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extract 1 from the livret

More actual more Ajamis copyright (c) 2024 Jessy Levesque

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booklets can contains fictionnary information.
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The planes :

The external planes known to the archmage are varied but none excepted at very rare
occasions have been spacially immerced in them since experiment has demonstrated that instability is raising doing it, resuming in instant death, or insanity.
Being able to raise divine servants ends normally in facing divine decisions
transmitted from the higher plane to the high clerics. Explorable, the inner planes exists, within the space of the
planet, castle like insides, inverted road, circling and ending in cards game rooms, enygma, and strange creatures abound in the many locations accessible,
  divided in four part, the world tree (water), the castle rooms (air), the earth womb (earth), and the fiery lands (fire).

As a general rule, souls are traveilling through the astral plane and toward the higher planes until they reach the crown of god where they are
purified and sent back to the material plane but exeptionally divinity influence the travel of souls to other location created by 33th level heroes
now highered servants. Those shards of elemental or even higher constitution pockets are floating by the spellpower of the spellcasters
of entity surged by the below divines controlling it. High level adventures can lead in the understanding of the higher and elemental planes
containing many possiblilities of gaming. The higher planes are divided in three parts: the crown, the ascending passages and the womb of things.
The crown at it's utmost reach will stop destruction from happening calling powers to lower wombs, things that where possible threat,
are destroyed, this without harming the souls body of the affected. The ascending passages are usable only by astral bodies without objects which would
be a threat. Rarely the crown emits words of dinine meaning which has been received by mages and clerics as important request. The majority
of spellcasters are receiving spellcasting powers from the higher planes, from the palace of spells accessible inside the womb of things,
there 144 divine artifacts have been forged. After one thousand year of immortal work it is possible to reach one in the palace and use it to become
a lesser named god. After one hundred thousand year of immortal work it is possible to receive named god whorty recognessance.
Lesser named god are able to grant sixth level spell or less to ten mage or clerics.
After a hundred year of divine artifact weilding it is possible to rise and walk in the inner elemental plane.
Named god are able to grant seventh to ninth level spell to one hundreth mage or clerics, for each tower or temple they gain two hundred and fifty additionnal spells.
Lesser named god and named god which gives their spells sounds and colors, receives lower threat in mass combat, one third by hundred spells used.
There always are mages and clerics which rise themselves aware of the matters eventually and
becomes able to rise the mean against problems of potential replacable void, otherwize the crown would not tolerate it since it is it's own power which is poured down to the casters.
By the process of soul cropping, the lesser or or named god can support one spell per person held in the pocket created for this effect. This
up to the maximum of spell granted to the lesser or named god. Other process exist but are not described here, only
in the secret and saints or magery books and clerical works known by few in Mystrium*.

* Mystrium is the central planet in masters of dungeons.

Copyright (c) 2024 Jessy Levesque

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"Blade of Wizardry" Campaign

Plane of Mystrium

Arx Domus
Exarun Scrolls

Arx Magnus
After having won against the Medusa and the Minotor, the path to the sword is revealed.
Mithril Sword

Locum Atlan
A pleidian guardian is holding the Atlan Shield.
Atlan Shield

Sun Temple
Twelve Stones of Zodiac
NPC holding the Sun Disk against the stones.

Sky Tower
A wizard is holding the eye of magi.
Eye of Magi


Copyright (c) 2024 Jessy Levesque


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Group Beleif*

Monstery

Type_Monstery.bmp

This behavioral viewpoint is based on the fact that monsters overcome and tolerate
 the most deranging events of the planet. From time immemorial beasts and other rampant beings were
able to survive the intolerable condition which Mystrium lived in the past cycles.
Since then Monstery has been instaurated more than once on the continent, which is even marked
 by those era. Born from this beleif, HomeLand has been rebuilded many time, giving a strong
 point to the many races to communicate and cohabitate with the monsters of the realm.

Campaingn implication :

 The armies under the Monstery Kings, are filled with monsters, which are mostly obedient but also
 in some case helping the running groups. Often Kings are monster themselves, strong entity
 which proved their might and royal capacities.

Avatorship

Type_Avatorship.bmp

 The avatar is born from a selected being of Nature. Then he walks the earth aside
 his group. The avatar reveives power from the beleiver, gathered and tied to him. The preisthood
 is often, near representation of the walking Ideal and also perpetuate his alignment. The acheivement
 of the full knowledge of the astral temple is the utmost acheivement for the beleiver.

Campaign implication :

The group is respecting the Avatar. He must follow steps like other being, from work to adventuring
 until he reach Kinghood and finally Avatoria. Battle are organized each month in the arena, which
 is important for training the Avatar physically. The priesthood require the Avatar to be present each
  year, for the reunion. It is necessary to hold the greatest altar community can support.

Hierophantism

Type_Hyerophantism.bmp

The serpent race, only now a remnent from the past, still is present and prepared to demonsrate
 the wizdom and tenacity of the ancient. Payment is great to ask the Hyerophant to grant anything.
 He is able to fullfill most of the mortal desire, but death and life is to him as the day and the
 night. The great one is born from the body of the holyest or strongest of the follower, depending
 on their alignment.

Campaign implication :

 Many body are needed to entertain and grant the Great Hyrophant his power and also follower. His
 hypnotic power are even deranging for other group, which become angered as their beloved are taken
 away. To the other side Hyerophant are able to become holy and unholy which may be benifical to
 repel some entity and even group of them. King is subject to change because of the different
 happening meanwhile in the sect.

Magery

Type_Magery.bmp

As the knowledge of the ancient is brought back to the initiated, magery is rapidly installing. The
 main interest of this society, the Mages are to become the most skilled creator or summoner of the
 land. Reagents and Spells are their concern. The wizardry towers holds their laboratorys.

