Currently CotF has 6 races: Attuned (animal shape-changers), Accepted (beloved humans), Ancient (demon-humanoids), Abandoned (magic users), Hybrid (a combination normally of attuned x abandoned), and demi-gods.

    You may join as any of these races (except for hybrid and demi-god). Characters can be born as Accepted, Abandoned or Attuned, though an Accepted can attune by visiting a shrine and praying to one of the gods/heralds, or can be cursed to become an Abandoned. Ancients can be either born or changed through IC events with Dygra.

    Accepted
    All humans, called the Accepted, are born with (or immediately acquire in the case of portalling-in) basic channeling. Because of their beloved-status, Accepteds can use a power called channeling to call out a minor deity or god (depending on level) to assist during times of struggle, danger, conflict, etc. Basic-channeling will result in a genie, sprite, or other lesser deity depending on location to appear when called upon. Upgraded-channeling allows the accepted to call upon Frey, Safrin, or Ludo. Mastered-channeling gives the opportunity (decided by dice roll) to potentially call down Vi, Mort, or Rae.

    This ability can only be used once per season and is up to admin discretion. It should be used in times of actual need, and is not meant to be used simply for conversational interactions

    This race is significantly more likely to receive gifts from the various gods given their 'purity' (that is, having no immediate allegiances to either the New or Old Gods). In order to try and curry favour and win the Accepted to their causes, both sets of gods will often try and tempt or bribe this race with various gifts.

    Magical Items
    Magical items are almost exclusively bestowed onto the Accepted by the Gods (as a result of levelling). The Accepted are the only race who may purchase magical items using their MP.

    Magical items can be upgraded the way magical abilities can, from basic to upgraded and then to mastered. The strength of your item is character-dependent and can be found on your profile under the ability tab.
    Usually magical items have the following format: [magical ability] [AOE/distance] [ restrictions]. When upgrading your item, you can either upgrade the strength of the magical ability, the distance or the restriction, but not all three. Items typically go from 10ft, to 20ft, to 30ft in terms of AOE/distance, however, items that are on the ‘stronger’ side of the scale might be tempered by a smaller AOE (i.e., an item that nullifies magic around you might only have a radius of 2ft). Note: Shields vs Armour: Items (like armour) which are not typically “activated”/require an action to use, will always come with a cool-down. They will block incoming damage automatically before requiring a cool-down. Items like shields do not require a cool down, but do take a full action to use in PQ+/KQs.

    When we decide on the restrictions for items, we take into account the full range of what the item can do. For instance, if you want a shield that can block you and someone else, you will likely have a longer cool-down for your item, whereas items that are straightforward typically have fewer restrictions.

    Examples


    Magical Sword (Basic) | A sword that deals fire damage. Range 10ft.
    Magical Sword (Upgraded) | A sword that deals fire damage. Range 20ft.
    Magical Sword (Mastered) | A sword that deals fire damage. Range 30ft.

    Magical Daggers (Basic) | Daggers that when thrown return to the user’s hand. Range 10ft
    Magical Daggers (Upgraded) | Daggers that when thrown return to the user’s hand. Range 20ft
    Magical Daggers (Mastered) | Daggers that when thrown return to the user’s hand. Range 30ft

    Magical Armour (Basic) | Blocks incoming damage at the user’s basic-damage stat. Requires a 3 post cool-down.
    Magical Armour (Upgraded) | Blocks incoming damage at the user’s upgraded-damage stat. Requires a 2 post cool-down.
    Magical Armour (Mastered) | Blocks incoming damage at the user’s mastered-damage stat. Requires a 2 post cool-down.

    Magical Shield (basic) | Blocks incoming damage at the user’s basic-damage stat.
    Magical Shield (Upgraded) | Blocks incoming damage at the user’s upgraded-damage stat.
    Magical Shield (Mastered) | Blocks incoming damage at the user’s mastered-damage stat.

    Have a look at our records page for an idea of what items already exist in the world. You can also message your admin-chat on Discord to talk about potential items.

    What's it like to be an Accepted?

    Facts
    1. Your soul is completely untouched, making you desirable to the gods.
    2. You receive the most stats as you level compared to the other races.
    3. You receive magical items as you level.
    4. These items are almost always unique to the character. Not unlike magic, items come in basic, upgraded, and mastered form depending on their strength.
    5. You have the ability to channel a spirit, herald, or Old God, unlocked as you level, to aid you in a time of crisis.

    Flavour

    1. Both the Old Gods and the Voice are going to want to win you over to their side (becoming an Attuned or an Ascended). You might be able to use this in your favour when it comes to god interactions!
    2. There is a military group in Stormbreak called the Dragoons who are exclusively Accepted with dragon companions.
    3. There is no such thing as an Accepted-hybrid, but you may become an Ancient by visiting Dygra, or become an Attuned by visiting the Old Gods/Heralds.

    Writing

    1. It is up to you how you decide to play being an Accepted! As the race with the most potential (according to the gods), your character may think of themselves as “above” other races - most of the citizens of Stormbreak believe this.

      Adversely, perhaps your character feels as though they are missing out on something.

    2. When writing an Accepted, the use of channelling is what uniquely sets you apart from any other races. Not even demi-gods have this ability.

    Abandoned
    The Abandoned are born with the ability to wield magic and are the only race capable of doing so. When these abilities manifest is different for everyone. The Abandoned are called such as they are left alone by almost all of the gods.

    Magic comes in two broad categories: Base magic, and Custom magic . As a user levels they unlock magical ‘slots’. Each slot holds a magic that may be upgraded 3 times to increase magical potency (“Basic”, “Upgraded” and “Mastered”), and are categorized as ‘light’, ‘grey’, and ‘dark’. Base magics are attainable by all of the Abandoned, whereas custom magics are unique and are never duplicated from one user to another. Magical slots, magic, and upgrades can be attained through the levelling system, through a random encounter with a magical force in the world, or through IC questing and challenges. There are no limits on the amount of magical slots that your character can have, but earning them becomes progressively more difficult.

