:23 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      AD&D:How does it SPELL?
In-Reply-To:  Message of Sun,
              13 Dec 1992 08:38:27 GMT from 

Ahoy! Long time no write! But now My Majesty, Intellect Zoo, the Undead DM,
is returning home from a long ego trip and here are my humble (!) comments:

On Sun, 13 Dec 1992 08:38:27 GMT M.C. Crossman said:

>   Hello All, Kozmo here !

Hi Kozmo!

>  Now about this spells, how many a mage can learn, and what happens when a
>mage with a full quota of x level spells finds a new one which he desperately
>wants ? Well this came up about 3 weeks ago in my campaign and we decided that
>a mage had to continually (ie every night) go through his spell book just to
>keep himself ( or herself) familliar with the spells, so if he wanted a new
>spell it must be erased from the list before the new spell is attempted.
>Therefore he hasn't just forgot the spell but the knowledge of its workings
>etc
>just gradually fades because it is not being practised.

Actually, being a satisfactory answer to the question posed, it touches
another painful subject: what oh what happens to a MU after having cast a
spell? What the 7th-layer-of-Hell does this
"wiped-from-memory-but-you-can-memorize-the-same-spell-twice" matter really
mean? (And it *is* really mean, this matter!)

I know there were solutions similar to our one: they're even referred to in the
1st ed. DMG; yet I think it's so simple a solution it is worthy of attention.
I'm talking about SPELL POINTS.

In my campaign I use a system, inherited from my original DM Giora Tamir
(it was invented by HIS original DM ages ago, in the late 70s or the very
early 80s, and later improved by generations of players), which runs as
follows:

Every mage can use ALL the spells of his/her spellbook, for that is why he/she
keeps sitting down and studying the said spellbook. Yet the amount of spells
she/he is able to cast depends on the amount of magical power, hence the
level, of the mage in question.
Each spell has a certain designated spell point cost: e.g., 1st level MU
spells run from Detect Magic with 1 SP to Sleep with 7 SP. The MU has an
initial # of Spell Points at her/his disposal, and till these are exhausted,
she/he can cast spells. Spell points are renewed after the MU has slept for a
decent amount of time: 4 hours in my campaign, but high-level SP are regained
only through a longer period of rest (after which the MU has to study the
spellbook over & over, of course).

This method gives a bit extra power to the mage, thus giving him/her at least
a fair chance to survive the hazards of adventuring life, especially so since
it enables him/her/it to find ingenious solutions to problems without being
deterred by "oh, but you've already cast THIS spell". The MU needs only
save his/her/its general spell power, not withhold from casting a particular
spell in fear of having wasted it.
After all, we're after *smart* role-playing...

What do you think?

P.S. Kozmo Thistletop adds:

>  Now I think there is good providence for this because who can remember
>everything they knew just before they sat there finals and how many of you are
>not more than a little rusty after you come back from your summer vacations.
>
>      Kozmo Thistletop - Halfling Extaordinaire

You're telling *me*, Kozmo?.....

Yours,

Eli Bar-Yahalom.           Haifa, Israel.
======================================================================== 129
Date:         Thu, 17 Dec 1992 11:59:55 IST
Reply-To:     "Eli Bar-Yahalom " 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         "Eli Bar-Yahalom " 
Subject:      AD&D: forwarded messages on spell points

Dear fellows!
S. Myers ("Keep 'em Guessing") inadvertently posted these two messages
to me personally, while I think they are illuminating and beneficial to
all other members.
Therefore I permitted myself to forward them to the list (indeed, the author of
the messages addresses all of us, not only me).
Eli B-Y.
-------------------------------------------------------------------------------
                                ORIGINAL MESSAGES
_______________________________________________________________________________
From: Keep 'em Guessing 
Message-Id: <9212151059.AA19500@hpbs2979.boi.hp.com>
Subject: Re: AD&D:How does it SPELL?
To: MATBY11%TECHNION.BITNET@pucc.Princeton.EDU (The Massi of Mirn-Kaia)
Date: Tue, 15 Dec 92 3:59:03 MST
Full-Name: Keep 'em Guessing
In-Reply-To: <9212131423.AA25568@relay.hp.com>; from "The Massi of Mirn-Kaia"
 at Dec 13, 92 3:46 pm
Mailer: Elm [revision: 66.25]

> Hi Kozmo!
>
> >  Now about this spells, how many a mage can learn, and what happens when a
> >mage with a full quota of x level spells finds a new one which he desperately
> >wants ? Well this came up about 3 weeks ago in my campaign and we decided tha
 t
> >a mage had to continually (ie every night) go through his spell book just to
> >keep himself ( or herself) familliar with the spells, so if he wanted a new
> >spell it must be erased from the list before the new spell is attempted.
> >Therefore he hasn't just forgot the spell but the knowledge of its workings
> >etc
> >just gradually fades because it is not being practised.
>
> Actually, being a satisfactory answer to the question posed, it touches
> another painful subject: what oh what happens to a MU after having cast a
> spell? What the 7th-layer-of-Hell does this
> "wiped-from-memory-but-you-can-memorize-the-same-spell-twice" matter really
> mean? (And it *is* really mean, this matter!)
>
> I know there were solutions similar to our one: they're even referred to in th
 e
> 1st ed. DMG; yet I think it's so simple a solution it is worthy of attention.
> I'm talking about SPELL POINTS.
>

        Howdy all!  I am forwarding a portion of the house rules that one of
the guys in my group came up with in describing roughly how we do magic.  Some
of the ideas came off of Usenet, so if this looks familiar, the intention is
not to cheese anyone off.  What did not come from there came from the mind of
Dan Thibadeau, a fairly frequent poster (Mr. 'let them think you're guessing!')
and all credit goes to him.  Enjoy!

Mage Spells


Mage spells will be handled on a points system.  Spell points will be based on
the number of spells a Mage would normally have as per the Players Handbook.
Each spell is worth one point per spell level.  Thus if a Mage can have 3 1st
level and 2 2nd level, they would have 7 spell points ( 3 * 1 + 2 * 2 = 7
)ecovel level of the spell for each spell they aquire.  Thus a Mage buying a
new
third level spell would have to spend 3 hours initially to be able to cast the
spell.  After the initial time spent only peridic refreasher studies are
needed.

Spells should be studied to refresh the memory of spells that aren't used that
often.  This should be done at least once every level advance.  Each spell
should be studied at least 10 minutes per spell level.  This doesn't have to be
done right away, but should be done befor advanceing to the next level.  If the
Mage fails to do this, there is a 10% chance cumulative per level advance that
a spell will fail when cast.  Also, the Mage cannot learn anymore spell levels
until the old ones are studied.

Bonus spell points can be gained like a cleric.  Simply use the Wisdom table
bonus spells for the Mage's Intellegence.  Possible bonus spells for high
constitution (over 20).

*******************************************************************************
Cleric Spells

Clerical spells are different.  They are given as a tool to the cleric by some
form of higher entity or intellegence.  It is intended that the cleric will
promote the entities ideas or in some way serve the entities will.

Clerics gain spell points as Mages.  They get one spell point per level of
spell that they would normally have from the table in the Players Handbook.
This is the maximum amount daily that the Cleric is allowed for his own use,
assumeing he promotes the cause or ideas of his entity.  On special
circumstances the entity may grant additional points for special missions
specificly for the entity, but these are rare and are granted not asked for.

Clerics do not have a spell book.  Instead they have available to them all the
spells thier entity has available or in the entities sphere of influence (if
used).  Also, they don't have to study thier spells, but they still have to
pray, meditate, or do some sort of special activity for thier entity.
Adventureing in the name of the characters faith is not considered a 'special
activity' unless the entity actually requested the adventure.  The cleric must
set aside at least one hour per level of the character per week for these
activities.

