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- The Fixer's Handbook to the
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- Singular World of
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- LYSANDIA
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- Including notes on the populace,
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- the customs, the peculiarities,
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- things magical, etc., etc., etc...
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- Penned at the office of the Minister of Documents,
- and in accord with all policies and regulations
- set forth by the Great Council.
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- Excelsior Phase One: Lysandia
- By Daniel Berke & Matthew Engle
-
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- Handbook Edition 1.0
- By Matthew Engle
- Map Illustration by Matthew Engle
-
- (C) Copyright 1993 by Daniel Berke and Matthew Engle
- All Rights Reserved.
-
-
- Excelsior is distributed as shareware. You are allowed to use the program for
- a period of TEN (10) days for evaluation. After the ten days, you are asked
- to register the program or cease using it. You may freely distribute copies
- of Excelsior, but they must contain all files, including the README file.
-
-
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- TABLE OF CONTENTS
-
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- The Populace
- The Common Races 1
- The Common Classes 3
- Gender 5
- Alignment 5
- The Primary Attributes 5
- The Secondary Attributes 7
- Skills 7
- The Establishments
- Castles 8
- Cities 8
- Villages 8
- Huts 8
- Dungeons 9
- Keeps 9
- The Mercantile
- Weapons 10
- Armor 11
- Materia Magica 11
- Staples 12
- Transportation 12
- Miscellaneous 12
- The Creatures, Great and Small 13
- The Magical Arts
- On Spells and Spellcasting 15
- The Spells of the White Arts 16
- The Spells of the Black Arts 18
- The Spells of the Gray Arts 20
- Addendum 22
-
- 1
-
-
-
- THE POPULACE
-
-
-
- THE COMMON RACES
-
- There is a wide variety of life forms extant on Lysandia. This overview
- will cover only those which are sufficiently human-like in appearance and
- possess enough rationality to be considered a race. The term species perhaps
- would be more fitting for the descriptions following, but tradition has it
- that because they all possess some human qualities, they are known as diff-
- erent races.
-
- The most common race by far is the aforementioned HUMAN. Humans are the
- essence of ordinariness and have no remarkable qualities. They tend to band
- together into various social groups. They have a fondness for law and order,
- and thus usually choose one of their own to be the leader of their group.
- The leader of one group, however, could very well be a subordinate in another.
- The land of Lysandia itself is governed by a human. Despite their lack of
- notable features, humans habitually overestimate their importance in the
- multiverse.
-
- Although they began as a slight evolutionary offshoot from the humans,
- DWARFS have developed into a common race themselves. The most noticeable
- difference between the two is that the dwarf rarely grows taller than waist-
- high to a human. What they lack in stature they make up for in strength.
- Dwarfs have taken to living in underground dwellings and rely on their own
- muscle power to handle the work of building settlements and performing other
- chores. They have, therefore, evolved into a disproportionately strong race.
- Due to their short, stocky stature, they tend to be a tad slower than the
- human. Because dwarfs are given to difficult manual labor, they are known to
- be a slightly dour folk.
-
- ELFS are of roughly the same proportion as humans, but they are by nature
- quite different. Elfs are nimble and quick; they have fine, delicate
- features, making them slightly less hearty than humans. They like to believe
- the legend that the ancestors of their race were magically blessed, and that
- each one of them has innate magical residue working for them. Elfs spend the
- majority of their free time immersed in discussions about beauty, or engaged
- in dance and song. They live communally in small bands, but always welcome
- other elfish visitors.
-
- GNOMES rarely grow more than three feet tall. They have dark tan skin and
- long, flowing locks of white hair accompanied by a thick beard. They prefer
- to live in shaded fields in symbiotic relationships with a multitude of
- animals. Gnomes often feel more akin to a graceful forest animal than to
- humankind creatures, as they are wary of any animal larger than twice their
- size. They are a jolly bunch and are quick with a laugh and a pat on the
- back. Since they live outdoors, they have become rather dexterous, despite,
- or perhaps because of, their size.
-
- 2
-
- At first glance, a HALFLING looks quite the same as a small human. Half-
- lings are a plump people who always look happy to see one another. They pre-
- fer the comforts of a good book or a tall tale among friends to a strenuous
- adventure. Their love of reading and conversation has made them, on the
- whole, intelligent and pleasant to be with. They live in underground, candle-
- lit burrows, are honest and dependable, and enjoy passing down the lore of
- their race to the young. There are few other races halflings cannot at least
- tolerate. They go out of their way to be friendly, though never to the point
- of sycophancy.
-
- At the other end of the spectrum are TROLLS. They are vile folk of ex-
- tremely low mentality, and pass the requirements for being categorized as a
- race by just a hair. Trolls have pale green calloused skin, and their noses
- are usually as lengthy as their feet. They have long, gangly arms which sway
- loosely when they walk. Trolls show just the basic framework of an organized
- society and prefer to settle disputes among themselves by making use of a club
- or mace. Their speech consists of grunt-like syllables, and their vocabulary
- rarely exceeds that of a five-season-old human. The only enviable aspect of
- trolls is their great strength and constitution, although they developed these
- qualities because of their tendency to get into pointless fights.
-
- The IMP is a small, minor demi-demon of little consequence. Imps are
- thought to be more of a nuisance among the general public than a danger.
- When a man loses the key to his cellar door, or other such trivialities, and
- finds it in the last place he looks, it is often an imp at play. Imps are
- fragile, light-footed beings who have a persistent smirk. They tend to have
- an aura of good luck surrounding them. As to the accusation that they use
- slight magical abilities to get this luck, they do not respond.
