& 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: RACES: FACTIONS: MISC: Theme Applications Atlanteans Askari Building Setting Characters Empyreans Delphi Consent History Features Sylvans Graisha Hints Timeline Magic Varati Heralds Policies Pantheon Occupations Halfbreeds Hounds Credits Bestiary Stats Mongrels Outcasts 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 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- As a general overview, the theme is fantasy, set in a world populated by four main races. Each is based on 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 explained tales of the Fae and wood spirits; the Varati gave us the basis for trolls, dragons, and demons; and the Empyreans became our sun-gods, our storm-bringers, and our angels. The main setting is a city called Haven, wherein these four races can mingle and interact, for it is the only place where everyone is welcome. Situated by the sea and bordered by thick forests, the city is equally distant from each of the four kingdoms, and acts as a sanctuary, a meeting-place, a refuge, and a home to those who enter its walls. See "news theme2" *============================================================================* & theme2 *============================================================================* GENERAL NEWS: THEME PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 primary areas are all relatively close together; equidistant from the neutral city of Haven, wherein all races may mingle and interact. See "news setting2" *============================================================================* & setting2 *============================================================================* GENERAL NEWS: SETTING PART 2 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Empyreans dwell in their 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 landbound 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 above-ground 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 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 moreso. 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 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- And finally, 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 as it was when they came into it, untouched. 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. See "news setting5" *============================================================================* & setting5 *============================================================================* GENERAL NEWS: SETTING PART 5 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The one place where all races, factions, and castes may interact freely is the city that has become known as "Haven." Once, it was no more than a cluster of buildings gathered around the Delphic Citadel--the "school" wherein novice mages could learn to utilize and control their powers. But because Delphi was neutral and open to all the races, so too was the territory around it, and in time that small cluster of buildings grew into a sprawling metro- polis that is renowned all across Aether, boasting half a million citizens. Originally, the city was called "Delphi," after the Order around which it had been built. But the name "Haven"--aptly chosen since it came to be known as a "sanctuary" from the governments of the other races--eventually stuck. And although the city was founded on magic, it has become home to the largest population of mongrels, outcasts, and halfbreeds (see the news files on each for more information). See "news setting6" *============================================================================* & setting6 *============================================================================* GENERAL NEWS: SETTING PART 6 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Haven is run by a city council made up of five chosen representatives; one from each of the four racial governments, along with the Seneschal of Delphi. Their responsibilities are many, including amending, eradicating, and creating new laws for the city, negotiating treaties, and maintaining the constitution of Haven. Their laws are enforced by the city guard, nicknamed the "Hounds" by Haven's citizens, who act as a police force, militia, and impromptu "court," presided over by their Archon. While the members of the council are chosen by the different racial governments, so that they will each have an equal "voice" in the city, the residents of the various embassies within Haven are expected to abide by the city's laws, which are detailed further under the local help, or "+lhelp," inside Haven. Please see "+map" and "+map Haven" for layouts of the game-play area. *============================================================================* & 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 worshipped 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 break- throughs 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. And while traveling across the boundaries may not be possible physically, such walls are no 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 grey 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 worshipped 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 worshipped 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 "Neverending 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 they were driven there by the Empyreans, 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 power- ful 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 shapeshifting 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 protective- ness 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. 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 worshipped 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 which 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 within Haven. 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 particular- ly 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 grey 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 becom- ing 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 of Haven 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 worshipped 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 Emp- yrean 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, child-bearing, 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 hesi- tate 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 Europe where Italy joins the continent. "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 Haven, and it is there that most of the agriculture takes place. Food, textiles, and supplies are traded for regularly, to feed and clothe Haven's citizens. 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 the walls of Haven, 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 fero- cious, 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 landbound 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 ahold 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 instinct- ive 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 160-point 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 a week, 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 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- WHAT THE APPLICATION SHOULD CONTAIN: First of all, include a "header" at the top that lists your character's Name, Race, Magic (if any), and extra points (if any). (Note: The admin usually only give about 40-60 extra points to non-feature characters). Example: Ignis, Varati, Shaping, 40 extra points. Also, list any characters you've played on Aether. The admin *highly* encourage new players to first make a regular, 160-point character 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 roleplay 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. In some cases, the admin may forego this procedure if they know the player in question from another game, either personally or by reputation. So be sure to list references and alts. See "news app3" *============================================================================* & app3 *============================================================================* GENERAL NEWS: APPLICATIONS PART 3 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- For new characters (that is, ones of your creation and not the admins'), the application should include a detailed history of your character, his or her drives, motives, ambitions, and personality. Explain where he or she came from, and where they are going; 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 roleplay, 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 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Applying for "pre-made" features requires a similar approach, but in this case, you'll need to do research. If the character has been played before, try to contact as many players as you can that had previous interactions with that character, in order to glean as detailed a background as possible. But don't be afraid to provide your own "twist" or interpretation. Try to remain true to the original concept of the character while adding your own unique perspective -- you're not simply copying the original, you're improving it. Again, 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 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- For characters of your own design, be sure to include the possible stats. Granted, they may change with the final product, but it will at least give the staff 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. The "pre-made" features already have powers and +sheets in place, though you can suggest alternatives if you feel they are necessary. Negotiation is as much a part of the process as the application itself, so try to be flexible. The application is more likely to be accepted if the admin know you are willing to compromise. See "news app6" *============================================================================* & app6 *============================================================================* GENERAL NEWS: APPLICATIONS PART 6 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- After a week or so of debate, the admin will respond, and you may be asked to "audition" for the part (though usually only if you're applying for one of the staff-created characters). This basically implies a brief, hypo- thetical scene with one or more of the admin (or features), so that they can get an idea of your roleplay style. They will usually let you know within a few days after the audition whether or not you got the part. 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. 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 roleplaying 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, back- grounds, factions, occupations, 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 conceived 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 re- tired. 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 per- sonality, 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's a little like the Presidency. There may be some office or position that includes a fair amount of power and respons- ibility, and characters who manage to attain that position will enjoy its benefits, but should they neglect their duties, they may be replaced by some- one 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 roleplaying 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 roleplay 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 reserve 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 rec- ommended, 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 roleplay. To see a list of prominent characters on the game, type "+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 list 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 signif- icant for a space of a month; i.e. they're just logging in to check @mail but aren't roleplaying 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 Delphi Shaping Arch-Magus Askari Telepathy Avatar To read a file, type "news ." For example, to read the introduc- tion, simply type "news introduction." Also, please consult the "+terms" files for concise definitions on each unfamiliar word, and "+help" for assist- ance 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 which 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 sep- arates this world from ours, though the two are intertwined. It is an in- tangible 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. The process can take days, or even weeks, and some would say that death is a greater mercy. Those who have undergone this form of punishment are never the same again--physically or psychologically (see "news tapping"). But such drastic means are rarely necessary. Most individuals with the affinity are sent to join the Delphic Order, or else an equivalent "school" within their own government. Delphi is the most famous, however, and is based in Haven; its members range from the newest inexperienced novice to the highest-ranking magus in a particular field. See "news intro5" *============================================================================* & intro5 *============================================================================* MAGIC NEWS: INTRODUCTION PART 5 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Delphi was formed centuries ago with the purpose of teaching youngsters how to control their magical gifts, and it is open to all the races; an independent faction around which the neutral city of Haven eventually grew. In time, Delphi imposed a law that all mages unaffiliated with another govern- ment or faction, must join their ranks, though the law only goes as far as the city's borders. Some races, like the Sylvans, prefer to let the magic run its course and often refuse the training Delphi offers. Delphi is not the only means of teaching control, after all--though its members would claim that it is the best. Please read "news Delphi" for a more complete background, as well as the news files on the other races. 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 tradition demands that an elemental with command over the wind and storms be crowned emperor. The alternative is to scour their kingdom for a child with the affinity, or even risk putting a halfbreed on their throne. For a race that prizes purity in their heritage, such an event would be almost unheard of. 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 matings are usually exiled. See "news half- breeds" 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 via @mail to *staff). Empyreans have the least amount of magic of the four main races, and Empyreal mages must be applied for by @mail or e-mail to the staff (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 30 points into their magic; either placing all 30 points into telepathy, or placing as much as 20 points into their second magic, with 10 left over for telepathy. The Varati can choose any magic (with the exception of Telepathy), with a starting magic score of up to 25, 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 30 points into that ability, which would put them at Acolyte level. However, they also have a lower starting "Will" score -- Will being the attribute that indicates how well they can control that power. If you play a Sylvan and want to gain an Acolyte level in one of the magical abilities, your cap for Will is set at 25. If you spend 25 points or less for your magic (Acolyte level), your cap on Will is set at 30. 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 alter- ing 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 Delphic Citadel and the Hounds 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 Delphi's 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 are usually apprenticed to either an Adept or Magus in a particular field upon entering the Order. Typically, a Novice will display an affinity for only one type of magic, which determines the field he or she will go into. In fact, it is fairly rare for mages to venture beyond their original field and learn other kinds of magic. Those that do earn a special level of respect within Delphi's ranks as one of the Arch-magi. Rank is denoted by a single diamond-shaped insignia on the collar of their ornamental robes. See "news Acolyte." *============================================================================* & acolyte *============================================================================* MAGIC NEWS: ACOLYTE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Representing the second tier of Delphi's hierarchy, Acolytes are those mages who have received some training from a more powerful Adept or Magus. Though still students, they have learned more control over their abilities, and the more promising ones might take younger novices under their wing, to prepare for the day when they will pass to the rank of an Adept and begin instruction themselves. By this time, they have earned the right to wear twin diamonds on the collar of their robes. 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 most have begun training younger mages in the use of their abilities. Bearing three diamond-symbols on the collar of their robes, 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 Delphi's hierarchy, 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 the telltale diamonds on their robe's collar, and four of them is a rare sight indeed. Many of them enjoy political immunity, and act as liaisons and ambassadors to other realms. 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 Delphi's hierarchy, for very few mages ever achieve this level. 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, and they are recognized by their special black robes which bear the insignias of each type of magic they can wield. An Arch-Magus not only wields two magics, but wields them on a level greater than most other mages. To be given the honor of this rank, the arch-magus must raise one magic to the level of Magus, and a second to the level of Adept. On the collars of their robes are five diamonds, placing them fifth in Delphi's hierarchy. Three of the five represent their primary magic, while two represent the lesser. 