JTF had an idea for creating an alternate NERO world. I started a mailing list for him so it could be discussed.  This is in Unix mail format. -lee


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To: "'nero-malderon@swiftmail.com'" <nero-malderon@swiftmail.com>
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-- Nero-Malderon ---

Here is a copy of the work I have been doing on the Racial Section, for the most part I am working a little bit on each section.  THis should give some background that will appear in the Rules Addendum.

Note: Everything is subject to change, ideas are sought and appreciated.  Feel free to discuss rules concepts as well as plot backgrounds.

John Finnegan

The Races of the Lost World of Tavandar:

	Introduction: The three ages of existence on Tavandar heralded the great changes the occurred before and after Godfall.  With the destruction of our creators (perhaps caretakers is a better word) the three races of the Age of Light found themselves waging great wars amongst members of their own race heralding a beginning of the great change and starting the age of darkness.  Within the ruins of great cities and the awesome magical destruction wrought from the Godfall - some members of each of the races of light changed and became mere shadows of their former selves.  Within the great kingdoms the most powerful wizards and lords of their lands fought against this changing - and in some cases held back the tide of perversion of their people's spirit and form.  Without such protection though, factions of each race transformed and became wrought of taint and curse - from this aftermath evolved the Orc, the Kobold, and the Ghoul societies.  While not inherently evil, these races from their origin seem to indicate a natural adversity and opposition to their racial counterparts - thus the distinctive categorization of the races of light (Also known as the Elder Races) and the races of darkness (Also known as the Reborn).  With the years of bigotry and violence against the Reborn races - members of these new races fled their ancestral homes, cities, and nations to form new societies - and later these embrionic societies struck back at the races that originally sheltered them as brothers beginning what was called the Age of Twilight.  For centuries the Twilight Wars ensued pitting family members against former family members.  Destroying each other with reckless abandon - it was the formation of Imperium of Malderon that brought an end to these wars as factions within Reborn and Elder sought end to the fighting and brought order to the Twilight Wars.  It was during this time that nations were rebuilt as vassals or opponents to the Imperial Regent.  With the source of magic in flux the Imperium could not solidify its gras
forming Kingdoms - and racial nations arose to wield considerable power led by powerful dictators deemed "Warlords" by the Imperium.  During this time of peace and war, the Sidhe decided to once again to appear from the Shadows.  Thought to be lost during the Godfall, the Sidhe courts withdrew to a secret land called Illyria and hid from the pain and savage times of the Godfall and Age of Darkness - only to return during the Age of Twilight.  During the Age of Twilight great magical cycles of ages cascaded over the lands of Tavandar shattering the two magics and severing them into five arts rather than two - pockets of magic believed to be sourced from the Godfall were discovered and began to leak into the lands of Tavandar.  Like a new plague the magic transformed individuals into horrific beasts of destruction ... common animals arose in new and more dangerous forms.  Without the order of the Imperium, no one society could have weathered this new threat and prevented wide spread panic and fear among the people.  From these magically wrought pockets strode the Sidhe of the Caille - the Sith, the Gnomes, the Nymphs and Satyrs, the Sprites, the Ents, and the Pooka.  Although for the most part kind and gentle - their mischievous nature caught both the Elder and Reborn races unawares and reactions were random at best.  Unwilling to pay homage to the Imperium the Ffolk as they were sometimes paid homage strictly to their own government - and bargains where struck between the frantic and strange lords of the Caille and the Sidhe were recognized as one diverse people on Tavandar. 
With the reappearance the waves of magical destruction seemed to stabilize, and with the stability of magic and the guidance of the Imperium Tavandar seemed to before an age of repair once again...

Races of the Light:
Humans of Valkimir:

	The humans of Valkimir are perhaps the most rigid and militaristic races from the Original Imperium of Malderon.  The humans have diverse capacity to survive and develop skills - but are the sole source of nourishment seemingly by the dark cousins the Ghouls.  The humans themselves perhaps are the only race STILL actively engaging in wars with another of the races - the Ghouls.  The Humans pay homage to their 
Prince in the armed City-State of Valkimir.  The city is of course nearly always besieged or its citizens stalked by the ghouls of Dopplercairn - a citidel within the city itself.  Occasionally truces 
in the war occur and "arrangements" are worked out between the two races - but the fact is the Ghouls will follow the humans should they flee and strength in the minds of Humans is always found in numbers. If not for the Twilight war, the paranoid persecutions, and the Ghouls constant NEED for their flesh humans might actually be enjoyable to interact with ... humans never let their guard down and they ALWAYS possess a bind with their own people.  A human would never betray another human to a ghoul, it is taboo among them - and to betray a fellow human is to be abandoned to them.

Dwarves of the Mithril Isles:

	The Dwarves of the Mithril Isles relocated from their city of Vorn when Kobolds became apparent among their people.  The Dwarves of the Mithril Isles have a extremely rigid class based system - where a person's family and name are dictated by the class and career they choose.  While it is not unheard of for a dwarf to change his or her family to their chosen path - it is often a great task to leave one's family and love one's to pursue a new dedication.  Dwarves are the great makers and traders of Tavandar - and their travelling Tinkers are always the most valiant and fearsome warriors.  While Dwarves do not HATE Kobolds - they are considered a nuisance not unlike rats and other vermin.  Dwarves need to be convinced of their value on a individual by individual basis - and it takes a LONG time for a Dwarf to warm up with a Kobold.  Dwarves tend to view Kobolds as troublemakers, Gremlins, and otherwise disasters waiting to happen.  Their lack of beards also has much to do with the disdain shown to their dark cousins.

Elves of Faillenwood

	The elves of the Faillenwood live within a great primeval forest within the northern most regions of what was once the Imperium of Malderon.  Below the forest of Faillenwood lies the Great Plains of the Cabalzahn - home to their dark cousins the Orcs.  During the Age of Darkness many Orcs where driven out of the forest - as magic seemed completely and foreign to their brethren.  Magic among the Elves is the most powerful and sacred of forces in the world.  Completely and utterly in tune with the magics that seem to be completely tied to the forests (in the opinion of the elves) to suddenly have NON-MAGICAL beings thrust into their midst ... fear of transformations spreading caused the elves to expel Orcs onto the plains of the Cabalzahn and forbid them entrance to the Forest.  The Orcs grew savage and strong, and they have lived a nomadic existence in the plains and wastes... for many years taking vengeance upon the elven caravans heading south for the Imperial Capital.  However the elves with magics unattainable by their former brothers, fought them off with minor effort.

Races of the Darkness:
Ghouls of the Dopplercairn
Kobolds of the Fells of Vorn
Orcs of the Cabalzahn

Races of the Twilight:
The Sihdhe of the Caille

Humans
Racial Advantages:  
* Humans may purchase the skills Legerdemain, Arms Master, Magic, Mysticism, and Artisan at a reduction of one build.

* Humans do not have black stones placed in their bag until the fifth death.  There for they have 4 perfect resurrections rather than the typical two.

Racial Disadvantages:
* Humans are required by Ghouls for food, they live in constant in fear for their lives.


Elves:
Racial Advantages:
* Elves may purchase Dweomercraft at a price of 6.

* Elves may purchase the racial skill RESIST MAGIC for 7 build.

* Elves are completely resistant to all forms of SLEEP and Beguile. 

Racial Disadvantages:
*   Elves are not innately strong enough to wield two handed weapons other than staff. 

*   Elves are not as physically hearty as some races, and must pay 2 build points to purchase the Stamina skill.

Dwarves:

Racial Advantages:
* Dwarves may purchase the skill Artisan at a price of 5.

* Dwarves are extremely hardy and durable, and can purchase the racial skill Threshold for 8 build.

* Dwarves can purchase the skill Resist Elements for 4 build.

Racial Disadvantages:
* Dwarves cannot wield two handed weapons.

* Dwarves cannot purchase any skills from the stealth skillset.

Ghouls:

Racial Advantages:
* Ghouls may purchase the skill body weaponry for a cost of 5 build.

* Ghouls being closest to the spectral world pay a cost of 7 for the mysticism prerequisite: Channeling.

* Ghouls are completely immune to the affects of certain necromantic spells and carrier attacks.  Ghouls are not affected by any spells or carrier attacks with the words Disease, Taint Blood, Drain, or Wither in their announcement or incantation.  Ghouls take damage from CAUSE Wounds spells normally.  They are healed by healing spells, not necromancy.

Racial Disadvantages:
* Ghouls take double damage from all silver weapons as if they were affected by a curse spell.

* Ghouls MUST eat the flesh of a dead human once per game day.  Tags are provided and must accompany a life ticket when submitted to logistics at the END of the weekend.  Therefore a ghoul players attending a two day event must supply two dead human tags at logistics when they check out or suffer a death on their character's card, for each dead human card they fail to pass in with their life ticket.

Orcs:
Racial Advantages:
* Orcs may purchase the Strength skill multiple times for 10 build.

* Orcs are taught basic weapon skills at a very young age, thus may purchase the skills Arms Master for a reduced price of 6.

* Orcs gain two body points every time they purchase the 
stamina skill (cost 1 build point).

Racial Disadvantages:
Orcs cannot purchase skills from the Artisan skillset.

Orcs cannot be major practitioners of magic.

Kobold:

Racial Advantages:
* Kobolds are taught basic rudiments of thievery at a very young age, thus they may buy the skill legerdemain at a reduced price of 6 build. 

* Kobolds may purchase the skill Racial Dodge for 8 build.

* Kobolds are immune to all poisons, whether manufactured or natural.

Racial disadvantages:
* Kobolds cannot purchase any skills from the warrior skillset.
	
* Kobolds cannot purchase the skill stamina.

The Sith:

Racial advantages: 

All members of the race of the Sith (also called the Ffolk) have the advantage of choosing a variety of racial skills from the Fey Curse list (a special list of curse for the Ffolk) and the Glee list (a special list abilities for the folk).  A Ffolk can never have more glees then they do Fey Curse', so in order to purchase one glee, the folk must have one curse. The number of Fey Curse' must always be equal or one more to the amount of glees that a fey possesses.

On Fey Curse:
The racial abilities that are on the Fey Curse list are role-playing only and are administered via an incantation spoken directly to the individual who has offended the fey in question. A member of the Ffolk can cancel their Fey Curse at any time, by issuing an incantation of forgiveness.  Otherwise they are not removable accept by a remove curse spell or potion.  NOTE: Fey Curse inflicted upon an target do not in any way affect or limit in-game skills, when in combat the curses cannot hamper a player character in any way.  The duration of a Fey Curse is indefinite until removed in some way.  Any ffolk can lift a Fey Curse, it does not necessarily have to be the person who utilized it.  If a fey is unable to complete an curse incantation or makes a mistake the curse is blow and the tag ripped. Players cursed however are expected to remember role-playing the restrictions of Fey Curses unless they are in combat as listed in the descriptions below:  

Animal:						Cost: 1  
This enables you to make a target pretend like they are an animal.  Player if cursed to act like a dog will bark and pant, if they are a cat they might meow or hiss.  Any common animal may be chosen, and it is up to the target to decide how to role-play this affect.  A target is expected to be reasonable.
Incant: "A brute you are to raise me ire, a brute you be like your <ANIMAL> sire!"


Jig:  						Cost: 1
This enables a fey to cause the target to dance, however not necessarily quickly or fantastically.  A target will do their best to dance, and is unable to perform any offensive actions against the fey for the duration of this curse.  If the target of this spell is attacked by the fey this fairy magic is dispelled.  The target is allowed to perform other in-game actions as long as the effort to dance is made. 
Incant: "A useless lout and brainless prig, dance to melody of an endless JIG!"

Rhyme:  						Cost: 1
This causes the target to be force to speak in rhymes, rhyming all their sentences in pairs.

Incant: "Like a witless sod drunk with wine, twist your words in elegant rhyme!"
					
Changling:						Cost: 1
This enables a fey to change the appearance of an individual, giving them the snout of a boar, or other minor change in the target's appearance.  The Ffolk invoking this is expected to provide their own physical representation, and it cannot change the target's makeup in any way, and the target must be distinguishable 
as his or her given race.

Incant: "Yer mother will be disgraced, when she looks to find a Changeling's face"

Ignore:						Cost: 1 
This enables a fey to invoke silence from an individual, who cannot speak to the fey.  However this does not in anyway affect combat.

Incant: "You drivel make my ears howl and bleed, ignore me now remain unseen!"

Removing a curse can be done at ANY time by a fey and possesses no build cost.

Curse Removal
Incant: " My anger has faded, The insult Amended. By the laws of the Sith, your curse is ended"

On Glee's:
Glee's are significantly more powerful than curses and can be offensive or defensive in nature.  Glees do not necessarily have incantations but typically require some in-game announcement and are typically defensive in nature.

Barkbarrier:					Cost: 3
A Ffolk can attach itself to a tree and remain unaffected by weapon blows as long as both hands are clasped around the tree. (I.E. You are hugging it.)  As long as they keep their hands clasped around a tree they are invulnerable to ALL weapon attacks, including claws and carrier attacks on weapons.  The Ffolk must declare barkbarrier to anyone attacking it with weapons followed by "no affect".  The minute the ffolk unclasps their hands from the tree, the barkbarrier is dispelled.  While the hands are clasped no other game skills can be utilized without disrupting the barkbarrier.  NOTE: A tree with a fey attached to it via Barkbarrier cannot be cut down.

Elfshot:						Cost: 2
A ffolk can generate a pulse of magic energy to hurl at their foe, which inflicts 10 points of magical damage upon an opponent.  An Elfshot is successfully defended against by any spell defense, however it cannot be resisted or phased.  Elfshots do not affect creatures on the Astral plane.  When utilizing an elfshot in combat a member of the ffolk must announce: "Elfshot, 10 Magic" and successfully strike a target with a packet.

Entangle:						Cost: 3
A Sith can summon up the plants to entangle their enemies, which is equivalent to the monster ability "Physical Web".  Physical webs via entangles can but cut like normal Physical attacks.  There is no defense against an entangle and it must be successfully delivered with a packet attack. The Sith player must announce "Entangle, Physical Web!" before releasing the packet.  Some creatures can naturally rip from 
confining magics and physical web attacks.

Adhere:						Cost: 3
A Sith can will itself to become sticky or bonded to an inanimate object or animate object (providing the person playing the animate object doesn't mind).  An adhere lasts 10 minutes.  The fey cannot be removed from the object (whether inanimate or animate) while this power is in affect.  The Sith can end this effect at any time.  A Sith can choose to utilize this ability at the time of unconciousness, making them sticky.  While an adhere is up on a Sith, no item can be removed from their body.  When choosing to touch an object or utilizing the skill in any fashion 
the Sith must state "Adhere!"  Any living person who is the target of an
adhere can reject it like touch casting by simply stating "Refuse".

Boggle:						Cost: 4
A Sith using Boggle can use it in one of two fashions.   First boggle acts as a release spell canceling the affects of Pin, Bind, Web, Confine, Physical Confinements (including Physical Pin, Bind, Web and  entangle).  It acts just as a release spell in all cases against the spell ensnarement.  Boggle also serves to unlock any NERO approved locks once per time used.  Boggle does not work on Imprisons, and it does not heal any damage a Sith has taken from confining magics.  The user of this skills must declare "Boggle!" before they are released from their bondage or the lock is opened. Boggle will not allow a Sith to release itself from physical bonds such as Rope, Manacles, or physical imprisonment like a jail.

Racial Disadvantages:
All Sith take double damage from Iron weapons as if they were under the affects of a curse spell.

Members of Sith cannot cast or utilize Thaumaturgy spells.

Members of the Sith are particularly vulnerable to binding spells such as pin, bind, web, and confine.  The Sith take damage from them in addition to suffering their typical affects as the following list demonstrates:

	Pin: 2 Damage
	Bind: 4 Damage
	Web: 8 Damage
	Confine: 16 Damage

All damage inflicted on a Sith player is normal damage and calculated as if they were struck by a weapon.  Thus all protectives and armor adequately protect them before they take damage in their body.  If a confining spell knocks a Sith player unconcious then once they bleed to death the spell ends as normally.

Roleplaying Information: 

Sidhe (pronounced Shee)

Satyr/Nymph (Same Race)

Gnome ( Includes Leprecauns, and other little gnomish beings)

Sprite (Includes Pixies, and other little vestigial winged critters)

Pooka (Includes all mammalian scavenger/sarrish creatures)

Ent/Dryad (Same Race)



From owner-nero-malderon@swiftmail.com  Mon Oct  6 23:45:39 1997
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-- Nero-Malderon ---

If the traffic on this list is too much for you,
there is also a digest version of the list.

If you are on this digest list, instead of getting a letter every
time someone sends mail to the mailing list, we will gather up a bunch
of emails for you and send just one letter to you every once in 
a while. If you you like our mailing list but dislike the distraction
of gettting tons of letters, this is a great option!

Getting on the digest mailing list is easy.
Just send a letter that looks like this:

-----------------------------------------------------
To: Majordomo@swiftmail.com
Subject:
Body:
       unsubscribe nero-malderon
       subscribe nero-malderon-digest
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-------Lee Sonko    lee@swiftmail.com-------
 If the very old will remember, the very young will listen.
 		-- Chief Dan George


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From: John Finnegan <C-FinneganJ@mail.dec.com>
To: "'nero-malderon@swiftmail.com'" <nero-malderon@swiftmail.com>
Subject: Malderon next season.
Date: Mon, 6 Oct 1997 09:22:16 -0400
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-- Nero-Malderon ---


On the weekend before Halloween the Ashbury Local plot committee will be meeting to discuss major plot issues for next year, including the schedule for next year.  I will be scheduling the debut weekend of Malderon in the late spring next year.  This event I assure you will be the best event I have worked on and will completely and utterly blow you away.  Malderon will have TWO events scheduled next year if at all possible with the weeks expanding ONE per year to a maximum of four events.  Next year I will likely try to schedule for May and for October - making an effort if at all possible not to conflict with Avendale and such...  I may place a maximum of 50 players on the first event to encourage a good NPC to PC ratio.  I will send out some updates today to get Malderon discussions back in business.  I appreciate your patience will we worked hard to get nero-ashbury (main campaign) back in business, we have a long way to go mind you but nothing so detrimental as to keep me from running NERO malderon next season.

The name "Malderon" may need to change for copyright purposes with national or to prevent conflicts.  I will take personal letters of recommendation for new city names.
The name should be dark and creepy as Nero-malderon is a hibrid game - based on 
the Aftermath of death, world destruction, hopelessness, etc.  It's a darker more horrific 
place with a distinct X-files/Dark Suns feel to it.

	I look forward to your suggestions - no silly things Mr. Sonko.

			John Finnegan

From owner-nero-malderon@swiftmail.com  Tue Oct  7 01:11:57 1997
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From: <lee@swiftmail.com>
To: nero-malderon@swiftmail.com
Subject: possible names
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-- Nero-Malderon ---

Someone ask for good names? I got loads of good names.


Siveland    You pronounce the "e". sounds kinda Scandinavian. From
		the word "sieve", from slipping away from life... 
		all sorts of greek roots
Crepidam    From some cool word meaning death.. I dunno
Insalubrity See below
Malether    Bad air
Malaer      Bad air, part 2
Happytown   Opps. Sorry John
Peccium     see below
Murrain     see below
Sepisis     see below
Calluponchaoslande The "e" at the end adds an air of authenticity
Sepium      see below
Fleer       see below
Folsom      :-)


Side notes:

Insalubrity \In`sa*lu"bri*ty\, n. [Cf.F. insalubrite.]
   Unhealthfulness; unwholesomeness; as, the insalubrity of air,
   water, or climate. --Boyle.


Fleer \Fleer\, [imp. & p. p. Fleered; p. pr. & vb. n. Fleering.]
   [OE. flerien; cf. Scot. fleyr, Norw. flira to titter, giggle,
   laugh at nothing, MHG. vlerre, vlarre, a wide wound.]
   1. To make a wry face in contempt, or to grin in scorn; to
      deride; to sneer; to mock; to gibe; as, to fleer and
      flout.
 
            To fleer and scorn at our solemnity.  --Shak.