>


--
 +-- --- --- --- --+   Hidin' From Real Life @
 | | | | | | | | | |   Hewlett Packard, Boise!
 | --- --- --- --- |   "How 'bout them printers?"
 \-+-+-+-+-+-+-+-+-/                                 As always, happy gaming,
  \+-+-+-+-+-+-+-+/                                  and.... Keep 'em Guessing!
   \ | /---\ | | /      Ask me about minschons!
    || |o o| | ||       (No, you can't get them
    || | > | | ||        from Amway!)
    || | U | | ||                                     Happy! Happy! Joy! Joy!
    || +++++ | ||                                                  -Ren
    || | | | | ||       Wheeeeeeeee!
    || | | | | ||             -me.
    |+-+-+-+-+-+|                                     Steve Myers
    /+-+-+-+-+-+\                                     smyers@hpdmd48.boi.hp.com
   /-+-+-+-+-+-+-\                                    Speak to Me!
  -----------------
                     And you thought YOU had an obnoxious signature!

======================================================================== 36
Date:         Thu, 17 Dec 1992 10:40:25 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      M-K and Re: *BZZZT*  *SSIZZZZIZZZATZ*  *SPICKEEROW*
In-Reply-To:  Message of Wed, 16 Dec 1992 20:55:00 EDT from 

Hi!

I only want to say how much I enjoyed John A. Antilety's weird-titled
electronic fiction piece. Bravissimo!

I also thank all the vast amount of list members who have written to Yours
Truly, with either compliments concerning Mirn-Kaia (I blush) or queries
concerning it and the Spell Point System.

Because of the multitude of the people interested, I will post all information
directly to the list. Mirn-Kaia information will bear the over-heading MK in
the subject line, while spell-point info will still bear the "AD&D" caption.

I'll gladly post information whenever I have free time. Since in a few days,
the feast of Khanukka (sometimes spelled Chanukah or similarly in English) is
approaching, this may be it.

So: To all descendants of Jacob, Happy Khanukka and khag urim sameakh!
    To all Christians out there, Merry Christmas and Happy New Year!
    To all Japanese Ad&D players, Shin-nen omedetoo gozaimasu!
    And to all members of this list, in all countries, of all persuasions
(religious and otherwise), - HAPPY GAMING!!!!!!

Yours,

Eli Bar-Yahalom, Intellect Zoo, Bachelor (of Science and otherwise!), the
undead DM, the Massi of Mirn-Kaia; Maglor Feanorion on TOLKIEN and TolkLang.
Haifa, Israel.    matby11@technion.bitnet, matby11@technion.technion.ac.il
======================================================================== 25
Date:         Tue, 15 Dec 1992 15:38:54 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      Mathemagicians

It was brought to my attention that Amit Izhar, a famous DM in the Technion
(Haifa) and one of the editors of the Hebrew translation of the 2nd Ed. AD&D
books, has established a new class in his campaign: mathemagician.
The mathemagician is a specialist in theoretical magic. He/she can spend many
minutes just calculating the spell which would conjure him/her a glass of  wine
HERE and NOW (and the spell will work only HERE and NOW).

Mathemagicians look (and indeed are) highly impractical compared to normal
adventuring MUs, but indeed they may prove very handy in situations where one
needs a non-standard magical operation to be performed (like transmitting
water into alcohol to get friendly with a pirate - an on-the-spot example).

No more information has been given, but I think it's fun.
I have also been told that in Amit's world, mathemagicians are subject to the
same jokes which in our world are directed at us, mathematicians - that's why
I took instant sympathy towards this class.....

Eli Bar-Yahalom.      Dept. of Math., Technion, Haifa, Israel.
======================================================================== 31
Date:         Tue, 15 Dec 1992 15:25:04 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      AD&D: Psionicists & Spells

Live long and prosper, unless you're undead.

Muad'dib asked me in a private message, what I think of psionicists.
It appears that he means 2nd ed. psionicist class. I don't use it in my
campaign, not because of any ideological obstructions, but just because I
didn't bother to buy the appropriate handbook.

However, I use a class unique to Mirn-Kaia, which shares common features with
the psionicist: the SHANKIST.
Technically, from the 2nd ed. point of view, this is a subclass of the priest
who worships not a deity (like the cleric), nor nature (like the druid), but
the Soul of Humanity; the collective power of the soul is the shankist's source
of might, and his spells are similarly directed. (More about the shankist -
perhaps later.

It should be noticed that I use the spell-point method for priests as well as
mages - this includes shankists and druids.
An additional feature peculiar to the M-K as a setting is, that dwarven clerics
resemble the shankists in the fact that the entity, or deity, they worship, is
no other than the common soul of all dwarvenkind.

Regards,

Eli Bar-Yahalom           Haifa, Israel.
======================================================================== 31
Date:         Tue, 15 Dec 1992 10:42:59 IST
Reply-To:     Eli 
Sender:       Advanced Dungeons and Dragons discussion list
              
Comments:     Resent-From: Eli 
Comments:     Originally-From: Paul Goodwin 
From:         Eli 
Subject:      Re: AD&D:How does it SPELL?
In-Reply-To:  Your message of Sun, 13 Dec 1992 15:46:23 IST

This was probably intended for all list members.

----------------------------Original message----------------------------
The only problem with most spell-points systems I've seen is that it appears
that you just turn your mage into the walking arsenal of the day, as he can
now cast whatever he wishes whenever he wants (within his points limit, of
course.)

I prefer the interpretation that the spell 'memorization' is, in fact the
setting up of the spells and the majority of the casting.  What, then, does
a mage do while he's 'casting' a spell?  He's triggering the spell's
release mechanism!

How does everyone like that interpretation?  It's not my original, I read it
somewhere, but I really liked it.


Paul

Also, this way, the mage's level determines how many spells he's able to keep
floating around at once (the # spells per day limit...)
======================================================================== 40
Date:         Thu, 28 Jan 1993 18:40:45 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      Re: Cthulhu
In-Reply-To:  Message of Thu,
              28 Jan 1993 09:30:50 -0400 from 

Ti Jo Razish!

Briefly on Cthulhu: my knowledge of Lovecraft amounts to "The Case of Charles
Dexter Ward", where Yog-Sothoth is said to have been *summoned* by Joseph
Curwen and his associates, and more than once so.
  This looks more like summoning an elemental - I don't believe that a deity,
the more so a *greater* one, would let itself be summoned so freely by a group
of mortals (even if these mortals are actually immortal...).

  Here another point arises: what is, in AD&D terms, the character class of
Joseph Curwen, Edward Hutchinson and Simon Orne? Necromancer mages? Death
Priests?
  Any thoughts?

  I stress again that my knowledge of H.P. Lovecraft is quite limited;
then again, on my home world (Mirn-Kaia) elementals as such don't exist, since
the *elements* are different; however, there exists a class, or profession,
of "Death Bards", who worship things which may somehow be similar to the
horrors of HPL: their most often occurring object of worship is a quasi-deity
named Lin Bayaseda, or "the Likeness of Death"; they also worship his son,
Lin Bayasedakorna or "White Bayaseda", the personification of death caused
by a wilful act (the father, Black Bayaseda, represents natural or fate-derived
death).

BTW, I (being physically present in this universe) am probably going to
participate in a "Call of Cthulhu" campaign next semestre.
I've never seen the rules. Is this game OK?

