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moustre ([personal profile] moustre) wrote2018-10-20 11:09 am

FAQ



GAME BASICS

What kind of game is this?
    Aefenglom is a sex-friendly, panfandom fantasy game, set in the post-apocalyptic world of Geardagas. Character choices can affect overarching plot, and the characters' ultimate goal will be to help rebalance the world by stopping the growth of the Cwyld, a magical blight infecting both the land and inhabitants living in places left unprotected. There are many things to learn about the world and how it came to be along the way that will help in discovering both the cause of the Cwyld and how to get home.

    Events will be a mixture of CR-building-orientated ones, such as light-hearted festivals, and more plot-directed ones that dive outside of the city and into more dangerous territory, with the risk of injury to characters themselves and others, memory loss, or at worst, death.

    The game itself will primarily have elements of the following, which players can play with at their discretion: mature themes (such as death, violence, sex, discrimination, prostitution) and body horror (of the monster transformation variety, which can range from simply growing fangs, fur, fins, wings, etc. to extra limbs, eyes, heads, etc. depending on the Monster chosen). Other elements, such as challenges to morality and ethics, corruption of the self by magic or psychological means, and etc. may show up as well; these lists will be updated as elements are introduced.

How did my character end up here? What happens when they arrive?
    They were drawn to something particularly reflective - anything from a mirror, to a window, to water, or something as small as a watch or piece of jewelry - and found themselves in The Looking-Glass House, a repository of mirrors, each with their own unique design... though only to the person who came out of them. Every other mirror that isn't your character's looks plain and aged, while theirs will have reminders of home (people, symbols, etc) wrought entwined brass and wood.

    When your character arrives, they'll be escorted out of the house and to a looming, castle-like building nearby by the Witch on duty. This is the Coven's main building, and they'll be filled in on the type of world they've found themselves in, have their questions answered, and be escorted to a location, once considered part of the Aristocratic District, that has now been set aside for them: the Haven. Characters are free to stay in any of the already furnished houses and apartments offered there, as the Coven's castle unfortunately doesn't have the room for all arriving visitors.

Does my character have to stay in the Haven?
    While the Coven and the Parliament would prefer that characters stay solely in the Haven, characters do have the option of moving out once they have the funds to do so! The least populated areas are closest to the Bright Wall, as there are few people who'd like to risk the chance of the Wall failing and the Cwyld coming in; these are also the cheapest to buy and rent, though the ones in the Aristocratic District are still much pricier. Pockets of homes in similar disrepair can be found in the Residential District, primarily on the west side of Aefenglom, and are similarly low-cost. If your character wants to run a business and has a decent amount of money, they can buy a shop in the Shopping District and live out of it; many of the buildings have an area above the shop that can serve as a living space, should anyone choose to use it as such.

    Unlike with the Haven however, none of these will come with furnishings, so your character will have to buy those on their own. If your character starts a business and you'd like us to note it on the Locations page, you can request so in THIS THREAD!

Who are the Coven?
    The Coven are a group of Witches tasked with the study and utilization of magic. While everyone in this world has access to magic, only Witches specifically go in to study it and learn how it works and how it can be applied to the world at large, not simply for small, everyday chores. The Coven has branches all over the continent of Geardagas, but its largest lies in Aefenglom. For additional information, check out the COVEN page.

    In addition to their usual research, the Coven has one more thing to look into: stopping the growth of the Cwyld. Working hand in hand with the Parliament - a body of legislators and guild heads that act as the government in Aefenglom - they seek to protect the citizens of the city and solve the mystery of the magical blight threatening the land.

    Characters will be taken in by the Coven as they feel it's their responsibility to take care of those brought in by magical means, and they will offer characters as much assistance as they're able to and as long as they can.

What will my character be told when they arrive?
    A broad overview of the world - the Coven's place in it, how magic works, how Bonds work, about Monsters, the Cwyld, Shades, and basic information about the city itself. Essentially, what's in the FAQ and in the extended info pages. Unfortunately, the Coven won't be able to answer the exact science of "how" everyone arrived, why they were chosen, why some of them came in Monsters and others not, or why they had to come here in the first place... At this time, at least. Events will eventually shed light on most of these questions in-character, and only then will the Coven be able to answer. At the beginning though, they're just as lost as player characters.

    Additionally, characters will receive a magitechnical device known by several names - watch, mirror, comm - that will allow them to call, text, take pictures, and a few other things. More information on these can be found at the bottom of the SETTING page.