Sepsis \Sep"sis\, n. [NL., fr. Gr. ??? putrefaction.] (Med.)
   The poisoning of the system by the introduction of putrescent
   material into the blood.




Murrain \Mur"rain\, n. [OE. moreine, OF. morine, fr. OF. morir,
   murir, 8die, L. mori, moriri.] (Far.)
   An infectious and fatal disease among cattle. --Bacon.
 
   A murrain on you, may you be afflicted with a pestilent
      disease. --Shak.



Peccant \Pec"cant\, a. [L. peccans, -antis, p. pr. of peccare to
   sin: cf. F. peccant.]
   1. Sinning; guilty of transgression; criminal; as, peccant
      angels. --Milton.
 
   2. Morbid; corrupt; as, peccant humors. --Bacon.
 
   3. Wrong; defective; faulty. [R.] --Ayliffe.







-------Lee Sonko    lee@swiftmail.com-------
 A day without orange juice is like a day without orange juice.


From owner-nero-malderon@swiftmail.com  Tue Oct  7 09:10:00 1997
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From: "Taylor, Kathryn (Kathy)" <ktaylor2@lucent.com>
To: "'nero-malderon@swiftmail.com'" <nero-malderon@swiftmail.com>
Subject: RE: Malderon next season.
Date: Tue, 7 Oct 1997 09:09:09 -0400
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-- Nero-Malderon ---

Hi all,

Quick question: is there still going to be a staff of permanent NPC's?
I might be a good idea.  Avendale is an example of this can benefit a
game.  The staff members have agreed to not PC events, and so help run
the actual weekends, by overseeing plot, monster desk, etc.
I know we had talked long ago, about a similar idea.  Was wondering if
that was still the case.

>Kathy

From owner-nero-malderon@swiftmail.com  Tue Oct  7 09:41:21 1997
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From: John Finnegan <C-FinneganJ@mail.dec.com>
To: "'nero-malderon@swiftmail.com'" <nero-malderon@swiftmail.com>,
        "'Taylor, Kathryn (Kathy)'" <ktaylor2@lucent.com>
Subject: RE: Malderon next season.
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-- Nero-Malderon ---

The Answer is Yes:  I am looking for a permanent staff.

	I am still intending on a permanent staff for the game - IF people are still interested 
I am looking for people who are dedicated to playing PERMANENT NPC roles, giving me a hand generated weekend necessary materials (props, treasure, etc.), costumes,
plot, marshals, ideas, etc.

The basic concept is that we work 2 or 3 weekends a year - in exchange for helping out I 
either pay cash (not that much mind you but enough for you to really come to nero for free) or splurge on you by ordering free food all weekend (pizzas and such) or some other way supplicate myself in order to get you to work for me.  I HAVE NOT worked out 
goblin stamps, finances, etc. with Mike and Heidi yet...

What do people think?

Pay a small amount + Rent to Mike and Heidi and keep the profits for the game...
and only use it for stuff for Malderon.

Seek money for reimbursement for props from Mike and Heidi but let them keep the props, and profits and such for use in the other campaign.

Make Malderon the "Prop" building aspect of Nero Ashbury?  (I.E. We give a chunk to Mike and Heidi and spend the rest on stuff to Build for the home chapter to use (and use of course))  Nero needs dozens of things like weapons, costumes, etc.  If we were to put 99% of our resources towards this we could build up masks, cool costumes, neat scenery, etc that could be used to enrich both campaigns.

Opinions?


John

From owner-nero-malderon@swiftmail.com  Tue Oct  7 09:54:18 1997
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From: John Finnegan <C-FinneganJ@mail.dec.com>
To: "'nero-malderon@swiftmail.com'" <nero-malderon@swiftmail.com>,
        "'lee@swiftmail.com'" <lee@swiftmail.com>
Subject: RE: possible names
Date: Tue, 7 Oct 1997 09:36:59 -0400
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-- Nero-Malderon ---

These made the initial cut in my mind:


Malether    Bad air
Malaer      Bad air, part 2
Murrain
Calluponchaoslande The "e" at the end adds an air of authenticity (Just Kidding)



Side notes:

Insalubrity \In`sa*lu"bri*ty\, n. [Cf.F. insalubrite.]
   Unhealthfulness; unwholesomeness; as, the insalubrity of air,
   water, or climate. --Boyle.

	(Sounds like the name of Baked Bean Factory: Insalubrity Beans)
	(Or perhaps a magic item: Beans of Insalubrity.)

Fleer \Fleer\, [imp. & p. p. Fleered; p. pr. & vb. n. Fleering.]
   [OE. flerien; cf. Scot. fleyr, Norw. flira to titter, giggle,
   laugh at nothing, MHG. vlerre, vlarre, a wide wound.]
   1. To make a wry face in contempt, or to grin in scorn; to
      deride; to sneer; to mock; to gibe; as, to fleer and
      flout.
 
            To fleer and scorn at our solemnity.  --Shak.
(This is an AWSOME NAME FOR AN NPC.  I will use this...)

Sepsis \Sep"sis\, n. [NL., fr. Gr. ??? putrefaction.] (Med.)
   The poisoning of the system by the introduction of putrescent
   material into the blood.
(Another awsome name for an NPC.)



Murrain \Mur"rain\, n. [OE. moreine, OF. morine, fr. OF. morir,
   murir, 8die, L. mori, moriri.] (Far.)
   An infectious and fatal disease among cattle. --Bacon.
 
   A murrain on you, may you be afflicted with a pestilent
      disease. --Shak.
(I have to say the concept of a disease among cattle does kind of grab me...)


Peccant \Pec"cant\, a. [L. peccans, -antis, p. pr. of peccare to
   sin: cf. F. peccant.]
   1. Sinning; guilty of transgression; criminal; as, peccant
      angels. --Milton.
 
   2. Morbid; corrupt; as, peccant humors. --Bacon.
 
   3. Wrong; defective; faulty. [R.] --Ayliffe.

	(I will likely name the Guildmaster of Sorcery Peccant Fleer)


JTF


From owner-nero-malderon@swiftmail.com  Tue Oct  7 10:34:38 1997
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From: "Taylor, Kathryn (Kathy)" <ktaylor2@lucent.com>
To: "'nero-malderon@swiftmail.com'" <nero-malderon@swiftmail.com>
Subject: RE: Malderon next season.
Date: Tue, 7 Oct 1997 10:33:56 -0400
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-- Nero-Malderon ---

>John wrote:
>The Answer is Yes:  I am looking for a permanent staff.
>
>	I am still intending on a permanent staff for the game - IF people are still
>interested 
>I am looking for people who are dedicated to playing PERMANENT NPC roles,
>giving me a hand generated weekend necessary materials (props, treasure,
>etc.), costumes,
>plot, marshals, ideas, etc.

***********
Count me in.  

>John wrote:
>The basic concept is that we work 2 or 3 weekends a year - in exchange for
>helping out I 
either pay cash (not that much mind you but enough for you to really
>come to Nero for free) or splurge on you by ordering free food all weekend
>(pizzas and such) or some other way supplicate myself in order to get you to
>work for me.  I HAVE NOT worked out 
>goblin stamps, finances, etc. with Mike and Heidi yet...

**************
Question: will we have to pay a separate membership fee to play the new
game?  Or will the NERO membership cover it?  If it does cover it, I'd
personally feel more comfortable just getting free food for the weekend.
 Otherwise their the chance that money would be coming directly out of
your pocket, John, and it could add up, and I don't think that's fair.
I think the idea of goblin stamps are also a good idea, if, that is,
NERO (ie Mike and Heidi's campaign) will allow the staff members to use
them for NERO.  After all, if we are not PC'g "Malderon" (whatever it
will be called), then GS for that game aren't much good for us.

>
Now for the prop/rent questions:

The first option, to pay small fee + rent to NEROny and keep the profits
for Malderon:  does this small fee cover the usage of NERO props? (Basic
costumes, weapons, etc.?)  If it does this might be the way to go.
Sharing of props between NEROny and Malderon:  Enriches both games,
true, and is a good idea.  My concern is that special props made for
Malderon could (and with NERO's track record, would) get ruined between
the events. (Since Malderon will only run two to four times per year.)

Just my two cents (ok, maybe it was more like 25)
>Kathy

From owner-nero-malderon@swiftmail.com  Tue Oct  7 11:19:47 1997
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From: <lee@swiftmail.com>
To: nero-malderon@swiftmail.com
Subject: RE: possible names
In-Reply-To: <c=US%a=_%p=Digital%l=AKOEXC1-971007133659Z-40202@dashub2.das.dec.com>
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-- Nero-Malderon ---

On Tue, 7 Oct 1997, John Finnegan wrote:
> These made the initial cut in my mind:
> 
> Malether    
> Malaer      
> Murrain
> Calluponchaoslande
Wee! I made the cut! Thank you, oh most illustrius of Finnegans!

> Insalubrity \In`sa*lu"bri*ty\, n. [Cf.F. insalubrite.]
>    Unhealthfulness; unwholesomeness; as, the insalubrity of air,
>    water, or climate. --Boyle.
> 
> 	(Sounds like the name of Baked Bean Factory: Insalubrity Beans)
> 	(Or perhaps a magic item: Beans of Insalubrity.)

Or maybe a large multi-kingdom corporate conglomorate.
"Here at Insalubrity, we value your opinion. Our operators are standing by
2.4 hours a day. Our pharmacutical and toxic waste divisions are here 
to help -you-, the consumer.


> Sepsis \Sep"sis\, n. [NL., fr. Gr. ??? putrefaction.] (Med.)
>    The poisoning of the system by the introduction of putrescent
>    material into the blood.
> (Another awsome name for an NPC.)

When I first saw it, I wasn't even thinking of that. But you're right,
it has too many "s"es for a town name (that isn't filled with snakes) but
is a great NPC name. It's the kind of name that is best whispered...
it sounds eevil.

> Murrain \Mur"rain\, n. [OE. moreine, OF. morine, fr. OF. morir,
>    murir, 8die, L. mori, moriri.] (Far.)
>    An infectious and fatal disease among cattle. --Bacon.
>  
>    A murrain on you, may you be afflicted with a pestilent
>       disease. --Shak.
> (I have to say the concept of a disease among cattle does kind of grab me...)

If we use it, we probably shouldn't tell everyone that we're naming 
a town based on something akin to anthrax!  The "darkness factor
is built into the name because people instinctually remember that
Murrain is a bad thing.. we don't have to tell them that it comes from
their ancestoral memory as primogenitive farmers.

> 	(I will likely name the Guildmaster of Sorcery Peccant Fleer)

<insert maniacal laughter here>



-------Lee Sonko    lee@swiftmail.com-------
 Wasn't there something about a PASCAL programmer knowing the value of
 everything and the Wirth of nothing?


From owner-nero-malderon@swiftmail.com  Fri Oct 10 02:38:37 1997
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Date: Fri, 10 Oct 1997 02:38:06 -0400 (EDT)
From: <lee@swiftmail.com>
To: nero-malderon@swiftmail.com
Subject: RE: Malderon next season.
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-- Nero-Malderon ---


> >The basic concept is that we work 2 or 3 weekends a year - in exchange for
> >helping out I 
> either pay cash (not that much mind you but enough for you to really
> >come to Nero for free) or splurge on you by ordering free food all weekend
> >(pizzas and such) or some other way supplicate myself in order to get you to
> >work for me.  I HAVE NOT worked out 
> >goblin stamps, finances, etc. with Mike and Heidi yet...

Can I get my pizza with goat cheez, ham, broccli, and a few anchovies?
Don't pay us $. You could never make us happy.   If you budgetted $500
in props for the weekend and had 20 NPCs... at a minimum wage of $4/hr,
it would cost $4/hr * 20 hrs * 20 people = $1600.

Buy Pizza. And Peanut butter and jelly and Hi-C. and J.J. Nissen baked
goods.


Yum..


> Question: will we have to pay a separate membership fee to play the new
> game?  Or will the NERO membership cover it?  If it does cover it, I'd

I'm sure that the Nero Ashbury membership will cover this event.


-------Lee Sonko    lee@swiftmail.com-------
 Good news from afar can bring you a welcome visitor.



From owner-nero-malderon@swiftmail.com  Mon Oct 13 17:47:32 1997
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From: John Finnegan <C-FinneganJ@mail.dec.com>
Subject: Aftermath: Spectral Realm Discussion
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-- Nero-Malderon ---

This is the last post I sent from the Previous mailing list dig in if you like!

The Spectral Realm and its impact on the Game:

The spectral realm exists in "concert" with the game play in Tavandar.  As described in the introduction to mysticism, it is possible to SEE someone who is a spirit when you are in Malderon.  Out of game such individuals will be wearing a YELLOW tabard th
at clearly says "spirit" on the front and back.  These beings are one of three things: 1) Spirits of the DEAD - A person attempting to reform and "live again" in Malderon 2) Spirit Walker - A LIVING being traveling in the spirit world 3)Spectral Beings - 
Creatures that exist and wander the spirit world attempting to accomplish a task.

Spirits of the Dead:

	People who are "Spirits of the Dead" are returning to Malderon from a mishap or occurrence that caused their death.  Because they died they likely possess NO weapons or items unless they are spirit linked.  Spirits of Dead typically wander until they fin
d a reformation stone.  Reformations stones are also referred to as Traveler's gates, Monoliths, etc.  Once they find a place to reform, they count out five minutes and are free to re-enter game play.  Spirits of the dead are expected to wear a spirit tab
ard at all times when they are looking for a reformation stone, and may only take them off when they have finished their five minute count.  If a spirit is not in contact with a reformation stone in some way, then they must begin their count again.  When 
you are spirit of the dead you could be killed again by some spectral nasty or spirit walker so it is especially important to be careful.  These creatures are NOT sent out after you, but typically may be traveling around for their own reasons.  A chance e
ncounter however could get you killed again before you even reach a reformation stone.  It is best to be stealthy when you are reforming in order to prevent a mishap from befalling your character.  Note: After a death you spirit is weak until you have ref
ormed, you cannot utilize in-game skills, however you possess the BODY points for your character while in the spectral realm. If you loose these body points, then you must return to monster camp and try again. 

Spirit Walkers:

	Mytics and other beings sometimes utilize their skills to travel in the spirit realm in order to recover a relic, follow up on information, spy, etc. Spirit Walkers have not suffered a mishap due to death, but have CHOSEN to enter the spirit realm for th
eir own reasons.  Spirit Walkers like Spirits of the Dead must wear a spirit tabard at all times while they are in the Spectral Realm.  In order to LEAVE the spectral realm a spirit walker must go to a reformation stone and count out their 300 seconds lik
e a spirit of the dead.  If their count is interrupted then they must begin again and start the reformation count from zero.  Spirit walkers can bring items with them into the Spectral realm, and utilize in-game skills.  A spirit walker is far more capabl
e of defending themselves from mishaps in the spectral realm.  However if they are killed in the spectral realm they will have to reform as anyone would if they were killed in Malderon.  Also a disadvantage of being killed in the Spectral Realm is that it
ems carried by the spirit walker that are not spirit linked are lost upon their death. Spirit walkers unlike spirits of the dead may freely communicate with people who are alive and in the Forgotten City.

Spectral Beings:

	Spectral beings abound in Malderon, often visiting or stumbling across the Forgotten city in their travels.  Some beings are malign and violent - typically referred to as the "Travelers" or "Wraithen".  Traveler's are in essence are the spirits of indivi
duals unwilling to give in oblivion but unable to reform for some reason.  They hunt and kill people living in the forgotten city in order to feed on their life force and gather essence into themselves for their own reasons.  It is not unlikely that you w
ill come to recognize specific traveler's and learn their motivations and hatreds like other players in the Aftermath game.  One assured fate suffered by anyone defeated by a traveler is death, they kill to survive and rarely ever offer mercy.  Traveler's
 appear like horrific creatures whenever encountered, but through a variety of mystical skills can be defeated, identified, or even communicated with... if you wish to take the risk.  Other beings exist within the spectral realm, and occasionally appear b
ecause they were summoned to perform a duty, are merely passing through, or have person reasons.  Spectral beings will always have SPIRIT tabards on when you first spot them, and like all other spirits cannot simply "rift in" to the spirit world but inste
ad must go a reformation stone like anyone else in order to appear in Malderon.  Spectral beings cannot attack from the Spectral realm, but can often attack INTO it from Malderon.  Remember their are different types of Spectral beings that can be identifi
ed by a group (Spectres, Wraiths, Ghosts, Phantoms, etc) but in each and every way they are different!  Each has a tragic story of its existence, role-playing means to interact with it,  an original way to put it to rest.  When Traveler's appear their goa
l is to kill you, your goal should be find out what killed it!  Remember that not all spectral beings are out to get you, some can be life savers!

Introduction:


	"All paths to the spirit world end at the Forgotten city.  It is a place of traveler's caught between life and death.  Tavandar exists as the world of life, a brief beginning where a spirit wraps flesh around it as a blanket and undergoes the tortures of
 fate.  Death is a brief kiss, a severing of the bond between flesh and spirit, a flash of light to salute the beginning of a journey through the spectral land.  For whatever reason it exists, the Spectral land is a place of coldness, loneliness, and wand
ering.  Whereas brief encounters exist between predators and prey, silence reigns over a lonely sojourn into the unknown.  Perhaps the last dream of the fallen Gods, the Forgotten City is a beacon in a long dark night. For whatever reasons the monoliths k
nown as the Traveler's Stones draw the disembodied wanderers and reform them to live again.  Pulled out of the cold waters of the Spectral landscape, the sons and daughters of Tavandar meet in an effort to hold back the darkness that is consuming the Phys
ical World, the birthplace of all spirits.  And with nothing to anchor the Forgotten City, it will be consumed as the raging flood as the spectral world drowns the last refuge standing before oblivion.

	The spectral world is nearly unreachable from the physical tangible Tavandar, however from the Forgotten City it is far more accessible.  Whether the citizens of the Forgotten City be blessed by this proximity or cursed, the availability of Mystical Ener
gies yield amazing dividends to the student that is patient, disciplined, and fortunate.

	It would be incorrect to assume that the city itself is anything normal.  It is not so much a bubble in the Spectral Seas, but exists in concert with the Spectral world.  The barrier between the Physical and the Astral is a delicate membrane, traveling t
o and from the nearby domain of death and oblivion is child's play.  However to travel within the Spectral Realm invites tremendous dangers, as some spirits are not as gentle as the wandering spirits.  The Traveler, also known as the Hunter refuses to tra
vel peacefully in its journey towards oblivion.  The Traveler does not forget the experiences of its Physical Manifestation, in cries in torment as it is dragged toward annihilation  - and it will do anything to prevent this end to its existence. The appe
arance of a Traveler within the oasis of the survivor that is the Forgotten City is unfortunately not an uncommon occurrence.  They stalk the night in an attempt to drain the essence of the beings caught by the sustaining net that is Malderon.  To be left
 at the mercy of a traveler is assured death, as it shall sever your spirit from the physical and feed off the energy as your spirit flees into the void.  As your spirit satiates its hunger, it lives longer tenuously holding onto its grasp of being - sear
ching for another to prevent its eternal torment.

As one dies in the city, they are ripped asunder and cast into the spectral void, desperately attempting to return to the Eye of the Storm that is the Forgotten City.  The Barriers to the physical world are far too solid and impassable for the wanderer to
 return to their previous lives , so they must search out a Traveler's Stone - preferably in the Forgotten City.  These stones serve as an Astral Beacon for the wanderers - there they may be able to reform and once again walk among us in Malderon.  Howeve
r as the body and spirit are severed more and more, the link becomes weak and the expulsion into the cold void of the spectral world is farther and more hidden to the damaged spirit.  It is possible that other Cities exist, such is the hypothesis rendered
 by my predecessor - but it is unlikely that other Traveler Stone's exist outside of Malderon.  It is somewhat within our calling to seek out and catalogue these stones, for to personally know of these locations will aid you in your search for reformation
 should you suffer an "accident" within the Forgotten City.  It is the vocation of the mystic to maintain these stones, to be a light in the darkness and to hold at bay the Traveler's that come to devour our spirits.  The Spirit is our weapon, our tool, o
ur being - it must be protected and nurtured.  As you come to me to learn, realize that there are many paths that the Mystic must walk in order to preserve the City - you must choose your path or forever loose our link to Tavandar within the maw of the Tr
avelers."