-
- GLYNNS can be considered the opposite of imps, in that they are sometimes
- known as the heaven's messengers. This may be a slight exaggeration as to
- their origin, but there is something mystical about their appearance. A
- glynn's body has a natural golden-yellow glow. They are almost never seen
- in multitudes, and rarely seen at all. When they do appear, most humans
- behave toward them in a more courteous and gentle manner than usual. Glynns
- possess large minds and are quick to learn. Their intelligence exists at the
- sacrifice of their strength, though. They are a slightly weaker race than
- most.
-
- Occasionally in the past, a human would grow far beyond the norm. Several
- of these GIANTS were banished to the mountains, and soon a new race came into
- being. Giants are usually twice at tall as a human male, and thus naturally
- possess great strength. They do not fit in well with the bulk of human
- society, since their ancestors left them in the mountains in the hope that
- they would die off. Humans have always resented the fact that, quite the
- opposite of their intention, giants continue to fare rather well as a people.
- Due to their unusual size, giants are slower than the other races.
-
- GOLEMS cannot be considered a race proper. They are actually the remains
- of several dead members of another race medically re-assembled and then
- magically endowed with life. Due to the natural way a dead brain decomposes,
- golems are rather unintelligent creatures. They cannot reproduce their own
- kind, since their kind consists of body parts of many other kinds. A golem is
- unusually strong, probably the residual result of the magic necessary to bring
- it to life. However, they have little charm among the other races, especially
- when one recognizes a reused body part of someone he or she once knew.
-
- 3
-
- Mixed races and half-breeds also exist on Lysandia, of which the HALF-ELF is
- the most successful. A half-elf usually looks more human than elfish, al-
- though they almost always retain the elf's distinguishing pointed ears. Half-
- elfs are not as deft as true elfs, and their legendary ancestral magic is not
- quite as potent. On the positive side, however, they have about the same con-
- stitution and strength as humans. They are freely accepted into both human and
- elfish society.
-
- The HALF-GNOME falls somewhere between human and gnomic in stature. Like
- the half-elf, they are not as adroit as the pure gnome is, but, again, they
- make up for this with a stronger constitution. They are more comfortable
- among humans, but following their gnomic roots, they live in lightly forested
- areas. The half-gnome's hair is not always white, and it has even been noted
- that they do not all wear beards.
-
- Of all the mixed-races, the HALF-ORC is the only one universally considered
- a mistake. Half-orcs walk upright and have the same proportions as humans,
- but their features are definitely orcish: large snouts, pointed, cuplike ears,
- and large out-growing canine teeth. Both orcs and humans are ashamed of this
- joining of their kind, and each side blames the other for the initial union.
- Half-orcs are stronger and heartier than humans, yet have smaller brain
- capacities and little social grace.
-
-
- THE COMMON CLASSES
-
- A person's class refers to his profession or area of specialization in which
- he received training during his younger years. There are therefore in-
- numerable classes to be found on Lysandia - encompassing everyone from His
- Majesty the King himself down to the local rat catcher. Of this tremendous
- variety, there are thirteen which particularly lend themselves to a Fixer's
- task, and these are the ones which are described below.
-
- A WARRIOR is a basic man or woman-at-arms. Warriors are experts in weapon-
- ry, tactics and strategy. They undergo intensive physical training from birth
- and are quite a brawny class. A warrior has a working knowledge of all
- standard weapons.
-
- An ARCHER is essentially a warrior who specializes in missile weapons.
- Archers are expert marksmen, but because of this specialized training, are not
- competent with all hand-to-hand weapons. Archers need not be a brawny as a
- true warrior, but they do need to be fairly dexterous - it takes nimble
- fingers to remove an arrow from a quiver, thread it on the bowstring, aim and
- fire accurately at a rapid rate.
-
- A SWORDSMAN is the opposite of an archer. Swordsmen are warriors who
- specialize in hand-to-hand combat. They are most effective with edged
- weapons, and can wield all of them. They too do not need to be as strong as
- a warrior, but they must be dexterous and agile.
-
- A RANGER is a hunter or woodsman who relies not only on his weapon, but also
- on his wits. They are at home in the wilderness and are knowledgeable about
- tracking, hunting, woodcrafting, scouting and survival. Rangers are quite
- muscular, but just as dexterous. They are equally content to fight an enemy
- face to face as to sneak around them, set a trap and hide in the branches of a
- tree until the trap is sprung.
-
- 4
-
- A MILITIAMAN is basically a brute. Militiamen like to compare themselves to
- warriors, but they are not nearly as skilled in combat and nearly anyone can
- become one. Town guards, personal bodyguards and watchmen usually belong to
- this class.
-
- MAGES draw upon arcane knowledge and have mighty spells at their disposal.
- It takes decades of intensive study to become a fully competent mage. The
- process begins with many years of solitary study followed by many more years
- of apprenticeship at the side of an elder spellcaster, and only after this
- can one be considered a mage in his or her own right.
-
- CLERICS are equally skilled in the magical arts as are mages, but they work
- to develop their spirituality. Sometimes mages, so intent on developing their
- craft, draw on power from the underworlds and become blind to the ethical
- questions this may bring up. Clerics look to the heavens for direction and
- guidance for resolving this problem.
-
- There are few people to be found who are more noble than a PALADIN. Pal-
- adins combine the best aspects of warriors and clerics. They are skilled in
- the use of most types of weaponry, but also devote much of their time to
- intellectual pursuits. Paladins are able to cast spells at a level just
- below the two spellcasting classes proper. Finally, paladins devote them-
- selves to spiritual pursuits, looking toward the gods for guidance and dir-
- ection. It is a rare person indeed who is able to qualify to become a pal-
- adin.
-
- SCHOLARS are people who partake in intellectual pastimes and often train for
- several different classes at once. They are usually younger people who have
- not yet decided what their life's calling is. Scholars are able to wield
- many, but not all, weapons and wear most types of armor.
-
- BARDS are travelling folk who are light-hearted and enjoy telling tales.
