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extract 1 from the livret
More actual more Ajamis copyright (c) 2024 Jessy Levesque
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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extract 2 from the livret
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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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extract 3 from the livret
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Group Beleif*
Monstery
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
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
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
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
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
Copyright (c) 2024 Jessy Levesque
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extract 4 from the livret
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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.