>From Treatise of the Damned, By Carrionna Maulvair of Doppler Cairn

The Mysticism skillset revolves around all skills associated with spirits, the spectral world, death, reformation, and prophecy.  In general a skillset strongly associated with role-playing, for the most part many of the skills cannot be utilized in comba
t very effectively.

The Mysticism Skillset:

Mysticism itself is a very powerful set of skills, and requires solid role-playing and plot preparation.  Before undergoing and utilizing specific skills it is requested and expected that the Coordinator or weekend director be notified before certain Myst
ic skills are utilized.  Such skills are marked with an (IP) beside their names.  This stands for (Inform Plot).  These skills in particular do not ALWAYS yield results due to plot circumstances, unavailability of a plot person,  or due to error.  Mystics
 are assigned specific plot marshals to handle their abilities.  Many mystic skills possess the need for a relic in order to create the incident in question.  An incident is the act of performing a mystic skill.  Some incidents require preparation in orde
r to utilize them, this notifies the directors that you are preparing for the event in question.  Most of these pre-bought skills are always of the first path.  These require tags that are pre-bought with your essence points during a logistics period (see
 below for more information) on essence points and relics.

Paths:

All mystical skills are divided into levels referred to as "Paths".  These Paths indicate more and more powerful mystical incidents that players can create.  In order to utilize skills of a given path the mystic must have purchased the skills

Essence: 
All mystics possess the ability to harness their own intrinsic essence to fuel a mystical incident.  The amount of essence possessed by a mystic is equivalent in ESSENCE POINTS to the number of build that they possess.  So if a mystic possesses the essenc
e points for the skill then they may perform the incident in question.  Some incidents require a relic and marshal be present at the time of casting.  Two mystics may perform an incident together - utilizing their essence together to perform a certain tas
k.  There is no limit on how many mystics can perform an incident together, however one mystic must be denoted the leader of the incident and decides how many points are drained from each participant.  Essence points are fully recovered at the time of log
istics. 

Relics:  A Relic is needed to fashion any Mystic incidents from the second Path and beyond.  Relics are always items from before the fall of the Gods, and they must be recovered, found, or taken from someone else. A relic allows access to a specific skill
 of a path.  In order to use the skill you must possess a relic that enables the "channeling" of a specific skill.  Relics typically may only power a specific skill on a times per day basis.  If a mystic possesses the essence to fuel an incident then they
 may perform an incident of any path provided if they are perform an incident of the second path or higher they possess the Relic for the incident in question.  Relics often describe specific role-playing instructions in order to fashion the incident, suc
h as utilizing props, invoking certain phrases, or in some circumstances even more complex actions.  Some relics only function at appointed hours in certain locations.  Unlike magical items in general Relics once discovered never disappear, they are intri
nsic to Malderon in some way.  To identify a Relic a LORE must be cast upon it in order to discern its abilities and powers. When a LORE is cast a Mystic Marshal must be present and then the Marshal will give you an OUT OF GAME document explaining the Rel
ic, its powers, and its limitations.  When a Relic is used the Mystic Marshals will possess their own description of the Relic in question - failing to meet role-playing criteria will make an incident to fail or cause a strange event to occur as indicated
 on the Relic's information sheet.

Mystical Nodes:  There are certain specific areas in Malderon that are places of power, and it is in these locations that are most often the STAGE of the mystical arts.  There are secret locations that reveal themselves only to the adventurous, these node
s are where mystical incidents are typically performed - and such spots are notable by the various pillars/monoliths that seem to pervade the local areas surrounding Malderon.  The traveler's stones (as they are also called) are themselves relics, and pos
sess the ability to channel the student's essence into a desired affect.  All traveler's stones possess the ability to reform a spirit banished to the spirit world, but different stones possess different powers.  It is possible to channel a mystical incid
ent outside of the mystical node, by drawing a circle of power and beginning the incident on the spot - provided of course the mystic utilizes the essences points to form the circle, possess the necessary essence to power the incident they are interested 
in achieving, and possess a person relic that can perform the incident in question. 

Mystic Skills:
Prerequisties:

Channeling:				Cost: 8  
Grants the purchaser the following skills:  
Accelerated Reformation, Essence Concentration, Astrology/Prophecy
Purchasers of the Channeling may purchase skills in the Mysticism skillset.

Accelerated Reformation:
	By channeling their essence points into specific relics of power, such as the Traveler's Gates the Mystic may aid in the resurrection of spirits.  By channeling 5 essence points the Mystic may touch a stone when a spirit other than the Mystics own is att
empting to reform.  By simply calling off "I reform you one, I reform you two, I reform you three" the spirit is immediately pulled from the spirit world and a new body created for them appearing exactly as it did before.  Typically it takes a spirit 300 
seconds to reform once it has gotten to a Traveler's gate.  A mystic a reform someone much faster, by facilitating their return to the Forgotten city by fueling the return with their own essence.  Note: A mystic cannot perform the skill accelerated reform
ation upon themselves while they are in the spirit world, and must count out their 300 seconds like all other spirits.  If another mystic aids them they my of course reform in an accelerated fashion.

Essence Channeling: 
Essence Channeling enables a person to harness and utilize their life force to manipulate and create mystical incidents. Essence Channeling allows a person one essence point for every build their character possesses. Also with a three count they may deter
mine the amount of essence points another mystic possesses, provided they have touched the other mystic.

Astrology/Prophecy:
	Within the eddies of the spirit world, often conscience changes and the future or past is revealed.  While the Forgotten City possesses constellations in the skies, it is a studying of the seemingly endless changes of the stars and the monitoring of spir
itual eddies that one gains knowledge. Utilizing the skill Astrology/Prophecy during a logistics period often awards an individual with special and important information.  The cost of utilizing the essence necessary to monitor the eddies or gain insight f
rom the constellations is five essence points. Information from day to day changes and differing eddies and constellations appear, so it is possible to utilize this skill multiples times at an additional five essence points per incident.

First Path <Spectator>: 	Cost: 6
	This skill enables a mystic to fashion any of the following mystical incidents: Spectral Tongues, Spirit Wrack, Spirit Link, Lore,
and Farewell.

Second Path <Initiate>: 	Cost: 6
	This skill enables a mystic to fashion any of the following mystical incidents: 


Third Path <Acolyte>: 	Cost: 6
	This skill enables a mystic to fashion any of the following mystical incidents:

Fourth Path <Sage>: 	Cost: 6
	This skill enables a mystic to fashion any of the following mystical incidents:

Fifth Path <Master>: 	Cost: 6
This skill enables a mystic to fashion any of the following mystical incidents:

Incidents:

There are five "Paths" or schools in the Mysticism Skill set:

The First Path:

Spectral Tongues:						
Fashioning Time: Instantaneous			Essence Cost: 5 The ability to speak with any ONE creature in the Spectral World. This must be used an additional time to speak with an additional spirit.

Spirit Wrack:	
Fashioning Time: Instantaneous  		Essence Cost: Varies Direct Attack upon a creature's soul that inflicts Astral points of damage upon the target equal to the amount of essence used to power the spirit wrack.  Spirit wrack only works on beings of the spir
it world. A spirit wrack is not required to occur within a mystical node, and can be cast from the Forgotten city into the Spectral Realm. When utilizing a spirit wrack the Mystic must state: SPIRIT WRACK <Number of Essence Points Used> 

Spirit Link:
Fashioning Time: Instantaneous			Essence Cost: 5
This fashions a link between a mystic and an item, preventing it from leaving the body of the Mystic for any reason.  The spirit linked item must remain in contact with the body at all times and cannot be removed from the individual to which it is linked 
for the duration of the incident.  The item must be attached to the Mystic for the duration of the incident, the duration of which is until the next logistics period.  A mystic can only spirit link to inanimate items that possess in-game TAGS.  (I.E. You 
cannot spirit link someone to a picnic table.)  If an item is spirit linked and the person to which it is linked is killed in Malderon - the item accompanies them to the spirit world until they reform.  If a spirit linked item is upon the spirit of a pers
on who DIES in the spirit world the item stays with the linked individual until they reform.  If a spirit linked item is upon a linked individual who permanently dies and becomes lost on the spirit world - the item in question is turned over to plot and m
ay or may not reappear in Malderon someday in the future.

Second Sight 
Fashioning Time: Instantaneous			Essence Cost: 15
Second Sight grants the mystic that creates this incident the ability to learn valuable information about a spirit or spectral being in which they encounter.  Second Sight is packet delivered but may not be blocked by spell defenses, resisted, or phased. 
 Once struck the target must announce its NAME, TYPE OF SPECTRAL BEING, and something specific about its appearance.  Many traveler's have specific behaviors based on their type.  Names of course are valuable in determining their motives if research is do
ne upon them.  The specific appearance information that a target imparts may give a clue as to the being's motives, reason for hunting the living, and how it was originally killed.  Strange and unexpected occurrences with this incident are not uncommon.

Spectral Fortress						Essence Cost: 30
Fashioning Time: Instantaneous
Fashioning a spectral fortress allows the mystic to place themselves into the spectral realm temporarily in order to avoid attacks from beings in the forgotten city.  The spectral fortress makes the user immune to attacks from anyone without a spirit taba
rd on... spectral beings in the spectral realm and spirit walkers MAY attack the Mystic normally.  The Mystic must place the hands behind their backs and state "Spectral Fortress: No Effect" to any attacks that are received while the spectral fortress is 
in affect.  If a mystic releases the holding of their hands then this incident immediately terminates. Once the spectral fortress is activated the Mystic must plant their feet and cannot move  or utilize any in-game skills.  Moving or utilizing any other 
in-game skills immediately terminates this incident.  The Mystic cannot talk while this incident is in effect, talking immediately terminates this ritual if anything is uttered other than "Spectral Fortress: No effect." If a mystic utilizing spectral fort
ress is attacked by any being utilizing Spirit Wrack or Spectral aura they must take the damage, although once they have taken damage the Spectral Fortress immediately terminates.  Spectral Fortress places someone in the Spirit World, they take damage as 
a Spectral being.  The duration of this ritual is until the Mystic violates one the strictures up above or willing terminates the ritual.
 
The Second Path:

Farewell:							
Fashioning Time:  Minimum 15 Minutes		Essence Cost: 30
Call a spirit of the deceased to speak with you.  The duration of the summoning of the spirit in question is one hour.  If the spirit chooses not to appear for the summoning then strange results may occur.  The spirit in question is completely intangible,
 cannot be harmed in anyway, and is restricted to the location of the mystical node.  The spirit may speak to any witnesses present at the incident. Farewell can be performed once per mystic on any one given person, however the second  Farewell on a given
 deceased person may not necessarily work, so it is important to prepare questions and interested individuals before the incident is attempted  The spirit is jettisoned into the spirit realm upon the ceasing of the duration of this incident. This incident
 may take longer to complete unless plot is properly informed as to its casting.  It typically takes at least 15 minutes for a spirit to appear once it is summoned.  This incident requires a Mystics Marshal.

Vision 
Fashioning Time: 15 Minutes				Essence Cost: 20
Fashioning a Vision allows the Mystic to send a message across the Spectral Realm to be received by other individuals.  It is possible to send a Vision to multiple individuals however the chance of mishaps are greater... Vision summons a spectral minion t
o receive and carry the message.  The spectral minion is of low intelligence and approximately as tough as a goblin so the Mystic is expected to give detailed location and description of the target of the vision.  The dialog of the Vision to be delivered 
must take the form of a poem or rhyme, as the spectral minion must be entertained by the message or it might wander or change the vision to suit its own amusement.  If a spectral minion does not find the target within 15 minutes of arriving at its destina
tion it may be distracted or killed by wandering spectral beings. The spectral minion can be attacked as any spirit being.  Assigning a spectral minion to carry a vision to multiple targets costs an additional 5 essence points per target and forces the mi
nion to remain bound to carrying out its duties for an additional 5 minutes.  Once the vision has been carried out, the spectral minion departs.  Minions make no effort at hiding their appearances or carrying out clandestine meetings unless specifically r
equested to do so...  spectral minions do not excel at this kind of behavior. Spectral minions can be heard by anyone when they relate their vision.  To compensate if the rhyme is typically complex, all visions must be relatively short or the minion might
 "accidentally" forget important information (Maximum 100 words).  A Vision is a complex incident and draining physically, thus a mystic may only attempt it once per gathering.  Should some nasty occurrence befall the spectral minion the Mystics Marshal w
ill not inform the fashioner of the incident's failure.  This incident requires a Mystics Marshall.

Lore:								
Fashioning Time:	5 Minutes				Essence Cost: 20 
This incident completely identifies an item's magical abilities.   Lore may give further information from plot in regards to the history of an item.  At the time of casting the mystic must decide whether they are seeking information based on an items powe
rs or history.  Requires a Mystics Marshal present at casting.

Spectral Snare
Fashioning Time: 5 Minutes				Essence Cost: 20
This incident creates a "trap" in which a spirit or spectral being crossing a marked area becomes unable to leave the area for 10 minutes. These snares may be made in ANY shape however they are marked by a rope that can be no longer than 15' in length and
 must be connected at both ends.  Thus a circle, triangle, square or other type of shape can be made as long as the ends are connected and the maximum length of the rope is 15 feet long originally before the end is connected.  Markings in the dirt or in c
halk or some other substance is not an acceptable representation, only rope.  Spectral snares successfully work on spectral beings no matter if they are in the Spectral Realm or the Forgotten City.  Spectral snares work on beings in spirit form if they ar
e traveling in the spirit world, but note the snare extends its POWER to both the Forgotten City AND the spectral realm.  The tag for the Spectral Snare must be fastened to the representation of the snare (I.E. the rope.)  Furthermore a snare is unlikely 
to hold a spectral being or spirit unless the mystic stays close to reinforce the binding.  Thus if the snare is abandoned, it may or may not work. (If you are there to inform the spirit of the snare, he or she must abide by it if they entered it.  They a
re not forced to abide by it and they may ignore it if no-one is there to inform them of its existence.)  While in the snare the spirit or Spectral being may attack anyone else within range of the marked area.  It's restricts movement, but does not physic
ally impair the being.

Spectral Grasp
Fashioning Time: Instantaneous			Essence Cost: 15
It is not unknown for a spirit to become trapped with an item (For plots only) via a spirit store or other power or a being to possess a body.  Spectral grasp allows a Mystic to evict an invading occupying spirit from a person's body.  Note: A target must
 be immobile, unconscious, or otherwise helpless unless they are willing.  You cannot perform this incident in melee combat.  Invading spirits evicted from a golem body (for example) or a person's body suffer a death and must report to the logistics desk 
if appropriate.  Spectral grasp can also be used to pull a spirit out of a construct, or corporeal undead body.  If this is done with the spirit willing them, and conducted with 60 seconds of the destruction of the corporeal undead body or construct body 
then the body reforms and the spirit is thrust back into it and no death is suffered by the spirit stored person.  Spectral grasp can also be used to pull an item that has been enhanced with a Spectral cache from the spirit world.

Spectral Aura 
Fashioning Time:  Instantaneous			Essence Cost: 20
This incident fashions an aura around weapons that harms spirits while they are in the spectral realm, as well as the physical plane (Does body damage to spirits and travelers).  A person with a spectral aura can attack from Malderon INTO the spirit realm
 (thus not be attacked in return).  Spectral aura does BODY damage against spirits and spectral beings.  It is necessary for "spectral" to be called after all damage swings as the user combat suffix.  The spectral aura tag must be attached to the weapon. 
 Spectral aura last until the next logistics period.

The Third Path:

Fatelink
Fashioning Time: Instantaneous			Essence Cost: 60 
Fatelink binds and entwines two spirits together, forcing then both to reform if one of them is killed.  Upon learning that your fatelink partner has been killed (via a Mystics Marshall)  - you immediately die and reform.  Fatelink lasts until the next lo
gistics period, however the caster of the incident can RENEW it each day at logistics for an additional 60 Essence without the agreement of the partner.  However the caster must give the appropriate tag to the fatelinked partner.
This incident requires a mystics marshall.

Exorcism 
Fashioning Time: Instantaneous			Essence Cost: 30
Exorcism is a packet deliver attack delivered on a traveler, it can be phased but not resisted.  It is not blocked by a spell shield and it banishes a traveler or other spectral being within the Forgotten City INTO the Spirit Realm for the duration of at 
LEAST one hour.  Sometimes this banishment lasts for a great deal longer than one hour varying per each individual being it is used upon... This inflicts a reformation on some of the beings it affects.  This incident does not affect beings within the Spec
tral Realm.  To deliver this attack "Exorcism" must be announced before the packet is thrown.

Alter Equilibrium:
Fashioning Time: 10 Minutes				Essence Cost: 30 
Alter Equilibrium allows a Mystic to move all of the body points except one from ONE concious willing free willed target to another until the next logistics period.  One being can only have one other beings body - thus 10 Mystics cannot stack 10 beings bo
dy upon ONE person.  Alter Equilibrium is all or nothing except for the one body.  The tag can be cut in half: one side reads "cannot be healed and must remain at 1 body until next logistics" and the other side reads "Additional: <insert body> until next 
logistics".  Both halves are placed on the perspective rings of the targets of the ritual.  Note:  The granted body to the other person can be healed normally as if the body were the granted person's own until the next logistics period.  This ritual requi
res a Mystics Marshall.

Spiritforge
Fashioning Time: 10 Minutes				Essence Cost: 50
Spiritforge allows a Mystic to summon the fragmented spirits of the spectral realm and reforge the spiritual makeup of the individual they are targeting.  They invoke the incident upon the individual and the individual immediately dies and is cast out int
o the spectral realm.  Upon their returning they will inevitably be changed - completely allowing them to restructure the makeup of their skills.  After this incident is cast the recipient goes to logistics where they adjust their character, their death i
s recorded, and a new card is printed.  There is no need for the recipient to obtain teaching for the new skills they manifest themselves with...  This incident requires a Mystics Marshall.

Summon the Sages
Fashioning Time: 25 minutes				Essence Cost: 100   
Fashioning this incident summons the three wise spectral beings who can be questioned by the Mystic in regards to a variety of subjects.  They can often answer any questions posed to them, but they occasionally can be stumped.  The Sages as they are refer
red too require a mystic marshal present and plot marshall and they will often only heed one summoning per logistics period.  The sages are individuals with free will, and can refuse to give information if the Mystic is not significantly pleasant and awe 
inspired by their presence.  They typically arrive within 25 minutes of the summoning, sometimes earlier and sometimes later. If they are attacked or the mystic who summoned them is not present when they arrive at the summoning location they immediately d
isappear and will not respond to the further summons of the Mystic that fashioned the Summons for a random amount of time.  It is the mystics responsibility to see to their comfort and protection.  The sages never stay longer than 30 minutes. 
 
The Fourth Path:

Renewal
Fashioning Time: 25 Minutes				Essence Cost: 80
Renewal allows a mystic to transfer one resurrection credit from themselves to another targeted individual.  The individual is then 
granted this additional reformation credit to their own total.  If the recipient individual has suffered NO DEATHS then this incident does nothing.  The Mystic is immediately forced into the Spectral Realm as they take a death.  The death is deducted from
 their total, any bag pulls are carried out... and a death is erased from the recipient of the incident. The recipient is not forced into the Spectral Realm. A Mystics marshal is required for this incident.

Call of the Damned
Fashioning Time:  25 Minutes				Essence Cost: 100
Call of the damned summons a spectral being to do your bidding.  Control lasts approximately 1 minute for every essence point ABOVE the initial 100.  Note: The spectral being summoned is random (on a chart) and completely out of control once the time peri
od has expired.  The spectral being will heed the orders ONLY of the Mystic who summoned it, and unconsciousness or incapacitation of the summoner immediately releases it from the Mystics control.  As a default the spectral being summoned will not and can
not attempt to harm the summoner as long as they possess control over the being.  The spectral being if left alone for more than five minutes has its own free will, until the summoned reestablishes verbal contact with it.  The spectral being is provided b
y the Monster Camp.  This incident requires a Mystics marshal.

