Reporters this issue:
    Sir Kirkland (knorthrup@vnet.ibm.com)
    Eric F. Schetley (onestar+@pitt.edu)
    Kyriakos Sgarbas (HA+3) (sgarbas@upatras.gr)
    Richard Pugh (rjpugh@aol.com)
    Eric L. Boyd (boyd@eecs.umich.edu)
    Jim Rothwell (rothwell@strauss.udel.edu)
    Vincent Gray (VINCE@sscl.uwo.ca)
    Mike Phillips (msphil@birds.wm.edu)
    jlsenn@acs.harding.edu
    Patrick A. Lovings (5665@ef.gc.maricopa.edu)
    DM Bloodglutton (mdmnh@cc.newcastle.edu.au)
    Sandy E. Murphy (IO01092@MAINE.maine.edu)
    Cat-Twister (MCSSENCT@CLUSTER.CC.DUNDEE-TECH.AC.UK)
    Brother Tyrus (tyrus@dragon.hna.com.au)
UPDATE FROM GRANITE PASS
    King Gronk and his Fellowship of the Empty Mug are still trying to
hold  off  the Zhentish army that has taken Daggerdale.  In a tactical
move,  the Zhentish army sent about 30 troops to cut  off  the  supply
route from Bordertown to Granite Pass.  Fortunately,  a scout reported
this to King Gronk.  King Gronk took his Fellowship down the  pass  to
where the troops were and found only a couple of sentries.  These King
Gronk  and  Kharos  Ironforge  took  out  from range while three other
members of the group were scouting the area from a carpet  of  flying.
The  horses  of  the  group  were found,  but the vast majority of the
soldiers had gone into a concealed cave at the end of the pass.  While
Gronk and Kharos went to take the sentry out at the horses and scatter
the troops' means of  travel,  the  others  were  scouting  the  pass.
Laurellin  the  mage  walked  up to a very spooked Zhentish soldier to
find out that the rest  of  his  troop  was  apparently  destroyed  by
something  in the cave.  The soldier forced the lone mage to accompany
him back to the cave.  Meanwhile,  the dwarves were picked up  by  the
flying carpet and taken back to Laurellin.  The dwarves, half crazy as
it  is,  jumped  from  the  carpet  onto  the  poor  Zhentish soldier.
Unfortunately, he did not live through the encounter.  The Fellow-ship
decided to explore the cave,  if only to understand how it affects the
security of Granite Pass.  They found that it is an old base for a yet
living  band  of  adventurers.  Somewhere  in  this  cave is the sword
Heartseeker,  which whoever occupied this place did not want  to  fall
into  Pergeiron's  hands  (Lord  of Waterdeep).  After some encounters
with undead and a very lucky battle against a mummy  (Thank  the  gods
for  a  wand  of conjuring and summoning for the extra cannon fodder),
the party did find the sword Heartseeker,  a holy  sword.  Instead  of
being  intelligent  and  leaving  immediately,  the group went on some
more.  Gronk fell down a chute trap to the lair of a red dragon (and a
pile of scorched Zhents).  Luckily for  Gronk,  the  dragon  wanted  a
deal.  A  mage  (one working for the Zhents in Daggerdale,  of course)
had stolen two dragon-eggs from this lair,  and  the  dragon  demanded
their  return.  Gronk  quickly agreed (to save his hide) to return the
eggs within two weeks but had to leave Heartseeker as insurance of his
return.  So, the Fellowship lives another day.
    On returning to Granite Pass,  they found that around 100 orcs had
attacked  the outpost.  The enemy forces were climbing the narrow road
up to the outposts and taking heavy losses  because  of  the  tactical
advantage held by the post.  King Gronk,  the Fellowship, and 12 elite
dwarven warriors  who  had  just  returned  from  an  earlier  mission
attacked the rearguard of the attacking force.  After a quick skirmish
with  the  orcs and some intense individual fights with the leaders of
the force,  the dwarves were victorious in the First Battle of Granite
Pass.
