Court of the Fallen - Guidebook

The guidebook is a comprehensive directory of all the information available on CotF.
Last updated 11/25/2019

Before You Begin

Welcome to Court of the Fallen! Though there are quite a few guides and resources to read, it is helpful first to read through our rules and our races. CotF is set on the continent of Caido on a planet unlike the Earth. Home to a variety of mythical and mundane flora and fauna, characters and players alike have the chance to explore and make their mark on this new world in a variety of fun and interesting ways.

Join our discord server!

Portals

The portalling system was initially created by the Voice prior to the cataclysmic war. It connected all of the lands via portals, allowing for trade and easy travel for all races. However when the Voice was imprisoned within the Hollowed Grounds in 0 PC, the portalling system went offline.

Through the efforts of the ascended, a handful of portals have been brought back online. Currently available regions via the portal system and their locations are: The Hollowed Grounds (the Spire), The Greatwood (Mathair), and Halo (The Fangs).

What are portals like?

Portals appear like a one-way mirror that display a cloud-like landscape with no horizon, sky, or ground. Stepping through has almost no sensation at all other than feeling like walking through mist. As soon as one enters a portal they will immediately see a signpost. Closer inspection reveals 11 signs pointing in various directions. The writing is impossible to read on all but the currently online portal areas. To take a single step in one of the directions will immediately transport you an indeterminate distance away, where another portal is just in front of you. It vaguely reveals the land that exists beyond (looking through the Hollowed Grounds portal will show a hazy image of the Spire, for example).

    Walking in any other direction once in front of a portal other than forward or back, does not seem to move you. Stepping forward will take you through the portal. Stepping back will take you to whichever portal you came in through, and the signpost.

    Magic and animal shifts do not appear to work within the portalling system (partially shifts and attuned-telepathy however, does).

    There does not seem to be a limit to the number of people who can enter a portal at once.

Legend Titles
Legend Titles are awarded to characters who have done something remarkable IC. Whether that be leading a revolution, becoming infamous, creating a kingdom, or other actions that have Caido-total consequences. Legend Titles appear after the character's name and are immediately known by everyone IC. These titles can also be won once a year during the Character of the Year award.


308 PC Legend Titles

    Amalia || the Shield of Safrin
    Assisting the Gods, bestowed by Vi
    Delah || the Greatwood Guardian
    Winning the Cloister of Trials
    Deimos || the Resurrected Sword
    308 PC Character of the Year awards
    Edrei || the Rapacious
    Became leader of the Hollowed Grounds
    Jigano || the Sage
    Became leader of the Hollowed Grounds
    Neron || the Hailstorm
    Became leader of Halo
    Rexanna || the Penumbra
    308 PC Character of the Year awards
    Ronin || the Fallen Star
    Became leader of the Hollowed Grounds
    Wessex || the Wraith
    Became leader of the Hollowed Grounds
    Zariah || the Merciless
    Became leader of the Hollowed Grounds
Rules
CotF is a creative writing site that is meant to facilitate a collaborative environment. As such we have a very strict no OOC drama policy. Dramatic behaviour is any which distracts or detracts from another member’s ability to enjoy CotF, such as badgering, whining, hate-speech, exclusivity, inability to separate IC events from OOC feelings, or any other actions or behaviours that infringe on a member's ability to have an enjoyable roleplaying experience. This extends to our discord servers as well. The admin team reserves the right to add to, adjust and change the rules at any time if a fairness issue has been seen.
    NOTE: Given that the fantasy world of CotF is meant to allow you to investigate different tropes/personas/behaviours/etc, please be aware of how your writing might effect others OOC. This is not meant to discourage your written-investigations into what some of these experiences might be like (mental health issues, gender/sexual investigations, trauma, death, etc), but especially in places like the cbox and discord, remember that these might be some of your fellow RPers lived experiences, and conduct yourself accordingly.
  • Power Playing (controlling other people’s characters), God moding (knowing information that your character does not have access to) and Meta playing (using OOC information in IC situations) are not allowed unless the character’s player specifically gave permission beforehand. Make a note in your post if such is the case.
  • Liquid time is used, however there are a few instances where we limit your capacity to alter your timelines.
    • You may not create threads that occur before Site-Wide-Events once the event has been posted.
    • You may not create threads post/prior to the season you are currently in.
    • You may not create threads that occur post a Key Quest (given the chance of death or injury).
    • Due to the nature of the content on CotF you must be 18+ to join.

    Repeated failure to adhere to these rules will result in a warning from the admin team. After three warnings, your posting privileges will be suspended.

    Account Creation

      On CotF you will have one main OOC ("out of character") account and individual IC ("in character") accounts. Your OOC account will be linked to all of your IC accounts making it easy to switch back and forth. Please make your OOC account first, as it is the one you will post your character application with.

    Character Creation

    • You may join as any race of character, at any age (subject to racial requirements), and with any face claim (please click here to view used FCs).
        Note, characters do not level until they reach 16 and have weak abilities at best if they are an attuned/abandoned.
    • Your character is either an Outlander or a Natural. Outlanders are those who have 'portalled in' (either against their will or not); as Caido is on its own planet, the only way to arrive here is via portals. If you were born on the continent, your character is a Natural.
    • Your username should be your character's first name. Enter your last name into the seperate profile field; this makes tagging much easier.
    • All characters begin with 35 stat points to be distributed however you like.
    • Once you set your character's age, the system will automatically age them for you. CotF uses a 8 months of real time = 1 year of site time.
    • Every character should have its own account; you may not write two characters from the same account (unless one is an infant, or in the case of one-off NPC interactions). However we do have an NPC account you can utilize. The details can be found here.
    • We only track magical items on CotF; your character may join with whatever non-magical weaponary, clothing, and items you choose.

    Posting

    • Our minimum word count is 100 words.
    • Please be respectful of posting order and confirm with your thread partners before skipping them.
    • Please mark threads as MATURE or TRIGGER WARNING when appropriate in the "Attention" line of your thread. Threads that deal with mature content and are not appropriately labeled will result in warnings issued to members involved in the thread.
    • We do not have a minimum number of posts that are required per week/month/etc. However if you are going to be away for a short period of time, please let us know in our absence board.
    • The site allows the use of posting tables. When creating your tables, please use common sense when picking colours and graphics (lime green on bright yellow is hard to read, flashing animations are obnoxious, etc). In order to upload your posting tables, log in as your character and go to user CP. Under miscellaneous at the bottom you will see a link for "posting tables". Click there to label and upload your table.

    • A character may only pray at a shrine twice a season if the thread is not being used to satisfy levelling requirements.

  • Character Companions

    Occasionally characters can bond with wild animals! These bonds are often forged out of a need on behalf of the character or the companion. For example, a pack-less wolf might want to bond with a character for companionship. Companions can be gained by using your Merit Points to buy one, can be earned IC during a Random Event encounter, can be quested for, or can be gifted to you by a god!

    You may be bonded to three companions at any one time. All characters are capable of bonding to regular companions (any 'regular' species that is not mythical or magical): Dogs, cats, wolves, birds, etc. The bond comes with a number of benefits but also drawbacks. The companion and the 'bonded' share a very weak telepathy. They cannot communicate via words but can instead sense each other's feelings and project vague images into the other's mind. Due to the magic of the bond however, companions are always stunted. Regardless of species, they will be no more than the size of a medium-sized dog (any species that are naturally smaller than this will remain their regular size). Because of the bond existing between your character and its companion, the sense of loss if a companion dies is deeply wounding, and both companion/bonded can feel each other's pain to an extent.

    Non Race-Specific Companions

    Anyone is capable of bonding to these mythical creatures. These are rare and hard to come by. Not all companions are listed. Some companions live in boards not yet discovered by our characters, and thus cannot be accessed yet. Some require a special set of circumstances to bond with (i.e., if your character would like a landshark as a companion, you would likely need a god-quest to achieve this and/or admin permission). If you would like a companion that is listed in our flora/fauna but not listed below, chat with an admin.

    • Luxere: Luxere are mythical deer. As companions, they are at most the size of a large dog (yours can be smaller if you like). They have antlers that glow and are naturally resistant to dark magic and provide this benefit to any who are touching them.
    • Starwhale: Starwhales are mythical whales. As companions, they are at most the size of a large dog (yours can be smaller if you like). They seem to swim in invisible waters around you, and have the ability to throw stars of light within 10ft to light up an area. All those within their aura feel a sense of calm.

    Race-Specific Companions

    Each race is capable of bonding to a racially-specific companion. These are much more rare and hard to come by.
    • Accepted: The Accepted have the ability to bond to dragons. These dragons are at most the size of a large dog (yours may be smaller if you like) and can take whatever shape/design you like (oriental, wyvern, etc). Dragons also have the ability to breathe one of the following: fire, ice, electricity, or blasts of air.

    • Abandoned: The Abandoned have the ability to bond to unicorns. Unicorns are the only full-sized companions which exist. They can appear with horns of varying shapes/sizes, with cloven or hooved feet in any colour. Unicorns also have the ability to EITHER move with exceptional speed OR their horns have minor healing abilities (healing abilities count as roughly 'upgraded healing' magic and is tied to the abandoned's endurance stat. Unicorn horns can heal ascended).

    • Attuned: The Attuned have the ability to bond to griffins/chimera. These companions are at most the size of a large dog (yours may be smaller if you like) and can be the conjunction of whatever animals you like. These companions also have the ability to EITHER breathe fire OR are venomous.

    • Ascended: The Ascended have the ability to bond to gremlins. These companions are at most 2 feet tall (yours may be smaller if you like). Gremlins also have the ability to EITHER make small objects temporarily disappear OR can weakly disrupt magnetic/electrical fields.

    • Hybrid: Hybrids have the ability to bond to perytons. These companions are at most the size of a large dog (yours may be smaller if you like), and have the body of a deer and the wings of a bird. These companions have the ability to blend completely into their environments when they remain still.

    • Demi-Gods: Demigods have the unique ability to bond to any mythical animal. Because of their divine association, their companions may not have their traditional abilities; instead, they will take on qualities related to the individual's parent god.