Spirit Store
Fashioning Time: 25 Minutes				Essence Cost: 80
Spirit Store places a person within a construct, or mindless corporeal undead.  When spirit store is utilized the body of the person being spirit stored becomes non-corporeal and merges into the construct or corporeal undead granting it its form and appea
rance.  When a spirit is placed within a construct or corporeal undead they gain use of all of their skills in addition to any advantages and disadvantages the new body grants them.  A person may not utilize RACIAL skills when occupying an artificial body
 or undead corpse.  If the body they are occupying is destroyed the spirit stored person has 60 seconds to be the recipient of a spectral grasp in which their body is reformed and no death is suffered.  If 60 seconds passes and no spectral grasp is utiliz
ed the spirit stored person takes a death as their body vessel crumbles into dust.  The spirit store lasts until the next logistics period. If the spirit store expires the spirit is evicted from the body and immediately appears - the user does not suffer 
a death.  A spirit store lasts until the next logistics period.  Any healing if possible to the vessel in which the body is spirit stored will be noted on the monster card granted to the spirit stored individual.  A monster card will be provided by monste
r camp.  This incident requires a Mystics Marshal.

Spectral Seal:
Fashioning Time: 5 Minutes				Essence Cost: 60
This incident must be cast upon a structure.  This prevents spirits or spectral beings from entering a structure in any way.  Furthermore no mystical skills can be utilized in this area.  A structure with a Spectral Seal must have an "X" marked on the doo
r, and appropriate entries listed in the Marshal notes.  This incident can be used in conjunction with ANY structure spell.  All incidents active immediately fail while within an area of a spectral seal with the exception of Spectral Cache.  Any spectral 
being within the building upon the completion of a spectral seal must decide if they are in or out of the seal - if they choose to remain within the Spectral Seal they do so until the expiration of the Spectral seal which in normal circumstances is until 
the next logistics period.  While this is being cast upon a structure, anyone within the structure receives an "eerie" feeling and must be informed that the ritual is being utilized.

Recall:
Fashioning Time: Instantaneous			Essence Cost: 50  This incident immediately returns the Mystic to a Traveler's Gate of their choice.  Once this incident is fashioned by stating "I recall one, I recall two, I recall three" the Mystic places an out of game
 head band and immediately goes to the Reformation stone of their choice where they must state "I reform one, I reform two, I reform three" and remove their head band.  The Recall is extremely quick through the spirit world, thus a spirit tabard is not re
quired.  During the time of the Recall (going to a stone) the Mystics is out of game and cannot interact with the rest of the game in ANY manner until they have finished the Recall.

Spectral Cache:
Fashioning Time: 5 Minutes				Essence Cost: 20  
This incident places an item into the spectral realm.  The item cannot be touched by anyone who is in the Forgotten City - however it can be touched or taken by anyone in the Spirit Realm.  The Spectral Cache tag must be attached to the item in question i
n clear view.  The item cannot be any larger that 3x3x3 or a large shield.  Any items INSIDE a container that has been granted a Spectral Cache are put into the Spectral Realm with the container that has been so enhanced. A spectral cache lasts for the du
ration of the gathering in which it is fashioned.  The fashioner may utilize the items in a spectral cache  but the incident ends when the fashioner touches the item upon which the Spectral Cache has been fashioned.  Spectral Sealing an area in which the 
Spectral Cache has been cast will not cause it to suddenly appear - and it remains in the spectral realm.  However this prevents the caster of the spectral cache from utilizing the item in question - as it cannot be accessed by anyone within the Forgotten
 City or Spectral realm.

The Fifth Path:
Obliteration:
Fashioning Time: 25 Minutes				Essence Cost: 300
Casting this incident upon an individual shatters their spirit doing tremendous damage upon them and hurling them into the spectral realm. It inflicts three deaths upon the individual and they MUST pull from the bag three times, and death stones go into a
ffect before any other special stones.  Thus if a black stone is pulled last, and two prophecy stones are pulled the person permanently dies and that stones gain them no benefit.  This incident requires a Mystics Marshal.

Siphon:
Fashioning Time: 15 Minutes				Essence Cost: 120
Fashioning this incident allows the Mystic to "steal" one resurrection credit from their target.  The target of this ritual must be unconscious, incapacitated, or willing.  This ritual causes a reformation credit to be removed from a target's total and ad
ded to the total of the Mystic.  The mystic's total can NEVER go over their own maximum of the initial twelve reformations.  The target stripped of the reformation credit is killed and propelled into the Spectral realm and forced to reform.  A Mystics Mar
shal must be present at the fashioning of this incident.
	
Spirit Walk								 
Fashioning Time: 10 minutes				Essence Cost: 100

Fashioning this incident allows a Mystic to enter the Spectral realm.  Mystics utilizing the skill must possess a SPIRIT tabard, and they are allowed to walk about in spirit form.  In this form they are immune to attacks from the Forgotten City except fro
m Spirit Wrack and Spectral blade.  They can communicate freely with individuals on the spirit world or in the Forgotten City.  They may take any possession they wish with them.  In order to reenter the Forgotten City they must go to a reformation stone a
nd conduct a three count: "I reform 1, I reform 2, I reform 3" and they may remove the tabard.  They must follow spirit rules that are appropriate to them, and they may use their skills to attack spectral beings in the Spectral realm.



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-- Nero-Malderon ---

As we continue development on the Variant rule I send you a copy of the current list of magic rules for the game.  When reading this please think about answering the following questions:

1) Does this rule make sense.
2) Is this rule clear and does is enrich or complicate the game?
3) If it complicates the game more than enriching it - do we toss it out 
	or in your opinion is it salvagable?

4) Are there any spells that STILL NEED WORK?
5) Are there any spells you feel should be pulled and just have no place in 
	the game.
6) Do you have any NEW ideas for spells.
7) I need to flesh out the minor practitioner concept.

	Here are some options:

		1) Minor practitioner is only defined becase Orcs cannot 
			cast spells above 4th level.
		2) A person can be a greater practitioner in 2 Arcana and 
			only minor in the other three.  Exception is Soft Slots.
			Anyone can cast a softslot spell of an Arcana that 
			they are not a greater practitioner.  (Too complex?
			Balancing? Or defeats the flavor of versitility?)
		3) Do away with Minor practitioner all together, simply 
			define that Half-Orcs can not cast spells above FOURTH,	
			and remove the term from the game.
		4) Any new ideas on how to deal with this...

Thanks for your TIME!  John

Magic in the Forgotten City:

The Arcana:
Magic has been researched and catalogued throughout know history to following specific patterns, in which magic is personified in given forms.  Magica, or raw magics in their most chaotic form defies description and is in essence non-tangible, inutterable
, and extremely dangerous.  The power of raw magic dwarfs comprehension, it is only through the evolution of conscience that magic can be conceived in a specific albeit limited form.  There is belief that at one time there was ONE circle of magic, that wa
s split into two parts 
during the Godfall.  Since the Age of Twilight had begun magic has seemed to DEGRADE further into five arcana (schools).  New spells have been discovered and magic SEEMS to have stabilized.

The Circles: 
There are 12 circles in each arcana, which are LEVELS of magics like steps upon a stairway leading to mastery.  In order to obtain the power necessary to master the higher elevated circles one must become a practitioner of lower circles of magic, and dedi
cate their lives and spirits to the gaining of knowledge.  While lesser practitioners exist, utilizing the minor spells of each arcana at their whim - they never truly taste the POWER magic has to offer.  Minor practitioners can learn or use spells of up 
to the 4th circle of any school. Major practitioners may learn or use spells of all of the circles.

Practitioners of the various Arcana wildly vary, from being minor dabblers to proficient wizards.  Many virtually dedicate their lives to one arcana of magic studies while other wildly vary the teachings they follow and obtain as much knowledge of magic a
s possible. 

 The Limitations of Minor Practitioners:

	Minor Practitioners after purchasing the prerequisite skill Dweomer craft may begin to learn spells of up to 4th level.  A minor practitioner among spell casters is incapable of wielding and understanding the complexities of any circle above 4th level.  
Furthermore the minor practitioner does not have the discipline of retain an extremely wide pyramid of spells.  The maximum amount of width to a Minor practitioner is 5 spells of the first four circles of magic.  For more information see Spells Pyramids.

The Major Practitioner:

	The Major practitioner may wield any spell level and may widen their pyramids as they will.  Must of course follow the STANDARD NERO NATIONAL (7th Edition) pyramid rules.

The endowment of spells upon an individual:

An individual character may possess spells upon them with the following limitations:

One of any of the following Spells at one time
Shield Magic     Reflect Magic  Ricochet Magic  

One of  each of these spells:
Bless   Shield  Greater Bless   Greater Shield  Poison Shield   Elemental Shield	Memory Shield

Three of any of the following spells in any combination at one time: 
Endow    Delayed Endow  Flame Blade     Enchanted Blade 

Any one of the following spells at one time:
Elemental Aura  Elemental Aura  Spectral Aura   Spell Immunity  Imbue           Arcane Armor    Protection Aura

Any one of the following spells at one time:

Elemental Form  Zombie Form     Skeleton Form    WightForm      

The endowment of spells upon a structure:

A structure may possess spells upon them with the following limitations:

One of any of these spells may be upon a structure at one time:

Tranquillity    Mayhem         Sanctuary of the Damned           Haven      Proscribe       Ensnarement     

Spell slots:

Hard Spellslots: 
When you learn a spell for a spell slot it is PERMANENTLY part of your character. In order to learn a HARDWIRED SLOT you must be taught the spell like a skill using the teacher cards.  These slots will make magic using characters more varied individually,
 and ALSO make logistics significantly easier for preregistration.  THIS MEANS IF YOU BUY A SPELL YOU HAVE IT FOR THE DURATION OF THE CHARACTER - JUST LIKE A SKILL.  This allows the use of the spell JUST like a once per day skill.

Soft Spellslots: 
These are like NORMAL slots currently in used in the National with one QUID PRO QUO, they are EMPTY slots and CAST ON THE FLY with one limitation.  There will be laminated and tracked cards referred to as FOCUS cards, like little ritual scrolls.  You must
 have these on your person in order to use them with your focus slots.

Example:  Your character Yuri has a 4321 pyramid, from the Lycaeum he has learned hard spellslots  for all of his 1st, 2nd, and 3rd level spells which are: 3 Magic Missiles, 1 Cure light Wounds, 1 Magic Armor, 2 Lightning Bolts, 1 Ice Bolt, and 1Shatter. 
 He decides to take a SOFT slot as his fourth level spell slot.  He goes and finds the Tinker and for an exorbitant price buys the focus for Awaken and Flamebolt.  Now when Yuri goes into his next fight he can cast EITHER the AWAKEN or the FLAMEBOLT.  Whe
n the NPC asks for his flamebolt tag (after a battle during tags), Yuri gives the NPC a generic 4th level slot tag (obtained from logistics), the NPC looks at it and says, "Let me see your focus please."  Yuri pulls out the focus from his pocket to show t
o the NPC who says, OK and move on.  A focus must be on the person during the casting of a focus slot, it need not be looked at but must be carried.  A focus is IN-GAME, able to be traded, able to be stolen, and sellable.  

Note: Casting a focus spell without the focus destroys a focus, thus if you cast a spell and are not able to produce a focus (<insert excuse here>) a focus of the same level, totalling the level you cast, or of the next higher level will be confiscated an
d redistributed.  If a higher level focus cannot be produced, focuses equivalent to the level of spell cast will be confiscated.  Example:  Bill the Blaster casts a flamebolt spell from his focus, accidentally forgetting that he lent it to Ergo the Enchan
ter who went away on a module.  The NPC requests the focus, Bill doesn't have the focus.  The NPC takes Bill's Icebolt, and Magic Missile focus as compensation for his error.(Neither a borrower nor a lender be...)  Casting focus spells without any foci ma
y result in disciplinary action or attract the notice of the nearest Traveler.

The Individual Arcana:

Enchantment:  Enchantment revolves around fashioning dweomers around a target, which then are usable for defense or offense as necessary.  

The duration of Enchantments typically is UNTIL used.  Any being that is effected by eldritch magics may wear an enchantment.

Typical Enchantment incantations follow the following format:

"I grant you the power of a <spell>"
"I call forth mystic power to <spell>"

Limitations: All enchantments cease when a being dies and reforms.  Some enchantments do not possess foci.

Spells of the Enchantment Arcana:
 
Bless: Level 1
As Per National 7th Edition Rules.
"I grant you the power of a bless"

Shield: Level 1 
As Per National 7th Edition Rules.
"With eldritch force I grant you a shield"

Endow: Level 1  
As Per National 7th Edition Rules.
"I grant you the power of an endow"

Light: Level 1 
As Per National 7th Edition Rules.
"I grant you the power of a light"

Delayed Endow: Level 2 
As Per National 7th Edition Rules.           
"I grant you the power of a Delayed Endow"

Magic Armor: Level 2 
As Per National 7th Edition Rules.
"I grant you the power of a Magic Armor"

Greater Shield: Level 3 
As Per National 7th Edition Rules.
"with eldritch force I grant you a Greater Shield"

Greater Bless: Level 3 
As Per National 7th Edition Rules.
"I grant you the power of a Greater Bless"

Flame Blade: Level 4 
As Per National 7th Edition Rules.
"I grant you the power of a Flame Blade"

Shield Magic: Level 5 
As Per National 7th Edition Rules.
"I call forth mystic power to Shield Magic"

Poison Shield: Level 5
As per National 7th Edition rules.
"I grant you the power of a Poison Shield"

Enchanted Blade: Level 6
As Per National 7th Edition Rules.
"I grant you the power of an Enchanted Blade"

Elemental Shield: Level 6 
This spell will stop the first elemental attack. As per national rules 
"I grant you the power of an elemental shield"

Imbue: Level 7
This spell allows another spell to be cast successively and stored upon a person.  The person may then cast the spell at any time up until the next logistics period - when unless cast, the spell imbued will dissipate. The Imbued spell's incantation must b
e used when the spell is recast a second time.  If a second Imbue is cast upon the person, the first Imbued spell immediately dissipates.  The tag of the imbue and the spell imbued upon the target must be transferred to the target's ring.  A spell cast fr
om a focus cannot be imbued, thus a focus slot tag is not valid.  The date and time must be written on the imbue spell and the spell imbued. No spell over 9th level can be Imbued upon a person.
"I call forth mystic power to Imbue <spell name>"

Memory Shield: Level 7
This spell allows the target to resist the effects of ONE forget-it elixir or forget spell.  This spell does not protect from any other glamour affect.
"I grant you the power of a mind shield"

Reflect Magic: Level 8
 As Per National 7th Edition Rules.
"I call forth mystic power to Reflect Magic"

Dispel Magic: Level 8 
As Per National 7th Edition Rules, dispels magic level 8 and down..
"I call forth mystic power to Dispel Magic"

Elemental Aura: Level 9 
This spell allows the bearer to swing lighting, ice, or flame damage until the next logistical period.
"I grant you the power of an Elemental <Element> Aura"

Suppress Magic: Level 9
As per National Spell, however is stopped by a spell shield.
"I call forth Mystic Power to Suppress Magic"

Ricochet Magic : Level 10
When hit with a spell target calls ricochet, absorbs the spell then may throw the spell BACK at a new target of their choice - reciting the full incantation.  The Target calling ricochet has five seconds to throw before the spells is lost.  The spell that
 hits a target with a ricochet is effectively nullified and does not affect the target.
"I call forth mystic power to ricochet magic"

Protection Aura: Level 10
This spell gives the bearer a 2 threshold for each time it is cast (cumulative) until the next logistical period.
"I grant you the power of a Protection Aura"

Damage Aura: Level 11
This spell allows the target of this spell to swing magic damage until the next logistical period.  Any weapon picked up by the bearer of this spell can swing for magic damage.  Swinging Magic damage without the UNUSED portion of the tag ripped will immed
iately end the spell's use and will be confiscated.
This tag MUST be kept on your ring, failure to produce tag will cause weapon to be taken and possible disciplinary action.
"I grant you the power of a Damage Aura"

Spell Immunity: Level 11
This spell grants immunity spell to a specific spell (i.e. Immunity to flame bolts, immunity to firestorm etc.). From one tag period to the next the recipient and all items on their person are immune to that spell.  The immunity can be to any spell circle
 1-12 of any Arcana, this includes structure spells.  If the recipient of a spell immunity vs. a particular structure spell enters a structure with the active structure spell to which they are immune, the affect fails to affect them - although the structu
re spell remains active.  The spell name must be written on the tag in pen at the time of the casting, and the tag placed upon the recipient's ring.
"I grant you the power of Immunity to <Spell Name>"

Destroy Magic: Level 12  
Dispels all magic on a given object, area, or being that is level 12 and down.
"I call forth mystic power to Destroy Magic"

Acidic Blood:  Level 12
Acidic blood causes weapons that strike the body of the recipient of the spell to shatter.  The recipient of the spell must announce "Acidic Blood - Weapon shattered" after they take BODY damage from a weapon attack, at which time the weapon is destroyed.
  The weapon shattered by the Acidic Blood spell may be mended, and if it possesses the ability to resist a shatter that may be used to prevent the loss of the weapon.  This spell also destroy any armor worn by the recipient completely and utterly if the 
acidic blood is worn at the time the recipient is affected by body damage and wearing armor.  This spell remains active until the next logistics period.


Evocation:  Evocation is the magic of summoning elements to damage targets. Evocation is also that magical art of summoning extra-planar beings.

The duration of Envocation spell are instantaneous or until used.

Typical Envocation incantations follow the following format
"I call forth a <spell>"
"I set your <spell> upon you"

Envocation:

Magic Missile: Level 1 
As Per National 7th Edition Rules.
"I call forth a Magic Missile"

Lightning Bolt: Level 2 
As Per National 7th Edition Rules.
"I call forth a Lightning Bolt"

Ice Bolt: Level 3 
As Per National 7th Edition Rules.
"I call forth an Ice Bolt"

Flamebolt: Level 4 
As Per National 7th Edition Rules.
"I call forth a Flamebolt"

Aurastorm: Level 5
This spell follows all the restrictions of a magic storm.  Using thing spell allows an Envoker to launch packets of aura at targets in order to cancel spell defenses.  This spell has no affect OTHER than blowing a spell defense.
"I call forth an Aurastorm"

Elemental Lightning Burst: Level 5  
Allows caster to invoke a pure elemental burst of 16 points of damage from the element of his or her choice.  This is only stopped by an Elemental Shield.
"I call forth an elemental Lightning Burst"

Enflame: Level 6  
As per flamebolt, but also the added affects of a disarm spell.  As per national rules.
"I call forth an Enflame"

Lightning Storm: Level 6 
As Per National 7th Edition Rules.
"I call forth a Lightning Storm"

Ice Storm: Level 7 
As Per National 7th Edition Rules.
"I call forth an Ice Storm"

Wrath: Level 7 
Once cast, allows caster to point at a target an inflict magical damage equivalent to the amount of body points they possess.  No packet needed.  This damage cannot be dodge, phased, or resisted.  The caster looses body points equivalent to what they used
 to fuel the wrath when target acknowledges the damage.
"I call forth a Wrath" <Damage number, point at target>

Dragons Breath: Level 8 
As per the spell Dragons Breath.
"I call forth a Dragons Breath"

Elemental Ice Burst: Level 8
Allows caster to invoke a pure elemental burst of 24 points of damage from the element of his or her choice.  This is only stopped by an Elemental Shield.
"I call forth an elemental Ice Burst"

Magic Storm: Level 9 
As Per National 7th Edition Rules.
"I call forth a Magic Storm"

Eldritch Blast: Level 9 
As Per National 7th Edition Rules.
"I call forth a <Flame, Ice, or Lightning> blast"
 
Elemental Fire Burst: Level 10  
Allows caster to invoke a pure elemental burst of 32 points of damage from the element of his or her choice.  This is only stopped by an Elemental Shield.
"I call forth an elemental Fire Burst"

Banish: Level 10 Banishes a creature to its plane of origin for one day or forces it to remain on the Astral Plane for one hour if the creature is a traveler. This cannot be used to escape the forgotten city.
"I set your Banishment upon you"

Doom: Level 11 
This spell immediately drops the target to -1 hit points.
"I set your doom upon you"

Apocalypse: Level 11 
Follows magic storm rules, launches 10 point elemental bolts that are only protected by an elemental shield.  Caster must call 10 elemental <element>.  Caster may choose 10 Elemental Lightning, Ice, or Flame.  
"I call forth an Apocalypse of <element>"

Vengeance: Level 12 Anyone administering a killing blow upon the bearer of this spell is affected by a burst of energy inflicting 200 points of magical damage, the damage is cannot be phased and cannot be resisted.
"I set my Vengeance upon you"

Elemental Form: Level 12  
Caster is transformed into a humanoid made completely of an element.  
The Caster is not a full elemental. He is still healed by curing magics, 
harmed by necromancy and has a metabolism. Statistics for this form are given by the plot committee.  Spell allows caster to choose any element of Fire, Water, Earth, or Air. The caster must appropriately apply makeup and costuming to represent themselves
 as an elemental, you cannot utilize the statistics of this spell until properly represented.  Duration of this spell is one hour upon the completion of the incantation.  Caster must possess the appropriate statistics card provided by logistics.
" I call forth the element of <element> to consume me"

Air: +30 Body, Base 3 Claws, Strength :+2, Elemental Aura: Lightning, 
Immunity to Lightning, Double Damage from Stone attacks.  Immunity to 
Pin, Bind, Web, and Confine. 
Yellow face makeup.