Sir Kirkland: knorthrup@vnet.ibm.com
Eric F. Schetley: onestar+@pitt.edu
Eric L. Boyd: boyd@eecs.umich.edu
HALFLINGS REPORTED MISSING!
   It appears that several halflings may be missing from the  village
near  Blackrock alley (between the High Road and Dragon's Way in South
district).  Rumors varry as to the exact  number,  but  they  seem  to
include  a  priestess  of  the village,  as well some children.  It is
speculated that the priestess went in search of the children,  but  no
one will comment.
WATCHING DOG-TRAINING A TREAT
   Those  venturing  into  the snow covered City (of the Dead) in the
late afternoon can usually be treated to the sight of a very large dog
being exercised and trained. Note: the dog is actually a wolf, and is
a familiar to a witch (male)  conjurer.  The  training  involves  some
combat training,  as well as simple exercise.  The witch is careful to
disguise his calling.
GRAIN RIOTS CONTINUING!
   The grain  riots  continue,  and  have  spread  to  include  guild
establishments,  as well as the few independents who seem to have been
the cause of rising grain prices (and bread prices, beer prices, etc.)
The guard has been called in to diffuse a few situations, as have some
teams from the Order.  The riots are still mainly concentrated in Dock
and South wards,  though some incidents have happened  in  Trades  and
Castle wards.
Jim Rothwell: rothwell@strauss.udel.edu
The SVG adventuring group (known to foes as the Silly Vicious Goons) has recently experienced some changes in its organization, and has won a series of major successes.
SVG is composed of:  Presteria  -- human cleric/mage        (10/9)
                     Bombart    -- dwarven fighter          (9)
                     Ralf       -- dwarven fighter          (9)
                     Janni      -- human swashbuckler thief (11)
                     Ora        -- gnome illusionist/thief  (8/8)
                     Arman      -- human ranger             (7)
                     Keymil     -- human cleric             (9)
                     Trionalas  -- elven cleric/mage        (8/8)
   The  organizational  changes  that  have  occured  concern Ora and
Arman.  Ora had been a henchman of Janni;  she has  been  promoted  to
full party membership, following constant good service, and a singular
success  against carrion crawlers attacking the party.  Arman had been
a hireling, charged with protecting Presteria (who is forbidden to use
any weapon...);  after a notable  success,  detailed  below,  he  too
attained full party membership. It is rumoured that SVG is considering
adding a second ranger, one "Galan of the Hills" to their party.
    Adventuring  to  the east of Silverymoon,  the party discovered an
abandoned dwarven complex.  Abandoned is used advisedly,  as it  had
been taken over by a band of kobolds; larger areas had been claimed by
a group of trolls.  The kobolds were very organized, beyond what would
be expected,  and possessed both ballistae and  Greek  fire.  After  a
very  difficult  series  of  battles,  the  party managed to clear the
kobolds and disposed of the trolls.
    What surprised SVG more  than  anything  else  was  the  level  of
organization  of  the  kobolds.  After  interrogating  a  captive,  it
discovered that there  was  also  a  "walking  statue"  in  the  area;
investigating,  they  discovered  a secret door behind the statue.  In
turn,  this discovery led them into another  complex  off  the  kobold
lair, which contained living quarters of one of their former opponents
(who had been killed off the coast of Straitguard Island).
    This  opponent,  Corm  Alantan,  a  human  cleric  of  Myrkul (and
formerly an illusionist),  had left his area trapped quite adequately.
A  particularly  painful discovery was the glyph of blade barrier left
behind to guard his living quarters and research centre: Presteria and
Ora died from the experience.  The multiple traps on Corm's  permanent
spellbooks, although difficult to deal with, claimed no casualties.
    The  party  has since claimed this area as a centre of operations;
authorities  in  Silverymoon  are  prepared  to  allow  this.  Notices
advertising for an alchemist have been posted in Silverymoon:  this to
be a staff position funded by SVG (see copy below). SVG also hopes the
presence of a dwarven shrine in the complex (guarded by  iron  golems)
will also attract dwarves to follow Ralf and/or Bombart.