- They are quite knowledgeable about the local folklore and often recount an
- area's history through song and music. During their travels and encounters
- with various townsfolk, bards learn the rudiments of spellcasting and thus
- posses a slight magical ability.
-
- ROGUES are people who think that the world owes them a living. They usually
- have a shady past, and attempt to maintain a high lifestyle while letting
- other people do all the labor. Stealing and swindling others out of money
- are perfectly reasonable acts to a rogue.
-
- PIRATES are the rogues of the sea. They never hesitate to attack another
- ship, plunder the loot, and then leave it and its passengers to sink. Pirates
- are physically strong after working the seas for so long. Pirates may some-
- times be found on land when they dock to replenish supplies on their ship.
-
- ASSASSINS are people who make their living by killing others for pay. It is
- a thoroughly illegal profession. Assassins use any means necessary to carry
- out their assignments and they are always watching people out of the corner
- of their eye. Frequently assassins masquerade as one class during the day
- and use the cover of nightfall to hide their true business.
-
-
- 5
- GENDER
-
- Aside from race and class, there are several other traits which compose a
- person's personality. Perhaps the most fundamental of these is the person's
- gender, of which there are three varieties. Anyone may be either MALE or
- FEMALE. A male is generally stronger than a female, yet because of his
- greater muscle bulk, is slightly less quick and dexterous.
-
- The third possible gender is simply referred to as SEXLESS, and it is only
- available to three races. A sexless person has none of the inherent benefits
- or drawbacks of the other two genders. Both a glynn and an imp may be sex-
- less, as it is possible for them to reproduce through magical means. A golem
- may also be sexless, since it is not essential for the creator of the golem
- to assign it a gender in order for it to be endowed with life. These three
- races may, of course, also be either male or female.
-
-
- ALIGNMENT
-
- A person's alignment is a guide to his or her basic moral and ethical
- attitudes toward others, society, good, evil and the forces of the multiverse
- in general. It is a subjective and ever evolving trait. Although there are
- an infinite number of possible alignments, they are grouped into the general
- headings of GOOD, EVIL, and NEUTRAL. Good and evil are at opposite ends of
- the spectrum, with neutral in the middle. Alignment affects how others react
- toward someone, and it is of the utmost importance to the spellcasters, as it
- partially determines how draining a particular spell would be to cast. This
- is described in more detail later.
-
- Certain classes, by their very nature, have restrictions on what alignment
- they may identify with. For instance, a good assassin is a contradiction in
- terms. Both clerics and paladins are unable to be fully evil in alignment,
- while, rogues, and to a lesser extent, pirates, cannot identify too closely
- with the good.
-
-
- THE PRIMARY ATTRIBUTES
-
- There are six attributes to which a numeric value is assigned, three of
- which are called primary attributes and three of which are called secondary
- attributes. The primary attributes are more essential to one's make-up than
- are the secondary. The six attributes together define the specific physical,
- intellectual and spiritual development of a person. The three primarily
- attributes are described below, followed by the secondary attributes.
-
- A person's STRENGTH is a measure of his or her physical musclepower, as well
- as endurance and stamina. The stronger a person is, the more damage he or she
- is able to inflict with each hit from a weapon. Those with high strength are
- also more likely to win an arm-wrestling match. Strength is the primary
- concern of the warrior class, since they are the most likely to wear bulky
- armor and wield heavy weapons.
-
- INTELLIGENCE represents a person's raw intellect, although it is up to him
- or her to determine how to apply it. The presence of a high intelligence does
- not automatically result in wise decisions. Intelligence is of extreme
- importance to the spellcasting classes, as the maximum number of magic
- potential points one has is directly proportional to their intelligence.
-
- 6
-
- DEXTERITY reflects how adroit a person is in the use of the hands and the
- body. It encompasses qualities such as hand-eye coordination, agility and
- reaction speed. The higher someone's dexterity, the easier it is for him to
- dodge an enemy's attacks. A high dexterity is important for the rogue and
- assassin classes, since both of these professions require stealthy and
- cunning maneuvers.
-
-
- THE SECONDARY ATTRIBUTES
-
- The higher someone's LUCK, the greater are his or her chances of defying the
- odds in a wide variety of situations. Luck may have an effect in everything
- from the offensive and defensive aspects of combat to the chance of suc-
- cessfully picking a lock to being dealt a winning hand in a local game of
- Three Crowns Up.
-
- A person's CHARM is a reflection of his or her charisma, persuasiveness and
- personal magnetism. Oft times people are more likely to speak freely to
- someone of great charm than to an oaf. The local Lysandian shopkeepers
- usually are content to sell their wares at lower prices to one possessing a
- high charm, although they will seldom admit to this afterwards.
-
- PIETY is a representation of one's personal enlightenment, although this is
- an admittedly difficult area to measure. It reflects a person's devotion to
- his or her god or gods of choice. Piety is one of the main areas of concern
- for both clerics and paladins. (Note to Fixers: Please try not to become
- conceited around those of high piety, despite the heavenly and divine nature
- of your task.)
-
-
- SKILLS
-
- Many skills and trades which may prove useful for the assigned task exist in
- Lysandia. Skills are usually either passed down through family generations
- or taught by experts. Some classes are automatically considered skilled in
- certain areas, since qualifying for that class presumes certain knowledge.
-
- The BANDAGE skill covers basic medical training available to those trav-
- elling outdoors. The proper use of medicinal herbs, animal fats and medical
- supplies are elements of the bandage skill. People who possess this skill
- regain their health at a faster rate than normal.
-
- DARK EYES is a rather curious skill indeed, and in a way is not a skill at
- all. Some people, either because of their race or because of a freak genetic
- mutation, are born with retinas that are hyper-sensitive to light. They are
- able to see clearly in what appears to most to be complete darkness. Dark
- eyes is listed as a skill because it is said that certain people are somehow
- able to endow those with normal eyesight with this quality.
