Basic Nyssian Assumptions
Magic comes from the gods, given to clerics directly. Obelisks are the outlets by which the frequency comes to the domain. Wizards are believed to steal the frequency, or the energy needed to cast spells. Psionics and sorcerers create the frequency within themselves. 0, 1st, 2nd level spells generally are not lost in cities, because of being near obelisks. Must still memorize spells as normal.
Clerics, except for death spells, require only one spell component – their holy symbol. If they lose access to their holy symbol, they cannot cast any spells. They receive a free feat create holy symbol which takes one hour per cleric level. Clerics have 15 + wisdom modifier, of clerical spells in their prayer books per spell level. They can replace spells freely with other priests at holy sites. If they read the spell from the prayer book, they lose it until they are able to replace it. It takes one day of scribing to add a spell to a prayer book.
Wizards gain 2 spells every level until 10th. They gain one spell per level until 15th. Wizards no longer gain spells automatically every level past 15th level, they must research them.
Raise the Dead can ONLY be cast at an obelisk. There are no material components, but the god will not enable them to be cast on an opposed aligned creature or someone that has angered the gods. Most times a service is required. Reincarnation is much more popular, but the listing is significantly different and so is the mandatory service.
Teleportation spells require magic circles; one going and one for the destination. It takes one uninterrupted hour to create a temporary exit circle in sand, must be a physical element. A permanent one can be created in stone. Two choices, open or sealed for just the creator. sealed is for a set number of creatures, but it requires the true name of inscribed in it. The 7th level version does not require an originating circle, but a destination one is still needed. One variation is Obelisk Jump (4th level) but requires a cleric at both the originating and destination obelisk to activate the spell affect.
Weeks are also called ten-days. The most important day is Sword Day, wherein adults must spend four hours in weapon training. This is also the day duels are held and gladiatorial combat usually occurs. Lawful beings usually visit their obelisk on this day.
Most people are pagan, worshiping more than one god. Paladins are required to worship at least one god; clerics can honour ideals. It is standard practice to make an offering to any obelisk you go to or pass by; is considered extremely rude not to. Most good aligned people say they follow the Quadrane (Quanna, Japeth, Darras & Mathai)
Nobility are families who through service or wealth have gained special rights that are not available to others. Most can carry weapons, kill trespassers, or slay those who kill members of their families. Other rights are possible. Nobles do not pay taxes directly, but they must tithe and swear loyalty. They cannot refuse an order of service from the crown, citizens as individuals cannot be compelled in this way. They gain entry into most towers if they show the basic skills needed; they do not pay fees.
Hembria was an ancient magical empire that spanned the domain; Hembrian is vernacular for anything old.
Guilds are also known as and reside in Towers and they commonly hold seats of power in communities. Rather than one-person one vote, each tower has one vote on the governing counsel. Some common towers: sollus (gardens), song (Bardic), sorrow (mortuaries), silence (martial arts), Solomon (wizards), law (bureaucracy), Trade (merchants), war (military). Many others exist. In theory they are equal in the votes, but this rarely works without political entanglements.
Dragons are generally called Tyrants, only two known dragons exist: purple & ice. Drow do not exist in Nyssa. Sarinth is a
Psionics exist on Nyssa; they are located in one known area of the world, rare elsewhere.
Talented is a pseudonym for psionic. Tallene are psionic humans.
Coinage: Oromians mint all Nysarian coins. All bear official seals of the local government (City, Region or Nation) and a Tyrant. Wing/Seal, is the equivalent to Heads/Tails. One slight difference, if the coin is subsequently lost, it should not be looked for. This is called an offering to Fatanus (Lady Luck.) Common (Copper), Noble (Silver), Crown (gold), Lord (Electrum) are the most used names.
Constructs have at completion maximum HD. Constructs are intelligent (usually 5-7), part of the elemental spirits that are bound during their creation. Few can speak, but they can be given much more advanced directions.
Guns were once utilized, heavily in Axxidin. For some reason, around five hundred years ago they fell into disrepute, no generally known reason. Only Lyrrian Smokers (PrC) use them now, but they are despised. Neither guns nor ammunition can be enchanted.
There are no stars in the night sky, rather there are four constant moons. Another seven moons can be seen at differing times. The seasons of the year are based on Curen’s position; Rising, Peak, Descent, Dearth. The other moons are: Drelth (Red), Frel (Blue); Kredant (Green).