Earth: +30 Body, Base 3 Claws, Strength: +2. Threshold: 5
Double Damage from Lightning attacks. Elemental Aura: stone
Brown Face makeup.

Water: +30 Body, Base 3 Claws, Str: +2, Elemental Aura: Ice,
Immunity to Ice, Double Damage from fire. Half Damage from
Weapons
Blue Face Make.

Fire: +30 Body, Base 3 Claws, Str: +2, Elemental Aura: Fire,
Immunity to Fire, Double Damage from Ice. 10 Elemental Fire x3
Red face makeup.
 
Glamour:  Glamour is the magic of controlling and molding the mind.

Limitations:  Glamour spells do not affect travelers, undead, or living dead that are mindless. Some constructs (mindless), some monsters, and elves are immune 
to specific glamour spells.

Durations of Glamours are typically Until removed, 10 minutes, line of sight, 1 hour, or until the 
next logistics period.

Typical Glamour incantations follow the following format
"I command you to <spell>"
"I curse you with <spell>"
"I rid you of <spell>"
"I call upon glamour to <spell>"

The spells of the Arcana of Glamour:

Pause: Level 1 
Target his by this spell is momentarily prevented from moving or taking any action for three seconds.  Target counts to three in slow deliberate "1 Mississippi" and then may move normally.
"I curse you to pause"

Weakness: Level 3 
As per Ashbury rules.
"I curse you with weakness"

Remove Weakness: Level 3
As per Ashbury rules.
"I rid you of weakness"

Awaken: Level 4 
Awaken removes the affect of ANY glamour (command) spell up to and including level 8 causing it to cease.  
"I command you to awaken"

Shun: Level 4
As per Ashbury rules.
"I command you to shun me"

Attraction: Level 4 
Target becomes attracted to an inanimate object as if it was the most dazzling and desirable thing in the world to them.  Target is enraptured so much as to prevent individuals from obstructing their view from the item.  Target may use game skills but wil
l not harm or touch the object of their attraction, just simply stand within visual sight of the object as close as possible without touching for a duration of 10 minutes.  This spell immediately ceases if the target is attacked in any way.  Target will i
gnore anything other than the object of their attraction for the duration of the spell.
"I command to be attracted to <item name>"

Silence: Level 5 
As per Ashbury rules.
"I command you to silence"

Fear: Level 5  
Fear is as the National monster ability
"I command you to fear me"

Sleep: Level 6 
As per Ashbury rules.
"I command you to sleep"

Terror: Level 6 
Makes Target completely afraid of one race  or for 1 hour.  As per fear spell, will run away if they see this race or object.  If the target is terrorized by his or her own race, they are not feared to themselves.  Terrors cannot be stacked, a second terr
or dispels the first and the target is terrorized of the most recent race as indicated by the most recent spell.  
"I command you to be terrorized by <race>"

Beguile: Level 7  
Target becomes completely infatuated with the caster as per the attraction spell.
They will follow the caster around and do nothing but stare at the caster.  The target of this spell cannot use in-game skills while this spell is in affect on them.  Target cannot use game skills, but the spell will immediately cease if attacked. Duratio
n is one hour. (needs some work)
"I command you to be beguiled"

Curse: Level 7  
As per Ashbury Rules.
"I curse you with destruction"

Remove Curse: Level 7
As per Ashbury Rules.
"I rid you of Destruction"

Paralysis: Level 8 
As per Ashbury rules.
"I curse you with paralysis"

Unparalyze: Level 8
As per Ashbury Rules.
"I rid you of paralysis"

Despise: Level 8 
Target immediately becomes enraged at a race of the caster's choice.  Will attack the race on sight as if berserked. Duration of this spell is one hour.
"I command you to despise <race>"

Domination: Level 9 
One ten word command, maximum duration 10 minutes.  Target cannot be order to kill itself.
"I command you to be dominated"

Forget: Level 9 
Causes the target to forget the last 15 minutes.  Irreversible after 15 minutes starting the moment of casting.  Large black spot appears in memory.  The target of this spell cannot speak of anything within the black spot unless they recieve a cleanse spe
ll within the 15 minutes of the casting of this spell.
"I command you to forget"

Proscribe: Level 9
Limits access to a specific race of living creatures within a building.  Recite name of the race of creatures in order to prevent them from entering a building.  A "P" must be placed on all doorways to a building with a Proscribe up and the race listed in
 the Marshall notes. Only one proscribe can be on a building at a time.  This cannot be used in conjunction with a Tranquillity.  This spell lasts until the next logistics period.  This spell pushes out any proscribe race from the area the spell affects. 
 A target race cannot be dragged unconscious into a proscribe.

*Note* All structure spells take five minutes to cast and any attack of any sort disrupts their casting.  The caster's hand must remain upon the portal to the structure or room the spell is being cast upon for the entire five minutes and beings inside the
 structure must be warned of an eerie feeling by either the caster or marshal as soon as the incantation is completed.  This eerie feeling will wake up being that are asleep.  Structure spells cannot be cast until game begins.  All structure spells cease 
at the beginning of the next logistical day and must be recast.  Only one structure spell may be cast upon any structure or room at one time.  Some structure spells cancel other structure spells, and do not take affect in game if they take down another st
ructure spell. If a second structure spell is cast on a spelled structure and the spell will not cancel it, the second spell fails.
"I call upon glamour to grant this place a proscribe against <race>"

Love: Level 10  
Love causes the target to fall madly in love with the caster or the first being of the Targets gender preference until the next logistics period, whichever comes first. Love does not mean the target will undergo any action that would not be within the con
cept of their character for the being to which they are in love - however some demonstration of love is necessary. 

"I command you to be in love"

Berserk: Level 10 
Causes the target to attack the nearest viable target to the best of their abilities until their victim is incapacitated - then new target chosen.  Will not killing blow target.
Duration is 10 minutes.

"I command you to be berserked"

Enslavement: Level 11
Causes the target to become the bearer of a ten word command to be completed at a specific circumstance.  Target does everything in its power to accomplish this goal when the circumstances occur, even at the expense of the target's own life.  The duration
 of this spell is one hour.  This spell is removed by a Cleanse spell.

"I command you to be enslaved."

Cleanse: Level 11
Immediately ceases the affect of all glamour spells (Not structure spells).

"I command you to be cleansed"

Mayhem: Level 12 
This spell when cast upon a structure creates and area inside the structure in which all entering immediately become berserk as per the spell.  Any people within the structure will attack
any target that appears within the structure.  Spell only works if there are TWO people or more inside the structure.  Structure must be marked with an "M", this spell last until the next logistics.

"I call upon glamour to grant this place Mayhem"

*Note* All structure spells take five minutes to cast and any attack of any sort disrupts their casting.  The caster's hand must remain upon the portal to the structure or room the spell is being cast upon for the entire five minutes and beings inside the
 structure must be warned of an eerie feeling by either the caster or marshal as soon as the incantation is completed.  This eerie feeling will wake up being that are asleep.  Structure spells cannot be cast until game begins.  All structure spells cease 
at the beginning of the next logistical day and must be recast.  Only one structure spell may be cast upon any structure or room at one time.  Some structure spells cancel other structure spells, and do not take affect in game if they take down another st
ructure spell. Tranquillity and Mayhem cancel each other. If a second structure spell is cast on a spelled structure and the spell will not cancel it, the second spell fails.

Tranquillity: Level 12 
This spell when cast upon a structure prevents beings within the structure from undertaking physical, magical, or alchemical attacks on any other beings within the structure.  A "T" must be placed on all doorways to a structure with a tranquillity up.  Th
is spell last until the next logistics.
"I call upon glamour to grant this place Tranquillity"

*Note* All structure spells take five minutes to cast and any attack of any sort disrupts their casting.  The caster's hand must remain upon the portal to the structure or room the spell is being cast upon for the entire five minutes and beings inside the
 structure must be warned of an eerie feeling by either the caster or marshal as soon as the incantation is completed.  This eerie feeling will wake up being that are asleep.  Structure spells cannot be cast until game begins.  All structure spells cease 
at the beginning of the next logistical day and must be recast.  Only one structure spell may be cast upon any structure or room at one time.  Some structure spells cancel other structure spells, and do not take affect in game if they take down another st
ructure spell. Tranquillity and Mayhem cancel each other. If a second structure spell is cast on a spelled structure and the spell will not  NOT cancel it, the second spell fails.

Sorcery:  Sorcery is the magic of repairing and damaging the physical body.

Limitations: Sorcery spells with the word "cure" or "cause" in the incantation do not have focuses.  All sorcery spells blow spells shields, but may not affect creatures with or without metabolisms on a case by case basis.  Some necromantic spells do not 
affect ghouls.

Durations of Sorcery spells are typically instantaneous, until removed,
one hour, or until the next logistics period.

Typical Sorcery incantations follow the following format
"I call upon the earth to <spell>"
"I call upon chaos to <spell>"

The spells of the Arcana of Sorcery:

Cure light wounds: Level 1 
As per Ashbury rules.
"I call upon the earth to cure light wounds"

Cause light wounds: Level 1 
As per Ashbury rules.
"I call upon chaos to cause light wounds"

Trap Undead: Level 1
Places ANY undead creature under the affect of a pin spell.  This spell 
cannot be ripped out of in any case.
"I call upon the earth to trap undead"

Free Undead: Level 1
As per Ashbury undead.
"I call upon chaos to free undead"

Cure Wounds: Level 2 
As per Ashbury rules.
"I call upon the earth to cure wounds"

Cause Wounds: Level 2 
As per Ashbury rules.
"I call upon chaos to cause wounds"

Turn Undead: Level 2 
As per Ashbury rules.
"I call upon the earth to turn undead"

Control Undead: Level 2 
Control undead allows the control of mindless undead for 15 minutes.  
(See section on Undead in the monster section. )
"I call upon chaos to control undead"

Cure Disease: Level 3 
As per Ashbury rules.
"I call upon the earth to cure disease"

Cause Disease: Level 3 
As per Ashbury rules.
"I call upon chaos to cause disease"

Cure Serious Wounds: Level 4 
As per Ashbury rules.
"I call upon the earth to cure serious wounds"

Cause Serious Wounds: Level 4 
As per Ashbury rules.
"I call upon chaos to cause serious wounds"

Sanctuary: Level 4 
As per Ashbury rules.
"I call upon the earth to grant you sanctuary"

Desecrate: Level 4 
As per Ashbury rules.
"I call upon chaos to desecrate you"

Purify: Level 5 
As per Ashbury rules.
"I call upon the earth to purify your blood"

Restoration: Level 6
Prevents all spells and with the word chaos in the incantation from affecting target without a metabolism. until removed with a restoration spell.  This spells affects only on a being without a metabolism; however casting restoration upon a living being  
effected by a decay spell, causes the decay spell to cease.
"I call upon the earth to restore you"

Decay: Level 6
Prevents all spells and with the word CURE in the incantation from affecting target with a metabolism until removed with a Restoration spell.  This spell works only on a being with a metabolism.  Casting decay upon an undead effected by a restoration spel
l, causes the restoration spell to cease.
"I call upon chaos to decay you"

Cure Critical Wounds: Level 6 
As per Ashbury rules.
"I call upon the earth to cure critical wounds"

Cause Critical Wounds: Level 6 
As per Ashbury rules.
"I call upon chaos to cause critical wounds"

Wither: Level 7
As per Ashbury rules.
"I call upon chaos to wither your <limb>"

Restore Limb: Level 7 
As per Ashbury rules.
"I call upon the earth to restore your <limb>"

Destroy Undead: Level 7
Does not destroy lesser undead but inflicts 42 points of body damage on them.   
"I call upon the earth to destroy undead"

Create Undead: Level 7 
As per Ashbury rules.  However player is turned into a LIVING DEAD rather than a zombie for plot purposes. Duration is 10 minutes.  A target does not NEED to be dead in order to be the recipient of this spell, but rather unconscious.  After 10 minutes the
 living dead falls unconscious again and begins counting anew.
"I call upon chaos to create undead"

Cure Mortal Wounds: Level 8 
As per Ashbury rules.
"I call upon the earth to cure mortal wounds"

Cause Mortal Wounds: Level 8 
As per Ashbury rules.
"I call upon chaos to cause mortal wounds"

Cure Terminal Wounds: Level 9 
Heals a target with a metabolism 32 body points. Inflicts double damage upon undead creatures. (64 Points)
"I call upon the earth to cure terminal wounds"

Cause Terminal Wounds: Level 9 
Heals a target undead 64 points of damage.  Inflicts 32 points of body damage upon a target creature with a metabolism.
"I call upon chaos to cause terminal wounds"

Zombieform: Level 9  
Transforms the caster into a Zombie, with full intelligence and access to player skills. The caster must appropriately apply makeup and costuming to represent themselves as undead, you cannot utilize the statistics of this spell until properly represented
.  Duration of this spell is one hour.  Caster must possess the appropriate statistics card provided by logistics.

Caster gains 40 body in addition to their normal amount of body.
Caster gains all immunities associated with the undead.
Caster gains all vulnerabilities associated with the undead.
Caster gains +2 Strength.
"I call upon chaos to assume the form of a zombie"

Eradicate Undead: Level 10 
Completely destroys an undead of lesser status.  Inflicts 84 points of damage to a greater undead, this damage cannot be phased and cannot be resisted.
"I call upon the earth to eradicate undead"

Skeletonform: Level 10  
Transforms the caster into a skeleton, will full intelligence and access to player skills. This must be cast on the caster of the spell. The caster must appropriately apply makeup and costuming to represent 
themselves as undead, you cannot utilize the statistics of this spell until properly represented.  Duration of this spell is one hour.
Caster must possess the appropriate statistics card provided by logistics.

Caster gains 50 Body in addition to the normal amount of body.
Caster gains all immunities associated with the undead.
Caster gains all vulnerabilities associated with the undead.
Caster gains +4 Strength.
Caster takes half damage from all weapons.
"I call upon chaos to assume the form of a skeleton"

Gift of Life: Level 11 
Causes an undead creature to gain a metabolism for 10 minutes.  Cancels a Curse of Undeath or any of the form spells and returns a being to its normal form.  The spell or the undead status of a creature ceases during this time and it may not use any of th
e abilities it possesses in its undead form.  Any spell protectives the undead possesses or magical defenses work normally.
"I call upon the earth to grant you life"

Wightform: Level 12 
Transforms the caster into a wight, will full intelligence and access to player skills. This must be cast on the caster of the spell The caster must appropriately apply makeup and costuming to represent 
themselves as undead, you cannot utilize the statistics of this spell until properly represented.  Duration of this spell is one hour.
Caster must possess the appropriate statistics card provided by logistics.

Caster gains 60 Body in addition to the normal amount of body.
Caster gains all immunities associated with the undead.
Caster gains all vulnerabilities associated with the undead.
Caster gains +6 Strength.
The caster gains claws the size of short swords that each do 2 normal.
The caster is not affected by normal weapons.
"I call upon chaos to assume the form of a wight"

Sanctuary of the Damned: Level 12 
Prevents a creature with a metabolism  from entering a structure. Must have an "S" on the door.  Ghouls are not affected by Santuary of the Damned.  See proscribe, same limitations.

*Note* All structure spells take five minutes to cast and any attack of any sort disrupts their casting.  The caster's hand must remain upon the portal to the structure or room the spell is being cast upon for the entire five minutes and beings inside the
 structure must be warned of an eerie feeling by either the caster or 
marshal as soon as the incantation is completed.  This eerie feeling will wake up being that are asleep.  Structure spells cannot be cast until game begins.  All structure spells cease at the beginning of the next logistical day and must be recast.  Only 
one structure spell may be cast upon any structure or room at one time.  Some structure spells cancel other structure spells, and do not take affect in game if they 
take down another structure spell. Sanctuary of the Damned and Haven of the Living cancel each other if cast on each other while one spell is active on a structure.  Tranquillity and Mayhem cancel each other. If a second structure spell is cast on a spell
ed structure and the spell will not  NOT cancel it, the second spell fails.
"I call upon chaos to create a sanctuary of the damned"

Haven: Level 12
Prevents a creature that is undead from entering a structure; an H must be on the Door, see proscribe. A Ghoul cannot enter a structure with Have cast upon it.

*Note* All structure spells take five minutes to cast and any attack of any sort disrupts their casting.  The caster's hand must remain upon the portal to the structure or room the spell is being cast upon for the entire five minutes and beings inside the
 structure must be warned of an eerie feeling by either the caster or marshal as soon as the incantation is completed.  This eerie feeling will wake up being that are asleep.  Structure spells cannot be cast until game begins.  All structure spells cease 
at the beginning of the next logistical day and must be recast.  Only one structure spell may be cast upon any structure or room at one time.  Some structure spells cancel other structure spells, and do not take affect in game if they take down another st
ructure spell. Sanctuary of the Damned and Haven of the Living cancel each other if cast on each other while one spell is active on a structure. If a second structure spell is cast on a spelled structure and the spell will not  NOT cancel it, the second s
pell fails.
"I call upon the earth to grant you a Haven"

Smite Undead: Level 12 
200 Points of Damage to undead, this spell cannot be phased and cannot be resisted.
"I call upon the earth to smite undead"

Thaumaturgy:  Thaumaturgy is the art of molding and commanding the dweomers of force and the shadows.

Limitations: Dwarves, naturally skilled Thaumaturgists can dispel this arcana's spell once per day.

Durations of Thaumaturgy spells are line of sight, until next logistics period, or one hour.

"With mystic force I <spell> you."
"With Eldritch force I build a <spell>"
"I summon a force to <spell>"

The spells of the Thaumaturgy arcana:

Disarm: Level 1 
As per Ashbury rules.
"I summon a force to disarm your <object>"

Mend: Level 1
This spell if cast upon a shattered object within 60 seconds fully repairs the object and prevents it from being shattered or destroyed.  This spell will not repair an object that has been disintegrated.
"I summon a force to mend your <object>"

Repel: Level 2
As per Ashbury rules.
"With mystic force I repel you"

Pin: Level 2 
As per Ashbury rules.
"With mystic force I pin you"

Shatter: Level 3 
As per Ashbury rules.
"I summon a force to shatter your <object>"

Shadow Weapon: Level 3
Creates two shadowy claws constructed of pure force. This claw makes the wielder immune to the effects of a disarm, shatter, and destroy. The weapon does two points of damage when it hits and swings normal damage.  This weapon can last no longer than 10 m
inutes before it ceases to exist.  Shadow weapons MUST have red claw representation.  Possessing master proficiencies in one handed edge allows a user to add additional damage to the weapon.  Caster cannot cast spells while this spell is functioning.  
"With eldritch force I build a Shadow weapon"

Bind: Level 4 
As per Ashbury rules.
"With mystic force I bind you"

Shadowlock: Level 4
Makes a door unopenable from the direction a symbol is placed and  unshatterable until the next logistics period.  Caster can Open the door from symbol side, but spell ceases when this occurs.  Door must have physical representation and a "D" on the door.
  Tag must be placed in the Marshal's in order to for this to remain affective.  The spell may be used in conjunction with other structure spells.

