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Usir Mods ([personal profile] usirmods) wrote2018-10-15 04:04 pm

Frequently Asked Questions

πŸœ™ Recently Added Questionsβ€› Navigation
πŸœ™ What kinds of characters can/can't I app to this game?
β€› Breath of Usir allows a wide variety of characters and character types. Most characters are capable of being AUed into the setting where reasonable with a few restrictions. Characters must be AUed to fit the setting as one of the available races in the setting. Rare and extinct races are off limits. We recommend picking a race that suits your character's background and abilities as close as possible.

Acceptable characters include:
β€› Canon characters from any canon who have enough story to show a distinct personality and at least 3 key events in canon that help define that personality.
β€› Original characters, including those designed specifically for this game world, tabletops, or MMOs.
β€› Humanoid characters 1-3 meters tall (3ft to 10ft)
β€› Non-humanoid characters or characters less than 1m tall/greater than 3m tall that have been altered to an appropriate size and humanoid race.
Unacceptable characters include:
β€› CR AUs or any Non-Canon AUs that are not relevant to the game world.
β€› Canon characters from any canon who do not have enough story to show a distinct personality or who lack at least 3 key events in canon that help define that personality.
β€› Characters that are, or can become, dragons. These characters are still appable but must have their dragon-related aspects removed to fit into the game world.
β€› Characters that do not have at least an adolescant mentality.
β€› Characters that do not have an intelligence level equivalent to the in-game races. This includes object permanence, problem-solving, communication ability of some form, the ability to learn, and at least an awareness of morality even if they themselves have no discernable morality.
β€› Ghosts, Ghouls, Specters, Zombies, Vampires and other undead races cannot be apped as they are. Your character must be AUed to fit a living race in order to be awakened.
β€› Were-cursed characters. Your character must be AUed to fit another race (Shiftling or Beastfolk for example). You will have the opportunity to have them re-acquire the curse in game.
πŸœ™ How do I build an AU for my character?
β€› After reading through the World & History and Races & Cultures pages you should have a decent idea of the game world, its people, and the pre-war history. The mod team has constructed a Alternate Universe Guide to help you build your character's AU. You are free to choose any of the available races for your character's au (Common, Disparate, Uncommon). The mod team might ask you to explain the reasons for your choice but ultimately we are just looking to ensure your character's AU still makes sense with their personality.

You are not required to have all the details or a full history worked out for your character when you apply. We want to leave players with the freedom and flexibility to add things to their character's history both as they learn more about the world and as new players enter the game. We only ask that you make sure your character's personality is still IC and makes sense with their new history.

When building an AU for your character we recommend at the very least determining how they died during the war and re-writing three-five key events in their canon history to fit the game world. It helps to choose your character's race and pre-war kingdom before re-writing their backstory as the different races and kingdoms have their own cultures and histories and this can help you establish their motivations and background.
πŸœ™ What if my character wouldn't align themselves with a kingdom?
β€› A character does not have to have supported the kingdom they are aligned with. If your character hated all three kingdoms and didn't support any of them, pick the kingdom they least hated. If they supported multiple kingdoms or didn't want to take sides, choose based on the kingdom's attribute (Reason, Yearning, Devotion) or colors (Gray & Blue, Green & Gold, Red & Black) for Thalassa, AtrΓ³mitos, & Krimnos respectively.

Your character's alignment has less to do with who they supported in the past and more to do with future events in-game. The mod team will not question your kingdom choice for your character. This choice is wholly yours. Your character will become aware of their alignment by the color of the tunic they are wearing when they awaken. Characters are more than welcome to express displeasure or confusion about having been re-dressed in the colors of a kingdom they did not intend to be part of.
πŸœ™ How do I choose a race? Do I have to choose the race that best fits my character's history?
β€› Choosing a race for your character is a big decision because it can not be changed later unless you drop the character and re-app them. Different races have different unique qualities, expectations, and cultures in the game world. Read through the races and cultures page and see what fits your character and interests best, and determine which of that race's racial traits is most appealing to you or fitting for your character.

We recommend trying to pick a race that suits your character and that you will not have difficulty playing, but it can also be fun to pick something that is unexpected for your character. If there is a race that looks interesting or that you would be interested in exploring with your character but which doesn't necessarily fit their background, see what you can play with to make that race make sense with your character without altering their canon personality.
πŸœ™ How & when did my character die? Does my character know what happened? Do the NPCs?
β€› Your character died during the last great war, 100 years ago. How they died is up to you as a player but they must have been killed during the war. They may have been a soldier, a prisoner, a civilian casualty, a thief looting the bodies of the dead, or any other background that suits their character and history so long as they died on or near the battlefields.

