& help *============================================================================* A E T H E R N E W S -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files will help you gain a better understanding of this world, its people, and their customs. Please read each one carefully, and if you have any questions, contact a member of the staff. Thank you. SUMMARY: GENERAL: GROUPS: MISC: Theme Applications Atlanteans Building Setting Characters Empyreans Consent History Features Sylvans Hints Timeline Magic Varati Policies Pantheon Occupations Mixed Credits Bestiary Stats Factions Index To read a section, simply type, "news ." For example, to read about the theme, type, "news theme." Also see "+terms" and "+help," or view our web page at: http://aether.mux.net. E-mail staff at: aether@mux.net. *============================================================================* & theme *============================================================================* GENERAL NEWS: THEME PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- As a general overview, the theme is fantasy, set in a world populated by four main races. Each is based on one of the four classical elements, the elements of earth, air, fire, and water, and the theory is that these races provided us with our mythology and folklore. The ocean-dwelling Atlanteans gave us stories of mer-folk, selkies, naiads and sirens; the forest-roaming Sylvans explain the tales of the Fae, the elves and spirits of the woods; the Varati gave us the basis for trolls, dragons, and demons; and the Empyreans became our sun-gods, our storm-bringers, and our angels. Mythology and magic run rampant through the world of Aether, and so do varied cultures of our own world. In the Empyreans, echoes of the great Greek and Roman cultures leave their indelible mark. The Varati are rich with the flavors of India and the Middle East. Sylvans embody the natural spirit of Native Americans, and Atlanteans draw from the most basic fundamentals of true Utopia. The world of Aether is Copyright 2004 by Astra Poyser and the theme is used in this game by permission from the creator. Please see "news copyright" for more information. See "news theme2" *============================================================================* & theme2 *============================================================================* GENERAL NEWS: THEME PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The main setting is an area of the world that has recently seen hard times. Parnassus, a part of the Empyrean nation, was nearly destroyed over twenty years ago in the most recent war between the Empyreans and the Varati. It is the pride of Parnassus that as close to annihilation as they came, they remained the only Empyrean city that successfully repelled Varati attacks. It was a Pyrrhic victory, as the Empyre as a whole finally gave way to Varati aggression. As victor, the Varati God-King, Khalid Atar, required that as Parnassus was rebuilt it would be welcoming to his people and in fact would become half-Varati. The experiment failed. The city divided upon itself, and while the Varati have stayed in the area, they have created their own city across the river from Parnassus and named it Irha-Esh. As a city-state surrounded by Empyrean lands, it exists in a precarious position, but the threat of violence from across the nearby Varati border keeps it relatively safe. The past twenty years have been a time of healing and growth, and of cooperation between the races. While the Varati and Empyreans still look across the river in distrust, the Sylvans have come into the area and made treaties to trade their magic in return for use of the land. As well, the Atlanteans have been drawn to the area by trade and the need for diplomacy between the races. See "news theme3" *============================================================================* & theme3 *============================================================================* GENERAL NEWS: THEME PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Before embarking on your virtual journey, you must create a character, choose a race, a background, perhaps an affiliation, and decide whether or not your character will have any affinity for magic. The following news files are especially important in making those decisions, though we recommend that you read all of them to familiarize yourself with this world: Characters Magic Mongrels Occupations Atlanteans Empyreans Sylvans Varati We also urge you to use the "+terms" files as well, which give concise definitions on many of this world's inhabitants, territories, and materials, and "+help," which explains various game-specific commands. *============================================================================* & setting *============================================================================* GENERAL NEWS: SETTING PART 1 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The world of Aether is not unlike our own, though it is untainted by the ravages of technology and pollution. Imagine instead our Earth of about five hundred years ago, when the New World was first discovered and stories of a veritable Eden filtered back to lure men and women overseas in search of gold, freedom, or a second chance. How magnificent that untouched paradise must have looked to them; with trees reaching to the sky, forests bountiful with game and resources, and vast, open plains stretching to the very horizon. Beautiful and rugged, that wilderness of half a millennium ago is not lost; its dream lives on here, nourished by magic and populated by beings of myth and legend. Aether boasts four main realms for each of its races. Though other cities and territories exist -- for this world is as vast and varied as our own -- the available areas are all relatively close together; they are convenient to the bridge known as the Pons Pactum between Parnassus and Irha-Esh, a place where all races may mingle and interact. See "news setting2" *============================================================================* & setting2 *============================================================================* GENERAL NEWS: SETTING PART 2 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Empyrean capital is Civitas Dei, a "city of the gods" that hovers in the sky through some long-ago magic. Though they have other major cities scattered across the realm, none are quite so grand as the home of their Emperor and the meeting-place of the Aegis. And not only is it the seat of their government, but their center for art, music, and literature as well. Few of their land-bound brethren have ever stepped foot in the floating city, but those that have give lavish accounts of a pristine, gleaming metropolis fashioned from white marble and dazzling enough to rival the sun itself. The underwater home of the Atlanteans is no less impressive. Legend says that Atlantis was once one of the greatest cities on Earth, a cultural Mecca of art and invention ruled by a decemvirate of ten kings. Traces of its former aboveground state still exist, for what use would a sea-dwelling race have of ornate stairways or paved roads? See "news setting3" *============================================================================* & setting3 *============================================================================* GENERAL NEWS: SETTING PART 3 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Atlantis combines the best of land and sea, and those who have visited say that it features lush, underwater gardens and splendid buildings decked with coral, pearls, and shells. Though the sea-race may roam as far as the oceans can reach, their colonies are few, and none compare to the grandeur of Atlantis. While the Empyreans claim the heavens and the Atlanteans the sea, the Varati live underground, in the fiery "heart" of the earth. Some might think their realm harsh and forbidding, alienated as it is from the light of the sun. Yet their palaces are just as grand as any above the earth's surface, if not more so. Crystals, gold, jewels, silver, copper... all these are theirs for the taking, to decorate the opulent structures they've built from metal and stone. Long ago, they discovered the secret of forging, and ever since they've been the master builders and craftsmen of this world. See "news setting4" *============================================================================* & setting4 *============================================================================* GENERAL NEWS: SETTING PART 4 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Sylvans lay claim to what is left -- the forests and fields, and their "kingdom" is the land itself. They have no grand temples or palaces save the quiet beauty of a secluded grove, or the awe-inspiring view on a windy hilltop. The Sylvans are taught to leave the earth untouched and unmarked by their presence. They take only what the land provides, and their reverence is not measured by the size or magnificence of a temple that will weather the centuries. The earth is their "house of worship" and all its creatures -- from the beasts of the air to the smallest of plants struggling for life in the forest -- are meant to be honored and respected. The last are almost always considered the least in the many nations of Aether. Mongrels and Halfbreeds, the outcasts of society, have no place of their own in its many lands. They exist on the sufferance of the 'pure' races, eking out a living where they may. An outcast's life is a hard one, but even they have been known to rise to prominence in a world where anything may happen. See "news setting5" *============================================================================* & setting5 *============================================================================* GENERAL NEWS: SETTING PART 5 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- When the Empyrean/Varati War ended, one of the stipulations of the Peace Treaty was that the two races share Parnassus, the only city that persevered against Varati attack. They agreed, but it was fairly evident that it wasn't going to be an easy thing to uphold. There were border skirmishes almost constantly, and it was clear that the treaty was not going to last very long if this continued. After considerable deliberation, the land north of the Bay was gifted to the Varati, who quickly moved to make it their own, calling their city Irha-Esh, or "City of Fire." Somewhat precariously situated, Irha-Esh is a city-state; Varati land in the midst of Empyrean Edessa. Its proximity to the Varati border to the north protects it, as there is always the threat that the Varati nation may wish to push its border south to the river. These twin cities of Parnassus and Irha-Esh are very much a major center of trade and their inhabitants reflect that. Social mores seem more relaxed, the restrictive codes of each race still in place, and yet often overlooked for the sake of profit. Invested as they are in the area, every single race has a very good reason to remain and maintain the peace. Tensions run high, and may outbreak into violence. But outright war is never good for profit. For more on these races, see "news empyrean" and "news varati" To continue, see "news setting6" *============================================================================* & setting6 *============================================================================* GENERAL NEWS: SETTING PART 6 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Sylvans were originally enticed to the Parnassus area to help in the rebuilding, or rather in the repair of the injury done to the land by the ravages of war. More than inclined to do so, many Sylvans that may not have fit with their tribe for one reason or another (too many hunters, conflicts in personality, a strong desire to see the land Healed, and a host of other reasons) gathered in the area. Ties of mutual interest forged them into a young tribe, the Mohononeo. Bound much closer to the city than many other tribes, the Mohononeo maintain lands upriver of the twin cities, but are often seen within the more settled lands. Atlanteans, too, saw much opportunity in the rebuilding of Parnassus and the founding of its sister-city in Irha-Esh. They negotiated for the island in the center of the river known to the Empyreans as the Insula Garum. The Atlanteans turned this spit of land into a small holding for their people, while also inhabiting the bay. They have a vested interest in keeping the bay accessible and have been known to dredge and maintain its waters to further trades. They are not altogether peaceful and when members of their race were illegally taken as slaves by some of the earlier residents of the area, the Atlanteans took a firm stance to protect not only their own but the Sylvans as well. For more on these races, see "news sylvan" and "news atlantean" To continue, see "news setting7" *============================================================================* & setting7 *============================================================================* GENERAL NEWS: SETTING PART 7 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- In the midst of all the claims of the various races is the Pons Pactum. Originally, the bridge was a small thing, allowing for carts to pass from Parnassus to the north side of the river to carry trade to northern Edessa. Destroyed in the war, what grew in its place bore little resemblance to the small arch that connected the southern and northern banks. Now, the Pons Pactum is a marvel in itself, almost large enough to hold a small town on its impressive breadth. Here, the "neutral " party of the Bridge Guild has gained a foothold. Comprised of all races, the Guild moderates trade on the bridge, collecting taxes and seeing them properly allocated to both the Varati and the Empyrean sides. They rigidly, and fairly, control any merchants that choose to set up shop in this profitable territory. For more on the guild, see "news bridge" Not all people fit into neat categories of race and nation. To see more information on those that may fall outside the public and accepted castes of society, please read "news mixed" and "news factions". *============================================================================* & history *============================================================================* GENERAL NEWS: HISTORY PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There was a time, long ago, when this world and our own were linked together. They still are, in fact, but the boundaries between the two are nearly impenetrable where once they had been as fragile as gossamer. Men and women passed easily from one plane to the next, and the gods and goddesses our ancestors worshiped were merely the exotic, powerful denizens of Aether. They lived among us then; some were our teachers, others our rulers, and the tales we spun of them have endured down through the centuries, colored by time and perception but still holding a ring of truth. But human beings, curious and resourceful and never quite satisfied, began searching for new truths. With the birth of a new age on Earth, and a growing emphasis on science, the old stories have started to pass from truth to fiction -- from fact to fantasy, and the "gods" and "goddesses" are now no more than myths, fairy tales, and legends. See "news history2" *============================================================================* & history2 *============================================================================* GENERAL NEWS: HISTORY PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Earth's Renaissance has seen a discovery of "the New World," major breakthrough in science and medicine, and technological advancements that have further cemented the boundaries between a world of reason and ingenuity, and one of magic. Yet that same rebirth has heralded a rekindling of interest in classical art forms and literature, hinting that the link may be weakened, but not severed. Though the two worlds are mutually exclusive and their denizens unaware of each other save through the oldest of legends, imagination is still the bridge that keeps the two linked. While traveling across the boundaries may not be possible physically, such a wall is not an obstacle for the mind. As long as the stories are told and re-told to the generations that come after us, that bridge will remain strong. Please read the histories of each race for their individual versions, or see "news timeline" for a more specific outline of the game's history. *============================================================================* & timeline *============================================================================* GENERAL NEWS: TIMELINE PART 1 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Earth and the Aether, though separate dimensions, still share a link that transcends boundaries. For this reason, twin timelines have been included in order to illustrate that correlation. Some events are drastic enough to affect both realms--like ripples in a pond; although a few Earth events have been added merely to provide a basic framework for the game's history. You will notice that the dates are different for each timeline. This is because Aether's "recorded history" began when their world split apart from Earth, roughly 4000 years ago. Since it occurred at about the same time as Earth's biblical flood, that is where both timelines begin. However, while Earth's is counting backward from 2400 to 0, with the birth of Jesus Christ (though it really occurred at about 4 B.C.), and then on up to 1500 A.D., Aether starts at 0 and continues through to 3900, with no distinction between B.C. and A.D. This may be confusing for new players, so +time has been coded in order to display both dates. See "news timeline2" *============================================================================* & timeline2 *============================================================================* GENERAL NEWS: TIMELINE PART 2 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | "Magical beings" exist on earth; | 2750 B.C. Gilgamesh, King of Uruk worshipped as gods by humans. | Worship of Tammuz, Innin, etc. No boundaries between worlds. | (NOTE: General population of | c. 2500-2000 B.C. Isis and Osiris Aether currently unaware of | cult in Egypt. Earth). | | Year One: Aether splits apart from | c. 2400 B.C. "The Great Deluge," Earth. Natural disasters plague | coincides with Epic of Gilgamesh both worlds. | and Biblical accounts. | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline3" *============================================================================* & timeline3 *============================================================================* GENERAL NEWS: TIMELINE PART 3 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 400-899 Sylvans hold dominance; | c. 2000-1500 B.C. Stonehenge prominence of "nature deities" | on Earth. | | 772 Atlanteans make bid for power; | 1628 B.C. Volcanic eruption on wrest control from Sylvans. | Thera, source of Atlantis legend. | 900-1400 Empyreans begin slow | c. 1500-1000 B.C. Israelites, led by climb; provide Atlanteans with | Moses, leave Egypt and reach opposition. | Canaan. Moses receives Ten Com- | mandments on Mt. Sinai. | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline4" *============================================================================* & timeline4 *============================================================================* GENERAL NEWS: TIMELINE PART 4 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 1174 Varati make presence felt; | 1226 B.C. First known eruption of skirmishes with Atlanteans. | Mount Etna. | | 1193 B.C. Destruction of Troy 1300 Atlantean power on the wane. | during Trojan War, as described | in Homer's "Iliad." | 1400-1900 Empyreans enjoy roughly | c. 1000-900 B.C. Classic paganism in 500 years of "Golden Age" began | full bloom in Greece. by reign of Zeus Jupiter; soon | achieve dominance. | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline5" *============================================================================* & timeline5 *============================================================================* GENERAL NEWS: TIMELINE PART 5 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 1618 Delphi established by Magi | c. 800-700 B.C. Apollo worshipped under Apollo, who is worshipped | at Delphi. both on Aether and Earth. | | 776 B.C. First recorded Olympic | games. | 1647 "Civitas Dei;" the floating | 753 B.C. Foundation of city of city of the Empyreans, is built. | Rome. Formation of Consentes Dii. | | 1700-1800 Sylvans retreat further | from encroaching "civilization." | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline6" *============================================================================* & timeline6 *============================================================================* GENERAL NEWS: TIMELINE PART 6 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 1800-1900 Delphi gains power; city | c. 600-500 B.C. Height of influence of Haven starts to spring up | of Oracle at Delphi and its around it. Becomes independent | priestess. faction under Avatarati. | | 1936 Major battle between Varati | 464 B.C. Disastrous earthquakes at and Empyreans which has reper- | Sparta. cussions on Earth. | | 2027 Atlanteans form alliance with | 373 B.C. Earthquake submerges city Empyreans against Varati; battle | of Helice, Greece. with latter. | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline7" *============================================================================* & timeline7 *============================================================================* GENERAL NEWS: TIMELINE PART 7 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 2050 Atlantean-Empyrean alliance | 350 B.C. Plato writes about legend- still strong; both flourish. | ary city of Atlantis. | 2176 Tension within Delphi; castes | 224 B.C. Earthquake topples the threaten to split apart and de- | "Colossus of Rhodes," a statue stroy the Order. | of Apollo. | | 4 B.C. Birth of Jesus Christ in 2400 Empyreal power starts to | Bethlehem. wane; strife among Consentes Dii | and Emperor. Civil war threatens. | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline8" *============================================================================* & timeline8 *============================================================================* GENERAL NEWS: TIMELINE PART 8 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 2430 Last rift opened between | 30 Crucifixion of Jesus Christ; sky worlds, only to close forever. | goes dark all across the world. Empyreal emperor de-throned. | | 2479 Major battle between Varati | 79 Vesuvius erupts; destroys Pompeii and Empyreans. | and Herculaneum. | 2485 Coliseum begun within Haven. | 80 Colosseum completed in Rome. City grows and flourishes. | | 115 Antioch demolished by quake. 2500-2700 Skirmishes continue | between Varati and Empyreans. | 365 Earthquake shakes Alexandria. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline9" *============================================================================* & timeline9 *============================================================================* GENERAL NEWS: TIMELINE PART 9 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 2840 Atlantean-Empyreal alliance | 440 Town of Ys in Brittany submerged broken; Atlanteans withdraw after | by great flood. Phorcysians nearly destroyed. | | 2876 Complete civil war among | 476 Fall of Western Roman Empire. Empyreans; Emperor replaced by | "republic" under Aegis. | | 2943 With Empyreans weakened, | 543 Disastrous earthquakes shake Varati launch major strike; God- | entire world. king claims Civitas Dei. | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline10" *============================================================================* & timeline10 *============================================================================* GENERAL NEWS: TIMELINE PART 10 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 3000-3440 "Reign of Fire;" Varati | 636 Persian fire-worshippers settle achieve dominance under reign of | in central India. deified monarch, Khalid Atar. | | 3140 Major Empyrean-Varati battle; | 740 Earthquake in Asia Minor. Empyreans defeated. Subsequent | "dark age" of the Empyre. | 950 Europe enters "Dark Ages. | 3440 Varati power on the wane. | 1040 50,000 killed in Persian quake. Clan warlords seize control while | Khalid Atar absent. | 1096-1099 First Crusade -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline11" *============================================================================* & timeline11 *============================================================================* GENERAL NEWS: TIMELINE PART 11 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 3681 Resurgence of Empyreal power; | 1281 "Divine Wind" saves Japan from reclaim Civitas Dei from Varati | Mongol hordes. control. Return of Emperor and | fall of Aegian Republic. | 1291 End of Crusades. | 3747 "Mage Wars" erupt; Delphi | 1347 Black Death devastates Europe; attempts take-over of other king- | between 1347 and 1351, approx. doms. Attack quelled by rival | 75 million die of disease. mages. Askari formed soon after. | Delphi's power and influence | 1378 Great Schism begins; lasts weakened. | until 1417. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline12" *============================================================================* & timeline12 *============================================================================* GENERAL NEWS: TIMELINE PART 12 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 3800 Empyreans regain dominance; | 1400 Early Renaissance period establish peace treaties with | begins. other races, save for Varati. | | 3853 Last of traitorous Clans | 1453 End of Hundred Years War destroyed by Agni-Haidar; rival | between England and France. cults within Varati nearly | defunct. | 1492 Christopher Columbus discovers | the "New World." | 3904 War between Varati kingdom | 1500 Present day. and Empyre; Varati victorious. | | 3905 Clairvoyance splits into two | separate strains of magic. | *============================================================================* & pantheon *============================================================================* PANTHEON NEWS: DEITIES PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Not only do the four main races of Aether have their own cultures and histories, but their own religions as well. The following deities are among the most important, though it is recommended that you read the "religion" sections under each race for more information. Aidoneus: The god of death and funeral rites among the Empyreans. Apollo: Empyreal god of light, healing, civilized life, and magic. Atar: Varati "god-king" of fire, warfare, and immortality. Divanus: Empyreal god of gateways, beginnings, and communication. Ferrin: The "trickster" or beast-god of the Sylvans and graisha. Graiae: Empyreal/Sylvan goddesses of the moon, seasons, and fate. Kronian: Also known as Zeus Jupiter; supreme Empyreal sky-god. Liu: Sylvan god of music, dancing, and patron of bards. See "news pantheon2" *============================================================================* & pantheon2 *============================================================================* PANTHEON NEWS: DEITIES PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Nokomis: Only one of the many names for the Sylvan "Mother goddess." Onatha: Sylvan goddess of agriculture and the harvest. Pasiphae: Atlantean goddess of the moon, tides, and the sea. Quirinus: God of warfare among the Empyreans. Sedna: Goddess of water and sea-animals among the Sylvans. Tirawa: The "Great Spirit" or sky-god of the Sylvans. Tohil: Sylvan god of the arts among the settled tribes. Tritonia: Empyreal ancestral goddess of justice, wisdom, and warfare. Tupuran: The god of death and sorcery among the Sylvans. Tyche: The Empyreal goddess of chance and good fortune. Ushas: Varati goddess of the dawn, and mother of Khalid Atar. To read about the various gods and goddesses, simply type "news ." For example, to read about Quirinus, type "news Quirinus." *============================================================================* & aidoneus *============================================================================* PANTHEON NEWS: AIDONEUS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Although the Empyreans have no concept of heaven or hell, they do believe in an afterlife. According to them, a person's soul is immortal--so long as their progeny continue to honor and remember them. In turn, the disembodied spirits watch over their offspring down through the generations, and a House's number of "guardian spirits" is as much a sign of wealth and prosperity as any material possessions. Aidoneus is the patron of these intangible spirits--the god of death and funeral rites. He is honored whenever there is a death in the household, so that he might help the souls of the deceased through their transition. Some- times he may be pleaded with to spare the life of a loved one, although death is not necessarily something to be feared among the Empyreans. To them, it is not an end, but merely a new stage of existence. While he is not perceived as an evil or vindictive god, he is stern and forbidding; with broad wings as dark as ash and piercing, smoke-colored eyes. Mourners wear gray robes in his honor. *============================================================================* & apollo *============================================================================* PANTHEON NEWS: APOLLO -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While the Kronian (or Zeus Jupiter) may be the most revered and powerful of the Empyreal gods, Apollo runs a close second. Like most Empyreal deities, he was once a living person who achieved godhood after his death. In life, he was known as Phoebus Apollo Acesian; and both the House of Acesius and its members are still under his protection. Like most of the oldest Houses, Acesius can trace its lineage back nearly two thousand years, to the "Golden Age" of ancient Greece. There, Apollo was worshiped at Delphi, and that is where the mage academy on Aether got its name. He was one of its original founders, and many still view him as the greatest avatar that ever lived. He was also responsible for empowering Civitas Dei so that it might float among the clouds. Before his death, he poured the last of his power into that Empyreal city, and it still floats to this day. Apollo has consequently been worshiped as the god of civilized life, magic, healing, and light. His symbol, and that of the Acesian House, is a golden disc representing the sun. *============================================================================* & atar *============================================================================* PANTHEON NEWS: ATAR PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Khalid Atar, whose name means "Never-ending Fire," is the supreme deity among the Varati. And unlike the other gods and goddesses represented here, he is not merely a personification or long-dead ancestor, but a living, breathing being. He is immortal, and is both monarch and god to his people. According to legend, Atar was the offspring of the god of light (Ashur Masad), and the goddess of dawn (see "news Ushas"). They had given him a body of flesh and blood so that he might live among his people and lead them to glory. For the Varati were not meant to dwell beneath the ground; instead the Empyreans drove them there, and only by conquering them will the Varati be able to reclaim their rightful place among the heavens. See "news Atar2" *============================================================================* & atar2 *============================================================================* PANTHEON NEWS: ATAR PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Symbolic of his true heritage as a son of Light, Atar has broad wings like those of the Empyreans. But while theirs are usually white, his are black--and will apparently remain so until the day he and his people have conquered their enemies. Once the Empyreans are defeated and the Varati have claimed supreme dominance, Atar will shed his mortal guise and become a true God of Light; powerful enough to banish all false deities. Until that day, he is still human, and his immortality must be renewed periodically. Like the mythical Phoenix, Atar undergoes a false "death" and resurrection every few hundred years. He goes into seclusion for a time, and when he returns, his vigor and youth are restored. In fact, he is even powerful enough to pass this longevity onto his most faithful of followers, in a special ritual of which only a few are privy to. Aside from his immortality, Atar also has power over flame, and is a living embodiment of its light and warmth. Therefore, fire is his symbol, and eternal flames are nourished within temples sacred to him. *============================================================================* & divanus *============================================================================* PANTHEON NEWS: DIVANUS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Known as the god of gateways, communication, and beginnings, Divanus has a more obscure origin than the other Empyreal ancestor-gods. He is the only major god in their pantheon not associated with a particular House or family. Some speculate that he was never one of their ancestors at all, but is a deity in the more common sense--perhaps a holdover from some more ancient religion. But he is no less honored because of it. His dual faces often preside over entrances, arches, and grand gateways; one facing the new destination, the other viewing the previous. Considered the wisest of all Empyreal gods for his ability to see both the future and the past at once, Empyreans often seek his aid when beginning a journey, starting a business, or undertaking any new endeavor. Because of his association with gateways, he also came to represent a connection to the out- side world, as well as trade and communication. Sometimes he is also called "Deus Fidius," which means hospitality, and Empyreans often use the phrase "Fides, Fidius, Sancus" in public or private transactions, which translates as an oath of good faith and hospitality. *============================================================================* & ferrin *============================================================================* PANTHEON NEWS: FERRIN -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Alternately described as having the head of a fox, coyote, or wolf, Ferrin is a popular deity among the Sylvans. He may have existed at one point, but stories about him were embellished and expanded until it became difficult to tell truth from fiction, much like tales of Earth's Robin Hood or Davy Crockett. Even other races have spun stories about him, though all are not as flattering as Sylvan accounts. As one of the shape-shifting graisha, Ferrin is the lord of the wild and protector of all the beasts of the forest. Hunters beseech him to make their bows and spears aim true, for he is the one who decides who will go home empty-handed, and who will feast. Yet he is also a trickster-god--often out- witting his adversaries in Sylvan legends. According to one tale, he stole fire from the Varati to bring to his people, and was dubbed "Firefox" after the orange glow of the flames. But the mischievous aspects that liken him to Earth's Br'er Rabbit and Reynard the Fox are tempered by a fierce protectiveness for his domain, and one had best take care not to risk his wrath. *============================================================================* & graiae *============================================================================* PANTHEON NEWS: GRAIAE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "The three who are one, the one who is three." The Graiae are three goddesses who personify such things as the phases of the moon, fertility, the seasons, and fate. They are also known as "the Sisters," the "Grey Women," or the Fates. Though largely Empyreal in origin, many Sylvans pay homage to them as well, because of their similarities to some of their own deities (see the news files on Nokomis, Onatha, and Sedna for more information). Based on Greek mythology, Celtic, and Druidic beliefs, some of the goddesses they resemble are Persephone, Artemis, Hecate, Demeter, Eostre, and the Morrigan. Like these legendary goddesses, they can be either nurturing or destructive, and are both respected and feared by their followers, lead by the all-female organization called the Filiae Graiae or Daughters of the Graiae. See "news Cynthia," "news Cybele," or "news Crataeis" *============================================================================* & cynthia *============================================================================* PANTHEON NEWS: GRAIAE: CYNTHIA -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- She is the first; the maiden. She appears as a young woman with silver eyes and hair, clad in a dress of white doeskin and wielding a bow. She embodies spring, youth, and the crescent moon when it is waxing. Wild and carefree, she is both a huntress and a protector of all wild creatures, much like Artemis from Greek legend. She also has certain similarities to the Sylvan goddess, Sedna, such as her capricious nature and protective attitude toward wild creatures. Those who slay her beasts without good cause risk her wrath, and she is typically the avenger of wrongdoing. Her symbol is a white hawk. See "news Cybele" *============================================================================* & cybele *============================================================================* PANTHEON NEWS: GRAIAE: CYBELE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- She is the second; the mother. She can appear either as a pregnant woman or one who has recently given birth, with a child at her breast. Her hair is a deep auburn, the color of leaves in autumn ... or of dried blood. She represents fertility, harvest, and the moon when it has reached full. The Sylvans liken her to both Onatha and Nokomis from their own pantheon because of her association with nature and agriculture. Her nature is a dual one, for she can be gentle and nurturing one moment, and cold and indifferent the next. She typically assumes the role of the Judge; it is she who passes sentence upon those unfortunate enough to cross the Sisters or neglect their laws. Her symbol is an owl. See "news Crataeis" *============================================================================* & crataeis *============================================================================* PANTHEON NEWS: GRAIAE: CRATAEIS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- She is the third and last; the crone. She appears as a gaunt old woman with black hair and eyes, and a face stark as a skull's. The Sylvans some- times associate her with their goddess, Nokomis -- also called "Grandmother," for her relationship to nature and the duality of creation and destruction. To Empyreans, she symbolizes winter, death, and the waning of the moon. Some would say she is merciless, like the cruel winter storms, but she can also bring peace. She is the most feared of the three, as a bringer of death; but her touch can be gentle, and her appearance welcome, for those too heavily burdened with life and age. She is the unresting one; the one who will not stop until justice has been done. Her symbol is the raven. *============================================================================* & kronian *============================================================================* PANTHEON NEWS: KRONIAN -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- More commonly known as Zeus Jupiter, or Jove, the Kronian is the supreme god of the Empyreal pantheon, and one of their greatest emperors. He lived over two thousand years ago, and was the basis for many of Earth's tales of classical mythology. The stories have been embellished over time, and perhaps neither Earth legends nor the generously exaggerated Empyreal tales give an accurate account of the man himself, yet the legacy he left behind still endures. The House of Jove continues to reside near the top of the Empyreal noble hierarchy, and the tradition of choosing an emperor with elemental powers over the wind and storms is still practiced. Depicted as a stern, powerful-looking Empyrean, the Kronian is seen as the Father of the gods, as well as the Empyre. It was he who first brought the Empyreans to glory, and their goal is to one day reach that "Golden Age" again. His symbol is an eagle, wings outspread, with a lightning bolt gripped between its talons. *============================================================================* & liu *============================================================================* PANTHEON NEWS: LIU -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Unlike most Sylvan deities, Liu Talesinger may have been a living person at one point, whose fame reached a legendary status until he was deified by the later generations. He is the master of bards; the god of music, dancing, and storytelling. Like the mythical Muses from Greek earth-lore, he inspires musicians and tale-weavers in their craft, and a Sylvan bard might whisper a short prayer or make some offering before commencing their song. Although Sylvans make no images or icons of their deities, they do describe Liu as a young man, handsome and slender, with rust-red curls and a voice sweeter than birdsong. His music was so powerful and moving that even the beasts of the forest would stop to listen--predator and prey alike. His traditional instrument was a set of pipes, or "syrinx." His symbol is the nightingale. *============================================================================* & nokomis *============================================================================* PANTHEON NEWS: NOKOMIS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- She has had many names, some of the most common being Akna, Atira, Crataeis, Eithinoha, and Nokomis, but most Sylvans know her simply as either "Earth Mother," or "Grandmother." Of all their deities, she is probably the most important, for she is the goddess of nature, fertility, growth, and life itself. All children of the earth are her children, and she provides them with food, clothing, and resources just as any mother would. Like a mother, she should be respected, yet some of her children have forgotten where they came from and do not revere the earth. By disrupting the harmony of nature, they harm the Earth Mother, and in time she may retaliate by punishing her children. Like nature, she has two sides, and can be as unforgiving and merciless as she is generous and nurturing. The Sylvans strive to maintain the balance, and consider themselves the "caretakers" of the earth. They take nothing without giving something in return, and some of the other races might do well to follow their example. *============================================================================* & onatha *============================================================================* PANTHEON NEWS: ONATHA -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Although similar to the Sylvan "Mother Goddess," Nokomis, in that she is a goddess of agriculture and the harvest, Onatha maintains her own separate identity. For one thing, she is more popular among the "settled" Sylvan tribes--those tribes situated closer to the outskirts of the forest, practice farming, and live a far less nomadic existence. Onatha is the deity they beseech for fair weather and a bountiful harvest, whereas Nokomis is less a kindly benefactor and more a personified force of nature. Most Sylvan legends describe her as fair-haired and amply proportioned-- her round hips and breasts symbolizing the plentitude of nature. She is often likened to the goddess, Cybele, and Sylvans even claim that the "Graiae" of the Empyreans were originally based on a triad of three Sylvan goddesses: Sedna, Onatha, and Nokomis. *============================================================================* & pasiphae *============================================================================* PANTHEON NEWS: PASIPHAE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- For a long time, the Atlanteans were a monotheistic people and worshiped a single goddess, Pasiphae. Only recently has this old religion started to waver, and Atlanteans of younger generations pay homage to the sea itself, rather than its personification. To them, water encompasses all life and binds the world and its creatures together, and their philosophy is one of unity and connection. While this theme had its roots in the worship of Pasiphae, there were other aspects of that religion that were less favorable. Like many deities, Pasiphae has a darker side, and rumors persist of a time when Atlanteans conducted sacrifices, including human, to ensure her good favor. Yet by most accounts, the practice has long since been abandoned, and only prayers and libations are offered to the mistress of the sea by her modern followers. They describe her as dark-haired, with eyes as deep and blue as the sea, and a long, serpentine tail like the mermaids of Earth-lore. *============================================================================* & quirinus *============================================================================* PANTHEON NEWS: QUIRINUS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Mars Aquilla Quirinus was the first captain of the Praetorian guard, and when he was finally killed in battle, he was later deified and came to be associated with the military and warfare in general. The Empyreans worship him as a god of war, and he is especially revered by the caste he helped to create, the Praetorians. In fact, their military training still includes many of the theories and techniques he originally employed. Proud, disciplined, austere, commanding, patriotic, and a ferocious in battle, Quirinus embodies all the qualities a Praetor strives to achieve, and his symbol is a hawk swooping in for the kill, with a spear clutched between its talons. *============================================================================* & sedna *============================================================================* PANTHEON NEWS: SEDNA -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Living near the ocean as they do, the Sylvans get much of their food and supplies from the sea. But between poor weather, interference from the city's fishing boats, and meager catches, this is not always an easy task. So the Sylvans turn to a higher authority--their goddess of the sea and aquatic life, Sedna. Like the sea, she can be capricious or even downright malevolent--her changeable moods explaining the sudden storms that spring up without warning. But she also has a gentler side, and can provide a Sylvan tribe with enough seafood, oil, fat, shells, bones, and hides to last the harshest winter. In an effort to stay on the willful goddess' good side, Sylvans pay homage to her through songs and stories, and always make sure to seek her favor before fishing, sailing, or bringing in their nets. *============================================================================* & tirawa *============================================================================* PANTHEON NEWS: TIRAWA -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While Nokomis presides over the earth, Tirawa's domain is the sky, and Sylvans often call him either "Sky Father," or "Great Spirit." In legend, he and Nokomis were formed out of chaos, and their coupling produced all life-- including each race, the animals of sky, earth, and water, and all vegetation. He is more remote than Nokomis, however, playing less of a part in the rearing of his "children" and preferring to watch over them from afar. But he can still be called upon for aid, and his disapproval is still something to be feared, for it causes the ominous rumbling of thunder and the torrential downpours of rain. To ease Tirawa's anger, the Sylvans will often dance and sing, for they believe this amuses and placates him, and if they are lucky, the rain will abate and the storm will pass. *============================================================================* & tohil *============================================================================* PANTHEON NEWS: TOHIL -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Like Onatha, Tohil is more popular among the "settled" Sylvan tribes, where life is a little more stable and individuals have more time to devote to the arts. It is this area that Tohil presides over, for he is the god of weaving, painting, carving, and general craftsmanship. Although Sylvans do not typically build permanent structures, they do create pottery, paintings, clothing, and other decorative items--some of which are sold or traded. Not only that, but Sylvans exchange gifts for many of their ceremonies and rituals --including births and weddings--and most of these gifts are hand-made. Tohil is the god Sylvans call upon when they wish to make a particularly beautiful or inspirational item, and talented Sylvan artists are said to be blessed by him. He is described as young and handsome, wearing finely-made clothes and carrying tools with which to carve or paint. *============================================================================* & tritonia *============================================================================* PANTHEON NEWS: TRITONIA -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Like most Empyreal deities, Tritonia was once flesh-and-blood, then deified after her death. She lived toward the end of the "Golden Age," and was one of the few women to ever have a place in the Consentes Dii -- the core of advisors to the Emperor. Famed in life for her wise counsel, in death she came to embody justice and wisdom, and still presides over trials and council meetings in spirit if not in body. Born Pallas Athena Tritonia, she rose to the head of her House; a difficult feat for a woman in a largely patriarchal society. She never married, for to do so would mean relinquishing control over House Tritonis, and now her chastity is as much admired as her wisdom. Not only that, but she managed to prove herself in warfare by leading her own soldiers into battle and coming out victorious. Since then, women have been allowed into the Praetorian caste, though surely without Tritonia's precedent the notion would be unthinkable. House Tritonis still flourishes, and both its symbol and that of its patron goddess is a gray owl -- wisdom mixed with predatory cunning. *============================================================================* & tupuran *============================================================================* PANTHEON NEWS: TUPURAN -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- To the Sylvans, both death and magic are an accepted part of life rather than something to be feared or rejected. Yet there is a mystery to them, and the god, Tupuran, embodies that mixture of wariness and allure, for he is both fearsome and benevolent; compassionate and destructive. This connection between death and magic may stem from the fact that shamans are considered "travelers" between worlds; they can traverse the realm of spirits as easily as they do the material one, and some can even see and converse with the dead. They can heal the sick, or negotiate with the spirits to spare a life. They are usually in charge of funeral rites. Also, while the primary shamans are typically female, the god of magic is male, and shamans are regarded as his priestesses, or "brides." In becoming shamans, they dedicate themselves to this god and his craft, and usually do not marry (though mating is still acceptable). Male shamans, if they are talented enough, are believed to possess part of the spirit of Tupuran, and may even be addressed by that name as a gesture of respect. *============================================================================* & tyche *============================================================================* PANTHEON NEWS: TYCHE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Though considered a minor goddess by the Empyreans, Tyche is unique in that she is popular outside that society as well. She represents luck and good fortune, and the lower and middle classes hold her in high regard. Mongrels, outcasts, rogues, merchants, traders, and travelers all pay homage to this winged deity in the hopes of gaining her favor. But luck is a capricious thing, and Tyche is no different. On a whim, she can grant wealth, prosperity, health, safety, and comfort--and on another whim, she can take it all away. Yet despite her changeable nature, her followers remain loyal, and she may be one of the most widely worshiped deities in all of Aether. Carefree and willful, Tyche is difficult to appease -- no one ever knows just what will please her. She is described as a lovely, slender young Empyrean with white wings and bright clothing; the rainbow is her symbol. *============================================================================* & ushas *============================================================================* PANTHEON NEWS: USHAS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Although the Varati are, for the most part, a monotheistic people who worship Khalid Atar (see "news Atar") as both their god and king, many of them pay homage to his mother, as well. Ushas, the "Lady of the Dawn," is especially revered by Varati women to whom she is a patroness of motherhood, childbearing, fertility, and femininity. The "Ushasti," a special sect within Varati culture, keep her worship alive, and are said to practice magical and mystical arts in her name. Legend describes her as the consort of Ashur Masad, the god of the sun, and that together, they conceived Khalid Atar--a god cloaked in mortal form. Some stories say that she has been known to take on a human guise as well, and descend to the mortal plane to aid her son in times of need. She is said to be as beautiful as her namesake, although renditions of her vary from the dusky-skinned, exotic appearance of her son's people, to an ethereal creature composed of light. She is merciful, nurturing, and compassionate, yet darker tales hint that she can be as terrifying as her offspring, and will not hesitate to defend those she favors. *============================================================================* & bestiary *============================================================================* GENERAL NEWS: BESTIARY PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- For the most part, the animals on Aether are the same that would be found on Earth, and the game-play area is roughly equivalent to the Atlantic coast of France. "News shapeshifting" and "news graisha" give lists of acceptable animal-forms for characters with the shapeshifting ability, but they're also a good indication of the local wildlife. As far as domesticated animals go, cattle, goats, sheep, pigs, horses, dogs, and cats are the most common. Farmlands and pastures can be found on the outskirts of civilization, and it is there that most of the agriculture takes place. Food, textiles, and supplies are traded for regularly items more difficult to obtain. But that is all part of "civilized" life. Beyond the cultivated fields and farms are the wilder countries -- the deep forests and tall, rugged mountains where the Sylvans live, and where the Varati kingdoms are said to lie. Only those familiar with the terrain dare venture into those lands, for beyond city walls, in the wilderness, survival is chancy at best. See "news bestiary2" *============================================================================* & bestiary2 *============================================================================* GENERAL NEWS: BESTIARY PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There are some places where even the Sylvans dare not go -- deep in the heart of "no man's land" where mystery and magic hold sway. Tales of awesome creatures trickle back to the civilized world -- creatures twisted by magic and rumored to wield it as easily as Aether's children. Such beasts are rare, their status almost legendary. On Earth, they have been given many names. Dragons, chimaeras, sphinxes, unicorns, sea serpents, gryphons, basilisks... they have been called many things, and those foolhardy enough to go seeking them often don't live to tell the tale. These beasts are powerful and ferocious, and in their own territory, they are the true kings of the wild. See "news bestiary3" *============================================================================* & bestiary3 *============================================================================* GENERAL NEWS: BESTIARY PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- On rare occasions, such creatures are hunted, captured, and tamed. The Empyreans have managed to breed a special line of gryphons to drive their chariots and allow land-bound visitors to their city in the clouds. But the line is small, and well-protected; for obvious reasons. Should another race ever gain control of these flying beasts, the Empyre would be threatened. Therefore, Empyreans often hunt down and kill any wild gryphons that venture too close to civilization, for fear that others might get a hold of them and breed them into docility as well. The Varati also have their own unique steeds. Large, lizard-like beasts with a thick hide that protects them from a fire's heat, these animals are not unlike Earth's mythical dragons. Called "wyverns" or "firedrakes," they are as