What can my character bring with them?
    Anything that's on them at the time of their canon point! If it's magical, it's magical no longer. The Keyblade is now just an over-sized key you have to physically carry around. Enjoy that. Cellphones, rayguns, and other high-tech stuff will eventually run out of juice, and the average citizen won't have any way to help power them up.

    The Coven might be able to help turn them a little more magitechnical so they can be powered a little easier however, should characters express an interest. Keep an eye out.

If my character has an animal companion or something similar, do they get to come with them?
    Of course! We're running a game that has Monsters in it, but we're not monsters. For those with multiple companions, we're putting a limit of three on them. Personas and Summons count as magical and thus won't come with (see the below question), but for creatures like Pokémon, they can come along. See below for some information on them, too.

Why are my character's powers nerfed?
    Their powers were taken by the world upon their arrival through the mirror, in an effort to help balance itself out. On an OOC level, this helps to even out the playing field a little more between characters without powers naturally and characters with them - especially since everyone will get the chance to either learn magic as Witches, or gain interesting abilities/aspects as Monsters.

    For creatures like Pokémon, who have magic-like abilities, at the moment we're allowing the following: if you can make a case for a skill being organic, we'll allow it. If this gets abused, we reserve the right to change our stance. Play nice, and if you're really not sure about something, run it by us! We don't bite.

    This will extend to characters as well, though if their powers are primarily magic in origin, it's safe to assume they'll be gone; this does include psychic abilities. Any physical attributes that come with it can remain if the player chooses them to - such as sharper teeth, claws, etc - but the powers associated with them will not.

What is the IC/OOC day ratio?
    It's 1:1; one day in real life is the same as one day in-game.

What happens if my character comes while they're injured/sick/etc? Can characters dead in canon be applied for?
    Injured characters will be rushed to the Coven's infirmary, where they'll be treated and bandaged up with strict instructions not to strain their newly healed injuries too much lest they end up reopening. For players whose characters are sick, they have the option of having it be magically healed on arrival, or they can keep it - the Coven will do its best to provide for any needs. Characters who've died in canon will have whatever wound that killed them healed up, and they'll feel a little weak, but you're more than welcome to apply for them!

My character drinks blood/eats humans/has an atypical diet. How is that going to affect them?
    Players can choose to nerf certain dietary restrictions upon entry to the game! That way, those who still wish to play with those traits are allowed to, while others who might not want to bother with it - or might find it a little much on top of everything else - are allowed to pass on the opportunity. For those who choose not to nerf their characters' diets, the Coven will try to provide, though they're more likely than not to simply direct characters to the underbelly of Aefenglom instead. In the market beneath the Aristocratic District, characters will find their dietary needs satisfied by sellers - for a fairly high price.

    This applies for those who require humans (or other sapient creatures) as sustenance; vampires are a Monster choice in Aefenglom, and so getting blood for them is a little easier... though it will exclusively be of the animal variety, not human. Vampires are able to hunt for human blood or find a willing donor, though it's considered a crime - murder - to drink someone completely dry.

What happens if my character dies in-game?
    Their mirror in The Looking-Glass House begins to crack, and a ritual to recall their spirit back to their body will begin. Ideally, this will take place in the Coven, with hundreds of Witches around to assist in making it go smoothly - but death isn't picky, and all Witches licensed in resurrection magic carry with them the tools to perform the necessary spellwork; the spell must be cast within a day of the death, or the risk of the soul corrupting into something unrecognizable as the character begins to grow. The longer the wait, the higher the risk becomes.

    This is to give players an option to corrupt their character or exaggerate negative traits if they'd like. For players who don't want that, the risk never becomes a surefire guarantee, and so it's possible for characters to remain completely unchanged personality-wise despite the wait. This is a risk for all types of death and their resurrections.

    Regardless, the ritual of resurrection takes a full day; when successful, characters will find themselves weakened for up to two weeks, with five days being a minimum for those with the best care (that is, the Coven's infirmary). However, they'll also find something else: a memory of theirs is missing, replaced with something from this or another world - a person, a place, an event. As characters continue to die, their bond to their original world weakens, and their mirror cracks bit by bit around the edges - but never cracks completely the way it does for dropped characters.

    While in the beginning these will be small glimpses into the world the city inhabits, characters have the chance of getting other characters' taken memories as well - please PM the mods if your character is going to die so we can discuss the whole memory thing with you, as well as any corruption possibilities should you go that route and would like some ideas and input on the matter!