Your character will have no awareness of how much time has passed since their death, but they will be aware that they should be dead. They will remember dying, even if the death came quickly, and be disoriented and confused to find themselves alive once more. They may also be hesitant to tell strangers what happened as the undead races were seen as horrific monsters that need to be exterminated by most of the population while they were alive.

It is the story of their death that is more concerning than their actual awakening. Characters do not awaken as undead beings but come back as if they had never died in the first place. It would be wiser to claim they had been cursed into a 100-year sleep or gotten lost in the wilds. With 100 years gone, they can try to invent new identities for themselves if they so choose Most of the people who were living when they died are no longer alive or are an extra hundred years older now.

Eventually rumors will start to get around and the NPCs will become aware that people are coming back from the dead. This will play a role in the future of the game.
πŸœ™ What are animas? Where do they come from?
β€› An animas is a piece of your character's soul/essence brought to life. They can not talk and do not have any inherent abilities beyond their bond with their person. An animas is born approximately 24 hours after a character is awakened. Over the course of the game a character's choices and deaths will alter their animas in both appearance and ability.
πŸœ™ How do I choose an animas?
β€› The animas is created from your character's blood and life essence. It is a piece of who they are at their core. When looking for an animas, try to pick something that you feel suits your character. Their animas will be with them through the entirety of the game and while the animas does not have to be physically with them at all times, it will be a permanent part of their time in the game. Be sure to pick an animas you feel you can incorporate into your character's time in the game and their development, something you are comfortable writing about.

Animas change over time due to your character's choices and deaths. Pick a creature that has room for physical and magical growth and changes. It is important to remember that the animas may undergo very unpleasant changes as well.

Avoid unrealistic animas choices. Don't pick an animal that can not move around easily in the game world, such as an aquatic-dependent creature that is not well suited to surviving on land. Consider how your character will interact with their animas and what size or type of animal would be suited to those interactions.

If you need more help you can always ask the mod team to give you suggestions or check out this list of creatures and personality traits that might help spark some ideas.

Your animas will be around for a long time so pick something that is interesting and appealing to you as a player.
πŸœ™ Can my character harm/kill their animas?
β€› They can, but there is a very strong compulsion not to. Even the gruffest and most morally corrupt or emotionally detached characters are connected to their animas' emotional and physical health. A character would have to forcefully overcome their connection to their animas in order to willfully kill or injure them. It is a physical piece of them, just separate from their body. We ask players not to kill their character's animas without cause, just as we prefer you not kill your character without cause. There are lasting consequences to death and while the character's animas will return after a week, doing so drains some of the essence from the character's soul vial just as the character's own death would.

In summary: Yes, but we do not recommend it.
πŸœ™ Does my character know what their animas is? Do the NPCs know what animas are?
β€› As soon as an animas is born, the character that created it is aware that they can sense the physical presence and emotions of the newly created creature. To both the knowledge of the awakened characters and the NPCs, the creation of an animas involves a powerful magic spell that very few have ever managed to successfully perform. Those who have created animas tend to keep such a success secret as the animas shares its life essence with the one who created it. This means that its death kills a piece of the person it came from.

Characters can use what they know of the lore and stories about animas to infer that somehow they have created one. They can also be aware that the circumstances are not at all what they might have learned or heard is required to create an animas.

Characters can also assume this is a lesser spell and that their animas is simply an empathic familiar created through an unusual accident.

Unless characters divulge how they came to acquire their animas, NPCs will not assume that is what the creatures are. Many people in this world have animal familiars or companions and it is not unusual to see a member of any race walking with an animal at their side or on their shoulder. Suspicious activity, such as an animas reacting with pain when a character is injured, could give away what the creature is to any NPCs nearby. Additionally, animas that resemble rare creatures could become a target for black market poachers.

Most characters will have the knowledge of why it would be a bad idea to mention that they suspect their creature is an animas but they are more than welcome to discuss it.

Most NPCs who are not interested in harming or in some negative way effecting the character will not use the knowledge that the creature is an animas to do anything to the character. Any NPC with a grudge or a desire to harm, distract or otherwise negatively effect a character could use this knowledge against them.
πŸœ™ Could my character have met or spoken with the dragons before their death?
β€› Yes. The dragons were reverred like deities by many during the time your character was alive. It is up to you as a player how your character viewed the dragons but they were a major part of every day life in the kingdoms. While most people respected and revered them, there were also those who feared, hated, or distrusted them.

