The Fixer's Handbook to the Singular World of LYSANDIA Including notes on the populace, the customs, the peculiarities, things magical, etc., etc., etc... Penned at the office of the Minister of Documents, and in accord with all policies and regulations set forth by the Great Council. Excelsior Phase One: Lysandia By Daniel Berke & Matthew Engle Handbook Edition 2.0 By Matthew Engle Map Illustration by Matthew Engle (C) Copyright 1994 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. TABLE OF CONTENTS 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 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.