Are there any other ways to contact the mods? What about for suggesting plots?
    Yes and yes! Our contact info is on the MOD CONTACT page, which also acts as our feedback and concerns post; please use it as necessary! As for plot suggestions, we also have an aptly named PLOT SUGGESTIONS post. You can use this to run player plots by us as well, just to make sure things are all kosher and they aren't going to collide with anyone else's plans, or any events we might have coming up... Or we might be able to combine a few things to make it even better - it's in your hands.

Is mature content allowed in game?
    Aefenglom is a sex-friendly game, which means: yes. However, we ask that you properly warn for content and triggers as necessary! While the game will touch on mature themes and content at times, we don't wish to make anyone feel uncomfortable or unsafe as they browse the communities and play. Additionally, as the game will touch on mature themes and elements of horror and sex, we ask that all players be 18 or older.

Can characters get pregnant?
    It's possible, but the majority of unprotected sex won't result in it. This is because two people need to have the intent to have a child in order to produce one. It also isn't a decision to be made lightly - if characters decide to have a child, they won't be able to return home. The door of their bond with Geardagas opens further, while the one to the world shuts. This is because the world sees the firstborn child (or children, in the case of multiples) as the symbol of a pact, much like in older stories of witches taking the firstborn in order to fulfill some deal made long ago.

    Additionally, characters can get pregnant regardless of sex, though only Monsters are able to carry out male pregnancy - Dragons, Fae, and Merrows in particular find this easier to accomplish.

APPLICATIONS, CANON UPDATES, & ACTIVITY

What kind of characters can I app?
    We accept both canon characters as well as original characters as long as they're 15 or older; cases can be made for younger characters, but there are no guarantees. For the time being, we don't accept CRAUs, but this has the chance to change in the future.

    For canon characters: silent protagonists and minor characters are on a case-by-case basis. While we reserve the right to decide ultimately if we feel a character has enough canon to be deemed playable, generally speaking, you should be okay if you can write a sufficient app for them that's more canon than headcanon.

    On the topic of doubles/multiples, such as with comics (and their multiple universes), their movie universes, and animated universe: one of each character. That means if someone already plays MCU Peter Parker, comics Peter Parker or animated Peter Parker isn't applicable; he's technically already taken. This same rule applies to characters in other franchises, such as Fate/, Final Fantasy, etc.

Does the doubles rule applies to Kingdom Hearts as well?
    Given Kingdom Hearts is such a peculiar canon, only characters with what we feel is a significant amount of screentime will be applicable. You can app Mickey or Goofy from Kingdom Hearts, but not, say, Ariel from the Atlantis world in Kingdom Hearts.

How long do I have to wait to app a character from new canon?
    Two months from its release; for canons that are episodic or have continuous events, such as with mobile games, two months since that episode's or event's release - English localization or fan translation preferred, though as long as you can sufficiently understand and summarize for us what's occurred, it'll be fine.

What about canon updates?
    The same as above! Two months wait, preference being for localization or fan translation, but a thorough grasp and ability to clearly summarize to us what's gone on will suffice.

    To put in for a canon update, please do so on the CANON UPDATE page; more information on what happens during one can be found there as well, but the quick version is that your character watches the events of their canon update in the reflection of their mirror and remember it all with an odd clarity... though any characters or places they interact with in their canon update that they've forgotten about due to a death or event experienced in Aefenglom will be blurry spots in their memory.

How many characters can I play at once?
    You can play a maximum of three characters at a time!

Can I play multiple characters from the same canon?
    Unfortunately, the answer to this question is no. From the same franchise, sure! Play as many Tales of characters as you'd like - but only play one from each game.

Will non-human characters get humanized? What about resized?
    Non-human characters will retain their... non-humanness! They'll be given some interesting looks, considering the setting, but Aefenglom is a city of monsters and magic; there's a lot of weird things here. Anything robotic or mechanical is treated as an interesting scientific oddity, while more monstrous characters - like, say, Beast from Beauty and The Beast before he turns human again - will get some surprised murmurs if they're a Witch, or some raised eyebrows if their looks don't exactly match the type of Monster they are.

    As for sizes, due to the existence of Monsters and other magical creatures, there are accommodations for some fairly large characters - but anything over 15ft will unfortunately have to be shrunk down to that size.

Is there a game cap? What about a cast cap?
    Currently, individual casts are capped at 10 characters per, while franchises (like Final Fantasy, Fire Emblem, Fate/, Marvel, etc.) are capped at 24 characters total. This may be subject to change in the future depending on the size of the game and the diversity of the taken list. We do not currently have a game cap.

How does activity work? Can we take a strike?
    Activity check happens the last week of every month; the following are the requirements to pass:

    PROOF 1:
    * A tag-out to someone else's post, top level, or inbox.