Yours in haste,

Eli Bar-Yahalom, the Massi.
======================================================================== 100
Date:         Wed, 10 Feb 1993 15:31:19 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      MK: Gods, demons and undead
In-Reply-To:  Your message of Tue, 9 Feb 1993 13:27:51 CST

Ti Jo Razish (i.e. "May you not die a slow death" - a common greeting in
the language of Nosta Kande, serving as Common on the continent of Niko
in the 154th Century of the  Empire!

Not a lot of time to answer all those *beautiful* (no offense meant,
Annihilator!) messages I receive in enormous quantities.
A few points, however:

Characters ascending to godhood:   First, I think "Godhood" (or "Godhead" in
===============================    better English) depends on the definition
                                   you have for "god", "deity". Is "a god"
simply an extremely powerful being? If so, a 30th level mage (if such a
character exists at all) could qualify as a god. Is there anything more to it?
Look at the DragonLance Legends - what was Raistlin trying to do? He *was* a
super-powerful archmage who aspired to godhood. He wanted to overcome the
Dark Queen (Takhisis) in order to replace her. Is this, then, the keyword?
Do you have to overcome (kill? Destroy an avatar of?) a deity in order to
become one? (Cf. the standard high-level DRUID advancement!)

It seems that the standard AD&D rules do not define what the hell (heaven) a
GOD is. (Here is the time to remind an exceedingly apt quote by a listmember
whose name I forgot, who compares godhood with running a newsgroup on e-mail).

In the Universe of Mirn-Kaia, there co-exist different definitions of gods,
each one according to a particular school.
Thus, *six-element theory* defines a god as a combination of the Soul and Spell
elements in a single object. The *Nirodiwe* (the game which is the universe)
defines a god as anything wielding the Ninth Sphere of the Nirodiwe (the
Sphere of Divinity). Practical theology defines a god as anything capable of
answering a prayer and granting clerical spells.

(A detailed account of Six-element Theory and Nirodiwe will follow in another
message).

Each of these definitions will either exclude a known deity from the list of
gods (Kella, the Collective Deity of Dwarvenkind, is a being of pure soul with
no "spell" part - in fact, this deity worshipped by dwarven priests is no other
than the common soul of all dwarves - they have no individual souls), or add
a non-god to that list (the Great Light, Quahedesxan, the omnipotent master of
the Yasmi, defines Himself as a Man, NOT a god; yet from the Nirodiwe point of
view he is the Elemental Force of Divinity, a gamepiece whose 4 coordinates are
all in the Divine Sphere, thus a god).

It means that, after all, "godhood" is a matter of convention. In the Mirn-Kaia
people worship the actual gods who came into the Inner World in the beginning
of Time, and physically are a combination of Soul and Spell; the younger gods
created by the former, with the same physical structure; the chief god, Sakar,
god of Time, who in Nirodiwe terms is the Elemental Force of Time; Kaia, the
Center of the Universe, the only being really native to the world (a 20000-
kilometer-wide invisible sphere around the central planet, who exists outside
the limits of time, and is  the Elemental Force of Life,
worshipped by Druids); quasi-elemental beings like Bayaseda, the Likeness of
Death (the patron of Death Bards); demons (see following); especially mighty
spellcasters (yes!); and abstract concepts (not deities) like the Way of
Humanity (worshipped by Shankists).

No PC of mine currently achieved a status close to either of these.

Demons and Devils:  These are godlike creatures without a certain "political"
=================   status in the divine hierarchy. In Niko, where only the
                    Permitted Gods (good, neutral, and evil) are worshipped,
the Forbidden Gods (good, neutral and evil) are thought of as demons.
Demon worship is illegal, except by undead, who worship them often.
(Remember that undead are NOT necessarily evil).

Second-edition Modifications and fanatics:  Returning from the Mirn-Kaia to
=========================================   the Universe named "Cosmos" and
                                            the planet named "Earth", I simply
cannot understand how religious fundamentalism should affect AD&D.
In my AD&D group, at least two players (I - the DM - and Nir, who plays a
CLERIC) are religious. Our religion (Judaism, of course) doesn't hinder us from
speaking about gods and demons; Orion, cleric of Darish, prays to Darish, and
I (as the DM) answer his prayers; but this in no way affects our belief in the
Creator outside the game-frame; I have never discussed these matters with Nir,
as it sounds redundant and unnecessary to me. I'm sure that when he goes to the
synagogue, it's not Darish that he prays to.

Undead:   in my world, undead have an ability to communicate between themselves
======    in a manner much like e-mail. This, however, has to be organized.
          My PCs, for instance, are members of DeadNet - a quasi-telepathic
net where 7257 undead beings (and 2 living necromancers) communicate without
distance hindrances. There are newsgroups and databases (these sometimes come
in handy for the undead PCs when they lack information.
One of the features of DeadNet is the "scan" option which enables the scanner
to determine whether a visible being is a DeadNet member or not.

(I should mention that only 4 of my 6 PCs are undead).

More later.

Monstrously,
            Eli Bar-Yahalom, the Massi.         Haifa, ISRAEL.
======================================================================== 35
Date:         Thu, 18 Feb 1993 17:27:45 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      Spelling II and Last
In-Reply-To:  Message of Wed,
              17 Feb 1993 17:14:21 EST from 

Well met.

1) The Spelling matter: that post was not intended as a flame of any kind.
   I just don't like Tolkien's name misspelt, or for that matter I just
   don't like anything misspelt (see signature).
   I don't feel I have problems regarding *my* spelling, and anyway I don't
   use UNIX or any spellchecking software.
   I don't think these discussions belong to the list. If anybody has
   actual complaints (either on orthography in general, or *my* orthography -
   and English is not my native tongue), he/she/it had better post them to
   me personally.

2) Contrary to what has been claimed, "Juijutsu" is not a plausible spelling
   of that martial art's name: _jujutsu_ and _jujitsu_ are both possibilities.
   The name derives from Japanese _ju^- "soft", evident also in _Ju^do_ "the
   soft way". _Ju^jutsu_ means roughly the same.
   (There are some Japanese-speakers on this list, like Theresa Verity:
   Theresa-san, kore wa honto^ desu ne?

3) Sorry for using AD&D list bandwidth for this, but the various demi-flames
   appearing both on the list and in my mailbox compelled me to write this.
   If the reactions dealt with other subjects (like Bayaseda or PC godhood...:)
   list space could have been spared, and this reaction needn't have appeared.

Signed: Eli Bar-Yahalom, the Massi, the Israelf, mortal enemy of spelling
mistakes (well, alllmost alllllways..........)
======================================================================== 163
Date:         Wed, 17 Feb 1993 20:36:48 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      Death Bards

Ti Jo Razish!

I will now describe a new character class; though it's peculiar to the Universe
of Mirn-Kaia, I don't see why it can't be used in other AD&D universes:

            T H E     D E A T H      B A R D

Usual bards, it is well known, praise Life above all other things; it is life
that they sing about in sagas and ballads; death is an abhorred and sad thing.
Death Bards look at the other side of the coin: death, to them, is a strange
and magnificent thing: indeed it usually occurs once in a lifetime!
All great stories, say the Death Bards, are culminated in the hero's death
.

Death, therefore, is an object worthy of praise. The singer himself (herself),
however, should be alive to appreciate the beauty of death; thus the songs
should protect the singer from preliminary demise.

The personification of the Death Bards' beloved principle is Bayaseda, the
Likeness of Death (see foll.). It is him (*both* of him), that Death Bards
direct their songs to.

These songs are very powerful and have the effect normally caused by spells,
for through Bayaseda's power the elements of Soul and Spell may be controlled.
The spells available to a death bard depend on the fields he/she is
concentrated in. The following "Field Kits" are usually available:
Priest/Mage  ;  Priest  ;  Priest/Mage/Thief.