    BASE MAGICS


    These are the types of magics that can fill your base magic slots. All magics start out with limited control and power and gradually increase as they are upgraded.

    • Life drain and Healing are incompatible: you may not possess both magics, and someone with Life Drain magic is unable to be healed by someone with Healing magic.

    • Healing magic does not work on the ascended
    • Naturals will be aware of what basic magics and their limitations are, as well as whether a magic is light/grey/dark (note: this is learned information, not innate). Outlanders can easily gain an understanding of this through research/conversations
    • Because of how the following list is populated, Channeling is listed here, but is not available to characters other than the Accepted.

      Air manipulation (Abandoned/Hybrid) (Grey) | ()
    • Basic form: Can manipulate existing air within a 5ft radius. Control is weak and unstable and requires concentration. Cannot alter air composition or create pressure changes.
      Example: Can generate small puffs of wind, redirect light currents, or stir loose objects. Can provide slight cooling or warmth by circulating air, but cannot significantly lower/raise temperature, remove breathable air, or generate vacuum pockets. Can never alter internal body chemistry.
    • Upgraded form: Can manipulate existing air within a 30ft radius. Control is excellent. Cannot alter atmospheric chemistry, change weather, or generate dangerous pressure shifts.
      Example: Can generate strong gusts of wind, lift medium objects briefly, or push warm air away to make an area feel noticeably cooler. Cannot create freezing winds, explosive compression, suffocating zones, or temperature extremes. Can never alter internal body chemistry.
    • Mastered form: Can create and control air within a 30ft radius.
      Example: Can generate breathable air where none exists, sustain powerful wind currents within range, or form small localized tornadoes. May make an area feel warmer or cooler within normal seasonal ranges, but cannot cause frostbite, heatstroke, vacuum conditions, or large-scale atmospheric events. Can never alter internal body chemistry.


      Bloodbane (Ancient) (Dark) | ()
    • Basic form: Can injure themselves for basic damage to weaken others at an upgraded level with a range of 10ft.
      Example: Always hits
    • Upgraded form: Can injure themselves for upgraded damage to weaken others at a mastered level with a range of 20ft.
      Example: Always hits
    • Mastered form: Can injure themselves for mastered damage to weaken others at a 1.5x their mastered level with a range of 30ft.
      Example: Always hits


      Bloodboon (Ancient) (Dark) | ()
    • Basic form: Can injure themselves for basic damage to heal themselves or others at an upgraded level with a range of 10ft.
      Example: Always hits
    • Upgraded form: Can injure themselves for upgraded damage to heal themselves or others at a mastered level with a range of 20ft.
      Example: Always hits
    • Mastered form: Can injure themselves for mastered damage, healing themselves or others at 1.5x their mastered level with a range of 30ft.
      Example: Always hits


      Channeling (Accepted) (Light) | ()
    • Basic form: Allows an Accepted to channel a spirit (1x a season). Can be combined with other accepted channeling to increase power.
      Example: Can call down a sprite, genie, ghost, etc, based on region
    • Upgraded form: Allows an Accepted to channel a herald/demigod/spirit (2x a season). Can be combined with other accepted channelling to increase power. Has a 3-post cool-down between uses.
      Example: Can call down Safrin, Ludo, Frey(n)(s), a demigod (with the same level or lower than yours), or one of the lesser spirits. In the case of 2 (or more) accepted combining their channelling to call down a demigod, their levels will be added together to increase the range of which demigod can be channelled (i.e., a level 7 and level 5 could channel up to a level 12 demigod).
    • Mastered form: Allows an Accepted the opportunity to channel one of the gods in addition to heralds/demigods/spirits (2x a season). Can be combined with other accepted channelling to increase power. If combined with another mastered channelling, increases the odds of a Big God answering to 15 % . Has a 3-post cool-down between uses.
      Example: Based on die-roll (1%), the Accepted can try to call on Vi, Mort, or Rae. On a failed roll or by choice, can call down one of the heralds/demigods or lesser spirits.


      Crack (Ancient) (Dark) | ()
    • Basic form: Can fracture people-made solid matter of small-to-medium-sized objects within 5ft.
      Example: Can split a jug, crack floorboards, or damage a wooden lock.
    • Upgraded form: Can shatter or rupture people-made solid matter within 15ft.
      Example: Can collapse sections of walls, warp metal supports, or destroy barriers.
    • Mastered form: Can cause artificial solid matter to break down completely into rubble or dust within 30ft.
      Example: Can reduce fences, stone walkways, or weapons to debris.


      Creation (Abandoned/Hybrid) (Light) | ()
    • Basic form: Can create small non-magical items (up to 5 in a thread). Items disappear at the end of a thread and are very crudely made. Must be combined with a base (or higher) magical element.
      Example: With base (or higher) earth, can create a cup or small towel.
    • Upgraded form: Can create medium to large non-magical items (up to 3 in a thread). Small items last roughly a week or so and medium-large items disappear at the end of the thread, and are adequately made. Must be combined with a base (or higher) magical element.
      Example: Can create inorganic items such as desks and tables with base (or higher) earth. Can create raw minerals with earth, or refined minerals (sand, metal) with earth and fire.
    • Mastered form: When combined with Mastered Air, Mastered Earth, Mastered Water, and Mastered fire, can create 2 magical items per season (with admin approval). Without mastering the four elements, can create well-made complex machines, and an unlimited number of regular items per thread limited by endurance stat. Small items last their natural lifespan. Medium and large items degrade after a season. Complex machines (a telescope, music box, etc) must be created with the knowledge of the character (i.e., cannot create a machine you dont understand/wouldnt be able to build with relevant tools)
      Example:


      Dart (Ancient) (Grey) | ()
    • Basic form: Can teleport up to a foot away
      Example: N/A
    • Upgraded form: Can teleport up to 5 ft away
      Example: N/A
    • Mastered form: Can teleport up to 15 ft away
      Example: N/A


      Disintegration (Abandoned/Hybrid) (Dark) | ()
    • Basic form: Can break apart people-created solid matter of small-to medium-sized objects within 5ft
      Example: Can cause a table to splinter, can disintegrate a person-made lock, but could not shatter a tree or a stone without earth magic.
    • Upgraded form: Can break apart or explode people-created solid objects within 30m
      Example: Can explode a table or part of a wall.
    • Mastered form: Can cause people-created solid matter to disintegrate into dust.
      Example: Could disintegrate a stone wall.