    • Fae: The Fae have the ability to bond to spriggans. These companions are tiny, sprite like creatures that can stand in the palm of a hand, and are considered very fortunate companions to have indeed. Increasing their owners' luck by +5 when they are present, they appear as small, winged humanoids suffused with a bright and colourful glow. They are capable of acting as a light source, and are often associated with one of the four elements - fire, water, earth or air (the light they emit may correspond to their chosen element).

    Deities

    There are two broad pantheons of gods, known as the "Old Gods" and the "New Gods". Currently all that is known is that the Old Gods handle the creation of the Attuned, while the New Gods handle the creation of the Ascended. Neither pantheon is particularly prone to liking members of the Abandoned, but both view the Accepted favourably.

    The Old Gods consist of Vi (the God of Life), Mort (the God of Death), and Rae (the God of Nature) and Caido (the God of All) - along with various lesser deities. The three most well known are Safrin (herald of Vi), Frey (herald of Rae), and Ludo (herald of Mort). The New Gods currently consist of the Voice and the Core. Little is known about the Core however, though the Voice is active with the ascended.

    Praying at shrines

    In the world you will find a number of shrines. Some are dedicated to a specific god, others merely appear to be altars. Your characters are free to pray at these shrines. Whether or not a god will reply is based on your luck stat, your racial modifier, and any other character-related modifiers you might have (such as items, previous relationships with the gods, etc). Keep in mind that your racial modifier plays a significant role in whether or not you will be answered! Remember that Attuned are more likely to receive a reply from the Old Gods, Ascended are more likely to receive a reply from the New Gods, Accepted are more likely to receive a reply from both, and Abandoned always pray at a disadvantage.

    Keep in mind the Old Gods and the New Gods are not the only ones who might answer a prayer! Pray at your own risk!

    Using a God-quest pass or God-talk pass always guarantees a response from your intended god.

    You may only pray at a shrine twice a season, if the thread is not specifically intended to satisfy levelling requirements (this is subject to admin discretion). Keep in mind that communing with the gods should be looked upon reverently, and is not something which should be abused. Your original prayer thread must be completed before praying again. Failure to do so or repeated abuse of shrines will result in IC consequences for your characters!

    These are taken from our discord server and other member questions. If you have anything you'd like to add, please PM an admin!

    Frequently asked questions
    • I want to become one of the Ascended or Attuned. Can I? Only the Accepted may become one of the Ascended or Attuned (unless a hybrid pass is used or a special quest is granted). You may visit one of the shrines and pray for the change regardless of your character level. However being changed after level 3 may result in a stat reduction and/or stat freeze until the levelling requirements of your new race are met.
    • So do the Ascended look like robots? No! Because of the superior abilities of the New Gods, all of the biological upgrades made to the Ascended are done seamlessly. There are no scars or protrusions to indicate that they are anything other than members of the Accepted–until they use their abilities of course.
    • How does partial shifting work with the Attuned? Please try and use some common sense when writing about your partial shifts. Obviously a bit of magical/organic ignorance will have to take place, but do try and keep things as realistic as possible. For instance, an Attuned with a bird-shift cannot shift their arms into wings and fly (their wings could not support their bodily weight). Similarly someone with a rhino shift who partially shifted to have their horn on their face would likely suffer fairly severe facial bone damage as a result. The most appropriate use of shifting is normally shifting some small portion of your body to your advantage: shifting your eyes or ears to have heightened senses, giving yourself claws, shifting your skin to be stronger (as in the case of the rhino), etc.
    • How does pregnancy work here? Given that 9 months of site-time is roughly 7 months of real time, we've shortened the minimum duration to 2 months of real time (one IC season). Your character can remain pregnant longer than this if you choose.
    • How do I style my profile?: All profile fields are entirely made up of HTML text areas. What this means is that if you hit enter twice on your keyboard to try and put space between two lines of text, nothing will happen. Click here for some resources to help with this!
    • What's a Legend Title and how do I get one?: Legend Titles are meant to recognize IC important characters who have made themselves infamous or done something substantial in the world. Ways of achieving a LT might be: starting (and finishing) a revolution, creating/leading a kingdom, becoming known across the continent, etc. Admins may also award LT at random!
    • How did the races get their names?: The races are named based on their relationship with the gods. Because of the cataclysmic war between the Old Gods and the New Gods, the Abandoned are called as such because they are viewed in this way by both the Old Gods (for being too close to the cause of the conflict, i.e. mortals becoming deities) and the New Gods (for being a potential usurper of their power). The Attuned are called such as they are in tune with nature and the raw, elemental forces of the world subsequently controlled by the Old Gods. The Ascended are called such as they have biologically been made superior by the New Gods. The Accepted are called such because they are accepted by both pantheons.
    • What does PC stand for in the date?: "Post Cataclysm".
    The Hollowed Grounds
    1. The Hollowed Grounds are where characters were trapped for 300+ years in a barrier. This barrier fell in 309 PC Flowerbirth!
    2. The Hollowed Grounds is a 'large' size area
    3. If you are an Outlander and portal into this region, you will arrive near the Spire board.
    4. The Hollowed Grounds can have an established leader
        The current leader is Wessex Theskyra
    5. Any race can live in the Hollowed Grounds
    6. Movement is not restricted however Queen Wessex has currently placed a ban on all residents of the Greatwood, barring them from entering the Hollowed Grounds.

    The Greatwood
    1. The Greatwood is a land primarily inhabited by the Fae who are generally curious about outsiders, but do not want them in their village.
    2. Only the Fae live here (exceptions can be made, speak with an admin)
    3. The Greatwood is a 'small' size area
    4. If you are an Outlander and portal into this region, you will arrive near the Mathair board
    5. The Greatwood can not have an established PC leader
    6. Movement is restricted: you cannot get to the Sidhe village unless you know the way. If not, the forest will repeatedly spit you out (the trees will move and you will find yourself outside of the forest). War Chief Delah has banned all residents of the Hollowed Grounds from entering the Greatwood so long as Wessex remains queen.

    Halo
    1. Halo is a largely uninhabited land because of its dangerous wildlife and treacherous climate.
    2. Anyone may live here.
    3. The Greatwood is a 'small' size area
    4. If you are an Outlander and portal into this region, you will arrive near the Fangs board
    5. Halo can have an established leader
        The current leader is Neron Launceleyn
    6. Movement is not restricted.
    Lore

    Beginning - 308 PC Leafchange

    In the beginning, there was... Well. More than light, of course.

    There were many things, as is the nature of creation. The beginning of this world was not the origin of all life itself - rather, this is where life began for this one small speck of space-dust whirling around a sun.

    Little is known about those early days (curiously, no one was particularly interested in writing it down, having more pressing matters to tend to).

    This is what we do know.

    Caido created this planet and all who draw breath upon it. Whether Caido did so on purpose is unknown, but it is indisputable that Caido is the only reason this world exists at all. Whether the land gained its creator's namesake out of hubris or respect is hard to say, but it has been called such for millennia.

    After Caido came Mort, Vi, and Rae. Death, life, nature.

    With Caido’s blessing, the trio created a race they would come to name the Accepted - blessed by the gods, the title was fitting. Rae, though, could not resist sneaking that bit extra - it was Rae specifically who coaxed the Attuned into being. That ought to have been enough, but - and perhaps it was due to some residual magic hurtling around the planet - the race that we now think of as the Abandoned came to be; born Accepted, their powers would spontaneously appear (in those days, this earned them the moniker of Acquired).

    Other races sprang up in time, of course, for gods are always wont to play. But it was common knowledge that the human-esque races of Accepted, Attuned and Acquired were most beloved by the trio.

    And so it was.

    Empires rose, kingdoms dotted the land, the wheel turned and turned again. Caido, though, was not pleased with its creation. Disputes between provinces often became wars, ravaging the land and soaking it in blood. Plague followed, as did poverty, corruption and violence. Then peace, for a time, before another petty rivalry cost the souls of thousands. Seeing this, Caido grew solemn and sad and, as centuries passed and nothing changed, it eventually withdrew its physical presence from the world. Having held dominion over things during this time, Mort, Vi and Rae felt more than capable of keeping the world going. (Perhaps they even made a few changes of their own, out from beneath Caido’s watchful gaze). However, not all was well.

    Without ample supervision, the Acquired grew more and more powerful, but also more and more clever. They began to unlock secrets previously only known to the gods: how to improve their physical forms; how to break and test the laws of physics; even how to live forever. Naive of the brewing dissent, Mort, Vi and Rae never once considered that their creations would turn against them - until they did.

    The Acquired rose up in challenge, battling the trio for control of the world. And with decades of magical and technological advancement at their backs, they very nearly claimed victory. Indeed, some Acquired even began to call themselves the New Gods.

    History grows foggy at this point. It is known that the war between the New Gods and the Old Gods spanned far across Caido - no corner of the world was left untouched by its travesties. Alliances were made and broken. Racial tensions grew. Things were coming to a head.

    At around this time, the 'bubble' around the Hollowed Grounds formed, allowing no one in and no one out. Who created it - and for what purpose - currently remains unknown.

    Merit Points

    Merit Points is a system whereby your actions OOC and IC can earn you IC rewards. Below you will find a list of actions and their MP value, and what that can be traded for. This list is constantly subject to change! If you see something that you would like to suggest, please contact an admin!

    To redeem your MP, please PM the Court Official account and provide link-evidence for all of your line-items. Given how update-intensive this process can be, please only submit your MP when you are ready to use it, or in bundles of +50.