The dragons spoke either directly or through their dragonborn and enjoyed communicating with their people. For all their flaws each dragon genuinely loved its kingdom. Protecting and aiding the kingdom and its people was their main driving force. While your character would not have been on personal friendly terms with the dragons, it is entirely possible your character could have spoken to or with them on one or more occasions.
πŸœ™ Does my character have to have a profession? Can they have multiple professions or change their profession?
β€› Characters are not required to have a profession and may have as many or as few professions as a player would like them to. They can change professions at any time but will probably need some time to pick up new crafts if they do. NPCs may express doubts about their skill levels.
πŸœ™ What are the racial traits for?
β€› There are 13 racial traits in the game. Each one provides a character with an advantage over other characters based on a particular category of magic or skill when it comes to plots and the monthly AC rewards. The traits are split between the different races and each race has multiple traits to choose from.

Your character's trait gives them an advantage over other characters. In addition to plot-related advantages, there are items and skills acquired through AC rewards that correspond in some way to character's traits. Trait-based rewards skip time constraints or necessary buildups that would cause an item or skill to have to be unlocked the following month after receiving them and allow related abilities to be learned at a faster rate.

The categories covered by these traits and the traits associated with them are as follows:
πŸœ™ Alchemist:Easily acquires & uses alchemy-based items & skills.
πŸœ™ Beast Tamer:Easily acquires & uses fauna-controlling items & skills.
πŸœ™ Cultivator:Easily acquires & uses flora-controlling items & skills.
πŸœ™ Feral Fury:Easily acquires & uses feral & berserker-based items & skills.
πŸœ™ Fortune's Favor:Easily acquires & uses fortune or luck-based items & skills.
πŸœ™ Inventor:Easily acquires & uses mechanical & engineering items & skills.
πŸœ™ Magi:Easily acquires & uses arcane-based items & skills.
πŸœ™ Mountain Blood:Character has a resistance to poison & blood cursed items & skills, and can use these items on themselves without consequence.
πŸœ™ Mountain Might:Easily acquires & uses srength & stamina-based items and skills.
πŸœ™ Shapeshifter:Easily acquires & uses shapeshifting/illusion-based items & skills.
πŸœ™ Silver-Tongue:Easily acquires & uses charm and deception-based items & skills.
πŸœ™ Venomous:Easily acquires & uses poison & curse-based items & skills.
πŸœ™ Wildlander:Easily acquires & uses wild (elemental) items & skills.
πŸœ™ What are the courier devices and how are they used?
β€› Information about The Courier can be found here.
πŸœ™ Does my character have to keep their soul vial on them at all times? Can they customize it?
β€› Characters are not required to keep the vial on them at all times but leaving it behind will be distracting. A character is always aware of the distance they are from their remaining essence and feel a pull that grows stronger the further they get from it. The dragon glass the vials are made from is unbreakable. The vials can not be destroyed and the contents can not be removed through any means. The condition of the vials occasionally may change causing the characters whose essence they contain to feel hot or cold, become ill, regain old injuries, or other effects. Despite this, other characters are incapable of altering the vials themselves.

Characters may conceal or alter their vials by crafting or buying holders or casings for the vials if they wish and can store them, wear them, give them to other characters, or put them on their animas. Wherever the vial is, the character will always be aware of its presence just as they are aware of the presence of their animas. What they choose to do with the vial is up to them but they will never truly be rid of it or their connection to it until the essence within it is fully drained.
πŸœ™ What is the IC:OOC time setting? How does time pass on this world?
β€› Time passes on this world the same as it does on Earth. The day ratio is 1:1 for the passage of time in game with relation to our own time passage. Days are shorter in winter and longer in summer.

The seasons change with those of the calendar year and there are six of them. They are known as Summer, Monsoon, Autumn, Winter, Thaw, & Spring. Each season lasts for two months. Information on the dates for these seasons can be found on the Calendar. For the sake of player ease the months hold the same names in this world as our own, though our holidays do not exist in this world.
πŸœ™ What is the world called? What is the continent called?
β€› The continent the three kingdoms reside on is called Idan. The people of Idan do not yet have a name for their world. It is simply the world
πŸœ™ Is there a moon? Stars? What does the sky look like?
β€› The moon is similar in appearance to our own but around twice the size of Earth's moon in the sky. They group their stars into constellations like we do our own, but theirs are based on ancient dieties that were once living creatures. Additionally, once a year another larger planet shares this world's orbit for a week. Through December and January the planet known as Anasta's Shadow can be seen in the sky above Idan. During the Long Night, Anasta's Shadow eclipses the sun and plunges the world into a frigid darkness during which deadly temperature drops, ancient beings, and horrifying creatures create new hazards for the survival of the living.
πŸœ™ What is the currency?
β€› All three kingdoms share a currency of gold and silver coins. They are simply called coins or tender. The kingdoms also opperate on a trade system so those without coin to pay their way can try to barter or trade goods & services. A silver is enough to buy food or drink and roughly 100 silver coins are worth 1 gold coin. A handful of silver can usually buy a night at an inn. A few gold coins can buy weapons, armor, guides, or even bribe a guard. A purse of coins is a term used for 50 of any coin. Half silver and half gold coins are occasionally used as well.