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. While logic dictates that an Avatar would wear six diamonds on the collar of his or her robe, there has been little call for it in the past century or so. An Avatar is a virtuoso of magic, akin to Earth's Mozart, Michelangelo, da Vinci, and Einstein; a genius in the field. Attaining this level requires an application to the staff. It should be noted though, that this is an incredibly powerful level, and it is unlikely that the staff will approve such applications, save in rare circumstances. Characters of this level will typically be admin-created ones, i.e. features. *============================================================================* & clairvoyance *============================================================================* MAGIC NEWS: CLAIRVOYANCE PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Clairvoyance is the ability to perceive matters beyond the range of ord- inary 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. The caste of clairvoyants within Delphi is called the Sibylla, and their symbol is a stylized eye that represents their ability to "see" into the past, present, and future. In the past, 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 now embodies such abilities as sensing, shielding, or blocking magic in other individuals (see "news elemental" for details). "Overriding" another clairvoyant's ability requires a comparion 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 the lowest rank within the Sibylla, and are typically plagued by dreams which 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 inducted into Delphi or other- wise 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, whether by the Hounds or one of the other governments' police forces. See "news clair4" *============================================================================* & clair4 *============================================================================* MAGIC NEWS: CLAIRVOYANCE PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MAGUS: A dream is never just a collection of fragmented images for a clair- voyant. 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 clair- voyant 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. *============================================================================* & espers *============================================================================* MAGIC NEWS: ESPERS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Espers are a special group within Delphi whose function is to track down magically-gifted children. The name comes from the word "espy," meaning "to find," and that is the 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. Thus, they are used as scouts or trackers by the Delphic Order. The more sensitive ones can tell both how strong a child's affinity is and what type of magic he or she will wield; while the less sensitive can simply pick up an "aura" of magic surrounding an individual. Like magic itself, this ability cannot be taught; one either has the talent or they do not, and so Espers are highly prized and sought after by the Delphic Order. See "news elemental" for more information. *============================================================================* & elemental *============================================================================* MAGIC NEWS: ELEMENTAL PART 1 of 11 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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, Delphi is constantly on the lookout for elementals, to prevent this power from getting out of hand. "Overriding" another elemental's ability requires a comparion 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: NOVICE PART 2 of 11 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- NOVICE: 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." The following powers are available for a novice elemental without danger of him or her becoming consumed. Attempting anything beyond these 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"). See "news elemental3" *============================================================================* & elemental3 *============================================================================* MAGIC NEWS: ELEMENTAL: NOVICE PART 3 of 11 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Air: 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. Earth: Novice earth-elementals can trigger small tremors, and aid or hasten the growth of plants. Many have a special awareness of the plant-life or forest around them. Fire: Heating up the air in his or her immediate vicinity is within a novice fire-elemental's ability, as is creating a spark to light a fire. They can also keep that same fire burning indefinitely. Water: 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. Aether: See "news Espers." See "news elemental4" *============================================================================* & elemental4 *============================================================================* MAGIC NEWS: ELEMENTAL: ACOLYTE PART 4 of 11 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ACOLYTE: Now that they know how to turn their powers off, acolyte elementals can begin fine-tuning their abilities, and expanding their areas of learning. Suppression is also within an Acolyte's abilities, and they can completely dampen the effects they are able to create at one 'level' less than their current ability -- in other words, an Acolyte can suppress a Novice's skill. Air: 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. Earth: 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. See "news elemental5" *============================================================================* & elemental5 *============================================================================* MAGIC NEWS: ELEMENTAL: ACOLYTE PART 5 of 11 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Fire: A shimmering "heatwave" can surround a fire-elemental acolyte; hot enough to blister, if not burn. 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. Water: An acolyte can sense hidden springs beneath the earth. But they can take that one step further, by redirecting the flow of water to the surface and producing a tiny geyser. They can also manipulate the current of a river to aid boatmen when sailing against the flow. Aether: 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. See "news elemental6" *============================================================================* & elemental6 *============================================================================* MAGIC NEWS: ELEMENTAL: ADEPT PART 6 of 11 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT: An adept elemental is fairly proficient with his or her abilities, and can do things effortlessly that, as a novice or acolyte, would have taken them hours. The following are some of their newer skills: Air: 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. Earth: 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. On the more aggressive side, adepts can trigger mild earthquakes or open a fissure underfoot. See "news elemental7" *============================================================================* & elemental7 *============================================================================* MAGIC NEWS: ELEMENTAL: ADEPT PART 7 of 11 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Fire: An adept mage can produce flame and keep it burning without benefit of kindling. They can launch fireballs of greater power -- though searing the flesh off their enemies or roasting them alive is still beyond their capabilities. Water: Manipulating water and redirecting its flow are possible for an adept. They can create sizable whirlpools and geysers, and even conjure water out of the very air, though not much of it. They can purify salt and other sediment from water, making it clean to drink. Aether: They can 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). See "news elemental8" *============================================================================* & elemental8 *============================================================================* MAGIC NEWS: ELEMENTAL: MAGUS PART 8 of 11 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MAGUS: A magus has near-perfect control over his or her abilities. Most only reach this point after years of honing their skills, and elemental magi are rarer still since that gift is one of the hardest of all to master. Yet the rewards are great. The following powers are well within a magus' area of expertise: Air: 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. Earth: With their innate sensitivity to fault lines in the earth, a magus can manipulate those faults to trigger a fairly destructive earthquake. Control over the plant-life in the immediate area is also possible, and they can force enhanced or unnatural growth. See "news elemental9" *============================================================================* & elemental9 *============================================================================* MAGIC NEWS: ELEMENTAL: MAGUS PART 9 of 11 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Fire: 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. Water: 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. Aether: 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. See "news elemental10" *============================================================================* & elemental10 *============================================================================* MAGIC NEWS: ELEMENTAL: AVATAR PART 10 of 11 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AVATAR: An elemental mage passes to the rank of Avatar perhaps once a millennia, and this is probably fortunate due to the sheer destructive force of their powers. Little is beyond their abilities, and they are more akin to gods than mortals; rivaling the legends of Thor, Neptune, or Zeus. Air: The last great Avatar air-elemental was Zeus himself, and like him, such a mage could hurtle lightning bolts from the heavens, conjure a hurricane, or produce tornadoes with but a thought. Earth: 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. See "news elemental11" *============================================================================* & elemental11 *============================================================================* MAGIC NEWS: ELEMENTAL: AVATAR PART 11 of 11 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Fire: 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. Water: Just as the sea was parted in biblical lore, an Avatar watermage 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. Aether: Aether-elementals may not have the same flashy abilities of fellow elementals, for their realm is the magic itself. But their gift is powerful in a subtler 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. *============================================================================* & 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 an 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. Delphic initiates of the healing arts must 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, and the healer's caste within Delphi, called the Caducean caste, is one of the strictest to insure that none abuse or ignore these rules. See "news healing2" *============================================================================* & healing2 *============================================================================* MAGIC NEWS: HEALING PART 2 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Those who do are stripped of all rank and cast out of the Order, bearing the mark of an exiled healer: a brand across their brow that only the most skilled of healers can erase. 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. 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 the most powerful of the magi, 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 comparion 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 Delphi teaches its young healers about the medicinal properties of herbs as much as it instructs 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 nor- mally be fatal are well within a Magus' ability to heal. The more super- stitious 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 wield- ers 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 reason- ing, "human" half and the instinctive, feral "beast" half. "Overriding" another shapeshifter's ability requires a comparion 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 Delphic Order wishes to take on, and shapeshifters who have already surrendered to their first change are usually considered beyond hope. They are already graisha at that point, and Delphi, originally established to help and instruct young mages, won't aid them unless it must. If a child with the shapeshifting affinity is found by Delphi 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. Delphi doesn't like to admit their mistakes, but the evidence remains: such shape- shifters are rare. They may not succumb during the first or second trans- formation, but eventually the strain can wear down their control. See "news shape3" *============================================================================* & shape3 *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 3 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The distinguishing characteristic between graisha and shapeshifters is that, even in human form, graisha possess some aspect of their animal half. Shapeshifters do not. But with each transformation, they are drawn more and more to their bestial side, and such aspects may eventually become apparent. Once this happens; once a mage can no longer become fully human, he or she is considered graisha, and dangerous, for this signifies a loss of control that could threaten those around them. A graisha is viewed as a wild animal, and people would no sooner tolerate a wolf in their midst. A shapeshifter that successfully quells his or her wilder aspects joins Delphi's sect of Feralis and is referred to as a ferine rather than graisha. 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 without becoming a graisha--they bear no ill-effects of the first transform- ation. Yet it is still difficult for them, and they have very little control. Delphi must keep a close watch on its 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. That is, they have enough control to maintain the difference between their animal half and their human half, without the two merging into one. While their transformations may not be as swift and painless as for the graisha, they are able to retain their humanity whenever they shift back. "Summoning" animals is also within their ability--specifically, those creatures whose shape they can take on. Still, they cannot order the beasts to attack, but they can ask them for aid, or at the very least, rely on their presence at a tense moment. (Note: Summoning wild animals into Haven *may* be possible, but it is unlikely the creatures will get through the gates, as guards are on patrol at all times. Also, an acolyte may only summon a limited number of animals. A pack or flock may arrive, but only one of its number can be influenced by the shapeshifter's power at a given time). See "news shape7" *============================================================================* & shape7 *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 7 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT: Adepts have a clear distinction between beast and human, and even in animal-form, they are able to think more like a human -- for they are merely adopting a different shape instead of a wholly different mindset. Also, while shapeshifters normally show a greater affinity towards one particular animal, Adepts can experiment with other forms. Some can even shapeshift into as many as three different animals, controlling even the level of the change. 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. Adept shapeshifters can also induce animals to do things they would not normally do (i.e. chase and/or attack someone). However, shapeshifters 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. See "news shape8" *============================================================================* & shape8 *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 8 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 wolfskin. 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 shapechange 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). See "news shape9" *============================================================================* & shape9 *============================================================================* MAGIC NEWS: SHAPESHIFTING PART 9 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AVATAR: At its highest level, shapeshifting allows a mage to adopt any beast- form, or any combination in between. They can communicate freely with such creatures, for they have passed to some state beyond both man and animal; with a perfect clarity over the differences. An Avatar is a bridge between man and animal, for with their perfect control, they possess all the best attributes of both. Like the shapeshifting magi, Avatars can also shapechange those besides themselves, and now they have the ability to make such a transformation perm- anent. In effect, they could "enchant" another man or woman so that he or she was a shapeshifter as well; or they could curse them to a lifetime stuck in beast-form--though another avatar could likely break the "spell." This, of course, would require consent on the part of the target individual. *============================================================================* & shaping *============================================================================* MAGIC NEWS: SHAPING PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A shaper is someone who can mold or "shape" certain substances to their liking. Wood, stone, metal, even coral are all types of matter that a shaper can alter, and this ability is most prevalent in Sylvans and Varati. In Delphi, such mages are referred to as the 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 comparion 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--depend- ing 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, but the second can only be affected with a Novice's strength. ADEPT: Adept shapers are able to alter an object more readily, and some can even affect more than one type of substance; both metal and stone, 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 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT: (continued) Adepts can add a third material to their repertoire at Novice level. The second may be advanced to acolyte, while their primary and first material benefits from the full strength of their magic. 