A Death Bard who takes the "Priest" Field Kit is actually a cleric (of
Bayaseda), the only thing marking him/her as a bard being that he/she casts
the spells through *singing* (NO material components, but a song must be
uttered; for role-playing enhancement it is advisable that the player should
really write a verse for every spell he/she wants to cast, and accumulate an
actual "Song Book").
The "Priest" Death Bard rises in levels and spellcasting abilities according to
the priest progression tables.

The "Priest/Mage" Death Bard, in all statistical respects (including
advancement & spell-casting) is identical to a multi-classed priest/mage.
The only difference is, that there is no difference between priest & mage
spells in terms of learning: i.e., in standard terms a Death Bard can memorise
a priest spell instead of a mage spell & vice versa. If you use a spell point
system (as I do), the Spell Point pool of a Death Bard is the same for priest
& mage spells.
Again, all spells are cast by reciting a song or couplet.

The "Priest/Mage/Thief" Kit is likewise similar to the corresponding
multi-class.

A Death Bard, even of good alignment, has no restriction on reversed spell use
(indeed he/she can reverse normally irreversible spells, like Lead Fall, the
reverse of Feather Fall). On the other hand, not all spells are available to
the Death Bard.

New spells are gained by meditation, song composition and praying to
Bayaseda after having learnt the spell from a mage or a mage's spellbook
(mage spells) or after having studied carefully the way a fellow priest
casts an identical spell (priest spells).

Death Bards can read magical scrolls and have a wide variety of weapons at
their disposal; they will prefer, however, a weapon which can be used as a
musical instrument, or one which has a connection with Death in popular legend
(depends on the local customs; a scythe is a good example).

Now that the class has been described, let's look at its patron being:

BAYASEDA, the Likeness of Death
Intermediate Power.

AoC: Death.
Alignment: n/a. (!)
W-Al: any (death bards)
Symbol: a special geometric design.

Bayaseda is a strange entity which is, to a high degree, a mixture between an
actual *being* and a metaphysical principle. He (it) is as incomprehensible and
unpredictable, and as all-pervasive, as Death itself.

There are actually two of him: Black Bayaseda (the "father"), representing
death from the hands of fate, and White Bayaseda (the "son", or Bayasedakorna),
representing death caused willingly (from execution down to massacre).
Both are powerful Nirodiwe gamepieces, combining into a single Thing.

Bayaseda has no "natural" form (though his avatars have), neither can his
alignment be determined. Good worshippers will pray to Bayaseda for protection
of their lives and the lives of their households; evil ones will pray for
enhancement of their power to dominate. Lawful ones will concentrate more  on
the Black emanation, Chaotic ones - on the White.

Bayaseda has no "purpose": no more than, say, a physical law or a mathematical
theorem. He can be invoked by another god, or summoned by high-level mortals
(though every act which causes death is a minor invocation of Bayaseda).
What matters is not the "will" of the Being invoked, but the knowledge and
wherewithal of the invoker.

Time does not affect Bayaseda (he belongs to the Sphere of Life ,
which is higher in Nirodiwe hierarchy than the 7th Sphere of Time). Neither can
he be seen, except in avatar form.

When a Death Bard acquires his/her spells, he/she actually gain "partial
control" over Bayaseda as a principle. Level advancement enhance this
"control", which is the true way of Bayaseda worship.

Note that Bayaseda (in avatar form) is never present on the Material Plane
unless summoned / prayed for.

Bayaseda's avatars:

Frequency: very rare
Size: M

(1) Black Bayaseda's avatars:

# App: 1
HD: 36 HP
Ftr: 0-level
Mage/Priest/Rogue: 16/20/10-level Death Bard (non-offensive spells only)
Int: high to genius (variable)
#AT: nil
Dam: nil
SA: nil
SD: summon White Bayaseda

These appear either as a black anthropoidal shadow, or as a man with black
skin and black hair (unlike drow). He will be able to give advice and/or
guidance if needed. He will never fight even if attacked; rather, when the
avatar is killed (no harm to the deity), 1-8 White Bayaseda avatars will
appear and attack the offenders.


White Bayaseda avatars:

#App: 1-8
HD: according to adversary's
#Att: same
Dam/Att: same
SA: fear & see below
SD: immune to all mind-affecting spells
Int: low (!)

These can also be summoned by high-level Death Bards (and certain mages).
They appear as pale-whitish shadows and may be mistaken for undead.
They attack with their hands only and strive to kill. The sight of these
killing machines causes FEAR in all viewers who fail their saving throw vs.
wands. They remain until slain or until slaying their opponent.
The monster "Death" as per 1st ed. DMG may be considered a minor avatar of
Bayaseda.

The name of the Being means "Likeness of Death" in an ancient language of the
dark; his alternative names mean the same: _Jori_ in Nosta Kande (the common
tongue of Niko), _Thlinn ma keahi_ in the Drow dialect, _Huamapi_ in the
tongue of the Shamamapi, etc.
Almost everybody, however, will know the name Bayaseda as well.

Monstrously,
            Eli Bar-Yahalom, the Massi.    Haifa, ISRAEL.
======================================================================== 30
Date:         Wed, 17 Feb 1993 02:39:53 IST
Reply-To:     Eli Bar-Yahalom 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         Eli Bar-Yahalom 
Subject:      Spell List? No, List Spelling.
In-Reply-To:  Message of Tue, 16 Feb 1993 17:51:25 BST from 

In light of the (a) multiple comments concerning spelling mistakes in list
messages, and (b) the numerous and constant misspellings of the last name of
the Writer who created Middle-earth, I permit myself to note that:

(b) That great Writer was named John Ronald Reuel TOLKIEN (not -ei-, -ine-
etc.); the mailing list devoted to his works is TOLKIEN@JHUVM.bitnet (also,
not -ei-, -ine- etc.).

(a) There should exist a Clerical Spell of First Level: "Correct Spelling".
Given a text in the cleric's native language, this spell corrects the spelling
thereof. With level advancement, spelling mistakes throughout larger texts
written in a more archaic style, and spelling mistakes in a foreign (or even
an unknown) language, will be corrected.
The material component is an expensive quill (maybe one from a sphinx's wing)
and the cleric's holy symbol; (a bottle of Tipp-Ex will increase chances of
success; double chances if Webster's Dictionary is used as a material
component....)

Monstrously,
            Eli Bar-Yahalom, the Massi of Mirn-Kaia.

Haifa, ISRAEL.
======================================================================== 21
Date:         Thu, 25 Feb 1993 17:14:47 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      Re: list persona...
In-Reply-To:  Message of Wed,
              24 Feb 1993 08:12:58 -0500 from 

On Wed, 24 Feb 1993 08:12:58 -0500  said:
>To those of Wisdom and Intelligence:

And what about Those of Dexterity and Constitution?   :-)

Anyhow I just want to drop a line to appreciate all these List Personae
messages, particularly those from Annihilator and Tenaka Khan and Kozmo
Thistletop and ShadowHeart and everybody else. I have enjoyed them very much.

You have pleased Me... You still have a chance.

The Massi. (Eli Bar-Yahalom).
======================================================================== 51
Date:         Tue, 2 Mar 1993 15:37:13 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      The Massi has Questions to ask

Hail and well met.

Cross-breeding, breed-crossing, etc.:  I, a wanderer from the Universe of
====================================   Mirn-Kaia, have long wondered:  as you
                                       know, wandering and wondering are "words
that go together well", to quote the powerful bard J. Lennon - a member of the
famous band of adventurers called "The Giant Insects", who unfortunately was
killed by an assassin  using a missile weapon;
the assassin  scored a natural 20 and there were no clerics around except
an Oriental one , so no resurrection was possible
(though reincarnation was considered)......