bloodthirsty as crocodiles and about as difficult to tame. See "news bestiary4" *============================================================================* & bestiary4 *============================================================================* GENERAL NEWS: BESTIARY PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- They are roughly the size of a horse, and wingless, save for the queens, of which there can be only one in an area at a given time. Though the Varati have attempted to breed more of the broad-winged queens, there is an instinctive urge within the females to destroy all rivals. To allow two or more within the same vicinity of each other is to invite a fight to the death. The Atlanteans and the Sylvans each share a special bond with many of the creatures in their surroundings, for they each possess a unique tie to their element. Yet this same bond prevents them from "taming" or "domesticating" such creatures, for imposing their wills upon another living thing is alien to both cultures. Therefore, neither race has a certain species of animal that they use as steeds or beasts of burden, though they have been known to view some animals as companions or friends (such an incident would require a score in "animal-ken"). Finally, save for the gryphons or firedrakes listed above, no "mythical" creatures can be used as pets or puppets unless approved by the admin. *============================================================================* & applications *============================================================================* GENERAL NEWS: APPLICATIONS PART 1 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Applications are necessary for playing "feature" characters, powerful magic users, Halfbreeds, "dark" Empyreans, Empyreans with magic, arch-magi, prestigious members of a faction, clan, or noble house, or basically anything above and beyond the typical starting character (they are also necessary for building, see "news building" for the details on that). An application is also required when advancing to a higher level in a skill or magical ability, or when establishing a new faction. If you have any questions, please contact a member of the staff and they will be happy to help. An application should be sent in plain ASCII text format via e-mail to aether@mux.net. If, for some reason, you are unable to use e-mail, you may @mail it to *staff, though the admin discourage this as the mail is easier to lose or overlook. Typically, the admin will reply within two days, even if it's simply an acknowledgment that they received your application. If you receive no reply, @mail a follow-up letter as a reminder. Also, it is best to retain a copy of the application for yourself as a back-up. See "news app2" *============================================================================* & app2 *============================================================================* GENERAL NEWS: APPLICATIONS PART 2 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Your application MUST have a subject that matches the format below: APPLICATION: , , , *** IT IS VERY IMPORTANT YOU FOLLOW THIS FORMAT. *** The address "aether@mux.net" gets a massive amount of email spam and all incoming mail is put through a strict filter to try and keep this down to a minimum. If you do not follow the format above, your application will probably be destroyed by spam-filters. The admin *highly* encourage new players to first make a character in our character-generation system and play him or her for a week or so, in order to get a better feel for the game. This also allows the admin to become acquainted with that player's role-play style, OOC attitude, grasp of the theme, and level of activity, enthusiasm, and maturity; all of which play a factor in the approval of applications. See "news app3" *============================================================================* & app3 *============================================================================* GENERAL NEWS: APPLICATIONS PART 3 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Near the beginning of the application, please list any characters you have played on Aether, or any references and alts you have from other games. Next, the application should include a concise history of your character and it should explain his or her drives, motives, ambitions, and personality. Outline where he or she came from, where they are going, and what their purpose is. This is especially important for characters that are considered "feature-level" (i.e. powerful, with a lot of influence and/or a prestigious position). Characters of that caliber must have a reason for being on the game--whether it's to help drive role-play, lead a faction, provide an adversary for the "powers that be," etc. Be creative, and be thorough. Also, remember that spelling and grammar *do* count, so proofread or spell-check your document before submitting it. See "news app4" *============================================================================* & app4 *============================================================================* GENERAL NEWS: APPLICATIONS PART 4 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Quality is MUCH more important than quantity. The administrative staff have no more desire to wade through a 20-page dissertation than you have to write it. While something such as quality can be difficult to define, your explanation of why points, powers or position above and beyond what is available out of Chargen is very important. The admins are looking for a strong understanding of the game, and how your character will fit into it. Be sure to devote as much attention to the character's future as his or her past. What will you try to accomplish with that character? What goals do you have in mind -- what possible routes can that character follow? Nothing is set in stone, yet you can speculate on the possibilities and hopefully gain a better idea of that character's purpose on the game. See "news app5" *============================================================================* & app5 *============================================================================* GENERAL NEWS: APPLICATIONS PART 5 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Please include the possible stats, preferably in the format of your +sheet as it can be seen on the game. Granted, they may change with the final product, but it will at least give the admins some guidelines when considering the application. Obviously, this is also necessary when the purpose of your application is to advance in levels--include what level you're trying to attain, as well as how your character is going about it. The admin may ask you to provide logs as well, between you and your teacher -- or between you and your student(s). See "news advancement" for more details. There may be cases when an admin contacts you to revise your application. Most likely they will have small suggestions to make your character fit more appropriately into the game setting in order to be approved. See "news app6" *============================================================================* & app6 *============================================================================* GENERAL NEWS: APPLICATIONS PART 6 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- After a short time of discussion, the admin will respond. Applicants for more powerful feature characters may be asked to "audition" for the part. This basically implies a brief, hypothetical scene with one or more of the admin (or features), so that they can get an idea of your role-play style. They will usually let you know within a few days after the audition whether or not you got the part. Otherwise, an admin will simply contact you and help you adjust your +sheet as necessary so you can get out into roleplay. A note in closing: all information about Aether's core of "pre-made" features is confidential. Regardless of whether or not your application is accepted, under no circumstances are you to "leak" information to other players. This rule is in place in order to protect the storyline of the game; it would be like telling someone the end of the movie before they'd seen it. Please do not spoil the surprise for other players. Another note: The admin discourage players from having more than one +vip. Please keep this in mind when you consider applying for a new character. *============================================================================* & characters *============================================================================* GENERAL NEWS: CHARACTERS PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- What is the allure to MUSHing? What is it that many of us find so appealing -- that keeps us logging in for more? Partly, it is the people we meet online; a chance to interact with others who share our interests and ideas -- a chance to express ourselves freely without the inhibitions that plague us in real life. Partly, it is mere escapism; we log in to forget about work, school, family, responsibilities -- the same way anyone does when they watch a movie or read a book or play a video game. And partly, it is the opportunity to become somebody else for a little while. While you play you are able to be someone, or something, other than who we are. That is what MUSHing allows. There are dozens of virtual worlds out there; perhaps more -- many of them based on well-known books or movies, others inspired by already-existing role-playing games, and still others with no limit but the imagination. See "news char2" *============================================================================* & char2 *============================================================================* GENERAL NEWS: CHARACTERS PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Aether is such a world; an original setting gleaned from mythology, history, and fantasy. Here, you can choose from an array of races, backgrounds, factions, occupations, and even magical abilities. There are infinite possibilities, but the important thing is to develop a character that you will enjoy playing. That's the point after all; to have fun. Yet there is more to developing a character than slapping on a @desc and popping some points into stats. A character needs a concept--a history. A past. That is what the news files are for, as well as +terms and +help. They were written for a reason: to provide as much information about Aether as possible so that players can create thematic, well-defined characters who have a place in the storyline. And while some characters, such as features, might be more integral to the main plot, even the newest player in the game has a right to act out his or her own saga. See "news char3" *============================================================================* & char3 *============================================================================* GENERAL NEWS: CHARACTERS PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- If you think about it, MUSHing is a form of improvisational writing, wherein you get to play the protagonist in your own "novel" and interact with other characters in that same story. Everyone has their own story to tell, and these stories are constantly woven in and out like threads in a tapestry in order to form a cohesive storyline that encompasses the entire game. But the story won't be much fun if you don't care about the characters in it, and especially the main one: your own. Thus, you've got to create something that is more than just a framework of stats, a description, and a concept. Your character needs personality, spirit -- a "soul." And, extensive as they are, that is not something you'll find in the news, +help, or +terms files. That is something you have to come up with on your own. Remember that the most compelling characters are ones who change and grow, just like their human counterparts. See "news char4" *============================================================================* & char4 *============================================================================* GENERAL NEWS: CHARACTERS PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- With such a variety of races, castes, and factions to choose from, it may be difficult to confine yourself to just one character. Aether has a fairly flexible "alts rule" -- players can play up to eight different characters; but no more than 3 in each race, and no relatives of other characters (unless it is just temporary). With a little mixing and matching, a player can have characters in a wide variety of factions and castes. Also, players are typically allowed only one character with extra, apped-for points, and the staff discourages players from playing more than one +vip (see "+help vips"). Finally, players can request to transfer up to 50 of a character's earned advancement points to another alt (or divide the points between several alts). But once 50 points have been transferred to any given alt, no more can be transferred to that alt without an application. Typically, this happens if a character dies or otherwise leaves the game, but players are not allowed to make alts and kill them off for the sole purpose of transferring points to another character. *============================================================================* & features *============================================================================* GENERAL NEWS: FEATURES PART 1 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Just what is a feature character? Those big, tough guys with loads of points who can squash a newbie like a bug? Characters who have been on the game for ages and hardly ever venture out of their own private domains, much less RP with the "common rabble?" Any character played by one of the admin? Let's hope not. A feature is supposed to be more than that. While we like to think that every character is important in his or her own right--after all, every character is the main protagonist in their player's story--it is true that some characters have more influence, power, or prestige. They are typically in positions of power so that they might better propel plots along. Often, they have higher stats than your average character, but not always. A feature is not a feature by virtue of points alone. There is far more that goes into the make-up of a feature character, and the following will explain what those qualities are. See "news features2" *============================================================================* & features2 *============================================================================* GENERAL NEWS: FEATURES PART 2 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- First of all, there are two types of features. The first are the kind created by the admin, whose personas, powers, and points, are determined by the staff. Thus, they are considered property of the game rather than of their players. If a player is not fulfilling his or her duties as that character, the player may be replaced by one better suited, or the character may be retired. The admin reserve the right to make those decisions. Also, the staff should be kept informed of any major changes in the character's role or personality, and approval must be given in cases of a feature's possible death. The second kind of feature is more tied into a character's position than the character itself. That is, it is a little like the Presidency. There may be some office or position that includes a fair amount of power and responsibility, and characters who manage to attain that position will enjoy its benefits, but should they neglect their duties, they may be replaced by someone more active, enthusiastic, or determined. See "news features3" *============================================================================* & features3 *============================================================================* GENERAL NEWS: FEATURES PART 3 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Average PCs can achieve "featuredom" through their own resourcefulness, yet they can also lose it if they're not careful. This allows for a more volatile, dynamic role-playing environment, for it implies that those who put in the effort and hard work will be rewarded, and those who don't will lose their prestige. Sometimes even players who *are* hardworking and active might lose their position, if another player comes along who manages to oust them through IC means. This is just one of the hazards of playing a feature. The position is what's important, not necessarily the character holding it. Both types of features have the same duties, and the following list will explain what some of those are: * Inspiring and driving role-play is the main one, and this cannot be done if a character rarely leaves his or her room, or only logs in often enough to avoid getting @nuked (inactive features will be warned by the staff, and if they continually fail to do their duties, they will either be asked to relinquish their position or step down as that character). See "news features4" *============================================================================* & features4 *============================================================================* GENERAL NEWS: FEATURES PART 4 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- * Features should be available for public RP as much as possible, and with a broad range of players rather than a select group of individuals. Granted, a character cannot RP with everyone, and circumstances may limit his or her exposure, but that doesn't mean they cannot influence events in a "behind the scenes" fashion. They should make their presence felt in one way or another. * Activity is another requirement. Certainly, real life school, work, family, and other concerns take precedence over any virtual responsibilities, but playing a feature requires some dedication to the game. After all, if one player can't fulfill their duties and stay active enough to warrant the "featuredom," another player will come along who can. If a feature doesn't log in for two weeks, with no warning to staff, then the staff reserves the right to replace him or her, or demote them from the position. See "news features5" *============================================================================* & features5 *============================================================================* GENERAL NEWS: FEATURES PART 5 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- * On a related note, if a feature's player is going through a busy period, he or she should notify the staff. A note in his or her +finger is also recommended, so that players will be aware of the situation and can use @mail to set up scenes. Mail, posts, logs (with permission from those involved), and other players are useful tools for staying informed about IC events, and features ought to utilize them. * Driving TinyPlots is another duty. Some plots are designed by the admin, while others will crop during RP. At times, there may be a "slump," and features should try to help bring the game out of the doldrums by working with staff and/or other players in creating TPs. They should not expect to have their hands held by the staff; players are given features in the hopes that they will fuel RP on their own rather than wait for others to do it. See "news features6" *============================================================================* & features6 *============================================================================* GENERAL NEWS: FEATURES PART 6 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- * The last requirement is basic knowledge of the game, which hopefully all players will learn, though news files can often get neglected. Aether is a completely new environment, and those who play pivotal roles should learn as much as they can about their surroundings. This last is especially important when applying for the role of a feature (see "news applications"). The first type of feature--those selected by the admin -- are ones which require an application, while the second kind can be achieved through activity and role-play. To see a list of prominent characters on the game use "+faction VIPS." Keep in mind that not all of them are features pre-designed by the admin; many gained their positions through hard work and dedication. But those positions come with a price -- a responsibility to the game and to other players. The admin discourage players from playing more than one VIP. See "news features7" *============================================================================* & features7 *============================================================================* GENERAL NEWS: FEATURES PART 7 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Finally, here is a quick note about expectations and consequences. If a player fails to log in as that feature/VIP at all in the period of two weeks, the character will be removed from the VIPs faction and likewise removed from play in whatever fashion the admin deem most appropriate -- he or she could be killed off, retired to some more remote location, or just simply vanish from the public eye. This is only assuming that the player has made no attempt to contact staff beforehand; if he or she leaves word about an extended absence, exceptions can be made. If a feature/VIP continues to log in, but fails to do anything significant for a space of a month; i.e. they're just logging in to check @mail but aren't role-playing to any extent, the characters will also be removed or retired, except in those instances where a player may have a good excuse for a period of inactivity, provided he or she promises to become active again when that period is up. But the admin can only grant so many second chances or extensions, and players who establish a pattern of broken promises will lose their features or VIP status. These rules may also extend to +faction leaders and rare characters such as those with certain types of magic, darkling Empyreans, and so on. *============================================================================* & magic *============================================================================* MAGIC NEWS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files will explain how magic is handled on the world of Aether. Please read each one carefully, and if you have any questions, don't hesitate to consult a staff member. GENERAL: TYPES: HIERARCHY: Introduction Clairvoyance Novice Power Elemental Acolyte Tapping Healing Adept Consumption Shapeshifting Magus Shaping Arch-Magus Telepathy Avatar To read a file, type "news ." For example, to read the introduction, simply type "news introduction." Also, please consult the +terms" files for concise definitions on each unfamiliar word, and "+help" for assistance with game-related commands. *============================================================================* & introduction *============================================================================* MAGIC NEWS: INTRODUCTION PART 1 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The four elements of earth, air, fire, and water are the basic components of both this world and its races. The fifth is what sets it apart from Earth; the one that infuses every living thing and gives it a special quality that we would call "magical." Ancient philosophers and scientists called this element "aether," and believed it to be a special substance that filled the upper regions of space. In a way, they were correct, for aether is what separates this world from ours, though the two are intertwined. It is an intangible force that holds this world together and flows through every living thing. It is the sum and substance of magic. Those that can tap into it and utilize it are said to have the affinity, and with training, they can learn to control their gifts. This does not require spells, enchantments, potions, or other such "arcane" means -- magic on Aether is a skill that one either has or does not -- those without the affinity can never learn it. See "news intro2" *============================================================================* & intro2 *============================================================================* MAGIC NEWS: INTRODUCTION PART 2 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- But it takes constant training, practice, and willpower to keep the magic under control, for, like everything else, magic has two sides; one that is useful and creative, and another that can be dangerous or destructive. If allowed to run its course, magic can become unpredictable, even harmful; like a fire raging out of control. When this happens, its wielder is said to have been "consumed," (this is more likely if a mage's "will" is lower than his or her magical-score). This means that they have allowed their magic to gain control, rather than the other way around. They become no more than a conduit for a power beyond their ability to master; like a dam too flimsy to hold back a flood. Such individuals are dangerous, and are typically exiled to a life of solitude where their power will harm no one but themselves. See "news intro3" *============================================================================* & intro3 *============================================================================* MAGIC NEWS: INTRODUCTION PART 3 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A "consumed" mage, if he or she is not destroyed by their magic, will eventually exceed the limits of his or her ability, and will lose the affinity altogether. This process can take years, but when it happens, the former mages are called "tapped." They can no longer wield magic, and are looked on with pity by other mages (see "news consumption"). It is possible for an extremely powerful mage -- or, more commonly, a group of them -- to "tap" another mage. This type of punishment is typically reserved for rogues who have proven to be too dangerous, and can neither be imprisoned nor killed. In these situations, if the mage is tried and found guilty, he or she will undergo a magical "torture." See "news intro4" *============================================================================* & intro4 *============================================================================* MAGIC NEWS: INTRODUCTION PART 4 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Tapping is a means of forcing consumption by bombarding the mage with more power than he or she can handle. The mages will break down the target's defenses until he or she has lost control, been "consumed," and finally "tapped" their affinity for magic altogether. Until recently, this process could take days, or even weeks, and some would say that death would have been a greater mercy. However, with the emergence of Elemental-Aether power, it has been found that those mages of sufficient ability can temporarily block another mage, or even tap them quickly (although not painlessly). Those who have been tapped, slowly or quickly, are never the same again -- physically or psychologically (see "news tapping"). See "news intro5" *============================================================================* & intro5 *============================================================================* MAGIC NEWS: INTRODUCTION PART 5 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Most races train their own mages, but there is a vaunted school in the city of Haven known as Delphi. Delphi is the pinnacle of magical learning, and most mages who travel to Haven that are not already in other training find themselves pressed into the school. Other cities are not so 'fortunate' as to have their own Delphi. In the rebuilding of Parnassus, many mages of all races were wooed to the area with the promise of their own land within the city. There they established the Castallia, named for an underground group in Haven that also taught mages outside the walls of Delphi. It has grown over time and welcomes all sorts, but is not a school as such. Rather it serves as a home and commune for mages of any race that might not be suited to training in their homeland. It has its own strict rules and guidelines of behavior, but still houses many dubious sorts, so long as they do not violate the strictures of the Castallia. See "news intro6" *============================================================================* & intro6 *============================================================================* MAGIC NEWS: INTRODUCTION PART 6 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Magic can manifest itself in a variety of different ways. The most susceptible to it are the Sylvans; they tend to be more powerful magically, but that power has a price. The stronger the magic, the harder it is to contain, and a Sylvan who has perfect control of his or her gift is rare indeed. The least susceptible are the Empyreans. Magic is extremely rare in their children, and they have tried their best to keep it concentrated in the noble bloodlines, since at one time tradition demanded that an elemental with command over the wind and storms be crowned emperor. The alternative was to scour their kingdom for a child with the affinity. Even with the advent of the Republic, it is a special mark of nobility to display magic in their bloodlines. See "news intro7" *============================================================================* & intro7 *============================================================================* MAGIC NEWS: INTRODUCTION PART 7 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A Halfbreed *without* some form of magical ability is rare, but they have even less control than the Sylvans. For this reason, and a variety of others, the offspring of interracial unions are usually exiled. See "news halfbreeds" for more information. Both the Atlanteans and Varati have a fairly equal distribution of magic among their members, though extremely powerful individuals are rare. Yet nearly every Atlantean has some level of telepathic ability, and the Varati are renowned for their feats of shaping and fire magic. So with every disadvantage, there is some compensation. See "news intro8" *============================================================================* & intro8 *============================================================================* MAGIC NEWS: INTRODUCTION PART 8 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The magical abilities themselves are varied. Usually, a child will have a stronger affinity for one type of magic over another, though it is possible to learn more than one type (this would require an application to the admin). The following is a list of each kind, and there are news files on each one. Please read them carefully, for magic is open to new players, and it is up to you to decide whether or not your character has the affinity for magical abilities. If you have any questions, please contact a member of the staff. Clairvoyance Elemental Healing Shapeshifting Shaping Telepathy To read the news files on each one, simply type "news ." Also, please read "news power" for the specifics about choosing magic in Chargen. *============================================================================* & power *============================================================================* MAGIC NEWS: POWER PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Magic is open to new players, though there are a few exceptions. Crossbreeds or "mongrels" have no affinity for magical abilities, so if you choose to play that kind of character, don't expect to choose magic as well--it isn't possible. (NOTE: Halfbreeds and "quarterbreeds" can possess magical abilities, but that power is often wild and difficult to control. Such characters must be applied for (see "news applications "). Empyreans have the least amount of magic of the four main races, and Empyreal mages must be applied for as well (again, see "news applications" for the details). See "news power2" *============================================================================* & power2 *============================================================================* MAGIC NEWS: POWER PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Atlanteans have telepathy by default, but choosing another ability in addition to that requires a request to the staff (particularly the Atlantean admin). Atlantean characters can sink up to 40 points into their magic; either placing all 40 points into telepathy, or placing as much as 25 points into their second magic, with 15 left over for telepathy. The Varati can choose any magic (with the exception of Telepathy), with a starting magic score of up to 40, putting them at Acolyte level. Higher levels require an application to the staff. See "news power3" *============================================================================* & power3 *============================================================================* MAGIC NEWS: POWER PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- And finally, Sylvans can choose any magic to start (again, with the exception of Telepathy), and can sink up to 40 points into that ability, which would put them at Acolyte level. Sylvans tend to be wilder in their use of magic, and it is suggested that you set your Will slightly lower than your magic score accordingly (although not to the point of consumption. See 'news consumption'). As is true for most other races, choosing more than one magical ability would require an application to the staff. If you have any further questions, don't hesitate to contact a member of the staff. *============================================================================* & consumption *============================================================================* MAGIC NEWS: CONSUMPTION PART 1 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Consumption, or becoming "consumed," is a term used to describe a mage who has permanently lost control over his or her power. No longer is the mage in charge -- instead, the magic has possessed him, and will manifest itself regardless of the mage's will. To use a more modern analogy, magic is like a fire-hose; it can be useful when controlled and directed, but if the wielder *loses* control... he or she had better just try to hang on tight and wait for the flow to dry up. When this happens, the mage is said to be "tapped." Their magical "flow" has dried up and they are no longer able to wield their ability; they have lost the affinity. This state is the natural end for most consumed mages, though it may take years to occur -- unless it is achieved through force (see "news tapping"). A few, very rare mages, with exceedingly high wills, may be able to "reverse" their consumption and regain control once more. But these cases are highly unlikely, and such a character would require an application. See "news consumption2" *============================================================================* & consumption2 *============================================================================* MAGIC NEWS: CONSUMPTION PART 2 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The news files for each type of magic will explain how a loss of control might manifest itself -- such as being unable to turn one's magic *off* for shapers, so that they must avoid touching certain objects for fear of altering them. If you are interested in playing a consumed mage, you do not need the staff's permission, but remember that your character's abilities are still roughly equivalent to their level -- only in rare circumstances could they achieve a feat beyond that level (and it is best to get the staff's consent, to avoid having to retcon a scene later). The state of being consumed is dependant upon one's magic vs. their will. The higher the will, the more control they have, whereas one's magical score represents how much raw power they can access. The subsequent files will detail the correlation and percentages between will and magic more clearly. See "news consumption3" *============================================================================* & consumption3 *============================================================================* MAGIC NEWS: CONSUMPTION PART 3 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A mage's will must remain at a level near that of his or her magic score, or the magic will gain the upper hand. The risk increases the greater the difference between the two scores. A guideline for the danger is listed below. Mages with a will less than 75% of their magic score should realize that they skirt the very edge and they will be consumed should they use their power without further training. You can check your percentage by using the +cmpattr command as follows: +cmpattr =will/ (subtract this from 100%) - If your will is 95% or more of your magic score, you will remain in perfect control of your magic. See "news consumption4" *============================================================================* & consumption4 *============================================================================* MAGIC NEWS: CONSUMPTION PART 4 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- - If your will is 90-94% of your magic score, you will suffer from occasional difficulties. For example: elementals will see 'overflow' of their magic with strong emotions. Shapeshifters are likely to be caught by surprise with their changes. Shapers, Clairvoyants and Telepaths will receive unexpected impressions. - If your will is 85-90% of your magic score, you will experience wavering control. Graisha typically hover at this category. Other magic users will experience fitful and uncontrolled moments where their magic works without them willing it to. See "news consumption5" *============================================================================* & consumption5 *============================================================================* MAGIC NEWS: CONSUMPTION PART 5 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- - If your will is 75-84% of your magic score, you are starting to be in danger of consumption. Your magic is stronger than your ability to control it. The authorities are likely looking for you as you leave a trail of uncontrolled events everywhere you go. - If your will is less than 75% of your magic score, you are in constant danger of consumption. It is likely that the next time you use your power, either by design or by accident, it will consume you and forever be beyond your own control. See "news consumption6" *============================================================================* & consumption6 *============================================================================* MAGIC NEWS: CONSUMPTION PART 6 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following chart will give you an idea of what sort of scores this system entails. The top line is the magic score. Each line below that is a percentage listing that can be used to reference what your Will score ought to be. M A G I C WILL: 5 10 15 20 25 30 35 40 45 50 60 70 80 90 100 95% 5 10 14 19 24 29 33 38 43 48 57 67 76 86 95 90% 5 9 14 18 23 27 32 36 41 45 54 63 72 81 90 85% 4 9 13 17 21 26 30 34 38 43 51 60 68 77 85 80% 4 8 12 16 20 24 28 32 36 40 48 56 64 72 80 75% 4 8 11 15 19 23 26 30 34 38 45 53 60 68 75 *============================================================================* & tapping *============================================================================* MAGIC NEWS: TAPPING PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There are two different kinds of "tapping" -- one permanent, the other temporary. Each robs an individual of the ability to use his or her magic, and they are among the more dire punishments employed against dangerous mages. The permanent method is to "overload" a mage until his or her power expends itself and ultimately drains away. It is an arduous process; nearly as dangerous for the enactors as for the victim, and the potential for magical "backlash" and subsequent damage to the surrounding area is great. Thus, this form of punishment is only used in the most extreme cases. Aether-elementals block the power and keep it contained within the victim, while mages with the same affinity as the target augment his or her power until it rages out of control. Natural consumption can take years, but this form of "tapping" is the same process speeded up. It may take days or even weeks, and is an intensely painful and harrowing experience. Some victims never recover their sanity. See "news tapping2" *============================================================================* & tapping2 *============================================================================* MAGIC NEWS: TAPPING PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The second form of "tapping" is more of a magical block -- it is set by an aether-elemental, and can be either partial or complete. That is, the mage in question might be able to use his or her powers to a limited extent, but the block will keep his or her full power at bay. The more powerful the aether-mage, the more powerful the block -- some will not fade for years. But eventually, the "block" will dissipate, and the mage will once again be able to use his or her full abilities. To effectively block a mage for an extended period of time, a character must possess an elemental + will that is at least twice as great as the victim's magic + will. The greater the difference in scores, the longer the block may last -- OOC negotiation with the player in question is the best means to settle on a fair length of time. *============================================================================* & novice *============================================================================* MAGIC NEWS: NOVICE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A Novice is at the lowest end of the mage hierarchy, and usually implies a young man or woman who has just started to exhibit magical powers. They have had little or no training, and will not likely progress further unless apprenticed to either an Adept or Magus able to teach them how to use their power. Typically, a Novice will display an affinity for only one type of magic. In fact, it is fairly rare for mages other than Atlanteans to display more than one affinity. Other than Atlanteans (who hardly consider Telepathy a magic at all) those mages that do show an affinity for more than one magic earn a particular level of respect or envy from other mages as one of the Arch-magi. See "news Acolyte." *============================================================================* & acolyte *============================================================================* MAGIC NEWS: ACOLYTE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Representing the second tier of the mage hierarchy, Acolytes are those mages who have received some training from a more powerful Adept or Magus. Though still beginners, they have learned more control over their abilities, and the more promising ones might take younger novices under their wing, to give them pointers and direction on how to improve their control. However, in most casts it takes the broader understanding of an Adept to truly guide those with a less detailed grasp of their magic. See "news Adept" *============================================================================* & adept *============================================================================* MAGIC NEWS: ADEPT -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- For most mages, this is the highest level they will ever attain, but there is no shame in it, for Adepts are quite competent mages. By this time, they are fairly proficient with their powers, and many are drawn to younger mages to train them in the use of their abilities. Recognizable mostly in their firm grasp of the uses of their magic, Adepts are recognized and respected as a learned scholar in a particular field of study. See "news Magus" *============================================================================* & magus *============================================================================* MAGIC NEWS: MAGUS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Although there are six rankings in the hierarchy of mages, it is incredibly rare for a mage to pass beyond the fourth level -- that of a Magus. It takes years of training for a mage to reach this point, but the advantages are great. Highly powerful and deeply respected within most communities, a Magus is recognized everywhere by their impressive (and often frightening) control over their magic. Many of them enjoy political immunity, and are considered prized resources in any community. Attaining this level requires an application to the staff. See "news Arch-Magus" *============================================================================* & arch-magus *============================================================================* MAGIC NEWS: ARCH-MAGUS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- This rank is a special one within the hierarchy of mages, for it is not necessarily based upon skill alone. Most mages have an affinity for only one type of magic, and it is impossible for them to learn another kind -- just as it would be impossible to teach the deaf to hear or the blind to see. But every now and then, an individual will have the affinity for two or more kinds of magic. An Arch-Magus not only wields two magics, but also wields them on a level greater than most other mages. To be accorded this title by the mage community, the arch-magus must raise one magic to the level of Magus, and a second to the level of Adept. Atlanteans that display any other magic than Telepathy are not typically accorded this rank. Most Atlanteans feel that Telepathy is nothing more than speech without words. Still, an Atlantean that has the fortitude to achieve the level of Magus in one of their abilities can claim the title if they desire. Attaining this level, either through the course of RP, or to start out, requires an application to the staff. See "news Avatar" *============================================================================* & avatar *============================================================================* MAGIC NEWS: AVATAR -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Avatars are legendary, for they seem to possess the powers of mythical gods with their control over the elements, the mind, even life and death. Perhaps it is fortunate that they are so rare -- such mages are all but extinct in the current day and age -- though the feats of previous Avatars have been immortalized through songs and stories. An Avatar is a virtuoso of magic, akin to Earth's Mozart, Michelangelo, da Vinci, and Einstein; a genius in the field. Few are known to grace the world with their terrifying presence. While it is known that avatars exist, they are not available by application or any other means. *============================================================================* & clairvoyance *============================================================================* MAGIC NEWS: CLAIRVOYANCE PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Clairvoyance is the ability to perceive matters beyond the range of ordinary perception. Individuals with this ability are unusually sensitive to their surroundings and to others, and can perceive the past, present, and future in dream-like visions or through precognitive flashes of insight. Clairvoyants often take the symbol of stylized eye that represents their ability to "see" into the past, present, and future. At one time, clairvoyance embodied two separate strains of magic that have since split into clairvoyance and aether-elemental. Clairvoyance refers to all abilities stemming from precognition, prophetic dreams, "scrying" into the past, present, and future, and astral-projection or travel. Aether- elemental embodies such abilities as sensing, shielding, or blocking magic in other individuals (see "news elemental" for details). "Overriding" another clairvoyant's ability requires a comparison of will + magic vs. will + magic. The enactor's score must be at least 5% higher in order to "block" or "override" the target's magic. See "news clair2" *============================================================================* & clair2 *============================================================================* MAGIC NEWS: CLAIRVOYANCE PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- NOVICE: Novices are typically plagued by dreams that have the uncanny tendency of coming true. Such dreams are usually the first sign that an individual possesses clairvoyance, and children who display this trait will often be taken to an Esper to determine if they have the gift of Clairvoyance to be trained so that their dreams do not develop into nightmares. ACOLYTE: An acolyte of clairvoyance can "see" things that others are blind to, often through dreams or visions. Some say they can predict the future, but a clairvoyant Acolyte will explain that they only see the shape of "what might be," not necessarily "what will be." At this point, their precognition is not confined to dreams, and they can glimpse present and future events while awake as well as asleep. See "news clair3" *============================================================================* & clair3 *============================================================================* MAGIC NEWS: CLAIRVOYANCE PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT: The third level of clairvoyant, can travel outside the "self" and enter an intangible, astral realm. It is the very stuff of magic and dreams, rich in symbolism, and it is an Adept's job to discern the truth from the tangled threads of illusion. If successful, they can "see" events that are currently happening -- even far away -- and have a better chance of accurately predicting the future. In some cases, the clairvoyant may also 'share' a vision by projecting it into the air about them, though its subtler aspects would be lost on non-clairvoyant viewers. The past, too, may be revealed for adept clairvoyants. With an object or individual to focus on, they may be able to perceive where that person or object has been, or what they have done. Yet clairvoyance is never 100% accurate, so their testimony in trials is not always permitted. Nevertheless, the ability is often employed in criminal investigations. See "news clair4" *============================================================================* & clair4 *============================================================================* MAGIC NEWS: CLAIRVOYANCE PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MAGUS: A dream is never just a collection of fragmented images for a clairvoyant. It is a pathway into an astral realm outside the material world, where none of the physical rules apply. Most dreamers skirt along the edges of this realm, but at the fourth level of clairvoyance, mages can enter the very heart of it, where the physical meets the metaphysical and the natural becomes supernatural. This astral realm is not bound by time or space, and a clairvoyant Magus can see into the past, present, and future. AVATAR: This "sight" has a price. Like a dream, the images are jumbled and confusing, and a clairvoyant who spends too much time interpreting these visions runs the risk of madness. However, the rewards are great. A clairvoyant who manages to determine the shape of "what was," "what is," and "what will be," without limitations, could presumably achieve omniscience. Unfortunately, no mage has passed to the rank of Avatar and realized that potential. Yet. *============================================================================* & elemental *============================================================================* MAGIC NEWS: ELEMENTAL PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- An elemental is someone with the ability to control one of the elements that make up this world: earth, air, fire, water, or the aether itself. It is the most dangerous and destructive of magics, for it is far too easy for an elemental to lose control, and the results can be catastrophic. Elemental magic is confined to a member of that race -- that is, only an Empyrean can control the wind and storms; only Sylvans can trigger earth- quakes, etc. (any race has the potential to manipulate the aether, however). In Halfbreeds, the race-requirements do not hold, and it is one of the reasons they are the subject of such wariness, for their magic is unstable. Therefore, mages tend to be constantly on the lookout for elementals, to prevent this power from getting out of hand. "Overriding" another elemental's ability requires a comparison of will + magic vs. will + magic. The enactor's score must be at least 5% higher in order to "block" or "override" the target's magic. See "news elemental2" *============================================================================* & elemental2 *============================================================================* MAGIC NEWS: ELEMENTAL MAGICS PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Elemental magic is far more aggressive than other types -- it is active rather than reactive. But this makes it more difficult to control. Letting the magic run unchecked risks the consumption of its wielder, and novices must learn their first important lesson: how to contain their abilities once they unleash them; or to "turn their powers off." An elemental must be concerned with remaining within the scope of their current abilities. With any use of their power there is always danger of him or her becoming consumed. Attempting anything beyond their current skill nearly guarantees that the power will grow out of hand; so while an earth-elemental, even at novice level, could conceivably trigger a sizeable earthquake, it is doubtful he or she would live through the experience. The power would consume them utterly, destroying both mind and body (see "news consumption"). There are five elemental magics: Aether, Air, Earth, Fire, Wind, Water To see more on any type, use 'news ele-' Ex: news ele-aether *============================================================================* & ele-aether *============================================================================* MAGIC NEWS: AETHER-ELEMENTAL PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- NOVICE: Novices of Elemental-Aether are often known as 'Espers'. The name comes from the word "espy," meaning "to find," and that is an Espers' distinguishing ability. They are the lowest level of aether-elemental, and while their own magic is weak at that stage, they have a particular sensitivity to others with the affinity. They are able to sense an aura around anyone with magic ability, so long as they seek to see it. Those with ability to see the Aether can also manipulate it to some extent. Through it, they are able to project visible manifestations -- illusions -- although at the level of a Novice, these are small and transparent. With effort, they could create a solid-seeming illusion the size of an apple, or a key. Illusions larger than a two-foot sphere are beyond their abilities, and the casting must stay within a ten-foot radius. See "news ele-aether2" *============================================================================* & ele-aether2 *============================================================================* MAGIC NEWS: AETHER-ELEMENTAL PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ACOLYTE: Acolyte aether-elementals can "shield" their own magic, or others', from fellow elementals. They can also achieve a brief "block" over another mage's magic, though it requires a comparison of will + elemental vs. the target's will + magic, and the enactor's score must be at least 5% higher than the victim's for it to succeed. An acolyte is also able to further cast their illusions. They are able to create solid illusions up to a two-foot sphere in size. Larger illusions up to the size of a full grown person (5-8 feet in radius) are possible, but are obviously transparent. Illusions still must remain nearby or they fade into nothing. ADEPT: Adepts discern the affinity in others, and now determine what *type* of magic another wields, whether it be active or latent. Aside from shielding and blocking magic, they can also augment magic in others; increasing a lower-level mage's ability to acolyte or adept level temporarily (anywhere from a few minutes to a few hours). Illusion gains as well, and they are able to cast solid seemings within a five foot sphere up to twenty feet away. Room-sized illusions are possible, but are obviously transparent. See "news ele-aether3" *============================================================================* & ele-aether3 *============================================================================* MAGIC NEWS: AETHER-ELEMENTAL PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MAGUS: Sensing, blocking, shielding, and augmenting another mage's magic are all possible for a Magus aether-elemental. At this point, they can detect latent ability in newborn infants, achieve permanent blocks on another mage's magic, and augment another's abilities for an extended length of time; though the most they can enhance another's power is to low Magus level; they cannot enhance beyond their own level. A Magus aether-elemental is the Copperfield of mages. They can cast illusions within their line of sight up to 200 feet away. Entire buildings could be manufactured from their imagination, but would run the danger of others realizing the illusion due to lack of detail. An illusion is only as realistic as the imagining of the mage. Castles of mist could be constructed, but would clearly by illusion from the fact that the viewer can see what is beyond. See "news ele-aether4" *============================================================================* & ele-aether4 *============================================================================* MAGIC