    Party  members  were approached by representatives of the Harpers,
with a view to recruiting members;  it  is  unclear  whether  any  SVG
members have joined with the Harpers.  It is known,  however, that SVG
was instrumental in freeing the ruler of Mirabar:  the Red Wizards are
suspected of involvement in his disappearance.  However, less reliable
reports indicate that the disappearance might be  simply  part  of  an
ongoing  contest  between  the Mage of Shadowdale and a foreign wizard
named Dalamar the Black.
    Following this success,  SVG attracted two  paladins  of  Torm  to
their banner,  and set out after a black dragon (led by the nose, by a
sword possessed by Ralf).  Arriving at the swamp,  the party  searched
for  a  long period of time,  and finally managed to locate the dragon
(turned to stone),  by what villagers nearby reported to be a  medusa.
An apparent movement of a stone claw of the beast was later discovered
to be a illusion cast by Ora: she was severely chastised.
    Arriving  at  the  medusa's  lair  (a  deep  pit),  the  party was
horrified to discover that the beast was in fact a beholder:  both  of
the  paladins  vanished  as  they  were  struck  by the beams from the
beholder's eyes.
    Janni had met a messy fate prior to the discovery of the beholder.
She had opted to jump into the pit,  trusting to  Ora's  feather  fall
spell to arrest her movement:  unfortunately, the spell failed against
the beholder's central eye beam,  and Janni plunged 120' to lie broken
and bleeding at the bottom of the pit.
    Bombart  had experienced the same fate,  as his cloak of arachnida
catastrophically failed:  he maintained his consciousness,  only to be
telekinesed up onto a group of stalactites at the ceiling. Managing to
grab hold of one,  he attempted to secure his hold by pounding an iron
spike into the stalactite, which shattered and again sent him plunging
to the floor.
    Other party members quickly rappeled  down  into  the  pit:  after
hitting  the  beholder  a  couple of times,  Ralf was petrified by the
beholder [after successfully making 9 saving throws];  Ora managed  to
bind Janni's wounds on the off-chance that she still lived. Hence, the
battle  against the beholder was largely left to Arman,  Bombart being
unconscious, the paladins gone, and Ralf petrified.
    Arman made the hit of his life: taking his time, and swinging very
carefully  [called  shot],  he  managed  to  sever  a  number  of  the
beholder's  eye  stalks.  When the beast turned to flee [disintegrate,
CSW,  petrification,  slow all severed],  Arman struck  an  even  more
telling blow,  and split the beast in two.  For his valour and service
above and beyond the call of duty,  Arman was promoted to  full  party
member.
    Returning  to  the village,  SVG was disconcerted to discover that
the inhabitants were freed of charms cast by the  beholder,  and  both
apologetic and thankful for their release.
    The  party  travelled  back  to  Waterdeep and began investigating
Undermountain. It appears that they annoyed someone or some group: one
of their servants was murdered,  and a message left on the body.  Upon
ignoring the message,  SVG was attacked by a band of hireswords, known
as the Band of the Broken Land:  after a difficult battle, SVG won the
day.  One  survivor of the Band of the Broken Land escaped,  returning
later to gather up some of the bodies of his fallen comrades.  He (and
they) have since departed Waterdeep.
    SVG  appears  to  have  followed suit:  reports indicate that they
visited Mirabar, but are now again in the Silverymoon vicinity.
                                WANTED
                               For Hire
                       One Experienced Alchemist
                      for an indeterminate period
                        by the Adventuring Band
                                  SVG
                        Salary to be negotiated
                     Equipped laboratory provided
                         Apprentice negotiable
                       Contact Presteria at the
                           Temple of Mystra
                              Silverymoon
Vincent Gray: VINCE@sscl.uwo.ca
Kyriakos Sgarbas: sgarbas@upatras.gr
Patrick A. Lovings: 5665@ef.gc.maricopa.edu
"The Eternal Wanderer wasss dessstroyed asss part of a commerccccial conflict with the employer of the sscro mercccennariesss."