      Earth Manipulation (Abandoned/Hybrid) (Grey) | ()
    • Basic form: Can manipulate existing natural earth within a 5ft radius. Control is weak and unstable and requires concentration.
      Example: Can move soil, small stones, branches, or plant matter. Cannot liquefy rock or alter geological heat.
    • Upgraded form: Can manipulate natural earth within a 30ft radius. Control is excellent.
      Example: Can raise stone barriers, reshape terrain, uproot trees, or shift large sections of soil or rock within range. Cannot melt stone, create magma, or alter metal states without additional magic. Can never alter internal body chemistry.
    • Mastered form: Can create and control earth within a 30ft radius.
      Example: Can generate stone structures, create earth-type constructs, or significantly reshape terrain within their radius. Cannot produce lava, alter tectonic forces, or manipulate minerals within living bodies.


      Fire Manipulation (Abandoned/Hybrid) (Dark) | ()
    • Basic form: Can manipulate existing flames within a 5ft radius. Control is weak and unstable and requires concentration. Cannot affect objects that are not actively burning.
      Example: Can extinguish a candle, cause flames to flicker, or draw fire closer. Cannot heat a room, remove ambient heat, or ignite materials at a distance. Can never alter internal body chemistry.
    • Upgraded form: Can manipulate existing flames within a 30ft radius. Control is excellent.
      Example: Can shape and intensify flames, spread fire across connected surfaces within range, or extinguish fires up to the size of a large room or small building within their area of influence. Cannot extinguish or control an entire large-scale blaze (such as a forest fire) beyond what fits within their radius. Cannot remove heat from non-burning materials, or add it. Can never alter internal body chemistry.
    • Mastered form: Can create and control flames within a 30ft radius.
      Example: Can conjure fire, sustain large burning structures within range, or carve controlled sections out of a wildfire where it enters their influence. Can extinguish or redirect flames within their radius through sustained control. Cannot eliminate an entire wildfire at once, remove ambient heat broadly, or induce heat-related illness. Can never alter internal body chemistry.


      Fire Resistance (Passive) (Ancient) (Dark) | ()
    • Basic form: N/A
      Example: N/A
    • Upgraded form: N/A
      Example: N/A
    • Mastered form: Cannot be harmed by heat, flame, or lava.
      Example: Can still be burned by the sun, celestial damage, etc.


      Glamour (Passive) (Ancient) (Grey) | ()
    • Basic form: N/A
      Example: N/A
    • Upgraded form: N/A
      Example: N/A
    • Mastered form: Can hide all or selective racial traits.
      Example: Traits are gone, meaning that while glamoured you could not reach out for an ancient's tail or horn and touch them.


      Haunt (Ancient) (Dark) | ()
    • Basic form: Can alter minor features of their own appearance within 5ft to appear more fearsome. Illusions flicker under close inspection.
      Example: Can lengthen fangs, cause eyes to glow, or distort their voice slightly.
    • Upgraded form: Can convincingly enhance their form and create fear-based illusions in their surroundings within 15ft.
      Example: Can appear to crack open and burn from within, cloak themselves in smoke, or cause the air to shimmer ominously.
    • Mastered form: Can distort their form and the surrounding environment within 30ft to reflect their most monstrous, primal self.
      Example: Can appear cloaked in fire, shift their shadow into a predator, or make the terrain seem molten and hostile.


      Healing (Abandoned/Hybrid) (Light) | ()
    • Basic form: Heals minor wounds at basic level.
      Example: Limited to minor cuts, abrasions, and bruises. Can also heal fatigue and dehydration.
    • Upgraded form: Heals wounds at upgraded level.
      Example: Includes open and closed fractures, concussions, headaches . Can ease minor mental afflictions like depression and anxiety symptoms, or heal someone who has been 'charmed'.
    • Mastered form: Heals wounds at mastered level.
      Example: Includes healing of organ system damage, life-threatening bleeding, and can help to heal major mental illnesses. (limited by endurance stat).


      Hearthstone (Ancient) (Grey) | ()
    • Basic form: When in the Climb, can teleport up to 5ft within the current board. Requires a 3 post cool-down.
      Example: Cannot be used in KQs/PQ+s
    • Upgraded form: When in the Climb, can teleport to any board within the Climb. During a PQ+/KQ, can only be used once per thread. Requires a 2 post cool-down when used within a board.
      Example: N/A
    • Mastered form: Regardless of location, can always teleport back to the Climb. When in the Climb, can teleport to any board within the Climb. During a PQ+/KQ, can only be used once per thread. Requires a 2 post cool-down when used within a board.
      Example: N/A


      IgnisPulse (Ancient) (Dark) | ()
    • Basic form: Can manipulate small, naturally occurring sparks of volcanic lightning within 5ft. Cannot create new energy or affect environmental temperature.
      Example: Can coax a crackling ember-arc from cooling lava or redirect static from ash-filled air to deliver a sharp jolt. Cannot summon full lightning strikes or alter weather conditions.
    • Upgraded form: Can manipulate existing volcanic electrical energy within 15ft. Can redirect or briefly intensify it but cannot generate sustained storms.
      Example: Can guide a fork of storm-charged lightning to graze a target or channel charge through ash, cinders, or heated stone within range. Effects remain localized and cannot influence broader atmospheric systems.
    • Mastered form: Can summon and control localized volcanic lightning surges within 30ft.
      Example: Can call down ember-laced lightning within their area of influence, cloak themselves in crackling arcs, or cause lightning to race along fissured ground nearby. The storm remains centered on the Ancient and does not expand beyond their radius. Cannot create regional storm systems, trigger volcanic eruptions, or alter regional heat or climate.