-
- Those skilled in the art of FENCING are cunning with blade weapons. Fencing
- improves swordsmanship technique and is considered a rather chivalrous art.
-
- 7
-
- The opposite of fencing in terms of chivalry is FIST FIGHTING. While this
- ability may often prove useful in hand-to-hand combat, its image is somewhat
- tainted because of frequent brawls in the local pubs.
-
- The LOCKPICKING skill is an example of some of the more seedy skills which
- may be attained. While some locksmiths use this ability honestly and legally,
- lock picking is considered required learning among thieves and scoundrels.
-
- While only a small fraction of the populace is devoted enough to become
- fully competent spellcasters, it is possible for non magic-users to learn the
- MAGIC skill. This encompasses the rudiments of spellcasting and thereby
- allows anyone to possess a small number of magic potential points.
-
- The MARKSMANSHIP skill improves a bowman's accuracy when using projectile
- weapons. Sire Williams, the land's most renowned marksman, was able to pierce
- an apple with an arrow from a distance of twenty cubits while blindfolded and
- riding backwards on a galloping mule. Although possessing the marksmanship
- skill will certainly not bring one to this level of expertise, it is quite
- useful during long range combat.
-
- Possessing the MUSIC skill allows one to elicit pleasing sounds from musical
- instruments, a favorite trade among bards. Sometimes musicians join sailors
- on long, monotonous voyages to provide musical accompaniment while they
- warble a chantey.
-
- While most people in Lysandia possess basic literacy, the ability to read
- and write obscure languages or ornate pencrafts is limited to the privileged
- upper classes and magic users, who refer to their spellbooks. Mastering the
- SCRIBE skill allows one to read and write such unusual texts.
-
- The seas can be rough for those who do not have the SEAMANSHIP skill.
- Anyone wishing to sail a ship must have this skill or certainly face disaster,
- either by sinking, becoming hopelessly lost at sea, or by falling off the edge
- of the world into Slavik's Void.
-
- The SURVIVAL skill teaches one how to live off the land for extended periods
- of time when the food supply is low. Some of the knowledge garnered in this
- skill includes knowing which berries are safe to eat and which are poisonous,
- how to remove the salt from sea water, and where to find edible dirt that is
- rich in nutrients.
-
- Learning the SWIMMING skill allows one to swim either through rivers or in
- the ocean. Swimming is also an excellent form of recreation.
-
- 8
-
- THE ESTABLISHMENTS
-
-
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- CASTLES
-
- The land of Lysandia is a thriving kingdom and perhaps the greatest show of
- power and legitimacy the royal family can do for its people is to construct
- majestic and towering CASTLES. There are currently three, all found on the
- main continent. King Valkery, sovereign of Lysandia, resides in the largest
- of the three. It is from this central castle that all universal laws for the
- land are enacted.
-
- The other two castles house nobles who function as local governors. They
- watch over the day to day business of the region of Lysandia in which they
- are situated.
-
-
- CITIES
-
- The primary areas of commerce are the CITIES. Each city is a fairly self-
- sufficient microcosm of society, as inter-city transportation, and thus trade,
- is time consuming and difficult. Trade does exist, however, but due to trans-
- portation costs, these foreign goods tend to be slightly more expensive. The
- majority of the people are unaware of this, though, because they haven't
- access to a merchant's import log book. In areas where it is possible, trade
- is conducted by way of the sea. In fact, one city's entire livelihood relies
- on sea trade and would not exist were it not for this type of commerce.
-
-
- VILLAGES
-
- VILLAGES are smaller and less self-sufficient than cities. They are not as
- well established and their populations are generally smaller. However, for
- many people, village life is ideal; the bustling crowds found in cities are
- absent, yet the spirit of cooperation among its people is not. Seldom a day
- goes by when there is not a carnival, magic show, or great communal feast
- occurring in one village or another.
-
-
- HUTS
-
- Those who prefer a solitary or near-solitary existence quite often con-
- struct their own private HUTS. Huts vary in size and design, but they are
- generally constructed of natural materials - usually a combination of wood,
- straw or wheat, and dried mud. Those who choose to live in a hut often
- decide to construct them in isolated places. Unlike villages, carnivals are
- usually not found in huts, for reasons of limited space.
-
- 9
-
- DUNGEONS
-
- DUNGEONS are sad reminders of days past on Lysandia, for the land was not
- always such a peaceful place. They consist of underground mazes and cavernous
- chambers. Monarchs of centuries past constructed the dungeons for a variety
- of purposes. These ranged from supply and storage areas to prisons to torture
- chambers. Nowadays, the dungeons are all but forgotten among the people.
-
- It is rumored that a few hermits and loners inhabit the now decaying dun-
- geons, but this is believed unlikely, as it has been well documented that the
- dungeons are now places infested with swarms of monsters. The wise adventurer
- never leaves anything of value unguarded in a dungeon level since hoards of
- non-intelligent scavengers plunder anything that looks remotely appealing as
- soon as they realize the threat of confrontation is gone. In fact, the wise
- adventurer does not enter the dungeons at all.
-
-
- KEEPS
-
- Keeps, like dungeons, are bitter reminders of the past. Perhaps even more
- so, due to their high visibility. Keeps are inverted dungeons. Underground
- excavation was a slow and cumbersome process, and the King's answer to this
- was to commence construction of the keeps. They served the same purposes as
- dungeons, but did not take as long to complete.
-
- Again, innumerable beasts inhabit the keeps, and some Lysandian car-
- tographers even theorize a vast underground network of passages connecting
- all the dungeons and keeps. This claim is completely unsubstantiated, and
- probably will remain so, as no one is eager to spend any length exploring
- their mysteries.