A secondary currency used by hunters, orcs, and black market traders is made up of items called beast tokens. Beast tokens are teeth, claws, horns, or small bones of magical and dangerous creatures with symbols carved on them. The rarer the beast, the more worthy the token. Dragon bone shards with carvings on them are also used as referrals, given from members of the black market to people they decide are worth the risk. These can be used to prove to the more secretive and dangerous illegal traders that a person is worth their time and the risk of discussing services with them.
πŸœ™ What Gods/Deities/Religions are there here?
β€› Across the three kingdoms there is no one religion that unites the races. Although many worshipped the three dragon brothers as deities, the temples and monasteries were a place to worship the older deities and long dead ancestors.

Over time the deities of each of the races merged into two separate sets of gods and goddesses. The decision of who to worship was often circumstantial more than it was founded in a single devout belief. Some individuals preferred to put their faith in only a few or even a single deity, but most worshiped those with the most significant impact in their lives.

There are 13 widely recognized ancestral deities. The ancestral deities were based around the stories of ancient historical figureheads of a single race but the racial divide for worshipping to the ancestors has almost completely vanished in modern times. It is a commonly held belief that the ancestors accomplished so much in their lifetimes that their spirits remained behind to guide future generations.

There are also 13 major constellation deities. The constellation deities are based on the images seen in the stars above Idan. Each one represents a different set of values and disciplines based on the stories built around them and are believed to have once been living creatures of Idan. These are commonly shared deities across all races and have existed longer than sung history.

Beyond these 26 deities, there are numerous minor deities unique to different families, races, or cultures. It is common practice to pray to family ancestors and fallen leaders. People would travel to the temples of their respective kingdoms and leave offerings in exchange for blessings from the deities they put their faith in.

Shared beliefs of Idan vary between races but hold consistent themes. All races believe that death is followed by an afterlife. Although the terms and conditions differ on how and why, it is commonly accepted that there are three different realms to the afterlife.

The first realm is the astral realm. Those with great deeds, accomplishments, or lives by each cultures' definition are granted access to the realm of the stars. Their spirits join those of all the others who have fallen before them as stars in the sky and they are granted a new life. The core wild magics of the world are believed to originate from the aether magic in the astral realm.

The second realm is the shadow realm. This realm is similar to purgatory. The spirits of the fallen, aimless, directionless, and those with uncertain fates are trapped in the realm of shadows: a world connected to and identical to this one in every way except that everything is cast in shadow. It is a colorless, lifeless world where the spirits of the dead wander, forever lost and largely alone. Necromancers and undead creatures exist between the realm of the living and the shadow realm and can touch both realms.

The third realm is called many things by different people: hell, the darkness, the abyss, the void, the pit. It is known as the outer realm and it is a place worse than the lonely, hopelessness of the shadow realm. Those cast into the outer realm have no hope of returning to the land of the living or joining the stars. They are banished to an existence of torment, torture, pain, and agony where they will never know rest. The living wild magics of the world are believed to originate from the void magic in the outer realm.

You can find a list of the 26 commonly shared deities and their domains here.
πŸœ™ What kind of magic exists in this world?
β€› There are several different forms or classifications of magic in this world:

πŸœ™ Alchemy:Transferrence or exchange magic.
Alchemy is a practice of magic that changes one thing into something else, usually permanently. Alchemy works on the magic of transference and is often restrained by the principle of equivalent exchange. It is viewed as more technical magic due to the need to use symbols or objects to assist in the conversion of energy and matter from one state to a different state. In the past, it was viewed by some as teetering dangerously on the edge of dark magic, but because it does not actually make use of darker magical sources it is viewed as a more acceptable alternative.

πŸœ™ Arcane:Energy manipulation and transformation magic.
Arcane magic covers a wide umbrella of magical abilities and is considered to be the counterpart to wild magic. Users of arcane magic manipulate magical energy directly. Arcane magic requires careful execution to avoid disastrous miscalculations, especially when used in transformations, teleportation, and shape-shifting. Abilities and spells covering a wide variety of practices, such as transformation, illusion, charm, teleportation, telepathy, and shape-shifting fall into this category. Unlike alchemy, there is little to no transference/exchange involved in arcane magic. Magical energy is manipulated and temporarily altered but everything is retained and the effects can usually be reversed. Often arcane magic involves spells or rituals and requires a constant use or source of magic to maintain.

πŸœ™ Feral:Modification or enhancement magic
Feral magic taps into the primal instincts and animalistic energy of all living things. Users of feral magic tap into their primal roots to enhance their abilities or senses, alter their physical form (such as the addition of gills, claws, fangs, or other enhancements that do not fully alter their physical form), or enter into a berserk-like state that temporarily boosts various aspects of their physical form. Feral magic is very physical and primal. It is much more instinctive than other forms of magic, often used in moments of heightened stress or aggression.