Campaign implication :

Elaboration of complex structure such as tower and dungeon become the everyday for the group of people
 near the spellcasters. Bog or Swamp reagent cropper, and quarier are the most demanded worker when
 time arise of entaming and continuing the unflodment of then creation of the most strong mages.

Kinghood

Type_Kinghood.bmp

Knights and Warriors are common in the lands safely guarded, by the royal interest over the group of
 often humanoid and loyal habitants. Gold and Jewels are some of the most seeked riches required to
 pay soldier and mantain kingship within the reaml. The Lord King is highly respected, even more than in
 other group where King are present, servant and other worker often make tribute to the royal chief.
 Tax are collected each month. War is rising when riches is behind the ennemy group existance and raise
 wealth of the kingdom. Loss also is found as the army get back to homelands or when things are bitter.

Campaign implication :

Castle building is of the most important matter. As the kingdom become more wealthy castle is more
 strong and able to react to any change within the group behavior. Blacksmith and forester are very
 helpful for the population is mostly composed of warrior and raising people, often working to build
 other housing and maintaining order within soldiership. Keeping and exceptionnaly joust or arena
 event are interest wich will influence the citisen to migrate.

*Group Beleifs are the empires.

Copyright (c) 2024 Jessy Levesque


Structure_Astral_Temple.bmp


Copyright (c) 2024 Jessy Levesque

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The different classes :

Warrior can use weapon, shields and buccler, he can tolerate castle walls and dungeon immersion.
Knight or Chevalier or Guard or Soldier can horseback and weild armor, sold is paid to him or her and receive a sold for quest completion from the active king.
Barbar can receive real wouding and can use axes and can use advanced blades.
Blacksmith can identify buy and sell legally, he can repair armors and shine weapons.
Gladiator can use weapon and armors he learn from teaching and can enter arena battle and receive a sold for battle completion from the active kings.
Warlord can use maces and can direct by voice command mass combat, with cost feat warlord can cast paladin spells of the thirty six level, one by turn up to twenty four per day. They can cast continual blade.

Cleric can cast clerical spells and create scrolls. He know lands exchange and can evaluate a treasure in one turn, they also can hire henchmens and servants, workers and can talk to rich or lawful people.
Druid can use alchemistry and know reagents and has plants
friendship (induction). He can act as decisionnal representant to create balance and true hapyness.
Crusader can use any weapons, he can heal serious wounding he can cast one cleric spell per hour up to twenty four per day with a feat wich can be complex. The can cast continual guerison.
Ninja can use blades and can slice up to as many time per turn, as level reached up to thirty three times.
Samurai can use halberd and saber legally and can slay with them up to six wounding per turn one per three level.
*Druid, Ninja and Samurai can cast clerical spells based on the magical property of the class.

Mage can cast magical spells, also they can use plant, dost, and gems and know planification and spellcasting creation to quarry dungeons and erect towers.
Arcanist can cast arcane spells based on dweomer understanding and following tree dweomer knowledge arcane casting capacity, his normal spellcasting capacity is three thirty six level spell per day each ten archmage level.
Summoner can control mass combat astrally and use mass combat spells. The can cast gate and magic missile. They can cast metal transport spell, up to one thousand gold pieces of weight per level of the summoner.
Wizard can be leader, read magic and runes and can research spells also he know rod,wand and staff knowledge.
Archmage can enter immaterial complex and can cast any spell desired with a feat with cost which can be complex, he also know magics to create weapons such as a sword and armors such as chain. They can cast
continual light.

Bandit can create camp and restore party, also he can control delicious beauty woman and monsters.
Geer can open mecanism, research and passwall with a rod or spellcasting which he receives, one feet of legal material desintegrate (no flesh) per level per four hour.
Assasin can avoid murder and deownership, unearth (an english process of material good transmission), hide in shadow (block attack legally), create enhanced strategic plan for normal and mass combat and send message legally.
Lord can become owner of a castle or palace and can own lands and jewels treasure and can be treated as a god legally.
Sir can execute dungeon magics, engear legally, transfer continental information instantaneously, reverse process legally, he is capable of enhanced evaluation and astral process with dungeon spells.
Immortal can enter ethereal and know movement in planes and dimentions, with cost feat which can be complex he can not be killed except if he fail, also he can endure, soften, blend, bypass and stop the same way.

Japanese can peneter delicious beauty woman righteously and can create invention from english knowledge for good of humanity, they can tolerate esoterical forces and ascention young age about forty five year necessary, beauty shelter, food, clothes and body and they know empires.
Japanese use matrial art
decentricul and avoid being touched they weild rarely weapons and armors but use scrolls and messages. As they evolve they can become old and very old until they become masters.

*Immortal act as a thirty six level caster initially as it is an advanced class also like the crusader, the archmage and the warlord.

mirmidon - warriorwithspellcpacityofspellcastingadventure

hubenner(may be changing) - wizardwithspellcapacityofspellcastingadventure (i did write mage at first to make you think of it)

gold adventure (must be tested)

dungeon adventure (must be tested)

mine adventure (must be tested)

tits adventure (joycing beauty woman)

bread making adventure (joycing beauty woman)

jewel adventure (other type of woman)

computer adventure (other type)



Copyright (c) 2024 Jessy Levesque


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also i have written informations for the following labels in the first booklet

combat
enhanced combat
mass combat
spell casting
dragons
bestiary
the dungeon master
strategy over time and high level campaign
weapon armor and shield
protection from armor, shield and bulk point
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extract can change at any moments, and can be rebuilded otherwize as needed as owner decision is.
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