NEWS: AETHER-ELEMENTAL PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AVATAR: Aether-elementals manipulate the realm of magic itself. Their gift is powerful in a subtle way, for they can manipulate another's talent as easily as they do their own; sensing the precise level of power in another, blocking or enhancing it at a whim, and being able to permanently "tap" a fellow mage and thus remove their ability entirely. Avatar aether-elementals can also imbue an object with magic, and it was Apollo who empowered an entire city, to keep it floating for well over two millennia. Illusions crafted by an Avatar would be an amazing thing indeed, blurring the line between imagination and reality. It is perhaps fortunate that none exist. *============================================================================* & ele-air *============================================================================* MAGIC NEWS: AIR-ELEMENTAL PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- NOVICE: A novice air-elemental can create sudden breezes and even generate a brief shower over a small area--though not for any length of time. And while they cannot create a storm, they can sense when one is coming. The perfect prank, static shock is also at their command. ACOLYTE: Acolytes can generate nourishing rainstorms and fairly strong winds; though hardly enough to hold a grown man or woman aloft. Like a novice, they can anticipate a storm, and while they can't control it, they might be able to redirect it. Acolytes should be wary. Their forming powers can make them natural targets for lightning. If it is anticipated, the lightning can be diverted a few feet away, but not directed with any accuracy. See "news ele-air2" *============================================================================* & ele-air2 *============================================================================* MAGIC NEWS: AIR-ELEMENTAL PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT: Levitation. An adept's power over the winds can be handled with such precision that they can simulate flight. They can also bear others aloft, but any more than one or two "passengers" would be taxing. An air-elemental can also "call" a storm by diverting one from another area to their own; or drive a brewing storm away. Lightning cannot be created, but natural strikes can be directed to new sources. MAGUS: Extended flight, manipulation of the winds, generation of storms; all these are possible for a magus air-elemental. And beware a magus' wrath, for he or she can summon a twister, unleash gale-force winds, or "huff and puff and blow your house down," to coin a phrase. A magus cannot throw thunderbolts at a whim, but they can 'encourage' a storm to be more active, and then harness the natural anger. AVATAR: The last great Avatar air-elemental was Zeus himself, and like him, such a mage could hurtle lightning bolts from the clear blue heavens, conjure a hurricane, or produce tornadoes with but a thought. *============================================================================* & ele-earth *============================================================================* MAGIC NEWS: EARTH-ELEMENTAL PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- NOVICE: Attuned to the earth, Novice earth-elementals can trigger small tremors, and aid or hasten the growth of plants. In the proper season, they can germinate and bring a seed to maturity in a matter of weeks, rather than months. Many have a special awareness of the plant-life or forest around them and can use that ability to diagnose sicknesses that affect plants. ACOLYTE: Sizable tremors and the enhanced growth of plants are both plausible for an earth-elemental acolyte. They also have a greater kinship with the earth, and can sense fault lines or weaknesses beneath the ground. Acolytes can coax unseasonable growth in limited measure: blooms before their time, or a few fruits born in winter. But Acolytes do not have enough power to protect the plant from the stresses this effort causes them. Plants pushed too far will not bear in their proper season, or will fade and die. See "news ele-earth2" *============================================================================* & ele-earth2 *============================================================================* MAGIC NEWS: EARTH-ELEMENTAL PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT: With their innate understanding of the land, adept earth-mages can find hidden nutrients in the soil and utilize them to produce a garden where before there had been only barren dirt. They can sustain plants to bloom out of season and trees to bear their fruit. Crops can be brought to maturity within a week. With special care, this can be done without harm to the plant, but it may drain the earth of its nutrients. Without care, it will kill the plant as well as the land. On the more aggressive side, adepts can trigger mild earthquakes or open a fissure underfoot. MAGUS: Full crops overnight are possible for a magus earth-elemental, and growth far beyond what is natural for a particular plant. With attention to detail, they can 'feed' the plant with their magic, rather than drain the soil, or they can replenish the soil itself that it might bear healthy life in its own time. However, if they are not careful, a magus can still grow plants beyond the ability of the land to sustain it. Happily, their particular sensitivity, they are able to determine if the land can sustain what they have enhanced. That same innate sensitivity to the earth allows a magus to detect fault lines in the earth that they can manipulate to trigger a fairly destructive earthquake. See "news ele-earth3" *============================================================================* & ele-earth3 *============================================================================* MAGIC NEWS: EARTH-ELEMENTAL PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AVATAR: Massive earthquakes -- the kind that could topple a city -- are not unheard of for an Avatar in earth magic. They could also cause plants to grow at an alarming rate, and turn that same city into an over- grown ruin in the space of a few moments. *============================================================================* & ele-fire *============================================================================* MAGIC NEWS: FIRE-ELEMENTAL PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- NOVICE: Heating up the air in his or her immediate vicinity is within a novice fire-elemental's ability, and it is rare for one to suffer from the cold even in a novice's vicinity. They can ignite any flammable substance with a thought, and keep that same fire burning indefinitely. Without fuel near at hand, a novice can create a candle-sized flame that burns on nothing but his or her own will. ACOLYTE: A shimmering "heat wave" can surround a fire-elemental acolyte; hot enough to blister, if not burn. It can be intense, but rarely extends more than a few feet away. They can generate flame, and even a small "fireball" is not out of the question. It is more showy than destructive, however, for its flame is quickly snuffed outside the acolyte's vicinity. Acolytes can also snuff fires nearby, extinguishing them with a thought. See "news ele-fire2" *============================================================================* & ele-fire2 *============================================================================* MAGIC NEWS: FIRE-ELEMENTAL PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT: An adept mage can produce flame like that of a mid-sized campfire and keep it burning without benefit of wood. They can launch fireballs of greater power -- and though searing the flesh off their enemies or roasting them alive is still beyond their capabilities, setting all their clothes and hair aflame is not. The fires that they create can be extinguished with little effort on the part of the mage, snuffed with the same magic that caused them to burn in the first place. MAGUS: A Magus is able to tap into the molten core of the earth itself. They can cause a volcano to erupt, whether it's active or dormant. They could also immolate a person simply with the power of their will, and heat an entire room to an uncomfortable, if not fatal, degree. They can make fire dance in the air, and extinguish raging infernos. One hardly needs a fire brigade with a magus fire-elemental near at hand. AVATAR: An Avatar of fire could do more than trigger a volcano to erupt--he or she could generate a new one from the earth itself, and level a city with the same speed that Vesuvius destroyed Pompeii and Herculaneum. *============================================================================* & ele-water *============================================================================* MAGIC NEWS: WATER-ELEMENTAL PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- NOVICE: A novice water-elemental can generate a small whirlpool or "divine" a hidden spring beneath the earth. Many can sense the changing moods of the sea, and predict good sailing or bad. They can draw water from their hair and clothing, and with a touch can turn that favor on others. A novice can also 'play' with a bit of water, keeping it as a living coil directed by their thoughts, but at this level they cannot contain more than a few ounces. ACOLYTE: An acolyte can sense hidden springs beneath the earth. They can also take that one step further, by redirecting the flow of water to the surface and producing a tiny geyser. They are able manipulate the current of a river to aid boatmen when sailing against the flow, although they cannot actually make the river flow in reverse. At their command, 'snakes' of water can be manipulated, allowing them to create living fountains of water flowing in intricate patterns so long as their will is focused. See "news ele-water2" *============================================================================* & ele-water2 *============================================================================* MAGIC NEWS: WATER-ELEMENTAL PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT: Adepts are able to significantly manipulate water and redirect its flow. They can create sizable whirlpools able to sink small boats, geysers that erupt over one hundred feet into the air, and even draw water out of the very atmosphere, though not much of it. They can purify salt and other sediment from water, making it clean to drink. MAGUS: While the biblical miracle of "parting the Red Sea" is still beyond that of a magus water-elemental, they might try "parting the Red Lake." They could also submerge a large ship with a whirlpool, and calling forth a tidal wave is not impossible. Rivers will flow backwards at their behest, although they must be wary of flooding the land. With their control, magus water elementals have been known to vie with ephemeral 'water sculptures'; beautiful crystalline figures that last only so long as the Magus holds it with magic. See "news ele-water3" *============================================================================* & ele-water3 *============================================================================* MAGIC NEWS: WATER-ELEMENTAL PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AVATAR: Just as the sea was parted in biblical lore, an Avatar water-mage has the power to separate the ocean. They could also submerge an entire island, or cause a flood to rival the ones that Noah and Utnapishtim (from the Gilgamesh epic) barely escaped. They can draw the seas up and cast them down far inland, such that no place is safe from their power. *============================================================================* & healing *============================================================================* MAGIC NEWS: HEALING PART 1 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- In essence, healing is just a mild form of shaping, for it is merely returning the body to the shape it *should* be. But there is more to healing than simply tending to injuries. A true healer cares as much for the mind as they do for the body, and because they have such empathy for pain and suffering, a healer turns no one away who is in need of their skill. This is not something to be taken lightly. Initiates of the healing arts are typically required take a vow that they will always use their power for the good of others, and that anyone who asks for their services is entitled to them, despite their race or background. This is not an easy responsibility, but they work as a group to enforce this stricture. Those found out to be abusing their healing ability are tracked down and 'branded' with a scar that cannot be removed to warn all of that Healer's failure. Any healer bearing the telltale mark: X, is recognized everywhere as one who broke their vow and who cannot be trusted. They have their own "scarlet letter" to bear. See "news healing2" *============================================================================* & healing2 *============================================================================* MAGIC NEWS: HEALING PART 2 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Furthermore, healing has two sides, and when turned in on itself, the power can harm beyond repair. But the destructive aspect of healing is the result of a conscious choice by the wielder rather than a case of the power taking its own course. Magically-induced wounds cannot be repaired save by one more skilled than the mage who caused the wound, and even then it is difficult. Therefore, any healer who uses his or her gift for harm rather than good is lucky to be exiled, for the other alternative is death. See "news healing3" *============================================================================* & healing3 *============================================================================* MAGIC NEWS: HEALING PART 3 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The rules may be strict, but the magic itself has a positive side; it is the easiest to control. The healing gift is probably the only one that does not threaten to consume its wielder, so "rogue" healers (those with no training) suffer little of the antagonism or fear directed towards other rogue magic-users. They are viewed with wariness, however, for they have taken no vows that bind them to use their gifts only for good, and it requires a certain amount of faith to submit to a healer's touch with no assurance that you will leave the experience unharmed. "Overriding" another healer's ability requires a comparison of will + magic vs. will + magic. The enactor's score must be at least 5% higher in order to "block" or "override" the target's magic. See "news healing4" *============================================================================* & healing4 *============================================================================* MAGIC NEWS: HEALING PART 4 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- NOVICE: Low-level healers can ease pain through the power of touch, as well as seal small wounds or cuts. But the more serious the injury, the longer the healing will take, and most are beyond the abilities of beginning healers. Anything more than sealing a few shallow gashes is too much for a novice-level healer to attempt. Novice healers can also "sense" pain in others, though only at higher levels can a healer pinpoint that pain. ACOLYTE: An acolyte is able to heal deeper wounds as well as mend broken bones; provided that the break is not too complex. They can detect poisons in a body, and while they cannot purge such poisons, they can determine an antidote (for most mages also teach their young healers about the medicinal properties of herbs as much as it instruct them in the use of their powers). Acolytes can pinpoint pain and neutralize it even without mending the injury. They can feel the pain of others up to ten feet away. See "news healing5" *============================================================================* & healing5 *============================================================================* MAGIC NEWS: HEALING PART 5 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT: Adepts can mend bones as well as close mortal wounds and purge poisons from a body. They can erase scars -- including ones that are years old, and soothe even the most agonizing of pain. However, they cannot repair a body that has lost too much blood, or restore severed limbs. Only a master-level healer can manage that. Adepts can feel the pain of others at a distance of twenty feet. The ability of pain-sensing never increases beyond this range. MAGUS: Not only can a Magus-Healer regenerate a lost limb, but they can erase deformities that have been present since birth. And wounds that would normally be fatal are well within a Magus' ability to heal. The more superstitious believe that they can even bring someone back from the dead, though this is not entirely true. While they can revive a heart that has stopped beating, no amount of healing will inject the spark of life that has been snuffed once the soul has left the body. See "news healing6" *============================================================================* & healing6 *============================================================================* MAGIC NEWS: HEALING PART 6 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MAGUS: (Continued) Also, magus-level healers have a new ability: flesh- shaping. Rather than just restoring a body to the shape it *should* be, they can "mold" a body as if it were clay, although this skill is highly controversial within the Caducean caste. After all, if a flesh-shaper can alter someone's appearance, it is only a small step toward tearing down the barriers of race and caste -- and most races are not ready for that yet. AVATAR: There have been few Avatars of healing in Aether's history, and it is rumored that such an individual is a conduit for healing -- that his or her flesh and blood embody that very power. Healing, taken to its highest potential, verges on immortality, and even death must bow to an Avatar Healer's will. *============================================================================* & shapeshifting *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 1 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Shapeshifting is the ability to "shift" into an animal form. It is mainly found among the Sylvans, and is one of the most difficult abilities to restrain. Young shapeshifters often lose control when the power is first triggered, and end up as one of the "graisha" (see "news graisha"). One of the reasons this power is so hard to master is because its wielders are not limited to just taking on the *form* of another creature, but its wilder aspects as well. When in the shape of a wolf or lion, they think and act like that animal, and there is a constant conflict between their reasoning, "human" half and the instinctive, feral "beast" half. "Overriding" another shapeshifter's ability requires a comparison of will + magic vs. will + magic. The enactor's score must be at least 5% higher in order to "block" or "override" the target's magic and prevent them from shapeshifting. See "news shape2" *============================================================================* & shape2 *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 2 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Most forms available to a shapeshifter are predatory, and reining in their savage instincts is no simple matter for young mages. Often it is more than even the strictest teacher wishes to take on, and shapeshifters who have already surrendered to their bestial sides are frequently considered beyond hope by all but the Sylvans. If a child with the shapeshifting affinity is found before their first change, there is a chance that they can be properly trained so that the savagery of their animal half won't get the better of them. Such shape-shifters are rare. They may not succumb during the first or second transformation, but eventually the strain can wear down their control. See "news shape3" *============================================================================* & shape3 *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 3 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- With each transformation, all shapeshifters are drawn more and more to their bestial side, and such aspects may eventually become apparent. In fact the distinguishing characteristic between graisha and ferines is that, even in human form, graisha possess some physical aspect of their animal half. Ferine shapeshifters do not. Once a mage can no longer become fully human, he or she is known to be graisha and is usually viewed as a threat; the physical changes are merely symbolic of a deep mental difference that is a constant danger those around them. A graisha is part animal, their logic often subservient to animal instincts and needs. Graisha find the change to their animal form easier and less painful than their ferine brothers, but the return to human form more difficult and painstaking. It is a notable quirk that pregnancy effects a shifter's magic. As they progress through the second trimester, a shifter will be unable to change into any other form, to protect the baby as it develops. All other skills are retained. See the next section for the various animal-forms each race can take on. See "news shape4" *============================================================================* & shape4 *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 4 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Sylvans are the most diverse of the races in terms of the animal-forms they can take on, but there are some that are more common among one race over another. The following lists show which animal-forms are most prevalent. Those marked with a * are rare enough that one must apply to the admin in order to play such a shapeshifter. Any animals not on these lists must be applied for (Note: no "mythical" shapeshifters will be allowed). ATLANTEANS: *alligator, dolphin, *eel, *narwhal, *orca, otter, seal, shark, *squid/octopus EMPYREANS: eagle, falcon, hawk, owl, raven, swan SYLVANS: bear, boar, cougar, coyote, deer, eagle, ferret, fox, hawk, lynx, owl, otter, raven, weasel, wolf, *wolverine VARATI: bear, *gorilla/ape, *lion, *panther, *snake/serpent, *tiger See "news shape5" *============================================================================* & shape5 *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 5 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- NOVICE: A novice-level shapeshifter is one who has endured the first change. It is still difficult and painful for them, and they have almost nothing of the human left in them when they assume animal shape. An elder Shapeshifter must keep a close watch on their young novices, for fear that they will surrender to their bestial half. They also have a much greater sense of kinship with animals--particularly those whose shape they can borrow. They cannot exactly "talk" with them, nor order them to do something against their nature, but they do have a greater understanding for the way their minds work. More developed communication will increase as the mage perfects his or her ability. See "news shape6" *============================================================================* & shape6 *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 6 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ACOLYTE: An acolyte has learned to harness his or her shapeshifting powers somewhat, and can suffer the change far more easily both physically and mentally. They have enough control that in their animal shapes they understand that they are not actually animals, and they remember their human lives, albeit sometimes with difficulty. An Acolyte has the POTENTIAL to take on a second form, but is not immediately granted this shape upon achieving Acolyte rank. A second form means learning a shape that is not an integral part of the shifter's nature, and so it must be taught. Shapeshifters wanting to add a second form must apply to staff with a recommendation from an In Character teacher and include either summarized examples of your training, or logs. See "news shape7" *============================================================================* & shape7 *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 7 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ACOLYTE (Cont.): "Summoning" an animal is also within an acolyte's ability -- specifically, those creatures whose shape they can take on. Still, they cannot order the beast to attack, but they can ask them for aid, or at the very least, rely on their presence at a tense moment. (Note: Summoning a wild animal into an urban area *may* be possible, but it is unlikely the creature is willing to enter a city, and cannot be forced at this level of skill). ADEPT: Adepts have a clear distinction between beast and human, and even in animal-form they are able to think clearly -- they are influenced by their shape, but they do not take on a wholly different mindset. They remember everything about their human selves when in animal shape, and the shape-change is easier and swifter than it was for an Acolyte. Also, Adepts can experiment to a greater degree with other forms. Adepts have the POTENTIAL to take as many as three different forms, controlling even the level of the change. (All additional forms require an application such as mentioned in 'news shape6'.) An Adept can stop the change from man to beast at any point and hold that intermediate form. But as it is with any shifter, the longer they stay in beast-form, the more likely they are to start thinking and acting like one. See "news shape8" *============================================================================* & shape8 *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 8 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT (Cont.): Adept shapeshifters can also induce animals to do things they would not normally do (i.e. chase and/or attack someone). However, shape-shifters naturally have a sense of "kinship" with their furry companions, and ordering them into wholesale slaughter is highly unlikely. Adepts have the ability to summon as many as three animals at one time. An Adept can also assist another shapeshifter by helping him or her to change shapes, provided that the other shapeshifter consents to the shift. This skill is useful in teaching, helping guide a shifter into a new form, or assisting them in retaining their human shape. See "news shape9" *============================================================================* & shape9 *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 9 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MAGUS: A Magus has nearly complete control over the shapeshifting power, and can shift into animal form without danger of losing the higher faculties of reason and logic; like a man donning a wolf-skin. They can also control the change more subtly -- to enable them to speak in their animal-form, or possess heightened senses while human. The difference between them and the graisha is that these changes aren't permanent -- they can always shift back. Not only that, but Magus shapeshifters have the ability to change the forms of individuals other than themselves. Like the fabled Circe from Greek legend, they can cause non-shifters to shape-change into animal-form--or induce other shapeshifters to transform against their will. This is nearly always temporary, however, and would require a stat comparison (mage's shapeshifting vs. the target's will). AVATAR: At its highest level, shapeshifting allows a mage to adopt any beast- form, or any combination in between. They can communicate freely with all creatures, for they have passed to some state beyond both man and animal; with a perfect clarity over the differences. They possess all the best attributes of both man and animal. Legends say that Avatars can permanently change another person, cursing them with a lifetime as a beast. *============================================================================* & graisha *============================================================================* GENERAL NEWS: GRAISHA PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The "graisha" are shapeshifters who at some point lost control over their magic. Like the were-beasts of folklore, their transformations are often subject to the phases of the moon and most cannot maintain human form when the moon is at its fullest. The most distinctive aspect of graisha is that even in human form, some aspect of the animal remains. It is an outward indication of the beast within. It can be anything from slitted cat's eyes to claw-like fingernails -- or, in more extreme cases, wings, tails, or even the head, torso, or limbs of their animal-half. (Note: The wings of the Empyreans and the aquatic aspects of the Atlantean race are common among all members of that race, and are not to be mistaken for trademarks of the graisha. A Graisha that displays wings will do so at the cost of their own arms). See "news graisha2" *============================================================================* & graisha2 *============================================================================* GENERAL NEWS: GRAISHA PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- What is not so obvious is that the mind of graisha is no longer entirely human. The physical difference is only an indicator of the changes within. They are in some manner unable to separate the animal instinct from human intellect. Many are considered to be violent and dangerous. In truth, they find that animal instincts sometimes override human logic. The Shapeshifting ability flows strongest in the Sylvan race. Men and women usually exhibit the signs at puberty, such as becoming short-tempered and more aggressive, or displaying a tendency towards violence, a strong sexual drive, or general moodiness. The first change occurs around this time, usually on the night of a full moon, and often they will possess little or no memory of what happened while they were in beast-form. See "news graisha3" *============================================================================* & graisha3 *============================================================================* GENERAL NEWS: GRAISHA PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Shapeshifters that undergo their first change without assistance are rarely fully human again. Without an Adept to remind them of their human shape, their bodies will display some aspect of their bestial side and this may grow more pronounced as time passes. Likewise, the more they become like animals in nature and temperament, the more they display this mental change in their physical form. The "wilder" graisha are typically the ones who look more like animals than humans. Because they exert so little control, the change to their animal form can become near instantaneous and can be triggered by many things such as their state of mind and the pull of the moon. The return to human form is not so easy. It is these wild graisha who dance along the edge of being consumed. Once their minds are more animal than human and their magic has grown too far out of hand for them to control it and they are well on the path to consumption. After a few years, they may be unable to turn back at all - and generally they will not want to. They are trapped in animal-form, and thus "tapped" -- no longer able to wield their magic. See "news graisha4" *============================================================================* & graisha4 *============================================================================* GENERAL NEWS: GRAISHA PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Graisha who attempt to quell their bestial natures and retain their humanity can learn to block the change, but at times it will still overwhelm them. For them, the transformation is more difficult and painful than their more bestial counterparts, yet the advantage is that they are less often overcome by the savagery of their animal halves. Some measure of control is vital if a graisha does not wish to end up tapped and live out his or her days as an animal. Though rare, a very few Graisha have learned over time to suppress their bestial sides enough to become fully human once again. They have then passed from the state of being controlled by their magic, to being *in control of* their magic. These rare examples, as well as those few that never fall prey to their bestial nature are referred to as "ferine." Only within Sylvan and Atlantean cultures do graisha hold an honored status. Most others are cast out for the danger they represent; they are forced to live in the wild like their animal brethren. Should they flee to a city they are faced with prejudice, fear, and dislike, so it is little wonder that most prefer the solitude of the wild. Sometimes, small groups of them will form "packs," but this is rare unless the members are of a similar animal type. See "news shape4" for available forms. *============================================================================* & shaping *============================================================================* MAGIC NEWS: SHAPING PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A shaper is someone who can mold or "shape" certain substances to their liking. The substances a Shaper can affect are divided into four categories: wood, stone, metal, and coral (or bone). This ability is most prevalent in Sylvans and Varati. A title often given to such mages is 'Cabeiri'. Like healing, this power is easier to manipulate than most, though it has its dangers just like all kinds of magic. A shaper who loses control might have trouble shutting their power off -- and those who have been consumed are unable to stop it from shaping the objects they touch. They must be forever wary of letting their skin come into contact with the substance they have the affinity to shape, for they might start altering it unwittingly. "Overriding" another shaper's ability requires a comparison of will + magic vs. will + magic. The enactor's score must be at least 5% higher in order to "block" or "override" the target's magic. See "news shaping2" *============================================================================* & shaping2 *============================================================================* MAGIC NEWS: SHAPING PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A shaper can also "sense" where an object has been -- the more advanced ones possess a kind of psychometry, and those who've been consumed risk a bombardment of images whenever they touch an object made from the substance they can shape. NOVICE: The lowest level of shapers can receive only a vague, psychometric impression when they touch an object of wood, metal, stone, or coral -- depending on what they have the ability to alter. They can also, over a period of time, shape such an object to their specifications, but this could take hours or even days. The more difficult or intricate a shape they're trying to achieve, the longer the magic will take. Also, the size of the object plays a factor -- a novice shaper would not be able affect something larger than, say a breadbox. See "news shaping3" *============================================================================* & shaping3 *============================================================================* MAGIC NEWS: SHAPING PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ACOLYTE: Acolyte shapers can graduate to larger sizes, though altering an object larger than their own body would prove too difficult. The psychometric impressions they receive are also a little clearer; they can guess where an object has been and who might have owned it. Acolytes are able to stretch their affinity to affect two materials, such as both coral and wood, or metal and stone. ADEPT: Adept shapers are able to alter an object more readily, and most can even affect three of the four focuses; metal, stone and wood, for instance. They can also receive a fairly accurate impression of where such an object has been--including who may have owned it, what it was used for, etc. And unlike a consumed mage, they can utilize this power at will, so they are not constantly beset with images when they handle such objects. See "news shaping4" *============================================================================* & shaping4 *============================================================================* MAGIC NEWS: SHAPING PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MAGUS: Magus shapers can affect all four substances, and can trace the materials back to their very origins simply by handling them. They can also shape things of considerable size -- such as a tree or a small building. That is, they can shape it all at once, rather than a piece at a time as shapers of a lower level are forced to do. AVATAR: The idea of "moving a mountain" may not be impossible for an ambitious shaper, though so far, the phrase has yet to be made literal. As yet, no shaper has passed from the rank of Magus to Avatar to test the theory. *============================================================================* & telepathy *============================================================================* MAGIC NEWS: TELEPATHY PART 1 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Telepathy is the only magical ability not found primarily among the Sylvans. In fact, it is incredibly rare outside the water race, and any non- Atlantean who has it must have traces of that race in their background. Because they live underwater, the Atlanteans developed telepathic abilities as a means of communication, and every Atlantean is born with at least a mild form of it. Telepaths are often called Mystai, or mystics. NOVICE: Novice telepathy covers the most range of a magic. As it is the main tool for communication, Atlanteans learn Telepathy -- often to the exclusion of vocal speech. At its lowest level, telepaths have a strong sense of empathy; a gift for interpreting emotions. They can sense when another person is angry or upset, though they haven't the experience to find out why, save by asking. As a novice progresses, they are able to learn to 'speak' clearly to others with telepathy. However, most of these links must be a partnership between the two speakers to have enough strength to complete the link of communication. See "news telepathy2" *============================================================================* & telepathy2 *============================================================================* MAGIC NEWS: TELEPATHY PART 2 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ACOLYTE: At this next stage, telepaths can establish and maintain a "mind- link" with other telepaths on their own. They may speak freely with one another, but do not yet have the ability to employ this link with non-telepaths. Nor are they trained enough to actually "read" someone's mind; they may only see what is presented. Any information that a target wants to hide will stay hidden. However, whether telepath or not, Acolytes have an almost unerring sense of the truth. Someone lying to an acolyte telepath that is trying to determine the truth must exceed the Telepath's magic score with their own will in order to be successful in their subterfuge. ADEPT: The majority of Atlanteans never progress beyond this stage, for it is sufficient for their needs, and implies a far deeper understanding than mere speech is capable of. It allows for a deeply personal and private form of communication, and emotions, stray thoughts, or random images are all likely to be picked up during such a link. To allow someone else into your head requires a great deal of trust, and concealing a secret or lying are almost impossible during this kind of "speech." See "news telepathy3" *============================================================================* & telepathy3 *============================================================================* MAGIC NEWS: TELEPATHY PART 3 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT: (Continued) It is also possible for Adept telepaths to establish a "mind-link" with other races. This kind of link must work both ways, however, and if one party is unwilling, it cannot be established. Even those without any form of telepathic ability can block an unwanted intrusion if their will is strong enough. Furthermore, Atlanteans hold privacy in very high regard, because they realize just how precious it is. The idea of intruding in another's mind without their consent is anathema to them. Stat-comparisons for this level (and subsequent levels) of "mind-reading" would be: telepathy vs. will, or, in the case of telepath vs. telepath, it would be telepathy + will vs. telepathy + will. See "news telepathy4" *============================================================================* & telepathy4 *============================================================================* MAGIC NEWS: TELEPATHY PART 4 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MAGUS: A magus can maintain a constant "link" with any living thing in the vicinity. They can also communicate over vast distances; for the lower levels of telepathy require a "line of sight" with the target (or else a distance of about twenty yards). While privacy is still honored, a telepath with such power can't help but intercept various mental "babble," and the strain of sifting through that is taxing. Only those with years of training can manage to retain their own mental "walls," for it is easy to lose one's sense of self when you don't know where your own thoughts end and another's begin. Consumed telepaths are unable to tell their own thoughts and emotions from the others they are constantly bombarded with, and madness isn't long in following. See "news telepathy5" *============================================================================* & telepathy5 *============================================================================* MAGIC NEWS: TELEPATHY PART 5 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AVATAR: As with any other field, Avatar telepaths are rare. This is fortunate, for their powers are such that no mind would be closed to them. In fact, their powers would border on a kind of "omnipathy," wherein they could maintain a telepathic "link" with any or every living thing within a fairly wide vicinity. They could also exert their own will on another, and while that goes against everything the Atlanteans believe, such power would be difficult to resist. Luckily for the rest of Aether's citizens, there have been no Avatar telepaths in centuries. *============================================================================* & occupations *============================================================================* GENERAL NEWS: OCCUPATIONS PART 1 of 27 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Adjusting to a new setting can be difficult, especially one which offers five different races as well as magic to choose from. Figuring out what your character *does* as well as what he or she is may seem daunting, but we've provided this section to give players a plethora of suggestions and ideas regarding their character's occupation. The * denotes a position that must be either earned through RP or applied for. Instances of ** note restricted positions. To browse through the listing and description of some suggested occupations, just read 'news occupations-' where is any letter of the alphabet. There are a few that are blank -- just try a different one! *============================================================================* & occupations-A *============================================================================* GENERAL NEWS: OCCUPATIONS "A" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- **AEGIAN: The Aegis comprises the Empyreal government, and once appointed, a member usually keeps his or her position for life (Note: Women are fairly rare within the Aegis; they weren't even allowed into its ranks until recent history). Many of its members are also aristocrats, so players may need to start in one of the Noble Houses if they want to attain this position. *AMBASSADOR: With five different races and an indefinite number of domains and kingdoms, someone has to bridge the gap. Liaisons and diplomats are given immunity so that they may travel freely among those territories and try to keep the peace. This type of position must either be applied for or worked towards through RP. *ARBITER: The higher officials within the city guard also act as judges or arbiters. As chief magistrate, and the makers of laws, new players cannot start out with such a position unless they apply for it. *============================================================================* & occupations-B *============================================================================* GENERAL NEWS: OCCUPATIONS "B" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- BARD/STORYTELLER: Everyone enjoys a good story or song, and those who can provide them are usually welcomed anywhere; such entertainers are often given an informal immunity among the separate races. Each race also has its own area of expertise: Atlantean women are said to have the sweetest voices, like the sirens from ancient Earth-lore. The Varati are noted for their complex chanting, which had its start among the religious caste. The Empyreans weave intricate melodies on lyres, kitharas, and other stringed instruments. And the Sylvans, with their fast-paced dancing and compelling rhythms played out on the drums, draw a more primal response from their audience. *============================================================================* & occupations-C *============================================================================* GENERAL NEWS: OCCUPATIONS "C" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- CRAFTSMAN/ARTISAN: Shaper-mages are still rare enough that someone has to make all the weapons, jewelry, furniture, and assorted objects the old-fashioned way; using tools, skills, and a lot of hard work. Yet there is enough of a demand for those items that artists, craftsmen, sculptors, and smiths will have a profitable career. CAIRD/TRAVELER: Like Earth's gypsies, these itinerant vagabonds are made up of traders, entertainers, musicians, dancers, actors, and craftsmen. They wander from place to place like a traveling carnival, not always welcome, but certainly never dull. CONCUBINE: With their strongly patriarchal culture, Varati women aren't given much of a role beyond concubine or wife, but that doesn't preclude them from gaining power in their own way--they'll simply have to be more subtle about it. It's been said that behind every great man there is a great woman, and the Varati are no exception. CYPRIAN: To the ancient Greeks, it was another name for Aphrodite, the goddess of love. To citizens of Aether, it implies "the oldest profession," which is as thriving here as it is on Earth. *============================================================================* & occupations-D *============================================================================* GENERAL NEWS: OCCUPATIONS "D" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- **DECEMVIR: Atlantis was said to have been ruled by ten kings, and it is a tradition which its people have upheld for centuries. There are ten royal families, and each one produces a ruler, though not all are PCs -- some are presumed to live in distant territories. Decemvirs are not currently allowed as PCs, but you can apply to Atlantean staff to be an Aide or Liaison to one. *============================================================================* & occupations-E *============================================================================* GENERAL NEWS: OCCUPATIONS "E" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ENTERTAINER: This is a catch-all term for actors, musicians, storytellers, artists, and playwrights, for they all have the same goal in mind: entertainment. The Empyreans are as much fans of music, drama, and literature as their ancient Greek and Roman counterparts, and those who produce it are given a high standing within Empyreal society. *EPHOR: While the ultimate governance of the Atlantean people is left to the Decemvirate, the Ephorate takes care of the more day-to-day tasks, such as judging disputes, maintaining the peace, and general overseeing. Ephors serve the people directly, as civil servants, nobles, etc., and often acting as the interface between different tribes, and Decemvirates, as well as maintaining the Atlantean nation. EXPLORER: The Atlanteans are typically the most "scientific" of the races, with their interest in gathering, studying, observing, and recording information. Their domain is as vast as the sea itself, and there is much to explore beneath the waves, but that interest extends to dry land as well; thus there is a group of Atlanteans whose sole task is to learn as much as they can about their world and its occupants. *============================================================================* & occupations-F *============================================================================* GENERAL NEWS: OCCUPATIONS "F" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- No 'F' Occupations, yet. *============================================================================* & occupations-G *============================================================================* GENERAL NEWS: OCCUPATIONS "G" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- GLADIATOR: Originally an Empyreal invention, the other races soon took an interest and often attend displays of gladiatorial combat, or send their own champions into the ring. Successful gladiators gain popular recognition, though their fame is short-lived, for competition is vicious within the arena. Many gladiators are free mercenaries who are in it for the money, while others are slaves who were raised into that lifestyle. GRAISHA/HUNTER: Responsible for the legendary ferocity of the Sylvans as well as tales of "berserkers," "beast-men," and werewolves, the graisha are the hunters and warriors within their tribes. Half-man and half-beast, they have a unique link with the wild, and they provide for their people as well as defend the tribe against its enemies. But even their own people regard them with a mix of awe and fear, for it is a little ambiguous as to where their true nature lies: beast or man. GUARD: All races employ guards of various sorts, and mercenaries hire out as guards to individuals as well. If this appeals to you, there are several options for the various races. You may wish to view the Race files for specifics.. *============================================================================* & occupations-H *============================================================================* GENERAL NEWS: OCCUPATIONS "H" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- HEALER/CADUCEAN: Most healers, because of their vow to help "any who are in need," are granted immunity so that they might travel freely among the other territories, despite their own race or affiliation. Rogue healers are another matter, but even they are received more widely, for a healer is a precious commodity in a land where tensions threaten to explode into warfare. HERALD/MESSENGER: Literacy is uncommon on the world of Aether, and most news travels by word of mouth. Rumors have a way of getting out of hand, however, so this group was formed and entrusted with the truth. Granted immunity, they travel freely from realm to realm in order to keep others abreast of Aether's "current events." HETAIRA: Trained to a high degree, Hetairai are the elite courtesans of the Empyrean nation. They do not carry the same stigma as the Cyprians. An Hetaira is educated to be able to provide intelligent conversation and usually skilled in music and the arts, able to provide companionship both in and out of the bedroom, Hetairai often graduate to become the kept mistresses of the rich and powerful. HISTORIAN/SCHOLAR: Anyone who can read or write has an advantage over most, and such "scholars" can often attain more prestigious positions. The Empyreans, especially, prize these record-keepers, who can keep track of family heritage and bloodlines. *============================================================================* & occupations-I *============================================================================* GENERAL NEWS: OCCUPATIONS "I" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- No 'I' Occupations, yet. *============================================================================* & occupations-J *============================================================================* GENERAL NEWS: OCCUPATIONS "J" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- No 'J' Occupations, yet. *============================================================================* & occupations-K *============================================================================* GENERAL NEWS: OCCUPATIONS "K" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- No 'K' Occupations, yet. *============================================================================* & occupations-L *============================================================================* GENERAL NEWS: OCCUPATIONS "L" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- LOREKEEPER: Those that do read and write are given the task of recording information, and to the Atlanteans, this information is sacred. While most of their communication is done through telepathic means, they do have a written language, which only the most learned of scholars may study. Atlanteans also have the oldest-dating records; some say it extends back to a time when legends of another world were fact instead of fiction. *============================================================================* & occupations-M *============================================================================* GENERAL NEWS: OCCUPATIONS "M" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MAKER/SMITH: Renowned for their skill and craftsmanship, the Varati are the "master builders" of Aether, and though some of this is due to their magical shapers, even those without the affinity know the secret of forging steel. Varati weapons are said to be the strongest and deadliest; yet in contrast, their jewelry is incredibly delicate and ornate, and their palaces are works of art in themselves. Those responsible for such wonders are highly respected in the Varati community. MERCHANT/TRADER: Any economy is based primarily on trade, especially in one of the few places where all the races can converge in order to trade and sell their wares. The Pons Pactum supports a thriving business, and merchants and traders are fairly well-to-do. *============================================================================* & occupations-N *============================================================================* GENERAL NEWS: OCCUPATIONS "N" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- *NOBILITY: As the Aegis is the real governing body among the Empyreans, the nobility doesn't have as much influence as one might think. But they're wealthy, privileged, and the most magically-inclined; for the Empyreans strove to keep magic concentrated in that line for centuries in order to produce a suitable Emperor, previous to the Aegian Republic. *============================================================================* & occupations-O *============================================================================* GENERAL NEWS: OCCUPATIONS "O" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- No 'O' Occupations, yet. *============================================================================* & occupations-P *============================================================================* GENERAL NEWS: OCCUPATIONS "P" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- PRAETOR: The Praetorians are the Empyreal version of the military; acting as the police, defenders, and protectors of their realm. Both men and women are allowed in the ranks, though women are less common. PRIEST: The Varati "god-king" is a physical embodiment of their deity; much as the Pharaoh was in ancient Egypt. He has priests among the other clans to act as his "disciples" and keep the worship going strong, as well as oppose any "underground" religions that might threaten his position. Characters may play priests of either the Atarvani or Ushasti. PIRATE/SAILOR: Crossbreeding has occurred for centuries, taboo or not, and those "less pure" offspring are usually city-dwellers who have developed a lifestyle separate from the other races. One such group are these sea-faring Atlanteans who spend more time above water than below. Some are traders who brave the rough seas to reach outlying islands, some are raiders or pirates, and others are mere explorers. With their mixed blood, they're not quite accepted anywhere, and they live between land and sea, with ties to both. *============================================================================* & occupations-Q *============================================================================* GENERAL NEWS: OCCUPATIONS "Q" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- No 'Q' Occupations, yet. *============================================================================* & occupations-R *============================================================================* GENERAL NEWS: OCCUPATIONS "R" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- No 'R' Occupations, yet. *============================================================================* & occupations-S *============================================================================* GENERAL NEWS: OCCUPATIONS "S" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- *SACHEM: The Sylvan tribes are loosely affiliated with one another, and their "chiefs" or sachems often meet to discuss territorial disputes, the encroachment of the other races on their land, or growing tensions between their clans. Players may either work up to this position through RP, or apply to the Sylvan wizard for such a promotion. SHAMAN: Sylvan mages rarely receive formalized training, given that race's distrust of anything "civilized." But magic is still abundant, and those who possess it are given special status within the tribe. The more powerful the mage, the more prominent their position, although there is always the danger that their power might grow out of control. Therefore, shamans are viewed with the same mix of awe and fear as a graisha. SHAPER/ARCHITECT: Shaper-mages provide dwellings that might not otherwise have been possible. The Atlanteans, for example, must rely solely on magic for the creation of their homes beneath the waves; and the Sylvans, with their stress on the environment, wouldn't dream of chopping down trees to create houses. Shaping magic alters without destroying, and those who wield it are both respected and revered. SLAVE/SERVANT: "Mongrels," the product of centuries of crossbreeding, are the lowest caste on the social ladder. They tend to do most of the farming, construction, manufacturing, etc., and each race has its own way of dealing with them. To the Varati and Empyreans, they are slaves or servants, while the Sylvans and Atlanteans tend to treat them with greater respect. *============================================================================* & occupations-T *============================================================================* GENERAL NEWS: OCCUPATIONS "T" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- TRIBAL ELDER: Advisors to the sachems, or chiefs, the older members of Sylvan tribes help uphold traditions, see to their people's welfare, and guide the younger members of the clan. *============================================================================* & occupations-U *============================================================================* GENERAL NEWS: OCCUPATIONS "U" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- No 'U' Occupations, yet. *============================================================================* & occupations-V *============================================================================* GENERAL NEWS: OCCUPATIONS "V" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- No 'V' Occupations, yet. *============================================================================* & occupations-W *============================================================================* GENERAL NEWS: OCCUPATIONS "W" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- **WARLORD: Warlords are the rulers of their Clan, overseeing its needs and protection as well as making sure that the people are thriving. While Khalid-Atar rules over the entire race, the Warlords are very much like princes of their clans as far as their responsibilities are concerned. Leaving their vara could mean potentially opening it up to attacks and chaos. Warlords are restricted characters. WARRIOR/SOLDIER: Mercenaries, guardsmen, soldiers and warriors are a staple in any fantasy environment, and Aether is no exception. Every race has its own brand of "warrior"--those who protect or defend their people, or those bent on conquering others. But even fighters need a source of income, so try to flesh out your character's background before strapping on a sword and swaggering into town, looking for a fight. *============================================================================* & occupations-X *============================================================================* GENERAL NEWS: OCCUPATIONS "X" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- No 'X' Occupations, yet. *============================================================================* & occupations-Y *============================================================================* GENERAL NEWS: OCCUPATIONS "Y" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- No 'Y' Occupations, yet. *============================================================================* & occupations-Z *============================================================================* GENERAL NEWS: OCCUPATIONS "Z" -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- No 'Z' Occupations, yet. *============================================================================* & stats *============================================================================* STATS NEWS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files will explain Aether's stat-system, define each attribute or skill, describe how advancement works, and detail the method for combat comparisons. Please read each one carefully, and if you have any questions, please contact a member of the staff. Advancement Attributes Combat Levels Points Sheet Skills To read the news files, type "news ." For example, to read about combat, type "news combat." *============================================================================* & advancement *============================================================================* STATS NEWS: ADVANCEMENT PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Each month, a player may be rewarded for good roleplay, innovative plotlines, OOC helpfulness, and general enthusiasm. This is done by means of an "advancement panel," wherein a panel of players are selected at random and allowed to vote on their peers. More details on the panels and voting can be found in "+help advancement," and it is recommended that you read those help files in case you are ever asked to participate in a panel. Assuming your character is nominated (see +help nominate), and awarded points, you'll then have to decide what to do with those points. The points you recieve are dependant upon your +nominations, both in number and quality of the reference. They are reviewed and voted upon by up to five panelists and those votes are translated into the number of points recieved for the month. See "news advance2" *============================================================================* & advance2 *============================================================================* STATS NEWS: ADVANCEMENT PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Once you receive your points, you can either spend them or save them. If you opt to spend them, simply make your way to the Advancement Academy located within the main OOC chamber, and spend them on your attributes, skills, and magics. Advancment in Aether is limited in the amount of points you can spend into any ability at one time. This is meant to encourage players to spend points as they earn them in order to mimic the increasing of knowledge and skill as you learn over time. You can spend ten points into any ability per month. You may have difficulty spending into a skill that is not currently on your sheet. Simply consult with a Staff member to have them help you out. See "news advance3" *============================================================================* & advance3 *============================================================================* STATS NEWS: ADVANCEMENT PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There is also a limit on progression to the next level of achievement. You will be able to spend freely (within the monthly limitations) right up to the next level of skill (IE: The cusp of Acolyte bridging to Adept). However, you cannot make the leap to the next level without approval from staff. This requires an application that explains the work you have been doing over time to learn and progress in your skill. Logs are an excellent way to give examples of the efforts you have made, and are highly appreciated when included with such an application. You should also include a reference from whoever has been teaching you over time, that they may be consulted on your mastery of the skill. Please read "news points" and "news levels" for more details on stats. *============================================================================* & attributes *============================================================================* STATS NEWS: ATTRIBUTES PART 1 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The six basic attributes on this game are the following: Force Reflexes Stamina Will Focus Senses These stats are broken down into three physical attributes, and three analogous mental abilities. The following information explains their use. See "news " to read more information. Ex: "news force" *============================================================================* & force *============================================================================* STATS NEWS: ATTRIBUTES: FORCE PART 2 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The attribute called "Force" includes strength, might, brawn, physique, and raw power; basically how "tough" your character is. Like the mythical Hercules, Atlas, Cyclops and giants, characters with a high force are usually stalwart and muscular, with an impressive physique. The Varati are typically the strongest of all the races, and are able to raise their "force" attribute to 50 in chargen. A Varati should strongly consider always keeping their Force attribute 5-10 points higher than any other attribute (although in mages, Will may also high to support the use of their magic). *============================================================================* & reflexes *============================================================================* STATS NEWS: ATTRIBUTES: REFLEXES PART 3 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The "Reflexes" attribute includes speed, dexterity, agility, celerity, and swiftness. It basically indicates how fast your character moves or reacts; how nimble he or she is, and how limber or flexible. Swift-moving, lithe, and agile, such characters may not necessarily be stronger than their opponents, but they can generally out-maneuver them. Empyreans are often the swiftest of the races, and are able to raise their "reflexes" attribute to 50 in chargen. An Empyrean should try to keep their Reflexes attribute set 5-10 points higher than any other attribute (although in mages, Will may also high to support the use of their magic). *============================================================================* & stamina *============================================================================* STATS NEWS: ATTRIBUTES: STAMINA PART 4 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The "Stamina" indicates how much physical endurance or perseverance your character possesses. Like the fabled Tortoise who won the race against the Hare, a character with a high stamina may seem tireless and undaunted; doggedly plodding along like Aether's version of the Energizer Bunny. Stamina is the deciding factor in how long your character can continue with a strenuous physical task: fighting, hauling materials, or even caring for the sick or one's children. Mongrels tend to have the highest stamina, and are able to raise their "stamina" attribute to 50 in chargen. Mongrels should strive to keep their Stamina set 5-10 points higher than any other attribute. *============================================================================* & will *============================================================================* STATS NEWS: ATTRIBUTES: WILL PART 5 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Psyche, willpower, fortitude, self-control, and command are all aspects of the "Will" attribute. It is roughly analogous to "Force"; a mental version of your character's strength. Strong-willed characters tend to make good leaders, driven as they are by their convictions. Of course, such a quality is best indicated through roleplay, and if you want others to follow you, then your best bet is to simply play the kind of character others would follow. This stat is not indicative of charisma, which should be illustrated via RP. Also, "will" helps you resist telepathic "scans" or control magical abilities. If your character has magic, then "will" is important in discerning how well he or she would be able to control that power (see "news consumption" for an idea of how your magic and will should correlate). *============================================================================* & focus *============================================================================* STATS NEWS: ATTRIBUTES: FOCUS PART 6 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "Focus" is a measurement of how trained your mind is and how long it can endure when pressed to a single task. However, do not confuse this stat with "intelligence," which can really only be indicated through RP, or with "Will" which is a character's strength in self. "Focus" deals more with how long and how completely one can devote themselves to a mental task. It is the mental version of "Stamina." In application, Focus can be used to define how long a mage can press their magic into a task, and be used as a "tie breaker" when two mages are in conflict. It is also how well one's mind can stand up to pressure, such as interrogation and torture. Because Atlanteans learned to develop their minds to such a degree that telepathy was possible they are able to raise their "focus" attribute to 50 in chargen. Atlanteans should try to keep their Focus attribute 5-10 points higher than any other attribute (although in mages, Will may also high to support the use of their magic). *============================================================================* & senses *============================================================================* STATS NEWS: ATTRIBUTES: SENSES PART 7 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "Senses" is a blanket term for attributes like wits, perception, acumen, sagacity, keenness, and cunning. However, do not confuse this stat with "intelligence," which can really only be indicated through RP. "Senses" deals more with how aware a character is of his or her surroundings, how much they observe and assimilate, and how quickly they react. It is a mental version of "Reflexes." The Sylvans, who grew up in an environment where they had to rely largely on instinct and intuition, are able to raise their "senses" attribute to 50 in chargen. Sylvans should try to keep their Senses attribute 5-10 points higher than any other attribute (although in mages, Will may also high to support the use of their magic). *============================================================================* & combat *============================================================================* STATS NEWS: COMBAT PART 1 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There are three methods for deciding the outcome of a combat session. In order from the simplest, most common level to the last-resort, no-other- alternative method, they are: OOC Negotiation Stat Comparison Admin Judgment The first is easy; simply page your opponent before commencing the combat scene and work out a solution that both of you are happy with. This is the one we'd like to stress the most, since MUSHing is meant to be enjoyable for everyone and getting into lengthy debates about who has more points is usually not fun for either party. See "news combat2" *============================================================================* & combat2 *============================================================================* STATS NEWS: COMBAT PART 2 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The second method is a simple comparison of stats. It is done with the command: +cmpattr (see +help +cmpattr). This command simply adds up your stat(s) and compares it to your opponent's stat(s), then indicates who has the higher number. But there are a lot of factors in combat, and all your physical stats may come into play -- not just your score in a single stat. That is, Force, Reflexes, and Stamina ought to be taken into account along with Warfare (including Armed and Long-Range). Characters may choose which attributes or skills they compare, depending on the type of combat. Whoever has the highest numbers would then presumably win the fight. (Note: When posing in combat, it is best to pose only your *own* actions, or attempted actions, and not their results. Leave that to your opponent). See "news combat3" *============================================================================* & combat3 *============================================================================* STATS NEWS: COMBAT PART 3 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- For example, let's assume that a hulking Varati warrior named Ignis decided to get into a brawl with a seemingly wimpy Empyreal guardsman named Cassiel. The Varati is sure he can beat that toga-wearing pansy to a pulp, so he strikes first. Now, it's common courtesy to page your opponent with your intentions before you pose. Let's assume that Ignis and Cassiel already got that part out of the way, and they're ready to get down to business. They may opt for a general "blanket" comparison--by comparing all the applicable stats at the start of the fight to get an idea of who will be the victor. Then the two could continue posing for as long as they wanted, while keeping a certain outcome in mind. See "news combat4" *============================================================================* & combat4 *============================================================================* STATS NEWS: COMBAT PART 4 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Or, let's say that Ignis was simply going to throw that one punch, and Cassiel had a chance to either dodge or deflect it. A more specific comparison might be Ignis' "Unarmed" + "Reflexes" vs. Cassiel's "Unarmed + "Reflexes." If they were fighting with weapons, they could add other skills into the equation. If Cassiel were to try to throw a knife at Ignis in retaliation, they would then compare Cassiel's "Long-Range" + "Reflexes" to Ignis' "Armed" + "Reflexes." Again, it all depends upon the method of combat used. Here, instead of a "blanket" comparison, the opponents are merely comparing the stats that apply to the situation. However, if the fight is going to last any length of time, it may be best to compare all the stats at once, in order to expedite the process. Some OOC discussion might be helpful as well. See "news combat5" *============================================================================* & combat5 *============================================================================* STATS NEWS: COMBAT PART 5 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- If you and your opponent have exhausted all other means of negotiation and still cannot reach an agreement, then admin intervention may be in order. This should be used only as a last resort, however, for the staff would like to stress cooperation and problem-solving among the players without having to "judge" or choose sides. But if you and another player simply cannot reach an amicable agreement, then please @mail the *staff with both sides of the argument, or else page an admin currently online and ask him or her to mediate or oversee the debate. Again, please don't resort to that unless all other avenues have been attempted first, for it often leads to feelings of resentment among the parties involved. *============================================================================* & levels *============================================================================* STATS NEWS: LEVELS PART 1 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- All attributes, magic, and skills are rated on a 1-100 point scale. At the top end (100+), the scale ceases to be of use and remains only to define the realm of the unattainable: 'god-like' ability. The following charts illustrates the divisions within this scale: ATTRIBUTES / SKILLS: RANGE: Novice/Apprentice 1-24 Acolyte/Journeyman 25-54 Adept/Master 55-84 Magus/Expert 85-99 Avatar/Legendary 100+ It is important to consider is that all levels are a range. At the low end, you may know considerably less than the definition of a skill allows and at the high end you know the most possible for that level. Mages should refer to their magic news files for more information on the limits of their abilities. See "news levels2" *============================================================================* & levels2 *============================================================================* STATS NEWS: LEVELS PART 2 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- NOVICE / APPRENTICE (1-24) This level begins at the minimum amount of talent/skill in an area without being totally ignorant. It extends through the most basic knowledge of a skill to the point where you are ready to explore the nuances rather than just the basics. In attributes, this ranges from nearly unable to function (too weak to move, too tired to act, too slow to interact with others) to a reasonable level of competence in everyday actions. Around 20 in an attribute is fine for anyone that does not wish to make a living using that ability. See "news levels3" *============================================================================* & levels3 *============================================================================* STATS NEWS: LEVELS PART 3 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ACOLYTE / JOURNEYMAN (25-54) Beginning with a firm grasp of the basics, a journeyman works to learn the intermediate tenets of their craft or profession. A warrior at this level would be proficient with their weapons, and an artisan could turn out serviceable, and even lovely work. This is the point where most people 'plateau.' You have a perfectly usable understanding of your skill. Only a complete grasp of all the advanced details are beyond you. Physically and mentally this is also the area where most people settle. To move beyond Acolyte/Journeyman ability takes significant effort: massive weightlifting to increase strength, huge amounts of time spent increasing physical stamina through exercise and constant drilling to approve agility. It is a very competent level for any professional to have. Most soldiers have force/stamina/reflexes in the 30's-40's and most mages train their will/focus/senses similarly. See "news levels4" *============================================================================* & levels4 *============================================================================* STATS NEWS: LEVELS PART 4 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT / MASTER (55-84) A journeyman is not to be disparaged. Near the end of their tenure, they can perform any task a master can. However, a master knows all the tricks of the trade. They know how to do things well, and quickly. They don't know one good way to finish the job, but rather many excellent ways. To gain this level in an attribute, a person must devote significant portions of their lives towards pushing themselves further and harder each day to achieve and then maintain a superlative level of skill. Adepts/Masters are just that -- those that have found mastery over their own self. See "news levels5" *============================================================================* & levels5 *============================================================================* STATS NEWS: LEVELS PART 5 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MAGUS / EXPERT (85-99) Experts are at the top of their given field. It becomes something more than skill and drive at this level, and delves deeper into an innate potential that not all people are able to tap. There is likely nothing of their craft or profession that they don't know, haven't seen and cannot duplicate. In Skills they are the Michelangelos, Berninis, Mozarts and Bachs. They are the craftsmen and performers that go beyond their art. In Attributes they are the professional or Olympic athletes--the Arnold Schwarzeneggers, Jackie Chans, or Bruce Lees in physical prowess; and the Sherlock Holmeses, Napoleons, and Gandhis of senses and will. See "news levels6" *============================================================================* & levels6 *============================================================================* STATS NEWS: LEVELS PART 6 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AVATAR / LEGENDARY (100+) Godlike. Unstoppable force, impossible reflexes, indomitable will, uncanny senses, and unbeatable warfare. Knowledge beyond all reckoning and skill beyond comprehension. While this level exists, it is the upper boundary of existence and players should realize it is not attainable within the game. *============================================================================* & points *============================================================================* STATS NEWS: POINTS PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Within Chargen, a character receives a certain number of points based on their age. This equates to 10 points per year of life to a maximum of 300 points at age 30. This scale is not intended to penalize or unduly benefit any character, but rather approximate the skills appropriate for their age and our character generation system. While in chargen, they can place a maximum of 40 points into any given attribute or skill (please read the news files on each for more guidelines). From then on, characters may receive more points each month through advancement, which they can add to their +sheet. The cost of points has scaled increases, as the following chart will illustrate. This is to ensure that high-powered characters advance more slowly, so there is less of a gap between established characters and those who've just started out. New players can, of course, apply for more points, although the admin typically don't give out more than 40-50 to non-features. See "news points2" *============================================================================* & points2 *============================================================================* STATS NEWS: POINTS PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- STAT: COST: 30 2 to raise stat one point 40 3 to raise stat one point 50 4 to raise stat one point 60 5 to raise stat one point 70 6 to raise stat one point 80 7 to raise stat one point 90 8 to raise stat one point While the scale runs from 1-100, players can only raise their skills to the top of the Magus/Expert range (99). See "news levels" for more details. See "news points3" *============================================================================* & points3 *============================================================================* STATS NEWS: POINTS PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Depending on which race you choose your character will be able to raise one of the following attributes to 50 while in Chargen. Each race should make an effort to keep this attribute higher than the others, to reflect their racial ability. See the news files on each for more information. Force: Varati are the strongest of the races and tend to have a higher ability in "force". Reflexes: Empyreans are the swiftest of the races, and should consider keeping their "reflexes" stat higher than the others. Stamina: Mongrels tend to have the most endurance, and tend to show higher ability in their "stamina" attribute. Focus: With their telepathic abilities, Atlanteans tend to have the highest ability in "focus". Senses: Relying on instinct and cunning for survival in the wild, the Sylvans usually have a high "senses" stat. *============================================================================* & sheet *============================================================================* STATS NEWS: SHEET -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- =--=--=--=--=--=--=--=--=--=--=--=--=--= | Force: 10 | Will: 10 | Sex: | Reflexes: 10 | Focus: 10 | Race: | Stamina: 10 | Senses: 10 | Age: =--=--=--=--=--=--=--=--=--=--=--=--=--= Skills: Magic: Points Left/Total: **/??? Registered on: *============================================================================* & skills *============================================================================* STATS NEWS: SKILLS PART 1 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Armed Animal-Ken Craftsmanship Education Forestry Herbalism Long-Range Nautical Performance Thievery Unarmed Warfare Please read the news files on each one for more thorough explanations about what they entail, and if you have any questions, don't hesitate to contact a member of the staff. *============================================================================* & armed *============================================================================* STATS NEWS: ARMED -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Armed is a combat skill, and may be called upon in cases where two people are battling it out with any melee weapon. Daggers, swords, spears or any other weapon is covered by this skill. If you wish to throw a weapon, or fight without weapons, you should refer to 'news long-range' and 'news unarmed'. To determine success beyond RPing ability, you can use +cmpattr to compare relative skills in Armed (see +help cmpattr). *============================================================================* & animal-ken *============================================================================* STATS NEWS: SKILLS: ANIMAL-KEN PART 2 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "Animal-Ken" is the understanding or knowledge of animals; how to handle them, train them, and generally get along with them. This can include anything from horsemanship to falconry to simply keeping an animal as a pet, (though you might want to read "news bestiary" for the rules regarding that). If you choose shapeshifting magic, it is recommended that you buy this skill as well. *============================================================================* & craftsmanship *============================================================================* STATS NEWS: SKILLS: CRAFTSMANSHIP PART 3 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- This is a blanket term for skills such as weaponsmithing, jewelry-making, sculpting, weaving, painting, carving, metal-working, etc.; basically anything you can create with your hands. Artisans, builders, craftsmen, architects, and artists would all fall into this category. If you choose shaping magic, it is recommended that you buy this skill as well. *============================================================================* & education *============================================================================* STATS NEWS: SKILLS: EDUCATION PART 4 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The "education" skill includes general scholarly pursuits, such as conducting research, studying ancient texts, knowing how to read and write, knowledge of astronomy, botany, medicine, etc. An education score is roughly equivalent to how "learned" your character is. Also, reading and writing is not a skill that many people on Aether pursue, and typically it is reserved for only the most learned of scholars. If your character is going to know how to read and write, then you must have at least 15 points in this skill (literacy starts at 15 points, and your character can puzzle through text, but good reading and writing skills require 25+). *============================================================================* & forestry *============================================================================* STATS NEWS: SKILLS: FORESTRY PART 5 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Hunting, tracking, and basic survival skills for living in the wild fall into this category. It includes navigating forest trails, tracking wildlife, trapping or hunting game, knowing how to clean and prepare it, setting up shelters, building fires, identifying edible plants, etc. It is recommended that Sylvans in particular take at least 10 points in this skill. *============================================================================* & herbalism *============================================================================* STATS NEWS: SKILLS: HERBALISM PART 6 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While "Forestry" includes the identification of edible plants, the skill "Herbalism" takes that a few steps further. Not only can an herbalist discern the edible plants from the poisonous ones, but they can recall their medicinal properties as well, and utilize those plants in healing. Skilled herbalists can also prepare antidotes for poisons, or even the poisons themselves. Healers are usually schooled in the knowledge of plant-lore during their training, so a character who chooses healing for a magical power is encouraged to buy this skill as well. *============================================================================* & long-range *============================================================================* STATS NEWS: SKILLS: LONG-RANGE PART 7 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Long-range is a combat skill. It specifically rates your ability to strike a target at a distance with bow and arrow, spear, dagger or any other thrown weapon. Long-range can be used to determine if you hit your mark. Attacks with weapons should use the Armed skill, and without should refer to the Unarmed skill. (see 'news armed', 'news unarmed') In a combat situation, you can use +cmpattr to compare your long-range skill and someone's Reflexes, to see if they are able to dodge (+help cmpattr). *============================================================================* & nautical *============================================================================* STATS NEWS: SKILLS: NAUTICAL PART 7 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "Nautical" is a blanket term for skills such as seamanship, shipbuilding, navigation, sailing, swimming, and other oceanic pursuits. While the main area of RP is on land, it is presumed that there are plenty of islands, cities, and trading ports where ships can sail to and from. If your character is going to have anything to do with such a profession, a score in "Nautical" is highly recommended. It should be noted that Atlanteans, living constantly in the water, have the ability to swim without requiring the "Nautical" skill. Atlanteans only need to take this skill if they wish to have significant surface ability as defined above. *============================================================================* & performance *============================================================================* STATS NEWS: SKILLS: PERFORMANCE PART 8 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Acting, singing, dancing, orating, entertaining, and playing a musical instrument are all aspects of "Performance." If your character is going to choose a profession related to any one of these skills, a score in Performance is necessary. Actors, musicians, and entertainers often receive special privileges, for everyone enjoys a good story or song, and some of them are even granted "immunity" so that they might travel freely among the different kingdoms or domains. Please read "news occupations" for more information. *============================================================================* & thievery *============================================================================* STATS NEWS: SKILLS: THIEVERY PART 9 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Abilities such as picking pockets, scaling walls, moving stealthily, breaking and entering, disguising oneself, and general "skulking" are all part of the "Thievery" skill. If your character is going to know one or more of the above, a score in "Thievery" is required. *============================================================================* & unarmed *============================================================================* STATS NEWS: UNARMED -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Unarmed is a combat skill, and may be called upon in cases where two people are battling it out with their fists and feet. While Aether has no formal martial art as such (there is no Karate, Aikido or Kung Fu here) brawling is second nature to most soldiers and sailors. Unarmed will determine how well you do in a fist-fight. To determine success beyond RPing skills, you can use +cmpattr to compare relative skills in Unarmed (see +help cmpattr). Attacks with bows and thrown weapons should use the Long-range skill, and with any other weapon should refer to the Armed skill. (see 'news armed', 'news long-range') *============================================================================* & warfare *============================================================================* STATS NEWS: WARFARE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Warfare is one's training in the arts of war. It is not physical combat skills, but rather an understanding of strategy and tactics, as well as history of conflicts in the area. Most upper level guards and warriors will have some understanding of Warfare, and higher levels of this statistic can make you more successful in commanding on the battlefield. Battle-skills are covered under 'help armed', 'help long-range' and 'help unarmed'. *============================================================================* & atlanteans *============================================================================* ATLANTEAN NEWS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files will give you information about the sea-dwelling Atlanteans; one of the four elemental races of this world. If you would like to choose an Atlantean background for your character, please read each one carefully, and contact a member of the staff if you have any questions. History Philosophy Ephorate Resources Description Society Religion City Population Names Marches Marchers Honor-Prize Laws Customs Military Empyreans Sylvans Varati Mongrels To read the news files, type "news Atl-." For example, to read about their society, type "news Atl-society." Note: to read about the honor prize, type "news Atl-honor-prize." *============================================================================* & atl-history *============================================================================* ATLANTEAN NEWS: HISTORY PART 1 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- It has been said by some that Atlantis did not always exist beneath the ocean's waves. That once, long ago, it was a city like any other in that it lay situated above the sea, but unlike any other in its grandeur and opulence. At the time, it was the city of cities -- rich and vast; a Mecca of the arts, sciences, and technology. Travelers came from all the corners of the earth to visit that city, and came away with tales of wonder for all that Atlantis had to offer. It was legendary, even then. But fame is fleeting, and disaster struck the city. Some say it was a storm that swept Atlantis from the earth--others contest that it was a volcano or earthquake, and still others insist that a flood was responsible. Only one thing is certain--when the catastrophe passed, Atlantis was no more. See "news Atl-history2" *============================================================================* & atl-history2 *============================================================================* ATLANTEAN NEWS: HISTORY PART 2 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- It was swallowed up by the ocean, and there it remained for centuries--no more than a colossal ruin to be whispered about in ancient tales. But while Atlantis may have been lost to those who live above the sea, it was soon discovered by those who live beneath. They were not called Atlanteans then. Perhaps they had some name for themselves that was never spoken aloud, but only in their "mind-speak." They were barely known to the races of the earth save in myths told to children. Those many millennia ago, they lived in small colonies or tribes, and shied away from discovery by the other races. But when Atlantis was found, that changed. They had a home--a place to build and expand, and to call their own. See "news Atl-history3" *============================================================================* & atl-history3 *============================================================================* ATLANTEAN NEWS: HISTORY PART 3 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Their shapers restored the crumbling ruins, using coral and shell and stone to rebuild the structures, and the far-roaming colonies soon congregated in the underwater city. Their leaders were hailed as kings and queens, and ten royal families were established, just as had been described in the ancient tales of Atlantis. Under their reign, Atlantis prospered, and other cities were founded until an entire network of undersea kingdoms were connected like spokes of a wheel to the realm that had started it all. It was around this time that the Atlanteans first made themselves known to the other races. Not through warfare or an attempt at conquest, but peace- fully, with the hand of friendship extended. Atlanteans wanted to learn from the other races, not dominate them. Theirs had always been a more scholarly approach, and they used that same philosophy when making first contact with the other denizens of Aether. See "news Atl-history4" *============================================================================* & atl-history4 *============================================================================* ATLANTEAN NEWS: HISTORY PART 4 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- With the Empyreans, they formed a lasting alliance, for the two cultures had similar ideals. But their offer of peace was rejected by the Varati, and since then, tensions have never entirely been eased between the two races. The Sylvans were an enigma--they seemed to have little interest beyond their forest homes, and the Atlanteans never knew quite what to make of those wood- land people. Still, contact had been made, and it wasn't long before the Atlanteans were playing pivotal roles in trade and meddling in the affairs of other governments. Which brings us to the present day, where the Atlanteans are the premier diplomats and ambassadors between the varying realms, trying to keep the peace in a time when the threat of war runs high. They are still the foremost scholars and historians of Aether, and many of that world's great philosophers and thinkers were of Atlantean blood. See "news Atl-history5" *============================================================================* & atl-history5 *============================================================================* ATLANTEAN NEWS: HISTORY PART 5 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- And yet ... there is still much of the Atlantean history that is unknown. The preceding was merely an abridged version, and the details are known only to the Atlantean "lorekeepers." Their kind may promote peace and goodwill between the other children of Aether, yet they keep themselves apart, and rarely offer more detailed glimpses into their past. Some say they have some- thing to hide. And those same few might say that the water-race was *not* always so peaceful -- that before there were written records, the Atlanteans held dominance over Aether by force, and only now are they seeking to make amends for those ancient, bloody conflicts. And that there is more to the sinking of Atlantis than what the stories reveal ... and that it may have been the last true link between the world of Aether and another one, which is now only spoken of in old myths and legends: Earth. *============================================================================* & atl-society *============================================================================* ATLANTEAN NEWS: SOCIETY PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There are three classes in the largely tranquil society of Atlantis. Few of the Atlanteans have much interest in government, politics, and relations above the ocean's surface, but by necessity such things must be undertaken by someone. The decemvirate of kings, the civil servants, and the diplomats are all considered to be part of the Ephorate, the governing class; membership is mostly hereditary, for usually only those Atlanteans raised to take an active interest in politics ever manage to achieve such a position. The second, and smallest class in Atlantean society is that of the rigidly structured clergy of Pasiphae. Due to the age and presumed importance of this order, which includes both men and women, they are shown a degree of greater respect. In manner, however, the clergy seem no different than any other Atlanteans, and are often only identifiable by their headdresses and jewelry. See "news Atl-society2" *============================================================================* & atl-society2 *============================================================================* ATLANTEAN NEWS: SOCIETY PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The third class simply consists of anyone who isn't part of the previous two, the masses of Atlantean citizens who live a life of leisure in their undersea home. They typically concern themselves with matters of philosophy, art, architecture, and idle conversation, but they are not truly so lazy as the stories indicate. A strong altruistic nature predominates the race, and each willingly does his part for the society, whether it be in beautifying Atlantis itself, tending to the kelp gardens, or drawing in the daily meals with the hunting nets. There is no known antipathy between the classes, for they only differ from each other in occupation; those of the clergy and Ephorate do not look down upon the citizens -- on the contrary, those citizens often jest good- naturedly at those unfortunates who must take on the more weighty duties. Generally, however, it is an easy life for all who choose to remain beneath the waters, and the Atlanteans pride themselves on their civility. See "news Atl-society3" *============================================================================* & atl-society3 *============================================================================* ATLANTEAN NEWS: SOCIETY PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- With their telepathic and empathic methods of communication, miscommunication is nearly impossible, and strife between the denizens of Atlantis is quite uncommon. Atlanteans who leave their undersea home for open air often find speech to be an awkward way of communicating, but to all appearances they do not find it difficult. Those accustomed to speech are often eloquent, if soft-spoken, and are particularly polite to others, even when provoked. They are incredibly honest people, and the ability to lie does not come easily to them--not to say they are incapable of falsehood, but most would suffer a severe sense of 'wrongness' in speaking anything but the truth. As a result of their honest reputations, they have a tendency to be ridiculed as naive or dull-witted, and are constant targets for those with unscrupulous aims. Though truthful, the Atlanteans are often quite shrewd, and those assuming them to be dullards might be in for a surprise. *============================================================================* & atl-philosophy *============================================================================* ATLANTEAN NEWS: PHILOSOPHY -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Atlanteans are the most cognitive of the four races, and are particularly preoccupied with thoughts and philosophies. Often considered in other realms to be sophists and time-wasters, the largely carefree lifestyle of the undersea people gives them leave to think and communicate with each other more frequently, and their telepathy often conveys a broad range of thoughts and ideas with an ease that cannot be matched by audible speech. Not unlike philosophers such as Socrates, Plato, More, and Thoreau, they are concerned with the creation and maintenance of a perfect society, and upon studying their own culture, often question each other whether or not they have achieved it, or at least approach the goal closely. They are largely a peaceful people, who desire little conflict with the other races beyond friendly haggling in surface markets; mercantilism being a source of constant amusement among Atlanteans, who place no true monetary value on objects and have no currency of their own, save that with which they humor surface-dwellers. *============================================================================* & atl-religion *============================================================================* ATLANTEAN NEWS: RELIGION PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There are several variations to the religion of the Atlanteans, but they are all largely shamanistic in nature. At the least complicated level, the Atlanteans venerate the water itself; the substance found in all living things, which all life requires to sustain itself. Living within the depths of the sea is, perhaps, the highest form of this worship, for at almost all times the Atlantean is in contact with the cold waters. These telepathic peoples also 'associate' closely with aquatic life, whether it be to prompt a school of fish into their nets, or to communicate more civilly with some of the ocean's greater, more elusive, and more intelligent creatures. All are respected as various agents of the ocean itself; some are simply there to nourish the Atlanteans, others are regarded more as allies. See "news Atl-religion2" *============================================================================* & atl-religion2 *============================================================================* ATLANTEAN NEWS: RELIGION PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- An older and rarer faith exists among the Atlanteans, from which the more simplistic water-worship evolved. The newer faith is more a way of life than a religion, but the worship of the Goddess Pasiphae ('She who Shines on All') still continues, though its priesthood is somewhat diminished at present. The Goddess is a mistress of beasts, a ruler of nature, who is shown honor through the occasional sacrificial feast. She is also a celestial figure, embodied in the moon itself--where other races have often looked to the sun as the center of life, the Atlanteans seldom see its light, and concern themselves more with the moon, whose waxing and waning affects the tides. The oldest stories indicate that this faith may have been more savage, long ago, involving more sentient sacrifices, but that may simply be myth, and it is one the Priests vehemently deny. *============================================================================* & atl-ephorate *============================================================================* ATLANTEAN NEWS: EPHORATE PART 1 OF 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Historically, Atlantis had been ruled by a decemvirate of ten kings, but the royalty is a fading tradition in these modern times. Although the decemvirate is maintained, the kings hold less power than they used to, and most of the governing influence is found in the Ephorate. Made up of politicians, diplomats, civil servants, and ambassadors, the Ephorate ensures that the city and its outlying territories operate smoothly and efficiently. They oversee both foreign and domestic matters, and play a significant part in the exchange of goods with other colonies and races. The Ephorate is fairly small in number, and most of their members are born and raised in that field, though it is not completely uncommon for outsiders with the inclination and talent for that kind of work to join the ruling class. See "news Atl-ephorate2" *============================================================================* & atl-ephorate2 *============================================================================* ATLANTEAN NEWS: EPHORATE PART 2 OF 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following list shows the ten Decemvirate names and corresponding territories (Aether is not Earth, but it mirrors our planet, geographically). Members of the Ephorate typically hail from one of them. Amaris - Amarisian (Southern Atlantic) Ipponis - Ipponisian (South Pacific and Australian Coastlines) Lir - Lirites (North Sea, Irish Sea, and Baltic Sea) Orcinus - Orcini (Pacific Rim and Sea of Japan) Organil - Organili (Pacific Ocean) Orman - Ormani (Mediterranean Sea) Pandion - Pandionite (Indian Ocean and Indonesian Islands) Phorcys - Phorcysians (Black Sea) Salacia - Salacian (Great Lakes and Arctic Ocean) Triton - Tritonian (Northern Atlantic and Gulf of Mexico) *============================================================================* & atl-city *============================================================================* ATLANTEAN NEWS: CITY PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The submerged city of Atlantis is perhaps even more renowned than the home of the Empyreans, and is less accessible. Few save the Atlanteans themselves have ever laid eyes upon it, for only those capable of breathing underwater and surviving in the frigid temperatures of the deep ocean are able to reach it without significant magical assistance. The city itself consists of almost entirely one sprawling edifice; a large palace in which nearly the entire populace resides. To a visitor, the construction makes little sense: winding, seemingly endless corridors, haphazard additions attached with no understand- able aesthetic principle, great halls and galleries with ceilings of only the great ocean. See "news Atl-city2" *============================================================================* & atl-city2 *============================================================================* ATLANTEAN NEWS: CITY PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- How, precisely, the Atlanteans transport these rare visitors to their home is an unknown and likely arcane process, but there are many stories of an enormous "courtyard" in the center of Atlantis; old and powerful magics maintain an atmosphere of breathable air, and foster the growth of a grove of trees and other surface agriculture. Here, a small manor houses those rare guests. It is thought that the city of Atlantis bears many secrets. What use could the underwater race have for stairs and paved paths? For what purpose do they reside in such a large, chaotic palace, when their race has no need of shelter from the elements? It is known that the stone from which the city is built is very old, and that its corridors show signs of wear from footfalls; at one time, then, Atlantis was not an undersea realm. How and why the palace sank beneath the depths is, however, a secret known only to the Atlanteans--if even they recall. *============================================================================* & atl-resources *============================================================================* ATLANTEAN NEWS: RESOURCES -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following lists show what resources the Atlanteans are known for: Farming: underwater "gardens" of seaweed, algae, kelp and other aquatic plant-life. Fishing: fish, shrimp, tuna, shellfish, whale products (bones, oil, blubber, etc). Products: salt, coral, pearls, bone, chalk, limestone Manufacturing: glassware, beads, jewelry Services: use of sea-ways Trade-Goods (Items/Services Atlanteans need from other races): Empyreans: grain, wheat, fruit, vegetables, meat, textiles Sylvans: herbs/medicines, fur, leather, meat, lumber (for ships) Mongrels: wheat, grain, livestock Varati: metal, precious gems, weaponry, silk, spices, herbs *============================================================================* & atl-population *============================================================================* ATLANTEAN NEWS: POPULATION -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Total Population: 6.5 million Atlantean citizens Decemvirates: Amaris: 800,000 Orman: 900,000 Ipponis: 450,000 Pandion: 1,500,000 Lir: 350,000 Phorcys: 500,000 Orcinus: 500,000 Salacia: 250,000 Organil: 300,000 Triton: 950,000 Ephorate: 400,000 Pasiphae: 1,000,000 Military: 100,000 (including guards and navy) Middle class: 4,900,000 Lower classes: 100,000 Atlanteans with non-telepathic "affinity": 65% of population (4,182,750) Magic at/above Adept level: 35% (of 6,435,000: 2,252,250) Affinity for telepathic magic: 100% (of 6,435,000) Affinity for shapeshifting magic: 30% (of 6,435,000: 1,930,500) Affinity for water-elemental magic: 15% (of 6,435,000: 965,250) *============================================================================* & atl-description *============================================================================* ATLANTEAN NEWS: DESCRIPTION PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Atlanteans are perhaps the most varied of the races in terms of appearance. Like the Sylvans, the affinity for magic is frequent in their progeny, and almost all of them possess some mild level of telepathy. Shapeshifting is nearly as common, for both were a means of adapting to their element. Telepathy was necessary for communication, and shaping their bodies allowed them to survive underwater. It was a mix of evolution and magic that gave them the ability to grow fins, tails, gills, and other aquatic attributes. This high concentration of shapeshifters among their race accounts for tales of mermaids, mermen, selkies, and other water sprites. Some of their graisha are fixed in a stage between human and animal -- they might have the tail of a fish or dolphin and the upper torso of a man or woman. It is fortunate that these shapeshifters are not burdened with the