.....but I seem to have wandered away from the subject. I have long wondered:
are the various dragon types capable of interbreeding? I mean, what do you get
if you cross a red dragon with a white one? Not a *pink* dragon, I hope?
And what alignment will a cross between a silver and a red dragon have?
(Assume it was produced through artificial insemination, by magical means,
etc.). Ideas?


Polymorphing and Pregnancy:  suppose Lucy the Invincible, a pregnant paladin,
==========================   is polymorphed into a cow. Is the foetus inside
                             her polymorphed as well? What happens to it?
Is there, in this regard, a difference between Polymorph Self and Polymorph
Other?


Polymorphing and Fertility:   Suppose Gerald the Sneaky, a human thief, is sent
==========================    to spy on a community of, say, aquatic elves. For
                              that mission, he is polymorphed into an aquatic
elf. While on his mission, he falls in love with the Lady Blooblubloop, the
Mayor of the Undersea City of Deepwater. They live together and don't use
any contraceptives. (Ever tried to use 'em underwater??).
Question 1: Will she get pregnant?
Question 2: Will the child be a half-elf or a true aquatic elf? Will he be
            similar to Gerald's real or polymorphed shape in facial features?

Opinions, please.

Monstrously,

Eli Bar-Yahalom, the Massi.      Haifa, ISRAEL.
matby11@technion.bitnet
======================================================================== 213
Date:         Wed, 17 Mar 1993 14:05:57 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      MK race: the Shamamapi

Well met!

While writing a letter to one of my players with a summary of things that he
knows but I have forgotten to tell him, it occurred to me that some of them
may also be of interest to the list. Therefore I present you a brand new
official Mirn-Kaia release -

       T H E     S H A M A M A P I

The Shamamapi (meaning "incarnation of all the best" in their language;
a very modest name) are a civilised silvan race which inhabits woods
and fertile plains in mild-climate areas (mainly north-eastern Niko).
They live on agriculture; they have a very strong connection to swine, and
it is this animal which made the Shamamapi famous and well-to-do.

Physical appearance:  Shamamapi are natural shapechangers; every Shamamapi has
===================   two forms, both normal and natural to him/her:
                      first, the _obtali_, or "humanoid" form, which is
somewhat similar to that of a wereboar but looks much more intelligent and
comely. Basically, it is a 2-metre-high humanoid of yellowish-brown hue, with
a pair of little protruding tusks (both cute and acute!). They are stronger
(+1 STR) than most humanoid/demihuman races, but somewhat more cumbersome
(-1 DEX). There is something vaguely piglike in their appearance; thus,
Charisma bonuses/penalties depend on the viewer's personal taste...

The "pig-form" (_tnagmapi_ or _tnangi_, from _tnak_ "pig") is in all physical
aspects the same as a *boar* (as per MC). Mental capabilities remain absolutely
the same. A Shamamapi spellcaster can use magic freely while in pig-form,
unless the somatic component specifically requires a motion of which the boar
is incapable. The only major problem is speech; the Shamamapi language has
developed a special variety of speech (_tnagdwanish_) which is easy to speak
in pig-form, but the Shamamapi won't be able to *speak* all other languages
he/she knows while in pig-form (this does not affect understanding of the
languages, of course).

Both forms are customary to the Shamamapi; an individual can live in pig-form,
even to the extent of living a pig's life, without any inconvenience caused
to him/her.
In fact, my PC group had bought a war-hog (=war-pig, = wild boar trained as
a warhorse) from a Shamamapi tribe, only to discover later that it was a young
Shamamapi male called Getalby.
The reasons for this, as explained by me (the DM) to Daniel (the player whose
character Getalby is - isn't it an original way to introduce a new PC to the
party?... (-: ), may illustrate the Shamamapi psychology very well. Therefore
I'll bring this explanation here as sent to the player; remember that "you"
refers to Buada Getalby, a young male fighter/mage multi-class.


* Why were you sold as a pig?   Your race, the Shamamapi, and especially the
* ==========================    great tribe of Huannakara, the Defeaters of
*                               Death, are extremely lawful and honourable:
* what else can you expect from a people whom the great god Voris himself
* taught the value of the law? (This is why the god Voris is called in your
* language "Badaramapi" = "the Image of the Giver of Law"). Nobody may suspect
* your tribe in trying to cheat the adventurers, especially a group where one
* of  the members is a paladin of Voris. BUT:
*
* The Shamamapi like surprises, chiefly surprises which bring sudden victory
* and similar things. Therefore, when they wanted a war-pig, the wise old male
* Buada Kuangha suggested *you*: after all, you *are* a war-hog, and a very
* good one; and when they are in trouble, you will be able to change to
* humanoid ("obtali") form and help them.
* It is certain, said Buada, that Getalby is worth much more than the money we
* asked them to pay.
*
* Another thing: there was some suspicion towards these strangers in the tribe,
* because of the stroy about this strange winged paladin who attacked a pair
* of Shamamapi swine-traders with gnome-oil (= Greek Fire) from above,
* then died in a duel with one of them, and here he is alive again.
* The situation was "more suspicious than pig-sh## in the wilderness" (as the
* saying goes in your tribe), and that's why nobody cared to tell the party
* that you are more than an ordinary pig - if it turned out that the party was
* evil or something like that, you should not have revealed your abilities to
* them, and should have reported everything to the tribe.


In light of this example, some aspects of the Shamamapi life can be seen.
This brings us to:

Alignment and morals:  As with all races, these may vary. The dominant
====================   majority of the Shamamapi are good, and have a great
                       respect towards Law; a promise given will be fulfilled.
Yet this does not prevent them from being (good-heartedly) cunning and a bit
mischievous; this accounts for a Chaotic attitude often attributed to them.
Their strong link with Nature causes them to maintain a Neutral, "druidic",
philosophy as well.

Life:   Shamamapi live mainly on pig-trade, and local residents enjoy the
====    stable supply of pigs and pork. War-pigs are also popular among the
        neighbours of this race: well-behaved and strong, these mighty hogs
are a good challenge to every horse.
Recently, however, a treaty was signed to prevent the employment of female
swine in warfare, for humanitary reasons. This treaty became known to the
world as THE WAR-SAW PACT.

The Shamamapi druids also serve as veterinaries for other races: they can
heal animal diseases very effectively.

Agriculture per se is another important factor. This is seen from the
greeting formula used among this race, a salutation known as "the Fourfold
Blessing". It says:

   Happy harvest of corn,          katha moi,
   Happy harvest of grapes,        kare moi,
   Happy gathering of fruit,       bethe moi,
   Happy milking of saws;          moi gethela.

   Blessings of Shummaga,          n-te Shummaga,
   Blessings of Voris,             n-te Badaramapi,
   Blessings of Kaia,              n-te Tokvamapi,
   Blessings of Bayaseda.          n-te Bayaseda.  .

The text to the right is in the original Shamamapi language. "Blessings of..."
means *both* blessings "to" and "from" the deity. See the "gods" section on
the second part.

The Shamamapi are also interested in knowledge (as all worshippers of Voris
are), and they collect it and pass it on. Thus there are Shamamapi mages
(though not in abundance). There is no formal leader to a tribe (more exactly
an Enclave, or _debeit_ - a little nation or a huge family), rather those of
wisdom (female or male) are known as such and their word usually has the
greater weight at the Great Councils.