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. Delphi's telepaths are part of the Mystai, and are called mystics. NOVICE: A novice telepath is much like a youngster just learning to speak. Simple words and requests can be mentally "voiced," although anything more complex is beyond their ability. Not only that, but they 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. 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. 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. 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 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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. GENERAL OCCUPATIONS: *Ambassador Caird/Traveler Healer/Caducean Scholar/Historian *Arbiter/Archon Cyprian Herald/Messenger Shaper/Architect Artisan/Craftsman Gladiator Merchant/Trader Slave/Servant Bard/Storyteller Guard/Esper Sailor/Pirate Warrior/Soldier See "news occupations2" *============================================================================* & occupations2 *============================================================================* GENERAL NEWS: OCCUPATIONS PART 2 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following are more race-specific occupations. Read on to the next sections to find a more detailed description of each duty or position, which will be listed in alphabetical order (A-W). ATLANTEAN: EMPYREAL: SYLVAN: VARATI: *Decemvir *Aegian Graisha/Hunter Concubine *Ephor Entertainer Shaman Maker/Smith Explorer *Nobility *Sachem Priest Lorekeeper Praetor Tribal Elder *Warlord See "news occupations-A" *============================================================================* & occupations-A *============================================================================* GENERAL NEWS: OCCUPATIONS PART 3 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- *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. See "news occupations-A2" *============================================================================* & occupations-A2 *============================================================================* GENERAL NEWS: OCCUPATIONS PART 4 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- *ARBITER/ARCHON: The higher officials within the city guard also act as judges or arbiters -- "Archons," to use an ancient Greek term for a chief magistrate. New players cannot start out with such a position unless they apply for it. ARTISAN/CRAFTSMAN: Shaper-mages are still rare enough that someone has to make all the weapons, jewelry, furniture, and assorted objects the old-fash- ioned 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. See "news occupations-B" *============================================================================* & occupations-B *============================================================================* GENERAL NEWS: OCCUPATIONS PART 5 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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. 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. See "news occupations-C" *============================================================================* & occupations-C *============================================================================* GENERAL NEWS: OCCUPATIONS PART 6 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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. See "news occupations-D" *============================================================================* & occupations-D *============================================================================* GENERAL NEWS: OCCUPATIONS PART 7 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- *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. Playing such a character would probably require an application to the Atlantean wizard. ENTERTAINER: This is a catch-all term for actors, musicians, storytellers, artists, and playwrights, for they all have the same goal in mind: entertain- ment. 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. See "news occupations-E" *============================================================================* & occupations-E *============================================================================* GENERAL NEWS: OCCUPATIONS PART 8 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- *EPHOR: While the ruling of Atlantis 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. Such a position can be worked towards through RP, or applied for to the Atlantean admin. EXPLORER: The Atlanteans are typically the most "scientific" of the races, with their interest in gathering, studying, observing, and recording inform- ation. 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. See "news occupations-G" *============================================================================* & occupations-G *============================================================================* GENERAL NEWS: OCCUPATIONS PART 9 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- GLADIATOR: Originally an Empyreal invention, the other races soon took an interest when the Coliseum was built within Haven. Now it provides one of the main forms of entertainment: gladiatorial combat. 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. See "news occupations-G2" *============================================================================* & occupations-G2 *============================================================================* GENERAL NEWS: OCCUPATIONS PART 10 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- GUARD/ESPER: Members of Haven's city guard often have some low-level magical ability, since it gives them an added edge when confronting rogue mages or outcasts. Predominantly made up of Espers, the city guard is always on the lookout for potential mages while patrolling the city and keeping the peace. HEALER/CADUCEAN: Delphic 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. See "news occupation-H" *============================================================================* & occupations-H *============================================================================* GENERAL NEWS: OCCUPATIONS PART 11 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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." 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. See "news occupations-M" *============================================================================* & occupations-M *============================================================================* GENERAL NEWS: OCCUPATIONS PART 12 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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: Haven's economy is based primarily on trade, for it is one of the few places where all the races can converge in order to trade and sell their wares. The Rialto supports a thriving business, and merchants and traders are fairly well-to-do. See "news occupations-N" *============================================================================* & occupations-N *============================================================================* GENERAL NEWS: OCCUPATIONS PART 13 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- *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. 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. See "news occupations-P" *============================================================================* & occupations-P *============================================================================* GENERAL NEWS: OCCUPATIONS PART 14 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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. *SACHEM: The Sylvan tribes are loosely affiliated with one another, and their "chiefs" or sachems often meet to discuss territorial disputes, the encroach- ment 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. See "news occupations-S" *============================================================================* & occupations-S *============================================================================* GENERAL NEWS: OCCUPATIONS PART 15 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- SAILOR/PIRATE: 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 travel between Haven and 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. SCHOLAR/HISTORIAN: Anyone who can read or write has an advantage over most, and such "scholars" can often attain more prestigious positions within Haven or the other kingdoms. The Empyreans, especially, prize these record-keepers, who can keep track of family heritage and bloodlines. See "news occupations-S2" *============================================================================* & occupations-S2 *============================================================================* GENERAL NEWS: OCCUPATIONS PART 16 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- SHAMAN: Sylvan mages rarely receive training within Delphi, 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. See "news occupations-S3" *============================================================================* & occupations-S3 *============================================================================* GENERAL NEWS: OCCUPATIONS PART 17 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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. 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. See "news occupations-W" *============================================================================* & occupations-W *============================================================================* GENERAL NEWS: OCCUPATIONS PART 18 of 18 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- *WARLORD: The Varati clans will need strong leaders, and each of them may vie for more power, both with each other and with the other races. Such a position is attainable through RP, or by application to the Varati admin. 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. *============================================================================* & 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 Warfare To read the news files, type "news ." For example, to read about combat, type "news combat." *============================================================================* & advancement *============================================================================* STATS NEWS: ADVANCEMENT PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Each month, a player may be rewarded for good roleplay, innovative plot- lines, OOC helpfulness, and general enthusiasm. This is done by means of an "advancement panel," wherein three 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 maximum a player can receive each month is 10 points, but don't be disappointed if you receive less than that. No advancement system is perfect, and this one is dependent upon who your panelists are in a session, how active you've been during that month, and how well-known your character is. Ten points is fairly rare, and even feature roleplayers don't always receive that many. See "news advance2" *============================================================================* & advance2 *============================================================================* STATS NEWS: ADVANCEMENT PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 or skills (excluding warfare). However, if you wish to raise either magic or warfare, you'll need to save up your points and find a teacher. Aether has a teacher system, wherein players are encouraged to seek out teachers in the course of RP and learn from them (see "+help teach"). Likewise, teachers may want to seek out students, since each must rely on the other for advancing in levels. Magic and warfare are the main areas where this is necessary, though learning a new skill (one you did not take while in Chargen) will also require a teacher. See "news advance3" *============================================================================* & advance3 *============================================================================* STATS NEWS: ADVANCEMENT PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- In order to spend points in a certain ability, your teacher must "+pass" you, and this will unlock your stat so that you may raise it in the Advance- ment Academy. A student can only raise his or her stat 10 points in a given month (and remember that the cost goes up exponentially). However, if you reach a point where you're about to graduate to the next level (say, from Acolyte to Adept), this will require submitting a log (or logs) to the admin, showing a scene between you and your instructor where your character made some "breakthrough" discovery -- a significant scene that showed your character's readiness to attain the next level. Assuming the scene is approved (and you have the necessary points), the admin will then "graduate" you to the next level. To attain Magus or Avatar rank, however, will require an additional application (see "news applications" for the guidelines). It should be noted that Avatar level is incredibly rare, and usually only admin-created characters will ever reach that status. See "news advance4" *============================================================================* & advance4 *============================================================================* STATS NEWS: ADVANCEMENT PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Teachers will go through a similar process--if they wish to achieve a new level, they must submit logs of their roleplay with students, showing their teaching methods and ability to learn, right alongside their pupils. They must also have the necessary points (see "news points" for the costs, and "news levels" for the five different levels). If you simply cannot find a teacher yet are determined to advance, you can apply to the admin for an NPC trainer, and detail, through @mail or e-mail, how you would have met this trainer and how long he/she has been teaching you. The admin will then raise your score when necessary, though this method will probably be rare. There should be enough teachers, in various races and factions, that you can find one to train you. Also, it *is* possible for a teacher in a different magical field to instruct you, at least as far as control goes. This too, would be very rare. Check with an admin before playing out such a situation. Please read "news points" and "news levels" for more details on stats. *============================================================================* & attributes *============================================================================* STATS NEWS: ATTRIBUTES PART 1 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The six basic attributes on this game are the following: Force Reflexes Stamina Will Senses Warfare The first three are mainly physical stats, the following two are mental, and the last deals with your character's combat abilities. Please read the news files on each for more detailed explanations, and if you have any questions, contact a member of the staff. *============================================================================* & force *============================================================================* STATS NEWS: ATTRIBUTES: FORCE PART 2 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 receive a ten point bonus in chargen in their "force" attribute. *============================================================================* & reflexes *============================================================================* STATS NEWS: ATTRIBUTES: REFLEXES PART 3 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 receive a ten point bonus in "reflexes" while in chargen. *============================================================================* & stamina *============================================================================* STATS NEWS: ATTRIBUTES: STAMINA PART 4 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While listed under the physical attributes, "Stamina" really falls under any category, for it indicates how much 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 something; whether it be fighting, continually resisting a telepathic "mind-scan," or using magical powers. The crossbreeds or "mongrels" tend to have the highest stamina, and receive a 10 point bonus within chargen. *============================================================================* & will *============================================================================* STATS NEWS: ATTRIBUTES: WILL PART 5 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 discern- ing 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). And finally, because Atlanteans learned to develop their minds to such a degree that telepathy was possible, they are granted a ten point bonus in "Will" within chargen. *============================================================================* & senses *============================================================================* STATS NEWS: ATTRIBUTES: SENSES PART 6 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "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, receive a ten point bonus in "Senses" while in