    Little  additional  information has been found.  All that is known
is that a powerful commercial adversary wanted  the  Eternal Wanderer
destroyed  and  its  crew  killed.  One  should  also  note that local
authorities found the charred,  burned body of  a  Dizantur  near  the
sight   of   the  wreck.   Apparently  this  dizantur  had  orders  to
assassinate the Eternal Wanderer's  second  mate,  the  famed  arcane
inventor and scholar, Blaise Pascal.
    The  crew  of  the  Eternal Wanderer was last seen in Krynnspace,
where they recently defeated a  pirate  operation,  as  reported  last
month.  They are now using a converted illithid dreadnought, named the
Eternal Wanderer II.  It is assumed that the dreadnought is the same
one that was located in the flow near  Realmspace  some  months  back.
How the dreadnought was transported and converted in such a short time
has  not  been adequately explained.  The Narrashan Towing and Salvage
Service,  which also  oversaw  certain  aspects  of  the  salvage  and
conversion, has refused to disclose any details.
    Witnesses  on  Spectre do report seeing Narrashan tradesman making
frequent trips to and from Spectre, carrying lumber, metals, and other
ship building materials.  The only non-Narrashan ship involved in this
incident was a kraken-class squidship called the Calla Maraine,  owned
by Tiegorus of Maplegrove, a friend of the Eternal Wanderer's crew.
    All  adventurers  are  advised to be on the alert for attacks from
pirates and mercenaries,  especially if  they  are  carrying  powerful
spelljamming equipment.
Additional details will be posted as they become available.
Richard Pugh: rjpugh@aol.com
A DRAGON IN GREYHAWK
by the Shadow Monk
   I recently made a trip to the city of Greyhawk with the  intention
of investigating reports that dragons,  Greyhawk dragons, resided in
the city in secret.  I found that the reports are indeed true.
   After  tracking  the  magical  emmenations  of   several   hundred
residents,  the  ones  that  I  supected because of their behavior,  I
decided to confront the top ten  suspects,  and  go  from  there.  The
third resident that I confronted responded in the following manner:
   I  accepted,  and  later  asked him straight out,  "Are you of the
species called 'Greyhawk dragon'?" At first he laughed at  me,  but  I
knew that this was no ordinary being.
    We  had  been  playing  magical manipulation games all evening.  I
would try to Know his Alignment,  and he would counter by Altering his
Psychic  Footprint.  I  would  Shield  my  Thoughts  moments before he
Probed them.  I would try to Penetrate his Disguise but  find  that  a
Mental  Barrier  was  in  place.  All  the  while,  we  carried  on  a
conversation about the  artistic  value  found  in  the  paintings  of
Juhlamy,  and  the  like.  But  he could not hide the fact that he was
much more than he was pretending to be.
    When he stopped laughing at  my  seemingly  ridiculous  query  and
noted  that  I  was  quite  serious,  he asked me some questions which
proved to him that I intended no harm to him or to his kind.  He  then
agreed to an interview, as long as I respected his privacy.
    In  the  interview  that  followed,  he showed me his true form to
prove to me that he was indeed a dragon, and he told me of his current
status in the city, proving that he was (and had been for a long time)
living in the city of Greyhawk.
    I could say more, but I send this report as it stands,  to protect
the privacy of "Marcus".  I will say this, however: Greyhawk is a much
better place because of the likes of "Marcus" and his kind.
The Shadow Monk: ???@???
DM Bloodglutton: mdmnh@cc.newcastle.edu.au
Richard Pugh: rjpugh@aol.com
    As  of  Dayrise,  Martak  14,  2569,  the fourth planetary body of
system Omnispace, Sphereworld, disappeared.
    The  disappearance  was  first  reported  by  orbital  observatory
outpost Tarakalam shortly after dayrise.
    Sphereworld  has  been  an  interplanetary anomoly since its first
reported observation in  1126.  The  "planet",  an  E-size  world,  is
actually  a Dyson's Sphere.  Spelljamming vessels have never been able
to land on Sphereworld;  it projected a reversal field that none could
penetrate.