    Earning Merit Points

      5 | Send a welcome PM to a new member! (CC the Court Official account)
      5 | Create 'art' for another member of the site (a poem, a drawing, doodle, painting, etc)
      5 | Thread with a new member within a week of them joining!
      5 | Complete a thread (must be archived with 'finish' on the last post)
      5 | Replying to open threads
      5 | Making an open thread
      5 | Teach another character something in which you are proficient (loremasters can teach about the lore, naturals could teach about history, a hunter could teach about tracking, etc)
      5 | Being in a thread with the Random Event account (you must have at least 3 posts and the RE must post 3 times)
      5 | Join a guild
      5 | Participate in a PQ
      10 | Complete a task given to you by someone in the government (must be an actual task, not just "can you help me move this bookshelf", etc)
      10 | Winning a drop
      10 | Submit an idea for new flora/fauna that gets used
      10 | Participating in a thread marked [SITE WIDE EVENT]
      10 | Leveling up your character (ascendeds who level receive a bonus 30 MP - temporary, subject to change)
      10+ | Killing your character (must die in a thread with at least 2 posts from you). You receive a minimum of 10MP OR .5x(post count)for the character who has died (whichever is higher). (so a character with 100 posts would receive 50 MP. A character with 5 posts would receive 10MP)
      10 | Killing a character (must die in a thread with at least 2 posts from you)
      10 | Creating a new character
      10 | Completing all parts of a seasonal event
      15 | Being on the site for 1 month (... all the way to 6 months)
      15 | Hosting a Personal Quest
      15 | One-on-one thread with a god
      20 | Being in a Key Quest
      20 | Complete a quest given by a god
      20 | Win QoTM
      20 | Win ToTM
      20 | Start an organization
      20 | Participate in a one-on-one thread that reaches 4 pages
      20 | For every 200 posts
      35| Significantly change the landscape or make a new board (usually requires admin approval)
      50 | Your character survived an IC year!
      50 | Work for the government (non-cabinet position)
      60 | Participate in a one-on-one thread that reaches 8 pages
      60 | Post in all 7 boards of Halo (Click here for the list of boards)
      70 | Become a member of a government's cabinet
      80 | Post in all 12 boards of the Greatwood (does not include shrines, character-made boards, etc. Click here for the list of boards)
      100 | Post in all 17 boards of the The Hollowed Grounds (does not include shrines, character-made boards, etc. Click here for the list of boards
      100 | Become a leader
      100 | For creating an ascended (temporary, subject to change)
      100 | Reaching level 5 with an ascended (temporary, subject to change)
      180 | Participate in a one-on-one thread that reaches 12 pages
      200 | For every 1000 posts
      200 | Win CotS

    Spending Merit Points

      150 = Extra shrine/god/drop related roll or name addition
      300 = Receive secret information about the world or a plot
      375 = Receive a character companion (non-mythical)
      400 = Receive +4 stats
      450 = Receive a quest from a god
      500 = Receive an animal-shift (Attuned only)
      500 = Receive a custom upgrade (Ascended only)
      500 = Receive a custom item (Accepted only)
      500 = Receive a new magic or magic upgrade (Abandoned or Demi-god only)
      600 = Receive a custom magic (Abandoned only)
      600 = Receive a non race-specific character companion
      600 = Receive a race-specific character companion
      650 = Receive a passive magic (Abandoned or Demi-god only)
      700 = Skip a levelling requirement
      750 = Receive a custom RE encounter + a race specific prize
      1200 = Receive a hybrid pass
      1200 = Skip a level
      2500 = Play a demigod
      3000 = Thread with Mort, Vi, or Rae

    The Merit Point is an adaptation of the Honor Point system created by Lyla and Eloell on The Wall.

      Welcome to Court of the Fallen!
      We are so excited to have you become part of our world! In order to make joining our site as easy as possible, we've summarized all of our core information for you below. More detailed information can be found in the guidebook, but this is everything you need to get yourself up and running.
      1. Read our Rules
      Please read our rules (see the rules tab, to the right). Chief among them is our no harassment/drama policy. Any hate speech, harassment, or dramatic behaviour will be dealt with swiftly. We are also an 18+ site with an RPG rating of 3-3-3. Threads which have mature content will be labeled as such so that they can be avoided at your discretion.

      2. Make Your Accounts
      You need to have 1 OOC account and also a separate account for each of your characters. Make sure you link all of your characters to your OOC account. This not only makes it easier for you to switch back and forth, but helps everyone know which characters are yours!
      To link your accounts:
      1. Make sure you are logged in to your OOC account
      2. Navigate to the Member Panel on the left hand side bar and click on 'User CP'
      3. Scroll to the bottom and click on 'Account Switcher' under the Miscellaneous heading
      4. Search for your character's name
      5. Enter your password

      3. Choose Your Race
      CotF has 5 races to choose from (Accepted, Attuned, Ascended, Abandoned, Fae). All races are human with varying powers associated with them.

      Accepted: Accepted are our 'standard' race.
      Pros of being an Accepted: Both the Old Gods and the New Gods are more inclined to like you, meaning you will get blessings/gifts from them more often. You also receive more stat points as you level up than any of the other races giving you quite the advantage in raw stats. Accepted can also become any of the other three races at any time.
      Cons of being an Accepted: You will never have magical abilities so long as you remain an Accepted.

        Note:If you join as an Accepted you receive Basic Channeling. Channeling gives you the ability to call out a minor deity or god (depending on level) to assist during times of struggle, danger, conflict, etc.

      Attuned: Attuned are our race of animal shape-shifters.
      Pros of being an Attuned: You are beloved by the Old Gods. At level 0 you can automatically transform into one modern-day animal. (By modern-day, we mean an animal that is not extinct). As you level you unlock more animal forms, can control other animals, can use telepathy with other Attuned, can partially shape-shift into your animals and at much higher levels, can transform into a mythical creature!
      Cons of being an Attuned: You are slightly disliked by the New Gods, and receive fewer stat points when levelling than the Accepted do.

        Note: If you join as an Attuned you'll need to specify what your first animal shift is. Remember, a level 0 Attuned can only shift into one modern-day (i.e., nothing extinct) non-mythical animal.

      Ascended: Ascended are our race of organically upgraded 'vampires'.
      Pros of being an Ascended: You are beloved by the New Gods and are biologically superior to the other races, and are automatically far faster and are immortal. Through levelling you can unlock a vast array of physical upgrades (enhanced sight, bio-weaponry, etc), making yourself into an organic machine.
      Cons of being an Ascended You are disliked by the Old Gods, and receive fewer stat points when levelling than the Accepted do, but the same amount as the Attuned. At lower levels you are burned by sunlight and must go through a 'feeding' ritual with the New Gods in order to sustain your life.

      Abandoned: Abandoned are our magical race.
      Pro's of being an Abandoned: Magic!
      Con's of being an Abandoned: You are disliked by all of the Gods and receive significantly fewer stat points as you level than the other 3 races.

        Note: If you join as an Abandoned you'll need to specify your first magic. Read up on our magics here.

      Fae: Fae are our fairy-like race.
      Pro's of being a Fae: Magic, animal shift, and flight! The Old Gods favour you slightly.
      Con's of being a Fae: You can only ever reach level 5, your character has to follow the 'it hurts to tell a lie' lore, and you must be fairly small.

      4. Choose Your Nationality
      Were you born in Caido, or were you portalled in?

      In Caido there are a number of portals all over the continent. If you were not born here, you are considered an Outlander. You may come from any world at any time period. However if you come from a Canonical land, please omit those details (i.e., if your character is from a Harry Potter universe, you'd simply say in your history that you were from a magical land like earth). Because Caido is currently in a renaissance-esque period in terms of technology, were you to try and portal through with a cell-phone, for instance, it would not transfer.

      When portalling in you may keep all of your non-magical clothing and items your character would have had with them. CotF only tracks magical items (which you cannot join with). You can describe your portalling mishap however you like. Was it intentional? Was it a surprise? Did you lose your memories? Were you somehow returned from the dead? Portals make anything possible! Currently, your character will portal in either near the Mathair in the Greatwood, the Spire in the Hollowed Grounds, or the Fangs in Halo. This does not need to be your first thread, but do remember that this is now part of their backstory.

      If you were born in Caido you are considered a Natural. Naturals have their own customs and ways of being. If you are going to play a Natural you might want to read up on the Lore to acquaint yourself with what the current state of affairs in Caido is. We also have a Naturals-discord channel to help answer any questions you might have about playing as one!

      5. Distribute Your Stats
      When you join you have 35 stat points to distribute. We use stats mostly when doing Key Quests, rolling for deity interactions, and for Random Events. IC you can use your stats when trying to figure out how you stack up to another character.

      Your character begins with 4 basic stats that you can add points to: Endurance, Strength, Luck, and Dexterity. Currently each stat has an upper limit of 30, and you may distribute your points however you see fit. Keep in mind that 10 is on the low end of skill. You can read more about our stat ranges here.

      **Note, for Abandoned to use their magic for extended periods of time or to cast difficult spells, they rely on their Endurance stat.

      5. Choose Your Profession
      You may choose any profession you like, other than 'official' positions (such as king). If you would like to start your own business or organization, click on the 'what to do' tab to the right , to learn about how to do that.

      6. Complete Your Profile
      We don't require a ton of detail to be put into your profile in terms of personality/history/etc, but we do need to see that your basic information is filled out (Face Claim if you have one, age, etc) and a bit of information describing who your character is!
      When you're ready to apply, click here
      About Caido
      Caido is a large continent upon which our story takes place. Currently our characters have just escaped from a magnetic bubble that had been placed over an area of land called the Hollowed Grounds. In the plot, The Spire our characters managed to find their way out. Our current plot The Greatwood is all about the new area opened up. Learn more about these two areas by reading our Area Fast-Facts. You can also read more about our Lore as well as our current History.
    NPC Account

    The NPC account can be utilized for NPC interactions that are not appropriate to write from your own account. Passing by a merchant and bantering for one post in a thread is acceptable, but having a multi-post fight with someone is not. You can also use the NPC account for write out random animal attacks, to add background setting/flavour, or otherwise help set the stage for your thread.

    The NPC account can be accessed by anyone (please do not send PMs from this account for this reason)

    • Account Name: NPC
    • Password: NPCaccount1
    Character Stats

    Your character begins with 4 basic stats that you can add points to: Endurance, Strength, Luck, and Dexterity. Currently each stat has an upper limit of 30*. You will notice that common stats such as wisdom, intelligence, and charisma are missing from this list. This is where your writing comes into play!