chargen. *============================================================================* & 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' "Warfare" + "Reflexes" vs. Cassiel's "Warfare + "Reflexes." If they were fighting with weapons, they could add "Armed" into the equation. If Cassiel were to try to throw a knife at Ignis in retali- ation, they would then compare Cassiel's "Long-Range" + "Reflexes" to Ignis' "Warfare" + "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 resent- ment among the parties involved. *============================================================================* & levels *============================================================================* STATS NEWS: LEVELS PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There are two different scales; one for attributes and magic, and one for skills. The first is roughly based on a 1-100 point scale, though anything beyond 100 ceases to matter, since it's such an ungodly level. The range for skills is also divided into five levels, though the numerical range is 1-50 instead. The following charts illustrate each scale: MAGIC & ATTRIBUTES: RANGE: SKILLS: RANGE: Novice/Beginner 1-19 Beginner 1-10 Acolyte/Intermediate 20-44 Intermediate 11-20 Adept/Advanced 45-74 Advanced 21-30 Magus/Expert 75-99 Expert 31-40 Avatar/Master 100+ Master 41-50+ See "news levels2" *============================================================================* & levels2 *============================================================================* STATS NEWS: LEVELS PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Some of you may be wondering just what these different levels *mean*. That is, how do they relate to your average Joe-Schmo? Well, here's a list of comparisons so you can figure out where your character fits in: Beginner: A minimum amount of talent/skill in an area without being (1-19) totally ignorant. Example: A beginner in "armed" knows the basics of swordplay--stance, parrying, thrusting, etc. Intermediate: About average; an intermediate has received some training in a (20-44) given area, but has yet to really excel. Example: An inter- mediate in "reflexes" would be about the same as someone who did fairly well in tumbling/gymnastics at school. See "news levels3" *============================================================================* & levels3 *============================================================================* STATS NEWS: LEVELS PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Advanced: Above average; this is the rank at which most will level out; (45-74) it takes dedication and drive to go beyond. Characters at "advanced" levels have spent a fair amount of time and training in a given area. Example: Someone with an advanced in force would be the equivalent of most amateur bodybuilders or weight- lifters--they could bench roughly 300-400 lbs. Expert: Experts are at the "top" of their given field. They're the (75-99) 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. Master: Godlike. Unstoppable force, impossible reflexes, indomitable (100+) will, uncanny senses, and unbeatable warfare. *============================================================================* & points *============================================================================* STATS NEWS: POINTS PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A character receives 150 points upon entering chargen--160 if you count the 10-point bonus added to one of the six main attributes, depending upon which race they choose. While in chargen, they can sink a maximum of 40 points into a given attribute and 20 into a chosen skill (please read the news files on each for more guidelines). From then on, characters may receive up to 10 extra points each month through advancement, which they can add to their +sheet (though advancing in magic or warfare requires a teacher--see "news advancement" for more details). The cost of points goes up exponentially, 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. Points may be transferred from dead/inactive characters to an alt -- see the guidelines in "news characters" for more details. See "news points2" *============================================================================* & points2 *============================================================================* STATS NEWS: POINTS PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- STAT: COST: 40 2 to raise stat one point 50 3 to raise stat one point 60 4 to raise stat one point 70 5 to raise stat one point 80 6 to raise stat one point 90 7 to raise stat one point 100 8 to raise stat one point After 100, raising a stat is hardly necessary, considering that 100 is the highest a player can achieve. See "news levels" for more details. See "news points3" *============================================================================* & points3 *============================================================================* STATS NEWS: POINTS PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Depending on which race you choose (Atlantean, Empyrean, Sylvan, Varati, or Mongrel), your character will receive a ten point bonus in one of the following attributes while in Chargen. See the news files on each for more information. Force: Varati receive a bonus in "force," being the strongest of the races. Reflexes: Empyreans are the swiftest of the races, and receive a bonus in their "reflexes" stat. Stamina: Crossbreeds tend to have the most endurance, and receive a bonus in their "stamina" attribute. Will: With their telepathic abilities, Atlanteans tend to have the highest wills, and gain a bonus in that stat. Senses: Relying on instinct and cunning for survival in the wild, the Sylvans earn a bonus in their "senses" stat. *============================================================================* & sheet *============================================================================* STATS NEWS: SHEET -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- =--=--=--=--=--=--=--=--=--=--=--=--=--= | Force: 1 | Senses: 1 | Sex: | Reflexes: 1 | Will: 1 | Race: | Stamina: 1 | Warfare: 1 | Age: =--=--=--=--=--=--=--=--=--=--=--=--=--= Skills: Magic: Points Left/Total: 144/150 Registered on: *============================================================================* & skills *============================================================================* STATS NEWS: SKILLS PART 1 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Animal-Ken Craftsmanship Education Forestry Herbalism Nautical Performance Thievery Warfare's subcategories, "Armed," and "Long-range," are also considered skills, though details about them are included under "news 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. *============================================================================* & 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. *============================================================================* & armed See "news warfare." & 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 an "Intermediate" score in this skill (11-20 points). See "+help languages" for the details about reading and writing some of Aether's ancient race-languages. Currently, all the races speak roughly the same tongue, though there are words and phrases that are specific to each race (see "+help terms"). *============================================================================* & 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. Ten points are automatically deducted from a Sylvan character's score and added to this skill during chargen. *============================================================================* & 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. Both Delphic and non-Delphic healers are 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 See "news warfare." & 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 Haven, it is presumed that there are plenty of islands, cities, and trading ports where ships can sail to and from, making Haven a thriving seaport city. If your character is going to have anything to do with such a profession, a score in "Nautical" is highly recommended. Also, because of their close relationship with the sea, Atlanteans automatically get ten of their points added to this skill during chargen. *============================================================================* & 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. *============================================================================* & warfare *============================================================================* STATS NEWS: WARFARE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Considered both an attribute and a skill, "Warfare" includes unarmed, armed, and long-range fighting. The first is tucked in with the other attributes and called "warfare," and it denotes your character's basic aptitude for unarmed combat. Armed and Long-Range are included with "skills," and they show how competent your character is with close-range and long-range weapons. Typically, a character will specialize in one of the three areas, though a rare few are equally proficient in all means of combat. A character's armed and long-range scores are added to the basic "warfare" stat when doing comparisons. For example, if your character has a 30 in "warfare" and a 20 in "armed," then he or she would have a total of 50 for armed warfare (the number in parentheses represents how many points went into the stat, and the first is the total). This would be taken into account when using the +cmpattr command (see +help cmpattr'). To raise your warfare-related stats, seek out a teacher (+help teach). Also, please read "news advancement." *============================================================================* & 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 To read the news files, type "news Atl-." For example, to read about their society, type "news Atl-society." *============================================================================* & 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 dis- covered 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 the formation of Delphi and the rise of the neutral city, Haven. 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, miscom- munication 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 city, often question each other whether or not they have achieved it, or at least approach the goal closely. They are largely a peace- ful 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 decem- virate 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 num- ber, 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 the "affinity" for magic: 99% of population 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 appear- ance. 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. Tele- pathy 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 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. And while this would technic- ally make them "graisha," they 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 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Despite this wide range of appearances, there are some general similar- ities. An Atlantean's eyes are usually pale green or blue, like the underside of an ocean wave. Skin color ranges from a smooth, sandy white to the deep brown of sealskin. And any hue the sea provides can be found topping the crowns of its people--hair color varying from foam-white to sleek black, or even the bright shades of algae, coral, and kelp. Their fingers and toes are typically webbed to allow them greater speed in the water, and some might have fins along their backs, arms, and calves to promote ease of movement. All of them have gills, barely visible at either side of their throats, which allow them to breathe underwater. 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, 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 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 the 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 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Female: Alima (sea maiden), Amaris (child of the moon), 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), Kai (seawater), 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), Riva (shore), Sagara (ocean), Salacia (sea goddess), 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 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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), Kai (sea- water), Kenn (bright water), Lamar (close to the sea), Lir (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), Orman (sea-man), Palaemon (god of harbors), Pasha (from the sea), Phorcys (sea divinity), Radnor (red shore), Ronan (little seal), Scamander (river god), Seger (sea fighter), Tinnin (sea serpent), Triton (sea god), Xanthus (river), Zale (sea-strength) *============================================================================* & 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 Empyreal 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 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-worshipping 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 could be manipulated by Aether's "rift mages," who have since been destroyed. But in that time, traversing the boundaries was not impossible. Denizens of Aether crossed over from time to time, and were worshipped, 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 aristo- cracy 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 sieged, 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 re- mained 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. Because tradition demands that an elemental mage with powers over the wind and storms be placed on the throne, they have attempted to keep all magic concentrated within the royal bloodlines. 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, bred to ensure a suitable Emperor each reign, who in turn is nothing more than a figurehead. But surely such rumors stem only from jealousy or rivalry between the classes. The next caste is the warrior caste, who 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, 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 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 worshipped 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 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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. *============================================================================* & emp-aegis *============================================================================* EMPYREAL NEWS: AEGIS PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The word is a Greek one meaning "shield" or "goatskin," and it was ori- ginally 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, their duty is to serve and protect the Emperor, as well as guide him in decision-making, especially at the outset of his reign. Many of them have served almost their entire lives, and some speculate that the Emperor is merely a figurehead, while the real power lies in the Aegis. Individually, they have a limited amount of governmental power, but as a group, they could even override one of the Emperor's orders, should it come to a majority vote. 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. Their term is usually a permanent one, though what the Aegis grants, it can also take away. They alone have the power to crown a new Emperor, or to depose one they deem unfit. 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 advise the Emperor (or Empress) about his or her future course of action. *============================================================================* & 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 Emperor. However, because the Emperor is a representative of their empire as a whole, their duties extend to protecting its 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, their numbers are fleshed out by new recruits, 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. *============================================================================* & emp-city *============================================================================* EMPYREAL NEWS: CITY -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- (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 neverending 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. *============================================================================* & emp-resources *============================================================================* EMPYREAL NEWS: RESOURCES -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 *============================================================================* & 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 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The main difference between the Empyreans and the other races are the broad wings extending from their shoulderblades. 