predatory nature that might alienate them from their kind. Only in rare cases, such as when a shapeshifter takes on the aspects of a shark, are they banished from society. See "news Atl-desc2" *============================================================================* & atl-desc2 *============================================================================* ATLANTEAN NEWS: DESCRIPTION PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- All Atlanteans have four limbs (two arms and two legs) and the usual minor appendages. They have gills that are visible on either side of their throats which allow them to breathe underwater. Webbing stretches between each of their fingers, and between their toes to allow them greater speed underwater. And an Atlantean's eyes are almost always pale green or blue, like the underside of an ocean wave. Variance from this pale eye-color betrays impurity in their bloodline. Some sport fins along their arms, legs, or back. An Atlantean's skin can be almost any color, although those that depart from the more normal skin tones of peach and tan invariably have pronounced scales or broad fins. It is notable that the people of the Ormani Decemvirate almost never display wilder skin tones, and instead have skin color that ranges from a smooth, sandy white to the deep brown of sealskin due to their close social and familial ties over the years with drylanders. And as a deep-dwelling culture, Lirites have developed a unique trait of phosphorescence in their skin, which they have passed on to their Marcher cousins. See "news Atl-desc3" *============================================================================* & atl-desc3 *============================================================================* ATLANTEAN NEWS: DESCRIPTION PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Their clothing is scanty at best. Rarely do they feel the cold, and temperatures that would be freezing to others are only a mild irritation to Atlanteans. Among their own kind, they wear jewelry fashioned of shells and pearls or ornamental headdresses, and an occasional loincloth. But as the other races are more particular about modesty, Atlanteans will don loose, flowing garments that don't hinder their movements. For more information, see the "+terms" files on items such as the sari, sarong, choli, or zoris. Weapons include spears, knives, or swords, generally crafted from stone, coral, or bone. Armor is rare, although some might wear breastplates, arm- and leg-guards. But for the most part, Atlanteans are pacifists, and they use their weapons for hunting rather than fighting. Atlanteans typically live to be from 100-120 years old. *============================================================================* & atl-names *============================================================================* ATLANTEAN NEWS: NAMES PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- With their emphasis on learning and observation, Atlanteans tend to pick up aspects of other cultures more readily. One example is in the way they name their children. Varati, Sylvan, and Empyreal names have all been adopted by the underwater race, mainly because they are easier to translate. Atlanteans have been using telepathy to communicate for centuries, and names they use in "mind-speech" sound different when spoken aloud. Also, although the Atlanteans do have an ancient, written language aside from telepathy, this language is sacred. Only Pasiphae's priests are allowed to speak and write it; to use it with an outsider is sacrilegious. For these reasons, Atlanteans reserve their own language for rites and rituals, and adopt words or phrases from the other races for their common names. Atlanteans typically list their family name before their personal name. Thus, Ronan from the house "Amphises" would list "Amphises Ronan" as his full name. Strangers would address him in that manner; friends use his given name. See "Atl-names2" *============================================================================* & atl-names2 *============================================================================* ATLANTEAN NEWS: NAMES PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Female: Alima (sea maiden), Cari (flowing like water), Coral (coral), Darda (pearl of wisdom), Delmari (of the sea), Delphine (dolphin), Delora (from the sea coast), Doria (from the ocean), Ghita (pearl), Halcyone (sea-conceived), Halimeda (thinking of the sea), Hama (shore), Janeva (white wave), Kenda (child of clear water), Kishi (beach), Konane (bright as moonlight), Lana (buoyant), Lorelei (river siren), Mahina (moon), Marina (from the sea), Maris (of the sea), Meri (guardian from the sea), Meriel (sea-bright), Morgana (bright sea dweller), Naida (water nymph), Nerida (sea nymph), Nerine (one from the sea), Nerissa (daughter of the sea), Nixie (water sprite), Odessa (long voyage), Ondine (little wave), Pelagia (ocean), Penina (coral), Perla (pearl), Rea (stream), Sagara (ocean), Selima (tranquil), Sirena (mermaid), Tethys (queen of the sea), Thalassa (sea), Thetis (ocean), Vanora (white wave) See "Atl-names3" *============================================================================* & atl-names3 *============================================================================* ATLANTEAN NEWS: NAMES PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Male: Achelous (river god), Akar (flowing water), Annan (from the brook), Cal (cool, clear spring), Cori (misty pool), Dagon (little fish), Dalit (to draw water), Dar (pearl), Delmore (of the sea), Deror (free-flowing), Dorian (child of the sea), Dugald (from the dark water), Dylan (son of the sea), Earvin (friend of the sea), Havmand (merman), Inek (sea friend), Kenn (bright water), Lamar (close to the sea), Manannan (sea god), Merwyn (sea lover), Misu (rippling water), Morgan (sea dweller), Morven (child of the sea), Moshe (saved from the water), Murdock (sea fighter), Nereus (old man of the sea), Palaemon (god of harbors), Pasha (from the sea), Radnor (red shore), Ronan (little seal), Scamander (river god), Seger (sea fighter), Tinnin (sea serpent), Xanthus (river), Zale (sea-strength) See "Atl-names4" *============================================================================* & atl-names4 *============================================================================* ATLANTEAN NEWS: NAMES PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Some names carry weight from being associated with famous Atlanteans. Players should be aware that the following names are associated with PCs and NPCs that were well known for various reasons. You may wish to avoid these names because of those associations: Aine, Aquamia, Eithne, Kai, Kuronbo, Lehua, Marina, Okalani, Rhys, Riva, Sarojin, Shinjukou. Names associated with the Decemvirate names should also be avoided: Amaris, Ipponis, Lir (sea), Orcinus, Organil, Orman (sea-man), Pandion, Phorcys (sea divinity), Salacia (sea goddess), Triton (sea god) *============================================================================* & atl-marches *============================================================================* ATLANTEAN NEWS: MARCHES PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- As the Atlantean region closest to Parnassus and Irha-Esh, the Marches is a unique area that borrows cultural elements from both the neighboring Lirites and Ormani Decemvirates. Throughout history, the region was claimed by both the Ormani and the Lirites, with the tension caused eventually creating a no-man's land of sorts. Ties between the Ormani Decemvirate and the Empyreans were always cooperative with Atlantean vessels and diplomats frequently visiting the Empyrean settlements closest to the sea. The Lirites, always withdrawn and wary of 'landdwellers', began to worry at the numerous visits to the Empyrean cities closest to their region, fearing that the Ormani were using those contacts to expand their sphere of influence into Lirite territory. Suspicions and tensions between the Decemvirates began to grow heated. Rather than resorting to violence as other races may have, neither side was willing to consider war as a means of resolution. True to their nature, the Atlanteans found a peaceful solution to their problems. A no-man's land was created in which the representatives of the two governments could meet for trade and political negotiations along with the occasional festival in which ties between the north and south were tightened. See "Atl-marches2" *============================================================================* &atl-marches2 *============================================================================* ATLANTEAN NEWS: MARCHES PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Over the years, the ties between the Ormani and Lirites living near and in the Marches became closer, intermingling the population to create the unique culture of the Atlanteans identifying themselves as 'Marchers.' Both their culture and their physiques are a mixture of the Ormani and Lirites. Even among the mysterious, deep-dwelling Lirites was a sense of curiosity about the land dwellers. While most were content to explore the hidden treasures of their underwater world, there were always those few who longed to explore the world beyond their waters. These Lirites willingly settled into the Marches and most of their inherent suspicion of outsiders faded through the generations. Even those of Lirite descent who believed their ancestors were right in their suspicions felt it was best to stay in the area to keep an eye on the land dwellers. See "Atl-marches3" *============================================================================* &atl-marches3 *============================================================================* ATLANTEAN NEWS: MARCHES PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Interbreeding with the Ormani sharing the region altered the Lirites, adapting them to life closer to the surface and with contact to the land dwelling races. Disused vocal chords came into use again, growing easier for each generation. Also, their eyes could stand the bright light of the sun while their legs and sense of balance grew strong enough to stands on the decks of rocking vessels and even the oddly stable shores. The Ormani residents also found themselves changing and adapting to the new environment. With the mingled deepdweller blood growing stronger, the webbing between fingers and toes grew longer while patches of skin took on phosphoric qualities. With each passing generation, the two types of Atlantean grew more and more similar, with little to distinguish between them. Eventually, they came to regard themselves as 'Marchers' rather than either Ormani or Lirite. Still, they are all well aware of the original goal of the region, and work to ensure continued communication between the two Decemvirates. See "Atl-marches4" *============================================================================* &atl-marches4 *============================================================================* ATLANTEAN NEWS: MARCHES PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Marches are divided into four clans, each ruled by a Chieftain who is the ultimate authority within the territory of his or her clan. Within each clan are several tribes, each of which consists of a number families. Some say that the structure is reminiscent to that of how the Atlanteans lived thousands of years ago; a loose bond of tribes and small colonies. While in some respects it is true that the Marchers prefer decentralization, they are also bound together by a complex system of laws upheld by leaders sworn to the protection and commonwealth of their people. The Marcher's highest leader is the Ard Ri, who serves as mediator to all clan disputes that the Chieftains deem they cannot solve between themselves. The Marches openly offer a home to anyone of Atlantean blood, as long as they abide by the Marcher Laws. In fact, all Atlanteans, from Decemvirs themselves to the lowest commoner, are expected to respect and abide by the Marcher laws while in the region. Even land dwellers whose telepathic ability betrays a hidden Atlantean ancestry are required to obey the law or pay the prize. This is a fact made clear to all Telepaths the Marchers find within their borders. *============================================================================* & atl-marchers *============================================================================* ATLANTEAN NEWS: MARCHERS PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Whereas the Marchers have adapted a more Ormani view towards outsiders, their own society has been greatly influenced by Lirite customs. Yet the three main social classes still exist within the area: THE CITIZENS: The largest class consists of those Atlanteans who do not fall under the classes of the Ephorate or Pasiphae; crafters, merchants, sages, healers, explorers, guards, and adventurers. Like their counterparts in the main Decemvirates, they live a life of relative ease in their undersea homes. While their duties are not as all-consuming as those governing the other classes, nearly each member willingly does his part for society. The Marches are a dangerous place and it is important that all residents work together so the Atlanteans may live there in peace, leisure and safety. In fact, the more one does for society, the higher their value to society which transfers back to the value of one's honor prize. Those who prove themselves to be natural- born leaders, eventually find themselves inducted into the Ephorate class. See "Atl-marchers2" *============================================================================* &atl-marchers2 *============================================================================* ATLANTEAN NEWS: MARCHERS PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- THE EPHORATE: Ultimately responsible for the well-being and protection of their people, the Ephorate is the governing class, consisting mostly of civil servants and diplomats as well as tribal and settlement leaders. As elsewhere, membership of this class is mostly hereditary, for usually only those Atlanteans raised to take an active interest in politics can be bothered to go through the trouble of taking up these responsibilities. Outsiders, however, can become members of this class, by marriage or by outstanding service that proves the individual to be a true Ephorate in mind and heart, in spite of his heritage. Inheritance of leadership is only partially hereditary. A Derbfhine of the family -- a minimum of three generations gathered in conclave -- chooses among its members those two who have proven themselves the most worthy as their new leader and Tanist, the heir-elect. When the leader dies, another Derbfhine is called so that the Tanist may be reviewed to be found suitable for leadership, and if so elected to be the new leader while a new Tanist is chosen in his place. Tanist and leader are expected to work closely together so that the people will never find themselves without a leader. See "Atl-marchers3" *============================================================================* & atl-marchers3 *============================================================================* ATLANTEAN NEWS: MARCHERS PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- PASIPHAE'S CLERGY: As can be expected from an area influenced so greatly by Lir, Pasiphae worship is far more popular than Water Worship. Pasiphae's servants therefore are given a great deal of respect by the population and serve as religious and spiritual guides. They're also regarded as protectors of the ancient knowledge of their race for the Lorekeepers have all studied in Pasiphae's Temples. In fact, many intellectuals join the clergy as well. After all, most of the best libraries and teachers are found within the Temples, just as they are in Lir. Like the clergy, the scholarship system is rigidly structured and reflects the years of study and accumulation of knowledge that one has gained over time. The higher one's rank, the more social prestige one is given and it is not unusual for those of the highest ranks to be treated as the equals or even the superiors of Tanists, tribal heads or chieftains. In fact, the Ard Ri may rule the area and its people, but the law is upheld by the Lawkeepers, those scholars specialized in law. It is rare to find an Ephor who doesn't have at least one Lawkeeper at his side, whose advice is as greatly valued for the knowledge of history and past agreements as the Lorekeepers. *============================================================================* & atl-honor-prize *============================================================================* ATLANTEAN NEWS: HONOR PRIZE PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Marchers appraise the worth of their lives based on individual value held to society. Referred to as the Honor Prize, it is a complex system based on personal accomplishments, family rank, professional rank, family history, and so on. They are not so callous as to attribute monetary worth to themselves as if they were slaves, but it is considered a good measure to determine settlements and to inspire more contributions to society. Many aspect of Borderland life are influenced by the Honor Prizes, such as marriage and criminal justice. While crime in general is rare among the Atlanteans, there are bad seeds in every society and accidents do happen. A hunter who is too intent on spearing his prey to send out a telepathic scan for others in the area may not notice the meditating priest and hit him instead of the fish. The hunter and his family are then expected to pay the victim's honor prize to the priest's family. While the hunter did not mean to do this, he should learn to be more careful and the victim's family needs to be compensated for their loss. Naturally, had the hunter intended to hit the priest he would be given a much heavier punishment. If it were found that he found pleasure in the murder, he would be tapped, castrated and exiled. See "Atl-honor2" *============================================================================* &atl-honor2 *============================================================================* ATLANTEAN NEWS: HONOR PRIZE PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Honor Prizes consist not only of material possessions but also of servitude. Often to the victims and their family for it is believed that the best way for a person to learn from a mistake is to sense their victim's pain, rage and anguish and to be faced with it as he strives to atone for what he's done wrong and ask for forgiveness. To the Marchers, an individual's honor is tied to that of his family, tribe, clan, or even the entire Marches. An Atlantean that finds himself breaking the law of the surface dwellers will shame his entire society and the Ard Ri himself will pay a substantial Honor Prize to set him free and redeem all Atlanteans. The individual himself will then need to work off his debt to the society and only when he has done so will he regain his own Honor Prize and place in society. Every Atlantean in the Marches is given an Honor Prize, no matter where they come from or reasons for being there. Even non-Atlanteans who are welcomed as guests are worth half the Honor Prize of their host. The law of the Marches protect even strangers from those who might otherwise harm them. *============================================================================* &atl-customs *============================================================================* ATLANTEAN NEWS: CUSTOMS PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- THE AGE OF CHOICE Among the Marchers, an Atlantean child is considered to be an adult after he or she has reached the 'age of choice' (girls 15, boys 17) and accomplished two things: 1) The ability to form a link with another telepath of his or her own accord (acolyte level telepathy). 2) The fulfillment of a quest set by his or her leaders. Often this quest ties in with the child's plans for the future. An aspiring hunter can be sent off for a month of hunting a somewhat elusive fish, while an aspiring Ephor may be sent to another clan to study the ways of a people different than his own. After the quest is completed, the child shares the experience with his tribe and family. At the end of the telling, adulthood is declared. Before and during the quest, the Atlantean is still considered a child and not permitted to get involved in any aspects of adult life, such as war, sex, marriages, certain ceremonies, or a professional career. See "Atl-customs2" *============================================================================* &atl-customs2 *============================================================================* ATLANTEAN NEWS: CUSTOMS PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MARRIAGE: Atlantean views on marriage differ somewhat radically from that of other races. When a child is recognized as an adult after reaching the Age of Choice, they are considered fit to begin a family and enter the blessed union of matrimony. It is not necessary to marry in order to procreate or to live together, but those who seek Pasiphae's Blessings are held in high esteem. While marriages are the domain of Pasiphae's priests, they have no qualms about offering their services to those who do not worship their goddess. The ceremony is a ritual to acknowledge the deep telepathic bond of minds beyond just the joy of a physical union. Marriage is not restricted to just one man and one woman among Atlanteans. It is not unheard of for men to marry men, or women to marry women. Due to the more open attitudes towards sex, polyamorous unions are also occasionally seen. Some Atlanteans have several spouses at once. Such unions are rare and those who follow such lifestyles usually prefer not to form deep links with one another for fear of losing their identity within the group. It is a valid fear and marriage requests for such are carefully watched with scrutiny and require permission from a Cyclos or the Marcher High Priestess. See "Atl-customs3" *============================================================================* &atl-customs3 *============================================================================* ATLANTEAN NEWS: CUSTOMS PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MARRIAGE CONTINUED: Marriages are seen as bonds of mental and physical love, not ties formed for political alliances. If a priest does not believe the bride and groom to be in love and devoted to one another, he will deny the marriage request. Indeed, Marchers look down on those land dwellers that marry for political convenience. It is believed to be an insult to the holy bonds and some go so far as to call such unions 'non-marriages.' A favorite taunt to Empyreans or Varati who are known for such political marriages is to refer to their children as 'bastards.' Marriage between different classes is possible, but the one of lower rank is expected to pay an Honor Prize to be proven worthy of the union. Often this comes in the form of a quest for valuable or rare objects. As much as the Marchers appreciate love, they also realize that the Ephors and Pasiphaeans are bred as well as trained to have a sense of responsibility. In order to make sure that the children of the union will be capable of accepting their Ephor duties, the lower-ranking betrothed is sent off on a quest to show that he or she does have the strength to succeed at what one sets out to do. Few Atlanteans ever refuse this challenge, understanding its necessity but also considering it a chance to explore and expand their world. See "Atl-customs4" *============================================================================* &atl-customs4 *============================================================================* ATLANTEAN NEWS: CUSTOMS PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ORPHANS AND ADOPTION Children without parents are raised in Pasiphae's Temples by the clergy. There they are given a good education as well as an opportunity to see and meet members of all the classes and professions to gain an understanding of what do with their own lives. Often a child will leave the temple after having finished the coming of age quest, but they also occasionally seek to stay and continue their studies. Sometimes Atlanteans wish to adopt a child and raise it within family. Such is a practice held in great approval by the Atlanteans, and the child will be considered a blood relative and can even be considered as a potential heir. Single Atlanteans seeking to adopt an orphan can also be found suitable. Ephors can select heirs among orphans, as long as the child has been raised and trained telepathically along with the rest of the family from a young age and is of true Ephor quality. *============================================================================* &atl-laws *============================================================================* ATLANTEAN NEWS: LAWS PART 1 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Marcher Laws are based on a system of recompense and rehabilitation designed to make the perpetrators undo the damage done upon others while at the same time making sure that they work their way back into society. The death penalty and other physical punishments so favored among the other races are as much anathema to them as forcing telepathic contact without consent is. There are, however, some crimes which they so abhor that they take drastic measures against them and which are classified under the label of the 'Joy of Pain' crimes, which refers to the perpetrator enjoying the pain inflicted upon the victim. Crimes that fall under this label are torture, forcor (forced intercourse), and mind-rape -- entering someone's mind without permission. See "Atl-laws2" *============================================================================* &atl-laws2 *============================================================================* ATLANTEAN NEWS: LAWS PART 2 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The reason why the Marchers, and indeed most Atlanteans everywhere, abhor crimes such as these is because of the strong empathic nature of all Atlanteans. They will feel a person's emotions whether they are linked to them or not. So while surface dwellers may claim that they had no idea of the effect of their actions upon a victim, an Atlantean would not only know but sense and delight in it too. Anyone found guilty of such crimes is tapped, castrated and exiled, never to be thought of as a member of Atlantean society again. Their family has to pay the victim's honor prize and loses a great deal of social prestige. See "Atl-laws3" *============================================================================* &atl-laws3 *============================================================================* ATLANTEAN NEWS: LAWS PART 3 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- TELEPATHY Telepathy is considered a gift meant specifically for the Atlanteans and it is not to be abused. It is a belief shared by Atlanteans throughout the oceans, not one held by the Marchers alone. The Marchers do, however, have strict laws regarding its use. It is for communication, for sharing one's emotions with one's closest friends and strangers both, so that one may get to know one another and gain greater knowledge of the world and its inhabitants. To most Atlanteans, the thought of forcibly gaining that knowledge or entering another person's mind, shredding one's thoughts and stealing one's secrets, is anathema for them. Most even refuse to acknowledge its existence. It does exist, however, the most horrible crime known to Atlantean-kind -- mind-rape -- and those who are found guilty of it are punished most cruelly. Unworthy are they believed to be of this special gift and their magic is drained from their minds, while their bodies are altered such that they no longer can sire or bear children. Cast out of Atlantean society they are, to live among the callous land-dwellers whose tempers and minds they have proved to share. See "Atl-laws4" *============================================================================* &atl-laws4 *============================================================================* ATLANTEAN NEWS: LAWS PART 4 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Marchers have inherited from the Lirites two terms for rape: Sleth - Intercourse by stealth. Forcor - Intercourse by force. Forcor falls under the joy of pain crimes. Sleth however, while seen as a serious crime, is not punished as harshly although the perpetrator is usually exiled from the victim's clan and forbidden to ever come near her again. At the same time, he is forced to undergo intense telepathic retraining. Here, too, an honor prize is paid, and as long as the victim agrees to it this may consist of servitude towards her so that he may sense the pain and anguish he's caused and learn his lesson. Atlanteans have an almost unerring sense of the truth and lying is, if not impossible, at least implausible due to their feelings on the subject. Beyond that, it is simply difficult to maintain a lie in telepathy. However, the law does have rules about lying. Someone found to be spreading falsehoods about another person will lose their honor prize, which is to be paid to the person they attacked. A similar fine is given to those who dare to lie to a legal official or in court, for justice cannot be found without truth. The only difference is that those who thwart justice with their lies lose their honor prize for a year and a day. See "Atl-laws5" *============================================================================* &atl-laws5 *============================================================================* ATLANTEAN NEWS: LAWS PART 5 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Atlantean hospitality is bound by a law that ensures those who are granted the hospitality of an Atlantean home are protected. The law itself ensures the host is responsible for the well-being of the guest. It dictates that should anything happen to the guest, then the host will need to recompense the guest or his family. This will either take the form of an honor prize to set matters straight or by finding those who wronged not only the guest but the host as well, for it is the host who suffers the burden of guilt. However, should the guest be found to have acted maliciously himself, then it is the host's duty to society to ensure that the guest answers to that abuse. On the other hand, the guest has a duty to his host as well for he is to be honest about his reasons for staying in the area and should it be found that the guest lied, then not only is the host no longer responsible for the guest's safety, but the guest may well be fined for knowingly breaking the law. Atlantean law is not static; every three years all Lawkeepers come together to discuss changes in the law. Furthermore, they believe that the spirit, not the syntax, of the law needs to be adhered to. *============================================================================* & atl-military *============================================================================* ATLANTEAN NEWS: MILITARY PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The military of the Atlanteans comprises two types of warriors, those who specialize in aquatic fighting, and those who have adapted to fighting on land. The Atlanteans have always had the naval advantage and not simply because they have world's best navy. Their Elemental magic allows them to control the waterways and of course the very water itself, easily causing ships to be slowly dragged off course and onto reefs, run aground or even sunk. In short, vessels can be sabotaged both in port and at sea. In the water itself, the Atlanteans have a distinct advantage over non- Atlanteans. It is their natural environment, while it is anything but for their opponents. Atlanteans can, of course, breathe above and below the surface, and they are naturally agile in water, and accustomed to physical activity beneath the waves. Fights between Atlanteans, however, are far more of a challenge and require great speed, reflexes and skill in both swimming and weapons. See "Atl-military2" *============================================================================* & atl-military2 *============================================================================* ATLANTEAN NEWS: MILITARY PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- With the closer acquaintance between Atlanteans and surface dwellers, some Atlantean warriors needed to adapt to fighting on land. Their fighting style is a mix of those employed by the Empyreans, Varati, and Sylvans, depending on what suits the Atlantean best. Knives, hand to hand, nets and tridents are favorite weapons, although a few have learned to use bows and harpoons as well. Given that the main priority of Atlantean warriors who have learned to fight on land is to defend themselves or their charges, they tend to be better at street-fighting than full-out battles between armies. In general, the aquatic warriors are those who guard their people's homes and vessels, whereas the land militia are sent as bodyguards to protect those Atlanteans visiting the land dwellers. When at sea, they tend to fight on deck. In most Decemvirates the aquatic warriors tend to be more prolific but in areas where interaction with land dwellers is quite frequent, the ratio tends to be higher. While most warriors are of the 'civilian' class, their leaders tend to either be or become Ephors. In the Marches, military experience is required for being elected as a Tanist. *============================================================================* & atl-empyreans *============================================================================* ATLANTEAN NEWS: Empyreans PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Even before the recent Empyrean-Varati war, the Atlanteans had strong ties in the Parnassus area. The Borderlanders found trade with landdwellers to be both useful and profitable. In the aftermath of the war, the Atlanteans specifically approached Parnassus in its rebuilding, and Irha-Esh as it formed on the north side of the river, to offer their services as neutral mediators. However, incidents involving illegal kidnapings of Atlanteans and Sylvans by both Empyrean and Varati merchants looking to sell their captives into slavery put a severe strain on the growing relationship. The Sylvan-Atlantean alliance was born and the Atlanteans made it clear that they would do everything in their power to free their brethren, including flooding Parnassus and Irha-Esh, after which they'd withdraw to the sea and close off all trade routes. The threat worked and a law was passed forbidding the use of Sylvans and Atlanteans as slaves, but relations have been tense ever since as the trust on all sides has been broken. The law includes that any Atlantean found to have been breaking surface law and is forced to work off his debt as a slave is to be ransomed by the Atlantean people. *============================================================================* & atl-sylvans *============================================================================* ATLANTEAN NEWS: Sylvans PART 1 of 1 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The relationship between the Atlanteans and the Sylvans in Parnassus is surprisingly good. In fact, an alliance has been formed between the two races to serve as a counter-point to any actions from the 'less civilized' Empyrean and Varati governments. An attack against a Sylvan is regarded as an attack against the Atlanteans and vice versa. Part of the agreement between the two races details the treatment given to those Halfbreed children born of Sylvan and Atlantean parents. A child with the ability to use telepathy and live underwater is taken in by the Atlanteans and raised a member of their society, yet watched and trained from a young age to prepare for the onslaught of the powerful magic that he or she may wield. Those Halfbreed children who cannot survive in the water may be raised by the Sylvans, yet it is the duty of the Atlantean parent, or society -- in case the parent is unable to do so for some reason -- to make sure the child receives similar training should the child develop Telepathy when it comes of age. *============================================================================* & atl-varati *============================================================================* ATLANTEAN NEWS: Varati PART 1 of 1 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Atlanteans and the Varati are partners in trade, and the Varati have no objections to the role of the Atlantean Ephors as neutral negotiators between themselves and the Empyreans. Yet the races are wary of one another due to the huge differences between their cultures and a mutual sense that they look down on each other. The Varati have often offered to teach the Atlantean people the 'true way' of Atarism. While most Atlanteans look down on these attempts at conversion and recognize them as poor offers at best (as a converting Atlantean will only be repaid by becoming inferior Varati citizens) they do feel that it shows them more respect than some Empyreans have shown recently. Scholars in particular are interested in learning more about the mysterious Varati ways. However, the Varati, too, have been informed that if they were to attempt to enslave law-abiding Atlanteans or Sylvans who reside in either Parnassus or Irha-Esh owned land, the Atlanteans would flood the city, abandon the estuary and cut off all trade routes. *============================================================================* & atl-mongrels *============================================================================* ATLANTEAN NEWS: Mongrels PART 1 of 1 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A downtrodden, magic-less race used primarily as slaves and servants by the land dwellers, the Atlanteans consider the Mongrels a race to be pitied and helped if at all possible. No official relationship exists, but some Atlanteans are known to hire Mongrels from the shantytown to work on their vessels, docks, shipwrights, or even as guides into the city proper. Halfbreeds are watched with the usual precaution as used by the other races, but those who have Atlantean blood in them are allowed to join Atlantean society if they prove to be willing to adhere to the laws and are able to control their magic. *============================================================================* & empyreans *============================================================================* EMPYREAL NEWS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files will give you information on the sky-faring Empyreans; one of the four elemental races of this world. If you would like to choose an Empyrean background for your character, please read each one carefully, and contact a member of the staff if you have any questions. History Religion Praetorians Resources Description Society Aegis City Population Names Government Relations To read the news files, type "news Emp-." For example, to read about their history, type "news Emp-history." *============================================================================* & emp-history *============================================================================* EMPYREAL NEWS: HISTORY PART 1 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Empyreans have always been a proud people, to whom hierarchy, status, and a rigid caste system are of the utmost importance. Many of them boast a lineage that goes back for centuries, and the oldest royal house can trace its roots clear back to the "golden age," claiming Zeus himself as their fore- father. For Zeus was not a god to the Empyreans; he was one of their first Emperors, and to many, the greatest. Earth-lore abounds about Zeus and his pantheon, and though the stories contain a seed of truth, too many of them have been embellished to the point where that truth is lost. The ancestor-worshiping Empyreans have managed to preserve their history through art, literature, and music, with a strenuous attention to facts and details. Though their tales may hold more merit than the imaginative Earth accounts, it is still only their version of the truth. The facts have been lost in antiquity, leaving only the legends, but perhaps in the end, that is for the best. See "news Emp-history2" *============================================================================* & emp-history2 *============================================================================* EMPYREAL NEWS: HISTORY PART 2 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The story begins roughly some three thousand years ago, when classic paganism was in full bloom on Earth's ancient Greece. This was the age of heroes, gods, and mythical monsters. The boundaries between the worlds were thin in those days, and traversing the boundaries was not impossible. Denizens of Aether crossed over from time to time, and were worshiped, feared, loved, hated, and revered by Earth's men and women...but they were never forgotten. To modern-day man, they are no more than myths or fairy tales, but to our ancestors, they were living, breathing deities. Perhaps the most famous was the thunder-god of the Greeks and Romans: Zeus, Jupiter, Jove, the Kronian, Soter, Terminalis...he had many names and many guises. A lusty, womanizing rake to some; a wise, fatherly judge to others; and a powerful, wrathful god to many. To the Empyreans, he was lord and Emperor. See "news Emp-history3" *============================================================================* & emp-history3 *============================================================================* EMPYREAL NEWS: HISTORY PART 3 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Aegis had not yet been formed, and the Emperor's word was law. Under Zeus Jupiter's leadership, the Empyreans rose to power, and thus began their five-hundred-year "Golden Age" as the most powerful and dominant of the races. Their "Civitas Dei" had not yet been built, but they ruled from mountain tops and distant aeries; above and apart from the rest of the world as an aristocracy should be. Their fame and glory stretched across the worlds' boundaries and colored the beliefs of Earth's citizens. Some facts were lost in the transit; Zeus and his "court" became human gods, without the broad wings of their kind. They were suddenly believed responsible for human success and failure, and supposedly influenced many aspects of life over which, in reality, they had no control--nor did they wish control. While bound, Earth and Aether were becoming estranged, and the magic-less citizens of Earth were merely tolerated as adoring fans for as long as they provided amusement. See "news Emp-history4" *============================================================================* & emp-history4 *============================================================================* EMPYREAL NEWS: HISTORY PART 4 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Though the Empyreans enjoy longevity, they are not immortal, and Zeus Jupiter eventually succumbed to frailty and age just as any man. During the waning years of his reign, his "Consentes Dii," or council of twelve advisors, took over more and more of the mantle of government. They formed the core for what would later become the Aegis. After his death, a new Emperor was appointed, but none would ever have the fame, popularity, or power of the "storm-bringer" who first led the Empyreans into glory. A few decades later, their grand city was built and empowered with magic so that it would float among the clouds. No greater spell has since been performed or achieved, and it was only the sheer power and tenacity of Apollo Acesian that allowed it. He was an Avatar arch-magus who had a gift for healing, shaping, and the elements. He had helped found Delphi, and while it eventually became an independent faction, there are still strong traces of Empyreal influence in its make-up. See "news Emp-history5" *============================================================================* & emp-history5 *============================================================================* EMPYREAL NEWS: HISTORY PART 5 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The years to come were prosperous for many. With Delphi established, and the neutral city of Haven springing up around it, the races were given a chance to interact -- to forge alliances that might not have been possible in the past. The Empyreans and the Atlanteans, especially, flourished under this new "peace," and formed a truce between their two races. But while the Sylvans retreated further into the forests at this progress of civilization, the Varati chafed under the new rule. Battles and small skirmishes between the races broke out, and soon the tenuous balance began to crumble. It was further exacerbated by strife within the Empyre's government. Bad enough that the races were warring with each other, but fighting amongst their own kind could only spell ruin. When their own Emperor was cast out by the Consentes Dii, it was the beginning of the end of Empyreal reign. See "news Emp-history6" *============================================================================* & emp-history6 *============================================================================* EMPYREAL NEWS: HISTORY PART 6 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- He had shown promise, and a gift for leadership to rival that of Zeus. But Adonais of the House Archeus also had enemies. His goal for peace was too controversial, for he stressed that his people were not meant to be "rulers," but "shepherds" of the other races. He wanted to usher in a new era where the boundaries between race and caste would be erased, and where the walls between Earth and Aether would crumble. His dream for "one world, one race," was just too much for many of his people to accept. When one of his daughters dared to marry outside her race, to a warlord of a Varati clan, no less, the Empyre was thrown into an uproar. But it was only when Adonais attempted to shatter the boundaries between Earth and Aether that his rivals finally took action. The Emperor was dethroned, his House decimated, and some scholars say that he and his family were murdered. One thing is certain--the House Archeus no longer exists; doomed to obscurity in the oldest of Empyreal texts. See "news Emp-history7" *============================================================================* & emp-history7 *============================================================================* EMPYREAL NEWS: HISTORY PART 7 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Not long after, war erupted between the Empyreans and the Varati, and thus began a centuries-long rivalry between the two. Even the alliance between the Atlanteans and the Empyreans was broken, for they retreated from the feud altogether after the Phorcysian Decemvirate was nearly destroyed. Since then, they have been far more pacifist in their approach; refusing to take sides and generally keeping to themselves, much as the Sylvans have done. Let wind fan the flames of war, they say, and eventually it will burn itself out. Such turmoil had left the Empyreans weakened, both from within and without. The civil war that had been brewing for generations finally occurred, and was as disastrous as many had feared. What was once a monarchy became a republic under the rule of the Aegis, but with so many feuding factions vying for power, the Empyre was in no shape to challenge the Varati when they finally made their bid for power. When Civitas Dei was besieged, thus began the "Reign of Fire," which was to last over four hundred years. See "news Emp-history8" *============================================================================* & emp-history8 *============================================================================* EMPYREAL NEWS: HISTORY PART 8 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Weakened, humbled, but still undefeated in spirit, the Empyreans began a slow climb back to their former days of glory. They strengthened their Empyre and re-established the monarchy, though each successive Emperor or Empress would never hold the power their ancestors once did. The Aegis remained a strong force within Empyreal government, yet the friction between those who favored the ancient traditions from the time of Zeus when they were revered as gods; and those who preferred to establish peace between the races rather than dominance over them, would forever keep that body divided. That tension may always be there; the familiar strife between the old and the new, tradition and progression, the past and the future. Empyreal power always fluctuates, and it remains to be seen just what direction it will take, and whether peace or war will prevail. Cool winds can presage a storm on the horizon, or merely gentle rainfall, and only time will tell. *============================================================================* & emp-society *============================================================================* EMPYREAL NEWS: SOCIETY PART 1 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Empyreal society is made up of three main sects. At the highest echelon are the nobility, or aristocracy. They are the wealthiest, most privileged of the classes, and dwell in luxuriant homes in the finest sections of the city. Many of them are also members of the Aegis -- the core of Empyreal government (see "news Emp-Aegis" for more information). The nobility is divided into hundreds of royal Houses, some of whom can trace their ancestry back to the Empyreal "golden age" of over two thousand years ago. Purity is highly stressed within the royal bloodlines, and the Empyreans believe that magical ability is a symbol of purity. Therefore, even a child displaying a magical affinity who was born outside the nobility can become a part of it through marriage or adoption. See "news Emp-society2" *============================================================================* & emp-society2 *============================================================================* EMPYREAL NEWS: SOCIETY PART 2 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The magic is seen as a "sign from the gods" that the child was meant for greater things. Of course, there are some who will say that the nobility is no more than glorified breeding stock. But surely such rumors stem only from jealousy or rivalry between the classes. The next caste is the warrior caste, which make up the Praetorian Guard. More than merely an army, the Praetorians are a caste unto themselves, and the warrior's creed is their way of life: protect and serve the Empyre unto death. Some youngsters have a calling for it; others are born into that life- style, and it is a harsh one. Strict discipline, intense physical training, and a Spartan upbringing make the Praetorians a force to be reckoned with; rivaling even the Varati with their aggressive ways and warlike clans. See "news Emp-society3" *============================================================================* & emp-society3 *============================================================================* EMPYREAL NEWS: SOCIETY PART 3 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Praetorians were not always as large a caste as they are now-- originally they were formed simply to protect the Emperor. But their numbers grew, and so did their duties, until all of the Empyre was under their protection. And while they still answer to the Aegis--the core of Empyreal government--some might wonder what would ever happen if the Praetorians rose up and imposed a military rule. There are few within Empyreal society who could oppose them. The third and last class is made up of the common citizens of the Empyre. Merchants, scholars, craftsmen, entertainers, and architects... the list goes on. They are the "middle class" of Empyreal society, but they are not much worse off than the upper. Their homes are still lavish, their lives still privileged, for most of the real labor is done by crossbred servants or "mongrels," leaving the Empyreans to enjoy a life of leisure and relaxation (see "news mongrels" for more details). See "news Emp-society4" *============================================================================* & emp-society4 *============================================================================* EMPYREAL NEWS: SOCIETY PART 4 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While there is some tension between the castes, the balance can usually be maintained, and the Empyreans tend to have a stronger sense of unity as a race rather than as a faction. That is, there is far more friction between them and the other races than there is between their own castes. Empyreal pride runs deep, and each of the three classes infuses a strong patriotic belief in its younger generations, advocating brotherhood and kinship among their own kind. This pride can border on arrogance, and it is true that most Empyreans see themselves as "above" the other races. After all, were they not given wings to fly among the clouds and look down upon all who dwell on land or in the sea? Is it not their right to rule among the heavens? Many believe this, but there are a few who would prefer that same sense of "brotherhood" among all the races. See "news Emp-society5" *============================================================================* & emp-society5 *============================================================================* EMPYREAL NEWS: SOCIETY PART 5 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- These pacifists strive for peace and guidance rather than war and aggression, and some of the greatest leaders and Aegians have ascribed to this way of thinking. For sixty years, Emperor Justinius Jove sat in the seat of the Empyreal monarchy, and his dying wish was to see peace established between the Empyre and its long-time enemies, the Varati. But peace was not to be had; only a year later, the Varati kingdom and the Empyre went to war in a climactic clash that nearly brought the Empyre to its knees. Now, it is time to rebuild; to revitalize the Empyre, and remind its citizens of what once made it great. Surely, many of its people harbor anger and resentment toward their erstwhile opponents, and the racial tension may be greater than ever before. But this is a time of change, and it remains to be seen whether the old-world traditionalists will triumph, or whether the more progressive liberals will at long last be able to achieve harmony with the other races, and among their own castes. *============================================================================* & emp-religion *============================================================================* EMPYREAL NEWS: RELIGION PART 1 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Empyreal religion is both polytheistic and atavistic in nature; their vast pantheon of gods and goddesses is made up of family founders and ancient ancestors who had been deified once they passed into the afterlife. Further- more, the world of spirits and gods is not separate from that of the living; instead, Empyreans believe that their ancestors are their "guardians" and protectors. They linger unseen among their living progeny, helping to guide them, watch over them, and bring them luck and good fortune. Each family has its own set of guardian spirits or deities, referred to as "lares" and "penates" after Earth's ancient Roman customs. The older the family, the more guardians they have, and marrying into a House that can trace its lineage back through the centuries has more benefits than mere wealth and prestige. Suddenly, the powerful protector-spirits of that family are a part of yours as well. And to the Empyreans, family is of the utmost importance. See "news Emp-religion2" *============================================================================* & emp-religion2 *============================================================================* EMPYREAL NEWS: RELIGION PART 2 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Generally, there is one main family deity; typically the founder of the House, or else one of its most influential or powerful members. Each Empyreal home has a "cella," or inner temple, wherein a shrine to their protecting spirits is constructed. Offerings of food and wine as well as prayers of gratitude or respectful requests are practiced daily by family members, who are taught the importance of honoring their household spirits from the time they learn to speak. To the Empyreans, their relationship with these deities is natural and open--there is no need for priests or other intermediaries in order to carry on a dialogue with the gods. Nor is a shrine or temple necessary to be heard--the gods are always listening; yet such structures, sacrifices, and libations are tokens of respect, and a request is more likely to be granted if the ancestral spirits are appeased. See "news Emp-religion3" *============================================================================* & emp-religion3 *============================================================================* EMPYREAL NEWS: RELIGION PART 3 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While each family has its own set of deities, there are a few that are recognized by all, and regarded as protectors of the Empyre as a whole. Most are similar to the gods and goddesses of ancient Greece and Rome, for they were the living, breathing counterparts originally worshiped by humans on Earth all those centuries ago. "News pantheon" gives a list of all the major deities of Aether, and the handful of central Empyreal gods and goddesses