-
- 10
-
- THE MERCANTILE
-
-
- WEAPONS
-
- Few people venture far from home without bringing some sort of weapon, of
- which there are many varieties. Some weapons are light enough to be wielded
- with one hand, in which case another one-handed weapon or a shield may be
- carried in the other. Some armaments are so heavy or complex that they
- require the simultaneous use of both hands. Also, by nature of one's class,
- certain weapons may not be usable. It may take some experimenting for each
- person to determine his or her limitations with respect to weaponry.
-
- EDGED WEAPONS are the most common type to be found. These include such
- items as swords, daggers and axes. They do their damage by lacerating or
- impaling one's opponent. Most edged weapons are made of the finest forged
- steel and rarely need sharpening, but there are always tricksters to be found
- who pass off shoddy merchandise as the real thing.
-
- POLE ARMS are an extension of edged weapons. They usually consist of blades
- mounted at the end of a six to eight foot mahogany pole. Ranseurs, halberds,
- spetums and common spears all belong in this category. They are usually not
- as heavy as normal edged weapons, but their advantage is that they can attack
- over a longer distance.
-
- The most primitive form of weapons are BLUDGEONS. The weapons of choice of
- trolls, these items do their damage by simply bashing down on an enemy with
- great force. Some examples of bludgeons are clubs, maces and morning stars.
-
- The great advantage of MISSILE WEAPONS is their ability to strike from long
- range. Bows and crossbows fall into this category. The skilled user can
- often strike and defeat a foe before it is within attacking range. A user of
- missile weapons must always be sure to have a supply of arrows or quarrels on
- hand.
-
- Apart from these categories of standard armaments are the MAGICAL WEAPONS.
- These are weapons that possess some special or mysterious property. They
- usually cost more, but if used properly, can more than make up for their
- price. Some weaponsmiths skilled with spellcasting can magically charm an
- item. This gives the weapon greater strength and thus does more damage with
- each successful strike. Other types of magical weapons are forged from a
- rare, green tinted alloy known as Eramel. The secret to forging this metal
- is held by the elfs, and they guard it well. Eramel weapons are more rare
- than charmed weapons are and they are priced accordingly. However, this
- material makes these weapons are quite dangerous. Finally, there are special-
- ly created magical weapons. Many magicians devote time to developing these
- extremely dangerous weapons. Each of these arms possess some special char-
- acteristic which separates it from the standard selection. It is the for-
- tunate few who are wealthy enough to afford such weapons.
-
- 11
-
- ARMOR
-
- Armor provides one with protection from unwanted assaults. As with weapons,
- certain classes of people are not able to wear all varieties of armor. There
- are five components necessary for one to be completely protected.
-
- BODY ARMOR is the single most protecting part. Body armor, made of sub-
- stances such as leather, chain mail or plate mail, protects from one's elbows,
- across the chest down to the waist, and then ends at one's knees. Body armor
- can be quite cumbersome, and in general, the more protection provided, the
- more it slows one's mobility.
-
- HAND PROTECTION, either consisting of metal gauntlets or simply leather
- gloves, provide protection from the elbow down to the hand. Protecting the
- wrist is extremely important, as nearly all weapons require forceful movement
- with the hands.
-
- FOOT PROTECTION guards an adventurer's calves and feet. Types of foot pro-
- tection include metal greaves or leather boots.
-
- The armor that protects the most vital area of most living things are the
- HELMS. A helm covers the head and neck, protecting many essential arteries
- and the skull.
-
- SHIELDS are, in a way, mobile armor. They are held in one hand and are used
- to block an enemy's attacks. Most are made of either wood or steel. Shields
- are good for protecting an area of one's armor that has been damaged.
-
- Together these five components fully cover a man or woman of normal size.
- Like weapons, there are quite a few forms of magical armor. Some body armor
- is crafted from the Elfish Eramel, thus providing more protection. Other
- types of armor possess special qualities. Again the cost is greater, but so
- is the protection they provide.
-
-
- MATERIA MAGICA
-
- Many merchants specialize in goods used primarily by spellcasters. The most
- basic item they carry are SPELL BOOKS, needed by any magician before an en-
- chantment may be cast. Sellers of spell books usually complement their in-
- ventory with a selection of scrolls.
-
- Before a magician can cast a spell, he or she must purchase a SCROLL de-
- tailing the components, chants or rituals needed for casting. Once such a
- scroll is obtained, he or she transfers the knowledge into a spell book for
- convenient reference. The exact requirements for casting are thus always at
- his or her fingertips.
-
- Frequently magical equipment peddlers sell POTIONS as well. There are many
- types of potions, each characterized by a different color. Unlike spells,
- which require intense study, potions need only be ingested to take effect.
- Therefore, to the delight of non-spellcasters, any class can use a potion.
-
- 12
-
-
- STAPLES
-
- Of course the people of Lysandia could not survive without FOOD and DRINK.
- Some people prefer to farm their own food, but for most, the local grocer
- fortifies them well. There is quite a selection of food available, spanning
- common fruits and vegetables, seafood, baked goods, desserts, nuts, soups,
- poultry and meat. Grocers are usually jolly, slightly heavy-set folk who
- snack on their own foodstuffs throughout the day.
-
- There is an equally large selection of beverages available for the consumer
- at restaurants and pubs. These include water, milk, mead and the ever-popular
- ale. Pubs are popular meeting places and are often brimming with the rumors
- of the day.
-
-
- TRANSPORTATION
-
- By far the most common mode of transport among the common folk are the feet.
- Walking is not only healthy, but is the only option for the vast majority of
- people.
-
- For those who can afford one, a HORSE can provide swift transportation.
- Stablehands selling horses can be found in scattered villages and cities
- across the land. One of the major advantages of horse travel is the fact that
- not being in direct contact with swamps prevents one from possibly contracting
- a disease.
-
- Rarer yet are those who use SHIPS. The seas provide life-long barriers for
- most people, but sailors skilled in the art of seamanship and possessing a
- ship have a much greater range of travel. It is sometimes faster to sail a
- boat a longer distance to a destination than by travelling to it over land,
- depending on the terrain.