      Illusion (Abandoned/Hybrid) (Grey) | ()
    • Basic form: Can create minor sensory effects within a 5ft radius
      Example: Could create the sound of running water, make a candle appear to have been lit, or to make a small mouse seem to scurry across the floor. When investigated however the illusions are obvious.
    • Upgraded form: Can create illusions within a 5ft radius
      Example: Illusions seem realistic and can be large (so long as they are within a 5ft radius), combining multiple sensory effects (a candle that appears to burn seems to give off heat, light, and sound).
    • Mastered form: Can create 100% compelling and complex illusions within a 30ft radius.
      Example: Could make the immediate area appear to be covered in stars, could make someone appear as though they were covered in flames, etc.


      Life Drain (Abandoned/Hybrid) (Dark) | ()
    • Basic form: Can negatively influence the life force of a living thing within 5ft. Heals for 50% of the user’s basic damage and damages the target for the remaining 50%.
      Example: Can make someone feel exhausted, can make a flower wither
    • Upgraded form: Can negatively influence the life force of living things within 30ft. Heals for 50% of the user’s upgraded damage and damages the target for the remaining 50%.
      Example: Can cause crops to die, can make someone pass out, can make muscles cramp.
    • Mastered form: Can take life force from a living thing to temporarily make themselves stronger within a 30ft radius. Heals for 50% of the user’s mastered damage and damages the target for the remaining 50%.
      Example: Life force is equivalent to the strength of the creature (a human will usually give more 'life force' than a flower would).


      Lightning manipulation (Abandoned/Hybrid) (Dark) | ()
    • Basic form: Can manipulate lightning. Must be within a 5ft radius, control is weak and unstable and requires concentration.
      Example: Can control static electricity
    • Upgraded form: Can manipulate lightning. Must be within a 30ft radius. Control is excellent
      Example: Redirecting lightning strikes
    • Mastered form: Can create and control Lightning. Must be within a 30ft radius.
      Example: Can create lightning


      Peter Pan (Ancient) (Dark) | ()
    • Basic form: Can control their own shadow. Shadows are 2D, have a strength of 5 and can weakly effect physical objects around them
      Example: Must be within the natural range of the shadow. Shadows are flat so they can hit things, but not grab them (think of the shadows as being like cardboard).
    • Upgraded form: Can control their own shadow. Shadows are 2D, have a strength of 10 and can weakly effect physical objects around them
      Example: Must be within the natural range of the shadow. Shadows are flat so they can hit things, but not grab them (think of the shadows as being like cardboard).
    • Mastered form: Can control their own shadow. Shadows are 2D, have a strength of 15 and can weakly effect physical objects around them
      Example: Must be within the natural range of the shadow. Shadows are flat so they can hit things, but not grab them (think of the shadows as being like cardboard).


      Scorch (Ancient) (Dark) | ()
    • Basic form: Can manipulate existing flames within a 5ft radius. Control is unstable and requires concentration. Cannot affect objects that are not actively burning.
      Example: Can fan or diminish a flame, cause fire to flare violently, or draw flames toward a target. Flames manipulated in this way may gutter erratically or burn with unsettling intensity. Cannot cool the environment, remove ambient heat, or ignite materials at a distance. Can never alter internal body chemistry.
    • Upgraded form: Can manipulate flames within a 15ft radius. Control is steady and refined.
      Example: Can throw fire, wrap flames around weapons or limbs, spread fire across connected burning surfaces, or extinguish flames within range. When generating or intensifying flame, the surrounding air may feel momentarily colder or hotter as heat is drawn and displaced, but this effect is atmospheric only and cannot cause harm or be used independently of active fire. Cannot extinguish large-scale blazes beyond what fits within their radius. Can never alter internal body chemistry.
    • Mastered form: Can generate and manipulate flames within a 30ft radius.
      Example: Can conjure fire in hand or along surfaces, shape large infernal displays, or carve controlled sections from a larger blaze within their area of influence. The act of summoning flame may cause a brief thermal ripple in the immediate area as heat gathers, but this cannot significantly alter environmental temperature, induce illness, or affect objects not directly touched by flame. Cannot eliminate an entire wildfire at once or manipulate ambient heat broadly. Can never alter internal body chemistry.


      Siphon (Ancient) (Dark) | ()
    • Basic form: Can absorb life force from a living creature via touch. Heals for 50% of the user’s basic damage and damages the target for the remaining 50%.
      Example: Can weaken a foe, regaining health while harming them.
    • Upgraded form: Can absorb life force from a living creature via touch. Heals for 50% of the user’s upgraded damage and damages the target for the remaining 50%.
      Example: Can weaken a foe, regaining health while harming them.
    • Mastered form: Can absorb life force from a living creature via touch. Heals for 50% of the user’s mastered damage and damages the target for the remaining 50%.
      Example: Can weaken a foe, regaining health while harming them.