πŸœ™ Fortune:Predictive and luck-based magic.
Fortune magic taps into the fates, relying on foresight and a connection to the inner workings of the world of Idan. Tapping into Idan's magical core, users of fortune magic tune into the pulse of the land and those who live on it. The insight gained by accessing fortune magic can allow its users to glimpse the past, predict possible actions or routes the future could hold, gain insight into the actions of the land or others, avoid inbound dangers, or influence outcomes of chance. Users of this magic sometimes face skepticism and suspicion due to the inability of most to witness the magic in use or instantly verify its legitimacy.

πŸœ™ Wild:Elemental and wild magic
Wild magic comes from the land of Idan itself. All organic matter in Idan contains at traces of wild magic. Wild magic makes up the outer core of Idan. Accessing and using this magic can give users control over the elements. Most elemental magic falls into the categories of fire, water, air, and earth, or some combination of them. The elements of Idan are categorized into four families.
β€› Core:Fire, Earth, Air, Water, & Energy.
β€› Disparate:Magma, Smoke, Lightning, Ice, & Mineral.
β€› Living:Weather, Beast, Plant, & Blood.
β€› Adopted:Light, Shadow, Void, & Aether.
There is some disagreement as to whether energy and the adopted elements fall into elemental or arcane magic. Despite its inclusion, blood magic is often viewed as dark or forbidden magic, though it can be used in positive ways, such as in healing and the removal of curses or poisons.

πŸœ™ Forbidden:Forbidden or dark magic.
The use of forbidden magic is outlawed in the cities and viewed with extreme suspicion and fear by the people of Idan. Forbidden magic is loosely seen as any magic that gives people power over life, death, or the direct creation, delaying, or ending of either. This encompasses curses, blood magic, necromancy, mind control, magic crafted exclusively for the purpose of killing or controlling another person, and the use of creation magic for the purpose of the direct creation of living sentient beings. However, as an official term dark magic is any magic that gains its power from tapping into either the shadow realm or the outer realm because the use of this magic leaves behind a unique and traceable signal and often has ill effects on the users of it.
There is a lot of wiggle room in the magic of Idan. Most forms of magic have overlap with one another and in many cases, the classifications are societal constructs more than actual division. Even forbidden magic has a lot of gray areas where people can argue against the forbidden nature of their magic (excluding necromancy which is forbidden in all forms societally). All magic in Idan comes from the same general place, the essence of all life energy, and then changes from there based on origin and use. Characters can have access to any kind of magic regardless of their background or racial traits.

Racial traits are an ooc game construct that are meant to represent an innate, natural talent that makes it easier for a person to learn certain kinds of magic abilities or use certain items that most closely correspond to their trait.
πŸœ™ How far apart are the cities? How long would it take to travel from one city to another?
β€› The distance from Krimnos to Didymos or from the Free City to Didymos is approximately 120miles or 193km. The distance from Krimnos to the Free City is approximately 180miles or 290km.

It would take a crow approximately 6 hours to fly between Didymos and either of the other cities and 9 hours to fly between Krimnos and the Free City. This is assuming crows travel 20miles/32km an hour

On horseback depending on the stamina and speed of the horse and how hard the rider rode it, it would take 2-4 days to get from Didymos to either city and 3-6 days to get from Krimnos to the Free City. This is assuming the horse travels 30-60miles/50-100km a day.

Assuming a person walks 20-30miles/32-48km in a day it would take 4-6 days to travel between Didymos and either city by walking. It will take slightly longer if traveling up the cliffs to Krimnos. It is possible to make the trip in 2-3 days on foot but it would be a strenuous journey. It would take 6-9 days to travel between Krimnos and the Free City on foot, It is possible to make the trip in 3-4 and a half days on foot but it would be a strenuous journey

By airship the trip takes 4-6 hours depending on weather and wind to go from/to Didymos to either city and 6-9 hours to travel between Krimnos and the Free City.
πŸœ™ What would happen if a shiftling or dhampir were exposed? What kind of prejudice would they face?
β€› Exposure of a dhampir or shiftling's identity in pre-war times led to them being ostracized. Dhampir were feared and viewed as just barely above undead. Their existence made people uncomfortable and fearful and they would have been avoided and would find difficulty getting work outside of illegal trades or acquiring positions/status in the cities. Shiftlings with were-like forms suffered a similar fate while shiftlings with different forms (animal or a second person form) were viewed as untrustworthy and were shunned as likely spies or traitors though less overtly ostracized. Parents would keep their children far from either, they would be kept far from political or high-standing roles, and they would all have a hard time getting anyone to trust them or feel safe around them as a general rule. Dhampir and were-form shiftlings were at risk of being hunted or killed by beast hunters, fearful citizens, or people with rough/unpleasant histories involving vampirs or were-curses and would not experience the same protections or sympathies generally afforded to other people.