-
-
- MISCELLANEOUS
-
- Many merchants sell general supplies such as torches, shovels or musical
- instruments. Others specialize in providing specific services such as craft-
- ing rare items.
-
- 13
-
-
- THE CREATURES, GREAT AND SMALL
-
-
-
- Over the years, and after the loss of countless lives, a catalogue class-
- ifying the myriad of beasts likely to be encountered during one's ventures has
- been compiled. The wise traveller studies the following carefully, for it is
- most unpleasant to be suddenly attacked by an unknown creature. Let it be
- known, however, that this list is far from complete; new creatures are seen
- roaming the land on rare occasions.
-
- Some of the most common creatures are GOBLINS, HOBGOBLINS, GREMLINS and
- KOBOLDS. All four are small in stature and relatively weak. Due to their
- commonality, strong adventures consider this quartet to be more of a pest than
- a real threat.
-
- Also rather common, yet more powerful, are the GORN, the GNOLL, the OGRE and
- the TROLL. These are all semi-intelligent creatures with a fondness for
- pointless destruction.
-
- There are several types of general scoundrels to be found, and the PICK-
- POCKET, THIEF and PIRATE are among them. These three types have little regard
- for the law, and feel they are allowed to kill, steal or generally cause havoc
- at will.
-
- There are three types of adversaries who wield bows and arrows. They are
- ARCHERS, HUNTERS and SCOUTS. These people travel stealthily, so often the
- first sign that they have attacked is a painful arrow in one's back.
-
- When a person dies, his or her soul normally lives on in the heavens. How-
- ever, though various means, the body and/or soul of the dead can come back to
- life in the material world. SKELETONS, GHOULS, ZOMBIES, MUMMIES, SPECTRES,
- LICHS and wights are commonly referred to as undead creatures. Although they
- have already died once, one will find them to be most alive when they attack.
-
- BERSERKERS, WARRIORS, and BUCCANEERS are basically brutes who attack with
- common weapons. This does not mean that one should let his or her guard down
- around these people though, as they are all strong and powerful.
-
- Among the dangers at sea are the SEA WORM and the GIANT SNAKE. Both of
- these are large, serpentine beasts who have done in many sailors over the
- eons. Also, through some freak of nature, an occasional duck is born into
- the world bent on destruction. These CRAZED DUCKS may not be the strongest of
- foes, but their determination makes them dangerous nonetheless.
-
- GOLEMS and GIANTS are the same race of beings as described earlier in this
- Handbook. Some are born (or created) with a stroke of evil in them and are
- very hostile. Their great size makes them dangerous opponents.
-
- There are four foes who dabble in the magical arts. WIZARDS and SORCERERS
- are dangerous, as they can either cast a fireball at an opponent or cause them
- to fall asleep, allowing for more traditional attacks. The WITCH and the
- BANSHEE are not very strong magic users, and they tend toward non-magical
- attacks. However, one should not underestimate the strength of their blows.
-
- 14
-
- Two types of creatures are dwellers of the underworlds, but occasionally
- they can be found on the Lysandian plane. GARGOYLES and DEMONS are both
- dangerous, as they can hurl fireballs at their opponents. Demons also possess
- the power to cause their adversaries to fall into a deep slumber.
-
- RED, WHITE, and GOLD DRAGONS are all very powerful foes, as are the similar
- WYVERNS. Perhaps more tales told around the campfire concern encounters with
- these fearsome beasts than all others combined - and with good reason.
- Dragons can all attack from long distances either by breathing flames or
- hurling fireballs at their foe.
-
- Similar to the other dragons and just as terrifying are the HYDRA and the
- CHROMATIC DRAGON. What separates these two from the rest is the fact that
- these terrible beasts are multi-headed. They can both shoot a fireball at a
- foe or magically put them to sleep. It is best to avoid these fearsome beasts
- at all costs.
-
- 15
-
- THE MAGICAL ARTS
-
-
-
- ON SPELLS AND SPELLCASTING
-
- The magical arts are well established in Lysandia, although usable only by
- people trained in such practices. The Lysandian bureaucrats have classified
- magic into three major categories: the Black, the White and the Gray Arts.
- Spells belonging to the Black Arts are usually incanted in order to inflict
- injury and suffering. Magic used for healing and aiding belongs to the White
- Arts. Spells which are neither good nor evil in and of themselves are
- classified under the Gray Arts.
-
- In order to incant a spell, a person must possess two things: a book in
- which to record the rituals needed to invoke the spell, and a certain level
- of magic potential.
-
- Spell books are fairly easily obtained from sellers of materia magica. They
- are great, leather-bound volumes, and nearly indispensable to spellcasters.
- After years of use by the magician, the book's originally blank pages grad-
- ually become filled with diagrams, rituals, scribblings, and other arcana.
-
- Magic potential is a reflection of the amount of training and experience
- someone has with magic. Due to their tendency toward spellcasting, certain
- classes are able to achieve this potential at a faster rate than others.
-
- More powerful spells generally require more potential to cast than do the
- lesser ones. The amount of potential needed, however, is itself variable -
- dependent upon the caster's alignment. For example, a cleric of good align-
- ment would require more magic potential to cast a spell from the Black Arts
- than would an evil mage, and he would require less potential than the evil
- mage to cast a spell belonging to the White Arts.
-
- Alignment itself is affected by the type and quantity of spells casted. If
- this good cleric were to cast several Black spells, the toll on his psyche
- would be great. Soon he would begin to break from the good and sway toward
- evil. Therefore, the spells from the Black Arts he has grown accustomed to
- casting would require less potential, while certain spells of the White Arts
- would require more potential than before. Magic in Lysandia is a mercurous
- practice.