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 grey 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 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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. See "news Emp-desc3" *============================================================================* & emp-desc3 *============================================================================* EMPYREAL NEWS: DESCRIPTION PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 affil- iated 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), Alida (little winged one), Althea (wholesome healer), Amaryllis (spark- ling stream), Andromeda (spring-blooming), Arete (woman of virtue), Arianna (like silver), Ariel (lioness of the gods), Atalanta (immovable), Aurora (dawn), Bellona (warlike), Calliope (muse of epic poetry), Cassandra (prophet- ess), Celeste (heavenly), Cora (maiden), Coronis (crown), Cynara (thistle), Cynthia (moon), Cytherea (love), Damaris (calf), Daphne (laurel tree), Diana (divine), Electra (shining), Eleni (light), Eranthe (spring flower), Eris (discord), Evadne (good fortune), Galatea (white as milk), Harmonia (harmony), Helen (light/torch), Ianthe (violet), Ida (prosperous), Iris (rainbow), Kallista (most beautiful), Kalyca (rosebud), Larissa (lighthearted), Leda (joy), Maia (mother), Medea (ruling), Megaera (jealousy), Melantha (dark flower), Neola (young one), Pallas (wisdom), Phoebe (brilliant), Rhea (earth), Selene (moon), Sidra (of the stars), Thalia (blossoming), Xenia (hospitable) See "news Emp-names3" *============================================================================* & emp-names3 *============================================================================* EMPYREAL NEWS: NAMES PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MALE: Adonis (beauty), Adrian (dark one), Aeneas (he who is praised), Aeolus (wind), Agnolo (angel), Alcander (strong), Alexander (man's defender), Amadeo (loved by the gods), Andreas (masculine), Archelaus (ruler of the people), Ariel (lion of the gods), Augustus (worthy of respect), Aurelius (golden), Caius (rejoice), Cassius (vain), Constantine (steadfast), Cyrus (sun), Damian (spirit), Darius (rich), Doran (a gift), Erasmus (loved), Gabriel (hero of the gods), Griffin (hooked nose), Hector (holds fast), Helius (sun), Hesperos (evening star), Horatius (timekeeper), Ilario (cheerful), Jason (healer), Julius (youthful), Leander (lion-man), Leonidas (like a lion), Lucian (light), Lysander (liberator), Magnus (great), Malachi (angel), Marcus (warrior), Marios (warlike), Nestor (traveler), Nicodemus (victory of the people), Orion (son of fire), Phineas (oracle), Phoebus (light), Raphael (the gods have healed), Severin (severe), Stavros (crowned), Thaddeus (courageous), Theodoros (gift from the gods), Theron (hunter), Tithonos (dawn), Titus (of the giants), Uriel (flame of the gods), Valerian (strong), Xanthus (golden-haired) *============================================================================* & 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 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 worshipped 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. We built gateways on the sister-world so we could cross between, and 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 longlasting 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 worshipped 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 kidnapped the daughter of a chief of a neighbor- ing 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 interven- tion of the Council that the wars ceased, and ever since then, the tribes have 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. "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 forest-Sylvans live in nomadic hunter/gatherer tribes of fifty members or less, and 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 only once in Sylvan history did a woman ever hold that position. 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 citizens of Haven, 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. A loose hierarchy in an average Sylvan tribe would be: tribal chieftain, shaman/bard/healer, warrior/hunter/graisha, forager/planter/caretaker, diplomat/trader/traveler, and feral graisha. Depending on the tribe, the status of "tribal elder" may rank higher within this hierarchy, for 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 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- At the lower end of this spectrum are the traders and travelers, for very few Sylvans 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 "civili- zation" may become ostracized even by their own family. Nor are they 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. The saying "you cannot go home again" is true for the Sylvans, for those who have lived in the city for a time, and then returned to the tribe will never quite be accepted again. See "news Syl-society5" *============================================================================* & syl-society5 *============================================================================* SYLVAN NEWS: SOCIETY PART 5 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Yet 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 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Sylvans typically live in single or extended family homes in shape- changed trees or hills. The families live off the land, leaving very little to indicate their existence, 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, 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 post- poned 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 individ- ual 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 on the outskirts of Haven, 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 Haven or 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 as traders or travelers--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 outskirts of Haven to the deep forests and mountain terrain to the north. Typically though, the tribes confine them- selves to areas rich in resources, such as the edges of the woods and the low- lands, 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; as well as 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 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Graisha, 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 determine which shape they will first transform into. Sylvan weapons and armor are built of hardened wood, stone, and leather. Bows and arrows, spears, short knives, slingshots, and staffs may be used. Leg, arm, and breastplates are constructed of wood or boiled leather. There is little or no steel. Graisha, with their natural defenses, rarely resort to man-made weapons or armor. Sylvans usually live to be anywhere from 60 to 80 years old. *============================================================================* & syl-names *============================================================================* SYLVAN NEWS: NAMES PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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) *============================================================================* & 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 barbar- ian 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 worshipped 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 gener- ations. 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 king- dom 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--neverending. 'Khalid Atar,' we call him--'the Neverending 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 divinde 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 strict- ly disciplined. Yet the outsider should also notice that, save for the com- petitive 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 dis-honored, 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 ani- mosity of their former friends and family. Like the "fallen women" whose sins soil the family name, the parents of halfbreed children visit the same punish- ment 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 appear- ance over 1000 years ago, they worshipped a pantheon of many gods and god- desses, 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 dis- loyal, 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 manip- ulate, 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), 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), 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), Rani (queen), Rashida (righteous), Roxana (dawn), Rubia (ruby), Safira (sapphire), Sakti (energy), Saril (the sound of running water), Selma (secure), Shahar (the moon), Suri (knife), Tahira (pure), Thurayya (star), Trina (piercing), Vashti (lovely), Veda (wisdom), 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), Agni (fire), Ahir (last), Altair (the flying eagle), Ardon (bronze), Arslan (lion), Ashur (warlike), Asker (soldier), Atman (the self), Bal (wool-hair), Berk (rugged), Cahil (young and naive), Cyrus (throne), Duman (smoke), Faisal (resolute), Gadiel (my fortune), Hadad (virility), Haidar (lion), Hakan (fiery), Harb (war), Haroun (exalted), Isham (home of the iron one), Jamil (handsome), Javas (swift), Javier (brilliant), Jehan (gracious gift of god), Kalil (friend), Kaspar (guardian of the treasure), Kedar (mountain lord), Khalid (neverending), Khoury (priest), Kiral (king), Kovar (smith), Lais (lion), Mansur (divinely aided), Mart (warlike), Mehmet (the praised one), Mehtar (prince), Nandin (destroyer), Nassur (victorious), Numair (panther), Omar (first son), Rahman (merciful), Rashid (righteous), Salmalin (taloned), Samein (to be heard), Sarngin (archer), Segel (treasure), Seif (sword of religion), Sevilen (beloved), Siraj (light), Timin (sea serpent), Valin (mighty soldier), Xerxes (monarch), Zeheb (gold), Zuhayr (brilliant) *============================================================================* & halfbreeds *============================================================================* RACE NEWS: HALFBREEDS PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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, matings between the races have been deemed "taboo," and both the offspring and the parents are usually exiled or otherwise punished for this transgression. See "news halfbreeds2" *============================================================================* & halfbreeds2 *============================================================================* RACE NEWS: HALFBREEDS PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Another reason for such wariness regarding halfbreeds is that almost all of them have some affinity for magic. But that magic is invariably wild and difficult to control, and halfbreeds are often considered a threat through no fault of their own. Elemental halfbreeds, especially, are viewed with fear and suspicion, and Delphi has been known to exterminate the ones they feel are beyond hope of instruction and training. 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." They are the lowest caste in Aether's social hierarchy, and comprise the laborers, servants, farmers, and general "working class." (See "news mongrels"). See "news halfbreeds3" *============================================================================* & halfbreeds3 *============================================================================* RACE NEWS: HALFBREEDS PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Other times, a halfbreed's blood will be "re-absorbed" into the original race, and generations later, the "tainted" offspring will show little signs of mixed ancestry. Many can pass for purebreds, though while some societies are more relaxed regarding mixed heritage, it is still considered an impurity, and few would dare admit a tainted background for fear of being shunned. Because they are rare and have such a high concentration of magic, halfbreeds and "quarterbreeds" (a person one-fourth mixed blood--though they are usually referred to as "halfbreeds" as well) must be applied for. Mixed ancestry, as long as it occurred several generations back, is optional for your character's background, provided they can pass for a purebred. Please read "news applications" for the guidelines on halfbreeds. *============================================================================* & mongrels *============================================================================* RACE NEWS: MONGRELS PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The results of generations of mixed breeding are the crossbreeds, or "mongrels," as they are more often called. They comprise the lowest caste in Aether's hierarchy, and are typically treated as slaves and servants by the four "pure" races. To them fall the tasks that no one else wants to do; the farming, building, manufacturing, etc. Only in Haven are they given more freedom than in the other kingdoms--there they can make a life for themselves; earn a living and become recognized as individuals rather than laboring auto- matons. Because of that option, Haven boasts the highest population of free crossbreeds in all of Aether, and some might find it ironic that the "magical" city would become a sanctuary for an unmagical race. See "news mongrels2" *============================================================================* & mongrels2 *============================================================================* RACE NEWS: MONGRELS PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- 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. But that hardiness comes with a price. The affinity for magic is all but impossible for crossbreed 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 mongrel PC, do not be surprised to find your character the victim of prejudice and dislike. See "news mongrels3" *============================================================================* & mongrels3 *============================================================================* RACE NEWS: MONGRELS PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Most mongrels will be NPCs, and can be used in @emits, bulletin board postings, or as puppets to represent the general populace. Though given more freedom in Haven, even there they are looked down upon, and most have grown accustomed to that way of life. Those who are proud or willful and contin- ually defy their "betters" are dealt with soon enough, and such incidents are rarely fair. In other words, the "pure" races are in control, and they will not be impartial. If your mongrel PC wants to start a rebellion or uprising, you must be subtle about it, for flagrant defiance will elicit a harsh reaction from the "powers that be." There is no Equal Rights Amendment on Aether, nor is there a concern for being "politically correct." Prejudice and bigotry is strong among the races, and it is that tension, hopefully, that will create a dynamic, interesting roleplaying environment. 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. *============================================================================* & askari *============================================================================* FACTION NEWS: ASKARI -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Shrouded in mystery, the Askari are a secret faction whose duty is to monitor and control the mages of Delphi. 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, Delphi has 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. *============================================================================* & delphi *============================================================================* FACTION NEWS: DELPHI PART 1 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Those born with a predisposition for magic are said to have the affinity. Without instruction, this magic can become "wild" and difficult to control, resulting in its wielders becoming graisha, or rogue elementals, shapers, and healers. When this happens, the magic is said to control the wielder, rather than the other way around. It may respond more readily to its user's wishes, but that does not mean it can be harnessed. In many ways, magic is like water: it will take the easiest course, but the current does not always run where you want it to. And changing a river's path is no simple matter. For this reason, Delphi was formed. Named after the Delphic oracle of Greek earth-lore, this Haven-based group is dedicated to teaching those with the affinity to control and harness their powers. See "news Delphi2" *============================================================================* & delphi2 *============================================================================* FACTION NEWS: DELPHI PART 2 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The group was founded centuries ago, and its original leaders were rep- resentatives of each race. However, no single government or faction has a greater authority within the Order, making Delphi "neutral" -- just as the city that eventually sprang up around it. Haven's government had previously been comprised of the leaders of the Delphic Order, the Estrella, whose laws extended as far as the city's walls. The city is now run by elected representatives from each race, all of whom have "embassies" within Haven. On embassy grounds, that government's rule is law. Outside the embassy, however, the races are not exempt from Delphi's rules, and the punishment for defying or breaking one of those laws is enforced by Haven's Hounds and its city council, as agreed upon in the treaty that each respective government signed in the year 3909 on Aether. See "news Delphi3" *============================================================================* & delphi3 *============================================================================* FACTION NEWS: DELPHI PART 3 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Delphi is constantly on the lookout for youngsters with the affinity, and any child displaying such potential (and unaffiliated with another govern- ment or faction), is immediately taken to the Delphic Citadel in the center of Haven, where they are taught to harness and control their powers. To some, this is a great honor. Becoming a part of the Order is a privilege, and the families of those children gain status and favor. Yet their children are all but lost to them. The Citadel will be their home from then on, and visits are rare. Only when a mage has ascended to the rank of an Adept will he or she be allowed to quit the Order, and by that time, most members have known no other life and are reluctant to leave it behind. See "news Delphi4" *============================================================================* & delphi4 *============================================================================* FACTION NEWS: DELPHI PART 4 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Except where tested rigorously and found to be no danger to themselves or their surroundings, students of Delphi must be escorted by an Adept of either their own magic or of elemental-aether. Their magic, at this stage, is still unwieldy and difficult to control, and the chance