Slavery is common in other parts of the world; most are criminals, prisoners of war, or of an outcast race. Children are rarely born slaves, as they and their mothers are granted freedom. Halflings are the most common type, next followed by Ogres, and Minotaurs. Most are enchanted by being bound, so they cannot simply walk away or refuse an order. Good aligned characters may not keep slaves; but not required to rescue. Lyrria has an open door gate policy, the law prevents enforced return, so they are essentially immediately free.
Rule of the fist. Large bladed weapons, missile weapons, martial weapons or exotic weapons are illegal to carry on the street. Everyone can use a dagger, rapier or fist.
Spice, is the word used for illicit drugs, some varieties are: Bliss, rage, dream, jube, pixie dust, and angel blood. They are illegal in most lawful societies, but they are available.
Taint rules: Close association with undead or demonic beings may cause the physical body to rot away or become deformed.
Undead are a constant threat. Any corpse not properly interned will arise as undead in 3-12 days. Jackalla, servants of Anubis, serve as undertakers in 95% of all communities. Usually found in Sorrow Towers, large mortuaries.
Vitae Laenum are the books of life; the first magical books ever known, and they contain virtually all known and unknown the spells. Nem XXI – Nem CIV are the ones that have so far been found. Their source is unknown, but their veracity is unquestioned.
Colours and their meaning
Red: blood-thirsty, rage; associated with Cush
Orange: courage; battle associated with Japeth
Yellow: heavenly, associated with Quanna
Green: nature-based, often Aware animals are green furred, associated with Mathai
Blue: healing, goodness in general. (Always-safe potions)
Purple: law & bureaucracy; associated with Casna; LN creatures
Grey: the gray moon; lycanthropy; associated with Fenris
White: cold, undead, associated with Rowenna,
Brown: helpful, kindness, urban areas; associated with Darras
Black: mystery, night, fear; associated with Keran,
Pink: love, beauty, charm & homosexuals (Shae); associated with Rosetti,
Anthril: silver coloured metal. Always sharp, many have slaying abilities
Crystalline: spell-absorbing crystal. Grown near astral conduits.
Trelline: white cloud ore. Very heavy. Earthquake and levitation properties
Ebal: mined from the dead corpses on the astral. Black. Absorbs faithly magic
Rhendur: from plane of fire. Equivalent to warmth devices. Red.
Krel: relatively stable chaos matter. Can re-shape form. Multi-hued.
Auron: golden metal from celestials. Double dmg vs undead.
Verchine: Green steel from hell. Strongest form of metal. Extremely thin.
Peoples of the Land
Oromian: human sailors & merchants
Reaches: Dwarven mountain lands. Huge population of dwarves
Tsarin: valley protected by Ice Tyrant Sarinth within the Reaches
Greater Lyrria: Central forest, urban and heavily multi-racial; strong elf influence
Phastian: Desert dwelling blacks-skinned. Great horse-riders
Athali: Blue Ice elves; Chavon: wild green elves; Dral: honourable black skinned elves
Mandorrian: great armored warriors. Notorious for battle-mages.
Wastelander: Viking like nomads in the wastes. Raid Ice Tyrants.
Shaerlian: Orientals, found in the silent east; land of the undead
Zurnian: From the Kazurn plains. Nomadic peoples.
Dram: From Greater Lyrria; multi-racial nation of Wizards.
Tharon: Western evil, human nation, hunts others; uses many slaves
Ge’Neshian: gray-humans, enslave using gems
Tallene: human psionic, borders on Phaetox Bish territory
Holy Vows: Paladins must choose 4 holy vows; clerics & monks 2 vows
Obedience: obey all leaders & those of higher level in their specific command
Loyalty: renounce all ties to family, guild, tower & government. Live for their order.
Bravery: Never show fear. Last to retreat but not while defending others.
Courtesy: show respect to those of higher level & station.
Challenge: You are open to a challenge in whatever form, at any time.
Humility: remain humble in spirit, rejecting adulation and reward.
Celibacy: remain chaste. (Female knights must take this vow!)
Neutrality: apolitical. (Solomo wizards must take this vow.)
Mercy: Never slay intelligent, mortal creatures if they request mercy or they surrendur. Non-combatants are assumed under this role
Minor Faith: Accept no aid from non-allied churches.
Major Faith: Accept no aid from another’s alignment. (Counts as 2)
Truth: do not lie or misrepresent the truth.
Freedom: allow no intelligent being to remain in slavery. (Counts as 3)
Minor Poverty: surrender 25% of all wealth attained.
Major Poverty: surrender 75% of all wealth attained. (Counts as 2)