-
- The following pages list the incantations available to men and women of
- magic. Directly under the name of the spell, in italics, can be found the
- casting runes followed by a number representing the intensity of magic po-
- tential required to cast the spell assuming that the caster's alignment is
- identical to that of the spell. On the next line is a graph depicting the
- alignment scale with the spell's alignment indicated with a "*". As
- mentioned above, the farther the caster's alignment is from the spell's,
- the more magic potential required to cast it.
-
- 16
-
- THE SPELLS OF THE WHITE ARTS
-
-
-
- Alleviate Pain
- AP - 1
- E ----------------N-*-------------- G
- This cantrip is one of the first spells apprentices learn. It summons minor
- healing energy and is ideal for lesions and cuts of little consequence.
-
- Curtain of Protection
- CP - 2
- E ----------------N-*-------------- G
- This spell creates an invisible shield around the caster, decreasing an
- opponent's chances of landing a blow. The effect, alas, is only temporary.
-
- Zagha's Banquet
- ZB - 2
- E ----------------+*--------------- G
- If gluttony is a sin, the obese baron Zagha, after whom this spell is named,
- is beyond any possible redemption. Upon casting this spell, a bounty of food
- will be added to the caster's supply. A very popular spell, despite the fact
- that the fare created is not always the most pleasing to the palette.
-
- Air Walk
- AW - 3
- E ----------------N-*-------------- G
- This spell will allow the caster to walk, for a limited time, upon a cushion
- of air which forms underfoot. It is useful for avoiding contracting a disease
- when travelling the swamps.
-
- Cavaterra's Disappearing Act
- DA - 3
- E ----------------N--*------------- G
- Cavaterra is a bard who travels from one locale to another so swiftly and
- quietly that no one realizes he has moved on until either his musical services
- are requested or until someone wonders aloud why he has not answered his door
- for many moons. This enchantment, which simulates this aspect of his per-
- sonality, will make the spellcaster invisible for a limited duration, reducing
- an opponent's chances of landing a blow.
-
- Flesh Mend
- FM - 3
- E ----------------N----*----------- G
- Flesh Mend is a more potent variation of Alleviate Pain. It will heal more
- severe, though non-fatal wounds.
-
- 17
-
- Purify Blood
- PB - 3
- E ----------------N---*------------ G
- Diseases and afflictions are a common threat among all citizens of Lysandia,
- especially for those who travel the swamps, where countless vermin thrive.
- If the caster is unfortunate enough to contract such an ailment, this spell
- will cure it.
-
- Fumbling Fingers
- FF - 4
- E ----------------N----*----------- G
- Fumbling Fingers will cause all opponents in sight to lose control of their
- hands. For laymen, this effect is best likened to the one obtained after
- dipping one's hand into a tub of lard, and then trying to wield a hefty sword.
- The bewildered look seen on a cunning knight's face when he continually drops
- his weapons without knowing why is quite a humorous sight.
-
- Mystic Rejuvenation
- MR - 5
- E ----------------N--------*------- G
- Often one overestimates one's skill in battle and narrowly survives combat.
- If ever in need of significant healing, this incantation is ideal.
-
- Omniheal
- OH - 7
- E ----------------N------------*--- G
- The most powerful healing spell, usually available only to great masters of
- the art. Omniheal will return the caster to full health, by both healing all
- wounds and curing any disease.
-
- Turn Undead
- TU - 10
- E ----------------N-------*-------- G
- This spell, popular among clerics, will harm all beings who have returned from
- beyond the grave to seek revenge upon the living.
-
- Higher Justice
- HJ - 13
- E ----------------N---------*------ G
- This spell summons powerful and divine energy waves and directs them in all
- travelling directions from the caster. It will harm any opponent it strikes.
-
- Holy Wind
- HW - 16
- E ----------------N------------*--- G
- Upon casting this spell, an ethereal aura will gust across the landscape,
- affecting all creatures in sight.
-
- Divine Hailstorm
- DH - 18
- E ----------------N---------------* G
- This is the most powerful offensive spell available to practitioners of the
- White Arts. A storm of flaming ice will fall from the sky, striking all in
- sight.
-
- 18
- THE SPELLS OF THE BLACK ARTS
-
-
- Flame Toss
- FT - 2
- E -------------*--N---------------- G
- A basic offensive incantation, producing a ball of intense flame which em-
- anates from the caster's fingertips and hurls itself toward an opponent.
-
- Magic Burglar
- MB - 3
- E --------------*-N---------------- G
- The sometimes inconvenient locked door can be easily taken care of with this
- spell, a favorite among petty thieves.
-
- Sander's Poultry Eliminator
- PE - 5
- E ------------*---N---------------- G
- The magician after whom this spell is named evidently tired of encounters with
- the occasional crazed duck. He developed this spell, which will adversely
- affect all poultry in sight. Rumor has it that the inventor of this spell
- joined the ranks of the military in later life.
-
- Ball Lightning
- BL - 6
- E -----------*----N---------------- G
- What was once a rare and mysterious event worthy of awe is now tamed by magic.
- This spell will produce a localized concentration of lightning which will
- strike a single enemy.
-
- Hyper Fireball
- HF - 8
- E ---------*------N---------------- G
- A variation on Flame Toss, this spell will hurl a more potent fireball in all
- eight travelling directions at once.
-
- Blue Havoc
- BH - 9
- E --------*-------N---------------- G
- Upon casting this spell, sharp bolts of energy will surround a single opponent
- in a whirlwind of electricity.
-
- Mood Swing
- MS - 10
- E --------------*-N---------------- G
- The intricacies of the magical arts with respect to the relation between
- alignment and magic potential are sometimes irksome. A skilled magician
- evidently thought so and developed this incantation. For a short time, this
- spell will allow the caster to shift his alignment in the specified direction,
- possibly reducing the amount of magic potential required to cast a desired
- spell.