    PROOF 2:
    * Your own post, top level, or a thread in your own inbox, OR
    * A tag-out to someone else's post, top level, or inbox.

    - Comments from you on both proofs should add up to at least 10.
    - Comments must be from the current month to count.
    - One proof may be from a thread begun in the month previous, but only comments from the current month on it count toward your AC.
    - Both proofs cannot be with the same character.
    - Two proofs with cast/franchise-mates is allowed but if it becomes a pattern (2+ months in a row), you will be asked to provide a thread with a non-castmate.

    If it makes it easier to look at, we also have a flowchart with the AC requirements. In addition, players are allowed to take a strike if they have at least half of the necessary AC. Players cannot take two strikes in a row for a character; they also cannot take a strike after coming off a hiatus that allowed them to pass AC completely (three or more weeks long).

    If you don't comment to the activity check, your character will be swept, and you'll have to reapply for them the next application period. Additionally, activity check ends at 11:59PM EST on the last day of the month.

    Additionally, while we do not have a hard and fast rule about not using only proofs with canonmates for AC, if you consistently only use threads with your castmates or franchisemates (or with the same one or two characters in general) multiple months in a row, we may ask for an additional proof to ensure you're tagging out as well. This is handled on a case by case basis - someone who has one bad month and uses two threads with castmates, but has consistently shown they tag out to a variety of characters will most likely not be asked for an extra proof.

How do hiatuses work? What happens when I drop my character?
    Hiatuses come in two flavors: half-activity hiatuses, and no-activity hiatuses. Any hiatuses lasting at least two weeks only have to submit half-activity for the month, while any hiatuses lasting three or more weeks will not have to submit activity at all - simply check in when the check comes up!

    ICly, your character can either be put on autopilot, or they can catch a magical sickness that the Coven will force them into bedrest for. After all, the Coven already has to deal with the Cwyld - it doesn't want to have to deal with any other illnesses spreading. Characters' bedrest will last the length of their hiatus period, with the character drifting in and out of sleep, running a fever, and generally having something similar to a rather severe flu. Thankfully, there are Witches who specialize in keeping people alive - including the head of the Coven herself - and your character will be a little weak coming out of their illness, but without any lasting damage. This can also be used to stop any changes if you don't want to miss out on a full moon while on hiatus.

    When your character is dropped, the mirror they came through in The Looking-Glass House will crack as if hit with a hammer, signifying the breakage of their bond to the world. Their possessions from home will disappear one by one in the days following their drop, though ones that were gotten in Aefenglom will remain.

    Please submit all hiatuses and drops to the HIATUS/DROP page to keep things orderly!

Can I reapply for the same character? What happens then?
    You can! Your character will arrive the same way they did the first time; their worldly possessions from their last stay, however, will not be there, unless they were from Aefenglom proper. You can choose whether or not your character will remember their time in Aefenglom when they re-arrive. ICly, the mirror they came from will look exactly the same to them as the last mirror they had.

    If they lost memories due to dying or an event, however, they will not regain them; they will remember the ones they received in exchange, but once memories are lost, they're lost.

What if I apply for a character that was dropped previously, but wasn't played by me?
    Then that's fine too! Due to the difference in players, they won't be given the option of remembering their time in Aefenglom - this also means they won't remember specific memories received either from events or from death. They won't have any missing memories as a result of either of those as well.

WORLD-SPECIFIC

What are the months in Geardagas?
    The calendar follows a similar format to ours, though their traditional new year starts in November instead of January; it's also broken up into two halves, the solar half and the lunar half. While the names are similar enough to our own worlds', here is a handy key for them! This can also be found as a reference on the FESTIVALS page.

    MONTHS
    SOLAR HALF
    Maiuril (May)
    Iuneril (June)
    Juril (July)
    Aguril (August)
    Septeril (September)
    Octeuril (October)
    LUNAR HALF
    Noveuer (November)
    Deceuer (December)
    Ieneuer (January)
    Feoveuer (February)
    Mareuer (March)
    Aereuer (April)

    Are there language barriers here?
      Not at all! Characters will arrive being able to understand each other and the inhabitants of Aefenglom due to the magical bond they form with the world on arrival. They might not even notice it unless they really had a feel for languages... or too much time to think on their hands. The language of Aefenglom resembles a mix of Olde and Middle English, with the Coven and other magic-related things resembling a mix of Irish and Scottish Gaelic. There's a reason for that, but characters will have to uncover that mystery for themselves.