      Statuesque (Ancient) (Grey) | ()
    • Basic form: Can turn to stone for one turn to defend against an attack. If the attack is melee, the attacker takes double your unarmed strike in damage. Has a three-post cool-down.
      Example: Always successful
    • Upgraded form: Can turn to stone for a turn to defend against an attack. If the attack is melee, the attacker takes triple your unarmed strike in damage. Has a two post cool-down.
      Example: Always successful
    • Mastered form: Can turn to stone for a turn to defend against an attack. If the attack is melee, the attacker takes 4x your unarmed strike in damage. Has a one post cool-down.
      Example: Always successful


      Summoning (Abandoned/Hybrid) (Light) | ()
    • Basic form: Can summon 1 small animal (house-cat sized or smaller)
      Example: Animals are 'real' for all intents and purposes. They pop into existence at the behest of the summoner and disappear once the spell is no longer cast (based on endurance stat). Cannot be permanent. Creatures have no real personality or memory. I.e., a creature re-summoned daily would not 'remember', be affectionate, etc.
    • Upgraded form: Can summon 1 medium-sized animal (small bear/large dog) or 2 small animals (house-cat sized or smaller)
      Example: Animals are 'real' for all intents and purposes. They pop into existence at the behest of the summoner and disappear once the spell is no longer cast (based on endurance stat). Cannot be permanent. Creatures have no real personality or memory. I.e., a creature re-summoned daily would not 'remember', be affectionate, etc.
    • Mastered form: Can summon 1 large or 2 medium or 3 small animals or 3-types of mythical creatures of any size
      Example: Animals are 'real' for all intents and purposes. They pop into existence at the behest of the summoner and disappear once the spell is no longer cast (based on endurance stat). Cannot be permanent. Creatures have no real personality or memory. I.e., a creature re-summoned daily would not 'remember', be affectionate, etc. The 3 mythical summons must be decided upon reaching mastered-status.


      Telekinesis (Abandoned/Hybrid) (Grey) | ()
    • Basic form: Can move small objects in a 5ft radius.
      Example: Can pick up and move books, cups, clothing.
    • Upgraded form: Can move medium objects, in a 30ft radius
      Example: Can move chairs, tables, clusters of objects.
    • Mastered form: Can move large objects.
      Example: Could move a wall, a large boulder, help to move a human.


      Water manipulation (Abandoned/Hybrid) (Light) | ()
    • Basic form: Can manipulate existing water within a 5ft radius. Control is weak and unstable and requires concentration. Limited to naturally occurring water.
      Example: Can move water in glasses, puddles, or small containers. Can create ripples or small splashes. Cannot affect bodily fluids or drastically change temperature. Can never alter internal body chemistry.
    • Upgraded form: Can manipulate existing water within a 30ft radius. Control is excellent.
      Example: Can redirect or shape a stream, pond edge, fountain, or section of a river within range. Can lift and move a volume of water roughly equal to a small wagon or bathtub. Can freeze water into solid ice or melt ice within the portion they control. Cannot boil water into scalding steam, generate burning vapour, or control an entire lake, river, or ocean beyond what fits within their radius. Can never alter internal body chemistry.
    • Mastered form: Can create and control water within a 30ft radius.
      Example: Can conjure a large pool’s worth of water within range, form solid ice structures, disperse water into mist, or solidify and reshape it repeatedly. May shift water between liquid and solid states but cannot produce explosive steam, flash-boil water, or manipulate internal bodily fluids. Cannot control an entire connected body of water beyond their area of influence.




    COMBINING MAGIC

    Combining magic has the potential to increase your abilities over and above their constituent parts. A table (created from earth + creation) where both elements are basic, is going to be more roughly constructed/less elegant/less strong etc, than a table created by a user who has mastered both elements. This should be kept in mind when creating items.

    Below are a list of common examples. If you have a specific question, please ask Honey/Odd!

    • In order to 'break down' earth (i.e., making sand or gravel from stone, getting at base elements within rocks) is earth + disintegration
    • In order to make vegetables/fruit, you need earth + creation. To make meat (raw) you would need summoning + creation. For cooked meat or leather, you would need fire + summoning + creation.
    • In order to make metal, you need fire + earth + creation
    • In order to make drinks, you need water + creation
    • In order to make poisonous gas, you need air + creation + earth
    • In order to make healing potions, you need water + healing + creation
    • In order to make poisonous potions, you need water + life drain + creation
    • In order to break large stones or chunks of earth in half, you need earth + telekinesis

    CUSTOM MAGIC

    Unlike base magics, custom magics are unique to each individual magic user and may not be replicated. These magics are more limited in scope but are usually more powerful than base magics. Because each magic is unique, we recommend speaking to the admins about the type of magic your character would like. All magics should have some unique trigger (healing by singing, teleporting by incantation, etc). Custom magics may never duplicate other racial traits (custom magic can never turn you into an animal or allow you to live by drinking blood, for example, as those border on Attuned and Ascended abilities).

    A few examples are below:

    Basic Form: Can breathe purple fire. Fire comes in short bursts and is not very hot
    Upgraded Form: Can breathe purple fire. Fire streams can reach up to 5ft and can be hot enough to melt metal.

    Basic Form: Can turn into stone. Movement is extremely limited. (+# to strength)
    Upgraded Form: Can turn into stone. Can move freely. (+# to strength)

    Basic Form: Can teleport. Can only teleport ‘short’ distances (adjacent boards), triggered by song.
    Upgraded Form: Can teleport. Can teleport anywhere, triggered by song.

    What's it like to be an Abandoned

    Facts
    1. Were once called “Acquired” before the first war with the Voice/Old Gods.
    2. There are two types of magic, ‘base’ and ‘custom’. Base magics are listed here (https://cotf-rpg.com/misc.php?action=races#magic), and are the most common among abandoned. Custom magics are unique to each user (a base magic is fire manipulation, but fireworks, making animals out of fire, teleporting through fire, are all examples of custom magics).
    3. All magic comes in either basic, upgraded, or mastered form, which indicates how powerful it is.
    4. The gods dislike you (at shrines, you have a lower chance of receiving a response from a god).