In modern times the fear and distrust is still there but acceptance has shakily begun to take root. A dhampir not acting on their nature and a shiftling with no history of betrayal or violence would be treated with caution but not the overt fear or disgust they may have been treated with in the past. It is also far less acceptable for people to kill or hurt them based on their heritage alone as education on how they come to be born is slowly broadened in the cities. That being said there are still plenty who will be uneasy around them and may act violently against them. They are more widely accepted but still distrusted..
πŸœ™ How widespread is literacy in both the time our characters are coming from, and modern times? Are there schools?
β€› Literacy is common but not required in Idan. It is generally taught by mentors or parents at a young age. The three major cities each have schools but schools are uncommon outside of them and are not seen as a requirement for children. While anyone can attend school, in the times pre-war it was more common for humans, elves, halflings, dwarves, and beastfolk to attend schools. It was uncommon for the other races to be seen attending these schools but there were no restrictions against it. Centaurs took pride in literacy but generally were taught by their relatives. It was most common for Centaurs or Elves to be the teachers in these schools.

Schools were largely seen as a necessity by families who anticipated their children would enter an academic, political, or specialized profession (Knights, Guards, Sailors, Priests). About 50% of the overall population of the kingdoms was illiterate in pre-war times.

Additionally, orphans who were sent to temples were often expected to learn to read and write in depth.

Post-war/present times literacy has increased to around 70% and schools have become much more commonplace as a way to keep children occupied and out of danger during the day. .
πŸœ™ Are there non-dead spirits in the world?
β€› There are sprites of all types which are beings made of magic that can take many noncorporeal forms. Most sprites can use magic and some may enter other items or things and animate or control them through the magic that is their essence. They can be found inhabiting objects, creatures, or the land, or they can be free-floating.

There are also spirits in the shadow realm of all living things, including plants and animals. More powerful spirits reside in the outer and astral realms but are also far less readily capable of entering into this realm.
πŸœ™ How's the culture in regards to racism and sexism?
β€› In general, there is no kingdom-wide skin-tone racism or sexism, though there is discrimination and stereotyping among the races toward other races (orcs, elves, etc). This is true across Idan as a whole but may not hold true on individual levels.

Species-based racism occurs in both the past and present. In modern times it has declined some but is still present.
πŸœ™ How do the traits for half-humans work? Is the other half required to be a race that has that trait?
β€› All half-human traits are available to any half-human regardless of parentage.
πŸœ™ Can characters become pregnant? What if a character was pregnant before they died?
β€› This world is a dangerous one and your character will be dying again in the future. If your character has a child they will not have their own soul vial or animas. If they die, their death will be permanent. Due to the sensitive subject matter, anyone who wishes to play out pregnanacy or having a child in game will need to have an opt-out post on their journal in case other players in the game want to avoid interacting with the topics related to pregnancy/young npc children. The character's death during the war will have no effect on the child if they were pregnant before their death.
πŸœ™ Will regaining canon memories factor into this game?
β€› No. This game is a native au and assumes your character has always lived in this world. There are no canon memories for them to regain.
πŸœ™ What do you mean by adolescent mental age?
β€› We consider adolescent mentality to encompass the following requirements:
An intelligence level that includes object permanence, problem-solving, communication ability of some form, the ability to learn, and at least an awareness of morality even if they themselves have no discernable morality. Adolescent mentality is all of these things and a basic understanding of how to survive in the world. We want them to be capable of independent survival so they are not reliant on other characters to be aware they need to eat or get out of weather that will kill them, for instance. They are not required to be completely independent in the game but they need to know how to take care of themselves.
πŸœ™ Can characters use more than one type of magic? Are they limited to the magic from their racial trait?
β€› Every type of magic can be used by any character. Characters are not restricted to one type of magic and do not have to specialize in any one type. The racial traits help boost magic gained later through rewards and add a little flavor to the characters, but traits are not a sole definition for them. Racial traits signify a character has a natural talent related to that type of magic. How much the character may have used or practiced magic based around their trait can vary.
πŸœ™ How compulsive is shifting for shiftlings? When does a shiftling start shifting?
β€› Shiftlings can begin shifting from the time they are born and as children often do not realize how much control they have over their ability to shift. Different shiftlings can grow up with different triggers and some gain control of their abilities faster than others. As children they might shift while playing, when frightened, angry, when they want to get away, or when they are happy. Emotions are usually one of the early triggers for a shift in forms.