      In addition to that though, people outside of the continent - though rarely seen, save for when ships come in - speak other languages. Curiously enough, while native residents of Geardagas and her city of Aefenglom can't naturally understand these people without years of learning the language, the new otherworldly visitors can.

      Finally, if your character wants to speak in their native tongue or any other language they know, they'll have to write it down with paper and pen; there isn't another way to get around the auto-translate otherwise. Anything written or inscribed can only be understood by someone who knows the language - characters will have to use a language-deciphering spell otherwise.

    Can my character leave the city?
      They can! In fact, there are specific quests that are set outside of the city, and quite a bit of the game will involve what lies outside of the safety of the city's walls. However...

      It is dangerous out there, even for trained Witches; the Outer City and the Wilde are both plagued by the Cwyld, an infection of both land and creature that twists the natural into unnatural. Corrupted beings known as Shades roam the area, ravenously searching for anyone and anything to consume and change. You can find more information on both on the CWYLD page.

    Is there a network, or something similar?
      There is! While the continent of Geardagas is fairly Victorian-era aesthetic (and this does include the fashion - don't wear too many bows, they've been out for a few years now), the technology of Aefenglom is a fair bit more advanced due to the Coven and magical influence. Of note is something all characters will receive on induction into the city: a pocketwatch-sized communicator. It has the ability to talk, text, take pictures, and record video, despite its looks.

      You can find more in-depth information on the comms and the general technology of Aefenglom on the SETTING page for those who might be interested!

    If my character wants to do something illegal, will they get in trouble?
      Well, yes. While the characters coming in certainly are important, they still have to obey the law, and IC actions means IC consequences.

      Those found breaking the law will be sent to the Coven for their punishment, rather than to the ordinary courts of Aefenglom - characters came from The Looking-Glass House, after all! It's on the Coven's grounds, and so somewhat naturally, all newcomers are the Coven's problem. The head Witch of the Coven, Nerissa Bell, tends to be on the harsh side when it comes to punishment regardless of why the character committed the crime. In general, pettier crimes get pettier punishments ranging from volunteer work to solitary confinement for up to a week, while heavier crimes get heavier punishments; the latter can be worked out on a case-by-case basis.

    Can my character get a job? How can they affect the world? Is there anything interesting to do here?
      There's plenty of things to do - Aefenglom is a city, and a city has hundreds of roads. Sort of literally, most of the time. Characters can get jobs if they please, from scullery maids to more skilled work befitting their actual skills, and the Coven can help out with those seeking to use magic as their trade. Aside from that, tasks, notices, and so on and so forth are regularly posted around the town!

      And yes, some of them will line up with events and plots, both of the player-run and overarching kind. While ICly everything is sort of spread out or passed around by word of mouth, OOCly all requests, rumors, and such can be found on the QUESTS page.

    If there are jobs and quests, is there a currency?
      You bet! Aefenglom and the cities they're in contact with have adopted two types of currency: cunes, which are stamped coins that come in denominations of 1-, 5-, 10-, 50-, 100-, and 500-coin varieties; and notes, which come in denominations of 1000C, 5000C, and 10000C. Notes are newer than cunes, and they're not found in regulation circulation either - they're largely used for easily storing higher amounts of money (as, even using 500-cunes, 50000C would still be really heavy and a lot of money).

      We're not going to ask for you to keep track of how much money your character has though, nor are we going to get too picky on prices - and if you think this sounds a lot like Japan's yen currency, you'd be right. 100-cunes stores exist, and 500-cunes is not as much as you think it is.

MONSTERS & WITCHES

Monsters and Witches..?
    Monsters and Witches! On your application, you'll be able to say whether you want your character to be one or the other, while giving a brief reason for your choice - or a little bit of a longer one, depending on your species choice. In this world, there's two types of creatures: those who can use magic (Witches) and those who feed off of it (Monsters).

    Monsters have their own kind of "magic" that just really translates to their natural abilities, some being fairly magical in nature; Witches are just those who have magical talent and learn to use it through some kind of study.