      The Voice was once an Acquired, and look how that turned out for everyone (two wars, and now she's dead).

      Lore-wise your soul is tainted by magic

    Flavour

    1. The longer you’re in the world, the more familiar you will become with magic. The 12 base magics are known in Caido, but it’s up to you how familiar you are with them and if you’d be able to easily identify them. Outlanders should realistically have a harder time with this.
    2. Your magic can manifest in various ways with small aesthetic effects. For instance, those with healing magic can have their hands glow while they heal if they wish, or those with fire manipulation might have red/yellow hands while they use their magic.
    3. You may make up whatever triggers to use your magic you want. Do you want your character to bleed in order to use their lightning magic? Do they need certain ingredients in order to be able to heal? It’s all up to you.

    Writing

    1. Magical ability is directly tied to your character’s endurance stat.

      If your endurance is less than 1, you cannot use magic for more than a few seconds

      An endurance stat of 10-11 means you can maintain basic-level spells for a few minutes at a time.

      An endurance stat of 14-15 means you can perform most basic spells for a duration of less than an hour, upgraded spells for a few minutes, and mastered spells for a few seconds (prior to this mastered-magic is uncontrollable and brief).

      An endurance stat of 20-21 means you can perform most basic spells for under 5 hours at a time, upgraded spells for up to an hour, and mastered spells for a few minutes.

      An endurance stat of 24-25 means can perform basic spells limitlessly, upgraded spells for under 5 hours, and mastered spells for up to an hour.

      An endurance stat of 29-30 means you can cast basic and upgraded spells limitless, and can maintain mastered spells for under 5 hours.

      An endurance stat of 30-40+ means you can use your magic limitlessly.

    2. Abandoned who become hybrids must be ‘blessed’ by a god. This is one of the harder hybrids to create. Given that your souls are tainted by magic, it takes a god looking favourably on you, to give you attuned-abilities, or ascended-abilities. IC, this can be difficult.

    Attuned
    The Attuned have the ability to transform themselves into animals. The type of animal(s) they have access to is limited by levelling, but all Accepted who become one of the Attuned begin with the ability to immediately become one animal. As they level, once they are in their animal shape they have the ability to telepathically communicate with other members of the Attuned (while shifted). They can also unlock more animal forms, can partially shift into their animal form, can use telepathy whenever they like (even when not shifted), and can compel/control other creatures. (Note: compelling/controlling creatures cannot be done whilst in an animal shift).

    There is no maximum number of forms that an Attuned may acquire; through leveling and god interactions more slots may be attained and filled. At higher levels mythical forms become unlockable as well!

    When one of the Attuned shifts, they 'keep' their clothing (that is, when they shift back, they will remain fully clothed. Items will not transfer however).

    If an Attuned sustains injuries that would otherwise knock them unconscious or prove to be fatal while in animal-form, they are immediately shifted back into their human forms. They will still have all of their injuries but will be conscious and be temporarily stabilized/.

    Attuned may choose any non-extinct non-mythical animal for their shifts. Animals will always have their normal colouring (any scars that appear as humans may or may not be transferred to the animal depending on your preference) and be of regular size. (Our baseline for this is usually the animal's wikipedia entry)

    What's it like to be an Attuned?

    Facts
    1. You receive an animal shift as soon as you join as an attuned, or change races. Your attuned shift can be any modern day animal, of regular size (as per the animals wikipedia entry). Mythical creatures (unicorns, dragons) or extinct creatures (dinosaurs, dodo birds) can be unlocked later as your mythical shift.
    2. Whatever abilities your shift has, you will have. Squirrels come with very little in the way of abilities, however many species of snakes have deadly venom. This might be something to keep in mind when selecting your shifts.
    3. At level 3 you unlock the ability to partially shift. Partial shifting is tricky. You MAY partially shift limbs for aesthetics and flavour (having scales/fur/feathers/a tail). You may also partially shift your eyes to see better (as in the case of felines in the dark), your teeth, or giving yourself claws. What you can’t do is significantly alter internal organs or drastically change your anatomy. For instance, if you had a giraffe shift, you couldn’t just elongate your neck and shift nothing else, as your body wouldn’t be able to support the extra weight. You also couldn’t simply change your lungs to breathe underwater, or give yourself a rhinoceros horn in the middle of your face. When it doubt, ask an admin!

      Flight: You may not partially shift wings in order to achieve flight.

      Proportions: Partial shifts are proportionate to your human size (i.e., giving yourself cat-ears as a human yields ears that are larger than cats actually have, but proportionate to you as a human).

    4. When you’re shifted you may speak telepathically to any attuned, even those who aren’t shifted. At level 5 you unlock the ability to do this even when you are not shifted. The range of your telepathic voice is about half of what your speaking voice is (since you can’t exactly scream thoughts - so about 10m).

      Through this “attuned-bond” you can also communicate emotions, non-verbally.

      The bond typically works two-way between the two characters. It is possible through concentration to prevent one’s emotions from being ‘felt’ by other attuned, however it isn’t possible to block out an attuned’s mental voice.

    5. Your clothing and small items such as rings and bracelets shift with you and will re-appear on your body after you are done shifting. Larger items like weapons and bags will not.
    6. Attuned-hybrids cannot use magic while shifted.
    7. If you are knocked unconscious while shifted, you’ll be immediately thrown back into your regular body.

    Flavour

    1. It’s up to you whether or not your character retains any of their animal instincts when in their human-forms. For instance, it would be perfectly fine to those with carnivorous shifts to want to eat raw meat and avoid vegetables. (You’ll still get sick though). Similarly, it’s totally fine to never experience any of your animal-instincts while in human-form as well.
    2. Your shifts may retain your eye colour and any scars your character has, though they don’t have to.
    3. There is no set time it takes for a character to shift, but try to be realistic about it. For instance, shifting from an adult into a small bird should take longer than an adult into a large wolf.