There is no intertribal leadership; goodwill will usually be evident towards
another Enclave, but not overmuch. Legends speak of a family/dynasty that
has a divine right to be styled Kings of the Shamamapi; nobody, however,
has any confirmed data on this family (called the _Azatoni_).


A sample tribe:  The _debeit_ (tribe, village) of Huannakara consists of about
==============   113 families. Apart from normal family distinctions, the
                 Shamamapi keep a record of "dynasties" (_keshind_).
These go from father to son and from mother to daughter.
For example, the aforementioned Getalby belongs to the "dynasty" of Buada,
much like his distant older relative, Buada the Wise. His bride, Moi-moi,
belongs to the noble dynasty of the Dagagi - descendants by female line of
the Dagagi Priestess, wife to Shulkuarin who founded the Huannakara tribe.

The origin of the tribe is told in a great tale/song (the Shamamapi have an
odd pronunciation - when they speak it seems that they're singing):
once the great god Voris appeared to the male Shulkuarin of the enclave of
Radamanuts, and promised that if the latter defeats Death, he shall be made
a father of a glorious new tribe.
Then Voris summoned Bayaseda to fight Shulkuarin, and Shulkuarin lost and died.
Then Dagagi, his wife, resurrected him by a strong prayer to Voris.
Three times did Shulkuarin die in battles with Bayaseda, until at last after
many years and lots of experience-gaining he succeeded to win the fourth
battle. After that Voris gave him, and Dagagi his wife, his blessings, and
the permission to found a new tribe called Huannakara, the Defeaters of Death.


The gods:  The Shamamapi believe in four great divinities, or principles,
========   that fashion their lives. All four are mentioned in greetings
           and blessings; all four have special holidays dedicated to them.
Three of them (except Bayaseda) have special priests/clerics who
worship them personally. Most of these priests are female (i.a. to keep up
with the Dagagi tradition - at least among the Huannakara).

SHUMMAGA - the god of agriculture and animal growth, especially concerned with
           pigs. Takamnui, a distant relative (great-aunt) of Getalby,
           is the high priestess of Shummaga among the Huannakara.

VORIS, or BADARAMAPI - the Law-giver, god of written history, laws and honour.
                       It was this god who blessed Shulkuarin
                       and made him the father of the Huannakara tribe/enclave.
                       Shangwa-hi, the wife of Buada the Wise, is the high
                       priestess of Voris in that enclave.

KAIA, or TOKVAMAPI - the Likeness of Life, the entity governing all nature.
                     Its priests - the Druids - represent the wish of the
                     Shamamapi to live in harmony with nature without offending
                     the living beings. The Dagagi - Moi-moi's mother - is the
                     high priestess of Tokvamapi; she also made the village's
                     strange carpenter, Shnaud the Black, into a priest
                     of Tokvamapi, by laying hands on him and causing him to
                     sleep for 24 hours and commune with Kaia in his sleep.
By the way, a legend says that in the forest there lives a very powerful woman
who is also a druid of Tokvamapi: she is not of the Shamamapi, but a human
or an elf; but legends say that she was born out of a green dragon's egg.
She walks with a large poisonous snake around her neck, and looks beautiful and
terrible. The tribe calls her Nwenakoro; few have ever seen her.

BAYASEDA, or HUAMAPI - the Likeness of Death. Everyone must die at some time,
                       and the Shamamapi understand it. Thus, Bayaseda is
                       honored, but feared. Prayers to Bayaseda are mainly
                       intended to protect the people from Bayaseda's main
                       sphere of activity.
                       Being very honest, the Shamamapi feel that with such
                       an attitude towards this god, they cannot really
                       become his priests - it wouldn't be fair.
                       Still, they know that there are beings (called
                       Death Bards) who worship Bayaseda with songs of death;
                       they don't blame them, but don't understand them either.

This is it. May your pigs never grow weak, and may the Fourfold Blessing be
upon you!

Monstrously,

Eli Bar-Yahalom, the Massi of Mirn-Kaia.        Haifa, ISRAEL.


Text (c) 1993, Eli Bar-Yahalom.
Mirn-Kaia (c) Eli Bar-Yahalom and Daniel Rozenshein.

The Fellowship of the Flying Paladin *is* its own trademark...
======================================================================== 41
Date:         Fri, 2 Apr 1993 23:42:42 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      Holiday

Well met.

So, the list has been, and remains, an interesting read (as long as you read
it through a flame-proof filter), and I am happy to see that people have
expressed actual interest in the Universe of Mirn-Kaia and even the ongoing
campaign of the Fellowship of the Flying Paladin.

The said Fellowship is now a HUGE group, consisting of 8 players + DM who play
9 characters (the famous Orion-Luwain duality has reached even the list).
(We have had even 9 players + DM, but a character is now leaving - yet a
rumour says another player would be joining...).
(This message has had too much consecutive sentences in brackets (())) :-)

After the holiday (see below) I intend to post several releases telling of the
origins, crew and achievements of that glorious Fellowship - that is, if nobody
is going to flame me about list space......

And now - an ANNOUNCEMENT: since on this Passover holiday I am intending to
go (RL-)adventuring in the Negev desert (look at a map of Israel, or at a
world-map with a good microscope), I am *temporarily* setting this list NOMAIL
(No Male = Female??). I hope I don't forget to resume MAIL when I come back.
Meanwhile, behave yourselves, don't kill each other, don't ruin poor Warlock's
institution... AND: *** If any of you wants to tell me something personally,
or discuss Mirn-Kaia (and non-Mirn-Kaia) matters, please mail me at
MATBY11@TECHNION.BitNet - your messages won't run away!  (Hmmm.... won't they?)

So:  to all Jewish members - Khag Pesakh kasher ve-sameakh!
     to you Christians     - Happy Easter!
     to the Japanese ADDers- o-Hanamatsuri omedetoo gozaimasu (it *is* Buddha's
                                                               birthday!)
and to all of you - HAPPY GAMING!!!

Monstrously,
            Eli Bar-Yahalom, the Massi.      Haifa, ISRAEL.
======================================================================== 29
Date:         Wed, 21 Apr 1993 12:43:46 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      And, now, an ANNOUNCEMENT...

Ladies and Gentlemen:

Due to ever-increasing academic pressure, I feel it necessary to temporary
set NOMAIL. I like the list very much, and hope there comes a time when I find
myself able to rejoin (I'm not UNSUBscribing, however).

Please send all information regarding your campaign worlds (this includes, of
course, the Mighty John-O's Farnis-Gaia, Kyriell etc.) directly to me at
matby11@technion.bitnet or matby11@technion.technion.ac.il, and I will read
your messages with appreciation. When I have a fraction of spare time (as
little as a quantum), I will also send some material regarding the Mirn-Kaia
universe (developed/subcreated/discovered by yours truly together with Daniel
Rozenschein - here's an answer to your question, Neodig!), and the ongoing
campaign of the Fellowship of the Flying Paladin (a party playing at the
Technion Institute of Technology, Haifa, adventuring in Mirn-Kaia,
and DMed by me).

May you all be safe and sound, and may nobody cast the dreadful 11th-level
spell described by Thomas...

Monstrously yours,
                  Eli Bar-Yahalom, the Massi of the Universe of Mirn-Kaia.
=========================================================================
Date:         Mon, 22 Nov 1993 16:19:25 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      MK: How different races greet
In-Reply-To:  Your message of Tue, 16 Nov 1993 20:31:05 -0400

Ti Jo Razish!

I am responding to D'Glas's message entitled "Call for names", where he
asked, inter alia, for original greetings used in other universes. (BTW,
I liked his Dahrifas names very much).
In this messages you will find a few greetings used by different creatures
in the Universe of Mirn-Kaia.