*Note* All structure spells take five minutes to cast and any attack of any sort disrupts their casting.  The caster's hand must remain upon the portal to the structure or room the spell is being cast upon for the entire five minutes.  Structure spells ca
nnot be cast until game begins.  All structure spells cease at the beginning of the next logistical day and must be recast.  Only one structure spell may be cast upon any structure or room at one time.  Some structure spells cancel other structure spells,
 and do not take affect in game if they 
take down another structure spell.  

Release: Level 5
As per Ashbury rules.
"With mystic force I release you"

Web: Level 5 
As per Ashbury rules.
"With mystic force I web you"

Destroy: Level 6 
As per Ashbury rules.
"I summon a force to destroy your <object>"

Override: Level 6
Allows the caster to issue one command to a golem or construct of no more the ten words.  Override is immediately destroyed should the creator of the golem countermand the order.  An override functions on the golem for 10 minutes, if the command that has 
been given is not achieved then the golem forgets the command.  If an override order is given to a golem with a spirit stored into it, the golem body shuts out the spirit for the duration of the spell and the body performs the command given.  The spirit w
ithin the golem does not remember what occurred during the duration of the Override, but may recall the person that struck it with the spell.
"With eldritch force I override this construct"

Solidify: Level 7
Solidify returns all beings under the affect of a gaseous form to their previous state before they assumed gaseous form.
"With mystic force I solidify you"

Wall of Blades: Level 7 
Caster may create a wall 10' length in any shape desired (even a circle), beings affected by Eldritch magics crossing this suffer 60 Points Magic Damage if crossed - unphaseable, undodgable, and unresistable.  A wall of blades appears as a shimmering see 
through wall.  Spells, gas globes and missile weapons may pass through this wall unhindered.  Rope or some tangible physical representation must be used to demark the shape of the wall.
"With eldritch force I build a wall of blades"

Confine: Level 8 
As per Ashbury rules.
"With mystic force I confine you"

Override: Level 8
Allows the caster to issue one command to a golem or construct of no more the ten words.  Override is immediately destroyed should the creator of the golem countermand the order verbally..  An override functions on the golem for 10 minutes.  If an overrid
e order is given to a golem with a spirit stored into it, the golem body shuts out the spirit for the duration of the spell and the body performs the command given.  The spirit within the golem does not remember what occurred during the duration of the Ov
erride, but may recall the person that struck it with the spell depending on the circumstances.
"With eldritch force I override this construct"

Shadow Armor: Level 8
Grants target 10 points of armor weaved of force.  This is cumulative and can be refit at no reduction, however the skill Adjust armor must be used when the suit is breached.  When a suit of shadow armor takes more damage than it has points, it is inert. 
 Any thing that destroys normal armor destroys shadow armor (it is tangible).  The Armor lasts until the next logistics day.  Multiple castings of 
this spell on one target are NOT cumulative. 
"With eldritch force I build shadow armor"

Wall of Blades: Level 8 
Caster may create a wall 10' length in any shape desired (even a circle), beings crossing this suffer 60 Points Magic Damage if crossed, unphaseable and cannot be resisted.  A wall of blades appears as a shimmering see through wall.
"With eldritch force I build a wall of blades"

Ensnarement: Level 9
This spell when cast enchants the floor of a structure with grasping surface that causes all creatures standing upon it to have both feet secured to the floor after three seconds after entering - effectively immobilizing them "sticking them to the floor".
 Caster may walk freely within this area.  All structure's with Ensnarement must have an "E" marked upon the door.  This spell cannot be used in conjunction with any other structure spell.  A release spell deactivates an ensnarement for three seconds.

*Note* All structure spells take five minutes to cast and any attack of any sort disrupts their casting.  The caster's hand must remain upon the portal to the structure or room the spell is being cast upon for the entire five minutes and beings inside the
 structure must be warned of an eerie feeling by either the caster or marshal as soon as the incantation is completed.  This eerie feeling will wake up being that are asleep.  Structure spells cannot be cast until game begins.  All structure spells cease 
at the beginning of the next logistical day and must be recast.  Only one structure spell may be cast upon any structure or room at one time.  Some structure spells cancel other structure spells, and do not take affect in game if they take down another st
ructure spell.  If a second structure spell is cast on a structure that does cancel it, the second spell fails.
"With eldritch force I build an Ensnarement"

Imprison: Level 9 
As per Ashbury rules.
"With eldritch force I build a prison"

Fortress of Shadows: Level 10 
A Fortress of Shadows creates a barrier around the caster that is impenetrable to all creatures affect by eldritch magics.  No attacks can pass through a fortress of shadows.  Caster places a 40' representation of ROPE (no other representation is acceptab
le)with both ends connected on the ground in ANY shape the caster desires, though no the representation must be relatively rectangular, circular, or triangular  Lasts as long as the caster remains within the Fortress to a maximum of one hour.  Caster can 
recognize people in and out of the Fortress.
"With eldritch force I build a Fortress of Shadows"

Warder Glyph: Level 10 
As per Ashbury rituals, duration is until next logistics day. 
"With Eldritch force I build a Warder Glyph"

Construct: Level 11 
Creates a construct that obeys the casters commands.  Caster must provide the NPC.
"With Eldritch force I build a construct"

Gaseous Form: Level 11
Allows the target to become insubstantial for 10 minutes.  Physical, alchemical, and magical attacks do not affect a gaseous form.  Solidify returns a gaseous form to its previous state.  Gaseous form cannot sink into the ground, or go through any opening
 it could not normal enter in an unobstructed state.  (No closed doors) Target is unable to speak, run, or utilize any in-game skills.  Target must declare gaseous form every five seconds.
"With Eldritch force I build a gaseous form."

Sentinel: Level 12 
Creates a Guardian constructed of shadows that protects a building, Guardian manifests only when a being enters not specified by the caster.  Marshall plays Sentinel.  This spell may be used in conjunction with any other structure spell. A sentinel is eit
her in an "active" or "inactive" state, as set by the caster.  The sentinel will never attack the caster of the spell.  If the sentinel is left in an "active" state, it waits until someone enters the cabin unless they are with the caster.  When someone en
ters it forms out of the shadows on a three count and attacks "intruders".  Intruder is defined as anyone that is not the caster of the spell.  A sentinel is immune to the affects of all other structure spells.  It attacks until it incapacitates all intru
ders within the structure, is destroyed by the intruders, or the spell is deactivated.  If a cabin is being raided then a marshal must be present and will play the sentinel if necessary.  If the cabin is being entered by people who are friends of the cast
er or are staying in the cabin then the caster must supply the NPC to play the sentinel.  The State of the Sentinel must be indicated on the Marshal notes, as well as the caster, the dated tag, and the sentinel card from the monster camp.

"With Eldritch force I build a sentinel"

Disintegrate: Level 12
This spell destroys artifacts, relics, and anything unshatterable.  This can destroy anything with a tag associated with it, except beings affected by eldritch magics.  Some objects may be immune to this affect.  A structure cannot be disintegrated. The m
aximum size of the object disintegrated cannot be greater than 100 cubic feet.
"I summon a force to Disintegrate your <object>"



From owner-nero-malderon@swiftmail.com  Tue Oct 14 13:19:54 1997
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Message-ID: <soEuZ3200iV202k3Ai@andrew.cmu.edu>
Date: Tue, 14 Oct 1997 13:17:55 -0400 (EDT)
From: Michael D Strauss <mage+@andrew.cmu.edu>
To: nero-malderon@swiftmail.com
Subject: Re: Spells in Review
In-Reply-To: <199710132153.RAA22234@swiftmail.com>
References: <199710132153.RAA22234@swiftmail.com>
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-- Nero-Malderon ---


    Wow, it's been a long time since I've seen this list up and running.
 Okay, so let's start with spell problems/questions.

First, Magic Armor is not listed in the wearable spells.  I assume one
can be worn like usual.

Override- Is listed as both 6th and 8th level.

Wall of Blades- Is listed as both 7th and 8th level.

Shadow Weapon- This is a VERY weak spell.  Very few people would give up
the ability to cast spells just to get two normal damage weapons for ten
minutes.  I suggest this either be upped to 4 or 5 damage (as originally
presented) or allow casting while the weapons are held.  Ten minutes
only means one battle usually.  This spell almost CAN'T be overpowered
(and making it a little more powerful will help starting characters in
modules and such).

Dwarven Dispel Power->there are a lot of spells in the Thaumaturgy
grouping that may make this difficult.

I am grouping them for ease and commonality.

Shatter, Disintegrate, Destroy - Would dispel power act as a Mend?

Disarm - Can a dwarf immediately pick up his weapon?

Mend, Release, Solidify, Gaseous Form - Are these effects nullified? 
And if so, how do you re-Web yourself?

Construct, Sentinel - bye bye golem?

All structure spells - Wow, can a dwarf REALLY nullify your spell that
takes 5 minutes to cast?


Finally, glamour seems a little low on 2nd level spells (none).  Please
consider these ideas:

Compassion (2nd level Glamour)
Chant:  I command you to be compassionate.
Effect:  Target cannot deliver killing blows (possibly or cast Doom too).


Truth (1st or 2nd level Glamour)
Chant:  I command you to be truthful.
Effect:  Target must answer the next yes/no question asked of them truthfully.

That is all for today.
Mike Strauss
"Corbin"
        --No, Pittsburgh has NOT eaten me. 

From owner-nero-malderon@swiftmail.com  Tue Oct 14 15:10:06 1997
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From: John Finnegan <C-FinneganJ@mail.dec.com>
To: "'nero-malderon@swiftmail.com'" <nero-malderon@swiftmail.com>
Subject: Mike's spell suggestions.
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-- Nero-Malderon ---

    Wow, it's been a long time since I've seen this list up and running.
 Okay, so let's start with spell problems/questions.

First, Magic Armor is not listed in the wearable spells.  I assume one
can be worn like usual.

	*** This has been fixed.  ***

Override- Is listed as both 6th and 8th level.

Wall of Blades- Is listed as both 7th and 8th level.

      *** This has been fixed.  Wall of blades is a 7th level spell, Overide a 6th level spell.  ***

Shadow Weapon- This is a VERY weak spell.  Very few people would give up
the ability to cast spells just to get two normal damage weapons for ten
minutes.  I suggest this either be upped to 4 or 5 damage (as originally
presented) or allow casting while the weapons are held.  Ten minutes
only means one battle usually.  This spell almost CAN'T be overpowered
(and making it a little more powerful will help starting characters in
modules and such).

      *** I upgraded this to five currently in the writup.  I agree with you Mike its too weak. ***

Dwarven Dispel Power->there are a lot of spells in the Thaumaturgy
grouping that may make this difficult.

**** I removed this entry from the Thaumaturgu description... see below as I answer all your questions.***

I am grouping them for ease and commonality.

Shatter, Disintegrate, Destroy - Would dispel power act as a Mend?

Disarm - Can a dwarf immediately pick up his weapon?

Mend, Release, Solidify, Gaseous Form - Are these effects nullified? 
And if so, how do you re-Web yourself?

Construct, Sentinel - bye bye golem?

All structure spells - Wow, can a dwarf REALLY nullify your spell that
takes 5 minutes to cast?

**** Dwarves do not have Dispel Thaumaturgy.  They have threshold and resist elements as their racials.  I guess we removed this awhile ago..***

Finally, glamour seems a little low on 2nd level spells (none).  Please
consider these ideas:

Compassion (2nd level Glamour)
Chant:  I command you to be compassionate.
Effect:  Target cannot deliver killing blows (possibly or cast Doom too).


*** I like this spell.  ***

Truth (1st or 2nd level Glamour)
Chant:  I command you to be truthful.
Effect:  Target must answer the next yes/no question asked of them truthfully.

*** Truth does not work, sorry Mike we got rid of this nationally several editions ago!  ***

Thanks Mike for the response you rock.

			John


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-- Nero-Malderon ---

In a message dated 97-10-14 15:55:12 EDT, you write:

<< Can I get my pizza with goat cheez, ham, broccli, and a few anchovies? >>

goat cheese, eh..... I could live with it.

anchovies,.............. <retch>

Bob

From owner-nero-malderon-digest@swiftmail.com  Mon Nov  3 16:09:12 1997
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nero-malderon-digest     Monday, November 3 1997     Volume 01 : Number 003



      Contents:
               Re: Spells in Review
               Mike's spell suggestions.
               Re: nero-malderon-digest V1 #1
               VALOR - WWW PAGE

----------------------------------------------------------------------

Date: Tue, 14 Oct 1997 13:17:55 -0400 (EDT)
From: Michael D Strauss <mage+@andrew.cmu.edu>
Subject: Re: Spells in Review

- -- Nero-Malderon ---


    Wow, it's been a long time since I've seen this list up and running.
 Okay, so let's start with spell problems/questions.

First, Magic Armor is not listed in the wearable spells.  I assume one
can be worn like usual.

Override- Is listed as both 6th and 8th level.

Wall of Blades- Is listed as both 7th and 8th level.

Shadow Weapon- This is a VERY weak spell.  Very few people would give up
the ability to cast spells just to get two normal damage weapons for ten
minutes.  I suggest this either be upped to 4 or 5 damage (as originally
presented) or allow casting while the weapons are held.  Ten minutes
only means one battle usually.  This spell almost CAN'T be overpowered
(and making it a little more powerful will help starting characters in
modules and such).

Dwarven Dispel Power->there are a lot of spells in the Thaumaturgy
grouping that may make this difficult.

I am grouping them for ease and commonality.

Shatter, Disintegrate, Destroy - Would dispel power act as a Mend?

Disarm - Can a dwarf immediately pick up his weapon?

Mend, Release, Solidify, Gaseous Form - Are these effects nullified? 
And if so, how do you re-Web yourself?

Construct, Sentinel - bye bye golem?

All structure spells - Wow, can a dwarf REALLY nullify your spell that
takes 5 minutes to cast?


Finally, glamour seems a little low on 2nd level spells (none).  Please
consider these ideas:

Compassion (2nd level Glamour)
Chant:  I command you to be compassionate.
Effect:  Target cannot deliver killing blows (possibly or cast Doom too).


Truth (1st or 2nd level Glamour)
Chant:  I command you to be truthful.
Effect:  Target must answer the next yes/no question asked of them truthfully.

That is all for today.
Mike Strauss
"Corbin"
        --No, Pittsburgh has NOT eaten me. 

------------------------------

Date: Tue, 14 Oct 1997 14:52:39 -0400
From: John Finnegan <C-FinneganJ@mail.dec.com>
Subject: Mike's spell suggestions.

- -- Nero-Malderon ---

    Wow, it's been a long time since I've seen this list up and running.
 Okay, so let's start with spell problems/questions.

First, Magic Armor is not listed in the wearable spells.  I assume one
can be worn like usual.

	*** This has been fixed.  ***

Override- Is listed as both 6th and 8th level.

Wall of Blades- Is listed as both 7th and 8th level.

      *** This has been fixed.  Wall of blades is a 7th level spell, Overide a 6th level spell.  ***

Shadow Weapon- This is a VERY weak spell.  Very few people would give up
the ability to cast spells just to get two normal damage weapons for ten
minutes.  I suggest this either be upped to 4 or 5 damage (as originally
presented) or allow casting while the weapons are held.  Ten minutes
only means one battle usually.  This spell almost CAN'T be overpowered
(and making it a little more powerful will help starting characters in
modules and such).

      *** I upgraded this to five currently in the writup.  I agree with you Mike its too weak. ***

Dwarven Dispel Power->there are a lot of spells in the Thaumaturgy
grouping that may make this difficult.

**** I removed this entry from the Thaumaturgu description... see below as I answer all your questions.***

I am grouping them for ease and commonality.

Shatter, Disintegrate, Destroy - Would dispel power act as a Mend?

Disarm - Can a dwarf immediately pick up his weapon?

Mend, Release, Solidify, Gaseous Form - Are these effects nullified? 
And if so, how do you re-Web yourself?

Construct, Sentinel - bye bye golem?

All structure spells - Wow, can a dwarf REALLY nullify your spell that
takes 5 minutes to cast?

**** Dwarves do not have Dispel Thaumaturgy.  They have threshold and resist elements as their racials.  I guess we removed this awhile ago..***

Finally, glamour seems a little low on 2nd level spells (none).  Please
consider these ideas:

Compassion (2nd level Glamour)
Chant:  I command you to be compassionate.
Effect:  Target cannot deliver killing blows (possibly or cast Doom too).


*** I like this spell.  ***

Truth (1st or 2nd level Glamour)
Chant:  I command you to be truthful.
Effect:  Target must answer the next yes/no question asked of them truthfully.

*** Truth does not work, sorry Mike we got rid of this nationally several editions ago!  ***

Thanks Mike for the response you rock.

			John

------------------------------

Date: Thu, 16 Oct 1997 07:15:36 -0400 (EDT)
From: Garnaralf@aol.com
Subject: Re: nero-malderon-digest V1 #1

- -- Nero-Malderon ---

In a message dated 97-10-14 15:55:12 EDT, you write:

<< Can I get my pizza with goat cheez, ham, broccli, and a few anchovies? >>

goat cheese, eh..... I could live with it.

anchovies,.............. <retch>

Bob

------------------------------

Date: Mon, 3 Nov 1997 16:06:59 -0500 (EST)
From: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Subject: VALOR - WWW PAGE

- -- Nero-Malderon ---

To Affiliates,

I would like to inform you that VALOR now has an active home web page.
Although, it is still under construction.  Please browse the page and
reply if you have any comments.

Also, please forward this address to your web master and newsletter
department.

 
	http://home.earthlink.net/~vesselka/valor.htm 


 


Thanks,


 
Shawn M. Pierce
Vice President of VALOR

------------------------------

End of nero-malderon-digest V1 #3
*********************************


From owner-nero-malderon@swiftmail.com  Mon Nov  3 16:09:33 1997
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From: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Reply-To: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
To: NERO SITES <72632.1073@CompuServe.com>, ALREK@aol.com, billd@aimnet.com,
        courtney@cs.cmu.edu, Ken Courtney <kc3g@andrew.cmu.edu>,
        lithurgy@aol.com, lskagen@aol.com, mariej@photobooks.com,
        matthughs@aol.com, MIKE SMITH <greymist@aol.com>,
        Nero-malderon@swiftmail.com, nero@harborcom.net, Nero@Tiac.net,
        neroatl@photobooks.com, NeroAven@aol.com, nerochi@enteract.com,
        nerodfw@aol.com, nerogm@megsinet.net, NERONPLOT@aol.com,
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-- Nero-Malderon ---

To Affiliates,

I would like to inform you that VALOR now has an active home web page.
Although, it is still under construction.  Please browse the page and
reply if you have any comments.

Also, please forward this address to your web master and newsletter
department.

 
	http://home.earthlink.net/~vesselka/valor.htm 


 


Thanks,


 
Shawn M. Pierce
Vice President of VALOR


From owner-nero-malderon@swiftmail.com  Thu Nov  6 13:26:09 1997
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Date: Thu, 6 Nov 1997 13:25:49 -0500 (EST)
From: <lee@swiftmail.com>
To: nero-malderon@swiftmail.com
Subject: The Good Word Report
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-- Nero-Malderon ---

The Good Word Report, by Lee Sonko

The following words sound like good ones to be used in the Nero-Malderon
campaign. 

