Overview
History
The Present
Game Method
The Game of Crasimoff’s Quest World
As a player you control the actions of
a group of adventurers on Crasimoff’s World. The following pages will explain
how to play and will explain the wide range of orders which are available
to you.
Crasimoff’s Quest World is an open ended game without set victory conditions. Defeating monsters, exploring dungeons, discovering lost artifacts, all these are victories, but the game goes on and so does the adventure. After all, why stop, just when its getting good?
You set your own goals, you decide your own destiny. Will you seek wealth, knowledge, power, godhood, or simply strive to perfect the skills and abilities of the characters in your control? The choice is yours!
Overview
Crasimoff’s World is a land where magic
is common place and the gods play the game of life, with humans, dwarves,
elves and halfbreeds as their pawns. It is a world of the fantastic, a
world of sword and sorcery, a world where you can truly become a hero.

The Empire came to an end at a time called the 'Elemental Wars' when rival factions in the Empire harnessed the great natural powers and unleashed them against each other. Most 'dungeons' are believed to have come from that time, when astoffs moved underground to seek protection from the havoc and chaos being wrought on the land. A great plague is believed to have finally wiped out the astoffs and sages say the plague may have been caused by one of the warring astoff factions. There are still tales told that some of the astoffs survived and left these lands in a fleet of ships to seek out a new home. There are those who believe the astoffs may one day return in force and take these lands back.
As the astoffs died, the humans who had been their slaves began to set up settlements across the land. At the same time the wilderness was becoming an increasingly dangerous place for many strange beasts created by the astoffs had also escaped from captivity. Of the forgotten races, dwarves were the first to come down from their mountain homes to trade with the humans and though there were the occasional misunderstandings and battles, the two races began to accept each other. Elves were encountered by humans venturing into deep forests and after considerable mistrust the race began to venture out and mix amongst human society.
Most of what has been mentioned occurred centuries ago but more recently the land was struck by a new horror in the form of the 'Dark Time'. Followers of the God of Darkness F'nor performed a ritual during a very rare eclipse and managed to breach the barrier between this world and the Dark Lands of F'nor.
The portal which was created, allowed a whole host of demonic creatures to enter the world and things looked bleak as the F'norians began to declare victory for their God. It is was only through small groups of adventurers following the other faiths, who working together and using long forgotten holy relics managed to close the portal. By this time the world had already been tainted by numerous demonic beasts who still roam the wilderness and grow in number.
The Present
Those people who live in the cities and
towns regard the wilderness as a dangerous and lawless place. Most believe
those who venture out into the wilds either brave or stupid. Smaller settlements,
villages and farming communities exist and here the rule of law is somewhat
more lax.
Most cities hold dusty old libraries within which can be found scrolls and documents written in the High Astoff tongue. It is these that contain details of the mainly forgotten astoff arts, the key to unlocking the secrets of magic. Other scrolls and tomes can be found which will throw light on other subjects and may reveal areas as yet unexplored.
Out in the wilderness roam the many creatures and monsters of the world, some from times before even the Empire, others the result of the astoffs and some the recent additions from the 'Dark Time'. It is in the wilderness that the ruins of the astoff civilisation and of times even more distant can be found. Within these ruins and dungeons lie forgotten treasures, lost knowledge and even greater rewards.
The pantheon of Crasimoff's World does not just hold the main gods but also their supernatural servants whom some followers pray to along with their deity. People can be very fickle in their worship, most changing their religion as often as they change their loincloths. It is common for townsfolk to offer prayers up to all the gods, only paying particular attention to one when help is required in that god's sphere of influence.
Game Method
The game is operated at Crasiworld using
several powerful computers and a massive set of computer programs and database
many megabytes in size. You should consider these the board or world in
which your party moves about.
Players
in Crasimoff’s Quest World control their groups using orders which are
entered and submitted via an on-line turncard, as an email or via an off-line
turncard program (downloadable). The orders are then received at Crasiworld
where they are entered into our computers. The result of your orders will
then be generated along with anything else which may have happened to your
group since the last set of orders were processed.
Once you have received your results, simply work out your next set of orders, fill in a turncard and return it to us again. You repeat this procedure for as long as you want.
When you first start playing you can send in your orders as quickly as you like. When you reach twenty turns you are then allowed to have one turn processed per 'game week'. The dates of your game week will be shown on the top of your turn, but generally are 7 or 10 days long. You can send your turn card to Crasiworld before it is due to be processed and the computer will then hold your orders and process them the first day of the new game week.
If for any reason you should miss a turn your group will be allowed to 'catch up' turn which means your group can have an extra turn processed in a game week.