- Crystalicum
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Crystalicum is a Polish role-playing game released in 2006. It is set in a fantasy universe (with magic and such) but involving outer space environment (thus similar to the Spelljammer game). Much of the art is manga-style.
There is also a collectible card game of the same name set in this universe, released in 2005.
The card game consists of a Crystalicum: Crystal Edition basic set ("Crystalicum: Edycja Kryształowa") and two expansions - Under Set Sails ("Pod Pełnymi Żaglami") and Stronger than the Sword ("Silniejsze od Miecza"). The preparation of a second edition set - Crystalicum: War of Shadows ("Crystalicum: Wojna Cieni") has been announced on the game's forum by one of the people affiliated with the project.
The role-playing game features The Known Universe ("Znany Wszechświat") - a guide to the game's setting in the form of the memoirs of Marco di Mirandeo and a player's handbook ("Crystalicum: Kryształowa Gra Fabularna"). For some time it looked as if the RPG part of the project would come to a halt, with the news/rumour of one of the authors leaving and taking the copyrights for unreleased material with him, but the publication of the game master's guide has been announced recently for 2008.
Contents
The Setting
The Worlds
The game features numerous planets for the GM to use as a setting for his party's adventures, and since quite a number of maps depicting formerly charted space have been lost, new ones can be added as one wills it.
In-game they are called worlds, as the term (and name) Planet is reserved for a single world, which is also considered to be the centre of the universe.
The Void (Pustka)
In-between the worlds players find what is called the Void. The Void however is anything but empty. Most notably it contains a breathable atmosphere, and is a habitat for a number of species (mostly, but not exclusively, based on fish). The temperature of the Void seems to be higher than that on some of the planets.
Gravity seems to work most of the time, but the issue of "where is up and down" in the Void has yet to be established. While on a ship, down is towards the deck, when you fall out of a vessel however, you more or less hurl through the Void, until you [or your corpse] get caught by a world's gravitational pull, or a ship stumbles upon you and decides to take you on board). Also, the card Ingenious Maneuver ("Błyskotliwy Manewr") features the following flavor text:
Did you see that? He flew with his deck upside-down! I had no idea it is possible!
- Luciano de VelaWidziałeś? Przeleciał pokładem w dół! Nie miałem pojęcia, że to możliwe!
- Luciano de VelaThe Great Void (Wielka Pustka)
The Great Void is a vast stretch of the Void surrounding the Known Universe. Due to the lack of planets or even substantial rocks, preventing placing even a small resupply point for ships, it has for a long time been an impassable barrier, and the object of many tales regarding what (if anything) lies beneath. Recently however, Cristobal Catarribera y Natalez Salazar de Vela, the Dragon Prince, ruler of the Dragon Dwarves led an expedition meant to traverse and see what lies beyond the Great Void.
The Card Game expansion "Under Set Sails" takes place after the return of the expedition, proving that there are worlds inhabited by till then unknown races beyond the Great Void.
The Role-Playing Game is a bit unclear on its specific time placement. While the Great Void is mentioned as impassable in the player's guide, "The Known Universe" ends with the protagonist telling the news of the Dragon King's expedition's return and deciding to travel to the newly discovered worlds.
The Red Moon
A unique celestial body, the Red Moon travels between worlds in a somewhat erratic, yet possible to predict pattern (astronomers have devised ways to establish the Red Moon's course, and some people are born with the innate ability of sensing its coming to the world they are on). It is the scourge of all beings, as whatever living thing is basked in its light mutates both physically and mentally, becoming a raving monster.
The term "monster" in Crystalicum applies only to the victims of the Red Moon, be they a sentient race, animal or plant.
Crystal
One of the most widely featured extraordinary substances in Crystalicum. Found on all worlds save one (The Planet), it develops underneath the Earth's surface and is therefore mined and extracted. The crystal has numerous uses. After being set in a special socket it can bestow the socketed item with special or magical properties. It can be used as a battery for crystal-based weaponry. Crystals power the Void-faring ships' engines. In fact, they power many more or less mundane devices, usually fitted to the crystal's elemental manifestation. They are also an integral part of focuses - items characters with magical abilities use to perform their magic (a Crystal fit to be set in a focus is both rare and valuable, since it cannot be worked in anyway, and must have developed the right shape naturally).
Though coming from beneath the earth, most Crystals require sunlight to fuel their powers. A Crystal that has expended its energy takes more or less thirty hours in the sun to recharge, half the time if it is recharged in the Void. Other, more effective means of recharging a Crystal do exist however.
Crystal develops an elemental affinity, according to the nature of the world it comes from.