    When you join with a new character, you have 35 points to distribute however you see fit. Though take note of the ranges below! While it might be tempting for one of the Abandoned to dump all of their points into endurance for maximum spell casting, that would mean that your character is so feeble they can hardly move!

    Training: Twice a season characters may train to increase their stats. A training thread must use the [training] prefix, must include one other character (not belonging to you), and must have 4 attack/defense posts each. Regardless of who the 'winner' is, both participants will receive +1 stat points to be distributed to either strength, dexterity, or endurance. Although threads do not have to be finished in the same season in which they are started, the stat point accumulation applies to the season in which they were started.

    * Once all four stats have reached 30, you may then increase your stats above the limit resulting in feats of superhuman strength, dexterity, and endurance.

    Strength

    Your character's strength score is a measure of raw physical strength.

    • 1-3: Knocked off balance by swinging something dense, very weak
    • 3-5: Difficulty pushing an object of their weight
    • 6-7: Has trouble even lifting heavy objects
    • 8-11: Can literally pull their own weight
    • 12-13: Carries heavy objects for short distances
    • 14-15: Can throw small objects for long distances
    • 16-17: Carries heavy objects with one arm
    • 18-20: Can sprint with small to medium sized objects
    • 21-22: Can break objects like wood with bare hands
    • 23-24: Able to out-wrestle a work animal or catch a falling person
    • 25-27: Can pull very heavy objects at appreciable speeds
    • 25-28: Can throw heavy objects for long distances
    • 29-30: Pinnacle of brawn, able to out-lift several people

    Dexterity

    Dexterity is a measure of your character's agility.

    • 1: Barely mobile, probably significantly paralyzed
    • 2-3: Incapable of moving without noticeable effort or pain
    • 4-7: Significantly klutzy or very slow to react
    • 8-9: Somewhat slow, occasionally trips over own feet
    • 10-11: Capable of usually catching a small tossed object
    • 12-13: Able to often hit large targets
    • 14-15: Can catch or dodge a medium-speed surprise projectile
    • 16-17: Able to often hit small targets
    • 18-19: Light on feet, able to often hit small moving targets
    • 20-21: Graceful, able to flow from one action into another easily
    • 22-23: Very graceful, capable of dodging a number of thrown objects
    • 24-25: Moves like water, reacting to all situations with almost no effort
    • 26-28: Can move nearly soundlessly, avoiding almost all obstacles
    • 29-30: Is almost never physically-upset by the environment

    Endurance

    Endurance is a measurement of the duration with which tasks can be performed. For the Abandoned this stat crucially measures their spell-casting abilities. For all other races it is a measurement of how long specific feats can be performed.

    • 1: Minimal immune system, body reacts violently to anything foreign. Abandoned cannot maintain a spell for more than a few seconds.
    • 2-3: Is winded by walking up stairs
    • 4-5: /liuises very easily, knocked out by a light punch
    • 6-7: Unusually prone to disease and infection
    • 8-9: Easily winded, incapable of a full day’s hard labor
    • 10-11: Occasionally contracts mild sicknesses. Abandoned can maintain simple spells for minutes at a time.
    • 12-13: Can take a few hits before being knocked unconscious
    • 14-15: Able to labor for twelve hours most days. Abandoned can perform most spells for a duration of less than an hour.
    • 16-17: Easily shrugs off most illnesses
    • 18-19: Can pull an all-nighter with minimal adverse effects
    • 20-21: Very difficult to wear down, almost never feels fatigue
    • 22-23: Never gets sick, even to the most virulent diseases
    • 24-25: Can take a considerable number of hits before being knocked unconscious
    • 26-28: Able to stay awake for days on end
    • 28-30: Tireless paragon of physical endurance. Abandoned can almost limitlessly cast spells.

    Luck

    Your character's luck stat is taken into account during god interactions, during Key Quests and during Random Event encounters. The higher your luck stat, the more likely you will find yourself in favourable situations!

    Things to do in the world
    The continent of Caido and the various societies that you will find are yours to interact with, shape, and explore!

    Currently not all of the map is unlocked. Want to know what else there is to do? Try exploring! By doing so, you can unlock new areas of the map, meet new deities, and gain information that will allow you to reveal more of the world!

    You can build. Chat with one of the admins if you'd like to create permanent structures that would appear in one of our boards/on the map (like creating a large settlement/castle, creating a new tavern, a tea house, etc). Doing so will require a Personal Quest (PQ) and a bit of admin oversight depending on the scope/scale of what you have in mind; chat to Honey or Odd about it!

    On that note, you can also create an organization. If you would like to establish an ongoing group that has a goal or focus (bounty hunters, mercenary, thieves, etc), we'd encourage you to do so! In order to have an organization you must have a complete PQ establishing a base of operations. Once you have reached 3 members your organization gains legitimate status and you receive an IC sub board and one magical item per season to be used as a reward for active member participation. The owner of the organization shall determine who receives this item. Click on the organizations tab for more information.

    Get a job! Currently you may create any profession for yourself that you want, save for things that require IC tasks to accomplish (leader of a guild, king, etc). To become a professional (denoted by a ✓ next to your character's profession), you must have a PQ establishing your business and 5 threads dedicated to your craft. This is what lets other characters know you are established/an expert in your field, rather than someone who has just started out.

    This world is yours to play in! If there is something else that you would like to do, want to know about, or have questions about, please chat to the admins. This site was created to be as member/character driven as possible. If there are ways you would like to sculpt the world, we are eager to help you do that!
      Organizations

      If you would like to establish an ongoing group that has a goal or focus (bounty hunters, mercenary, thieves, etc), we'd encourage you to do so!

      In order to have an organization you must have a complete PQ establishing a base of operations. Once you have reached 3 members your organization gains legitimate status (denoted by a ☆) and you receive an IC subboard and one magical item per season to be used as a reward for active member participation. The owner of the organization shall determine who receives this item.

      You may be in one primary organization and one secondary organization at a time. You may not lead more than one organization at a time.

      Only members of an organization may post private threads within these boards. Anyone else must leave their thread open (noting that it is for someone in particular is fine, but members of the guild can always interrupt threads held in their board)


      Current organizations

      ☆ Artisan's Guild Guildmaster: Deimos Ignatius

      ☆ Artist's Sanctuary Guild Guildmaster: Bastien De Rosieres

      ☆ Caido Medical College Dean: Phoebe Steadman

      ☆ Devil's Advocates Guildmaster: Sunjata Senzaok

      ☆ Loreseeker's Guild Provost: Jigano Silversmith

      Leadership
      Leadership on CotF can be (almost) anything you want it to be! Want to start a monarchy, divine or otherwise? Go for it! Be a benevolent dictator (or not!) or form a democracy. There are only a few rules for structure and the rest is up to you! If you have a question or an idea please PM the Court Official account.

      Rules for invasions and leadership acquisition are a constant work in process. If you have a scenerio you'd like to run by the admin team or want to suggest something not seen here, please chat with us!

      General Information

      Each region may be ruled by one leader and their associated cabinet at a time, however not all regions can be ruled. Some are too hostile or do not have enough resources to sustain a population. Currently only the hollowed ground can be ruled.

      Ruling parties are made up of a maximum of 3 leaders and a cabinet of no more than 5 and appointment positions of no more than 5. Leadership positions can be titled whatever you like (King, President, Prime Minister, etc), and cabinet designations can be titled and cover whatever best fits your system of government! Examples might be an Overseer who manages 4 branches/positions (minister of agriculture, minister of defence, minister of education, and minister of politics), with a Captain of the Guard being the cabinet designation that falls under the Minister of Defence. Ultimately however how you chose to rule and what positions you create is up to you!

      Leaders will be denoted by a crown icon and will receive +5 stat points to be distributed however they set fit, while they are in position

      • Leaders must post at least once every week within their region. Failure to do so twice in a row or three times in total will result in removal of a leader (barring short-term absences). If there is not another leader ruling, the ruling party will lose their claim on the region. For this reason it is recommended that only active characters seek leadership, and that more than one leader is appointed.
      • Leaders must appoint their all members of their cabinet and can appoint appointed positions
      • Leaders can be removed if a 2/3 member-majority of their ruling party IC vote them out

      Cabinet members will be denoted by a medallion and will receive +3 endurance while they are in position

      • Cabinet members can appoint appointed positions.
      • Cabinet members can be removed by leadership

      Appointed Positions will be denoted by a fist and will receive +2 luck while they are in position

      • Appointed positions can be removed by leadership and cabinet members

      How to become a leader

      Establishing leadership in an unclaimed region

      To become a leader in an unclaimed region of the map you must

      • Be at least level 1
      • Have explored 3 boards within that region
      • Have engaged 5 times with the region (joining/starting a guild, encountering the flora/fauna, assisting someone)
      • Have completed 2 PQs (hosted or joined) in the region that help to better the land (creating a shop, taking care of a problem, etc)
      • Thread with every member of your cabinet at least once (3 or fewer in a thread)
      • Host a PQ with your entire cabinet setting up your base of operations and establishing positions

      Establishing leadership of a claimed region

      There are three ways of taking over an already claimed region: either as an invading army from another established region, as an unaffiliated group, or trial by combat.

      If you are an unaffiliated group, to try and take over an already-ruled region you must create a mini-governing system within that region. In order to begin there should be one person in charge of your invading force. This person must:

      • Be at least level 1
      • Have explored 3 boards within that region
      • Thread with every member of your cabinet at least once (3 or fewer in a thread)
      • Host a PQ with your entire cabinet setting up your base of operations and establishing positions
      • Try to take over!

      With that done, you can either invade as an army, or try to capture the current leadership to dissolve the current governing structure.

      If you are an invading army from an established region, these same two options are available to you to take leadership.

      Army vs. Army: (Can be an internal conflict, or region vs. region) The invading army must post an (Invasion) thread. All the members of their cabinet must post, as must all of the invading participants within 24 hours (it is recommended posts be written ahead of time to ensure that all members are able to meet this deadline). Any additional information that is relevant to the invasion should be given (previous threads trying to weaken defences, additional fortifications made to weaponry, etc).