-
- 19
-
- Brain Blister
- BB - 13
- E ------*---------N---------------- G
- An unusually cruel spell which affects all opponents in sight. Upon in-
- vocation, this spell will cause large lesions to form on the brains of the
- enemy. Significant damage to them, as well as possible insanity, will result.
-
- Gwen's Wrath
- GW - 13
- E ------*---------N---------------- G
- Gwen was an evil empress who employed teams of sages working nonstop to de-
- velop dreadful spells which she would cast upon the citizens she ruled for the
- sheer glee of watching people tremble in fear of her. When this spell is
- cast, the opponent will feel a tremendous weight drop upon his body, causing
- great damage by crushing his bones. As an aside, it should be noted that Gwen
- was so fond of casting this spell upon her people that soon there were no
- people left to cast the spell upon.
-
- Plasma Storm
- PS - 15
- E ----*-----------N---------------- G
- Highly charged plasmatic particles will shoot from the spellcaster's finger-
- tips in all travelling directions, doing severe damage to any creature it
- strikes.
-
- Soul Witherer
- SW - 17
- E --*-------------N---------------- G
- This is a bizarre spell indeed. It bypasses physical damage and attacks the
- inner lifeforce of all beings in sight. It damages their soul, causing both
- psychological and physical injury.
-
- Devil's Fury
- DF - 18
- E *--------------N---------------- G
- The most powerful of all offensive spells, this incantation summons power from
- the rulers of the underworlds and affects all beings in sight. A very ex-
- hausting spell which is not to be thought of lightly.
-
- 20
-
- THE SPELLS OF THE GRAY ARTS
-
-
- Luminous Air
- LA - 1
- E ----------------*---------------- G
- Another spell practiced widely by novices. Luminous Air will cause the air
- around the caster to glow temporarily with mysterious radiance, allowing him
- to see in the dark. In order for this spell to work, the caster must be
- somewhere where there is an atmosphere, since the illumination is produced by
- ionizing oxygen atoms.
-
- Instant Elevation
- IE - 2
- E ----------------*---------------- G
- Upon invoking this spell, the molecules in the caster's body will become less
- dense, allowing transportation through seemingly solid surfaces. This manip-
- ulation of density in conjunction with a simple levitation principle will
- cause the caster to rise one level in either a dungeon or a keep.
-
- Instant Descent
- ID - 2
- E ----------------*---------------- G
- This makes use of the same principles as the above spell, the only difference
- being that the words for the levitation principle are recited while standing
- upside down, thus producing the opposite effect in a dungeon or keep. Re-
- searchers are still working on an Instant Sideways spell.
-
- Mortimer's Pinpoint Relocation
- PR - 3
- E ----------------*---------------- G
- Old Man Mortimer was a hermit who possessed the distinguishing trait of having
- no nostrils. He developed this spell as an experiment in long-range tele-
- portation. There are few recorded occurrences of it being cast, however, and
- many prominent magicians do not believe it ever worked in the first place.
- Rumor has it that a special item is needed for successful casting, yet no one
- is quite sure what the item is or where it is to be found.
-
- Hasty Exit
- HE - 4
- E ----------------*---------------- G
- Occasionally one gets into a situation in a dungeon or keep where the chances
- of survival are rather depressing. This spell will instantly transport the
- caster safely to the planet's surface.
-
- Windwell-Crumb's Mind Clearer
- MC - 4
- E ----------------*---------------- G
- Hugh Windwell-Crumb is one of Lysandia's foremost chemists. He developed this
- spell, which will unclutter the caster's mind, allowing for more concentrated
- and focused thought. The advantage of this temporary boost in intelligence is
- an increase in the caster's maximum magic potential, making it possible to
- temporarily encant spells beyond the caster's normal ability.
-
- 21
-
- Fisk's Alchemy
- FA - 5
- E ----------------*---------------- G
- Fisk was one of Lysandia's premiere metallurgists, although he was also some-
- what conceited. He tinkered with many forms of metal alloys and invented
- quite a few useful devices. However, despite his claims to the contrary, he
- did not invent the sword. This spell, one of his greatest triumphs, will con-
- vert any lead in the caster's possession to a substance of greater value -
- gold.
-
- Mesmer's Flying Feet
- MF - 6
- E ----------------*---------------- G
- When in a hurry, sometimes even the swiftest of steeds is not a fast enough
- means of transport. This spell allows the caster to take a giant leap in any
- one direction, saving a great deal of travel time.
-
- Chronic Discontinuim
- CD - 12
- E ----------------*---------------- G
- An extremely delicate spell which requires intense concentration. Invocation
- of this spell alters the caster's temporal reality, causing time, as it is
- generally known, to cease to exist for everyone save the caster himself. The
- effect of this spell lasts only a short time - but what exactly is time
- anyway?
-
- 22
-
- ADDENDUM
-
-
- This note covers events which have occurred too recently for inclusion in this
- Handbook. It seems that some of the cheerfulness among the people is fading.
- There is a growing current of dissatisfaction with King Valkery, the very man
- who not so long ago was universally admired by his people. At a superficial
- level this undercurrent may not be obvious and life may seem as normal as
- always, but the unhappiness is spreading. In recent days the King has man-
- dated a number of unpopular laws.
-
- In addition to this, the horrific beasts previously isolated to the keeps and
- dungeons are being found in great numbers upon the open land and sea. It is
- not yet known if these events are related.
-
- As should have been explained clearly by the Great Council, yet probably was
- not, it is your task to determine the root cause of this discontent and alter
- events so that they will coincide with the planned history of the land. The
- assignment is an important one - think of all the paperwork that would have to
- be rewritten should events stray off course.
-
-
-
- - The Minister of Documents
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This Handbook covers the current state of Lysandia,
- found on Plane 52, Universe 13 Subclass A.
- Coordinates 154.21 by 546.4 by 1,321.43 by 72.2
- within common hyperspace.
-
-