of it getting out of hand and consuming them is great. It is to protect both the children and the citizens of Haven that those young novices are sequestered away. Some families are more willing to take the risk of that magic getting out of control than they are of losing their child, so they might strive to hide any evidence of a mage-gift from Delphic scouts, or Espers (see "news Espers"). Other times, the children themselves might be unwilling to join the Order, and would rather take their chances on their own. These "rogues" are dangerous, for it is rare that they have the willpower and skill to keep their talent concealed. Often, they become outcast, and must then live in the lowtown areas of Haven, its outskirts, or else leave the city altogether. See "news Delphi5" *============================================================================* & delphi5 *============================================================================* FACTION NEWS: DELPHI PART 5 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Some of them find places among the nomadic Sylvans, others join small bands of "rogues" like themselves, and every now and then one might be accepted by one of the other races or factions. But for the most part, the chances of surviving alone are slim, and lone "rogues" are rare. There is always the danger that they become consumed by their gift, and usually only the rigid discipline and training of the Delphic order can prevent that. There are six different factions within Delphi -- one for each type of magic. Each group is identified either by an embroidered symbol or by the color of their ceremonial robes (see "+terms kaftan"). However, members of the Order may don more casual clothes for day-to-day wear, though even these typically bear their caste's insignia or color in order to identify their wearer as a member of the Delphic Order. See "news Delphi6" *============================================================================* & delphi6 *============================================================================* FACTION NEWS: DELPHI PART 6 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The clairvoyants are part of the Sibylla, and their clothing is usually a deep indigo color, bearing the stylized "eye" that is their symbol. Healers, who are referred to as "caduceans" within Delphi, wear white, and their robes are embroidered with the winged, serpent-entwined staff, or "caduceus" that is their insignia. Elementals are identified by the color grey, embellished with multi- colored threads of blue (water), red (fire), green (earth), gold (air), or white (aether), depending on what element they can manipulate. Shapers are members of the Cabeiri sect, who usually wear blue-grey. The Feralis caste is comprised of "ferines," or shapeshifters, who wear brown and whose symbol is a stylized animal representing the creature they can become. See "news Delphi7" *============================================================================* & delphi7 *============================================================================* FACTION NEWS: DELPHI PART 7 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- And finally, the telepaths of Delphi are called Mystai, or mystics, and their clothing is a deep aquamarine embroidered with a row of interconnecting rings, meant to symbolize the unity of minds. A mage who can wield more than one type of magic, called an arch-magus, has the privilege of wearing black clothing bearing thin, colored stripes around the collar and cuffs of each kind of magic he or she controls, as well as their embroidered symbols. There is one last faction associated with Delphi, but they are spoken of only in whispers, for it is never certain when they might be listening. Formed after the great "Mage War," the Askari keep Delphi in line by whatever means necessary, and no one is certain who their leaders are (see "news Askari"). Please read the news files on the six different forms of magic. *============================================================================* & graisha *============================================================================* GENERAL NEWS: GRAISHA PART 1 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The "graisha" are shapeshifters who have lost control over their magic, and like the were-beasts of folklore, their transformations are subject to the phases of the moon. The power comes from a magic inherent in the realm, which finds an outlet in men and women born with the affinity for wielding that magic. However, it is not always easy to control. Though they are able to transform into the guises of beasts, if left unchecked, they may be unable to "tame" this gift, and end up half-animal themselves -- thus, graisha. Some can take on up to two or three different forms if the magic flows strongly enough. Usually though, they have only one alternate form, yet even as humans, some aspects of their animal identities remain. See "news graisha2" *============================================================================* & graisha2 *============================================================================* GENERAL NEWS: GRAISHA PART 2 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- This could 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). This 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, invariably 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 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Nor will they ever be fully human again. Even after the first change, their bodies will display some aspect of their bestial side, and this may grow more pronounced as time passes. The more they become like animals in nature and temperament, so will they become in form. The "wilder" graisha are typically the ones who look more like animals and less like humans. And because they exert so little control, the change can become instantaneous. They can shift easily from human to animal, depending on their mood or state of mind. 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, they are on the path to consumption. After a few years, they may be unable to turn back at all--trapped in animal- form, and thus "tapped"--no longer able to wield their magic. See "news graisha4" *============================================================================* & graisha4 *============================================================================* GENERAL NEWS: GRAISHA PART 4 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Those who attempt to quell their bestial natures and retain their human- ity can learn to block the change, but at times it will still overwhelm them. For them, the transformation is more difficult and painful, yet the advantage is that they are less often overcome by the savagery of their animal halves, and can pass for human more readily. Though rare, a few can even learn 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. Rather than graisha, they earn the status of a shapeshifter, or "ferine." Only within Sylvan and Atlantean cultures do graisha hold an honored status. Most others are cast out for the danger they represent; forced to live in the wild like their animal brethren, or dwell in the only city that allows everyone within its boundries: Haven. Even there, though, 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 graisha5" *============================================================================* & graisha5 *============================================================================* GENERAL NEWS: GRAISHA PART 5 of 5 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Among the Sylvans, graisha are the hunters and providers for their tribes, and are honored for their close ties with the animal spirits. Atlantean graisha may be feral, but that animal nature is rarely deemed dangerous, and so they remain a part of 'productive' society. Only the shark-graisha are cast out as a rule. The common animal-types for each race are (* = app-only): 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 shapeshifting" and "news magic" for more details. *============================================================================* & 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. *============================================================================* & hounds *============================================================================* FACTION NEWS: HOUNDS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The laws of Haven are upheld by its "Hounds," a military force of both magic-users and soldiers who maintain peace within the city. They enforce the rules set by the city council, guard against invasion from hostile forces, solve crimes, keep an eye out for magic-users who might be suitable candidates for Delphi, or "exterminate" any magic-users who are deemed too dangerous. Named thus because of the sculptures of Cerberus decorating their head- quarters, the Bastion, and because of the fact that many of their members have an esper's talent for tracking down latent magic-users, the Hounds are a force to be reckoned with. They are led by the Archon, who in turn answers to the City Council of Haven. The Hounds are the supreme military authority within Haven, although their numbers are typically augmented by the various racial militias for each of the other four governments. *============================================================================* & 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 Haven, for it is one of the few places that accepts anyone, regardless of race or affiliation. However, while the city is open to all, its citizens do not always grant the same welcome, and outcasts might 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 members of Delphi, particularly the Hounds, so that Delphi might help them learn to contain their abilities. If the rogue-mage resists, or is seen as too great a threat, Delphi may have to use lethal force. Fortunately, most "rogues" never develop their powers to that point, and are merely tolerated as an aggravating presence within Haven, 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 dwell within Haven. 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 roleplaying 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 DelphiBLDR. 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. (Example: Lyceum - Delphic Citadel - Haven). 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 compass. Example 1: Grassy Hill ;grassy hill;grassy;w;west Example 2: Northwest Trail ;northwest trail;northwest;nw Remember that if you go through an exit in a certain direction, a corresponding exit in the destination room must lead back to the source room. Maintaining directional logic is very important. If you go west to get into a room, you must head east to get back out. See "news b-guide9." *============================================================================* & b-guide9 *============================================================================* BUILDING NEWS: GUIDELINES: EXITS PART 9 of 9 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Using Out: To help players navigate, there is a policy that one should be able to type "out," or "o" successively in a building or territory and eventually end up back at the entrance. Thus, every room should have one exit with the aliases "out" and "o." Out exits should always lead you closer to the area's main entrance, and there should never be more than one such exit per room. Conflicts: Avoid using aliases that conflict with other aliases or directions in the same room, and also those that conflict with certain MUSH commands. Never use the aliases n, s, e, w, ne, nw, se, sw, u, d, or their expansions unless they refer to those particular directions. Avoid using ex (examine), i, in, or inv (inventory) and l, lo (look) as exit aliases. See "news flags." *============================================================================* & flags *============================================================================* BUILDING NEWS: USEFUL FLAGS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- DARK: If a room is set dark, then no items or exits appear when a character uses the "look" command. @Sweeps do not work either. This can be useful in a room which ICly has no light source. When an exit is set dark, it does not show up on the "Obvious Exits" list. Such an exit could be hidden or secret. UNFINDABLE: When a room is set unfindable, all the players in that room do not show up on standard WHO and +who lists. *============================================================================* & consent *============================================================================* CONSENT NEWS: INTRODUCTION PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There is usually a stark difference between "consent" and "non-consent" MUSHes. Aether is a little bit of both. The main thing we would like to stress here is negotiation. If players can work out an issue on their own, without staff intervention, then that's perfectly fine. It is when the negotiation process fails and the players involved cannot reach a resolution that the issues of "consent" and "non-consent" crop up, and that is when staff will intervene. For the most part, characters are a player's intellectual property; it is only in the cases of certain features, pre-generated characters, or faction- owned characters that this is not true. This means that players have a degree of control over what happens to their characters. If something occurs in a scene with which a player is not comfortable, he or she should make that clear. No one should be forced into roleplaying a scene that makes them uneasy or uncomfortable. However, sometimes a player may not wish to play the repercussions of his or her actions, and this is when the staff may need to enforce certain rules. See "news consent2" *============================================================================* & consent2 *============================================================================* CONSENT NEWS: INTRODUCTION PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A player is responsible for the actions of his or her character. If those actions warrant some form of retaliation, such as injury, imprisonment, punishment, banishment, demotion, or even death, then the player must be willing to accept those consequences. In some cases, a character's prominence alone is reason enough for them to be targeted. Playing a feature or faction- head comes with certain responsibilities, and one of those is the knowledge that your position may be taken away from you. You must work to keep it. See more on that subject in "news features." If a player is not willing to accept certain consequences, or if no acceptable resolution can be reached, then the staff may be asked to judge or mediate a scene or debate. In cases where a staff-alt is involved, another admin should oversee the situation. Admin will either try to help the players reach a solution, or issue a judgment about the outcome. A player can plead his or her case, but once the scene is resolved or judgment rendered, then that should be the end of it. Players are expected to comply gracefully, and not ask that the judgment be overturned or the scene be retconned. See "news consent3" *============================================================================* & consent3 *============================================================================* CONSENT NEWS: INTRODUCTION PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- To reiterate, players should try negotiation first, and if that fails, then the admin can be called upon to help resolve the matter. We ask that players behave in a mature and responsible manner, that they play accordingly and realistically, and that they abide by the rules we have laid down here on Aether. Further information about standards of behavior can be found in "news policies." Specific issues of consent are detailed further in the following news files. Please read each one carefully, and contact an admin if you have any questions. Assault Imprisonment Property To read a file, simply type "news ." For example, to read about the policy on assault, type "news assault." *============================================================================* & assault *============================================================================* CONSENT NEWS: ASSAULT PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The term "assault" is meant to cover any kind of physical attack upon a character, including injury, torture, rape, or death. Each player has a right to determine what will happen to their character, up to a point. Ignoring or dodging the consequences of a character's actions is not acceptable. There are times when the only logical consequence may be death -- though that is often used as a last resort. The admin would like to stress negotiation as a means of resolving conflict, but if the players involved seem unable to reach a resolution, the staff will step in. In these cases, the admin(s) will act as both a mediator and a judge. If a staff member's character is involved, players may ask another admin to oversee the situation. If you are not happy with the selection of mediators/ judges, then say so at the time, instead of after the judgment has been rendered. Once issued, judgment is final, and players are expected to comply gracefully. See "news assault2" *============================================================================* & assault2 *============================================================================* CONSENT NEWS: ASSAULT PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Avoiding death is simple--if you are not prepared to let your character die, then don't do anything to warrant it. There *are* powerful characters on the game, and they *will* act accordingly. Keep that in mind. On the other hand, players -- whether features or normal PCs -- should be open to negotiation and compromise. Be flexible. A player may not wish for his or her character to die, but