Between 6-14 they develop better control and more of an understanding of the risks and rewards available to them when/if they shift. Not all shiftlings have full control over when and why they shift but most of them do by the time they reach teen years.

Shiftlings do not have to shift forms. They can do so as frequently or infrequently as they wish.
πŸœ™ Can non-shiftlings acquire/use shapeshifting magic? Are there limitations on this?
β€› Yes, this is an ability non-shiftlings can acquire.

Shape-shifting is usually a branch of arcane magic (a temporary transformation of one thing to something else) or alchemy (a more permanent transformation of one thing to something else).

For non-shiftlings changing form is still magic that can be accomplished, and shiftlings can also learn to use this same magic to grant themselves other forms.

Alchemy would not generally be used by shapeshifters to change their own form because transforming a living thing into something else using Alchemy is a very dangerous and potentially deadly feat of magic. If anything goes wrong during the transformation they could become permanently trapped in their new form or disfigured.

Arcane magic is a less stable shift but much safer for someone to use and learn. While shapeshifting is a difficult magical skill to learn and perfect it is something that can be learned and can allow the user to either fully transform themselves temporarily or use illusions/glamors to make it seem as if they have changed while remaining the same. The latter is safer and simpler while the former is complicated and requires constant, careful use of magic to maintain.

For shiftlings, shifting between their two forms is simple and intuitive. It is something that can be done at any time and maintained for any amount of time.

Magic-based shapeshifting requires research and practice with the chosen form(s) to be able to maintain them. Shape-shifting with arcane magic requires constant use of magic. It is something that is possible for a skilled or determined magic user, but it will be draining to maintain for long periods of time. If they lose consciousness or become too exhausted to maintain the magic required they will generally revert back to their original form.
πŸœ™ What are the airships? How big are they?
β€› There are currently four official airships in Idan. They make one round trip a day from their home city to another city. They are each roughly the size of a sloop. There are three decks to an airship: the open surface deck, the hold where cargo and passengers can ride protected from the open air, and the underdeck where the steam engines and most of the crew work to keep the airship properly balanced for flight. The airship is steered from a part of the surface deck called the control deck where the captain and the rest of the crew maintain the airship's course and instruct the rest of the crew.

The airships make one flight twice a day. The first flight from their home dock to their destination in the morning after sunrise and the second flight back to their home dock in the evening so they reach their destination before sunset. The airships do not travel at night due to the threat of nocturnal aerial predators and low visibility. Anyone can take a trip on an airship for a purse of silver coins, or try their luck and stow away. Mounts can get a lift as well, but they require an additional fare.

The four airships are:
πŸœ™ The Skywhale. Its home port is the Free City and it carries passengers to and from Didymos on a 4-hour flight.
πŸœ™ The Horizon. Its home port is Didymos and it carries passengers to and from Krimnos on a 4-hour flight.
πŸœ™ The Valiant. Its home port is Krimnos and it carries passengers to and from the Free City on a 6-hour flight.
πŸœ™ The Zenith. Its home port is Krimnos and it carries passengers to and from Preciposte on a 2-hour flight.
πŸœ™ Did the airships exist pre-war.
β€› They did not. Airships are a new invention of the modern times and did not exist pre-war or during the war. They were invented in the last 30 years and the current ships have only been regularly flying for the last 20 years
πŸœ™ Is there a branch that healing magic would typically fall under?
β€› There are many different categories healing magic can fall under depending on how the magic works! If the magic requires transferring health or injuries from one thing to another it would be considered alchemy. This can include turning plants or other material into healing items when the items themselves wouldn't heal someone on their own. Feral magic can increase a person's own natural healing abilities as an increased healing factor, poison immunity, or other similar boosts. Wild magic can draw on the forces of the elements to heal.

Light magic in the literal sense, when it comes to manipulating or controlling light, would be a wild magic as that would be elemental.

The closest to holy magic is Arcane magic which can alter/change something from nothing. Healing, creating sourceless light, and removing curses are all possible uses of arcane magic.