      Shifting looks very much like the animorph book covers from back in the day.

      Shifting is not painful, but can feel awkward or uncomfortable

    Writing

    1. Attuned who become hybrids must be ‘cursed’ by a god. Because your souls are looked upon favourably, for a god to ‘give’ you magic comes in the form of a curse. IC this usually means that it will not come from a god that you have a good relationship with.
    2. Watch videos of your animal-shifts to get a sense of how they move and what their mannerisms are.
    3. There are no obvious ways to tell who is an attuned from a regular animal (i.e., attuned do not have an innate sense of where each other are, other animals wouldn’t recognize them as being obviously different, etc).

    Ancient

    The Ancients are just that: the oldest race in all of Caido. Forged from molten rock and pure energy when the world was still young, this race is an amalgamation of all things primal and enduring. Because of this, the Ancients have an innate weakness to the cold (they are cold-blooded, more or less) and are impervious to fire. Distinguishable by their tails, horns, and fangs (though at higher levels, these traits can be hidden), this race is the longest-lived.

    The Ancients must satisfy a carnal craving called Bloodlust. When they ignore the impulse to kill and feast on living creatures, Ancients turn into feral, demon-like creatures incapable of rational thought until the need is satisfied. If an Ancient goes too long without satisfying their Bloodlust, they will feel their limbs slowly turn to stone. This does not kill them, but puts them into a period of stasis until they can feed again or until they're bathed in fire/blood.

    At level 0, Ancients start out with innate heat resistance and can select any common or uncommon fauna in the Climb.

    Custom Ancient Magics

    • Bloodboon (basic) | Can injure themselves for basic damage to heal themselves or others at an upgraded level with a range of 10ft.
      Bloodboon (upgraded) | Can injure themselves for upgraded damage to heal themselves or others at a mastered level with a range of 20ft.
      Bloodboon (mastered ) | Can injure themselves for mastered damage heal themselves or others at 1.5x their mastered level with a range of 30ft.

    • Bloodbane (basic) | Can injure themselves for basic damage to weaken others at an upgraded level with a range of 10ft.
      Bloodbane (upgraded) | Can injure themselves for upgraded damage to weaken others at a mastered level with a range of 20ft.
      Bloodbane (mastered) | Can injure themselves for mastered damage to weaken others at a 1.5x their mastered level with a range of 30ft.

    • Statuesque (basic) | Can turn to stone for one turn to defend against an attack. If the attack is melee, the attacker takes double your unarmed strike in damage. Has a three-post cool-down.
      Statuesque (upgraded) | Can turn to stone for a turn to defend against an attack. If the attack is melee, the attacker takes triple your unarmed strike in damage. Has a two post cool-down.
      Statuesque (mastered) | Can turn to stone for a turn to defend against an attack. If the attack is melee, the attacker takes 4x your unarmed strike in damage. Has a one post cool-down.

    • Hearthstone (basic) | When in the Climb, can teleport up to 5ft within the current board. Requires a 3 post cool-down.
      Hearthstone (Upgraded) | When in the Climb, can teleport to any board within the Climb. During a PQ+/KQ, can only be used once per thread. Requires a 2 post cool-down when used within a board.
      Hearthstone (Mastered) | Regardless of location, can always teleport back to the Climb. When in the Climb, can teleport to any board within the Climb. During a PQ+/KQ, can only be used once per thread. Requires a 2 post cool-down when used within a board.

    • Dart (basic) | Can teleport up to a foot away
      Dart (upgraded) | Can teleport up to 5 ft away
      Dart (mastered) | Can teleport up to 15 ft away

    • Peter Pan (basic) | Can control their own shadow. Shadows are 2D, have a strength of 5 and can weakly effect physical objects around them (within the natural range of the shadow, shadows are flat so they can hit things, but not grab them).
      Peter Pan (upgraded) | Can control their own shadow. Shadows are 2D, have a strength of 10 and can weakly effect physical objects around them (within the natural range of the shadow, shadows are flat so they can hit things, but not grab them).
      Peter Pan (mastered) | Can control their own shadow. Shadows are 2D, have a strength of 15 and can weakly effect physical objects around them (within the natural range of the shadow, shadows are flat so they can hit things, but not grab them).

    • Glamour (passive) | Can hide all or selective racial traits.

    • Fire Resistance (passive) | Cannot be harmed by heat or flame.

    What’s it like being an Ancient?

    Facts
    1. You cannot be harmed by fire.
    2. You receive one ‘ancient-animal’ shift: Fyrhund, Molten Tiger, Lial, Lava Wyrm, Gore Crow, or Rock Slider. These are the only animals Ancients may ever obtain as shifts.
    3. You cannot use magic while shifted. Unlike the Attuned, Ancients cannot partially shift or use attuned-telepathy.
    4. Ancients have access to race-specific Custom magics, but cannot gain or purchase custom magics that are unique to individuals. Base magics are limited to Fire and Distintigration magic.
    5. Your Bloodlust does not sneak up on you, but occurs at regular intervals based on when you last satisfied the need. Bloodlust can be satisfied by killing and eating another creature (bugs are poor substitutes, small animals are okay, larger animals are better, NPCs are better still, and PCs are the best). There are no manufactured ways of satisfying this need. Ancients who do not feed turn into feral, demon-like creatures incapable of rational thought until the need is satisfied. Too long like this, and their limbs will slowly turn to stone. This does not kill them, but puts them into a period of stasis until they can feed again or until they're bathed in fire/blood.
    6. Ancients are all born with two horns, though these horns can be broken or damaged over their lifetime. Horns can be spiralled, pointed, nubs, etc., and can be made from either bone or rare gems. Tails are prehensile and leathery with a spade-like end.
    7. When in 'stasis' some describe the experience as a long sleep, while others vividly dream.
    8. If an Ancient is exposed to the cold for too long, their limbs will get exceedingly heavy, they will get sleepy, and their bodies will go into stasis. Only being bathed in hot blood or fire may awaken them.
    9. Ancients often prefer their food raw when they are near the start of their Bloodlust.