    The  world  was  colored  black  and  appeared  to  be of the same
material the Spheres are composed of.  This  is  conjecture,  however,
since no ship has ever landed on the surface.
    Unable to touch the surface,  astronomers, sages, and wizards used
to man observation asteriods.  With the use of modified crystal balls,
the surface was mapped and explored.  There were two major continents,
one on each side of the "surface",  surrounded by water on all  sides.
The world was populated by all known races of sentients.
    One  person was known to escape Sphereworld,  the samurai Onestar.
How this was managed  is  unknown,  although  divine  intervention  is
rumored.
    Sages  have long believed that Sphereworld was the creation of the
gods,  for whatever reason they have never  revealed.  However,  since
this has never been proven, it cannot be counted as fact.
Devonshire Tawrn,
Deputy Minister of Interplanetary Affairs,
Omni, Omnispace
Omnispace: Omni,
HARLOK ANDRESSON, SAGE, PREDICTS DEATH, DESTRUCTION, THEN DIES
   Omnispace's oldest, wisest, and most controversial sage died today
outside  the  Spire  of  Eternal  Thought.  Andresson  predicted  that
Omnispace was doomed to a painful death  if  they  did  not  stop  the
Council's attempt of controlling all magic.
    While  Andresson  has been predicting the end of Omnispace for the
past 200 hundred years (quite a long for a human),  the crowd gathered
by  the Spire today commented after his collapse that he "seemed quite
sincere, even frightened."
    Andresson spoke for 15 minutes then died from what appeared to  be
heart  failure.  His  body  was taken into the Spire after collapsing.
Second  Magican  Tannenbam  Colicor  commented  to  the  crowd   after
Andresson  collapsed that "a great man has left us.  No longer will he
share his insight with us...no  longer  guide  us  along  the  correct
path."
    This  proved  to  be  interesting,  since Colicor has been a long-
standing feud between Colicor  and  Andresson.  Andresson,  considered
radical  for his views and stands,  was almost removed from the sphere
on several occasions by Colicor.  He might have succeded were  it  not
for Lord Monitor "running interference."
    Andresson had no heirs.  He did write up a will,  however,  and it
is expected to be read next week.
Omnispace: Omni,
COLICOR CONTINUES HIS QUEST FOR ARTIFACTS
   Second Magican Tannenbam Colicor has upped the ante on his  search
for Artifacts (announced two months back).  He is now offering 250,000
GP  for  each  genuine artifact brought to him at the Spire of Eternal
Thought.
    However,  reports from the Spire indicate that if  you've  got  an
artifact  you're  thinking  about selling,  you'd better make it fast.
Lord Monitor,  it has  been  rumored,  has  been  yelling  in  Council
sessions at Colicor at his actions.
    Lord Monitor, after returning from his years-long journey, has not
been pleased with Colicor's actions.  Lord Monitor has not approved of
Colicor's actions, and unrest has occured in Council because of this.
    In  a  related  matter,  one of the first artifacts brought before
Colicor remains to be determined.  New information about this artifact
has been released in hopes that someone might know its secrets.
    It is a box approximately 2ft by 2ft by 2ft.  Crafted  in  a  dark
bronze,  the  box  radiates magic.  There appears to be no way to open
the box, but it also has a large red indentation on the top.
    Anyone with  knowledge  or  information  about  this  artifact  is
requested to contact Tannenbam Colicor on Omni.
Eric F. Schetley: onestar+@pitt.edu
The Republic of Darokin: Darokin City:
MERCHANT MAKES INSURANCE CLAIM
   Bancohr,  a  merchant  dealing  in  fine  porcelaine,   placed  an
insurance  claim  on  the  cargo destroyed in the accident in Akorros.
Lord's of Darokin is said to have  insured  the  cargo  for  its  full
value.  Rumor  places the claim to be in excess of 100,000 daros (gold
pieces).  The merchant has already announced his plans  to  leave  the
mercantile life.