      The defending region's forces has 48 hours to reply. It is recommended that the cabinet and leaders post, but it is not required, and citizens of the region may post as well. Any additional information that is relevant to the defence should be given (previous fortifications, additional fortifications made to weaponry, etc). The admin team will then intervene using the information provided, your army's stats, and our dice-rolling system.

      If successful, the region will have been taken over and all members of the leadership, their cabinet, and their appointed positions will be removed.

      Capturing a leader: Because leader's must post every week in their region in order to maintain rule, capturing a leader or leaders is an effective way of crippling their control. To capture a leader, the invading party must contact the admin team to initiate a KQ in a place the leader is likely to be found (main residence, a board they frequent, main work-building, etc). The leader and whatever guards they have will be contact by the admin team to see what defences are at their disposal. The KQ will continue based what already established resources the defending leader as to protect them, as well as rolls based on stats). Whether or not the leader is successfully captured and whether it has gone undetected will be a result of this KQ.

      If completed successfully the leader will have been captured. If there is not another leader in place, the invading party will have gained control. If there are other leaders their hold over the government will have been weakened and will make it easier to seize control.

      Trial by Combat The third way of over throwing a leader is by issuing a trial by combat. In this case there must be IC dissent towards the leader and a notice must be placed on the Notice Board with the names of the opposing party.

      In order to issue a Trial by Combat characters who intend to replace the current leadership must
      • Be at least level 1
      • Have explored 3 boards within that region
      • Thread with every member of your cabinet at least once (3 or fewer in a thread)
      • Host a PQ with your entire cabinet setting up your base of operations and establishing positions
      • Post a notice on the Notice Board giving the current leader 1 week to respond to the challenge by choosing their champion (or fighting themselves).
      • Resistance-challengers must be at least 1/3 of the leader's current level.

      If the challenge by combat is successful, all current leaders and their party will immediately be removed and replaced by those who have issued the challenge.

      During these challenges, a leader must assign a champion (or fight themselves). Challenges will be admin run, will include dice rolls based on character-stats, and will be arbitrated by the admin team who will declare a winner. The challenge continues until the current leader defeats (read: kills, forces their opponent to concede defeat), or the opposite happens. Your character may die in these situations.

      Because of the timely nature of these challenges, each writer must respond to their opponent within 24 hours, or they will forfeit the challenge.

      Current Leaders


      Hollowed Grounds

      Wessex Theskyra
      -----
      ----

      The Greatwood

      Delah Tàirneanach

      Halo

      Neron Launceleyn
      Zariah Launceleyn
      -----
    Caido: A History

    In the beginning, there was... Well. More than light, of course.

    There were many things, as is the nature of creation. The beginning of this world was not the origin of all life itself - rather, this is where life began for this one small speck of space-dust whirling around a sun.

    Little is known about those early days (curiously, no one was particularly interested in writing it down, having more pressing matters to tend to).

    This is what we do know.

    Caido created this planet and all who draw breath upon it. Whether Caido did so on purpose is unknown, but it is indisputable that Caido is the only reason this world exists at all. Whether the land gained its creator's namesake out of hubris or respect is hard to say, but it has been called such for millennia.

    After Caido came Mort, Vi, and Rae. Death, life, nature.

    With Caido’s blessing, the trio created a race they would come to name the Accepted - blessed by the gods, the title was fitting. Rae, though, could not resist sneaking that bit extra - it was Rae specifically who coaxed the Attuned into being. That ought to have been enough, but - and perhaps it was due to some residual magic hurtling around the planet - the race that we now think of as the Abandoned came to be; born Accepted, their powers would spontaneously appear (in those days, this earned them the moniker of Acquired).

    Other races sprang up in time, of course, for gods are always wont to play. But it was common knowledge that the human-esque races of Accepted, Attuned and Acquired were most beloved by the trio.

    And so it was.

    Empires rose, kingdoms dotted the land, the wheel turned and turned again. Caido, though, was not pleased with its creation. Disputes between provinces often became wars, ravaging the land and soaking it in blood. Plague followed, as did poverty, corruption and violence. Then peace, for a time, before another petty rivalry cost the souls of thousands. Seeing this, Caido grew solemn and sad and, as centuries passed and nothing changed, it eventually withdrew its physical presence from the world. Having held dominion over things during this time, Mort, Vi and Rae felt more than capable of keeping the world going. (Perhaps they even made a few changes of their own, out from beneath Caido’s watchful gaze). However, not all was well.

    Without ample supervision, the Acquired grew more and more powerful, but also more and more clever. They began to unlock secrets previously only known to the gods: how to improve their physical forms; how to break and test the laws of physics; how to live forever. Naive of the brewing dissent, Mort, Vi and Rae never once considered that their creations would turn against them - until they did.

    The Acquired rose up in challenge, battling the trio for control of the world. And with decades of magical and technological advancement at their backs, they very nearly claimed victory. Indeed, some Acquired even began to claim to have "Ascended", to call themselves New Gods.

    History grows foggy at this point. It is known that the war between the New Gods and the Old Gods spanned far across Caido - no corner of the world was left untouched by its travesties. Alliances were made and broken. Racial tensions grew.

    And finally, unable to break the New Gods but unwilling to tolerate their presence any longer, Vi, Mort and Rae worked together to trap them within a barrier, imprisoning countless innocents in the process. This became the 'bubble' around the Hollowed Grounds formed, allowing no one in and no one out.

    Until now.


    From here our wonderful members have helped to forge our story, navigating the world within the Hollowed Grounds and fighting for their freedom!

    They have smashed through the barrer (literally) and begun to explore the world beyond! Please visit the plot summaries below for more information:

    i. The Spire

    ii. The Greatwood
    iii. Halo

    Quests come in three broad formats: personal quests, key quests, and god quests.

    Personal Quests

    Personal quests are self directed, goal-oriented quests that are led IC by players. In general these quest lines should not have the potential for death or serious harm to befall characters, small bumps and scrapes or otherwise low-impact harm is perfectly acceptable without requiring prior permission (joining a personal quest is considered consent).

    • Personal quests require a host and at least 2 other characters.
    • Personal quests should have at least 3 'rounds', but may have more or less depending on the circumstance of the quest. Speak to an admin if you feel your quest is better suited to fewer rounds.
    • Personal quests should have some 'important' goal. What counts as 'important' is obviously hard to specify and will be largely context-dependent. However the types of quests that should be avoided are simply "seek-and-find" quests (gathering a group to help you find your lost glasses) or "discussion-based" quests (talking about an event which occurred). Examples of personal quests might be journeying to a shrine, exploring a specific area of land, hunting, researching new flora/fauna, etc.
    • Personal quests can utilize dice-rolling mechanisms, character-stats, or any other system to implement and adjudicate outcomes.
    • Personal quests can be started at any time; there is no limit to the number of personal quests that you can host or be in.
    • Please use the "Personal Quest" prefix for all PQ threads.
    As hosting and participating in personal quests fulfil levelling requirements, the admin-team reserve the right to decline a quest if it fails to meet any of these criteria.

    Personal Quest Example


      After the initial chaos around the Spire, the ragtag group of Northaveners had eventually - in dribs and drabs - made their way to the jumble of ruins just beyond the obelisk. Within, it seemed, there might just be scope for them to get a roof above their heads and organise a central hub of operations. Ronin was still utterly perplexed by the fact that he had woken up in this grey and seemingly barren hellscape, but since it didn't look as though he was going to wake up behind the Wall again any time soon, he may as well do what he was good at - keep his people safe.

      The former Captain of Training was positioned at the ruinous walls of the Sanctuary with those who had decided to come and help, scouting out what would need to be done. Eventually, he nodded and turned to address them.

      "The parameter needs to be scouted, and these walls need to be built up and reinforced. There's a gate but that needs to be repaired desperately, and we'd benefit from some rudimentary defences. Any ideas would be welcome."


      1. Celosia Ayelet
      2.
      3.

      As you can see, there are three free spaces in this PQ - it's on a first come, first serve basis! Please post below to claim your space. In your first post, please also mention whether you will be scouting the parameters, reinforcing the walls, repairing the gate or searching for defensive weaponry. Ronin will take whatever is left.


    The opening is clearly defined as to what is trying to be achieved. The purpose of the quest is important and the danger is not trivial but nor does it appear life threatening.

    The second to third posts (or more) should guide characters through their tasks. If you are leading a PQ you should have already determine what actions would count as a success/failure, or have some mechanism for deciding this (dice rolling, question/answer, etc). PQs should not be treated like regular threads were characters simply act on their own: as the leader of the PQ you are expected to shape the encounter and provide IC direction for each character involved. 'Shaping' can be anything from placing obstacles in the way of the characters involved in the PQ, giving characters new tasks to perform, or anything else that helps guide them through the quest that you have constructed.

    This should also be character specific. So you should have a seperate sentence/paragraph for each member of your PQ outlining what is happening to that character.


    Key Quests

    Key Quests are always administrator-run. Sometimes they will be open to the site at large, other times a small group will be chosen based on IC interactions or plots. Key Quests are always plot-driven, require active participation, can be dangerous or even deadly, and utilize your character's stats in evaluating and adjudicating outcomes.

    KQs are one of the more difficult aspects of the levelling system as they occur sporadically and are usually quite dangerous. For this reason, characters below level 3 are not encouraged to join because of their lower HP and subsequently higher chance of death. Think of KQs like boss fights in video games - some bosses are simply not meant to be fought by lower level characters. Of course there may be instances that your low-level character might feel driven to participate in one ("oh no! my best friend has been taken by that monster! Of course I will help fight it off!") but keep in mind the dangers. Further, because KQs are normally plot-advancing, having an unsuccessful KQ (i.e., failing the quest) might result in delays that halt the site's plot-progression forward! The general rule of thumb is that characters in KQs should be there because 1. they need it (immediately) for levelling, and 2. because it makes sense for them to do so.


