| Index to the Book of the Eldritch Crystal The Crystal The Eldritch Crystal is more than just a beautiful gem. It is a tool that, when mastered, will allow the holder to bend the very landscape to their will. To accomplish such this, the learner must master the many forms of the crystal. The crystal can change into many forms, each with a different ability. The holder of the crystal must simply TAP the crystal to cause it to change to a new form. As the learner improves and advances, more forms will become known. The Crystal is also sympathetic to certain actions, which when performed, will cause the crystal to change to a specific form, no matter which form the crystal was previously in. Learning these actions is a necessary step towards mastery. The book provides the student with the necessary information on how to operate and master the various forms of the crystal. READ the book to obtain valuable information. TURN the book to see the next page. To quickly find specific information you may TURN BOOK <form name> where form name is the name of the crystal form you wish to read about. OPEN the crystal in any form to cause it to change to book form. The ball form provides a window with a view of all the known exterior settings in their most basic form. From these beginnings, any exterior location possible within the world can be born. TURN the ball to change the climate of the location within. WAVE the ball to change the terrain of the location within. LOOK into the ball to see the resulting terrain and climate in greater detail. RUB the ball to cause the setting within the ball to become reality. Note: Rubbing the ball from within the Eldritch Mists will create a new location. Rubbing the ball in a location previously created from the Eldritch Mists will cause that location to change to match the setting within the ball. ROLL the crystal in any form to cause it to change to ball form. The compass form provides the ability to connect distinct locations with a directional heading. The compass is often used in conjunction with the mirror form which provides travel between unconnected locations. WAVE the compass to center the current location within the compass or to cause a previously centered location to be cleared. TURN the compass to set the direction of the compass. RUB the compass to cause the current location to connect to the location centered within the compass by way of the direction set within the compass. SPIN the crystal in any form to cause it to change to compass form. The mirror form provides the ability to view and travel to all the locations created by and currently under the holder's control. WAVE the mirror to cause the location within the mirror to change. GO into the mirror to travel to the location within the mirror. GLANCE at the crystal in any form to cause it to change to mirror form. The box form provides the ability to view of all the known interior settings in their most basic form. From these beginnings, any interior location possible within the world can be born. TURN the box to change the climate of the location within. WAVE the box to change the terrain of the location within. LOOK into the box to see the resulting terrain and climate in greater detail. RUB the box to cause the setting within the box to become reality. Note: Rubbing the box from within the Eldritch Mists will create a new location. Rubbing the box in a location previously created from the Eldritch Mists will cause that location to change to match the setting within the box. KNOCK the crystal in any form to cause it to change to box form. The key form provides the ability to create physical portals and manipulate which portals or rooms they may be linked to. RUB the key to set it to the portal type you wish to create. TURN the key to create that portal. POINT the key at a portal to prepare the magic necessary to link it up. You will then have one of two options for linking: TO LINK TWO PORTALS, you will THEN need to go to the next portal and POINT at it with the key. This will link the two together. TO SET A PORTAL TO A ROOM, (no portal linking), turn your key into a mirror, choose which room you want the portal to lead to, and POINT the MIRROR at the portal. WAVE the key at a portal to clear it of where it leads to or the portal it is linked to. TAP the key to dispell the prepared magic that allows you to set where a portal will lead. PULL the crystal in any form to cause it to change to key form. The conch shell form provides the ability to capture your words and resonate them to such a degree that the landscape is molded and changed to match the description of the words. RAISE the shell to allow the shell to listen for your words. Speak plainly a clear description of the surroundings you envision while the shell is raised. The words will be captured and stored within the shell. RUB the shell to cause the stored words to begin to shape and mold the current surroundings to match the words. Completion of the molding may take several hours. LISTEN to the crystal in any form to cause it to change to conch shell form. The tablet form provides the ability to name a distinct location. WRITE a short distinct description of the current location on the tablet. RUB the tablet to cause the writing on the tablet to become the new name for the current location. POKE the crystal in any form to cause it to change to tablet form. The hammer form provides the ability to create (and destroy) stationary objects within the location. RAISE the hammer to allow it to listen to your words. Speak the name of the object you wish to create. Be concise, but complete. Examples: "a massive granite boulder", "a moldering pile of rags", "some gnarled roots". If your description is unclear or too long, the hammer will let you know. The object is always referred to by the last word in the description. Keep this in mind when naming objects. "a cow with brown spots" would actually be an object called "spots", not a cow! If you don't like an object you have created, POINT the hammer at it to destroy it. CLENCH the crystal in any form to cause it to change to hammer form.
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