Okay, so what kinds of monsters are there?
    There are a whole eleven different species to choose from! More information on Monsters and links to their individual pages can be found on the BESTIARY page, but for quick reference:
  • Arachne: Half-human, half-spider. Can be any spider, regardless of its habitat or habits. This does not include other arachnids such as scorpions, ticks, mites, harvestmen, and solifuges.
  • Chimera: A monstrous mix of creatures. Can be a combination of any 2-3 extant animals. This can be any pre-existing "chimera" as well - sphinx, griffin, nue, manticore, wolpertinger, etc.
  • Dragon: A creature that is rare to see even in this setting. Can be any eastern or western type, so long as it has four limbs (besides tail). As such, they can't be of the wyrm variety, but can be of wyvern variety or qualify as a sea serpent so long as it has the four limbs.
  • Fae: The fairfolk, now far more uncommon than they once were. Can be based on any extant, winged insect. (This will primarily be from the Pterygota subclass, but so long as it has wings, a Fae's appearance can resemble it.)
  • Faun: Typically half-human, half-goat, they can be any one (1) animal from the following: cows, sheep, goats, deer, elk (moose included).
  • Harpy: Half-human, half bird. Can be any bird, and can be any gender. Keep in mind that, by nature, a Harpy is a creature of flight - a flightless bird will be considered an oddity in Geardagas and players may need to consult the mods to make sure their changes are appropriate.
  • Merrow: The world's variety of merfolk. Can be any extant fish (including sharks), cephalopod, or porpoise (dolphins, whales, etc), as well as any extant seal (walrus, seals, etc).
  • Naga: Half-human, half-snake. Capable of being any kind of snake, they may also be any legless lizards, even those that have "legs" - so long as the legs are non-functioning for movement.
  • Puca: A shapeshifter typically considered a trickster spirit. Can be any extant rabbit, hare, or pika.
  • Turnskin: The world's variety of shapeshifters. Can be any mammalian carnivore, excluding seals. ie; this can range from household cats and dogs to wild animals like bears, lions, wolves, weasels, and hyenas.
  • Vampire: An undead being that feeds on the lifeforce of others - specifically, blood. They can take the form of any extant bat.

How does transformation work?
    Over the course of several months, your character will begin to take on characteristics of the monster species you've chosen for them. This is entirely up to player discretion; your character can begin gaining characteristics as soon as their first week, or you can choose to wait until their first full moon, and so on. Some are mandatory - for example, harpies have to gain wings of some kind, among other things - while some are optional - like more feathers on the body or a shorter temper, continuing with the harpy example. Three months is the shortest amount of time for a full (all mandatory characteristics) transformation, while nine months is the longest.

    Transformation can be sped along to its minimum time by spending too much time outside of the city, particularly without a Bond; events may also give the optional effect of speeding changes along.

    For characters who are already non-human, monstrous, and/or mechanical in nature, changes will still happen! They'll simply grow over your characters' usual form - so for example, if Beast from Disney's Beauty and the Beast is a Dragon Monster, he'll start growing scales in addition to his fur and might look like a bit of a patchy mess.

When do full transformations happen?
    Either when the character is in a state of high emotion - maybe they're incredibly distressed or upset; whatever it is, their mind isn't exactly clear - or when the full moons come around. It's important to note that while characters can start gaining characteristics at any point (completely up to the player's discretion), theywon't experience a full shift on their first full moons. Second and later is possible, particularly for Turnskins, but not their first month!

But if the game is smut-friendly, and there are Monsters...
    We know exactly what you're getting at, and yes - physical changes for Monsters can include ones of a sexual nature. This can fall in line with whatever characteristics that an animal relevant to the Monster in question may have, such as a knot for a canine Turnskin for the easiest example. The world of Aefenglom is your oyster.

    This is, however, an optional change. If players do not wish to explore this aspect, they have absolutely no requirement to. We simply ask that anyone who does be respectful of those who don't.

Now about Witches-
    Right, the other important half of this equation. Like stated above, Witches are people with magical talent who've chosen to harness it through study. In this world, anyone (sans Monsters) can become a Witch - they're all born with some level of magical ability - but the only ones who are truly referred to as "Witches" are those who study, generally under the Coven's supervision. There are a few non-Coven Witches both in and outside of the city, but they're fairly secretive and hard to talk to.

    More information on the Coven, the Witches within it, and its leaders can be found on the COVEN page.