    God Quests

    God Quests are always administrator-run. Typically they only involve one character at a time, and their occurrence can either be random or can be the outcome of a personal or key quest. God interactions and quests are rare and usually involve the opportunity for significant character development. While certain gods have personalities that the majority of those in Caido are aware of, some are utterly mysterious! Remember this when dealing with a god interaction, as their presence among your characters could confer a benefit or a significant harm!

    God quests vary depending on the god issuing the quest and what is being sought. Some gods offer benevolent character-building quests, while others demand sacrifices. The completion of a quest usually results in some sort of boon (a custom item, a magical slot/upgrade, an animal shift, increased stats, etc).

    God quests pop up randomly! I wonder if praying at a shrine or trying to appease one of the gods might trigger one? Who knows!

    Flora and Fauna of Caido
    Below is a non-comprehensive and always expanding list of the flora and fauna found on this strange continent! As characters discover new areas, new entries will be made here. Species marked as (common) can appear in any thread and can be known about by any character. Creatures marked as (uncommon) should not be mentioned often (if you would like to encounter one, please ask an admin first! Seeing one in passing is alright, but interactions or study require permission). Species marked with (rare) always require admin permission to see and are usually only known of by the locals or by actual IC transmission of information.

    Seasonal Effects
    These flora and fauna are only seen during certain seasons!

    Luxere (Deepfrost*/uncommon): Luxere are a species of reindeer who through genetic mutation have developed bio-luminescent antlers. Their antlers glow a soft golden colour and they seem to naturally repel dark magic as well as magical darkness. This kindhearted species of deer can only be found during cold months, and they seem to travel down to inhabited areas for the sole reason of providing light to those who cannot see during the LongNight. Though they are kind and gentle, they are also rather skiddish, dislike loud noises and tend to avoid dark-magic users and favour light-magic users. They like fresh fruit, hay, and singing.

    *Luxere are always present in Halo

    Memory Snow (Deepfrost/common): When shaped, the snow that falls during Deepfrost seems to retain a memory of that shape and will reform if disassembled (snowmen who are knocked over or who melt will immediately reform when possible)

    Vampire Gourds (Leafchange/common): These nasty gourds have sharp teeth and sentient minds focused solely on one thing: biting and eating. They are relatively easy to kill but come out in a great number during the end of Leafchange.

    Wonder Puddles (Leafchange/Greatwood/Common: After a long rain, rather remarkable puddles form in the Greatwood. When they are looked into they do not reveal one's reflection, but something else entirely. It might be a nightmare, a silly vision of you doing something strange, a wish you want to come true, or anything else! They last but mere moments, though the fae believe that these puddles have great prophesying properties when interpreted correctly.

    The Whispershore Wader (Leafchange/Greatwood/Uncommon): is a long-beaked bird, not unlike a domestic chicken in stature and it is named for its beautiful, thick feathers which are coloured like the gemstones of Whispershore. They are most commonly found in the reeds along The Stonesong during LeafChange and are intelligent, persistent, and cursed with an insatiable appetite. This greedy creature is easily charmed with freshly caught fish and has a tendency to follow fisherman (or anyone), and raid their catch.

    Chorus Bees (Flowerbirth):  Always flying in a swarm, these bees have developed the ability to buzz in harmony. Docile for the most part, as long as they aren't disturbed this gigantic swarm will leave you alone and seems happy to have their melodies listened to. When disturbed however they can become incredibly aggressive and will attack as if they are one large entity.

    Magna Vermis (Flowerbirth/common): The Magna Vermis are, simply, gigantic earthworms (ranging from 1 foot up to 10 feet). Unlike regular earthworms, rather than suffocating when it rains, these worms congregate en masse during Flowerbirth showers. They taste like chicken and provide excellent protein if eaten. Be warned however, they can be extremely protective of puddles that they find...

    ??????? (Flowerbirth/common): Affecting no species of flower in particular, during Flowerbirth many flowers appear ... larger. Growing up to 10x their regular size, the affected flowers have also developed teeth and the ability to move up to 5ft. Luring in animals and humans alike, these newly-carnivorous plants will happily eat fingers who try to pluck them or noses that try to sniff them

    Memory Mud(Flowerbirth/common): What happens when memory snow melts into a muddy puddle and Rae feels sorry for it? Voila! Memory Mud is unintelligent and largely harmless, squelching its way into the most inconvenient places! More annoying than dangerous, it might play fetch with you. But probably not.

    FlintHoppers (LongHeat/common): A particularly aggravating species of grasshopper that is rumoured to have been created by the Voice. With rear legs made out of a material not unlike flint, when these creatures rub their legs together they create sparks that during the Longheat drought can cause devastating wildfires.

    Bloatbeetles (LongHeat/common): A metallic blue in colour, bloat beetles have been known to save lives during LongHeat as their bodies store nearly a litre of water inside of their hard shells. Docile and slow, bloatbeetles are typically found in shady and cool areas, lest the water within them boils in the sun and kills them.

    Burros (LongHeat/common): Burros are a species of mole that dig prolific tunnels beneath the soil. Only coming to the surface during LongHeat when the ground is dry and there is little risk of their tunnels being caved in by moisture, these platypus-looking species can often be bribed to help till soil and aerate agricultural areas with berries and sweet cream.


    The Hollowed Grounds
    What once might have been a thriving agricultural community has instead been reduced to dust thanks to the magnetic field trapping the inhabitants inside. The bizarre weather patterns, localized magical phenomena and upset to normal animal migratory patterns has done quite bizarre things to the local flora and fauna.

    That being said, you can expect fairly rural animal species such as mice, squirrels, various species of birds (magpies, robins, crows, etc), small game such as foxes, gophers, porcupines and badgers, to larger game such as deer, elk, and the odd moose. Large predators such as cougars and bears can occasionally be found, though because of the dwindling number of creatures below them in the food chain their numbers are certainly not as prominent as they might once have been. It isn’t uncommon to see mutated species either: a deer with a leg sticking out of its side, mice with multiple tails, birds with unseeing extra eyes, etc. There are also very small herds of farm animals: cows, sheep, pigs, and chickens. The food produced by these animals is not of the highest quality, but the Naturals have long since forgotten what proper food tastes like. There is also a small herd of wild ponies, a few of which have been domesticated.

    You will find both deciduous and coniferous species of tree and a few fruit-bearing ones as well.

    The area immediately around the Spire is little more than a barren waste. A fine, black dust covers the ground - a mix of ashes and sand which, when kicked up by footsteps, can sting the eyes and clog the throat. Nothing grows here - the air tastes dry with death. There is no birdsong, no insects, no life...

    Spire Demon (deceased/mythical): Not much was known about this creature other than it appeared constantly close to death and yet never died. It did not seem to eat, sleep, or age, and hovered near the base of the structure, only making an appearance when inhabitants tried to access or investigate the Spire. If it had a language, it isn’t one you understood. It was killed by Roana/Remi/Ashetta/and Ronin during a KQ. When it died, it exploded killing Ronin as well.

    A domed building which has caved in on one side. The half which is still accessible is grandiose and holds the remnants of volumes and tomes in a range of languages..

    Sentient Books (uncommon): Occasionally books may move about the atheneum on their own. If opened, these books can transport a group of no more than three into whatever tale is written inside of them. No lasting damage can be done while inside this story-like world and nothing can be transferred back and forth.

    Paper Wasps (uncommon): Paper wasps are roughly the size of a clenched fist. They are insects that lay their eggs in books. The pages are absorbed by the developing eggs and form the bodies of the wasps, and they use the covers of the books to build their hives. They harvest the ink from written words to feed their larvae and colored ink is fed to their large queens. They can go into a dormant hibernation state for decades if there are no books to be found, but eventually dry up and crumble to dust. Although they are highly flammable they do not burn quickly, so be careful about setting them on fire if you won’t want the flames spreading as the wasps continue flying. Their stingers do considerably more damage than a paper cut, and inject a venom that can cause fevers and migraines.

    Composed entirely of stones so white and cracked as to appear like bones, this bridge stretches across an expanse that seems always bathed in mist. To fall into the gorge below would mean almost immediate death.

    Kappa (rare/mythical): The Kappa is a mythical beast that has the body of a turtle, the limbs of a frog and the head of what looks like a scaled bird. It is a relatively passive creature unless it is startled or threatened and spends much of its time flying through the mists beneath the Bone Bridge. Legend says that it has a cave somewhere in the gorge, though no one has ever been able to find it.

    One of the streets has buckled inwards. Clearing the rubble away has revealed the entrance to a hidden cave system.

    ROUS (uncommon): These large rodents are entirely blind but have increased olfactory senses. They gnaw on the stone walls to sharpen and help trim their long teeth and eat mostly garbage. Humans are a delicacy that these creatures like to hunt in packs.

    The Prince (rare/mythical): Its name is an insult. The Prince is no such thing. A horrifically mutated creature, the Prince is actually an ascended-experiment gone wrong. Reptilian in nature, and probably once a frog, the Prince has 6 eyes, though only 3 of them are functional. The remainder are covered in a thick white film. With a distended stomach, horrifically webbed feet that stick unhelpfully to every surface and a number of open sores covering all of its body, the Prince does its best to stay hidden deep in the Underground where no one will have to look upon it.

    The Outskirts might once have been an extension of the fields, but are now clearly demarcated by the ring-like shape of absolutely barren land. This is largely caused by the magnetic field which was erected around the Hollowed Grounds roughly 300 years ago. Though the barrier is not actually visible, the magnetic resonance can be felt in your bones if you get too close. Symptoms of lingering too near the field include dizziness, nausea and headaches, and increase in severity the longer one is exposed (or the closer one gets) to include vomiting, bleeding from all orifices, disorientation and hallucination, finally to complete cardiac arrest causing death.

