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More actual more Ajamis copyright (c) 2021 Jessy Levesque



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Also i have written the 30 pages rules for mastersofdungeons pencil paper booklets.
Also i have created illustrations to go with it, mostly monsters.


Here is extrait(s) :

Booklet contains fictionnary information.


The planes :

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

As a general rule, souls are traveilling through the astral plane and toward the higher planes until they reach the crown of god where they are
purified and sent back to the material plane but exeptionally divinity influence the travel of souls to other location created by 33th level heroes
now servants or named gods. Those shards of elemental or even higher constitution pockets are floating by the spellpower of the spellcasters
below the divines entity controlling it. High level adventures can lead in the understanding of the higher and elemental planes
containing many possiblilities of gaming. The higher planes are divided in three parts: the crown, the ascending passages and the womb of things.
The crown at it's utmost reach will stop destruction from happening calling powers to lower to the womb of things where it is possible to
destroy this threat without harming the souls affected. The ascending passages are usable only by astral bodies without objects which would
be a threat. Rarely the crown emits words of dinine meaning which has been received by mages and clerics as important request. The majority
of spellcasters are receiving spellcasting powers from the higher planes, from the palace of spells accessible inside the womb of things,
there 144 artifacts have been forged. After one thousand year of immateriality it is possible to reach one in the palace and to use it to become
a lesser named god. After one hundred thousand year of immateriality it is possible to use it as a named god. Lesser named god are able to grant third level
spell or less to ten mage or clerics for each year tolerated in the non material planes. After a hundred year of artifact weilding it is possible to incarnate preferably
in the inner elemental plane. Named god are able to grant seventh level spell but lose possible ninth level spell granting by incarnating themselves physically,
which they gain two hundred and fifty thousand years later and still must continue to reside in the immaterial world to continue to be known this way.
Lesser named god and named god which gives their spells sounds and colors gives sometimes other results which must never become a threat to long
or else their place could become a replacable void. There always are mages and clerics which rise themselves aware of the matters eventually and
becomes able to rise the mean against such problems, otherwize the crown would not tolerate it since it is it's own power which is shared with all.
By the process of soul cropping, the lesser named or named god can support one spell per person held in the pocket created for this effect. This
up to the maximum of spell possibly able to be granted by the lesser named or named god. Other process exist but are not described here, only
in the secret and saints or magery books and clerical works known by few in Mystrium*.

* Mystrium is the central planet in masters of dungeons.

Copyright (c) 2021 Jessy Levesque


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"Blade of Wizardry" Campaign

Plane of Mystrium

Arx Domus
Exarun Scrolls

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

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

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

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


Copyright (c) 2021 Jessy Levesque


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Group Beleif*

Monstery

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

Campaingn implication :

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

Avatorship

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

Campaign implication :

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

Hierophantism

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

Campaign implication :

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

Magery

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

Campaign implication :

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

Kinghood

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

Campaign implication :

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

*Group Beleifs are the empires.

Copyright (c) 2021 Jessy Levesque



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True Aztec - Maya - Inca  buccler from south america.
Copyright (c) 2021 Jessy Levesque

From the center the many zodiac circles are configurations
for space and time ! There are 35 readings per glyph.
The tree first main layers from the center are aztec, the three next inca and the three last are maya.
you can see the black dragon upper left of the aztec zodiac
the first main layer of the maya are television type and hands pointing
the medieval feerical with the umber hulk head lower right opposed to the black dragon.
aside, leftward cloudian etheric glyph.

BUCCLER




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Drawings.

m1c


Copyright (c) 2021 Jessy Levesque



Page content.

Copyright (c) 2021 Jessy Levesque