are listed there as well. Other aspects of Empyreal religion include the belief that each man and woman is allotted only one life span, and it must not be squandered. The soul is immortal, and will remain to watch over future offspring, but its time on the physical plane is brief and precious. See "news Emp-religion4" *============================================================================* & emp-religion4 *============================================================================* EMPYREAL NEWS: RELIGION PART 4 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Life is to be celebrated, and death to be accepted as a natural part of the "way of things." Grieving for the absence of a body that could be touched and loved is understandable, yet such grief fades with the eventual belief that the soul still remains, keeping watch over the ones it loved in life. Funeral rites are a touching spectacle; family and friends gather to speak for the deceased--to recount his or her accomplishments, to remember, and to lessen the pain with shared grief. The body is laid out across a pyre and addressed as though its host could still hear--for its spirit cannot have fled very far. Then, at the close of the ceremony, the pyre is lit; the body burned to ashes and the ashes scattered on the wind. Returned to its element, the departed spirit brings comfort with every soft breeze that caresses those left behind. See "news Emp-religion5" *============================================================================* & emp-religion5 *============================================================================* EMPYREAL NEWS: RELIGION PART 5 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There are no concepts of "heaven" or "hell" for the Empyreans. To them, there is only this one world, and one lifetime to enjoy it. Punishment for a life of cruelty, injustice, or selfishness comes in the form of neglect. For if you were not honored in life, nor will you be in death, and your spirit will be forgotten. Who can say what happens to these shunned souls--they may seek revenge or retribution upon their living family members, but their power will fade the longer they are ignored. In time, their names will be forgotten altogether, and the deeds that warranted such neglect will become nothing more than memory. Those who lived honorably and well, on the other hand, will have their praises sung throughout the centuries, and their spirit will grow stronger with every new generation to lend its reverence. See "news Emp-religion6" *============================================================================* & emp-religion6 *============================================================================* EMPYREAL NEWS: RELIGION PART 6 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- In Parnassus, like many far-distant cities and towns, religion focuses not so much on the high and mighty gods and goddesses of the Empyre, but rather on those closest to that on which the depend for their day to day living. Gods and goddesses who represent more natural aspects of the world, such as the fields, the water and the seasons are greatly revered. Even gods such as The Kronian and Apollo are looked to for their natural affiliations (the winds and the sun, respectively) rather than any other contributions made to the Empyre. Their year is filled with celebrations and festivals honoring those gods who will help their crops grow, will stop an encroaching flood and will bring the rains. They are seen as more superstitious than many of their large-city brethren, and because of this many small cults have sprung up, the largest of these being the Filiae Graiae, a group similar to the Vestal Virgins of ancient Rome. They serve has guardians of the temple and are in charge of organizing the many festivals and accepting offerings on behalf of the gods. For more information on the Filiae, see the Empyrean website. *============================================================================* & emp-aegis *============================================================================* EMPYREAL NEWS: AEGIS PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The word is a Greek one meaning "shield" or "goatskin," and it was originally the protective breastplate of Zeus in classical mythology. While the literal meaning has changed, the theory is similar. Comprised of warriors, instructors, and advisors, the twelve members who acted as the Emperor's "Consentes Dii" formed the core of what would later become the Aegis. Now, with the removal of the position of Emperor from Empyrean government, their duty is to lead the Empyrean Republic with the Princeps at the helm. Many of them have served almost their entire lives. See "news Emp-Aegis2" *============================================================================* & emp-aegis2 *============================================================================* EMPYREAL NEWS: AEGIS PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Their number is relatively small, numbering at about five hundred, and they represent the highest caste in Empyreal society. But wealth is not their only asset, for they form the core of Empyreal government; its nucleus of leaders, philosophers, teachers, and military tacticians. New members are elected once every five years by the Aegis itself, often selected from the Empyreal royal families though there are members from the Praetorians and Plebeians in their numbers. Their term is usually a permanent one, though what the Aegis grants, it can also take away. Aegians are scattered across the Empyre, helping to govern various districts with the aid of military Tribunes and jurators. They meet annually in the grand Basilica of Civitas Dei, where the Princeps, or "chief Aegian" presides over their meetings to vote on new laws, debate controversial issues, and future course of action where the Republic is concerned. *============================================================================* & emp-praetorians *============================================================================* EMPYREAL NEWS: PRAETORIANS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Praetorians are the warrior caste of the sky-race, and like their ancient Roman counterparts, their primary function is to protect the Princeps and Aegis. However, because this ruling body is representative of their empire as a whole, a Praetorian's duties extend to protecting the nation's denizens. They basically act as a "police force" within their cities' walls; that is, during peace-times. When the threat of war looms on the horizon, new recruits flesh out their numbers, and the total number of Praetorians at a given time may fluctuate depending on the level of tension between the races. With strenuous military training and harsh discipline, they are an intimidating force, and anyone who's ever engaged in combat with a Praetor knows that the Empyreans are not the fragile, ethereal creatures that they seem. See "news Emp-description" for more information about their favored weaponry and armor. See "news Emp-praetorians2" *============================================================================* & emp-praetorians2 *============================================================================* EMPYREAL NEWS: PRAETORIANS 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Praetorian presence in Parnassus is quite strong. The close proximity to a Varati city, and Varati territory in general keeps the Praetorians in the city. The complex just inside the gates is one of the larger ones in the Empyre. The city's guard is headed by a Servitor Praefect who oversees a Ceterva that consists of five hundred Praetorians. Along with the Servitor Ceterva, there are also two Velite Cetervas, each led by a Velite Praefect who reports to the Servitor Praefect, bringing the total Praetorian force in the city to 1500, though the city is equipped to hold more than twice that number should it be necessary to bring in additional troops. See "news Emp-praetorians3" *============================================================================* & emp-praetorians3 *============================================================================* EMPYREAL NEWS: PRAETORIANS 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Guard in Parnassus serves as the city's police force, patrolling the city streets, the skies, and the walls around the city. They also patrol the docks and the mongrel quarter, but their authority ends at the bridge, where the Bridge Guild's hired security force takes over. However, if the Guild's guards require the assistance of the Praetorian Guard (if an assaulted shopper is an Empyrean, for example) the Guards are authorized to assist. The Praetorian Guard holds all prisoners and is responsible for the transfer of prisoners to and from the Basilica for trial. As long as they are on Empyrean soil, they are free to uphold the laws of the Empyre and arrest those who are found to be breaking them. However, guards are expected to follow the laws of other nations when traveling out of the city. More information about their ranks, combat techniques, and training can be found at The Praetorian Guard page, part of the "Empyreans - Rulers of the Sky " website. *============================================================================* & emp-city *============================================================================* EMPYREAL NEWS: CITY 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- (Celestial City, Civitas Dei, Empyre, Empyreal City, Paradeisos) The capital of the Empyre is a magnificent city in the sky, accessible only to those who can soar among the clouds. Its buildings are modeled after the architecture of the ancient Greeks and Romans, just as Empyreal culture revolves around those classical ideals. Stately palaces ornamented with statues, columns, and decorative friezes house the winged race, all fashioned of pristine white marble and separated by manicured gardens and shady vine- yards. The city itself is kept suspended above the earth by some long-ago magic; high enough so that it is safe from storms or inclement weather, and only gentle showers brought on by their elemental wind-mages interrupt the never-ending sunshine and warmth. Little wonder then, that legends of this city gave rise to Earth-lore about a heavenly Paradise or an Olympic home of the gods. See "news Emp-city2" *============================================================================* & emp-city2 *============================================================================* EMPYREAL NEWS: CITY 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- City of Parnassus The city of Parnassus is far distant from Civitas Dei, and not strictly in a physical sense. While Civitas Dei is the unquestionable seat of beauty and culture in the Empyre, Parnassus is far more practical. While it still retains many of the same architectural features of larger Empyrean cities, these buildings over all are less ostentatious than those in the Celestial City. There is beauty in Parnassus, but it is not over the top; there isn't the feeling of decadence here. Perhaps those that re-built the city after the war were concerned of another attack and did not want to invest years of creative energy to the possibility of having it all destroyed. In any event, to those outside the Empyre, Parnassus can be considered impressive but to Empyreans from larger cities, Parnassus, aside from the massive front arch, is nothing spectacular. See "news Emp-city3" *============================================================================* & emp-city3 *============================================================================* EMPYREAL NEWS: CITY 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- City of Parnassus (con't) The heart of the city is its Forum Victoriae, where citizens and visitors can gather for public speeches, celebrations and festivals. The city's great temple is on the western end of the forum and directly across at the eastern end is the city's seat of government, the Basilica Drusus, named for a man who was not only the Emperor on the throne when the city was re-built but also served as a Praetor during the Empyrean and Varati war. The entire city is built around the Praetorian Guard and stands as a testament to their valor and loyalty, not only in times of war, but in times of peace. The greatest of these is the Parnassus Arch that stands as the gate of the city. Standing nearly seventy feet tall, this massive stone arch is a monument to all of those men and women who stood in defense of Parnassus and to those who do so to this day and into the future. Throughout the city there are reminders of the Praetorian presence, and not the least of them is the large Praetorian complex south of the city's entrance, on Via Laureatus. See "news Emp-city4" *============================================================================* & emp-city4 *============================================================================* EMPYREAL NEWS: CITY 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- City of Parnassus (con't) The city is not without its noble presence, though it is nowhere near as prominent as the larger cities. Aventine Hill sits at the southern edge of the city; an open section of rolling hills where the estates of the Empyre's most noble families look out over Parnassus. Smaller noble families live closer to the city, but still in what is considered the affluent neighborhood. The city is constructed on a simple rectangular grid, making navigation through the streets relatively easy. Many of the popular attractions found in most Empyrean cities are found in Parnassus; a theater, a coliseum, gardens and public baths are all found within the city walls and only the last -- the baths -- are restricted to only Empyrean citizens. Visitors are welcome into the city but all are expected to follow the rules of the Empyre and are subject to Empyrean justice. Praetorians stand at each gate into the city and will provide new visitors with the laws of the city; ignorance of the law is not an excuse in court. *============================================================================* & emp-resources *============================================================================* EMPYREAL NEWS: RESOURCES 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following lists show what resources the Empyreans are best known for: Farming: grain, wheat, barley, millet, vegetables, fruit (grapes, apples, figs, pomegranates), olive trees, vineyards Livestock: sheep, goats, cattle, hogs, poultry, horses, mules, gryphons Mining: gold, silver, lead, copper, tin, iron ore, marble Manufacturing: pottery, tiles, linen, wool, silk, perfumes, silverwork, bronzeware, glassware, parchment Trade-Goods (Items/Services Empyreans need from other races): Atlanteans: salt, seafood, pearls, coral, use of sea-ways Sylvans: herbs/medicines, leather, fur, meat, lumber, land Mongrels: manual/slave labor, farming, production Varati: metal, precious gems, weaponry, silk, rugs, spices, herbs See "news Emp-resources2" *============================================================================* & emp-resources2 *============================================================================* EMPYREAL NEWS: RESOURCES 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Around the city of Parnassus are large fields that have been cultivated with the help of Sylvan earth-elementals. A variety of crops can be grown in these fields such as wheat, millet, vegetables and some heartier fruits. Olive trees cannot be grown here because of the cold winters, but vineyards have been sprouting up south of the city and while they are not producing the number of bottles as the wineries in Thessalonica and Cretos, they are becoming rather profitable. Farmland also affords space for livestock and Parnassus benefits from the presence of cattle, goats, chicken and sheep. Not only do the residents benefit from the food from these animals, but also the wool from the sheep provides these northern residents with warm clothing for the winter months. Flax is also grown on some farms, producing linen fabrics along with woolen ones in the mills. See "news Emp-resources3" *============================================================================* & emp-resources3 *============================================================================* EMPYREAL NEWS: RESOURCES 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Artisans in the area must depend on shipments of clay and sand for the making of pottery and glassware. The close proximity of the Varati, Sylvan and Atlanteans has influenced a variety of artists, producing wares that are obviously Empyrean, but with hints of the other cultures mixed into the design. Tailors and seamstresses delight in the easy access to Varati silks for making garments favored by the elite. *============================================================================* & emp-population *============================================================================* EMPYREAL NEWS: POPULATION -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Total Population: 7 million Empyrean citizens Purebreeds: 4 million pure-blooded Empyreans Mixed breeds: 3 million mongrel/impure/non-Empyrean citizens Aegis: 500 members Nobility: 15-20,000 (500-700 Noble Houses/Families) Military: 200,000 Active: 60-70,000 (non-nobility) Non-active: 65,000 (administrators, retired, off-duty) Schola: 15,000 Velites: 50,000 Middle class: 3.3 million Lower classes: 3.5 million Empyreans with the "affinity" for magic: 3% of population (120,000) Magic at/above Adept level: 10% (of 120,000: 12,000) Affinity for elemental-wind magic: 5% (of 120,000: 6,000) Elemental-wind magic at/above Adept level: 5% (of 6,000: 300) *============================================================================* & emp-description *============================================================================* EMPYREAL NEWS: DESCRIPTION PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The main difference between the Empyreans and the other races are the broad wings extending from their shoulder blades. With a wingspan averaging fifteen to twenty-five feet, Empyreal men and women can be an arresting sight, and with their fair hair and skin, they resemble nothing so much as angels from Christian and other religions. Most are flaxen-haired, and their eyes are usually pale blue; the same hue of the heavens where they dwell. Sometimes the coloration varies--there may be redheads with blue-green or gray eyes, or some might sport a mane of silver-blonde or white. And every now and then, a child will be born dark. Darker skin and hair suggest a mixed background, and these children are often shunned or even cast out, for the Empyreans believe strongly in maintaining the purity of their race (to play a dark Empyrean, players must apply to the staff -- read "news applications" for details). See "news Emp-desc2" *============================================================================* & emp-desc2 *============================================================================* EMPYREAL NEWS: DESCRIPTION PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While purity in the color of hair, wings and skin is an essential among the more noble of the race, especially in cities such as Civitas Dei and Olympia, in Parnassus such rigid expectations are relaxed somewhat. While darklings -- those with dark hair, skin or wings -- are still considered impure and are generally shunned, it is not uncommon in Parnassus, and other "backwater towns" to find Plebeians and some Praetorians with some variation to their wings. Colors such as warm golds, light browns and touches of red can be seen in the wings and hair colors of some Empyreans in Parnassus without much controversy. Nobles, of course, still strive for the pure white feathers and pale features coveted by their kin in the more conservative cities. See "news Emp-desc3" *============================================================================* & emp-desc3 *============================================================================* EMPYREAL NEWS: DESCRIPTION PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Like a bird's, their bones are fragile, and their frames are somewhat smaller and frailer than those of the other races. But that does not stop them from being formidable in warfare, for their wings give them a decided advantage, and many an army has cowered at the sight of a host of Empyreal warriors descending from the heavens. Their clothing is usually light and loose to allow them freedom of movement--many prefer Greek and Roman robes or togas with subtle patterns and pale hues. They usually wear delicate sandals; for feet that rarely touch the earth are not meant to be confined in heavy boots or shoes. For jewelry, they favor gold and silver of intricate craftsmanship, and gems of a clear or sky- colored tint are most prized. The winters in Parnassus are harsher than those in Haven or Civitas Dei and Empyreans have adapted some of their warm-weather fashions to survive the winter chill. Breeches are worn beneath tunics and even some women have taken to wearing them beneath their chitons. See "news Emp-desc4" *============================================================================* & emp-desc4 *============================================================================* EMPYREAL NEWS: DESCRIPTION PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Heavier materials are sought and Empyreans have even included fur into their wardrobe, though their style is far more fashionable than the Sylvans. Sandals are replaced by soft leather boots in the colder months. Metal armor would be far too cumbersome, so warriors wear only a leather cuirass, gauntlets, and greaves for protection when engaging in combat. For weapons, they prefer the thrown or long-range variety, which allow them to attack from above. Spears and bows--including long, short, and cross--are their weapons of choice. Please read the "+terms" files on such clothing items as the chimere, chlamys, pallium, and toga; as well as those on weapons and armor like the arbalist, buckler, bracer, caestus, corium, cuirass, gladius, greaves, helm, javelin, and lorica. Empyreans usually live to be about 90-110 years old. *============================================================================* & emp-names *============================================================================* EMPYREAL NEWS: NAMES PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- In a culture based on ancient Greek and Roman ideals, it is not surprising that parents might name their children after famous philosophers, leaders, or legendary heroes from that age. Others are inspired by later influences, and name their offspring after the angels they resemble. An Empyrean's full name (see +finger) consists of their given name, or first name, followed by their middle name, which is typically derived from their parents' names. Finally, the name of the House to which they are affiliated functions as a surname. For example, a daughter of the House Atreus, whose father's name is Alexander, might be called: Sidra Alexandra Atreides. The following news files provide lists of popular names for Empyreal men and women. See "news Emp-names2" *============================================================================* & emp-names2 *============================================================================* EMPYREAL NEWS: NAMES PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- FEMALE: Adara (beauty), Aithra (light), Alala (war goddess), Alethia (truth- ful), Althea (wholesome healer), Amaryllis (spark-ling stream), Andromeda (spring-blooming), Arete (woman of virtue), Ariel (lioness of the gods), Bellona (warlike), Celeste (heavenly), Cora (maiden), Coronis (crown), Daphne (laurel tree), Electra (shining), Eleni (light), Elpis (hopr), Eris (discord), Evadne (good fortune), Galatea (white as milk), Harmonia (harmony), Ida (prosperous), Iole (violet), Kallista (most beautiful), Kalyca (rosebud), Larissa (lighthearted), Leda (joy), Lucilla (light), Maia (mother), Melantha (dark flower), Neola (young one), Nephele (cloudy), Ourania (heavenly), Pallas (wisdom), Phoebe (brilliant), Rhea (earth), Rufina (red-haired), Sidra (of the stars), Silvia (forest), Themis (law), Viviana (alive), Xenia (hospitable) See "news Emp-names3" *============================================================================* & emp-names3 *============================================================================* EMPYREAL NEWS: NAMES PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MALE: Adonis (beauty), Adrian (dark one), Aeolus (wind), Agnolo (angel), Alexios (defender), Amadeo (loved by the gods), Andreas (masculine), Archelaus (ruler of the people), Ariel (lion of the gods), Constantine (steadfast), Cyrus (sun), Damian (spirit), Darius (rich), Doran (a gift), Erasmus (loved), Faustus (lucky), Gregorios (watchful), Griffin (hooked nose), Helius (sun), Hesperos (evening star), Horatius (timekeeper), Ilario (cheerful), Ireneus (peaceful), Leander (lion-man), Lucian (light), Malachi (angel), Marcus (warrior), Marios (warlike), Nestor (traveler), Nicodemus (victory of the people), Onesimus (beneficial), Orion (son of fire), Phineas (oracle), Phaedrus (bright), Phoebus (light), Raphael (the gods have healed), Severin (severe), Solon (wisdom), Thaddeus (courageous), Theodoros (gift from the gods), Timaeus (honor), Titus (of the giants),Uriel (flame of the gods), Valerian (strong), Xanthus (golden-haired) *============================================================================* & emp-government *============================================================================* EMPYREAL NEWS: LOCAL GOVERNMENT PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The city of Parnassus is led by a member of the Aegis assigned to the region. He reports to the Aegis and Princeps in Civitas Dei and all commands from that body is delivered to the Aegian governor in Parnassus. The Aegian oversees all aspects of the city, from tax collection to security to construction. He can be recalled by the Aegis if they feel he is not performing up to the standards set down by the Aegis. Beneath the Aegian governor are three groups: The Praetorians, the Jurator and the Curae. The Praetorians are responsible for the protection of the city and they are led by a Praefect. The Praefect is expected to report to the Aegian governor, as well as his provincial Tribune. He is also responsible for seeing the laws set down by the Juratus are carried out by his troops. See "news Emp-government2" *============================================================================* & emp-government2 *============================================================================* EMPYREAL NEWS: LOCAL GOVERNMENT PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Jurator is the head of the Juratus branch in the city. They are the city's judges and lawyers and are responsible for enforcing the laws created by the Juratus Imperium in Civitas Dei. They also have the authority to create laws pertaining just to the city of Parnassus (though the Aegian has a veto power.) The final branch is the Curae, made up of curators and procurators. They are responsible for seeing the day-to-day duties of the city such as food and water supplies and keeping the gardens and streets maintained. They are the book-keepers of the city. They report directly to the Aegian governor. The positions within the government are appointed. The Praefect is promoted through the ranks of the Praetorian Guard and the Jurator is appointed by the Juratus Imperium. Both positions are responsible to those who appointed them and can be recalled at any time if they, like the Aegian governor, are not performing their duties. The Procurator of the Curae is also appointed by the Aegian for a period of two years at a time, but like other appointed positions, they can be recalled if necessary. *============================================================================* & emp-relations *============================================================================* EMPYREAL NEWS: RACE RELATIONS PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Empyrean's feeling of superiority over the other races is well-known and while most of the citizens of Parnassus are a little more laid back in the regard, it does not mean that they have come down of their proverbial cloud. Residents of Parnassus, while retaining a feel of superiority, also realize that their life requires the assistance of the other races. They are more accepting of the presence of others within their city, even of the Varati city that has grown up across the estuary. In their minds, it is the best of a bad situation. The Varati could be living among them, as the war's treaty had advised, but years of attempts dissolved into this compromise; one city on each side of the estuary. Treaties with the Sylvans have given the forest dwellers a home on Empyrean soil in a location Empyreans would rarely tread. In exchange, the Sylvans have helped the Empyre bring life back to the fields around the city, producing bountiful harvests that keep the city's food stores full to bursting. The presence of Sylvans has also been helpful in establishing lush gardens for the city and the nobles dwelling to the south. See "news Emp-Relations2" *============================================================================* & emp-relations2 *============================================================================* EMPYREAL NEWS: RACE RELATIONS PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Atlanteans have always been the closest thing to friends the Empyreans have, and their presence in Parnassus is welcome. The Atlanteans' expertise on the seas has always been of great use for Empyrean sailors, and in a location where flooding could be a problem, water-elementals are required to keep the land dry. Trade for ocean treasures has also been popular, for the pale pearls and delicious fishes of the sea are constantly coveted by the Empyreans. Empyreans also admire the Atlanteans' scholarly pursuits, and while the Empyreans don't consider Atlanteans their equals, they still respect the Atlanteans for their intellect, even if the idea of telepathy makes many of them uneasy. The Varati are probably the race most closely watched when they enter Parnassus. It has been over twenty years since the war, but not everyone is completely comfortable with their presence in a city they tried and failed to take. But unless they break Empyrean law, they are left to visit the city without incident, for the most part. Empyreans, especially nobles, love the exotic silks produced by the Varati, as well as the gems and spices that come from their varas. See "news Emp-Relations3" *============================================================================* & emp-relations3 *============================================================================* EMPYREAL NEWS: RACE RELATIONS PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Mongrels, for the most part, are seen as little more than intelligent animals. Those that live in the area and are not slaves are relegated to the marshy lands east of the docks, which is fine for the Empyreans; it is land they would never live on. Many of those mongrels are freed slaves, but others have crept into the region as well, and many Empyreans believe them to be fair game for slaves. The mongrels, however, are not completely ignored, especially by the Praetorians. The recent mongrel uprisings in Avalon (now Arelate) and some of the other provinces has the Guard keeping a close eye on them. The last uprising was crushed easily, but best to nip attempts at another one in the bud. There are complaints that Praetorian behavior in the area is without cause but the Guard insists they are only doing their job. Halfbreeds are watched closely whenever they show up in the area, mainly because of their unpredictable magic. There are rumors that the Aegis has been willingly taking Halfbreeds into the Empyre, but as of right now those are strictly rumors. Darker rumors speak of secret breeding between Halfbreeds and pure Empyreans, but like all stories there certainly must be some embellishment to that as well. *============================================================================* & sylvans *============================================================================* SYLVAN NEWS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files will give you information about the forest-roaming Sylvans, one of the four elemental races of this world. If you would like to choose a Sylvan background for your character, please read each one carefully, and contact a member of the staff if you have any questions. History Religion Council Resources Description Society Customs Domain Population Names Tribe Atlanteans Empyreans Varati Mongrels To read the news files, type "news Syl-." For example, to read about their domain, type "news Syl-domain." *============================================================================* & syl-history *============================================================================* SYLVAN NEWS: HISTORY PART 1 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Sylvans have, for a long time, been one of the most mysterious races on Aether--shunning civilization and living in isolated tribes deep in the forests surrounding Haven. They are called "primitive" by the other races, for they use little technology and instead rely on nature and their own skills--be they practical or magical--to survive. Though there are wars and skirmishes between the tribes, for the most part, Sylvans seem to have little interest in conquest and the acquisition of property or wealth. But this was not always the case. Long ago, before the spread of the Atlanteans, the rise of the Empyreans, and the Varati "Reign of Fire," there was a time where powerful woodland "gods" were worshiped on Earth. Bacchus, Cernunnos, Pan, Silenus, nymphs, dryads, faeries, and elves--these were just a few of the names by which humans knew the Sylvans. And neither those names nor the ancient religions have been entirely forgotten. See "news Syl-history2" *============================================================================* & syl-history2 *============================================================================* SYLVAN NEWS: HISTORY PART 2 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- In the tradition of Liu Talesinger, here is an oral history of the wood-dwelling Sylvans: "Long ago, when the twin worlds were still linked as sisters, our great chief, Patrin of the Silver Brow, walked among the living. He was the first Sachem, wise in the ways of magic and men, and under his leadership, our people grew strong and powerful, and were the First among the races. "It was a time of plenty. Before the scourge of 'civilization' branded the earth, our people showed the other races how to create without destroying, and how to live without harming the Grandmother. The twin worlds had not yet been sundered, and we were able to cross to the sister-world. There our people were heralded as teachers, mentors, and even gods. See "news Syl-history3" *============================================================================* & syl-history3 *============================================================================* SYLVAN NEWS: HISTORY PART 3 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "Patrin Silverbrow was a shaman as well as a chief, and with his magic, he could shape both wood and his own body. The wolf, raven, and dolphin were all his kin, and he was able to cross the boundaries of sky and sea, and forge a long-lasting peace with the children of air and water. Like us, they looked to him for leadership, and some even believed he had mixed blood, which would allow him to take the forms of these creatures. But no matter the blood that ran through his veins, he was a true Sylvan; honoring the earth as a son would honor his mother. "He was all but worshiped on the sister-world, for he had helped create the gateways that linked the two realms. With the magic of powerful shamans, the gates could be opened, and anyone could cross over. But that ancient art is lost to us, and the gates remain closed, though once we alone held the secret for crossing between. See "news Syl-history4" *============================================================================* & syl-history4 *============================================================================* SYLVAN NEWS: HISTORY PART 4 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "When death finally claimed Silverbrow's spirit, it was his son, Namid Stardancer, who succeeded him. He tried to walk in the footsteps of his father, but already our power was weakening, for the seeds of dissent had been planted in the tribes after Patrin's death. And during the reign of Stardancer's son, Dyami Eaglefeather, war broke out among our people. "The wars did not cease, despite Dyami's effort to unite the splintered tribes. Our people went separate ways. Some moved deep into the heart of the wood where few dare walk, and they lived like wild creatures and lost the ancient teachings of our ancestors. Others settled on the edges of cities, and forgot how to honor the earth; instead cutting at her flesh with their tools of stone and metal, and taking what she would have given freely. See "news Syl-history5" *============================================================================* & syl-history5 *============================================================================* SYLVAN NEWS: HISTORY PART 5 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "And a few lived somewhere in between wilderness and civilization--taking the best from each without sacrificing honor and tradition. These are the ones we call the People, known to the other races as Sylvans. Our tribes are few and scattered, and ever since Silverbrow's time, we have never been united under one leader. But after Eaglefeather's passing, when the tribes warred with one another like a pack of hungry wolves, the elders of each tribe met and spoke of peace, and this was the beginning of the great Council. "It did not unify our people, but it did help to forge a fragile peace among the tribes, which has only been broken three times in our long history. Once, when Ohanko Bearkiller kidnaped the daughter of a chief of a neighboring tribe, and the others went to war over her return. See "news Syl-history6" *============================================================================* & syl-history6 *============================================================================* SYLVAN NEWS: HISTORY PART 6 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "Again, when Winema, the Woman Chief, fought like a she-bear to protect her tribe's territory from a rival tribe, whose leader thought that the shaman-turned-chief should bow to his leadership. And last, when a feral graisha pack turned on its own kind, and the battles grew until tribe fought tribe over territory and game. Each time, it was only through the intervention of the Council that the wars ceased, and for many long years, the tribes met at the end of each season outside Haven to trade, visit with kin, exchange tales, compete in games, and most of all, maintain the peace among our people. But it is a long way to Haven for most, and the tribes seek a more central place with more meaning to the Sylvan peoples. "Some might think that our people are weak and 'primitive,' for we do not vie with the other races for control of this world. But empires rise and fall like the waxing and waning of the moon, and in the end, the earth is still the same as it was when we came into it. And in the end, we will still be here to watch over it." *============================================================================* & syl-society *============================================================================* SYLVAN NEWS: SOCIETY PART 1 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Most Sylvans live in nomadic hunter/gatherer tribes of fifty members or less, or in settled agricultural tribes of five hundred or more. Each tribe is led by a warrior chieftain and magic-wielding shaman. To an outsider, Sylvan society might appear as strictly patriarchal. The chieftains are traditionally men, and for a woman to lead a tribe as Sachem is still rare. Women are more often relegated to the roles of foragers, caretakers, planters, healers, and bards, and the only time they become warriors is if they are graisha. Yet an outsider, peering more closely at the structure of Sylvan society, might notice that this division is not quite as clear-cut as it originally seemed. While the tribes are led by men, bloodlines are always traced maternally, for with their lax views on sex, Sylvans cannot always be one hundred percent certain of a child's parentage. A woman's mate assumes the role of "father" to her children, whether or not he was truly their sire. See "news Syl-society2" *============================================================================* & syl-society2 *============================================================================* SYLVAN NEWS: SOCIETY PART 2 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Also, while the tribes are led by chieftains, their spiritual leadership is typically handled by a woman. The prominent shamans are almost always female, and they protect the tribe from otherworldly dangers just as the chieftain, or "sachem," protects them from that of the physical. This does not preclude men from becoming shamans, but usually it is a woman who trains and instructs the younger ones in developing their abilities. The rich oral history of the Sylvans is also generally maintained by women; telling tales and singing songs are the duties of the bards, and this often goes hand-in-hand with becoming a shaman. They must uphold tradition, and one of the ways to do this is by keeping their history and culture alive through stories. Learning the myths and legends is as much a part of becoming a shaman as learning magic. See "news Syl-society3" *============================================================================* & syl-society3 *============================================================================* SYLVAN NEWS: SOCIETY PART 3 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- To the men go the tasks of hunting, protecting, and defending the tribe, as well as trading with other tribes or the city folk, and becoming "diplomats" or peacemakers in times of strife. Yet men with gifts for healing, spinning tales, or mastering various types of magic are trained to utilize their gifts, for rarely do the Sylvans let anything go to waste. Sample loose hierarchies in an average Sylvan tribe would be: shaman/bard/healer, farmer/planter/caretaker, warrior/hunter/graisha, diplomat/trader/traveler. Anyone with age, experience and proven wisdom may become a Tribal Elder. The elders uphold tradition along with the bards, and often comprise a loose council of advisors to the chieftain. See "news Syl-society4" *============================================================================* & syl-society4 *============================================================================* SYLVAN NEWS: SOCIETY PART 4 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Very few Sylvans choose to live in cities, abhorring the destruction and damage to the earth caused by so many people living in one place. The very idea goes against their way of life, and Sylvans who have left the tribe in favor of "civilization" may become ostracized even by their own family. Nor are the city-dwelling Sylvans entirely accepted by those they chose to live among. They are considered little more than savages by the rest of Aether, and even those who have spent a lifetime in the city and abdicated all ties with their people may never escape this prejudice. And, the saying "you cannot go home again" is generally true for the Sylvans, for those who have lived in the city for a time, and then returned to the tribe typically have great trouble returning to the tribal way of life. See "news Syl-society5" *============================================================================* & syl-society5 *============================================================================* SYLVAN NEWS: SOCIETY PART 5 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The lowest caste in the Sylvan hierarchy are the feral, or "wild" graisha. While there are shapeshifters in every part of Sylvan society and the nomadic bands have large numbers of graisha that help provide for and protect the tribe, there are some who have lost even that thin veneer of civilization. More animal than man, they can be found in wandering "packs" as well-organized as any tribal group, small pairings, or even the rare, single graisha. If the pack is wild enough, they may even attack their own kind, should food be low or if they perceive a threat to themselves or their territory. More often, they become raiders--preying upon their own kind like vultures and stealing what they can. Sylvans call them "carrion-eaters" or "jackals," for that is the role they fulfill. See "news Syl-society6" *============================================================================* & syl-society6 *============================================================================* SYLVAN NEWS: SOCIETY PART 6 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Agricultural Sylvans typically live in single or extended family homes in shape-changed trees or hills. The families typically leave very little that will indicate their existence a few seasons after they depart, and when they move on, the tree or hill is reverted back to its original state. There is no formal written language for the Sylvans, although a few of the shamans may use runes specifically for certain types of magic. Instead, their rich oral and musical history functions for anything from entertainment to education. Accompanied by drums and pipes (the Sylvans have no stringed instruments), these song-stories tell of their people's creation, gods, wars; even the proper way to till a field. They also help to keep track of the seasons, and bloodlines, and instill morals in the younger generations. *============================================================================* & syl-religion *============================================================================* SYLVAN NEWS: RELIGION PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- To the Sylvans, all life is sacred and imbued with a "spirit" or "force" that is to be respected. The ultimate expression of this spirit is the great "Earth Mother," who is an embodiment of life itself. Most Sylvan tribes place her at the head of their pantheon, though they refer to her by different names. Some of the most common are Akna, Atira, Crataeis, Eithinoha, and Nokomis. "News Pantheon" will contain more details about her, as well as the vast array of lesser deities that preside over different aspects of everyday life. Some of these minor deities become the personal protectors of a certain tribe or family, and while this "patron" god won't supersede the mother goddess in importance, he or she may be called upon more often to aid the tribe in times of hardship, protect them from their enemies, and so on. See "news Syl-religion2" *============================================================================* & syl-religion2 *============================================================================* SYLVAN NEWS: RELIGION PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While shamans are generally believed to "commune" with the spirits and have more direct access to the supernatural world, religion is, for the most part, informal. Anyone can ask a request of the gods and have that prayer heard--there are no priests or other intermediaries. In fact, addressing the gods and spirits is so common among the Sylvans as to go unnoticed. Before hunting, planting, harvesting, and other undertakings, a brief acknowledgment to the gods is made, requesting luck, prowess, or fine weather. Outsiders might call this superstitious, but to the Sylvans it is only customary. There are no formal temples, idols, or shrines except trees, hilltops, or secluded groves that may have special meaning to a tribe or family. Nor do the Sylvans have any religious icons--to them the gods and spirits already inhabit all living things, so crafting a symbol or representation would be a useless undertaking. See "news Syl-religion3" *============================================================================* & syl-religion3 *============================================================================* SYLVAN NEWS: RELIGION PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Death is seen as an inevitable part of the cycle of life, and funerals are little different from birthing ceremonies. Each mark the transition from one state of being to another. During a funeral, family and friends gather for two days, honoring the departed through songs and stories. On the third day, the body is buried beneath a mound of dirt or stones, along with any implements he or she used in life such as weapons, tools, musical instruments, clothing, or animal pelts. These are supposed to aid the spirit in the afterlife, and some tribes believe that the souls of the deceased then watch over their land and tribe, and help guard them against disease and misfortune. Births are cause for celebration, and the entire tribe gathers to lavish gifts upon the new parents and witness the naming of the child, which is postponed until five days after the birth until it is more certain that the infant will live. Multiple births are considered a sign of luck or blessing from the gods, and indicate favor from the earth mother especially, who must have granted increased fertility. *============================================================================* & syl-customs *============================================================================* SYLVAN NEWS: CUSTOMS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Formal marriage ceremonies are different for every tribe. For some it is a binding vow between two people, often to improve relations between rival tribes. For others it is no more than an informal contract for the sake of having a child together. If the relationship does not go well and a man and a woman no longer wish to live with one another, then they simply cease. Any children produced from the union will live with the mother's family, and if she takes a new mate, he then acts as the father of her children. Simple mating may occur with or without any type of formal marriage agreement. During certain special days, especially planting season, some tribes consider it a blessing for as many to "sow their seed" as possible, and even women in marriage contracts may join the celebrations. Rape is fairly uncommon; if one woman is unwilling, there are usually several others to take her place. Should a rape occur, the punishment is harsh for the rapist, involving either banishment or death. *============================================================================* & syl-council *============================================================================* SYLVAN NEWS: COUNCIL -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Although the Sylvan tribes are generally self-governed by their individual chiefs, shamans, and advisors, there have been three times in history that called for a meeting of all the tribes. By the third, a loose "council" was devised to bind the tribes together. This council meets just after harvest each year in a different place each time, and consists of chieftains, shamans, and any tribal elders a chieftain wishes to bring, as well as one bard to "record" the proceedings. If the council must deal with one of the other races, they will select a "spokesman" to act as an intermediary, and this is one of the few occasions where the "tribeless" Sylvans--those who live on the fringes of city life without a tribe to call their own--finally gain some prestige. Their knowledge of "civilization" is an asset in dealing with the outsiders. *=========================================================================== =* & syl-domain *============================================================================* SYLVAN NEWS: DOMAIN -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Sylvan territory extends from the seashores to the south to the deep forests and mountain terrain to the north. Typically though, the tribes confine themselves to areas rich in resources, such as the edges of the woods and the lowlands, where game is plentiful and the seasons are fairly mild. These areas rarely get snow, but winters may be cold and rainy. A few of the Sylvans live closer to the sea on high, rocky cliffs covered in thick grass. They often settle near rivers, streams, or small ponds, and their shape-changed homes will be disguised as an ordinary grove of trees, a cave, or a hillside. Only those familiar with the hidden entrances will ever glimpse the wonders within. *============================================================================* & syl-resources *============================================================================* SYLVAN NEWS: RESOURCES -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following lists show what resources the Sylvans are best known for: Farming: (settled tribes) grain, wheat, barley, vegetables, fruit Livestock: goats, hogs, poultry, horses, dogs Products: meat, lumber, herbs/medicine, furs, leather Manufacturing: leather clothing/footwear, beads, dye, baskets, ceramics Trade-Goods (Items/Services Sylvans need from other races): Atlanteans: salt, seafood, oil, pearls, coral, fishing rights Empyreans: fabrics, weaponry, jewelry, livestock, grain, wheat, oil Mongrels: wheat, grain, livestock Varati: metal, precious gems, weaponry, textiles, spices, herbs *============================================================================* & syl-population *============================================================================* SYLVAN NEWS: POPULATION -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Total Population: 3 million in scattered tribes (forest & settled) Estimated number of tribes: 500-800 Average members per tribe: 20-60 for nomadic, forest tribes 500-1000 for domestic, settled tribes Sylvans with the "affinity" for magic: 85% of population (2,550,000) Magic at/above Adept level: 15% (of 2,550,000: 382,500) Affinity for shapeshifting magic: 50% (of 2,550,000: 1,275,000) Percentage of graisha: 85% (of 1,275,000: 1,083,750) *============================================================================* & syl-description *============================================================================* SYLVAN NEWS: DESCRIPTION PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A hardy people, Sylvans range from short and stocky to tall and muscular, to even a rare heavy patriarch or matriarch. Generally, the lifestyle leaves little extra weight on a person. Skin tone is freckled fair to dusky brown, and hair is found in all shades from pale blonde to dark brown. For the most part, they resemble a normal human. Yet the exceptions are that they always have green eyes, unless there is another race somewhere in their lineage, and the pointed ears that Earth's humans long ago associated with elves. Clothing is usually hide or leather (though feral graisha wear little or no clothing). For the more settled tribes, there may be cotton or woven skirts and shirts, and colors tend toward neutral tans, browns, and off- whites, with very little dyed material. Feet are clad in soft-soled boots, sandals, or nothing at all. See "news Syl-desc2" *============================================================================* & syl-desc2 *============================================================================* SYLVAN NEWS: DESCRIPTION PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Shapeshifters, even non-feral, often wear the pelt of an animal, for children who show any shapeshifting tendencies--such as a kinship with the beasts of the forest--are often given a pelt to wear in the belief that it strengthens that link. These animal-pelts often coincide with which animal they first transform into. Sylvan weapons and armor are typically built of hardened wood, stone, and leather. Bows and arrows, spears, short knives, slingshots, and staffs are commonly used. Leg, arm, and breastplates are constructed of wood or boiled leather. There is little or no metal unless it is traded for. Graisha, with their natural defenses, rarely resort to man-made weapons or armor. Sylvans usually live to be anywhere from 80 to 100 years old. *============================================================================* & syl-names *============================================================================* SYLVAN NEWS: NAMES PART 1 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- To the Sylvans, there is power in a name. A name is a link to the "spirit" of a person, place, or animal, and addressing that spirit directly carries its own kind of magic. It implies intimacy or familiarity, and so only in rare instances do they refer to their gods by name, preferring instead to use more ambiguous titles such as "Earth Mother" or "Shining One." The same applies for their people, and children are therefore given two names. The first, chosen five days after birth, is the "public" name, and this one may change periodically throughout the child's life. Typically, it is more descriptive, having to do with an animal they resemble, an ability they possess, or some trait they're known for. It is akin to Native American names like Running Bear, Sitting Bull, Crazy Horse, etc. Graisha