    Tangleweed (common): Appearing like nothing more than an amalgamation of sticks, the Tangleweed is actually an arguably sentient creature. For the most part it appears spherical in nature, keeping its many limbs tightly pulled against itself to form a round shape. It moves as if blown by the wind, suddenly rolling forward on the hard packed earth and then stopping just as suddenly. Having almost no natural predators, these creatures are found in great numbers especially close to the magnetic field. It is often impossible to tell if a Tangleweed is dead or alive unless they are touched. If interacted with, the branch-like limbs will lash out and close quick effectively on whatever they can grasp, at which point a poison is released which causes the skin to numb. Then, quite like other species of carnivorous plants, the Tangleweed slowly begins to digest its prey.

    The dense trees in the Woodland seem to stifle all sound making them unnervingly quiet. In some places the foliage is so thick that almost all light is barred from reaching the ground.

    Snow Moss (common): This species of moss appears at the base of many trees in the Woodland, possessing one very interesting trait: it is almost always cold. Creatures can be seen laying on it during the warmer months to relieve the heat, and it has been used as a compress by weary travellers more than a few times.

    Wicker Woman (rare/mythical): Whilst the name suggests a person, this is actually a species of tree. The Wicker Woman has gnarled and twisted branches which will fold gently around anything that brushes past it. Whilst it causes no harm, it is incredibly difficult to escape its embrace, and travellers have starved to death in the past after becoming snared by it. The sap of the Wicker Woman is rumoured to be a potent hallucinogenic.

    Peppermint Bark (common): Not made out of chocolate, the bark of the poplar trees within the forest actually have a minty taste. Though you would never know it simply by just walking by, to nibble on the bark invites a wonderful sensation in your mouth.

    Hanging Snakes (common): A fairly curious and intelligent species of snake that hang from branches such that they often look like vines. Beware, though - they are fond of slithering down innocuously to lay themselves over the shoulders of those who wander through, like to curl up inside of bags, and otherwise participate in exploring through the woods.

    Banshees (rare/mythical): They take the form of a skeletal lady wrapped in rags. Some wander the woodlands, singing a haunting melody. Others sit near streams and weep. Either way, disturbing these creatures will cause them to become very aggressive. They can pursue their prey seemingly without need for rest, and will strangle all those that they catch.

    Bursting with life compared to the Outskirts, the Fields are really just a fairly common agricultural area.

    Apple Trees (common): Apple trees grow in a healthy number, offering larger than normal and quite delicious fruits.

    Land Shark (rare): This creature rarely moves to the surface from its home deep beneath the terrain. It rises up only to feed, snatching livestock or other animals (or people) before returning to its lair to sleep, sometimes for months.

    Seed Ghosts (uncommon): Named as their bodies are almost entirely transcluscent, the Seed Ghosts are a pest that feed off of the sweet flesh of the apples. Roughly the size of a quarter, the Seed Ghosts have both pinchers on their face and a stinger with which to irritate their prey. Though they aren’t deadly, their bite/sting will leave quite a welt that can last for up to a week. The Seed Ghosts get their name as they can often burrow into the core of an apple and stay there. Eating the seeds first, if/when they do attack someone who has mistakenly grabbed the apple in which they reside, residences at one point chalked this up to some sort of retaliation on the part of the apple tree and, noticing the missing seeds, labeled the strange phenomena (and later the creatures themselves) Seed Ghosts.

    Glow Stones (common): Appearing pale white in the daytime, as the sun sets these regular-appearing stones suddenly emit a soft blueish-white, or pale yellow light, casting the Glade in a welcoming haze of colour. If the stones are removed from the glade, they cease to continue this strange phenomenon.

    Spark Bird (rare/mythical): The Spark Bird, often thought of as merely a myth, is a magical creature that dwells deep in the heart of the Glade. Not native to the Hollowed Grounds, the creature has sought out the lushness of the Glade as a precaution. When the bird flies, sparks are emitted from its wings which have the ability to cause fires in drier locations. Thus the bird stays where the foliage is normally quite green and moist to prevent this. However, this has forced the creature into a deep depression, as it can no longer fly as often as it would like for fear of damaging the environment. A kind creature by nature, the Spark Bird now hides from those that would seek to find it.

    Once clearly the pride and joy of the Hollowed Grounds, now the Labyrinth stands as a deadly reminder of what nature can do when left on its own. The hedges have grown so wild that at times it is hard to see the sky from inside. Thorns grow from some of the hedges and it seems entirely unclear whether or not the bushes actually remain in the same place.

    Labyrinth (common/mythical): Whether or not the Labyrinth itself is sentient is hard to know. What is well documented, however, is how often some of the hedges seem to move. The only problem is that it happens so quickly and quietly that the most likely explanation is simply that explorers have mistaken things. Right?

    Boggart (???/mythical): The boggart can take nearly any form that it can pull from your mind. As such, it’s almost impossible to know just how many reside within the Labyrinth. What is known however is that they usually hunt in pairs, with one trying to frighten an intruder towards the other where they can be devoured and dragged back to their lair.

    Speaking Squirrels (common): Appearing like a slightly larger version of a common ground squirrel, the speaking squirrels - as their name suggests - can speak. Or they appear to. Their vocabulary is limited to “yes”, “no”, and “follow me!” Though it is entirely unclear whether or not they understand actually speech and the words they are saying, they nonetheless will answer questions and will lead wayward souls around the Labyrinth. Calls of “follow me!” have led a number of victims to their death, as the squirrels have absolutely no idea where they are going.

    Efas Herb (uncommon): The Efas herb can be found close to the heart of the Labyrinth and possesses quite extraordinary medical properties. It serves as a panacea for most minor ailments, can reduce bruising and swelling, is an anti-inflammatory, can decrease pain, and can settle stomachs. The herb grows on small green stalks of grass and looks like a small cluster of brown protrusions.

    The Oasis is like a piece of paradise in an all but ruined world. A stream rushes out from between the face of two rocks, producing a pool of water which is deep and calm and serene. Some even say that it has healing properties.

    Gilded Lily (uncommon): These beautiful blossoms are wondrous to behold, but should never be picked. Possessing long white petals bearing exquisite black spots, this species of lily is not only poisonous to eat, but to touch as well. As soon as one is picked, immediately the sweet aroma of the flower increases. As it does so, the toxins it releases go to work on the nervous system rendering anyone in a 5ft radius suddenly incapable of moving. Slowly their heartbeats will slow and their cardiovascular system will shut down entirely.

    Dream Fish (uncommon/mythical): The Dream Fish is a species of pearly-white fish that lives deep at the bottom of the Oasis’s pool. Only rarely do they surface and they are almost never caught by animals or by fishing rods. Instead they choose to appear to those who are internally conflicted or are not at peace. By touching one of their scales the Dream Fish can induce a self-aware dream state within an individual and help guide them through their subconscious to let them work out some of their inner troubles.

    Wine Spiders (common): These friendly arachnids can grow up to the size of a small housecat. With fuzzy bodies and spindly legs, they are often found lurking around wine racks or kegs of beer. They are almost always drunk, hiccuping and stumbling about. It is said that finding a baby wine spider in your drink is a lucky omen!

    Chunk (deceased/mythical): Chunk was an incredibly old, incredibly fat black and white cat that lived in the Rathskeller. Despite his laziness he appeared to have been able to feed himself before humans arrived, though he did appreciate when others did this for him. Often found lazing around on the bar (sanitation department be damned), Chunk seemed to possess the uncanny ability to detect poison in food and drink. He would go from sleeping 20 hours a day and appearing all but dead for days on end, to moving with such sudden swiftness when he detected poison as to be absolutely shocking. Chunk was missing one eye, wore an eye patch, and none of his legs appeared to be quite the same length. He was killed when Loren Launceleyn burned down the Rathskeller during LongNight 309PC.

    What was once a well-established hamlet is now in fairly poor shape. As well as in the Fields and the Woodlands, the Naturals left inside of the bubble dwell here. The foundations of most of the homes are crumbling, though there are a few communities that seem hospitable with a little work.

    Stone Golems (uncommon/mythical): Large, rocky constructs, these clumsy creatures aren't too bright, and instinctively will attempt to batter or smash anything that disturbs them. They can be found lurking sometimes in abandoned domiciles. They are very vulnerable to daylight, collapsing to dust under the rays of the sun.

    Humming Bats (common): A large colony of bats live in the rooftops of the domiciles. Coming out only at night as they are wont to do, this species of bat uses both echolocation to determine their surroundings as well as an oral phenomena that sounds to human ears like humming. They are roughly hand-sized, are easily frightened, and happily eat away the bugs that would otherwise linger near your doors and windows.


    The Greatwood
    Though this enchanting forest is rather large, it is not easy to find. Magically warded by the Fae, only those who know the correct paths will ever be able to find themselves in the heart of this lush magical kingdom. Wanderers will simply find themselves turned around and spat out after having delved only a few hundred feet or so into the woods.

    Regular forest animals can be found in abundance here (animals normally found in temperate deciduous/coniferous forests, such as deer, moose, porcupines, eagles, crows, foxes, woodpeckers, wolves, cougars, etc).

    Given that very few travelers other than the Fae find themselves in these woods, most of the animals are quite friendly and have lost many of their flight instincts when it comes to strangers.

    Wicker Woman (uncommon/mythical): Whilst the name suggests a person, this is actually a species of tree. The Wicker Woman has gnarled and twisted branches which will fold gently around anything that brushes past it. Whilst it causes no harm, it is incredibly difficult to escape its embrace, and travellers have starved to death in the past after becoming snared by it. The sap of the Wicker Woman is rumoured to be a potent hallucinogenic.

    Snow Moss (common): This species of moss appears at the base of many trees in the Woodland, possessing one very interesting trait: it is almost always cold. Creatures can be seen laying on it during the warmer months to relieve the heat, and it has been used as a compress by weary travellers more than a few times.

    Peppermint Bark (common): Not made out of chocolate, the bark of the poplar trees within the forest actually have a minty taste. Though you would never know it simply by just walking by, to nibble on the bark invites a wonderful sensation in your mouth.

    Hanging Snakes (common): A fairly curious and intelligent species of snake that hang from branches such that they often look like vines. Beware, though - they are fond of slithering down innocuously to lay themselves over the shoulders of those who wander through, like to curl up inside of bags, and otherwise participate in exploring through the woods.