Mike Phillips: msphil@birds.wm.edu
Mike Phillips: msphil@birds.wm.edu
Mike Phillips: msphil@birds.wm.edu
Barsaive:
   The players gathered together in a way common  to  the  day,  each
seeking  the  companionship  and  safety of a group in these dangerous
times,  to seek fame  and  fortune.  In  the  northeastern  corner  of
Barsaive is the small but growing town of Haven,  built on the edge of
the ruined city of Parlainth.  Parlainth was a Theran city during  the
Scourge.  However, to protect itself during the scourge it did not use
the regular Rites of Warding and Protection.  Through the use of great
magic,  the  entire  city  was  removed  to a pocket in another plane.
However,  it did  not  escape  the  horrors.  After  the  scourge,  it
reappeared,  devoid of inhabitants and in ruins, and far from where it
initially resided.  In Parlainth are great treasures and great danger,
both of which attract adventurers,  Theran spies,  and the people  who
provide for them : the vendors and shopkeepers of the bustling town of
Haven.
The group is as follows:
   On their journey to Haven,  they encounter the  small  village  of
Tureem,  where  they  are  mistaken  by  the  villagers  as a group of
adventurers who were sent for to rid  the  village  of  some  kind  of
monster  that  has been coming into the village and killing villagers.
The  group  finds  the  town's  hospitality  on  their  initial  entry
extremely  strange  and unnerving.  In these post-scourge times,  most
small villages are wary,  suspicious and sometimes  blatantly  hostile
and violent to travellers, for fear they may be horror tainted.  Until
the  characters  discover  the  mix up when they are approached by the
village elder,  they are extremely edgy.  When they tell the elder  of
the  mix  up,  he tells them that the other group is two days overdue,
and if the adventurers could do it he would be willing to pay them the
fee, plus whatever else they may find when they slay the monster.  The
players agree and track the beast deep  into  the  forest  nearby  the
village.  Unable  to  find  the  beast,  all  the  players  except for
Tornyphael continue to hack through the  forest  hoping  to  draw  the
monsters attention.  Tornyphael flies back along the trail,  believing
the monster to be back that way and that the  rest  of  the  group  is
looking  in  the wrong place.  Well,  he was right.  Searching through
the brush,  he comes across a tangle of bushes making  a  dark  tunnel
deeper  into  the woods.  About to head back to the rest of the group,
he is surprised by the monster,  a Jehuthra.  The Jehuthra is a horror
construct,  looking like a gigantic spider but with the distorted head
of a humanoid.  Tornyphael flees and soon works out he can fly  faster
than it can run,  as it chases him.  He did not know,  however, of the
monster's special abilities.  A blast of what  looks  like  web  comes
from  the  beast.  Tornyphael  cries  out  just  before  the  web like
substance strikes him,  enveloping him in  the  web  and  sending  him
plummeting  to  the ground.  The Jehuthra chases him,  and is about to
sink its fangs into him when the rest of the  group,  alerted  by  the
cry,  charge forward.  Mestoph,  the obsidiman wizard,  starts tossing
spells at the beast while  Gotrix  and  Felix  hack  at  it.  After  a
pitched battle, the beast dies.  The group finds its lair, discovering
an amulet.  Tornyphael,  through the talent Astral Sight, discovers it
is magical,  however a great deal of research must be  conducted  into
magic  items before there powers can be found and used,  regardless of
the item.  Returning to the village,  the group collects  the  reward,
and heads on to haven.
    In  Haven,  they  seek the wizard Heinmor to fathom the purpose of
the magical amulet.  He agrees to do it,  however  it  will  take  two
weeks,  and  he  requests in payment the group to deliver a package to
the Elven Court  in  Blood  Wood.  The  group  shudders,  for  all  of
Barsaive  knows  of the corruption of Blood Wood.  During the scourge,
the elves in Blood Wood refused to make regular kaers  like  everybody
else.  Instead,  they wove the forest itself into a kaer, twisting the
plants through magic into the wards of protection.  However, after two
hundred years,  the kaers were gradually breached by a certain type of
horror,  one  that  thrives  on inflicting pain on people.  Seeing the
imminent downfall of the elves in the wood,  the Elven  Queen  ordered
her  wizards  to  find  a solution.  The solution was terrible indeed.