    Flavour

    1. It's entirely up to you whether you hide your racial traits using your glamour. Some find it easier not to be so easily identified, while others are proud of what they are.
    2. Your horns can be almost any sort you’d like, from ram-horns to small nubs or spiky protrusions! They can be made out of bone or out of rare gems. (Note: Ancients have horns as opposed to antlers. They do not shed their horns, and their horns continue to grow slowly throughout their lives).
    3. The majority of Ancients are not upset by their Bloodlust or find the idea of being doused in hot blood or fire upsetting.
    4. It’s up to you whether or not your character retains any of their animal instincts when in their human-forms. Similarly, it’s totally fine to never experience any of your animal-instincts while in human-form as well. When shifted, your shifts may retain your eye colour and any scars your character has, though they don’t have to.
    5. There is no set time it takes for a character to shift, but try to be realistic about it. For instance, shifting from an adult into a small bird should take longer than an adult into a large wolf.
    6. Shifting looks very much like the animorph book covers from back in the day.
    7. Shifting is not painful but can feel awkward or uncomfortable.

    Writing

    1. Unless there is a good reason for it, all Ancients’ should be on good terms with Dygra.
    2. Because Ancients spent so long in stasis within the Climb, many feel like it’s their second home, regardless of where they decide to ultimately settle.
    3. It should be quite rare to find an Ancient in places like Halo because of how severely they are affected by the cold. Similarly, Deepfrost is a difficult time for the Ancients unless they reside in places like Torchline.
    4. Ancients can be born or made. Currently there is no canonical preference amongst characters as to which is best.
    5. The Ancients have been in stasis for centuries and would have no knowledge of any current events, nor will anyone in the world really remember who they are.

    Demi Gods
    Demi Gods are either the offspring of the gods, or mortals who have been chosen and elevated by them. A Demi God costs 2500MP if they are naturally occurring (born). Characters who become Demi Gods through IC progression do not have a cost. You may only ever have one of each type of Demi God at a time.

    IC, a born Demi God, can either just appear or be birthed by a player character. You may speed-age your Demi God so that you don't have to keep them as children (which might be required depending on the circumstances of their birth), or let them age naturally. Alternative origins (being formed from bones, growing from a flower, falling from the sky, etc.) are possible, but must be discussed with an admin prior to creation. Characters who are chosen by the gods can immediately change to the Demi God race, though this requires significant prior IC interaction to justify the change and is intended to be difficult to achieve. It is recommended you speak to an admin well in advance (i.e., several months prior) if you have a character you'd like to become a Demi God.

    Demi Gods possess boosted stats and may have unique or hybrid traits and feats, specially chosen based on your character’s history and which god/herald blesses them. Each Demi God will have a chosen path or defining aspect that they specialize in, and at levels 0, 1, 5, and 10, they will receive a unique upgrade tied to that path. They may also receive feats (such as re-rolling a dice during a KQ) and passive magic (such as cosmetic or reactive effects) as they level. These abilities are more powerful than standard custom magic, but are thematically constrained to their chosen aspect. Because Demi Gods are unique, much of their levelling and abilities will need to be discussed with admins.

    For example, if your character is the offspring of Safrin and you want to have star-related magic, you might choose something like:
    Star Sight | Can read the stars and gain information about upcoming events (can use this ability once per month to learn about admin-related plot events), or
    Constellation | Can conjure fantastical creatures made of stars to aid in battle. In each case, these magics are more powerful than we would allow regular custom magics to be, but they remain focused on a specific thematic aspect. Demi Gods that are more animalistic might have increased numbers of shifts, mythical shifts, or other unique traits and feats, while Ancient-based Demi Gods might have more chaotic and bloodthirsty abilities.

    Characters who are turned into Demi Gods IC are expected to actively fulfill a purpose aligned with the god who chose them. To maintain Demi God status, they must speak with their god or herald at least once per year, complete one PQ or PQ+ or initiate a KQ each year that reflects their divine purpose, and participate in at least one thread per season. Failure to meet these requirements may result in the loss of Demi God status through IC consequences.

    Players may also choose to step down from Demi God status at any time if they no longer wish to meet these requirements or would like to free up their Demi God slot for another character. This decision may have IC consequences depending on the circumstances; for example, stepping down as a Safrin Demi God during a major conflict may result in more severe repercussions, while stepping down during a time of peace as a Frey Demi God may be less impactful. Players are encouraged to work with admins to determine appropriate narrative outcomes.
    Changing Races/Hybrids
    Only an Accepted may change their race (either becoming an Attuned or an Ascended, although Attuned/Ascended hybrids are possible with other races).
    In order to change your race as an Accepted you must:
  • Visit the shrine of the Old Gods (to become an Attuned) or visit the shrine of the New Gods (to become an Ascended)
  • Complete the ritual (depending on your character there may be additional requirements to prove your willingness to change your race! These are determined IC.)
Your current stat distribution will remain the same however you will gain the race-specific benefits of the race you are becoming (i.e., will gain animal shifts as an Attuned up to your current level.)

Hybrid species are possible. In order to become a hybrid you must have a hybrid pass. Once the pass is use your level will be temporarily split and you will have to go back and satisfy the race-specific requirements for your new race. You may not level up your 'original' level until you have reached the same level in your new race (i.e., if you are a level 4 Abandoned and have become a hybrid with an Attuned, you must complete all of the levelling requirements for levels 1-4 of being an Attuned before you can level overall again)



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