From: Wordsmith <wsmith@wordsmith.org>
To: linguaphile@wordsmith.org
Subject: A.Word.A.Day--ephemeris

e.phem.er.is n.,  pl. eph.e.mer.i.des A table giving the coordinates of a
  celestial body at a number of specific times during a given period.[LLat.,
  diary [Gk. [ephemeros, daily, ephemeral]
--------------
Sounds like a great tome to me... "Lord Peraia, we must find the Ephemeris,
for it is the only book that contains the spell to free your Liege!"


oc.cul.ta.tion n. 1. Astron. a. The passage of a celestial body across a
   line between an observer and another celestial object, as when the moon
   moves between earth and sun in a solar eclipse. b. The progressive
   blocking of light, radio waves, or other radiation from a celestial
   source during such a passage. c. An observational technique for
   determining the position or radiant structure of a celestial source so
   occulted: a lunar occultation of a quasar. 2. The act of occulting or the
   state of being occulted.[Lat. occultatio [occultare, freq. of occulere,
   to conceal]
------------------
Sounds bad to me... "And it was not for 300 years after the Great Occultation
that a man or beast stood upon the Great Unnamed Plain."



az.i.muth n. 1. The horizontal angular distance from a fixed reference
   direction to a position, object, or object referent, as to a great circle
   intersecting a celestial body, usually measured clockwise in degrees
   along the horizon from a point due south. 2.  The lateral deviation of a
   projectile or bomb.[ME azimut [OFr. [Ar. as-sumut : as, the + sumut, pl.
   of samt, compass bearing]
---------------
I want him as my guide!... "I am Azimuth. I will guide you through the 
heart of the Great Unnamed Plain without injury. Do not stray from the path
I lead you upon, ere great troubles mount."


per.i.he.li.on n., The point nearest the sun in the orbit of a planet or
   other celestial body.[peri- + Gk. helios,  sun]
--------------
You gotta feel sorry for this tragic Greek character.. "They had all warned
Perihelion not to stray from the path. He would not listen. It is said that
when he crossed the horizon, his spirit was ripped from him so quickly that 
he didn't notice. So, today, he still walks on this side of the horizon
without a spirit.




-------Lee Sonko    lee@swiftmail.com-------



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From: owner-nero-malderon-digest@swiftmail.com (nero-malderon-digest)
To: nero-malderon-digest@swiftmail.com
Subject: nero-malderon-digest V1 #4
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nero-malderon-digest     Tuesday, December 2 1997     Volume 01 : Number 004



      Contents:
               The Good Word Report
               say SOMETHING!

----------------------------------------------------------------------

Date: Thu, 6 Nov 1997 13:25:49 -0500 (EST)
From: <lee@swiftmail.com>
Subject: The Good Word Report

- -- Nero-Malderon ---

The Good Word Report, by Lee Sonko

The following words sound like good ones to be used in the Nero-Malderon
campaign. 

From: Wordsmith <wsmith@wordsmith.org>
To: linguaphile@wordsmith.org
Subject: A.Word.A.Day--ephemeris

e.phem.er.is n.,  pl. eph.e.mer.i.des A table giving the coordinates of a
  celestial body at a number of specific times during a given period.[LLat.,
  diary [Gk. [ephemeros, daily, ephemeral]
- --------------
Sounds like a great tome to me... "Lord Peraia, we must find the Ephemeris,
for it is the only book that contains the spell to free your Liege!"


oc.cul.ta.tion n. 1. Astron. a. The passage of a celestial body across a
   line between an observer and another celestial object, as when the moon
   moves between earth and sun in a solar eclipse. b. The progressive
   blocking of light, radio waves, or other radiation from a celestial
   source during such a passage. c. An observational technique for
   determining the position or radiant structure of a celestial source so
   occulted: a lunar occultation of a quasar. 2. The act of occulting or the
   state of being occulted.[Lat. occultatio [occultare, freq. of occulere,
   to conceal]
- ------------------
Sounds bad to me... "And it was not for 300 years after the Great Occultation
that a man or beast stood upon the Great Unnamed Plain."



az.i.muth n. 1. The horizontal angular distance from a fixed reference
   direction to a position, object, or object referent, as to a great circle
   intersecting a celestial body, usually measured clockwise in degrees
   along the horizon from a point due south. 2.  The lateral deviation of a
   projectile or bomb.[ME azimut [OFr. [Ar. as-sumut : as, the + sumut, pl.
   of samt, compass bearing]
- ---------------
I want him as my guide!... "I am Azimuth. I will guide you through the 
heart of the Great Unnamed Plain without injury. Do not stray from the path
I lead you upon, ere great troubles mount."


per.i.he.li.on n., The point nearest the sun in the orbit of a planet or
   other celestial body.[peri- + Gk. helios,  sun]
- --------------
You gotta feel sorry for this tragic Greek character.. "They had all warned
Perihelion not to stray from the path. He would not listen. It is said that
when he crossed the horizon, his spirit was ripped from him so quickly that 
he didn't notice. So, today, he still walks on this side of the horizon
without a spirit.




- -------Lee Sonko    lee@swiftmail.com-------

------------------------------

Date: Tue, 2 Dec 1997 22:41:32 -0500 (EST)
From: <lee@swiftmail.com>
Subject: say SOMETHING!

- -- Nero-Malderon ---

I think he's dead, Jim.


Will someone say something? The pensivity is killing me!


Love and Rockets,
Mr. owner-nero-malderon@swiftmail.com himself

------------------------------

End of nero-malderon-digest V1 #4
*********************************


From owner-nero-malderon@swiftmail.com  Tue Dec  2 22:41:55 1997
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To: nero-malderon@swiftmail.com
Subject: say SOMETHING!
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-- Nero-Malderon ---

I think he's dead, Jim.


Will someone say something? The pensivity is killing me!


Love and Rockets,
Mr. owner-nero-malderon@swiftmail.com himself


From owner-nero-malderon@swiftmail.com  Wed Dec  3 12:57:17 1997
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From: chris.olson@West.Sun.COM (Chris Olson - Sun Professional Services)
Message-Id: <199712031757.JAA27016@twilightvale.West.Sun.COM>
To: nero-malderon@swiftmail.com, lee@swiftmail.com
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-- Nero-Malderon ---

Who's dead?
Stand back, I'm a Doctor!

Chris Olson




> From lee@swiftmail.com Tue Dec  2 19:42:48 1997
> Date: Tue, 2 Dec 1997 22:41:32 -0500 (EST)
> From: <lee@swiftmail.com>
> To: nero-malderon@swiftmail.com
> Subject: say SOMETHING!
> MIME-Version: 1.0
> 
> -- Nero-Malderon ---
> 
> I think he's dead, Jim.
> 
> 
> Will someone say something? The pensivity is killing me!
> 
> 
> Love and Rockets,
> Mr. owner-nero-malderon@swiftmail.com himself
> 
> 

From owner-nero-malderon@swiftmail.com  Wed Dec  3 14:07:39 1997
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-- Nero-Malderon ---

I will post Malderon orientated material next week.  I am currently working on an event for this weekend.

	Very sorry,

		John



From owner-nero-malderon@swiftmail.com  Fri Dec  5 20:45:10 1997
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	Fri, 5 Dec 1997 20:44:51 -0500
Date: Fri, 5 Dec 1997 20:44:50 -0500 (EST)
From: <lee@swiftmail.com>
To: nero-malderon@swiftmail.com
Subject: Re: say SOMETHING!
Message-ID: <Pine.LNX.3.96.971205204427.9754D-100000@swiftmail.com>
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-- Nero-Malderon ---

---------- Forwarded message ----------
Date: Tue, 02 Dec 1997 23:08:50 -0400
From: Catherine Preble <camp@segasages.com>
To: lee@swiftmail.com
Subject: Re: say SOMETHING!

At 10:41 PM 12/2/97 -0500, you wrote:
>-- Nero-Malderon ---

Not dead, just REALLY STRESSED OUT.

What's the winter revel schedule for Malderon?

Chickie, the frazzelled and holidayed-out-already mystic wood "shelf".


_____________________________________________________________________
Brian Preble, Webmaster                     Secrets of the Sega Sages
rassilon@segasages.com                       http://www.segasages.com



From owner-nero-malderon-digest@swiftmail.com  Fri Jan 16 15:20:44 1998
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Message-Id: <199801162020.PAA28147@swiftmail.com>
From: owner-nero-malderon-digest@swiftmail.com (nero-malderon-digest)
To: nero-malderon-digest@swiftmail.com
Subject: nero-malderon-digest V1 #5
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nero-malderon-digest     Friday, January 16 1998     Volume 01 : Number 005



      Contents:
               Re: say SOMETHING!
               OK
               Re: say SOMETHING!
               good words

----------------------------------------------------------------------

Date: Wed, 3 Dec 1997 09:57:04 -0800
From: chris.olson@West.Sun.COM (Chris Olson - Sun Professional Services)
Subject: Re: say SOMETHING!

- -- Nero-Malderon ---

Who's dead?
Stand back, I'm a Doctor!

Chris Olson




> From lee@swiftmail.com Tue Dec  2 19:42:48 1997
> Date: Tue, 2 Dec 1997 22:41:32 -0500 (EST)
> From: <lee@swiftmail.com>
> To: nero-malderon@swiftmail.com
> Subject: say SOMETHING!
> MIME-Version: 1.0
> 
> -- Nero-Malderon ---
> 
> I think he's dead, Jim.
> 
> 
> Will someone say something? The pensivity is killing me!
> 
> 
> Love and Rockets,
> Mr. owner-nero-malderon@swiftmail.com himself
> 
> 

------------------------------

Date: Wed, 3 Dec 1997 13:10:57 -0500
From: John Finnegan <John.Finnegan@digital.com>
Subject: OK

- -- Nero-Malderon ---

I will post Malderon orientated material next week.  I am currently working on an event for this weekend.

	Very sorry,

		John

------------------------------

Date: Fri, 5 Dec 1997 20:44:50 -0500 (EST)
From: <lee@swiftmail.com>
Subject: Re: say SOMETHING!

- -- Nero-Malderon ---

- ---------- Forwarded message ----------
Date: Tue, 02 Dec 1997 23:08:50 -0400
From: Catherine Preble <camp@segasages.com>
To: lee@swiftmail.com
Subject: Re: say SOMETHING!

At 10:41 PM 12/2/97 -0500, you wrote:
>-- Nero-Malderon ---

Not dead, just REALLY STRESSED OUT.

What's the winter revel schedule for Malderon?

Chickie, the frazzelled and holidayed-out-already mystic wood "shelf".


_____________________________________________________________________
Brian Preble, Webmaster                     Secrets of the Sega Sages
rassilon@segasages.com                       http://www.segasages.com

------------------------------

Date: Fri, 16 Jan 1998 15:20:34 -0500 (EST)
From: <lee@swiftmail.com>
Subject: good words

- -- Nero-Malderon ---

So, in another breathtaking installment, here is 
another "good word" addition.  This time, 
instead of giving you good words, I'll just tell you 
where to go....

http://kufacts.cc.ukans.edu/ftp/pub/history/Europe/Medieval/aids/latwords.html

It's a Latin-to-English dictionary.






- -------Lee Sonko    lee@swiftmail.com-------
 My EARS are GONE!!

------------------------------

End of nero-malderon-digest V1 #5
*********************************


From owner-nero-malderon@swiftmail.com  Fri Jan 16 15:20:56 1998
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Date: Fri, 16 Jan 1998 15:20:34 -0500 (EST)
From: <lee@swiftmail.com>
To: nero-malderon@swiftmail.com
Subject: good words
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-- Nero-Malderon ---

So, in another breathtaking installment, here is 
another "good word" addition.  This time, 
instead of giving you good words, I'll just tell you 
where to go....

http://kufacts.cc.ukans.edu/ftp/pub/history/Europe/Medieval/aids/latwords.html

It's a Latin-to-English dictionary.






-------Lee Sonko    lee@swiftmail.com-------
 My EARS are GONE!!


From owner-nero-malderon@swiftmail.com  Fri Jan 23 14:43:32 1998
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	id AA23001; Fri, 23 Jan 1998 14:37:06 -0500
Date: Fri, 23 Jan 1998 14:37:06 -0500 (EST)
From: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
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Subject: VALOR: EVENT SCHEDULE 
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-- Nero-Malderon ---

							January 23, 1998

The forthcoming message is the VALOR event date(s) and general
information.  It is for your knowledge and for you to pass the information
around.  Also, please have this information forwarded to your newsletter
department and your web master.  The following dates have been confirmed.
There are more dates forthcoming.  If there are any problems or questions
please e-mail me or call me back.
 
In addition, PLEASE NOTE THE CHANGES TO THE EVENT SCHEDULE for this year.
Also, please check your current contact information and make the changes
accordingly for address, e-mail address, and phone numbers.
 
Also, please check out and bookmark our new VALOR web home page:
http://home.earthlink.net/~vesselka/valor.htm.  

 



Thanks,



Shawn M. Pierce
Vice President of VALOR


------------------------------------------------------------------------------


				VALOR



Lake Anna State Park
Spotsylvania, VA

Day Event Dates:        March 7
NPC:                    $10.00
Pre-Register:           $15.00
At the Door:            $20.00
 
 
 
 
Camp Pocahontas State Park
Chesterfield, VA
 
Event Dates:            May 22-25


                        Three-Night
 
NPC:                    $30.00
Pre-Register:           $40.00
AT THE DOOR:            $50.00



Call the VALOR information center for information, to register, and for 
camping instructions:


Vice President				       VALOR
Head of VALOR Plot			Information Center
*Shawn Pierce:				  1(703)266-8909
				      6842 Chasewood Circle
				      Centreville, VA 20121
				  e-mail: spierce1@osf1.gmu.edu


Owner					  1(757)825-6388
David Bliss:				   P.O. BOX 585
				      Newport News, VA 23607
					DBliss3038@aol.com


From owner-nero-malderon-digest@swiftmail.com  Mon Mar  9 17:40:17 1998
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From: owner-nero-malderon-digest@swiftmail.com (nero-malderon-digest)
To: nero-malderon-digest@swiftmail.com
Subject: nero-malderon-digest V1 #6
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nero-malderon-digest       Monday, March 9 1998       Volume 01 : Number 006



      Contents:
               VALOR: EVENT SCHEDULE 
               swiftmail.com is back online 24x7

----------------------------------------------------------------------

Date: Fri, 23 Jan 1998 14:37:06 -0500 (EST)
From: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Subject: VALOR: EVENT SCHEDULE 

- -- Nero-Malderon ---

							January 23, 1998

The forthcoming message is the VALOR event date(s) and general
information.  It is for your knowledge and for you to pass the information
around.  Also, please have this information forwarded to your newsletter
department and your web master.  The following dates have been confirmed.
There are more dates forthcoming.  If there are any problems or questions
please e-mail me or call me back.
 
In addition, PLEASE NOTE THE CHANGES TO THE EVENT SCHEDULE for this year.
Also, please check your current contact information and make the changes
accordingly for address, e-mail address, and phone numbers.
 
Also, please check out and bookmark our new VALOR web home page:
http://home.earthlink.net/~vesselka/valor.htm.  

 



Thanks,



Shawn M. Pierce
Vice President of VALOR


- ------------------------------------------------------------------------------


				VALOR



Lake Anna State Park
Spotsylvania, VA

Day Event Dates:        March 7
NPC:                    $10.00
Pre-Register:           $15.00
At the Door:            $20.00
 
 
 
 
Camp Pocahontas State Park
Chesterfield, VA
 
Event Dates:            May 22-25


                        Three-Night
 
NPC:                    $30.00
Pre-Register:           $40.00
AT THE DOOR:            $50.00



Call the VALOR information center for information, to register, and for 
camping instructions:


Vice President				       VALOR
Head of VALOR Plot			Information Center
*Shawn Pierce:				  1(703)266-8909
				      6842 Chasewood Circle
				      Centreville, VA 20121
				  e-mail: spierce1@osf1.gmu.edu


Owner					  1(757)825-6388
David Bliss:				   P.O. BOX 585
				      Newport News, VA 23607
					DBliss3038@aol.com

------------------------------

Date: Mon, 9 Mar 1998 17:39:11 -0500 (EST)
From: lee@swiftmail.com
Subject: swiftmail.com is back online 24x7

- -- Nero-Malderon ---

I just wanted to tell you that swiftmail.com is back online 24x7.
You can be assured that your swiftmail mail will reach it's destination
posthaste!


- -------Lee Sonko    lee@swiftmail.com-------
 What is algebra, exactly?  Is it one of those three-cornered things?
 		-- J.M. Barrie

------------------------------

End of nero-malderon-digest V1 #6
*********************************


From owner-nero-malderon@swiftmail.com  Mon Mar  9 17:40:48 1998
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Date: Mon, 9 Mar 1998 17:39:11 -0500 (EST)
From: lee@swiftmail.com
Reply-To: lee@swiftmail.com
To: nero-avendale@swiftmail.com
cc: nero-malderon@swiftmail.com
Subject: swiftmail.com is back online 24x7
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-- Nero-Malderon ---

I just wanted to tell you that swiftmail.com is back online 24x7.
You can be assured that your swiftmail mail will reach it's destination
posthaste!


-------Lee Sonko    lee@swiftmail.com-------
 What is algebra, exactly?  Is it one of those three-cornered things?
 		-- J.M. Barrie




From owner-nero-malderon@swiftmail.com  Wed Mar 11 16:21:23 1998
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Cc: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Subject: VALOR: EVENT SCHEDULE
Message-Id: <Pine.OSF.3.96.980311161033.1931g-100000@mason2.gmu.edu>
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-- Nero-Malderon ---

							March 12, 1998

The forthcoming message is the VALOR event date(s) and general
information.  It is for your knowledge and for you to pass the information
around.  Also, please have this information forwarded to your newsletter
department and your web master.  The following dates have been confirmed.
There are more dates forthcoming.  If there are any problems or questions
please e-mail me or call me back.
 
In addition, PLEASE NOTE THE CHANGES TO THE EVENT SCHEDULE for this year.
Also, please check your current contact information and make the changes
accordingly for address, e-mail address, and phone numbers.
 
Also, please check out and bookmark our new VALOR web home page:
http://home.earthlink.net/~vesselka/valor.htm.  

 



Thanks,



Shawn M. Pierce
Vice President of VALOR


------------------------------------------------------------------------------


				VALOR



Lake Anna State Park
Spotsylvania, VA

Day Event Dates:        March 28
			April 18

NPC:                    $10.00
Pre-Register:           $15.00
At the Door:            $20.00
 
 
 
 
Camp Pocahontas State Park
Chesterfield, VA
 
Event Dates:            May 22-25


                        Three-Night
 
NPC:                    $30.00
Pre-Register:           $40.00
AT THE DOOR:            $50.00



Call the VALOR information center for information, to register, and for 
camping instructions:


Vice President				       VALOR
Head of VALOR Plot			Information Center
*Shawn Pierce:				  1(703)266-8909
				      6842 Chasewood Circle
				      Centreville, VA 20121
				      spierce1@osf1.gmu.edu


Owner					  1(757)825-6388
David Bliss:				   P.O. BOX 585
				      Newport News, VA 23607
					DBliss3038@aol.com






From owner-nero-malderon-digest@swiftmail.com  Mon Mar 23 11:17:46 1998
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Message-Id: <199803231617.LAA05793@swiftmail.com>
From: owner-nero-malderon-digest@swiftmail.com (nero-malderon-digest)
To: nero-malderon-digest@swiftmail.com
Subject: nero-malderon-digest V1 #7
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nero-malderon-digest      Monday, March 23 1998      Volume 01 : Number 007



      Contents:
               VALOR: EVENT SCHEDULE
               VALOR: EVENT SCHEDULE 

----------------------------------------------------------------------

Date: Wed, 11 Mar 1998 16:18:59 -0500 (EST)
From: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Subject: VALOR: EVENT SCHEDULE

- -- Nero-Malderon ---

							March 12, 1998

The forthcoming message is the VALOR event date(s) and general
information.  It is for your knowledge and for you to pass the information
around.  Also, please have this information forwarded to your newsletter
department and your web master.  The following dates have been confirmed.
There are more dates forthcoming.  If there are any problems or questions
please e-mail me or call me back.
 
In addition, PLEASE NOTE THE CHANGES TO THE EVENT SCHEDULE for this year.
Also, please check your current contact information and make the changes
accordingly for address, e-mail address, and phone numbers.
 
Also, please check out and bookmark our new VALOR web home page:
http://home.earthlink.net/~vesselka/valor.htm.  