_Ti Jo Razish_ is a standard greeting in the language of Nosta Kande, the
Common Language in the continent of Niko on the planet Siwa (or Avanga) in the
Universe of Mirn-Kaia.
It means literally " beyond slow death", i.e. "May you avoid
dying in pain".

Other races have different greetings. The Shamamapi ("incarnation of the
best"), a race closely connected with pigs, worship the Four Principles:
the God of Agriculture (and Freedom) Tama (or Shummaga in their
language), the God of History (and Law) Voris (Badaramapi in their language),
the Incarnation of Life named Kaia (or Tokvamapi), and the incarnation of
Death called Bayaseda (or Huamapi).

Their standard greeting to everybody goes as following:

Katha moi,              A good harvest,
kare moi,               a good grape collection,
bethe moi,              a good fruit collection,
moi gethela.            a good milking of sows.

Nte Shummaga,           Blessings of Tama,
nte Badaramapi,         blessings of Voris,
nte Tokvamapi,          blessing of Kaia,
nte Bayaseda.           blessings of Bayaseda.


The Tsji (a red-skinned and red-haired race, physically similar to half-elves)
use the following greeting:

Yatsivu Siqui wan.
(The Permitted gods exist!).

The response is:

Ksu, goton, yasun-tsu quekson jo^.
(May dreadful death not happen to you).

As you can see, many races have been influenced by the philosophy of the
original bearers of Nosta Kande, adopting the "No dreadful death" model
as their greeting or a part thereof. Another example for it is the Desert
Folk, a pale-skinned human-like race inhabiting the Desert of Death,
where they have a kingdom named Hinnodondenhilagara.
The standard greeting there is:

Paralludi-rotoivaska.
(May dreadful death not happen .

The response is:

Hinnadar.
(Desire for Life; or "may there be life").

It may be understood that _Hinnadar_ was the original native greeting, which
later became a response, when _Parallludi-rotoivaska_ was introduced. This
happened at least 2,500 years ago.

On the other hand, many races do not use this sort of greeting. The Shamamapi
is an example; another one is the Elven race (called Tsint in both Nosta Kande
and their own language, whose name is RaTsint). The Elvish greetings are

Tsuraena.
(Approximately "I love you")

or

MoDiboih.
(With blessings).


The Dolos (the Drow race of Mirn-Kaia, a subterranean culture of black-skinned
elf-like creatures) hate sunlight, which characterises the Upper Lands
(_Tegil ma sihana_ in their language, called Dolisar), and prefer the dark
tri-dimensional tunnel world of _Halost ma sihana_ (Dolisar for Lower Lands).
The deity they worship most is Bayaseda, whom they rightly call by the
title _Thlinn ma keahi_ (Likeness of Death). Small wonder that their
standard greeting is

Nehte kane Bayaseda.
(Be blessed to Bayaseda),

sometimes shortened to Nehte kane (Be blessed).

The Orcish races using Dhanesha Orcish, who are mostly hunters (if they're
not, they soon become prey!) greet by the most important thing in their life:

Ptaga yalag.
(Good hunting!).

There are many other races and greeting customs. I haven't listed the Dwarves,
the reptilian races Vinsa and Mojelsa, the halflings (Sjarn), gnomes, etc.

If this generates interest, I will expand.

Monstrously,
            Eli Bar-Yahalom, the Massi of the Universe of Mirn-Kaia.

(Back on the list, at least for a while).
=========================================================================
Date:         Tue, 23 Nov 1993 12:52:18 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      A (MK) Necromancer's angry reply

Ti Jo Razish!

You know, sometimes I pass along messages from the list to my NPCs, to find
out how they will react. After all, some of them have a much higher WIS score
than I do, AND more spare time (some of them even exist *outside* time). The
cultural factor is no less important: after all, they were brought up (or
down) in the Universe of Mirn-Kaia and look differently at things.
The message from Rob Howard (Myste) regarding Necromancy *called* for an
answer, but I had not the sufficient time and knowledge to do it myself.
This is what you need an NPC for. Please read what Mentono has to say,
and accept my apologies for her style. After having been dead for 95 years,
you too may be expected to become moody.

****===============================================================****
Says Rob Howard (Myste):

>I discovered something rather shocking.
>Necromancers are seriously pitiful at lower levels.  There are very few
>necromantic spells.
>     I looked up Summoning/Conjuring spells, and found that they too were
>lacking.  Thus, I looked in the priest spheres, and discovered that
>necromancy is more akin to healing than death.  Only the reversed higher
>level spells are of any use.  I mean, the reverse of a healing sphere spell
>is still of the healing sphere.  One wound think that necromantic spells,
>dealing with death, would cause pain and death.
****===============================================================****

To all the inhabitants of different universes, purporting to be experts
in the field of Necromancy.

I am Shabalisi Mentono, an officially recognized Mistress of Six-element
Theory (specialization: Spell Theory; sub-specialization: Necromancy) and
Head of the Magic Library and Research Team for the famous necrotelepathic
interactive network known as DeadNet.

To convince you in the graveness (pun intended) of my words, here is my
short bio- (and necro-) -graphy.

Name: Shabalisi Mentono. Sex: Female. Race: Shamamapi. Current status: Lich.

Born in 15189 in the Enclave of Falukmozho, District of So, County Yutwardei,
Kingdom of Gonwa. Studied various natural sciences from local Shamamapi sages
in the Enclave, most notably from the great scientist and sorceress, the late
Fano Kangresalant-hi. Left the Enclave for the wide world in 15223. Spent 3
years as an adventurer and tourist, then became employed in a great
corporation called Yudera's Magical Products. There rose to the degree of
Research Project Manager and received an Arch-Mage's Diploma.
Upon discovering in 15250 that some of my results were published by Yudera
under his own name, I broke off with the corporation, became disappointed
with life and decided to become a lich.
I spent many months researching the subject and finally came up with a
process which overcame the natural Protection From Becoming Undead, bestowed
upon the Shamamapi race by the Four Principles whom they worship.
In 15251, I became a lich.
My first contact with the DeadNet network was in 15278, when I was contacted
necromantically by the ladies Tsaryudu and Nuhi (the necromancers who
created the network in 15188, both still alive then). On New Year's Day,
15279, I received the DeadNet address 200.mentono, and soon became its
magic librarian and research organizer. My team, 200.mentono.magic, consists
of many specialists in various fields of magic, chiefly undead (the living
one belongs to the Fellowship of the Flying Paladin).

Now to the subject:
The otherworldly being calling itself Robert Howard (I understand that one
of these names is inherited and the other personal; thus Robert Howard is
almost certainly a relative of Robert Redford and Robert Heinlein, whose names
I have heard), claims that necromancers must cast spells that cause pain and
death.
Such a superstition exists also in our world, chiefly instigated by political
powers such as the Anti-Undead Church of Hortori (known by the slogan "Put 'em
back where they belong!"). It is as wrong as the presumption that biologists
are there to create life.
We don't only *create* death, we *study* it.
A modern Necromancer is equipped by many different spells: a lot of them
deal with undead beings, and enable the Necromancer to:
1) Contact
2) Command
3) Create
4) Re-fashion
5) Link together and organise
6) Draw power from
7) Transfer power to
8) Become one of

these creatures. In our universe of Mirn-Kaia, we deal with the concept of
Necromantic Space, which is the informational representation of undead beings,
and is opposed to the Psionic Space of the living beings. In other universes,
I heard, there are concepts like Negative Material Plane" and "Positive
Material Plane", which may be similar.
Besides (and leaving aside heavy theoretical material on the relationship
of the Soul and Spell elements), we deal with delaying, reverting, changing
and (yes) creating the action/occurrence known as Death (or Bayaseda).