The spellweavers of the court cast a  spell  that  would  change  them
forever.  From the skin of all the elves within the court grew thorns,
leaving the elves in constant,  excruciating,  almost unbearable pain.
The horrors,  unable to feed by inflicting pain,  left  and  thus  the
elves were saved,  but at a high price.  The woods themselves began to
reflect the corruption,  being,  as like the elves,  beautiful in  its
terror.
  In  Haven the group is spied upon by Therans,  for they know Hiermon
has an artifact from the ruins of Parlainth,  and they want it  badly.
Their  movements  are  tracked,  and  once  they  leave Haven they are
attacked 2 days down the  trail  on  the  2  week  journey  to  Haven.
Overcoming the enemy,  but failing to capture the spies, they continue
onward,  stopping halfway at the Midland Trading Post.  Here,  in  the
evening  they  are set upon again while they sleep by orcs.  Defeating
the foes again, the spies only barely make their escape by slaying the
group's horses.
  Finally,  the group arrives at Blood Wood,  marvelling at its terror
and  beauty,  and that of the elves,  as they are granted safe passage
through due to a rune stick Hiermon  gave  to  them.  They  report  to
Blood  Warder Takaris,  and deliver the box.  Unfortunately,  the item
they have to take back to Hiermon has not been collected (blood  ivy),
so  Takaris  asks/forces the group to perform a task for him while the
ivy is collected.  They are to find a slaver,  one Fegis Kul by  name,
and free the slaves.
  The  last heard of the group,  they had exited Blood Wood,  and were
searching for the slaver.
Brother Tyrus: tyrus@dragon.hna.com.au
Sandy E. Murphy: IO01092@MAINE.maine.edu
Cat-Twister: MCSSENCT@CLUSTER.CC.DUNDEE-TECH.AC.UK
First, the preliminaries, including races and disciplines (classes for
you AD&D freaks).
[hey, hey, no name calling ;-)  -- Mike]
(EARTHDAWN and BARSAIVE are Trademarks of FASA Corporation. Copyright (c) 1993 FASA Corporation. All Rights Reserved.)
Archer: An Archer learns the art of the bow.  This Discipline stresses
accuracy,  and to a lesser extent,  speed.  Most  Archers  show  great
perceptive powers, often noticing things that others miss.
Racial limit: Can't be Obsidimen.
Beastmaster: Beastmasters have a skill for working with animals.  Most
Beastmasters feel uncomfortable in large cities or towns,  and  prefer
to live in the wild, far away from other people.
Racial limit: Can't be Obsidimen or T'skrang.
Cavalryman:  Cavalrymen are fierce, mounted warriors.  They train with
their mounts and form an empathic bond with them.  A Cavalryman  often
respects  his  mount  more than other characters or people,  excepting
other Cavalrymen.  This Discipline emphasizes emotion and empathy  for
the character's mounts.
Racial limits: Can't be Obsidimen.
Elementalist:  An  Elementalist  is a spellcaster who learns about and
gains power over the five magical elements:  air, earth, fire,  water,
and wood.
Racial limit: None.
Illusionist:  Illusionists  cast  spells  that work through deception.
Some  illusionist  spells   have   real   effect,   however,   because
illusionists  learned  long  ago  that  if  everything they did was an
illusion,  people caught on.  Now they balance real magic,  illusions,
and sheer trickery or sleight of hand.
Racial limits: None.
Nethermancer:  Nethermancers  are  spellcasters  who specialize in the
magic of the netherworlds.  Their magic focuses on other  planes,  and
they  can  access the spirits and creatures that inhabit those planes.
Most people consider Nethermancers to be a little "off"  in  an  eerie
sort of way, and most followers of this Discipline are unlikely to win
any popularity contests.
Racial limits: Can't be Windling.
Sky  Raider:  Sky  Raiders form a potent force in Barsaive.  Their sky
ships raid all over the kingdom,  most frequently targeting Therans or
their vassals.  Sky Raiders are proud, and show great loyalty to other
Sky Raiders, unless that raider belongs to an enemy clan or moot.