 



Thanks,



Shawn M. Pierce
Vice President of VALOR


- ------------------------------------------------------------------------------


				VALOR



Lake Anna State Park
Spotsylvania, VA

Day Event Dates:        March 28
			April 18

NPC:                    $10.00
Pre-Register:           $15.00
At the Door:            $20.00
 
 
 
 
Camp Pocahontas State Park
Chesterfield, VA
 
Event Dates:            May 22-25


                        Three-Night
 
NPC:                    $30.00
Pre-Register:           $40.00
AT THE DOOR:            $50.00



Call the VALOR information center for information, to register, and for 
camping instructions:


Vice President				       VALOR
Head of VALOR Plot			Information Center
*Shawn Pierce:				  1(703)266-8909
				      6842 Chasewood Circle
				      Centreville, VA 20121
				      spierce1@osf1.gmu.edu


Owner					  1(757)825-6388
David Bliss:				   P.O. BOX 585
				      Newport News, VA 23607
					DBliss3038@aol.com

------------------------------

Date: Mon, 23 Mar 1998 11:13:18 -0500 (EST)
From: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Subject: VALOR: EVENT SCHEDULE 

- -- Nero-Malderon ---

							March 23, 1998

The forthcoming message is the VALOR event date(s) and general
information.  It is for your knowledge and for you to pass the information
around.  Also, please have this information forwarded to your newsletter
department and your web master.  The following dates have been confirmed.
There are more dates forthcoming.  If there are any problems or questions
please e-mail me or call me back.
 
In addition, PLEASE NOTE THE CHANGES TO THE EVENT SCHEDULE for this year.
Also, please check your current contact information and make the changes
accordingly for address, e-mail address, and phone numbers.
 
Also, please check out and bookmark our new VALOR web home page:
http://home.earthlink.net/~vesselka/valor.htm.  

 



Thank you,



Shawn M. Pierce
Vice President of VALOR


- ------------------------------------------------------------------------------


				VALOR



Lake Anna State Park
Spotsylvania, VA

Day Event Dates:        March 28
			April 18

NPC:                    $10.00
Pre-Register:           $15.00
At the Door:            $20.00
 
 
 
 
Camp Pocahontas State Park
Chesterfield, VA
 
Event Date:            May 22-25 (Group Camp 3)


                        Three-Night
 
NPC:                    $30.00
Pre-Register:           $40.00
AT THE DOOR:            $50.00



 
Event Date:            June 5-7 (Group Camp 3)
 
 
                        Two-Night
 
NPC:                    $20.00
Pre-Register:           $30.00
AT THE DOOR:            $40.00




Call the VALOR information center for information, to register, and for 
camping instructions:


Vice President				       VALOR
Head of VALOR Plot			Information Center
*Shawn Pierce:				  1(703)266-8909
				      6842 Chasewood Circle
				      Centreville, VA 20121
				      spierce1@osf1.gmu.edu


Owner					  1(757)825-6388
David Bliss:				   P.O. BOX 585
				      Newport News, VA 23607
					DBliss3038@aol.com

------------------------------

End of nero-malderon-digest V1 #7
*********************************


From owner-nero-malderon@swiftmail.com  Mon Mar 23 11:18:22 1998
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Date: Mon, 23 Mar 1998 11:13:18 -0500 (EST)
From: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Reply-To: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Cc: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Subject: VALOR: EVENT SCHEDULE 
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-- Nero-Malderon ---

							March 23, 1998

The forthcoming message is the VALOR event date(s) and general
information.  It is for your knowledge and for you to pass the information
around.  Also, please have this information forwarded to your newsletter
department and your web master.  The following dates have been confirmed.
There are more dates forthcoming.  If there are any problems or questions
please e-mail me or call me back.
 
In addition, PLEASE NOTE THE CHANGES TO THE EVENT SCHEDULE for this year.
Also, please check your current contact information and make the changes
accordingly for address, e-mail address, and phone numbers.
 
Also, please check out and bookmark our new VALOR web home page:
http://home.earthlink.net/~vesselka/valor.htm.  

 



Thank you,



Shawn M. Pierce
Vice President of VALOR


------------------------------------------------------------------------------


				VALOR



Lake Anna State Park
Spotsylvania, VA

Day Event Dates:        March 28
			April 18

NPC:                    $10.00
Pre-Register:           $15.00
At the Door:            $20.00
 
 
 
 
Camp Pocahontas State Park
Chesterfield, VA
 
Event Date:            May 22-25 (Group Camp 3)


                        Three-Night
 
NPC:                    $30.00
Pre-Register:           $40.00
AT THE DOOR:            $50.00



 
Event Date:            June 5-7 (Group Camp 3)
 
 
                        Two-Night
 
NPC:                    $20.00
Pre-Register:           $30.00
AT THE DOOR:            $40.00




Call the VALOR information center for information, to register, and for 
camping instructions:


Vice President				       VALOR
Head of VALOR Plot			Information Center
*Shawn Pierce:				  1(703)266-8909
				      6842 Chasewood Circle
				      Centreville, VA 20121
				      spierce1@osf1.gmu.edu


Owner					  1(757)825-6388
David Bliss:				   P.O. BOX 585
				      Newport News, VA 23607
					DBliss3038@aol.com








From owner-nero-malderon@swiftmail.com  Thu Mar 26 13:32:32 1998
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Date: Thu, 26 Mar 1998 13:20:10 -0500 (EST)
From: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Reply-To: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Cc: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Subject: VALOR: EVENT SCHEDULE 
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-- Nero-Malderon ---

							March 26, 1998

The forthcoming message is the VALOR event date(s) and general
information.  It is for your knowledge and for you to pass the information
around.  Also, please have this information forwarded to your newsletter
department and your web master.  The following dates have been confirmed.
There are more dates forthcoming.  If there are any problems or questions
please e-mail me or call me back.
 
In addition, PLEASE NOTE THE CHANGES TO THE EVENT SCHEDULE for this year.
Also, please check your current contact information and make the changes
accordingly for address, e-mail address, and phone numbers.
 
Also, please check out and bookmark our new VALOR web home page:
http://home.earthlink.net/~vesselka/valor.htm.  

 



Thank you,



Shawn M. Pierce
Vice President of VALOR


------------------------------------------------------------------------------


				VALOR



Lake Anna State Park
Spotsylvania, VA

Day Event Dates:        March 28
			April 18

NPC:                    $10.00
Pre-Register:           $15.00
At the Door:            $20.00
 
 
 
 
Camp Pocahontas State Park
Chesterfield, VA
 
Event Date:		May 22-25 (Group Camp 3)


                        Three-Night
 
NPC:                    $30.00
Pre-Register:           $40.00
AT THE DOOR:            $50.00



 
Event Date:		June 5-7 (Group Camp 3)
			June 26-28 (Group Camp 3)

 
                        Two-Night
 
NPC:                    $20.00
Pre-Register:           $30.00
AT THE DOOR:            $40.00




Call the VALOR information center for information, to register, and for 
camping instructions:


Vice President				       VALOR
Head of VALOR Plot			Information Center
*Shawn Pierce:				  1(703)266-8909
				      6842 Chasewood Circle
				      Centreville, VA 20121
				      spierce1@osf1.gmu.edu


Chapter Head				  1(757)825-6388
David Bliss:				   P.O. BOX 585
				      Newport News, VA 23607
					DBliss3038@aol.com










From owner-nero-malderon-digest@swiftmail.com  Fri Jun 19 20:44:57 1998
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From: owner-nero-malderon-digest@swiftmail.com (nero-malderon-digest)
To: nero-malderon-digest@swiftmail.com
Subject: nero-malderon-digest V1 #8
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nero-malderon-digest       Friday, June 19 1998       Volume 01 : Number 008



      Contents:
               VALOR: EVENT SCHEDULE 
               VALOR: EVENT SCHEDULE

----------------------------------------------------------------------

Date: Thu, 26 Mar 1998 13:20:10 -0500 (EST)
From: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Subject: VALOR: EVENT SCHEDULE 

- -- Nero-Malderon ---

							March 26, 1998

The forthcoming message is the VALOR event date(s) and general
information.  It is for your knowledge and for you to pass the information
around.  Also, please have this information forwarded to your newsletter
department and your web master.  The following dates have been confirmed.
There are more dates forthcoming.  If there are any problems or questions
please e-mail me or call me back.
 
In addition, PLEASE NOTE THE CHANGES TO THE EVENT SCHEDULE for this year.
Also, please check your current contact information and make the changes
accordingly for address, e-mail address, and phone numbers.
 
Also, please check out and bookmark our new VALOR web home page:
http://home.earthlink.net/~vesselka/valor.htm.  

 



Thank you,



Shawn M. Pierce
Vice President of VALOR


- ------------------------------------------------------------------------------


				VALOR



Lake Anna State Park
Spotsylvania, VA

Day Event Dates:        March 28
			April 18

NPC:                    $10.00
Pre-Register:           $15.00
At the Door:            $20.00
 
 
 
 
Camp Pocahontas State Park
Chesterfield, VA
 
Event Date:		May 22-25 (Group Camp 3)


                        Three-Night
 
NPC:                    $30.00
Pre-Register:           $40.00
AT THE DOOR:            $50.00



 
Event Date:		June 5-7 (Group Camp 3)
			June 26-28 (Group Camp 3)

 
                        Two-Night
 
NPC:                    $20.00
Pre-Register:           $30.00
AT THE DOOR:            $40.00




Call the VALOR information center for information, to register, and for 
camping instructions:


Vice President				       VALOR
Head of VALOR Plot			Information Center
*Shawn Pierce:				  1(703)266-8909
				      6842 Chasewood Circle
				      Centreville, VA 20121
				      spierce1@osf1.gmu.edu


Chapter Head				  1(757)825-6388
David Bliss:				   P.O. BOX 585
				      Newport News, VA 23607
					DBliss3038@aol.com

------------------------------

Date: Fri, 19 Jun 1998 16:39:36 -0400 (EDT)
From: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Subject: VALOR: EVENT SCHEDULE

- -- Nero-Malderon ---

							June 19, 1998

The forthcoming message is the VALOR event date(s) and general
information.  It is for your knowledge and for you to pass the information
around.  Also, please have this information forwarded to your newsletter
department and your web master.  The following dates have been confirmed.
There are more dates forthcoming.  If there are any problems or questions
please e-mail me or call me back.

In addition, PLEASE NOTE THE CHANGES TO THE EVENT SCHEDULE for this year.
Also, please check your current contact information and make the changes
accordingly for address, e-mail address, and phone numbers.

Also, please check out and bookmark our new VALOR web home page:
http://home.earthlink.net/~vesselka/valor.htm.
 






Thank you,



Shawn M. Pierce
Vice President of VALOR


- ------------------------------------------------------------------------------


				VALOR



Lake Anna State Park
Spotsylvania, VA

Day Event Dates:      	June 27

NPC:                    $10.00
Pre-Register:           $15.00
At the Door:            $20.00
 
 
 
 
Camp Pocahontas State Park
Chesterfield, VA
 
Event Date:		July 10-12 		(Ecology Camp)
 			July 31-August 2 	(Ecology Camp)
			August 21-23 		(Ecology Camp)
 			September 4-6		(Ecology Camp)
			October 30-November 1	(Ecology Camp)
 

                        Two-Night
 
NPC:                    $20.00
Pre-Register:           $30.00
AT THE DOOR:            $40.00






Call the VALOR information center for information, to register, and for 
camping instructions:


Vice President				      VALOR
*Shawn M. Pierce:			Information Center
					  1(703)266-8909
				      6842 Chasewood Circle
				      Centreville, VA 20121
				      spierce1@osf1.gmu.edu


Chapter Head				  1(757)825-6388
David L. Bliss:				   P.O. BOX 585
				      Newport News, VA 23607
					DBliss3038@aol.com

------------------------------

End of nero-malderon-digest V1 #8
*********************************


From owner-nero-malderon@swiftmail.com  Fri Jun 19 20:45:00 1998
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Reply-To: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
cc: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Subject: VALOR: EVENT SCHEDULE
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-- Nero-Malderon ---

							June 19, 1998

The forthcoming message is the VALOR event date(s) and general
information.  It is for your knowledge and for you to pass the information
around.  Also, please have this information forwarded to your newsletter
department and your web master.  The following dates have been confirmed.
There are more dates forthcoming.  If there are any problems or questions
please e-mail me or call me back.

In addition, PLEASE NOTE THE CHANGES TO THE EVENT SCHEDULE for this year.
Also, please check your current contact information and make the changes
accordingly for address, e-mail address, and phone numbers.

Also, please check out and bookmark our new VALOR web home page:
http://home.earthlink.net/~vesselka/valor.htm.
 






Thank you,



Shawn M. Pierce
Vice President of VALOR


------------------------------------------------------------------------------


				VALOR



Lake Anna State Park
Spotsylvania, VA

Day Event Dates:      	June 27

NPC:                    $10.00
Pre-Register:           $15.00
At the Door:            $20.00
 
 
 
 
Camp Pocahontas State Park
Chesterfield, VA
 
Event Date:		July 10-12 		(Ecology Camp)
 			July 31-August 2 	(Ecology Camp)
			August 21-23 		(Ecology Camp)
 			September 4-6		(Ecology Camp)
			October 30-November 1	(Ecology Camp)
 

                        Two-Night
 
NPC:                    $20.00
Pre-Register:           $30.00
AT THE DOOR:            $40.00






Call the VALOR information center for information, to register, and for 
camping instructions:


Vice President				      VALOR
*Shawn M. Pierce:			Information Center
					  1(703)266-8909
				      6842 Chasewood Circle
				      Centreville, VA 20121
				      spierce1@osf1.gmu.edu


Chapter Head				  1(757)825-6388
David L. Bliss:				   P.O. BOX 585
				      Newport News, VA 23607
					DBliss3038@aol.com




From owner-nero-malderon@swiftmail.com  Wed Jun 24 13:37:05 1998
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	Wed, 24 Jun 1998 09:33:27 -0400 (EDT)
Date: Wed, 24 Jun 1998 09:33:27 -0400 (EDT)
From: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Reply-To: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
cc: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Subject: VALOR: EVENT SCHEDULE 
Message-ID: <Pine.OSF.3.96.980622105615.17511G-100000@mason2.gmu.edu>
MIME-Version: 1.0
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-- Nero-Malderon ---

							June 24, 1998

The forthcoming message is the VALOR event date(s) and general 
information.  It is for your knowledge and for you to pass the information
around.  Also, please have this information forwarded to your newsletter
department and your web master.  The following dates have been confirmed.
There are more dates forthcoming.  If there are any problems or questions
please e-mail me or call me back.

In addition, PLEASE NOTE THE CHANGES TO THE EVENT SCHEDULE for this year.
Also, please check your current contact information and make the changes
accordingly for address, e-mail address, and phone numbers.

Please, note our event cost change for an NPC and an PC.

Also, please check out and bookmark our new VALOR web home page:
http://home.earthlink.net/~vesselka/valor.htm.
 






Thank you,



Shawn M. Pierce
Vice President of VALOR


------------------------------------------------------------------------------


				VALOR



Lake Anna State Park
Spotsylvania, VA

Day Event Dates:      	June 27

NPC:                     FREE
Pre-Register:           $20.00
At the Door:            $25.00
 
 
 
 
Camp Pocahontas State Park
Chesterfield, VA
 
Event Date:		July 10-12 		(Ecology Camp)
 			July 31-August 2 	(Ecology Camp)
			August 21-23 		(Ecology Camp)
 			September 4-6		(Ecology Camp)
			October 30-November 1	(Ecology Camp)
 

                        Two-Night
 
NPC:                     FREE
Pre-Register:           $35.00
AT THE DOOR:            $45.00






Call the VALOR information center for information, to register, and for 
camping instructions:


Vice President				      VALOR
*Shawn M. Pierce:			Information Center
					  1(703)266-8909
				      6842 Chasewood Circle
				      Centreville, VA 20121
				      spierce1@osf1.gmu.edu


Chapter Head				  1(757)825-6388
David L. Bliss:				   P.O. BOX 585
				      Newport News, VA 23607
					DBliss3038@aol.com




From owner-nero-malderon-digest@swiftmail.com  Wed Jul 15 05:54:01 1998
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From: owner-nero-malderon-digest@swiftmail.com (nero-malderon-digest)
To: nero-malderon-digest@swiftmail.com
Subject: nero-malderon-digest V1 #9
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nero-malderon-digest     Wednesday, July 15 1998     Volume 01 : Number 009



      Contents:
               VALOR: EVENT SCHEDULE 
               goings on

----------------------------------------------------------------------

Date: Wed, 24 Jun 1998 09:33:27 -0400 (EDT)
From: "SHAWN M. PIERCE" <spierce1@osf1.gmu.edu>
Subject: VALOR: EVENT SCHEDULE 

- -- Nero-Malderon ---

							June 24, 1998

The forthcoming message is the VALOR event date(s) and general 
information.  It is for your knowledge and for you to pass the information
around.  Also, please have this information forwarded to your newsletter
department and your web master.  The following dates have been confirmed.
There are more dates forthcoming.  If there are any problems or questions
please e-mail me or call me back.

In addition, PLEASE NOTE THE CHANGES TO THE EVENT SCHEDULE for this year.
Also, please check your current contact information and make the changes
accordingly for address, e-mail address, and phone numbers.

Please, note our event cost change for an NPC and an PC.

Also, please check out and bookmark our new VALOR web home page:
http://home.earthlink.net/~vesselka/valor.htm.
 






Thank you,



Shawn M. Pierce
Vice President of VALOR


- ------------------------------------------------------------------------------


				VALOR



Lake Anna State Park
Spotsylvania, VA

Day Event Dates:      	June 27

NPC:                     FREE
Pre-Register:           $20.00
At the Door:            $25.00
 
 
 
 
Camp Pocahontas State Park
Chesterfield, VA
 
Event Date:		July 10-12 		(Ecology Camp)
 			July 31-August 2 	(Ecology Camp)
			August 21-23 		(Ecology Camp)
 			September 4-6		(Ecology Camp)
			October 30-November 1	(Ecology Camp)
 

                        Two-Night
 
NPC:                     FREE
Pre-Register:           $35.00
AT THE DOOR:            $45.00






Call the VALOR information center for information, to register, and for 
camping instructions:


Vice President				      VALOR
*Shawn M. Pierce:			Information Center
					  1(703)266-8909
				      6842 Chasewood Circle
				      Centreville, VA 20121
				      spierce1@osf1.gmu.edu


Chapter Head				  1(757)825-6388
David L. Bliss:				   P.O. BOX 585
				      Newport News, VA 23607
					DBliss3038@aol.com

------------------------------

Date: Wed, 15 Jul 1998 01:53:49 -0400 (EDT)
From: <lee@swiftmail.com>
Subject: goings on

- -- Nero-Malderon ---

Hey, isn't ANYTHING happening in the wonderful world of Nero Malderon?

FYI, this list has 31 folks.


- -------Lee Sonko    lee@swiftmail.com-------
 If I had to live my life again, I'd make the same mistakes, only sooner.
 		-- Tallulah Bankhead

------------------------------

End of nero-malderon-digest V1 #9
*********************************


From owner-nero-malderon@swiftmail.com  Wed Jul 15 05:54:04 1998
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Date: Wed, 15 Jul 1998 01:53:49 -0400 (EDT)
From: <lee@swiftmail.com>
To: nero-malderon@swiftmail.com
Subject: goings on
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-- Nero-Malderon ---

Hey, isn't ANYTHING happening in the wonderful world of Nero Malderon?

FYI, this list has 31 folks.


-------Lee Sonko    lee@swiftmail.com-------
 If I had to live my life again, I'd make the same mistakes, only sooner.
 		-- Tallulah Bankhead


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-- Nero-Malderon ---

This will be the last post you get from the Nero-Malderon mailing list.
In the past several months, there has been very little traffic on this list
because plans have changed so much, including the new Alliance forming, us
changing camps and lots of other things. 

John's variant campaign will have a voice some time in the future. You'll
receive email about it when this happens.


-------Lee Sonko    http://lee.org    lee@swiftmail.com-------