Now a necromancer, like a lich (I am both) may be or may be not evil. Our
spells deal not with such religious concepts. We aim for true science.

If you are undead and have a DeadNet access, you can study the spells from
my library at no charge. If you are not...  well then, maybe I'll ask the
Massi of Mirn-Kaia to post a few of their description to your mailing list.
By the way, does this Internet of yours use vampiric or spectral communication
lines?

     Cheers,
            Shabalisi Mentono.

***********************

And I, expecting to hear reactions to her words, remain

Monstrously,

The Massi of Mirn-Kaia.              (Eli Bar-Yahalom).
=========================================================================
Date:         Mon, 29 Nov 1993 15:48:45 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      Re: J.R.R.Tolkien
In-Reply-To:  Message of Mon, 29 Nov 1993 13:11:51 GMT+2 from 

There is an excellent Internet forum for discussing Professor Tolkien and
his books: TOLKIEN@JHUVM.BITNET.
Send a message with the text SUB TOLKIEN Your_Name   to LISTSERV@JHUVM.BITNET
in order to subscribe.

Besides, if you want to discuss specifically the languages created by
Professor Tolkien for his world, there is a separate discussion group, whose
address is tolklang@dcs.ed.ac.uk .
Write to tolklang-request@dcs.ed.ac.uk (a human, not a listserver!!) in order
to subscribe.

Eli Bar-Yahalom, the Massi of Mirn-Kaia, Maglor Feanor's Son the Israelf.
                      (on ADND-L)          (on TOLKIEN and TolkLang)
=========================================================================
Date:         Fri, 10 Dec 1993 13:33:47 IST
Reply-To:     The Massi of Mirn-Kaia 
Sender:       Advanced Dungeons and Dragons discussion list
              
From:         The Massi of Mirn-Kaia 
Subject:      Mentono speaks: Liches & Cataclysms (MK)

To all the inhabitants of different universes, through the Massi of Mirn-Kaia.

This is Mentono speaking, so just raise your noses from the ground and be
so uncontrollably kind as to listen.

(Thus my old tutor in Magic and Nirodiwe, the great Fano Kangresalant-hi,
used to start her lessons in the old days when I was a young and, in
particular, living girl).

Every universe, certainly, has its own rules. Part of the fun is, of course,
to discover them: I am now in the middle of an exciting research project whose
aim is to prove that the Necromantic and Psionic Spaces are just one space
rotating around the Axis of Time (Sakar) and preventing it to cross its own
path. The Magic Space is the middle-point of this rotation, while the Necro
and Psi are the extremal points. Well, that's what modern magic science is
about. Mind you all.

Of course, this all can get pretty useful. It can also blow the world to
pieces if used wrongly. Why, I bet it's similar with knowledge in every
universe, isn't it? It seems that in our world something similar happened
once. I mean, the local system - the disc on which we live - Siwa we call it,
drop in if you visit - and the sun, Darish, which goes around it.
Now of course Darish is a god: a great one, though not great enough for the
Shamamapi to worship; well, better for me: in order to become a lich, I had
to overcome unwanted protection from FOUR gods! (Our Four Principles, you
know). Imagine what would have happened if there had been FIVE of them.

So, I was saying, Darish is a god, but the Sun is still a physical object -
it's only in Darish's... mmm... let's call it - responsibility. I don't know a
more suitable word. Generally, I find the Shamamapi language to be the richest
and most expressive - not in vain it's called Muasodwanish, "Clear Speech".
If you start misbehaving, I'll switch to it.

Now the Sun is held above the Disc of Siwa - and revolves around it - by the
power of a magic spell cast by the gods (or whoever cast it).
The Disc itself revolves around its axis by the power of another spell.
They are both similar in their power, so they tend to draw power from each
other. When the Sun spell is stronger, the Sun is further removed from the
Disc, and on the other hand the Disc revolves slower, for its spell is
weaker. This is called WINTER.
When, on the other hand, the Disc spell draws most of the power from the Sun
spell, the Disc revolves quickly under a Sun which is much closer to the
ground. This is SUMMER.

A certain scientist discovered, however, that there are some astronomical
instabilities in this system, which may be disastrous for our... planet,
if you wish to call it so, in the course of time. The reason, he says, lies
in a spell which was cast by a mortal mage a very long time ago. This
unknown (but unimaginably powerful) person devised a spell whose power
rivalled the divine spells that uphold the Sun and make the Disc of Siwa spin.
Thus, the cycle of One-Drawing-Power-From-Another was disturbed, albeit
slightly. I hope, though, that there won't be a major cataclysm in my day.
On the other hand, why should I care - I'm DEAD, after all. A lich, that is:
for more than 94 years now (I became a lich in 15251).

Speaking of which:

An otherworldly being called Patrick Weeks said:

>That also...is why there are liches in the world...  Virtually noone can stop
>them..

Not that I understand the relevancy of this remark to the subject of "demihuman
level limits" - a ridiculously anthropocentric term. Generally, the
anthropocentric point of view is, of course, absolutely wrong: let it be known
that the only race which lies truly in the centre is the Shamamapi race.
We, shaped in the dual form of the Tnak-Tufui, the Great Eternal Pig, whose
dual, humanoid, form is its own Creator, Tamakolo (Mirn in the Common Tongue
of Nosta Kande), are placed by the Four Principles to be in the Middle of All.
Not at the top, add the Wise of our race: for the top is as removed from the
middle as the bottom is.
That is how the sages in Falukmozho taught me when I was young and alive.
Later I discarded all these "funny beliefs", but now I understand their
real philosophical (and scientific) value. The *human* race's belief in *its*
superiority is no less funny than our race's - but lacks completely the deeper
value and meaning. Just go look at yourselves.

Yet, the creature called Weeks is right. We liches (not depending on the race
to which we belonged in life) are quite damn powerful. So what?
But of course, there is a problem. I mean, just imagine:

       ***   A priest - can - actually - turn - ME !!!   ***

Of course, he or she (or it) has to be as lucky as a pig on Shummaga's Day
(a Shamamapi proverb: that's about the only one of the 500 days in a year when
we don't eat pork, because we have a LOT of other things which we do have to
eat), and pretty high-levelled, too. But still, priests can turn liches.
Then, I imagine, they spend the rest of their lives recounting how they
defeated a lich single-handedly. Wise guys, with a god at their side.

This is why we of the DeadNet necrotelepathic network organized a special
research team, called NoTurn. Its slogan is, "We Won't Turn You Down!".
There the specialists (all undead, of course) developed a necromantic
program which releases you from a successful TURN.
More precisely, on the round on which it is activated, the program gives
you what is commonly known as a saving throw. And, being a 26-th level
mage in addition to my lich status, I personally consider all that "BEGONE!"
stuff as a mere nuisance from now on.

I realize that most of you are on the other side, so to speak. This NoTurn
business would be more of a challenge than a salvation for you. Yet, you
deserve it, don't you? All you brave adventurers, wandering about with your
holy (?) symbols and ready to turn every potential victim who's a trifle...
mmm... cooler than yourself.


That's it, you are free to feel convinced.


Cheers,
       Shabalisi Mentono,
            Arch-Necromancer and Lich, Dean of the Faculty of Magical Sciences
                                          of the Nuhi Research Institute
                                         (a newly-established institute for
                                                  undead scientists).
**********
Her voice was brought to you by

Yours monstrously,
                 the Massi of Mirn-Kaia.   (Eli Bar-Yahalom).