he or she might not be opposed to injury, capture and/or torture, or the death of NPCs close to them. In general, consider what might be best for everyone, rather than just your own character. You may prefer outcome A, but if the other players in the scene all want outcome B, and you can settle for it, then do so. Remember that your character may be the "star" of your own saga, but he or she is only a supporting actor in someone else's, and you can't always steal the show, win the girl, or defeat the bad guy. Sometimes you don't get what you want, but you may discover that the resulting RP is more satisfying in the long run. See "news assault3" *============================================================================* & assault3 *============================================================================* CONSENT NEWS: ASSAULT PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Aether does not prohibit any kind of roleplay, as long as all the parties involved are willing. If you feel uncomfortable with a scene, say so, and suggest alternatives, or else just "assume" that the scene took place. But do so *at the time* -- not after the fact when it would warrant a retcon. Negotiation traditionally takes place via page, before any action begins. That is, don't wait until your opponent is about to land the killing blow before paging him that you don't really want to die. Likewise, don't wait until you're about to lop off a victim's head before paging and asking if it's all right. If you have any doubts about how your character's actions may be received, page the other player or players involved and discuss it first. Graphic violence, sexual assault, torture, abuse, and even sexual "come-ons" are all areas that one should tread carefully with, yet the admin believe players are mature enough to handle these themes without prohibiting them outright. Please don't prove us wrong. *============================================================================* & imprisonment *============================================================================* CONSENT NEWS: IMPRISONMENT PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There are instances when a character may be captured and imprisoned for a period of time. Perhaps it was the result of some OOC negotiation after a battle, or the consequences of a character's disregard for the rules of the city. In any case, the end result is that they're stuck in cell or jail, most likely with little or no access to RP during the interim. If the player in question has an alt, or they're going on vacation, or there's some other reason why they have no qualms with letting their character linger in confinement for an unspecified length of time, that's all well and good. Try to find out how they feel about their character being locked away before the imprisonment lasts too long. If they insist on only a day of captivity before some daring rescue, perhaps further negotiation must be pursued--for example, they might get rescued, but will not escape unscathed. See "news imprison2" *============================================================================* & imprison2 *============================================================================* CONSENT NEWS: IMPRISONMENT PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Perhaps the character will agree to a week or two of captivity, before being set free with some conditions attached. Bargaining for their release might provide interesting RP, as well as future TPs as they fulfill whatever "deal" allowed their freedom. But if you are the captor, and you know your captive is getting restless, then courtesy demands that you reach some other solution besides continued confinement. Typically, a week of captivity with no word from one's jailer is sufficient time to petition for a release through @mail. First, @mail the one responsible for your character's imprisonment, and if there is still no response after another week, @mail the admin and explain your situation. If a third week goes by without a reply from the "captor," the admin can sanction a character's release from prison by whatever means plausible. A final @mail will be sent, by the admin, to both prisoner and jailer, explaining the situation and the IC process of escape, including whatever alternative punish- ment the captive suffered in the process. *============================================================================* & property *============================================================================* CONSENT NEWS: PROPERTY PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Property includes homes and/or buildings, puppets, and NPCs that are "owned" by a certain character. Actions such as burning down that home, breaking and entering, killing or injuring puppets and NPCs, or otherwise violating anything that a character owns or is in control of requires permission -- either from the owner or the staff. A simple page will often take care of that -- let's say your character is big and mean and wants to kick someone's dog. Before posing it, make sure the dog's owner won't mind-- or at least let them know so they can react accordingly afterwards. In a way, the puppet is an extension of the PC, and use the same process you would when attacking the PC himself. See "news property2" *============================================================================* & property2 *============================================================================* CONSENT NEWS: PROPERTY PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Vandalizing homes, breaking and entering, or even setting fire to a building would also require permission from the owner or staff. If the owner is not logged in, send them a @mail before taking any action, and it may be best to cc it to *staff. If it's a case of burglary, detail in the @mail how you would go about getting into their home. If you wish, include your "thievery" score, detail what route and/or tools you would use, and be sure to study the descriptions of the house so you won't miss anything important like "a guard is posted outside the door at all times." Give them a chance to respond to your @mail before assuming that the burglary was successful, for they may have had booby-traps in place or other safeguards that would prevent your character's entry. See "news property3" *============================================================================* & property3 *============================================================================* CONSENT NEWS: PROPERTY PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Finally, certain NPCs may be under a character's control. For instance, there might be a scuffle in town, and a PC guardsman may decide to emit NPC "backup." Paging that person each time you want to whap one of his guards can get tiresome, so it's assumed that some percentage of his NPC force might be injured and/or killed during the scuffle. However, do not presume that your character is such a badass he or she can take on all the guards at once, with nary a scratch to show during the aftermath. While NPCs are often weaker than your average PC, and a one-on-one will usually end in the PC's favor, several NPCs could certainly overwhelm the average PC opponent. Negotiating with the PC in charge is the best way to reach an amicable solution between both parties. *============================================================================* & hints *============================================================================* GENERAL NEWS: HINTS PART 1 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Some of you may be veteran MUSHers, while others are just starting your journey through virtual worlds. The following files will hopefully give you some hints not only about this particular virtual setting, but about role- playing in general. Of course, the best way to learn anything is through experience, but maybe we can at least provide you with a push in the right direction. First of all, we're attempting to create a world that will give players as many options as possible. Not only do you get to choose a certain race and magical ability, but there is also a vast array of factions, tribes, clans, noble families, even political parties, to which you may become affiliated. We're emphasizing conflict and tension, but on a subtler scale. See "news hints2" *============================================================================* & hints2 *============================================================================* GENERAL NEWS: HINTS PART 2 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While battles may break out between these groups--perhaps even wars-- combat is not the focal point. Nor are points, stats, and powerful magical abilities. This isn't a game where your success is measured by the number of points you've amassed or how many characters you've defeated, but instead by your quality as a roleplayer. And hopefully you'll find some reward in help- ing to create an ongoing story in which your character is an important piece of a larger whole. When you get right down to it, that's what role-playing is. Telling a story. Many of us are drawn to it for that reason--we like to read or write, and this is a way of doing both. But here, you're a *part* of the story, not just a spectator. See "news hints3" *============================================================================* & hints3 *============================================================================* GENERAL NEWS: HINTS PART 3 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Every player is playing the protagonist in their own "novel," and the best novels are the ones where the characters are people we can relate to. They're not perfect. They have weaknesses as well as strengths; vulnerabil- ities and faults to counter their positive attributes. Your character doesn't always have to "win." Sometimes failure can lead to more fulfilling roleplay after all. While the races in this game are presented as our "lost gods and god- desses," that's where the irony lies. That image is distorted; the myths we'd taken for granted are only a part of the truth. Appearances can be deceiving, and an "angel" is just as capable of cruelty and corruption as a "demon" is of generosity or kindness. In the end, whether a character has wings or fins, magical powers or a noble heritage; they're as "human" as the players behind that guise. See "news hints4" *============================================================================* & hints4 *============================================================================* GENERAL NEWS: HINTS PART 4 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- And because there is a player behind that character, we ask that you remember and respect that. The news files on consent provide more detail, but it's important enough to warrant mention in "hints" as well. Good roleplay stems from mutual respect and cooperation, so try to work with the other players rather than against them. Just because your characters are enemies doesn't mean that animosity has to extend "out of character." Try to remain flexible and open to new ideas or suggestions, and you may find that the resulting roleplay is far more enjoyable and rewarding. As for the roleplay itself, everyone has their own style. If you are new to MUSHing, there are detailed files on posing, communicating, paging, and beginning code in the Newbie Library adjacent to the main OOC area. You may also page a member of the staff (+staff) for help. See "news hints5" *============================================================================* & hints5 *============================================================================* GENERAL NEWS: HINTS PART 5 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Veteran MUSHers know the basics by now, and telling someone *how* to roleplay, beyond the technical aspect of it, is futile. There's really no "right" way to do it, since everyone's going to approach it a little differ- ently--much as they would with writing. However, there are some guidelines that have more to do with etiquette than anything else. The following are a few of them: SETTING THE STAGE: Since we're interacting in a text-based environment, you literally have to tell people what's going on. If a newcomer enters a scene where several characters are engaged in combat, they'll have no way of know- ing this unless someone either takes the time to page them, or else poses the gist of the scene. Yes, it takes a minute, and you may be harried with keep- ing up with those already involved, but it allows the newcomer to react accordingly and even join in. See "news hints6" *============================================================================* & hints6 *============================================================================* GENERAL NEWS: HINTS PART 6 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- INCORPORATING SETTING: Rooms have descriptions for a reason--to promote the sense of actually *being* in a particular place. Another way of conveying that illusion is to incorporate aspects of the setting into your roleplay. If you're walking through a forest, you might pose stumbling over roots or duck- ing to avoid branches. If you get into a tavern brawl, you could use a stool to try and trip your opponent. Even a simple pose of your character enjoying a sunset helps bring a certain mood or feel to the scene. WEATHER AND TIME: Our coder worked diligently to provide a means of deter- mining weather and time. Checking +time is a handy way of setting the scene, and it can help for a more consistent "feel" (you don't want to pose that the sun's shining when everyone who checked +time knows it's midnight). See "news hints7" *============================================================================* & hints7 *============================================================================* GENERAL NEWS: HINTS PART 7 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- LIMITING OOC COMMENTS: Some games are less concerned about players lapsing into OOC comments during roleplay, but here it can be distracting and even irritating when other players are trying to maintain the feel of the scene. Generally it's best to confine your OOC comments to paging (multi-paging if they're directed to more than one person), rather than interrupt others' roleplay. You can even use channels if that's preferable--the public channel is open to everyone, though keep in mind that it includes players who aren't involved in that particular scene. SUFFICIENT WARNING: This ties into consent, but it's also just common courtesy. If your character has magical powers, for example, and you plan to use them against someone, it's best to page that person beforehand and let them know what you wish to do. This opens the avenue for negotiation and helps resolve a situation through cooperation, rather than risk getting into a lengthy debate later on. Please read "news consent" as well. *============================================================================* & policies *============================================================================* GENERAL NEWS: POLICIES -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files cite the accepted standards of behavior and expectations for both players and staff. They are meant to give players an idea of what staff expect from them, as well as what they can expect from the staff. Please read each of the files over, and if you have any questions, contact a staff member. Player-Policies Staff-Policies See "news player-policies" or "news staff-policies" *============================================================================* & player-policies *============================================================================* GENERAL NEWS: PLAYER POLICIES PART 1 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- First of all, remember that there is a real person behind each fictitious character, and that person has feelings just as you do. "Flaming," name- calling, harassment, slandering, and other immature, unreasonable behavior will not be tolerated. Most of us are adults here; let's try to act like it. If you do have concerns about someone's behavior, and feel unable to deal with it on your own, please notify the staff. If your complaint is with a staff member, then speak to one of the other admin. See "news play-pol2" *============================================================================* & play-pol2 *============================================================================* GENERAL NEWS: PLAYER POLICIES PART 2 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The admin are here to make sure that the game is running smoothly, and to deal with any problems the players are having. They cannot do so effectively if they are not notified of the problem. In other words, they can't help if you don't let them know that you *need* help. Also, like the players, the admin are entitled to courtesy and respect. They have poured time, energy, and creativity into this game, and maintaining it is not always an easy job. Feedback and criticism are welcome, as long as it is given in a mature and reasonable manner. Also, remember that the staff cannot be expected to please everyone all the time. You may not agree with a decision or policy, and are entitled to your opinion, but remember that a MUSH is a group effort, and often the group's needs will have to come before the individual's. See "news play-pol3" *============================================================================* & play-pol3 *============================================================================* GENERAL NEWS: PLAYER POLICIES PART 3 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- As far as roleplay goes, please respect other people's boundaries, and don't push them into RP with which they don't feel comfortable. Likewise, if you are uncomfortable with a scene, let the others involved know as soon as possible. Please read the files under "news consent" for more