may often just be called by the name of the animal they can shift into, or by a certain animalistic feature they possess: Long-tooth, Yellow-eyes, and so on. See "Syl-names2" *============================================================================* & syl-names2 *============================================================================* SYLVAN NEWS: NAMES PART 2 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Then there is the "private" name, which is only used by close friends or family members. Sometimes the parents bestow this name upon a child; other times the child chooses his or her own name after completing some journey, task, or other ordeal. A Sylvan's full name (see +finger) would be their personal name followed by their public one, such as "Tohon Yellow-Eyes." The second is what most refer to them as--it is similar to the American custom of calling a stranger by his or her last name preceded by Mr. or Ms. Only when we know a person well do we use their first name, and the same holds true for the Sylvans. See the following for examples of Sylvan personal names. See "Syl-names3" *============================================================================* & syl-names3 *============================================================================* SYLVAN NEWS: NAMES PART 3 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Female: Aiyana (eternal bloom), Alameda (cottonwood grove), Algoma (valley of flowers), Alona (oak tree), Amitola (rainbow) Amoke (to know her is to pet her), Anaba (she returns from war), Apara (one who comes and goes), Aponi (butterfly), Ayita (the worker), Chenoa (white dove), Chilali (snowbird), Chimalis (bluebird), Cholena (bird), Dena (valley), Dyani (deer), Eyota (the greatest), Halona (happy fortune), Huyana (raining), Inoa (name), Ituha (the sturdy oak), Jora (autumn rain), Kamaria (like the moon), Kaya (wise sister), Lissa (honey), Lomasi (pretty flower), Magara (to stay), Magena (the coming moon), Mahala (woman), Meda (shaman), Meriwa (thorn), Migina (moon returning), Minowa (moving voice), Nashota (twin), Netis (trusted friend), Nita (bear), Nituna (my daughter), Olathe (beautiful), Onida (the looked-for one), Raina (wise guardian), Rilla (small brook), Sakuna (bird), Sanura (like a kitten), Shumana (rattlesnake girl), Sora (songbird), Taima (crash of thunder), Tala (wolf), Una (remember), Wenona (first-born daughter), Winema (woman chief) See "Syl-names4" *============================================================================* & syl-names4 *============================================================================* SYLVAN NEWS: NAMES PART 4 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Male: Ahanu (laughter), Ahmik (beaver), Ahren (eagle), Alon (oak tree), Annan (4th-born son), Ash (ash tree), Atsadi (fish), Attis (earth), Dasan (leader), Dohosan (a small bluff), Dyami (eagle), Ettowe (life-giving), Gosheven (the great leaper), Gur (lion cub), Honon (bear), Honovi (strong), Hototo (the whistler), Igasho (wanderer), Iniko (time of trouble), Iye (smoke), Jacy (the moon), Jolon (valley of the dead oaks), Kavan (handsome), Keahi (fire), Keir (dark-skinned), Len (flute), Liu (voice), Lokni (rainstorm), Lonato (flint), Mato (bear), Mawr (great), Mingan (grey wolf), Mojag (never quiet), Muraco (new moon), Namid (star dancer), Nigan (ahead), Nitis (good friend), Nodin (the wind), Odion (first of twins), Ohanko (reckless), Ohin (chief), Pallaton (fighter), Patrin (leaf trail), Phelan (wolf), Quillan (cub), Sahen (falcon), Sakima (chief), Songan (strong), Timur (tall), Tohon (cougar), Torin (chief), Usti (little), Uwasa (alone), Wapi (lucky), Yuma (chief's son), Yutu (coyote) See "Syl-names5" *============================================================================* & syl-names5 *============================================================================* SYLVAN NEWS: NAMES PART 5 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Some names carry weight from being associated with famous Sylvans. Players should be aware that the following names are associated with PCs and NPCs that were well known for various reasons. You may wish to avoid these names because of those associations: Bearkiller, BroadShoulders, Dark-Eyes, Eaglefeather, Many-Shadows, One-Paw, Silverbrow, Soft-Feather, Stardancer, Strongbow, Talesinger, Wind Runner, WolfEyes. *============================================================================* & syl-tribe *============================================================================* SYLVAN NEWS: TRIBE PART 1 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Sylvan tribe in the region of Parnassus and Irha-Esh is known as the Mohononeo, the scouting-all-over-ones. When the Empyreans swallowed their pride enough to ask for Sylvan aid with the harvests in the most northerly part of the Empyre, willing Sylvans from different tribes came together and formed a treaty. In return for land of their own, they would help to tend Empyrean crops and ensure the harvest. The Mohononeo were outward-looking from the very start, formed by Sylvans open-minded enough to deal with other races. Under the leadership of Tends-the-Land and Moonsong, the first Sachem and Shaman, the tribe soon flourished. Originally as filled with outcasts and misfits as with Sylvans from traditional tribes, the disparate groups soon settled into one tribe and forged themselves a place. Though a great deal of the tribal land was forest, there were enough Sylvans who knew the ways of agriculture to give the tribe a firm footing with fields and livestock, and with the aid of the Earth-Elementals both Sylvans and Empyreans had a good harvest. See "Syl-tribe2" *============================================================================* & syl-tribe2 *============================================================================* SYLVAN NEWS: TRIBE PART 2 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The tribe continued to thrive and to grow over the years. Almost eighty years after they were formed, the war between the Empyreans and the Varati broke out. The Sylvans were successful at keeping the Varati out of the forest, but they couldn't stop their crops being burnt and a large proportion of their livestock being slaughtered. The Mohononeo lost their fifth Sachem in the conflict, and when it was over the land had been ravaged. The Mohononeo sent out a call to the closest tribes, and reinforcements came to help bring the land back to health. When the Varati moved to the new city of Irha-Esh, new treaties were made. The Sylvans would ensure the success of Varati crops as well, and in return the Varati granted land and rights to the Sylvans. The arrival of Atlantean diplomats led to more treaties, this time for mutual protection and friendship between two peoples. The growth in trade that came of the new circumstances brought more crafters and turned the Sylvan outpost on the edge of the forest into a trading post. The tribe grew even more outward-looking, an attitude that persists today. *============================================================================* & syl-empyreans *============================================================================* SYLVAN NEWS: EMPYREANS PART 5 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Mohononeo have ties with the Empyreans of Parnassus that stretch back roughly a hundred years. The tribe was formed in reaction to an Empyrean request for aid and settled on land that the Empyreans had granted under treaty. From their creation the Mohononeo Earth-Elementals have ensured the Empyrean harvests as well as their own. When the Varati-Empyrean war came to Parnassus, the Sylvans defended their own territory. They kept the Varati from the forest at the cost of many warriors' lives, including that of the Sachem, but both Sylvan and Empyrean crops were put to the torch. The winter after the war was a harsh one. Several graisha went feral through hunger despite the best efforts of the remaining hunters and the Earth-Elementals. After the war, the Sylvans worked hard to revitalise the land. However, both Sylvans and Atlanteans were kidnapped to be slaves by both Empyrean and Varati merchants, leading to the Sylvan-Atlantean alliance. The Sylvans made it clear that they would do everything in their power to free their brethren, including reducing the twin cities to rubble and blighting the crops, after which they'd withdraw to the forest and cut off all land-bound trade. The threat worked and a law was passed forbidding the use of Sylvans and Atlanteans as slaves, but relations have been tense ever since as the trust on all sides has been broken. *============================================================================* & syl-varati *============================================================================* SYLVAN NEWS: VARATI PART 5 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Sylvans and the Varati are partners in trade, and the Varati have made treaties to ensure the role of the Sylvan Earth-Elementals in the cultivation of their crops. Yet the races are wary of one another due to the huge differences between their cultures. The Varati have often offered to teach the Sylvan people the 'true way' of Atarism. While most Sylvans look down on these attempts at conversion and recognize them as poor offers at best (as a converting Sylvan will only be repaid by becoming inferior Varati citizens), they do feel that it shows them more respect than some Empyreans have shown recently. However, the Varati too have been informed that if they were to attempt to enslave law-abiding Atlanteans or Sylvans who reside in either Parnassus or Irha-Esh owned land, the Sylvans would reduce the city to rubble, blight the crops and cut off all land-bound trade routes. *============================================================================* & syl-atlanteans *============================================================================* SYLVAN NEWS: ATLANTEANS PART 5 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The relationship between the Atlanteans and the Sylvans in Parnassus is surprisingly good. In fact, an alliance has been formed between the two races to serve as a counter-point to any actions from the 'less civilized' Empyrean and Varati governments. An attack against a Sylvan is regarded as an attack against the Atlanteans and vice versa. Part of the agreement between the two races details the treatment given to those Halfbreed children born of Sylvan and Atlantean parents. A child with the ability to use telepathy and live underwater is taken in by the Atlanteans and raised a member of their society, yet watched and trained from a young age to prepare for the onslaught of the powerful magic that he or she may wield. Those Halfbreed children who cannot survive in the water may be raised by the Sylvans, yet it is the duty of the Atlantean parent, or society -- in case the parent is unable to do so for some reason -- to make sure the child receives similar training should the child develop Telepathy when it comes of age. *============================================================================* & syl-mongrels *============================================================================* SYLVAN NEWS: MONGRELS PART 5 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A downtrodden, magic-less race used primarily as slaves and servants by the Empyreans and the Varati, the Sylvans consider the Mongrels a race to be pitied and educated if at all possible. No official relationship exists, but some Sylvans are known to help those Mongrels who show respect for the earth and who try to live by Sylvan ideals. Halfbreeds are watched with more than the usual precautions of the other races, but those who have Sylvan blood in them are allowed to join Sylvan society if they prove to be willing to earn their keep and follow the traditional customs. Control over magic is something the Sylvans have precious little of at the best of times; Sylvan Halfbreeds are generally in a far worse state than their full-blooded cousins, and are feared because of it. *============================================================================* & varati *============================================================================* VARATI NEWS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files will give you information about the cavern- dwelling Varati; one of the four elemental races of this world. If you would like to choose a Varati background for your character, please read each one carefully, and contact a member of the staff if you have any questions. History Religion Clans Resources Description Society Castes Kingdom Population Names To read the news files, type "news Var-." For example, to read about their kingdom, type "news Var-kingdom." *============================================================================* & var-history *============================================================================* VARATI NEWS: HISTORY PART 1 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The story of what would become the Varati who live under the mountains is a long one--one that loses its first dates in a time where no dates were kept; in an age where the only names remembered were those of kings and heroes and their most important deeds. No more than threads of ancient legends reveal clues as to the origin of he Varati. "When" and "where" will forever remain a mystery, but the "why," at least, has an answer. Why they live beneath their mountains in fortresses of stone and steel, and why peace has been so fleeting for their kind. Some call them barbarians who exist only for warfare, but surely no uncouth barbarian could appreciate--let alone create--the wonders they have built beneath their cavern walls. Listen to the "why," then, and hear how a race of warriors and artists was forged. See "news Var-history2" *============================================================================* & var-history2 *============================================================================* VARATI NEWS: HISTORY PART 2 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "...Long, long ago, when the twin worlds were still held fast, our people were worshiped by the men of Earth. Many and fanciful were the names we were given by Earth's children--'jinns,' 'genii,' and 'efrit' only a few. We had powers beyond man's understanding, and used them to aid and to teach mankind. Husheng, our first great king of whom there is any record, lived in that age, and he taught humans the secret of forging and how to shape metal with fire. "His son, Tahmuras, ruled after him, and his gifts were of spinning wool, weaving, and the domestication of animals. It was then that the other races grew envious. This went unnoticed at first, but the rifts were wide and growing wider. Like a tree bowing more and more steeply under a violent wind, events passed until the trunk could bend no more, and with a thunderous snap, the single tree was sundered in two. See "news Var-history3" *============================================================================* & var-history3 *============================================================================* VARATI NEWS: HISTORY PART 3 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "How? A collaboration between the Empyreans and the Atlanteans, who were blinded by jealousy. It was their actions that caused the Great Flood and separated the two worlds forever, never again to reunite. "Little but a remnant of the Varati survived, and those only through the wisdom of our third great king, Jemshid. In a dream he beheld the fate of the worlds, and in a dream he found the answer to survival: to tunnel beneath the earth and build a great 'vara' as long as a horse could run and as high as the tallest tree. He warned our people of the coming danger, and those that believed him labored for months on the subterranean home. They brought food, livestock, tools and supplies down with them, enough to sustain many generations. All those who had scoffed at the idea were swept away and killed. See "news Var-history4" *============================================================================* & var-history4 *============================================================================* VARATI NEWS: HISTORY PART 4 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "And so we learned to live away from the sun; to survive with what the mountains could provide, and trade for what they could not. Instead of a prison tolerated by necessity, we made the vara our home. The sky and the earth and the sea were taken, but the underworld beneath the mountains was ours. No floating city or oceanic paradise would outshine our palaces. No other race was as familiar with fire, metal, or stone, and we used them to create wonders that surpassed the imagination. "This was one of the few times of peace that our people enjoyed, but it did not last. Our fourth king, Zohak, brought an end to that. And worse yet, the wars were not fought without, but within. See "news Var-history5" *============================================================================* & var-history5 *============================================================================* VARATI NEWS: HISTORY PART 5 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "He was called 'the Demon King,' for some believed he was possessed by an evil spirit. How else to explain his cruelty? When he dreamt that he would be overthrown by a young prince from another clan, he ordered the massacre of all the children within the city. But one mother defied his decree, and hid her son with a simple 'shudra' family that lived atop the mountain. He was called Feridun, and when he had come of age, he led an army into the city and fulfilled Zohak's dream. "But that was not the end of strife among our people. Feridun ruled for many years, and when he was old and ready to pass beyond, he divided the kingdom among his three sons. But two of them were greedy, and plotted the death of the third. They dishonored the bond of blood and killed their own brother, then sent his head to their father. The old king wept at the sight. See "news Var-history6" *============================================================================* & var-history6 *============================================================================* VARATI NEWS: HISTORY PART 6 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "But the slain brother had a son of his own, Minucher, and the youth waged war against his uncles, and eventually defeated them. It was to him that Feridun gave the kingdom when death finally claimed his spirit. "And so our people knew peace again, for a time. The kingdom expanded, and some clans traveled to distant lands where they built new fortresses and varas beneath the earth's surface. The strife between our people and those of water and sky was still present, for our Varati were strong, and growing stronger. We posed a threat to the dominant kingdoms, but we did not yet have the power to take what was our right from the beginning--a place in the sun. "Our seventh great king, Zal, forged the bond between our people and the hardy 'wyverns,' our fire-steeds. It was he who tamed the first savage queen and bent her to his will, and her offspring have served our people for generations. See "news Var-history7" *============================================================================* & var-history7 *============================================================================* VARATI NEWS: HISTORY PART 7 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "Rustem, one of Zal's many sons, was the eighth and last king before the coming of Atar. "Born of a union between the Sun and Dawn, he is fire in mortal form; a god of Light and a champion of Truth. Though flesh and blood as we are, he is immortal--never-ending. 'Khalid Atar,' we call him--'the Never-ending Fire.' "He appeared at a time of chaos and brought order. After Rustem was killed in a battle against the Empyreans, the clans each vied for the throne, though none of them had a rightful claim. Atar came to us then, out of no- where it seemed; a mysterious warrior with wings of onyx and eyes of flame. He defeated each and every contender for the throne, and then took it himself. "And he led our people to victory. See "news Var-history8" *============================================================================* & var-history8 *============================================================================* VARATI NEWS: HISTORY PART 8 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "For over four hundred years, we held dominance over the other races, and it was a time of glory for our people under our ageless king. We brought our enemies to their knees and spread our kingdom wide, conquering distant lands and creating works of wonder as only our people can. But as all things end, so did our 'Reign of Fire,' and it was due to treachery from within. "False priests spread lies about our king, and weakened his power during one of his absences -- even turned some of his most trusted followers against him. The Visir he left in his place was overthrown, and it brought an end to our age of glory. But just as the phoenix that rises from the ashes of its own death, so may our kingdom rise again. With the help of his "Lions of Fire" and faithful priests, our king has destroyed the traitorous clans, and under his divine leadership we will one day quell our enemies forever, and never again live in darkness." - The Oral History, as recited by the priests belonging to the Royal Clan of Khalid Atar. *============================================================================* & var-society *============================================================================* VARATI NEWS: SOCIETY PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- To an outsider, the society of the Varati people might look severe and too rigidly structured. There is a sharp definition between each of the four castes, and very little opportunity to raise one's personal rank or lifestyle. The warrior-nobles, the "kshatri," rule by force, and even religion is strictly disciplined. Yet the outsider should also notice that, save for the competitive clan leaders, peace is all but prevalent among the castes, and rare is the Varati who seems dissatisfied with his or her lot. At least, on the surface. Just as they make their homes in mountain fortresses that few can access, the Varati maintain a similar aloofness with their hearts and minds. Proud and unyielding, like the stony earth from which they come, they present a unified front to outsiders, refusing to admit to any flaws in their society's structure. See "news Var-society2" *============================================================================* & var-society2 *============================================================================* VARATI NEWS: SOCIETY PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- For, of all the races, the Varati are the most patriarchal. Theirs is a male-dominated society, and women have few options beyond the household. Even within the home, their status is precarious, for a man may take several wives, who must then vie for his favor. The clever Varati woman must influence her husband without letting him know she is in control, for the men usually prefer docile, submissive wives. In addition, a woman's worth is largely determined by how many sons she can give her husband. Should a wife fail to produce male heirs, or otherwise displease her spouse, she can be divorced with but a word. The fault almost always falls upon the woman; it is her family that is dishonored, and often they will refuse to take her back in. Estranged and alone, these women occupy a niche in society somewhere below even the "shudra," the mongrel caste. Some become beggars, others prostitute themselves for money, but once a woman has fallen this far, there is no going back. See "news Var-society3" *============================================================================* & var-society3 *============================================================================* VARATI NEWS: SOCIETY PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The shudra are relegated to servitude, along with the naraki, or slaves. Each are typically made up of mixed breeds -- Mongrels and Halfbreeds. The parents of Halfbreeds are generally reviled, and whatever status they once had is lost. Some choose to live outside the kingdom rather than face the animosity of their former friends and family. Like the "fallen women" whose sins soil the family name, the parents of Halfbreed children visit the same punishment upon their relatives, and most families will disown such members to save face. If the shudra do not seem to chafe under the yoke of tyranny, it may only be through fear, rather than acceptance, as the Varati would like outsiders to believe. The last main group are the Varati religious caste, the Atarvani. They are both mages and priests, trained to interpret the will of their god, and are as much servants of the people as the shudra and naraki. Trained within the hub of Varati culture, the mountain known as the "Throne of Fire," they spend years perfecting their magical crafts. More information about each caste is contained within "news var-castes." *============================================================================* & var-religion *============================================================================* VARATI NEWS: RELIGION PART 1 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Death, resurrection, and reincarnation are three concepts that have shaped the religion of the Varati people, and all three are embodied in their immortal god, Khalid Atar. He is called the "Neverending Fire," and he is both a king and a deity -- a celestial being in mortal form, whose power is so great that he can defy death itself. The Varati were not always a monotheistic people. Before Atar's appearance over 1000 years ago, they worshiped a pantheon of many gods and goddesses, personifying such ideas as war, victory, light, and the sun. They also believed in an immortal soul, and that a man or woman lived out endless lifetimes that were each shaped by the ones before. This idea has carried over into the new religion, but most of the old gods were left by the wayside after the coming of Atar. See "news Var-religion2" *============================================================================* & var-religion2 *============================================================================* VARATI NEWS: RELIGION PART 2 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The clans were at war with one another, and the kingdom was in chaos. Khalid Atar appeared, a mysterious being with ebon wings and power over fire, and he defeated his opponents one by one in single combat. Such has often been the way -- although the seat of the kingdom is usually passed from father to son, there is no single royal bloodline. Each clan has a chance to rule if they can best the other candidates in combat -- nor is it impossible for the king to be overthrown during his reign. But since Khalid Atar took the throne, he has only been unseated once in the past thousand years. He was not deified overnight. It was an uphill battle to prove himself as both a king and a god. But after countless victories, and leading the Varati into their "Reign of Fire," during which they held dominance over the other races for over four hundred years, he has widely been hailed as a true god, and the rightful ruler of his people. See "news Var-religion3" *============================================================================* & var-religion3 *============================================================================* VARATI NEWS: RELIGION PART 3 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- That does not mean there was no dissent among the people. Rival, under- ground religions threatened to undermine his power and influence, and his loss of the throne at their hands proved that he was not omnipotent after all. But he has since stamped out his detractors with the help of his "Lions of Fire," the Agni-Haidar, as well as the Atarvani, and now his popularity may be stronger than ever. Many view him as a representative of the race as a whole; proud, determined, and possessed of an indomitable will to prevail. No matter what, he will succeed, just as the Varati will one day reclaim their place under the sun, even if they must do so by force. Atar has come to represent the varied aspects of fire: warmth, security, and the dual nature of creation and destruction. The last two are especially prevalent in Varati religion -- the idea that one cannot exist without the other. Life and death go hand-in-hand, just like day and night, love and hate; chaos and order. See "news Var-religion4" *============================================================================* & var-religion4 *============================================================================* VARATI NEWS: RELIGION PART 4 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Atar embodies these dual aspects, for he is both immortal and mortal, powerful and fallible -- man and god. Every hundred years or so, he undergoes a spiritual "death." Often he disappears for a time, perhaps even several years, and no one knows where he goes or what happens to him. But when he returns, he is rejuvenated and strengthened both in body and mind. This is his "resurrection," or reincarnation, just like the mythical phoenix that is born again from the ashes of its own demise. With this living example of immortality, the Varati have less reason to fear death. After all, their god proves the belief in an immortal soul by his very existence -- he alone can face death and live to tell of what lies beyond it. Who would doubt his word? For these reasons, funerals are not times of grief, but of celebration. The Varati view them much in the same way they view births, and the ceremonies for both are very similar. There is feasting and entertainment, and family and friends gather to honor the deceased, or to congratulate the new parents. See "news Var-religion5" *============================================================================* & var-religion5 *============================================================================* VARATI NEWS: RELIGION PART 5 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Should a death and a birth occur relatively close together, Varati may suspect that the new baby is the reincarnation of the deceased, and often they will give the child the same name as the departed in order to ease the transition from one life to the next. Also, slaves, servants, and wives may be put to death and immolated along with their deceased master so that their souls will be reincarnated with his, to serve him in the next lifetime. Although the wives have a choice about joining their husbands in death, it is not always a free one. Widows are not permitted to marry again, and if they choose life over death, it should only be because they have young children to care for. Otherwise, the decision is seen as selfish and disloyal, and society views such creatures with contempt. For more information about the Varati religion, please reads "news Atar" and "news Ushas" under the pantheon news files. *============================================================================* & var-castes *============================================================================* VARATI NEWS: CASTES PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The strict caste system of the Varati had been touched upon in the files regarding society, but not explained fully. Therefore, the following will describe the four different ranks and what they entail. First let it be noted that the Varati are the most rigid of all the races when it comes to tradition and adherence to the rules of society. Those lower on the social ladder would simply never dream of insulting their betters or actively trying to improve their lot. With their belief in an immortal soul and the idea of reincarnation, they accept that their current life is merely fate--a punishment or reward for lives previously lived. It must be endured, and endured well. The man or woman who does not accept their due-- who strives to be something other than what they were born--is not honorable. And honor, to the Varati, is of the utmost importance. See "news Var-castes2" *============================================================================* & var-castes2 *============================================================================* VARATI NEWS: CASTES PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Honor encompasses many things: courage, valor, justice, mercy, and unwavering faith. The Varati who lives by that code of rules will be rewarded in another life; the one who does not will be punished. Those who are less fortunate than others were given that fate for a purpose -- punishment. So exhibiting kindness where it is unwarranted is to go against the will of god. In other words, there is little room for compassion or companionship between the castes. A "kshatri," one of the warrior nobility, will not befriend a mongrel, or "shudra," and consider him an equal. It is simply not done. Therefore, each caste is separated by an impassable gulf, simply by accident of birth. Women, Halfbreeds, and Mongrels are, by and large, considered inferior to pureblooded males. While women can enjoy the status of a higher caste, Mongrels and Halfbreeds will always remain shudra or naraki. Often servants or slaves, the mixed breeds were put on this world to serve their superiors. They are the lowest of the low. See "news Var-castes3" *============================================================================* & var-castes3 *============================================================================* VARATI NEWS: CASTES PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The next rung of society's ladder is occupied by the "vaisya," or common people. These are merchants, craftsmen, entertainers, metalworkers, etc.--the "working class" of the Varati. They provide the food, clothing, weapons, tools, and other provisions for the race. Few ever achieve great wealth, but for the most part, their lives are comfortable, and their status respected. The last two castes share equal footing--or close to it. First there are the "kshatri," the warrior nobility. Long ago, the Varati made names for themselves as a warlike, aggressive race. This is largely due to their army, which eventually grew in might and numbers until they had displaced the royal families and taken their power for their own. Since then, the kshatri have filled both roles, and emphasized the famous saying that "might makes right." See "news Var-castes4" *============================================================================* & var-castes4 *============================================================================* VARATI NEWS: CASTES PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- And finally, we come to the "Atarvani," or priestly caste. Many are versed in the ways of magic, but more importantly, they provide religious leadership for the race. They are the emissaries between the people and their god, and interpret his word and will. It is even rumored that those who are particularly loyal to Khalid Atar and who have won his favor may earn a taste of immortal life, which only he may bestow. It is this prize, and the honored position of religious leader, that encourages many parents to send their young sons into the temples, for this is the only caste that one is not born into, but achieves. Another group among the Varati, though not widespread enough to be a caste unto itself, are the Agni-Haidar -- the "Lions of Fire." They are an elite army answerable only to Khalid Atar, and fiercely loyal. They are responsible for wiping out any of Khalid's detractors, and many a Clan has suffered their wrath, for a real or imagined betrayal. Please see "news Var-society" and "news Var-clans" for more information. *============================================================================* & var-clans *============================================================================* VARATI NEWS: CLANS PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- When a young man raised on a farm by a shudra family managed to gather an army and defeat the king roughly 2000 years ago, that was the beginning of military rule for the Varati. The young man was Feridun, and ever since his time, the leadership of the Varati was not contained in a single bloodline. His actions established the clans that have flourished to this day, and they provide the military might that makes the Varati a force to be reckoned with. When a king's influence is shaky, his physical health in question, or his popularity on the wane, he is considered prey for the clans. Their warlords will choose that moment to strike in an attempt to claim the throne for them- selves. The man who can keep it is the man the Varati call "king," and only one man has managed to both keep the throne and unify the clans for an extended period of time. That man is Khalid Atar, the deified monarch of the Varati people, and even he did not always have complete control. See "news Var-clans2" *============================================================================* & var-clans2 *============================================================================* VARATI NEWS: CLANS PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- He was overthrown during one of his periodic absences, when several clans allied together to oppose the Visir he left in his stead. They were joined by members of the priestly caste who undermined his power and popularity, and the "elite" warriors, the Agni-Haidar, were destroyed in a last stand against the traitors as they defended the boy-Visir. After the God-King's return, he re- established the Lions of Fire, and managed to ferret out traitorous clans and quell the rumors spread by false priests. But the process was a long one, and vestiges of defiance may yet lurk in the other clans, waiting only for the right opportunity to grow into full-blown rebellion. Luckily for Atar, the number of clans remains small, though they are widespread. Usually the clans are made up of an extended family or families, joined together by marriage or political alliances, who govern a certain territory or city. They are led by a single warlord, or Pasha, and his position is almost as precarious as the king's. A warlord's reign is typically brief, for he is constantly subject to treachery from within, or the possibility of defeat at the hands of a rival clan. See "news Var-clans3" *============================================================================* & var-clans3 *============================================================================* VARATI NEWS: CLANS PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The wise leader must trust no one, and must nourish the paranoia of his rivals so that they will be too busy watching their own backs to try and stab his. Or perhaps the wisest leaders won't be leaders at all--at least not publicly. They may choose some figurehead that they can influence and manipulate, while they themselves remain safely in the shadows and out of the "firing line." Thus, it is never quite certain just *who* is in charge of a given clan, and the wise leader knows never to let his guard down, or believe an enemy truly vanquished. To view the current list of major Varati clans, please view the rosters under "+faction/list." Then contact the player in charge either via @mail or page. Any further questions can be directed to the Varati admin. *============================================================================* & var-kingdom *============================================================================* VARATI NEWS: KINGDOM -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Initially, the Varati kingdom was confined to underground fortresses, or "varas," situated in mountains far to the north of Haven. But they have since expanded, and because their territory still mainly lies underground, there is no telling just how big it is. Often there are small towns or cities situated near the entrances to their underground kingdoms, where trade and meetings may take place, but visitors are rarely allowed to venture into the heart of Varati territory. Those few who have give accounts of lavish palaces built from stone and precious metals, ornamented with crystals, gems, and intricate designs. Shaping magic runs strong in the Varati race, and even those without it are renowned for their ability to bend rock and metal to their will. Not only that, but their women excel at weaving, and Varati textiles and fabrics are among the finest in the world. Anyone who accused them of being artless barbarians would truly be in for a surprise, were he ever allowed into their mountain homes. *============================================================================* & var-resources *============================================================================* VARATI NEWS: RESOURCES -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following lists show what resources the Varati are best known for: Farming: grain, wheat, vegetables, fruit Livestock: sheep, goats, cattle, hogs, horses, mules, wyverns Mining: gold, silver, lead, copper, tin, iron ore, precious gems Products: herbs, spices, mushrooms Manufacturing: silks, rugs, textiles, perfumes, weaponry, jewelry, steel, silverwork, bronzeware, glassware Trade-Goods (Items/Services Varati need from other races): Atlanteans: salt, seafood, oil, pearls, coral, use of sea-ways Empyreans: livestock, grain, wheat, fruits, vegetables, wine, oil Sylvans: herbs/medicines, leather, fur, meat, lumber, land Mongrels: manual/slave labor, farming, production *============================================================================* & var-population *============================================================================* VARATI NEWS: POPULATION -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Total Population: 7 million Varati citizens Purebreeds: 5.5 million pure-blooded Varati Mixed breeds: 1.5 million mongrel/impure/non-Varati citizens Number of Clans: 10-12 Major Clans 40-60 Minor Clans Kshatri: 1 million Atarvani: 800,000 Agni-Haidar: 50,000 Vaisya: 3.5 million Shudra: 1.6 million Varati with the "affinity" for magic: 65% of population (3,575,000) Magic at/above Adept level: 40% (of 3,575,000: 1,430,000) Affinity for elemental-fire magic: 25% (of 3,575,000: 893,750) Elemental-fire magic at/above Adept level: 15% (of 893,750: 134,063) *============================================================================* & var-description *============================================================================* VARATI NEWS: DESCRIPTION PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Sculptors have claimed that a statue was merely a shape hidden beneath the original surface of the stone, waiting for the questing hand to come forth with its tools and remove the extra pieces. Now, put breath into the cold rock, and an image of what a Varati is comes to life. Rugged, powerful people, they convey the impression of being hewn from a block of granite, both in looks and movement. Yet no shambling mountains are they, for one has only to watch them work their metals to see the grace and dexterity in their hands and fingers as they pull beauty from lumps of rock. Take that concept of stone further, and apply it to personality and demeanor--make the statue think. Stoic, stern, and practically immovable in thought and opinion, there nevertheless lurks a fiery ember within the heart of a Varati, waiting only for the breath of passion or anger to set it ablaze. See "news Var-desc2" *============================================================================* & var-desc2 *============================================================================* VARATI NEWS: DESCRIPTION PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Little wonder then, why they make impressive warriors, for they seem built for warfare just as a sword is specially crafted for its purpose. True, not all of them are soldiers, yet rare is the Varati male who knows nothing of the ways of combat. Consequently, most are strong and powerfully muscled, both from training and working at the forge. Clothing for the males is generally plain and serviceable, made from sturdy material that will withstand the rigors of combat and metalworking. Yet the females are as skilled with fabric and weaving as the males are in blacksmithing, and the Varati will often take advantage of celebrations and festivals as an excuse to display their finery. With their silks, satins, and intricate, gem-studded jewelry, the Varati hardly fit the image of the unrefined barbarians that many believe them to be. See "news Var-desc3" *============================================================================* & var-desc3 *============================================================================* VARATI NEWS: DESCRIPTION PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While the males are rugged and heavy-set, the females tend to look less like a hewn block of stone, and more akin to smoothed marble. Their skin is a touch paler than the males', though still dusky, and most Varati are dark- haired and dark-eyed. Few of their females could be described as "dainty," for they possess many of the same characteristics as the males: strength and power mixed with a surety of movement. Yet they are still distinctly feminine, and some have claimed that Varati women are the most beautiful in the world. Such a boast would be hard to prove, for that vaunted beauty is cloaked in mystery. Veils and long, flowing garments conceal the bodies of Varati women, oftentimes leaving no more than their eyes and hands visible. Perhaps it is the unknown that fuels the imagination and leads one to such extravagant claims, or perhaps there is some truth to it after all. See the "+terms" files on such items as the sari, sark, haik, breeches, buskins, and zoris for more ideas on Varati attire. Varati usually live to the ripe old age of 80-100. *============================================================================* & var-names *============================================================================* VARATI NEWS: NAMES PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Most Varati names are Persian, Indian, and Arabic in origin, for this race was largely based on those mythologies. Female names should reflect the traits that Varati desire in their women: faithfulness, chastity, grace, and beauty. Men, meanwhile, are to possess such attributes as skill in warfare, virility, intelligence, and strong leadership. A Varati's first name is the name bestowed on them by their parents. Often this name will have belonged to someone who died recently, for the Varati believe in reincarnation, and a baby born shortly after a death might be the deceased individual starting off his or her new life. The second name is the family name--similar to our surnames. This may be the same as a clan name, but if it is not, a child is given a third name to denote which clan he or she is from. For example, a daughter born to clan Tahmuras, of the family Nassur, might be called Vashti Nassur Tahmuras. See "news Var-names2" *============================================================================* & var-names2 *============================================================================* VARATI NEWS: NAMES PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Female: Aditi (free and unbounded), Aisha (life), Alisa (a joy), Amal (hope), Ambika (the mother), Amineh (faithful), Anala (fire), Arda (bronze), Aziza (precious), Bathshira (seventh daughter), Cari (flowing like water), Chandra (moon), Chava (life), Deva (divine), Emmali (industrious), Esther (star), Faida (plentiful),Gemma (precious stone), Ghaliya (sweet-smelling), Hara (seizer), Jade (jade stone), Jamila (beautiful), Jasmine (jasmine blossom), Kalila (beloved), Kalinda (the sun),Kama (love), Kamila (the perfect one), Karida (virginal), Kavindra (mighty poet),Kesava (having fine hair), Lalita (charming), Leila (born at night), Matrika (mother), Meryem (rebellious), Noura (light), Opal (gem), Rashida (righteous), Rena (melody), Rubia (ruby), Safira (sapphire), Sakti(energy), Saril (the sound of running water), Selma (secure), Shaina (beautiful), Suri (knife), Tahira (pure), Trina (piercing), Vashti (lovely), Veda (wisdom), Yehudit (praise), Zada (lucky one), Zara (princess), Zarifa (graceful) See "news Var-names3" *============================================================================* & var-names3 *============================================================================* VARATI NEWS: NAMES PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Male: Adar (ruler), Adham (black), Adli (just), Adri (rock), Ahir (last), Alim (wise), Ardon (bronze), Arslan (lion), ), Asker (soldier), Bal (wool- hair), Berk (rugged), Cahil (young and naive), Cyrus (throne), Dovev (to speak quietly), Duman (smoke), Gadiel (my fortune), Hadad (virility), Hakan (fiery), Harb (war), Haroun (exalted), Hassan (handsome), Isham (home of the iron one), Jamil (handsome), Javas (swift), Javier (brilliant), Jehan (gracious gift of god), Kalil (friend), Kasim (divided), Kaspar (guardian of the treasure), Kedar (mountain lord), Khoury (priest), Kiral (king), Kovar (smith), Lais (lion), Mansur (divinely aided), Mart (warlike), Mehmet (the praised one), Mehtar (prince), Mohan (delightful), Nandin (destroyer), Nassur (victorious), Numair (panther), Omar (first son), Rafi (exalting), Rahman (merciful), Salmalin (taloned), Samein (to be heard), Sarngin (archer), Segel (treasure), Seif (sword of religion), Sevilen (beloved), Siraj (light), Tahir (pure), Valin (mighty soldier), Yasar (wealth), Zeheb (gold) *============================================================================* & mixed *============================================================================* MIXED BREED NEWS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files will give you information on the mixed breeds of Aether. If you would like to play a Mongrel or a Halfbreed, please read this information carefully, and contact a member of the staff if you have any questions. Origin Halfbreed Mongrel Description Society Religion Magic Names To read the news files, type "news mix-." For example, to read about their origin, type "news mix-origin." *============================================================================* & mix-origin *============================================================================* MIXED BREED NEWS: ORIGIN PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Despite their differences in appearance, the four races are all basically humanoid, making it possible for them to mate with one another and produce offspring. The products of these interracial couplings are often considered "impure" or deformed, however. Yet these "deformities" are merely the result of mixed blood, since any child born of an Atlantean and an Empyrean, for example, would look a little odd. The aquatic aspects of the former and the wings of the latter might not mesh well, and the child would have a difficult time adapting--being a part of both races, yet not wholly one or the other. Thus, for centuries, unions between the races have been deemed "taboo," and both the offspring and the parents are often exiled or otherwise punished for this transgression. See 'mix-origin2' *============================================================================* & mix-origin2 *============================================================================* MIXED BREED NEWS: ORIGIN PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The term 'Halfbreed' refers to any person bearing two bloods (and thus two primary racial traits) in proportions from 50/50 to 75/25. If one has more than 75% of one race's blood, that race becomes dominant and the person is almost indistinguishable from a pure-bred person of the same race. In many cases, this is still enough to damn them in the eyes of the pure-bred, especially in the noble classes where bloodlines are kept in an exacting science. In the lower classes, a small measure of another bloodline (especially if it brings with it a coveted magic) may be overlooked. To add a third race to the mix (or fourth) has a tendency to dilute all racial characteristics, creating the final race of Aether: 'Mongrels'. See 'mix-origin3' *============================================================================* & mix-origin3 *============================================================================* MIXED BREED NEWS: ORIGIN PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Two types of mixed breeds do not require any application. The first is any mix that has no distinguishing characteristics, or in other words: Mongrels. The second is any character that appears to be full-blooded, but may have a slight impurity several generations in their past. This can be played without Staff approval, provided they can pass for a purebred. In this case, any mixed ancestry should be noted clearly in your character's background. Requesting an unusual magic due to an impurity in the bloodline will require an application, though. Because true Halfbreeds are rare and have such a high concentration of magic, they must be applied for. Please read "news applications" for the guidelines on Halfbreeds. *============================================================================* & mix-halfbreed *============================================================================* MIXED BREED NEWS: HALFBREED PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- In the major societies of Aether there is a distinct taboo against those of two different races producing offspring. This is supported by the natural tensions between the races. For an example, it is unlikely that an Atlantean, spending most of their time beneath the waves, would find themselves romantically inclined towards a fiery Varati, a lofty Empyrean, or an earth- loving Sylvan. However, these rare loves do happen and despite the taboos, there are children. There are also children from less loving unions. When a child is a direct cross of two races, or the child of a cross and a pureblood, that child is typically known as a 'Halfbreed'. Coming from two races and yet fully a part of neither, they are usually outcast whether or not such ostracism is the intention of their family. While the parents may love their child, Halfbreeds typically exhibit qualities of both races, but without the strength of pure blood, these qualities are typically unable to measure up to that of their parents. See 'mix-halfbreed2' *============================================================================* & mix-halfbreed2 *============================================================================* MIXED BREED NEWS: HALFBREED PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A Halfbreed of an Atlantean and any race is unlikely to be able to survive the depths of the ocean, and yet they still suffer when long absent from water. Those without pure Empyrean blood typically cannot fly, owing to stunted wings. Sylvan and Varati lines cross the most 'gracefully,' if such can be stated, but most Halfbreeds are clearly and obviously 'different' from their parents races. Even without the physical issues, there are still many difficulties ahead for Halfbreeds. Because of the imbalance in their blood, Halfbreeds are the most gifted with magic of any of the four pure races. Their gift comes with a particular curse. With the lack of balance in their blood, they rarely are able to achieve full control of their magic. Elementals are particularly susceptible and tend to leave destruction in their wake. The slightest emotional upset provokes their magic to overflow, and Halfbreeds are at the worst risk of consumption of any race. Because of the danger they present, Halfbreeds are almost universally shunned. *============================================================================* & mix-mongrel *============================================================================* MIXED BREED NEWS: MONGRELS PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Mongrels are the ultimate result of the intermingled blood of the four pure races, making them essentially race-less as well as magic-less. Looked down upon or pitied by the pure races, they are often treated as merely slaves, servants or ignored as the embarrassing poor of Aether. Over time, the mongrels have become an integral part of both the Varati and the Empyrean cultures. Many aspects of the economic structure of both societies depends heavily on the labor of the Mongrels who serve them as slaves and low-wage servants. In many ways, they can be called the 'backbone' of society. Even those Mongrels who are considered 'free' among those two races have little wealth or influence and are relegated to the poorest sections of the communities. A resourceful and ingenious Mongrel can carve a moderately comfortable life from their circumstances, but it is still a life of hard work and struggle. See "news mix-mongrel2" *============================================================================* & mix-mongrel2 *============================================================================* MIXED BREED NEWS: MONGRELS PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While the Atlanteans and Sylvans do not take Mongrels as slaves, they generally overlook the race as pitiable or simply beneath their notice. A small number of free Mongrels have come to have a distinctly Atlantean or Sylvan bent, but they are far and few between. The water race has little place beneath the waves for air-breathing Mongrels, but they have been known to have