Witches means magic, and magic means spells. Tell me about that?
    While you can find a more thorough look at magic on the Coven's page linked above, here's a quick list of the spell schools and some information on them:
  • Abjuration: Spells that deal with protection, banishment, and blocking. Barriers, shields, counterspells, and such all fall under this.
  • Conjuration: Spells that bring creatures or materials to the caster. Magical food and drink, campfires, temporary animal friends, and such fall under here.
  • Divination: Spells that help with gathering information. Scrying with reflective surfaces and speaking with non-humanoids that are incapable of human speech normally fall under this.
  • Enchantment: Spells that involve imbuing the target with some sort of effect. Buffing someone up with more strength or speed, giving a weapon an elemental attribute, and such fall under this, but so do more nontraditional forms, such as charming someone.
  • Evocation: Spells that manipulate energy, creating something out of nothing. Most offensive elemental spells, like fireball, lightning strike, etc. fall under this, as does high-level and multi-person healing.
  • Illusion: Spells that are used to confuse and deceive others. Creating false passageways or sounds, disguising oneself, and such fall under this.
  • Necromancy: Forbidden spells that deal with the dead and the reversal of death. Everything from simply speak with the dead (divination by any other name) to calling back a soul to a fresh corpse (à la resurrection) falls under this. Very risky and not typically taught in the Coven, not to mention it's considered an affront to nature.
  • Transmutation: Spells that change one thing into another. Mending broken objects, shapeshifting, and such fall under this.
  • Universal: Spells that are considered fairly easy for beginners and are taught as basics. They can have as little or as much utilization as the imagination can think of. Minor versions of teleportation and healing or mending magic fall under this, as does things like imbuing small objects with light or calling small orbs to the caster.

  • We don't have hard and fast rules for what spells fall into which schools of study; just use your best judgment, and if you have any questions, bring them to us! We'll help sort it out. Additionally, while we're also leaving it largely up to player discretion on how long it takes their characters to master spells and magics, we ask you please be somewhat realistic with it.


MAGIC & BONDS

What's this about Bonds, anyway?
    Short answer: Bonds are essentially contracts between two magical creatures that help strengthen their magic, while keeping it from going too overboard. Think of it as something like a witch and their familiar - though witch-familiar bonds are more like a witch having a battery pack, rather than having it drain in a healthy manner! Bonds can be romantic or platonic, but must be mutually reciprocated feelings... That is, those involved in the Bonds must both want to be in it.

    The typical Bond is between a Witch and a Monster; this is the safest, most stable type of Bond, as a Witch requires a drain on their magic if they aren't actively using it, and a Monster requires a stable source of magic to keep from going feral, or to keep a clear mind when they do shift during the full moons. It's not quite recycling magic, as none leaves the Monster in question, but it's transformed into a type of energy for them.

    Moving along, the Bonding ceremony is a simple one: both persons will join hands in a magic circle set up by the Coven and repeat their own written vows to each other. The Witch overseeing the ceremony will tie each person's magic signature together - in other worlds, this "magic signature" is simply referred to as a "soul" - and the ceremony will be complete. Those Bonded will be stronger when together, be able to more clearly sense their partner's moods, and - if they're empathetic enough - even be influenced by them.

    A quicker, more temporary version is taught to those entering territory plagued by the Cwyld, just in case their Bond should break or they need to make one on the fly for safety reasons; it merely involves the characters drinking a tasteless silver-colored liquid from the vial provided to them. This Bond will last up to a day and has the same effects as a real Bond, though lessened in strength and muted in feeling.

    When love is lost (or two characters feel as if their Bond isn't working out for some reason or another), the Bond can be annulled just as easily. There are other ways to get rid of a Bond as well, but those are covered in a question further down, so keep reading.

Are there a limited number of bonds someone can have?
    Yes, but poly bonding is encouraged, either romantically or platonically. Bonds aren't a mark of being involved or anything; they're a partnership, whatever form that may take. Three tends to be the safest number any one person can sustain; otherwise, the magic stacks in a bad way and clogs up, putting too much pressure on the body. While having a greater number of Bonds gives you greater power, it's important to keep balance in mind.

Can the bonded bond with other bonds?
    Yes. In example, Character A and Character B might have a Bond, but Character B also wants to Bond with Character C. They can do that without Character C having to be Bonded to Character A as well.


Can Witches bond with other Witches, and Monsters bond with other Monsters?
    They can, but it's encouraged to have at least one of the other involved.

    Because a Witch-Witch pair results in an overwhelming, cyclical amount of magic with no outlet, this can create quite explosive results. Witches in these Bonds without a Monster in the equation, or an active lifestyle that will allow them to have that outlet, may find themselves feeling restless, agitated, and snappish. This can intensify into aggression, as they start to feel a slippage of clarity. If they continue on this path, they may even encounter hallucinations and paranoia as the magic seeks an outlet - as if it's burning them from the inside out. Provided a pair of Witches practices magic often enough or finds a way to otherwise regulate their magic, it's perfectly viable for them to have a Bond without a Monster involved on either side, though the Coven heavily encourages that they do so just to be safe.