Forbidden/Dark and Fortune magic can reverse the damage done to someone by tapping into fate or the shadow realm but these would be more extreme uses of magic.
πŸœ™ Can characters be from a noble bloodline? Can a character be related to the royal bloodlines of the kingdoms?
β€› Characters may share distant relations to the NPC Rulers of the past/present provided: They are not close friends/acquaintances with the NPCs and they are not currently in direct line for a throne. They are welcome to believe they are entitled to a throne but most NPCs will not believe them without proof and it would be unwise for them to mention that they have been dead for 100 years if they are trying to gain NPC favor.
πŸœ™ Can my character harm/kill the named NPCs (MPCs/Mod-Played Characters)?
β€› Yes. Even the current leaders of the three cities are not immune to death. Obviously such things would need to be plotted out with the mod team, and there may well be in character ramifications for characters who take such actions, but this game world is shaped and driven by the choices our players make, and if there is reasonable rationale behind such an attempt we are willing to facilitate it.
πŸœ™ Is there a stigma against bastard children?
β€› Among different races and societies in Idan, especially those of noble bloodlines, bastard children would definitely be viewed unfavorably.
πŸœ™ How does housing work exactly? Are rooms assigned randomly to characters when they arrive? Are they allowed to pick rooming with someone they're familiar with after they've been assigned if both parties are willing?
β€› Characters are randomly assigned a room at an inn when they arrive depending on the current tdm arrival location for the month. After a player enters the game they can change their character's room or their housing location at any point through a form on the housing page.
πŸœ™ Is there a Knight profession?
β€› Characters can have been knights in their history/background for any of the three kingdoms. For the purpose of the game setting: after characters have awakened they will have to claim or reclaim that title through activity rewards as only trusted warriors are knighted. It is something players can easily accomplish through in game interaction with the plot and setting.
πŸœ™ Is there something analogous to exorcism or spiritual purification in this world and, if so, what kind of magic would that fall under?
β€› Yes. Either of these magics could fall under the branches of arcane or wild magic. The line between them is blurred when it comes to light or 'holy' magic.
πŸœ™ How do professions work?
β€› Multiple professions may be listed for each character so long as they are professions the character would advertise being willing to provide services for somewhere in Idan. ICly if a player has their character listed on the Professions page it is assumed they have advertized their professions through billboards, shops, markets, word of mouth, fliers, or over the courier.
πŸœ™ If we would like specific details or plot relevant information for an event or something our character is doings should we contact the mods for specifics on the impact/rewards/consequences of their actions and further details?
β€› There will always be a Questions comment on the monthly plotting post which is the best place to ask the mod team for further information with regards to impact or consequences/rewards of a character's actions if a player wants more information for their threads. This allows other players to easily access the information as well.

For non-event related or more private questions/threads, players are always welcome to PM the mod team. If the information acquired is something useful for other players the mod team will usually add the general information to the FAQ or the Questions comment on the plotting post themselves so other players can access this information.
πŸœ™ What kinds of musical instruments exist in Idan?
β€› Any non-electronic instrument can be found in Idan.
πŸœ™ Do prosthetics exist in Idan? What about glasses? Sunglasses?
β€› In the modern age of technology, prosthetics that are a blend of magic and technology are available. They allow more mobility and functionality than the more traditional prosthetics available before the war (largely wooden and lacking in much functionality).

Glasses exist in Idan for the visually impaired. We see no reason a character could not have glasses of darker shades made for them by a talented glassworker, whether the lenses adjust for vision or not.
πŸœ™ Can a character use another character's courier or does it prevent something like that?
β€› They can if the other character allows them to. The courier responds to the will/wishes of the character it is tied to, so if they were to ask someone else to hold it for them or show them how to use it/use it for them they could do that. A character can also falsely sign a thought message with another character's name or a false name.
πŸœ™ Do characters automatically know what the courier is or how to use it?
β€› Characters may need to ask around to learn how to use it or examine it to discern its uses.
πŸœ™ If a character were to send a thought message to everyone, how would the replies work? Would it also be sent to everyone if the message is unnamed?
β€› It depends on what the character needs/wants from the message. If they want to respond to the sender alone, the message will go to the sender regardless of the character's lack of knowledge of who they are, as if it were a carrier pigeon returning to where it came from. If they are uncertain or have other wishes for their message it will be sent to all.

Either can be accomplished and it is up to your preference as a player where your character's messages are directed.
πŸœ™ Question.
β€› Answer.
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aceso: (Default)

[personal profile] aceso 2019-03-30 11:21 pm (UTC)(link)
Christine had this wild idea while talking to Alucard in Einjar and he suggested she bring it up to the inventors of Krimnos, so I'm checking to see what they'd say to her.

The idea is basically Fantasy Google. What if you opened a magical book when you had a question that was most likely answered in a book somewhere in the world? The book could give you a list of sources and you could tap the name with your fingertip to then read that source inside the magic book. Christine's thought was if this was doable, it would have already been made, but Alucard encouraged her to at least bring it up, and she can't think of a reason not to so... are there proper channels to submit ideas to an inventors' guild or something, or does she just go find an inventor person and be like "So here's my idea."? Also can she patent it and get paid? Like she'd probably do research first to see how ideas are shared and if she has a right to her ideas if someone else invents it.
aceso: (Default)

[personal profile] aceso 2019-04-05 06:43 pm (UTC)(link)
This is so great! I think she'll call it something boring like The Compendium of All Knowledge. I'll have to add this to my threads sometimes to show she's slowly gathering stuff. It's so inventive and clever. Thanks!