amicable and helpful dealings with those who work the oceans as fishermen or sailors. Any Mongrel who is tolerated to live near Sylvan lands must respect the sanctity of the earth, or they will be driven off, or worse. Mongrels are looked down upon, and most are accustomed to that way of life. To many, servitude to the Empyreans or Varati is the only life they or their ancestors knew. Occasionally a master will free a Mongrel from their service, but the opportunities presented to a free Mongrel are limited. Some grumble at their lot in life, but those not wise enough to keep their views quiet are often made an example of to other 'uppity' Mongrels. Such incident are rarely fair; the pure races are in control and rarely impartial when it comes to Mongrels. See "news mix-mongrel3" *============================================================================* & mix-mongrel3 *============================================================================* MIXED BREED NEWS: MONGRELS PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- For a brief number of years at the end of the last Empyrean/Varati war, Mongrels were given a taste of independence. One of Khalid Atar's stipulations in the treaty was for the Empyreans to hand over the province of Arelate to a fledgling Mongrel nation. Known as Avalon, free Mongrels flocked to the young nation, hoping to find a measure of the good life they had seen the pure races leading for most of their lives. Within a few years of its founding, though, Varati clans had begun to take advantage of their weak infrastructure and to claim whole sections of land along the borders. Unable to beat them back on their own, the government of Avalon turned to the Empyreans for help. Taking Avalon under its figurative wing as a vassal state, the Empyreans helped drive out the Varati clans in exchange for taxes, resources and labor. For a few years, the relationship continued to be mutually beneficial, but soon the burden of taxes began to be increased. This understandably caused some unrest among the Mongrel leaders of Avalon. In 3917, the unrest turned into a full blaze of violence as the Mongrels fought to take the independence of their country back. Most of the violence occurred within Avalon's borders, but some riots occurred in surrounding territories. As might be expected, the superior military of the Empyreans quelled the rebels and the nation was absorbed back into the Empyre and became Arelate once more. See "news mix-mongrel4" *============================================================================* & mix-mongrel4 *============================================================================* MIXED BREED NEWS: MONGRELS PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Mongrel characters may seem limited in their scope, and while that is true to a certain degree, a resourceful player can make a wonderful tale of the 'under-dog' story of a Mongrel. Beyond just slaves and servants, Mongrels can be gardeners, merchants, artists, thieves, smugglers, sailors, Cyprians, accountants, gladiators, craftsmen, guards, Velites, and so on. While a Mongrel may never hold a powerful or overtly influential position, there are numerous opportunities available for a resourceful character. It must be stated, though, that a Mongrel player needs to understand that there is no Equal Rights Amendment on Aether, nor is there a concern for being 'politically correct.' Prejudice and bigotry are strong among all races, with much of that coming into focus against lowly Mongrels. Very often, scenes will involve unfair treatment from bigoted purebreds that have little regard for a Mongrel's life. Of course, this is from the characters, NOT the players, and it is that very tension that helps create a dynamic and interesting roleplaying environment. As a last note, Mongrels often live to be anywhere from 70-90 years old. If you have any further questions, do not hesitate to contact a member of the staff. *============================================================================* & mix-description *============================================================================* MIXED BREED NEWS: DESCRIPTION PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Halfbreeds typically display prominent aspects of the race of both of their parents, usually making them look a bit unusual. However, with the dilution of their bloodline, comes a large price to pay: these salient features rarely work as well as those of the full-blooded. They may have gills, but not actually be able to breath water or survive the depths of the ocean; they have wings, but are unable to fly. While some Halfbreeds are fortunate enough to be able to survive in the environments of their parents, most are outcast whether they will it or not, unable to follow where their parents go. As mentioned in several places, Halfbreeds require an application (see "news applications"). Be sure to include what races comprise your Halfbreed, what racial features they exhibit, and whether or not they are able to function. See "news mix-desc2" *============================================================================* & mix-desc2 *============================================================================* MIXED BREED NEWS: DESCRIPTION PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Mongrels possess none of the distinguishing characteristics of the other races, such as wings, webbed fingers, or pointed ears. In form, they are no different from Earth's humans, and skin, hair, and eye-color vary depending on which race's blood flows most strongly through their veins. They are also hardier than the other races; sickness and disease are less common for them, and they generally possess a stronger endurance or stamina. *============================================================================* & mix-society *============================================================================* MIXED BREED NEWS: SOCIETY PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Power resides with the pure races of Aether, leaving the mixed breeds at the fringes of society. Many conform as best they can to the culture to which they are bound, gaining a modicum of acceptance in servitude. Those that are not slaves or servants tend to live on the outskirts. For most Mongrels and Halfbreeds, their culture echoes whichever race they live and work in closest proximity to. Clothing styles, religious leanings, holidays, recreational pastimes, and most biases are borrowed from the culture they work within. Even physical attributes tend to lean towards what is most favorable in that particular society -- Empyrean Mongrels are often fairer, with light skin and hair while their Varati counterparts are darker of complexion. See "news mix-society2" *============================================================================* & mix-society2 *============================================================================* MIXED BREED NEWS: SOCIETY PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Within Parnassus, an area along the estuary at the base of the bluff upon which the city rests was originally intended to house many of the Mongrel slaves who worked the waters of the inlet and ocean beyond. Over time, it came to be known as 'Mongrel Town.' With the changes to the region, this section of the city quickly became home to many free Mongrels as well as some of the less successful members of other races. Mongrel Town itself is a mostly modest neighborhood with small and sturdy buildings. Close to the docks there are several taverns that have robust and bawdy reputations, and there is a rumor of a black market within the area, but there is still a modicum of civilization. With the growth of the city and the influx of the outsiders seeking to find profit in the racially mixed region, the truly poor were slowly forced further away from the city. A shanty town soon grew at the outskirts of Mongrel Town, spreading out over the marshlands. Nicknamed the 'Bottoms' for its proximity to the ripe scents of the marshes and placement at the far base of the bluff, the area has become a haven of tolerance (or perhaps indifference) for the outcasts and impoverished of society. See "news mix-society3" *============================================================================* & mix-society3 *============================================================================* MIXED BREED NEWS: SOCIETY PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While most Mongrels tend to emulate the culture in which they live, there has been a growing segment of the race that has slowly been developing its own customs. Calling themselves the Baxtalo, they are most clearly characterized by a fierce pride in their durability and their 'family.' A clannish, insular society, they are well aware of their precarious position in the midst of the more powerful pure-breeds, so they are very careful to protect and shelter one another. Family is of the utmost importance to the Baxtalo, but family tends to have a looser definition amongst a people who are accustomed to losing blood relatives to the slave blocks. As a result, a Baxtalo family group may consist of several Mongrels who bear no common blood between them. One should never underestimate their dedication to one another, though. New Mongrels are occasionally inducted into the culture, but they are carefully judged and measured to ensure they will have the same dedication to the family and the Baxtalo way of life. Conversely, betrayal is dealt with in a ruthless and merciless manner. Any Mongrel known to have betrayed another can count on their life being forfeit if they come within reach of any Baxtalo group. See "news mix-society4" *============================================================================* & mix-society4 *============================================================================* MIXED BREED NEWS: SOCIETY PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Each family group is led by an elder who is chosen because of their wisdom and common sense. They are expected to keep the clan out of trouble, but still uphold their collective self-worth. Called a Phuro, the leader can be either male or female and is chosen by a trial of storytelling, ensuring that the Phuro can hold their own amongst the duplicitous purebreeds. The Phuro holds clan meetings in the Divanos, a meeting place kept secret by the Baxtalo. Usually in the poorest section of town, the Divanos is a place where the family can gather without as much worry. As part of their cultural identity, the Baxtalo each are given a name that is shared only among other Baxtalo. While each may wear a name that is suitable to use with other Mongrels or the purebreeds, when in private they use their Baxtalo name nearly exclusively. These names are usually a mish-mash of names from other cultures. They strive not to be recognized as a name from any particular group, but seek pleasing sounds. *============================================================================* & mix-religion *============================================================================* RACE NEWS: RELIGION PART 1 of 1 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Mongrel beliefs are generally influenced by the culture they are most familiar with. The majority of Mongrels will either pray to Atar or to the Gods of the Pantheon, depending on whether they serve the Varati or the Empyreans. The rare freed Mongrels may end up coming to live in an area near either the Sylvans or Atlanteans, and be influenced by their beliefs. Farmers living near Sylvans are expected to respect the "Earth Mother" and strike a balance with their surroundings or be driven off. Again, shore-side dwelling Mongrels may pray to Pasiphae or follow one of the other water-influenced religious practices of the Atlanteans. Many outcasts of society have happened upon the goddess Tyche from the Empyrean pantheon. As the embodiment of fortune (good or bad) she is particularly appealing to the downtrodden, who pray to her for a reversal of their luck. *============================================================================* & mix-magic *============================================================================* MIXED BREED NEWS: MAGIC PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Those of mixed blood cross a wide range in the use of magic. Halfbreeds bear a double curse. Almost all of them have some affinity for magic, but that magic is invariably wild and difficult to control. Halfbreeds are often considered a threat through no fault of their own. Elemental Halfbreeds, especially, are viewed with fear and suspicion, and it is not unknown for some groups (especially the Askari) to exterminate the ones that are beyond hope of instruction and training. Halfbreeds may choose any magic available to either race of their lineage. Therefore a Halfbreed Varati/Sylvan has both Elemental Earth and Elemental Fire available to them for choice, as well as any other magic their races can choose. Because being a Halfbreed is considered to be one 'special' quality, it becomes increasingly difficult to be approved for a Halfbreed that also has more than one magic (dual magics being a second 'special' quality). It is advisable that in applying for a Halfbreed, you choose only one magic. See "news mix-magic2" *============================================================================* & mix-magic2 *============================================================================* MIXED BREED NEWS: MAGIC PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Despite the laws and warnings, Halfbreeds are continually produced, and in turn have offspring of their own. As the "pure" blood is diluted, the chance of an affinity for magic grows slim, and the results of generations of mixed breeding are the hardy yet unmagical "Mongrels." But that hardiness comes with a price. The affinity for magic is all but impossible for mongrel children, for their diluted blood cuts them off from the magic inherent in Aether. Instead, they must rely on wits, ingenuity, skill, and hard work to make their mark -- if, in fact, they are given the chance. As said before, crossbreeding is deemed taboo in each of the four cultures, and the products of it are seen as "tainted." If you choose to create a PC with mixed blood, do not be surprised to find your character the victim of prejudice and dislike. *============================================================================* & mix-names *============================================================================* MIXED BREED NEWS: NAMES PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While the four pure races of Aether tend to draw their names from various cultures, Mongrels and Halfbreeds hearken back to the days of original fantasy names. Nearly anything original is appropriate, so long as it is not a break from the fantasy theme of Aether. Having no long-term culture of their own, Mongrels tend to draw the conventions of their naming from all cultures. Many take a surname of their trade, such as Allys Candlemaker or Rinn Carter. Others may mimic the naming conventions of the races with which they are associated. For ideas of names taken from other cultures, see: news emp-names news var-names news syl-names news atl-names *============================================================================* & factions *============================================================================* FACTION INFO -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While most people fall firmly into the general faction of one race or another, there are several major groups in Aether that bridge the barriers of race and nation. The following news files provide information on these various factions. Please contact a member of staff if you have any questions. Askari Bridge-Guild Castallia Heralds Outcasts To read more on one of these factions, type "news ". For example, to read about the Castallia, type "news castallia". *============================================================================* & askari *============================================================================* FACTION NEWS: ASKARI -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Shrouded in mystery, the Askari are a secret faction whose duty is to monitor and control the mages of the world, and particularly those that gather together in groups, such as Delphi in Haven. The Castallia in Parnassus may now be under their scrutiny as well. They were formed about a century ago after the great "Mage war," wherein a group of Delphic mages attempted to undermine the leadership of the other races and seize control for themselves. A fierce battle was fought, and the leaders of the coup were captured and killed. Ever since then, unaffiliated mages have been more closely watched by the other races, both from within and without. The leadership of the Askari is ambiguous -- some speculate that the Varati control them, others think the Atlanteans are in charge, and still others believe they are a group effort by all four races to keep the powerful magic-users in line. This much is certain -- the Askari have eyes and ears everywhere; they are consummate spies and assassins, and they will use whatever means necessary to prevent another mage-war from happening. *============================================================================* & bridge-guild *============================================================================* BRIDGE GUILD INFO -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files provide information on the Bridge Guild of merchants and tradesmen who conduct their business upon Pons Pactum, the bridge linking Parnassus and Irha-Esh together. If you would like to be involved in this faction of merchants and tradesmen, please read each of these files carefully. Please contact a member of staff if you have any questions. History Structure Guards Laws To read the news files, type "news bridge-." For example, to read about their history, type "news bridge-history." *============================================================================* & bridge-history *============================================================================* BRIDGE GUILD NEWS: HISTORY PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Before the War of 3904, a simple bridge crossed the inlet to join Parnassus with the farmlands along the northern side. As a strategic maneuver just before the Battle of Parnassus, the bridge was destroyed, helping to secure the northern face of the city. Once the war ended, the treaty stipulated that the city be shared between the two fractious races. Unfortunately, it did not go as smoothly as hoped, and as a compromise, the Empyreans granted the land on the northern side of the inlet to the Varati. It was understood very quickly that the bridge would have to be rebuilt. Bringing together the engineers of the Empyreans and the shapers of the Varati, a magnificent design was conceived to link the two cities. Built as a testament to the treaty meant to bring peace and cooperation between them, they named it Pons Pactum, 'Bridge of Peace.' An engineering marvel; it was built as a wide and solid bridge of golden yellow river stone with shaped designs worked into the stone itself. Spanning the inlet on massive supports, the center was built to rest on the western edge of Insula Garum. See "news bridge-his2" *============================================================================* & bridge-his2 *============================================================================* BRIDGE GUILD NEWS: HISTORY PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Very soon upon completion, industrious and ingenious merchants and tradesmen realized the potential the bridge presented to their endeavors. Directly between Parnassus and Irha-Esh, it was an ideal *neutral* location to reach the people of both cities. Within mere months of the bridge being opened for traffic, the first stalls and booths had gone up upon the bridge itself. Some of the richer merchants attempted to build permanent storefronts upon the bridge, but construction was halted before too many eked out over its expanse. Within a year, the span was known and accepted as the region's central marketplace. Even though it was the ideal location, the merchants and tradesmen quickly found themselves facing an unexpected issue. Neither city had even considered the possibility of merchants using the grand space, so there were many arguments between the Empyreans and Varati regarding tariffs and taxes. It essentially put the merchants and tradesmen at the center of what boiled down to a tug-of-war. Very often in those early years, merchants would end up paying double their due as both Varati and Empyreans demanded payment. So, while the perfection of the location could not be denied, the continued power plays between the two races were bleeding even successful merchants dry. See "news bridge-his3" *============================================================================* & bridge-his3 *============================================================================* BRIDGE GUILD NEWS: HISTORY PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Even the most patriotic of merchants and tradesmen began to grumble about the situation, and if there is one thing that brings disparate people together, it is a common irritation. Breaking across barriers of racial prejudice, some of the more influential merchants began to work up a plan to ease the double tax and tariff burden they were all facing. It did not matter if they were Empyrean, Varati, Atlantean, or even the rare enterprising Sylvan, they were all dealing with the same dilemma and neither the Parnassus or Irha-Esh governments wanted to acknowledge the issue. At first, the loose committee of bridge folk peacefully petitioned the two governments with a modest and reasonable proposal that would impose one tax to be divided equally between the cities. Whether the leaders of the time were unwilling to give up the juicy tax revenue, or were simply disdainful of the petition is unclear. What was clear is that neither side was willing to budge on the issue. See "news bridge-his4" *============================================================================* & bridge-his4 *============================================================================* BRIDGE GUILD NEWS: HISTORY PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Faced with no other alternatives, the loosely-banded-together group of merchants and tradesmen decided to try a desperate measure. Through persuasive argument, bartered agreements, and even a few threats, the group gained the cooperation of all the others who sold their goods on the bridge. Abruptly, without notice to either city, all activity in the new marketplace ceased. For several weeks straight, the residents of both cities were deprived of the goods they had come to depend upon. Faced with the growing anger and complaints of their citizenry, the leaders of Parnassus and Irha-Esh finally came to an arrangement with the resourceful group of merchants and tradesmen. And so, out of opportunity and conflict, the Bridge Guild was born. Responsible for the daily upkeep of Pons Pactum, the Guild would also control who was allowed to sell or trade upon the bridge and collect dues. Dues are split three ways, with one third going to each city and the final third going to the maintenance of the bridge and the Guild itself. *============================================================================* & bridge-structure *============================================================================* BRIDGE GUILD NEWS: STRUCTURE PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Once they were formally (and reluctantly) recognized by the governments of the two cities, the newly-formed Bridge Guild had to come up with a structure of leadership that would withstand pressure from both Parnassus and Irha-Esh. Using a standard guild structure as a guideline, they quickly established a hierarchy to handle their business. CAISSON: Essentially the Grand Master of the guild, the Caisson is elected from within the Founder's Council to serve a term of three years. The Caisson's primary duty is to serve as a representative for the guild with the governments of Parnassus and Irha-Esh, and to a lesser extent with the local Sylvans and Atlanteans. While most guild issues are decided by a vote of the Founder's Council, the Caisson has the responsibility of setting the agenda of issues brought before the council as well as serving as the guild's final arbiter. All new members to the Founder's Council are inducted in a ceremony with the Caisson presiding. See "news bridge-struc2" *============================================================================* & bridge-struc2 *============================================================================* BRIDGE GUILD NEWS: STRUCTURE PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- FOUNDER'S COUNCIL: Originally made up of the merchants who led the strike to gain recognition from the two cities, the council is the ultimate governing force of the guild. Despite the misleading nature of the name, membership fluctuates over time. Much maneuvering and jockeying goes into maintaining a seat on the council, for if a merchant or tradesmen's business begins to lose money, they could lose their seat to an upcoming member of the guild with the money to afford a seat on the council. Within the council, members are appointed to officer positions such as Secretary, Treasurer, etc. CRAFT MASTERS: Special seats are reserved on the Founder's Council for the pre-eminent masters of the specialized crafts practiced in either city. There is some tension between the craftsmen from either city in this regard, but neither can afford to turn their back on the Bridge Guild and the benefits it offers to the crafters. See "news bridge-struc3" *============================================================================* & bridge-struc3 *============================================================================* BRIDGE GUILD NEWS: STRUCTURE PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MEMBERS: Any merchant or tradesman who sells regularly in the bazaar needs to have membership within the guild. No one is permitted to sell on the bridge without the permission of the guild, and subsequently the taxes and dues of membership. The profitable nature of selling there makes it worth it, so most seek permanent membership within the guild's rank. Members are permitted to attend all public meetings of the Founder's Council, and on rare occasions, a vote is presented to the entire guild. Mostly, if a member of the guild wishes to seek change within the guild, they need to gain the ear of a Founder. As a note, a temporary pass can be gained for those who do not want a permanent space upon the bridge, but still wish to sell their wares. Anyone who attempts to do business on the bridge without the guild's permission tends to find their goods tossed over the side of the bridge by a band of ruffians that look suspiciously like the bridge guards, the Trolls. *============================================================================* & bridge-guards *============================================================================* BRIDGE GUILD NEWS: GUARDS PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- To retain their autonomy from the two cities, the Guild established a guard force to uphold their rules and keep the peace on the bridge. Primarily made up of mercenaries, the guardsmen were viewed by some as the thug force of the Guild, so they were jokingly called 'Trolls.' With a perverse sense of humor, the guardsmen took the name as their own. The Troll ranks are made up of members of any race, and they are grouped together in mixed squads whenever possible. Though it tends to cause a bit of tension within the squads, it ensures that there is usually someone of a similar race to the upset merchants or customers they must deal with. Even though the Trolls are mostly mercenaries, it is made very clear to them that they must be mindful of diplomatic tensions between the races. This is enough to avert many problems but not quite all of them. Any purebreed arrested for a crime is taken to the Guild's main building where the Caisson or his aides deal with contacting the appropriate government. See "news bridge-guard2" *============================================================================* & bridge-guard2 *============================================================================* BRIDGE GUILD NEWS: GUARDS PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There is very little subtlety in the methods of the Trolls. When a new merchant tries to set up shop on the bridge without permission, they often find their wares tossed over the side of the bridge if they are uncooperative. The Trolls also ensure that membership and taxes make their way into the guild coffers. Most do their job well enough, but they are considered by many to be the Caisson's brutish lackeys. The benefits of being a Troll include a decent wage and a bunk in the barracks. Some of the local members of the Trolls choose to live elsewhere, but they are welcome to sleep in the barracks. In addition to this, they are provided with a basic uniform and weapon. These are expected to be surrendered if their service to the guild ends, but until that time, they are kept well equipped. *============================================================================* & bridge-laws *============================================================================* BRIDGE GUILD NEWS: LAWS PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The laws governing Pons Pactum are essentially the same as the basic laws one would find in either Parnassus and Irha-Esh. In some ways, they are a bit more relaxed than either city, avoiding some of the strict prejudices both have. Despite this, enforcement is handled with a very firm hand. While the Guild seeks to maintain a diplomatic balance between the two cities, they do not suffer the disruption of the bridge's peace. Those who break the law are taken into custody by the Trolls and brought to the guild headquarters, at which time the Caisson's staff will determine if any of the local governments need to be contacted. First-time offenders are generally handed directly over to their respective governments who are expected to mete out an appropriate punishment. Those who the governments refuse to claim, or the poor, are judged and fined by the Caisson based on the severity of the crime. All criminals judged by the Guild are permanently branded by a Healer with a mark in an obvious place (hand or face) to indicate their offense in addition to whatever fine or time of service they are judged to owe. See "news bridge-laws2" *============================================================================* & bridge-laws2 *============================================================================* BRIDGE GUILD NEWS: LAWS PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Second-time offenders are not afforded the same leniency. Those who were previously given over to the local governments now find themselves judged by the Guild. Regardless of station, they are branded with a mark of their crime, and most are given over to the slavers to be sold. As a caveat to the local governments, they are allowed the opportunity to buy their citizens back before they go to the auction block. While the more violent crimes, including rape and murder, are rare on the bridge, when they occur, they are treated with ruthless efficiency. The governments of both the victim and the accused are brought in, but the Guild is usually adamant about carrying out the investigation and punishment with their own people. Public punishments and executions are extremely rare for the bridge, but in the case of a few dramatic crimes, they have been carried out. See "news bridge-laws3" *============================================================================* & bridge-laws3 *============================================================================* BRIDGE GUILD NEWS: LAWS PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Members of the Guild are provided a good number of benefits, including a guard force that seeks to protect their interests for the most part. Conversely, though, when a merchant or tradesmen is discovered to be working with dishonest practices, the Guild can be fairly ruthless in dealing with them. It is rumored that the Guild overlooks those devious enough to not be discovered, but to maintain a reputation as a fair marketplace, they do deal harshly with anyone found guilty of such dishonest business. It is made very clear to all that anyone who sells on the bridge must have permission of the Guild. Permission is marked by a token from the guild that is generally worn on a chain around the neck. Each metal token is Shaped with magic while the value and quality of the metal indicates the member's rank in the guild. The senior members of the Founder's Council, including the Caisson, are given gold tokens with the rest of the Council bearing silver tokens. Guild members are given copper tokens. Those granted temporary permission to sell are given simple and fragile tokens made of ceramic that are expected to break in short order. See "news bridge-laws4" *============================================================================* & bridge-laws4 *============================================================================* BRIDGE GUILD NEWS: LAWS PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Those found to be selling on the bridge without permission are quickly dealt with, usually with their wares going over the side of the bridge. Members who do not pay their dues and taxes often find themselves facing this treatment as well. Members who are found to be deliberately attempting to cheat the guild by shorting their dues or misrepresenting their goods are dealt with harshly. *============================================================================* & castallia *============================================================================* CASTALLIA INFO -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files provide information on the Castallia in Parnassus. The name indicates both a building in Parnassus, and the group of mages that live there. If you would like to be involved in this faction, please read each of these files carefully and contact a member of staff if you have any questions. History Structure Laws To read the news files, type "news cast-." For example, to read about their history, type "news cast-history." *============================================================================* & cast-history *============================================================================* CASTALLIA NEWS: HISTORY PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Parnassus did not always have its Castallia. Of all the races, Empyreans show the least affinity for magic. Perhaps this is due to their mastery of the skies, or perhaps what magic they have is drained into keeping the citadel of Civitas Dei afloat in the heavens. For whatever reason, there is a distinct dearth of mages in the Empyrean people. The city of Parnassus has the dubious honor of having been the only city in the recent Empyrean-Varati war to successfully defend itself against Varati attacks. Unfortunately, that defense nearly leveled the city. A provision of the treaty written at the end of the war required Parnassus be rebuilt with a mix of Empyrean and Varati people; the failure of that provision giving rise to the twin cities of Parnassus and Irha-Esh, bridged by the Pons Pactum. It also gave rise to the Castallia. See "news cast-history2" *============================================================================* & cast-history2 *============================================================================* CASTALLIA NEWS: HISTORY PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Where the Varati rebuilt easily, calling upon their Shapers to delve into the bluffs to the north across the river, the Empyreans struggled to clear the rubble from their streets and return buildings to their former glory. Unable to draw upon a large pool of mages of their own kind, they turned to other sources, specifically appealing to Haven and Delphi. Unfortunately, in the years following the war of 3904, Haven was having its own troubles and was unable to lend aid to a foreign nation. This did not deter the Empyrean people. Contacts were made with the Haven underground, and mages recruited from the "Castallia," a group of outcasts that in the recent years had begun schooling their own beneath the streets of Haven. Given the opportunity to live above ground in honor, rather than in constant fear of Delphic recruitment, many leapt at the chance to move to Edessa and begin anew. See "news cast-history3" *============================================================================* & cast-history3 *============================================================================* CASTALLIA NEWS: HISTORY PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Castallia in Parnassus began primarily with these mages, recruited first from Haven, and then from any source that might yield trained, useful mages. Varati that were unable to learn from an accepted source (such as their female mages), Sylvans with a tendency towards city-life, and even Atlanteans brought by their own curiosity swelled the ranks of the Castallia. Part of the lure was the land. The Empyreans offered the growing group of mages a small part of their own city. Over time, it has become a fortress within the city itself, grown into and out of the side of a bluff. As their numbers grew, they began to feel a need for some internal governance. Rather than submit entirely to Empyrean law, the mages developed a council to see to administrative matters. Made up of eleven members, the council does not primarily dictate to the members of the Castallia. Rather membership is an acknowledgment of their own natural leadership, and an indication of trust that these people will represent the guild of Mages in Parnassus. Mages that live and subscribe membership to the Castallia follow many creeds and hail from all races, but they all agree to live by Empyrean law, and the tenets of their growing guild. See "news cast-history4" *============================================================================* & cast-history4 *============================================================================* CASTALLIA NEWS: HISTORY PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Castallia now provides a unique opportunity for mages that simply do not fit within the strictures of their own race, and find the confines of the school of Delphi in Haven to be far too restrictive. The Castallia is an asylum for outcasts, giving home to any mage that wishes to stay within its walls. All they ask is that its members respect the laws of the Empyreans, and maintain control of their own magic. Members are also asked, but not required, to contribute to the livelyhood of the commune. Most share a tithe of their earnings, or support the community through the use of their magic by assisting in the growing of crops for food, and maintaining the Domus Caelitus. The one tenet that the Castallia hold to above all others is control. While the Empyreans gifted the grounds of the Domus Caelitus to the Castallia, they survive in Parnassus upon the sufferance of the Empyrean government. The gift could be revoked. Because of this, the mages police their own kind, extracting an exacting punishment for those that wreck havoc with their gifts, intentionally other otherwise. Their methods are so effective that the Empyrean government often turns over law-breaking mages they capture for punishment by the Council of Ductors in the rare circumstances where the Castallia does not reach them first. *============================================================================* & cast-structure *============================================================================* CASTALLIA NEWS: STRUCTURE PART 1 of 1 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Castallia is run by a small council of mages. The head of the council, or Auctor, may come from any discipline. He, or she, is considered the ultimate authority on all matters within the Castallia. There are ten other members of the council, known as Ductors. Each is a representative of their branch of magic. Each member of the council is there as a popular representative of their branch. The Castallia as a whole requires very little governance. With such an abundance of mages, money is of very little issue. The council assists in helping mages find employment if they so desire. They also direct the informal education within the Castallia's halls. Unlike Delphi, the Castallia does not exist to train mages. While education does happen within its walls, the Castallia's primary purpose is to organize and protect its members, and its position. They are constantly on the look-out for rogue mages, as such could considerably hurt their standing in the Empyrean community. *============================================================================* & cast-laws *============================================================================* CASTALLIA NEWS: LAWS PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Castallia have very few laws. In fact, the whole operates more as a commune for mages than anything else. It is shelter and home for the magical outcasts of society. As such, they inhabit a precarious position. Magic is inherently dangerous. The paramount concern of the Castallia is not the advancement of magic, but rather its rigid control. The mages within rarely care if its members progress (although many master/apprentice relationships spring up on a personal level). However, any mage exhibiting a loss of control will find themselves saddled with a plethora of teachers, each one with their own methods for finding complete control of their magic. The rogue mage is a major danger, and will not be tolerated. See "news cast-laws2" *============================================================================* & cast-laws2 *============================================================================* CASTALLIA NEWS: LAWS PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Because of its tenuous position, the Castallia requires that all mages within the commune swear to its limited tenets. The first understanding in these rules is that any mage must always adhere to the laws of the nation in which they are operating. The Castallia will watch out for its mages, providing support in the form of telepaths and clairvoyants to find the truth in any incident. However, any mage found to have broken laws of another nation will be turned over for justice in that nation. The second major agreement of the members of the Castallia is to maintain control of their own magic, and to report its loss in others. Mages that do not strive for proper control of their magic are punished harshly. Depending on the severity of the incident, a mage may be blocked from their magic for days, or weeks, or even subjected to tapping. This last punishment requires a unanimous vote of the Council, and is performed in public by the community as a whole. (see "news tapping") *============================================================================* & heralds *============================================================================* FACTION NEWS: HERALDS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Heralds act as the "media" of Aether--they collect and relay information among the different kingdoms or territories, and enjoy an informal diplomatic "immunity" which allows them to travel freely from place to place. This immunity is a courtesy, however, and Heralds are expected to abide by the traditions and laws of whatever territory they are in, and to respect the governing bodies of those territories. Their symbol is a compass rose, meant to represent the unification of the four different races and cultures. Perhaps it is this ideal that draws so many Halfbreeds, Mongrels, and other outcasts into that faction, for as Heralds, they may gain some status and prestige, and might finally be accepted into the societies that had once shunned them. *============================================================================* & outcasts *============================================================================* FACTION NEWS: OUTCASTS PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- An outcast is anyone who has been exiled from another kingdom or domain. They have a limited number of options -- some choose to survive deep in the forests beyond Sylvan territory, a "no man's land" where few dare tread; others opt to live in slums, for they are one of the few places that accept anyone, regardless of race or affiliation. However, while there may be shelter and welcome among the mongrels there, pureblood citizens do not always grant the same welcome and outcasts often have to deal with fear, suspicion, or dislike should the reasons for their banishment be apparent. There are three basic categories of outcasts. The first is anyone who has broken some law or rule of society and was then exiled as punishment. It could be temporary or permanent, depending on the crime, and the rules are different for each society. The Empyreans are usually more rigid in their traditions and doctrines than, say, the Sylvans. The news files regarding each race will provide more details about their laws and customs. See "news outcasts2" *============================================================================* & outcasts2 *============================================================================* FACTION NEWS: OUTCASTS PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The second type of outcast is one who has been banished because their magical powers were a threat to both themselves and others. These include feral graisha, untrained elementals, branded healers, or other "rogue" mages, along with anyone who has been consumed by their gifts. Please read the news files on graisha and magic for more information. Some forms of magic are more "benevolent" than others, such as healing and clairvoyance, for example. But other kinds can wreak havoc and maim or kill both the wielder and anyone in his or her vicinity. Therefore, "rogues" are often hunted by local law enforcement, Askari, or even usually-benevolent mages in order to protect their personal positions. If the rogue-mage resists, or is seen as too great a threat, the Askari are known to use lethal force. Fortunately, most "rogues" never develop their powers to that point, and are merely tolerated as an aggravating presence, along with Mongrels, Halfbreeds, and other outcasts. See "news outcasts3" *============================================================================* & outcasts3 *============================================================================* FACTION NEWS: OUTCASTS PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The third kind of outcast is a Halfbreed (the product of two pure-blooded parents). Because of their mixed parentage and dangerous magical abilities, they cannot fit in with any of the races, and are therefore often doomed to a life of solitude or prejudice should they try to mix with the pure races. Keep in mind, though, that they are of a different class from the "Mongrels," the products of generations of mixed breeding. Mongrels are typically the lowest class of society and possess no magical powers. Please read "news halfbreeds" and "news mongrels" for more information. If you wish to play a character that fits into any of these three categories, remember that he or she may be exposed to prejudice and dislike. Please accept these consequences. *============================================================================* & building *============================================================================* BUILDING NEWS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files give instructions and explanations on various building commands. If you plan to do any building, please read each one carefully, and contact a member of the staff if you have any questions. Introduction: A general introduction Builders: News on builder characters Quota: Information about quota Guidelines: Information and guidelines on rooms Guidelines: Information and guidelines on exits Flags: Useful flags for exits and rooms To see a file, type "news ." Example: "news b-intro." *============================================================================* & b-intro *============================================================================* BUILDING NEWS: INTRODUCTION -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Building is a privilege, though not an elite one. You do not need to be a master of MUSHcode to build. However, builders are expected to comply with the rules and guidelines outlined here, in order to promote a high-quality, highly atmospheric role-playing environment. All new construction will happen in the Building Nexus off of the main OOC room. There are @chownable exits available for private rooms, and once the room is desced, you may @mail the building admin for inspection before having the room linked to the grid. For bigger projects, such as shops or taverns, you will need to send e-mail to the building admin, and include a brief history of the building, how you expect it to be used in RP, how many rooms you'll need, how much @quota you expect to use, and perhaps a rough description for the main room. If approved, you will be given either extra quota or a Builder character, and your place will be linked to the grid after it is complete. Please continue to "news builders." *============================================================================* & builders *============================================================================* BUILDING NEWS: BUILDERS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- These are characters whose sole purpose is to own public rooms and exits. They are not players. Their names should indicate which project they are working on, such as BridgeBLDR. There are several advantages to this system. If you are building for a group of players, having a single character own everything removes ownership conflicts, and ensures that the project remain even if players leave the game. Also, the burden on an individual player's quota is reduced, and several people can share control and maintenance of the group's building. Builder characters are never in any danger of being purged for idleness if they are not logged on for months at a time. It is highly recommended that you save a copy of your project--be it a building or code--elsewhere (i.e. hard copies or a disk). Thus, in the event of database corruption or some other unexpected catastrophe, you will not have lost all your hard work. Please continue to "news quota." *============================================================================* & quota *============================================================================* BUILDING NEWS: QUOTA -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Extra quota will only be given out for projects that will be public or accessible to large numbers of people. It is advised that you plan your layout by means of an outline, picture, or map. Then calculate how much quota you will need (assume 3 quota per room). Once that is done, e-mail the building admin as specified in "news b-intro." Private dwelling: These projects include a character's private room. 5 quota for each player. Minor Public dwelling: These projects include places such as a shop and a home. 10 quota: 3 rooms, 1 object, or any combination. Major Public building: These projects include a palace, a tavern, a park, etc. 15 quota: 5 rooms. Please continue to "news b-guide1." *============================================================================* & b-guide1 *============================================================================* BUILDING NEWS: GUIDELINES: ROOMS PART 1 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Names: Room names should be simple and informative. They should clearly state where you are as well as which area the room is connected to. The basic format should follow 'Room - Building - Region'. (Example: Courtyard - Castallia - Parnassus) Theme: When describing a room, please keep the theme in mind. Only use imagery and materials that might be found in your particular location. For instance, chances are slim there would be a pine forest in the middle of the desert, so don't describe one there. See "news b-guide2." *============================================================================* & b-guide2 *============================================================================* BUILDING NEWS: GUIDELINES: ROOMS PART 2 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Descs: The main description should be just that--a description of the immediate area, be it a room or a forest clearing. Try not to mention all the exits and their destinations, since they're listed at the bottom anyway. Also avoid describing things that would not be visible in the current location, although backdrops such as water or mountains are fine. The descs should begin and end with %R, and use \[space(5)] to indent. Access: There is not much point to a room if no one is ever going to see it. Some areas may restrict access only to certain groups, but in general only personal rooms should restrict access to just one player. See "news b-guide3." *============================================================================* & b-guide3 *============================================================================* BUILDING NEWS: GUIDELINES: ROOMS PART 3 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Unnecessary Rooms: These are rooms that no one is ever going to RP in, and thus only take up database space. They include places such as kitchens, bathrooms, closets, etc. Unless you have a very good reason, keep your rooms limited to those that will be used with some frequency. Teleports: Due to our heavy distinction between IC and OOC play, teleporting is discouraged on the MUSH. JUMP_OK flags should be used sparingly, and only set temporarily if possible. JUMP_OK flags found on the IC grid will be removed. See "news b-guide4." *============================================================================* & b-guide4 *============================================================================* BUILDING NEWS: GUIDELINES: EXITS PART 4 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Requirements: All exits must have the following basic attributes set on them for approval: @DESC: This is a description of the exit. It can be as elaborate or simple as you desire. If the TRANSPARENT flag is set on the exit, the exit desc should prefix what is seen on the other side. Example 1: A door leading into a small dark house. Example 2: Looking beyond the archway, you see... (TRANSPARENT) @SUCC: (Success) This is seen by the enactor and should describe the way in which they open or otherwise pass through the exit. Example: You step through the door into a comfortable room. See "news b-guide5." *============================================================================* & b-guide5 *============================================================================* BUILDING NEWS: GUIDELINES: EXITS PART 5 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- @OSUCC: (Others' success) This is seen by players in the original room from which the enactor departs. Example: Victor steps through the door into another room. @ODROP: (Others' drop) This is seen by players in the destination room where the enactor arrives. Example: Victor enters the room from the hallway. See "news b-guide6." *============================================================================* & b-guide6 *============================================================================* BUILDING NEWS: GUIDELINES: EXITS PART 6 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Locked Requirements: If a door is locked, or will be locked frequently, these exit commands are also required. @FAIL: (Failure) This is seen by the enactor when attempting to use a locked entrance. An entrance is locked to anyone not on the lock. Example: You try to open the door, but fail. @OFAIL: (Others' failure) This is seen by other players in the originating room when a player attempts and fails to pass through a locked exit. Example: Victor tries to open the door, but fails. See also: help @lock See "news b-guide7." *============================================================================* & b-guide7 *============================================================================* BUILDING NEWS: GUIDELINES: EXITS PART 7 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- All building exits should conform to the following guidelines. The aim of this section is to provide uniformity and make it easier for players to move around. Exit Names: These should normally indicate the place to which the exit leads. Exits should be named as follows: @name Exit=Exit Name ;exit;dir;d;(out;o if applicable) Example: @name door=Front Door ;front door;fd;o;out The exit name is what is listed before the first semicolon. The names after it are the "aliases," or alternate names. Try to keep exit aliases simple and obvious. See "news b-guide8." *============================================================================* & b-guide8 *============================================================================* BUILDING NEWS: GUIDELINES: EXITS PART 8 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Compass Directions: A shortcut direction is often placed between the <> symbols such as , , , , etc., indicating a point on the