Racial limits: Can't be Elf, Obsidimen, or Windling.
Swordmaster:  Swordmasters learn the value of  a  well-handled  sword,
training  to demonstrate quickness and flash in a fight.  Swordmasters
often swagger a bit.
Racial limits: Obsidimen.
Thief:  Thieves learn early to be self-reliant and how to steal.  They
draw power from their self-confidence and the knowledge that they must
depend  only  on  themselves.  The abundance of rumors governing thief
guilds means such groups do, in fact, exist, but the proof or disproof
of their reality remains a secret.
Racial limits: Troll, Obsidimen.
Troubadour:  Troubadours serve as entertainers, storytellers,  actors,
and  songsmiths.  They  represent  the closest thing to a historian or
scholar that common people usually see.
Racial limits: None.
Warrior:  Warriors are fighters trained to use magic to enhance  their
techniques.  They  often  join other Warriors in groups called orders,
living in seclusion in self-sufficient settlements similar to monastic
orders.
Racial limits: None.
Weaponsmith:  A Weaponsmith trains to gain an iron  will  and  a  very
critical  eye.  Weaponsmiths borrow a bit from elemental magic,  and a
bit from wizardry as  well.  Weaponsmiths  help  identify  and  create
legendary   weapons.   Nearly   every  community  in  Barsaive  values
Weaponsmiths.
Racial limits: None.
Wizard:  Wizards are spellcasters  well  trained  in  the  theoretical
aspects  of  magic.  Those  who  follow other spellcasting Disciplines
sometimes disparage Wizards as "book magicians," but very few have the
guts to call a Wizard that to his or her face.
Racial limits: None.
* please note that all these races are available to PC's, and do not conform to the stereotypes in other systems, for example there are orcs and trolls running shops, in positions of government, etc etc.
Racial descriptions:
Dwarf: Stocky build; ~4 ft.  tall; ~120 lbs.; skin is pinkish-white to
ebony;  hair  is  abundant and in all colors;  physically mature by 10
yrs.; live to 100 yrs.
Elf: Slim build; ~6 ft.; ~150 lbs.;  skin is pure white to jet black -
rarely a pale green;  hair is fine but luxuriant, abundant o nhead but
sparse elsewhere, ranging in normal colors including violet, blue, and
metallic/iridescent; physically mature in 20's; live to 300 yrs.
Human: Do I really need to explain this one?
Obsidiman:  Bulky build;  ~7 ft.; ~900 lbs.; skin appears in all stone
colorations (from individual to individual,  of course) - a  rare  few
have veins of rich stones running through them;  hairless;  physically
mature by their first  century;  life  span  unknown;  associated  and
rarely  stray far from their Liferock - the place or more specifically
the "rock" from which they were born.
Ork: Powerful build; ~6 ft.;  ~225 lbs.;  skin can appear olive-green,
beige,  pinkish,  tan,  ebony;  coarse black or grey hair,  physically
mature in their teens; live to 40 yrs.
Troll: Huge build; ~8.5 ft.;  ~500 lbs.;  skin from olive to mahogany;
normal hair coloration, but thick - esp. on head; physically mature in
their teens; live to 50 yrs.
T'skrang: Lithe and wiry build; ~6 ft.; ~200 lbs. - 40 of which is the
tail;  skin  tones  from green,  green-yellow,  green blue,  aqua,  to
sunset-red; hairless; physical mature by 10; live to be 80 yrs.
Windling: Small build, wings (like dragonfly);  ~18 inches;  ~13 lbs.;
chameleon-like  skin  that  changes  color  slowly  (over  a period of
months) to match the Windling's surroundings;  hair colors are normal,
but abundant and luxuriant;  physically mature at age 30;  live to 170
yrs. - do not show signs of aging.
Editor's note: see also the NEWS FROM BARSAIVE section for one of his adventures
Brother Tyrus: tyrus@dragon.hna.com.au