Air Crystals - transluclent Crystals which distort light, creating tiny rainbows around them, they are found on cold and windy worlds. Affiliated with the mind, genius and deception. These Crystals can increase one's perception, cause a chameleon effect, outright invisibility, cause an item to glow, allow a weapon to fight on its own or bestow the ability to fly (which makes them the power source for world-faring ships).
Earth Crystals - dark green Crystals found on worlds with a rich flora and fauna. Affiliated with energy, life and power. They can cause additional wounds on a successful hit, increase a character's strength or dexterity and agility, make the character more resistant to wounds, imbue it with the power of regeneration or repair broken items. They also have a distinct ability - they can store twice as much energy as other Crystals of the same level could, which makes them the most common choice where a crystal is used only as a source of power (e.g. machines).
Fire Crystals - glowing red Crystals found on dry and hot worlds. Affiliated with the untouchable sphere of life that is luck. Fire Crystals can cause darkness, allow one to see in it, drain elemental energy used against a character, increase its luck or speed or cure diseases. Fire Crystals have the most straightforward manifestation of power among crystals, which makes them widely used in heating devices, weaponry, but also in ship engines.
Water Crystals - dark-azure Crystals found on worlds with high humidity - ones that have a lot of rivers and lakes, vast seas, regular downpours or are shrouded in mist all the time. Affiliated with the spirit, relations between beings and all things ever-changing. They allow the weapon to deal poisoned or stunning strikes, pass through an opponents armor, let the character comprehend languages, shapeshift or strengthen its will. These Crystals are rarely used for non-magic purposes, partially because their powers are the most enigmatic and least known.
Crystals can also hold spells within them. The Crystal's affinity has to correspond with the type of magic it is supposed to hold, its size must also be sufficient. Once in a Crystal, a spell can be released by anyone simply by shattering it, making it a means of access to magic for non-spellcasters, or for spellcasters to have a quick spell ready for dire emergencies. The obvious downsides are the single-use nature of such item, as well as the fixed nature of a spell contained inside.
Overmetal (Nadmetal)
Another extraordinary substance, Overmetal is one of the things that differentiate a common character from a hero. The substance, also mined from beneath a world's earth, can be used to make weapons, armor and items of extraordinary durability and high quality. However its true value shows when used by characters who "resonate" with Overmetal. It then grows with the wielder/owner, increasing in power, gaining abilities, and changing its appearance to reflect his/her power and character. By default, all player characters resonate and start with an overmetal item (known as that character's Overmetal Heritage [Nadmetalowe Dziedzictwo]).
One of the benefits of possessing an item crafted from this ore (and resonating with it), is the possibility of having special slots for Crystals in it, which imbue the item and/or its owner with additional powers (usually called upon when needed). A Crystal placed in an Overmetal item does not need sunshine, instead drawing upon the owner's life force to recharge. Recharging a Crystal in such a way usually takes only a few hours.
The Gift
The ability to harness one's magic ability. If a character is not born with the Gift, he or she will most probably never be able to use magic, unless some extraordinary circumstances arise (some say the Prophet was not able to use magic until his return with the Crystal Hand).
A character's Gift is dependent on his or her race, and cannot be changed. To tap into it, aside from training, a focus is required. A focus is a specific item (tied to the gifted player's race) with a special crystal set within (its affinity also tied to the gift), that holds no power aside from channeling magical energy.
The study of magic is divided into paths. There are universal paths, available to every race, focusing on the harness and use of magic, and race-specific paths, which allow the channeling of specific effects.
A gifted character also has better control over spells contained within Crystals. The attitude towards the practice of storing spells this way differs from race to race. The Ice Elves combat the practice of capturing their spells in Crystals for use by anyone of not Ice Elven descent. The Crystal Empire treats it just like any other form of crystalcide. The Dwarves on the other hand, with their utilitarian approach to magic, have no trouble selling Crystals with their spells within.
Attitudes towards gifted ones are as differed as the worlds themselves, and on some spellcasters are in-born elites, on some they are revered, other worlds hold spellcasting as just another respectable professions, while on certain worlds the gifted are outright hunted.
Cultures and races
The Ice Elven Dominion (Cesarstwo Lodowych Elfów)
The Ice Elven Dominion Current Ruler Kaiser Gerasimos Pagos* Capital World Alexandreon Races Ice Elves, Common Elves Core Worlds Ochuroma, Zemos Former Rulers Alexandreos Megas, Unnamed Kaiser (supposed father of Eirene Dasma) *In the card game the "Gerasimos Pagos" card bears the function "Kaiser of the Ice Elves". In "The Known Universe" however it is said that the Unnamed Kaiser named Eirene Dasma his successor. It is also said that Gerasimos Pagos used his influence to arrange a marriage with her, thus gaining the title of First Consort, though using the title of Kaiser.