information. And while Aether features different races, factions, and cultures, and explores the conflict and tension that arise from such, it does not mean that the game advocates real-life racism or prejudice. Expressing intolerance based on race, religion, gender, age, sexual preference, etc. is not acceptable. Let's try to keep the conflicts IC rather than OOC. See "news play-pol4" *============================================================================* & play-pol4 *============================================================================* GENERAL NEWS: PLAYER POLICIES PART 4 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Both staff and players should respect the privacy of others. For wizards, logging in dark and "spying" on other characters, without their know- ledge, is not permitted, and a wizard caught doing so will be asked to resign. Similarly, players who have coded "spying" devices will be asked to destroy them, and may even be asked to leave the game. Distributing private logs without permission of those involved is also frowned upon, save in situations where you are recording incidents of crude, unreasonable, or unacceptable behavior for submission to the staff. If an admin is involved in the discussion, it can be assumed that the log will be sent to the others. If you simply wish to send logs of roleplay to friends of yours, do so with discretion, and try to avoid revealing IC "secrets" or plot-ideas. Some players like to maintain a little mystery about their characters, as well as his or her motives--don't ruin that. Also, any log you submit for posting on the web-page should be cleared with all members involved, first. See "news play-pol5" *============================================================================* & play-pol5 *============================================================================* GENERAL NEWS: PLAYER POLICIES PART 5 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Other privacy issues include: * @Teleporting into private areas where people are roleplaying and/or chatting OOCly. It is polite to ask before you enter. In general, it is best to ask before entering any scene, unless it is obviously public. * While some players don't mind discussing their lives outside the game, others do. Inquiring about someone's age, whereabouts, gender, marital status, etc. could be seen as rude if you don't know that player very well. * Copying or using another player's text/code without their permission is also frowned upon. It is best to ask before doing so. Likewise, please refrain from "taking" objects that don't belong to you. If it's an IC theft, read the rules under "news property." See "news play-pol6" *============================================================================* & play-pol6 *============================================================================* GENERAL NEWS: PLAYER POLICIES PART 6 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While the above are guidelines, taking part in the following *will* get you banned from the game: * tampering with building or code that does not belong to you. * logging into someone else's character, particularly wizard characters. * threatening a player or staff-member with physical harm; threatening to hack the game, or otherwise cause it harm. * attempts to hack into or tamper with the host machine. If you are concerned about MUSH "security holes," speak to the site admin or code wizard, but don't poke around looking for them on your own. See "news play-pol7" *============================================================================* & play-pol7 *============================================================================* GENERAL NEWS: PLAYER POLICIES PART 7 of 7 *============================================================================* Failure to abide by any of the previous guidelines could elicit a range of consequences, from a simple warning to a site-banning. Previously, Aether included a list of progressively dire warnings and punishments, as well as a "three strikes and you're out" rule. The policy has since changed, and the staff now reserve the right to remove anyone at any time, if they feel it is necessary for the good of the game. The staff also reserve the right to change rules and policies if players become abusive in new ways. Essentially, as long as you follow the rules of behavior we have laid down in the preceding news files, and treat your fellow players and staff with respect and courtesy, then there should be no problem, and we are happy to have you play here. We hope to maintain a friendly atmosphere where new and veteran players alike may enjoy themselves without danger of harassment or abuse. In general, treat this MUSH as you would a host's home, if you were at a party or gathering. As long as you behave appropriately, the "party" can go on, and you are welcome to be a part of it. *============================================================================* & staff-policies *============================================================================* GENERAL NEWS: STAFF POLICIES PART 1 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The staff of Aether are committed to maintaining an exciting, vivid, and enjoyable atmosphere in which to play. The staff therefore have certain expectations for the players, but the opposite is also true; players will have certain expectations of the staff. The following list details what players may expect -- and qualities to which they are entitled -- from the admin of Aether (these generally apply to all staff, with the exceptions of the site admin and code staff, whose priorities are to the game before the players). RESPONSIVE: Staff should respond to players when they're online. If they are going to be idle or away from the keyboard, they should set an @idle message that says as much; otherwise, they should be answering pages, monitoring the Guest and Newbie channels, and generally making sure that players are not feeling overlooked or ignored. See "news staff-pol2" *============================================================================* & staff-pol2 *============================================================================* GENERAL NEWS: STAFF POLICIES PART 2 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- In that same vein of being responsive, staff should make it a priority to answer @mail and e-mail. Ideally, players should receive a response within 48 hours -- even if it's just a simple acknowledgment that the admin received the message. If it will take time to answer, the player should be given some estimate of how long it will take -- and if, after that time is elapsed and there is still no concrete answer, it is the admin's responsibility to follow up and give the player another estimate, and explain the delay. Players should not be left hanging for days, weeks, or even months on end about an issue. If you are having trouble getting an answer from an admin about a question or concern, and especially if you receive no response to a @mail or e-mail within 3 days, send a @mail or e-mail to Astraea and explain the situation; you can then expect a response within 48 hours (save for the rare instances where she is on vacation, in which case she will respond asap). See "news staff-pol3" *============================================================================* & staff-pol3 *============================================================================* GENERAL NEWS: STAFF POLICIES PART 3 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AVAILABLE: Staff should be available to players. This means not going dark unless it is absolutely necessary. Staff who are dark should be doing some- thing important such as answering @mails, working on code, working on @descs, putting up posts, revising websites, emitting NPCs for scenes, or otherwise engaged in something that requires concentration. Staff should not log in just to idle and go dark in order to avoid someone or avoid responsibilities. If that is the case, then they should either log in as a PC, or not at all. But when they're on as their staff alt, their first priority is to the players. Admin should also log in frequently; once a day is best. If an admin does not log in for more than a week with no prior warning (such as a public post about a vacation or a @mail to Astraea), he or she may be de-bitted and removed from their position. Once/if the admin returns, he or she may be re- instated, but there is no guarantee. If an admin is going to go on vacation, he or she should get someone else to cover for them, or at least make sure everyone *knows*. See "news staff-pol4" *============================================================================* & staff-pol4 *============================================================================* GENERAL NEWS: STAFF POLICIES PART 4 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- SUPPORTIVE: Staff should be supportive of the players. This means they should encourage players to submit ideas, to be active, to suggest plots and events, to accomplish their goals, and to make the game more exciting. Of course, an admin cannot blindly support every idea, and certainly there are those that will be rejected in the interests of adhering to the theme. Ideally, though, those rejected ideas and suggestions can be revised and improved, and the staff should try their best to help players along and offer pointers or advice on how best to do so. In short, players should feel comfortable in bringing their ideas to the staff, who should therefore be encouraging and open-minded. The admin should also do their best to support proactive players. Such players are often faction-heads or +vips/features, or else they are just the "firestarters" of the game. Such players are often in more controversial or precarious positions ICly, and the staff should ensure that they are not lambasted, bullied, or harassed OOCly. No player should be, but those who play pivotal or focal characters are often more likely to be targetted. Staff should ensure that the conflict they generate is IC rather than OOC. See "news staff-pol5" *============================================================================* & staff-pol5 *============================================================================* GENERAL NEWS: STAFF POLICIES PART 5 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Staff should be supportive of their spheres and/or +factions. They should make it a habit of checking up on players under their jurisdiction, whether it be through regular OOC meetings, friendly @mails asking how things are going, discussions on channels, etc. Players should feel that the staff are interested, approachable, and that, above all, they're listening. Staff should also be supportive of plots and events. If a TinyPlot requires NPCs, it is usually the staff who will need to provide them. If a scene needs a "game-master" or "judge," then the admin must fulfill that role. Staff are not required to "entertain" the players, but they should do their best to keep the game active and exciting, and part of that means helping with plots and events. This could mean anything from putting up posts and advert- isements, to sending out @mail, to creating and @descing rooms and objects, or just posing general @emits. Staff need to do their utmost to help these events and plots along. See "news staff-pol6" *============================================================================* & staff-pol6 *============================================================================* GENERAL NEWS: STAFF POLICIES PART 6 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- COURTEOUS: Staff should treat players with courtesy and respect. This means no flaming, swearing, harassing, belittling, etc. As mentioned in the "news player-policies" files, the staff should be able to expect the same behavior. RESPONSIBLE: Staff should put their staff responsibilities first. This means that they should read and respond to @mail and e-mail, read posts, and address any pending issues *before* they head out to RP. If an admin cannot put his or her admin priorities first, then they should not be staff. Being an admin is a job, not a privilege. Also, an admin should put his or her responsibilities is to the game ahead of his or her character. An admin has to focus on the game as a whole rather than what might benefit his or her individual alts. An admin should be willing to encourage and participate in plots that might endanger his or her alt's positions or very lives. An admin should be willing to have his/her alt take a fall, and should be flexible and open to the possibilities. No charac- ter is sacrosanct, and an admin's alt is just as vulnerable as anyone else's. No one is above accepting the consequences for his or her character's actions. See "news staff-pol7" *============================================================================* & staff-pol7 *============================================================================* GENERAL NEWS: STAFF POLICIES PART 7 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- TRUSTWORTHY: The admin of the game should be trustworthy. They are privy to such information as +sheets, points, e-mail addresses, alt identities, char- acter backgrounds, and various other confidential details about the game and its players. This information should not leave the staff sphere. Players have a right to keep their identities and real-life information secret, and staff should not jeopardize that secrecy. If an admin is discovered to be leaking such information about alts, +sheets, or identities to the playerbase, they may be removed from their position. Only with a player's permission may such details be revealed. The staff also have a right to keep their own alts and identities secret. Some of them, when roleplaying, wish to concentrate on that and enjoy some freedom from staff responsibility. Players should respect that and not page staff-alts about admin issues (save in emergencies). Both staff and players have a right to enjoy their roleplay and remain secure in the knowledge that their personal identities and information will remain private. *============================================================================* & credits *============================================================================* GENERAL NEWS: CREDITS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Special thanks to: Adar for his diligent research; Daedalus, Serpentis, and Susan for assisting with the initial code; Muse for writing the building news files, Rhonda Peters for advice on "news policies"; Brigit, Isora, Toad, Shelley, Sin, Vodyanoi, and Yama for their ideas and inspiration; Appolonia, Cal, Craft, Maga, Muse, Pelagria, Raziel, S'larra, Strongbow, and Suri for their assistance with building and descriptions; Kane for building the city's initial grid and designing the game's web-pages, Creideiki for double-checking them; and Argon for providing a site. Finally, the staff, both past and present, deserve a round of thanks. Aker, Anubis, Asherah, Atargatis, Bacchus, Bast, Bat Kol, Cerridwen, Chibiabos, Danu, Eleggua, Eos, Hecate, Helios, Herne, Inanna, Itzpapalotl, Izha, Michabo, Morrigan, Nuada, Pheme, Puck, Seth, Shadow, and Susanoo all helped shape Aether into what it is today. The rest of it is up to you, the players. Like the "gods" of old, we have created a world, and now leave it in your hands. Make it something to be proud of. -Astraea's player *============================================================================* & index *============================================================================* GENERAL NEWS: INDEX PART ONE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- acolyte atl-desc(3) bestiary(4) credits adept atl-ephorate(2) b-guide(9) cybele advancement(4) atl-history(5) b-intro cynthia aidoneus atl-names(3) builders delphi(7) animal-ken atl-philosophy building divanus apollo atl-population characters(4) education applications(6) atl-religion(2) clairvoyance(4) elemental(11) arch-magus atl-resources combat(5) emp-aegis(2) askari atl-society(3) consent emp-city assault(3) atlanteans consumption(6) emp-desc(3) atar(2) attributes craftsmanship emp-history(8) atl-city(2) avatar crataeis emp-names(3) See "news index2" *============================================================================* & index2 *============================================================================* GENERAL NEWS: INDEX PART TWO -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- emp-population graiae kronian pantheon(2) emp-praetorians graisha(5) levels(3) pasiphae emp-religion(5) halfbreeds(3) liu performance emp-resources healing(6) magic player-policies(7) emp-society(5) heralds magus points(3) empyreans herbalism mongrels(3) policies espers hints(7) nautical power(3) features(6) history(2) nokomis property(3) ferrin hounds novice quirinus flags imprisonment(2) occupations(18) quota force index(3) onatha reflexes forestry introduction(8) outcasts(3) sedna See "news index3" *============================================================================* & index3 *============================================================================* GENERAL NEWS: INDEX PART THREE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- senses syl-desc(2) theme(2) var-desc(3) setting(6) syl-domain thievery var-history(8) shapeshifting(9) syl-history(6) timeline(12) var-kingdom shaping(4) syl-names(4) tirawa var-names(3) sheet syl-population tohil var-population skills syl-religion(3) tritonia var-religion(5) staff-policies(7) syl-resources tupuran var-resources stamina syl-society(6) tyche var-society(3) stats sylvans ushas varati syl-council tapping(2) var-castes(4) warfare syl-customs telepathy(5) var-clans(3) will Also, by typing "news *," you get a listing of all the news files that begin with that letter. For example, "news s*" would yield a complete listing of all news sections beginning with the letter "s." *============================================================================*