    For Monster-Monster pairs, they're generally considered stable - until they run the risk of going feral. Magic tends to be a grounding force for them, and this is why they prosper from an exchange of magic with Witches, something that can help buffer the magic of the world around them. There are, of course, alternatives: Monsters may seek out potions or injections, but there's a possible side effect of addiction if they get these alternatives under the table. Especially if these contain ingredients that originate from a Witch, such as blood, tears, or other bodily fluids - this could result in a taste for Witch magic in this way, and a Monster who goes feral could very well attack a Witch with intent to get another magic fix. The Coven can assist in less addictive substances if a pair of Monsters doesn't wish to get involved with a Witch on either side, but like with Witch-Witch Bonds, they heavily encourage a mixing of Bonds.

What does adding a Witch to a Monster-Monster Bond or vice-versa do?
    Adding a Witch to a Monster-Monster Bond or a Monster to a Witch-Witch Bond, regardless on which side it is, will help to moderate things. For example, if Witch A is bonded to Witch B, and Witch B is bonded to Monster C, W(A) won't directly feel the effects of W(B) and M(C) and the balance their Bond has - however, their magic does feed indirectly into the balanced Bond, as it's channeled into the Bond between W(A) and W(B).

Can a Bond be severed? How?
    Yes. There are two ways: consensual severing, known as "annulments", and non-consensual severing, known as "abolishments".

    Generally speaking, annulments are due to ordinary reasons that might end any relationship: finding they work better with other people, having some sort of falling out, circumstances just getting too difficult, one of them insists on sleeping with the water running every night because otherwise they "just can't get to sleep," so on and so forth. In contrast, abolishments are forced upon the Bond. This can be from straining it too heavily without proper communication (not unlike keeping problems in a relationship to yourself until it boils over in a nasty fight), an outside force severing it without going through the annulment process, or drifting too far apart in the Wilde.

Drifting too far apart in the Wilde? Why not the city?
    Each character forms a type of passive Bond with the city that enables them to use magic in the first place, and this Bond with the city allows them to roam freely within it without fear of danger. It also allows characters to remain physically separated from their partner so long as both are within city walls.

    Outside of the city, though, they have only their Bonds to rely on, so it's best to stick closely together - or, at minimum, within visible distance of each other. If they don't, they run the risk of their Bond severing, not unlike a rubber band being stretched past its limit. This isn't a hard guarantee it will happen - just that the further they're apart, the greater the risk becomes.

What does it feel like when a Bond breaks?
    Annulments will leave those involved with a faint phantom pain, as if they're missing something, that will eventually fade with the formation of a new Bond or adjustment to their current Bonds. This pain is a less prominent the happier the annulment was - two people who annulled their Bond on the basis of not finding they jived exactly the same way as before, but who remain good friends regardless, will have less of an ache than a pair whose Bond was annulled due to a disagreement and have negative feelings about their former Bonded lingering about.

    Abolishments will be more painful - think something similar to your heart wrenching, or the phrase "a knife between (someone's) ribs". The pain won't fade like with annulments: it will be a constant pang, and your character will feel incredibly empty and alone, no matter where they go. Even the formation of a new Bond, either completely new or simply with the same character, will only get rid of the loneliness - not the pain.

    There are said to be potions that can help soothe such things though, that can keep them quiet and dull the hurt that comes with them, but the Coven only doles them out in particularly severe cases. Around the town, however, there are plenty of apothecaries that might just have the thing... For a price, of course.

catasstrophy: ((=`ェ´=))

[personal profile] catasstrophy 2019-05-26 11:29 am (UTC)(link)
Sorry to bug you with questions in these busy times, but I don't want to mess up world-related things!

So the Cwyld is essentially a magical infection, but could you provide a rough estimate of how characters might "catch" it? Is it just being in Cwyld-infected areas that does it? Would touching a Shade while fighting it get one infected? Would it require more than that?

Signs of the infection are obvious, so could characters be healed if it's caught early enough? And will they get scolded for getting infected, because... (I mean I guess that depends on how much it takes to "catch" it, but... /looks at this idiot cat...)
sullenstallion: (11;)

[personal profile] sullenstallion 2019-05-27 01:52 pm (UTC)(link)
It's the idiot horse who was with Konoe you should've warned. I forgot about infections entirely while tagging at 2AM and had Dylas get scratched up by the Shades to the point of drawing blood, whoops. He is also not the kind of person to ask for help, so getting his infection treated early isn't really an option. I just reread the information on the Cwyld page about infections, about how long does he have after getting scratched up to get it treated before things start getting really bad? I may retcon my prose or play with it depending.
Edited 2019-05-27 13:52 (UTC)