    Giant Mushrooms (common): These giant mushrooms grow to be nearly 10ft across and have a surface that is so flexible, many of the Fae use them when learning to fly as they can bounce a small human up to 20ft in the air.

    Star Whales (rare/mythical): Visible only from the tops of trees, these giant creatures typically travel alone as there are so few of them remaining. They have exceptionally poor eyesight which is why they are drawn to bright objects (like comets and can reliably be seen during meteor showers). They float through the heavens leaving a trail of stardust in their wake. The Fae believe that, if read properly, the stardust gives details about the future.

    Will-O-Wisps (common): Glowing orbs of light that dance and weave between the branches, despite their usefulness, these creatures are not to be trusted. Mischievous and loyal to no one, they will lead travellers astray at a moment's notice.

    The Fe-Fiada (rare/mythical): A supernatural mist which, whilst rare, will blanket the entire forest when it does appear. Voices and visions can appear in the mist, and magic users will find their abilities... unreliable.

    Elephant Beetle (common): A relatively unintelligent, giant black beetle that cannot fly. Males grow long tusks and both adult genders grow to around 4 foot. Though their brains are particularly small in proportion to their size, they are capable of carrying several times their own body weight and are commonly found around Fae villages where they labour in exchange food. These beetles can shift objects with their tusks and though slow, can be ridden or pull carts.

    Cat Sìth (uncommon/mythical): A terrible omen in the woods, the Cat Sìth takes the form of a black feline with a white spot upon its chest. It lingers nears the gravemounds of the freshly buried. Fae myth dictates that the creature will try to steal a soul away from its intended route, so that it might never reach the gods.

    Red Lichen (common): Found in the pools of water beneath the falls, this lichen is safe to touch but toxic if consumed. It will attach itself eagerly to any surface and multiplies quickly.

    Undine (rare/mythical): A creature rumoured to live behind the waterfall, its voice can be heard singing sweetly on clear nights when the moon is new. Shy and reclusive, it hasn't been seen for years.

    Whisper Fish (common/mythical): This strange species of fish live in the river that winds around the Bodega. With a vocal range that is not unlike a parrot's, these fish can be heard telling fragmented versions of Fae stories and lore, often gathering in small groups and performing strange one-word story monologues with each other.

    Tulmhainar (rare/mythical): Its name means earth and world and turtle and it is just that. A gigantic turtle so large that it has its own gravitational pull, the tulmhainar looks like a mountain given life. With earth and illusion magic, there is currently only one tulmhainar in all of Caido. It feeds off of memories, usually creating an illusory world where it in human-form and its 'storyteller' can talk.

    Papermoths (common): These moths are roughly the size of a piece of paper, and when their wings are relaxed and flat, words from actual book pages can be clearly read. This is a defense mechanism which has evolved from all their years living in the Undercroft; if they land on an open book, their wings mirror the words on it for up to 3 days. These creatures are totally blind, and the dust from their wings serves as a natural preservative for the pages of the books.

    Morgen (rare/mythical): A bad omen, Morgen is often blamed when the Stonesong bursts its banks. She likes to prey on men, in particular, and can be seen by moonlight in the reflection of the river. A creature of ethereal beauty, she will beckon onlookers to join her in the water. But beware any who do - at the first chance Morgen will snag and drown her victims, dragging them to the bottom of the river to feast upon their flesh.

    Goldfish (common): Swimming in huge shoals and growing up to half a metre in length, these fish are prized for their meat and gleaming scales. They often swim downriver, presumably heading for the sea.

    The Naiad (uncommon/mythical): A title given to a young Fae at birth, the Naiad is said to bring luck and fortune to the Sea of Branches. Visitors to the village will often see the Naiad being carried upon a litter - tradition dictates that their feet must never touch the shore, else ruin will come upon the settlement.

    Afanc (rare/mythical): A horrific beast rumoured to live at the bottom of the Drop, the Afanc is unaffected by its raging current. Very little is known about it, other than it resembles a large octopus and that its teeth rival the size of the stones that border the Drop.

    Halo
    What was once a stable northern plain has been reduced to a glacial desert by a long forgotten magical disaster. The Tundra is vast and lonely, hosting only a few scattered remnants of its former nomadic tribes Inhabited almost entirely by hostile carnivores (including ursurs, frost giants and wolves), few venture through this region except to get to the Citadel - a bastion of civilisation in the wasteland.

    Communication is difficult between Halo and the rest of Caido for obvious reasons. Messages take a great deal of time to reach the Citadel, carried on the wings of ravens or (very rarely) delivered by couriers on horseback. That isn't to say trade is impossible, however.

    The Fangs - a perilous mountain range in the Tundra - is rich with a diamond coloquially known as Mageglass. This mineral can greatly amplify the magical power of any Abandoned who wields it, and it is considered a rare and valuable export of Halo.

    Frost Giants (Uncommon/mythical): Standing 6m tall, these creatures are largely nomadic because there is often not enough food for them to live in groups. Clothed in animal hides or sometimes nothing at all, these giants have skin like leather that protects them from the elements. Capable of tearing humans in half with their hands, they attack anything that moves and can rarely be reasoned with.

    Water Elementals (Uncommon/mythical): Not much is known about these creatures other than that they appear during particularly nasty storms. With the ability to manipulate the water in the icy-landscape as well as that within your body, water elementals range from incredibly dim-witted to quite clever.

    Eirachi (Rare/mythical): A lesser god-like creature, the Eirachi cannot be summoned by any predictable means, but has a knack for appearing when her icy and manipulative nature will be most advantageous.

    Ursur (Common): These gigantic polar bear-esque creatures boast thick woolly coats and long serrated tusks. They feed primarily on luxere and wayward explorers, but will eat anything that once had a heartbeat.

    White Dragons (Rare/mythical): Living in underground tunnels that are warded with ice and snow, white dragons hoard treasure and anything they deem beautiful. Often this means that one might find gold, gems, and frozen humans stored in their caves. They can speak the basic common tongue and can communicate telepathically with the attuned, though they are secretive, vain, and usually aloof and unhelpful.

    Luxere (Common): Luxere are a species of reindeer who through genetic mutation have developed bio-luminescent antlers. Their antlers glow a soft golden colour and they seem to naturally repel dark magic as well as magical darkness. Though they are kind and gentle, they are also rather skiddish, dislike loud noises and tend to avoid dark-magic users and favour light-magic users. They like fresh fruit, hay, and singing.

    Memory Snow (Common): When shaped, the fallen snow seems to retain a memory of that shape and will reform if disassembled (snowmen who are knocked over or who melt will immediately reform when possible)

    Ningo (common): A fat all-white bird that produces high-quality meat. Its feathers are often used to line jackets and hats because of its insulating qualities.

    Caido is a continent roughly 9 million km2 (approximately the size of China)

    Click here to learn about Caido's Flora and Fauna

    Here is what our characters have discovered so far:

    Hollowed Grounds

    The Hollowed Grounds were 'discovered' by a group of characters who were suddenly pulled from their former lives and onto Caido, during the Where Angels Fear to Tread SWE. Later discovered in The Core and the Voice, the Voice, a self-proclaimed New God was running a program that scanned the galaxies for life and then reassembled those consciousnesses within the barrier in an effort to free herself.

    The Hollowed Grounds were once a largely decimated area encased by a hazardous magnetic field. In 308 PC the barrier was lifted and the Hollowed Grounds became a part of the Caido-continent once again. Though there are still burn marks in the earth from where the barrier was, the land is slowly healing.

    Greatwood

    At the conclusion of the Spire Plot, our characters finally managed to lower the magnetic barrier that had been surrounding the Hollowed Grounds for over 300 years, in The Core and the Voice. However freedom from the barrier was not so straightforward. To the south violent sandstorms and rock-walls emerged that proved impenetrable, while to the west raging elemental storms continued ceaselessly. The only way to go was north, into the Greatwood.

    Though this enchanting forest is large, it is not easy to find. Magically warded by the Fae, only those who know the correct paths will ever be able to find themselves in the heart of this lush magical kingdom. Wanderers will simply find themselves turned around and spat out after having delved only a few hundred feet or so into the woods.
    Halo

    Spread through controversial means (the ascended), a blight took over the Greatwood and surrounding area during Leafchange/Deepfrost 309PC. This blight actually allowed the Voice to remotely view areas of the Greatwood from her place in the Spire, eventually allowing her to open a portal in the Mathair with help from the ascended. The newly opened portal lead to the frosty region of Halo: a vista of hidden wealth and an abundance of creatures who want nothing more than to eat you.


    The Hollowed Grounds

    The area immediately around the Spire is little more than a barren waste. A fine, black dust covers the ground - a mix of ashes and sand which, when kicked up by footsteps, can sting the eyes and clog the throat. Nothing grows here - the air tastes dry with death. There is no birdsong, no insects, no life. An obsidian tower dominates the very core of this place, striking at the sky like a black needle. The walls are smooth but for a square outline at the base of the structure which might be a door. The top has been blown open when our characters managed to make their way into the Spire, releasing the Voice from where she was held prisoner

    The ruins immediately around the Spire have been tamed by the new arrivals, creating a refuge in the chaos. Buildings have been renovated, repairs have been made to the streets and there are even a few rudimentary attempts to decorate.

    Temple:

    • Infirmary Situated at the back of the temple, the infirmary consists of a few rudimentary treatment rooms, a primitive ward and a large study.
    • Rathskeller Situated in the Temple cellar, this is the name given to the makeshift tavern that has been set up there. It can be accessed via the Temple but also through cellar doors outside which open into a short tunnel, and then the Rathskeller proper.
    Atheneum: A domed building which has been recently repaired from a catastrophic cave-in on one side. Though renovation of the interior is still underway, the half which is still accessible is grandiose and holds the remnants of volumes and tomes in a range of languages.

    Domiciles: What was once a well-established hamlet is now in fairly poor shape. As well as in the Fields and the Woodlands, the Naturals left inside of the bubble dwell here. The foundations of most of the homes are crumbling, though there are a few communities that seem hospitable with a little work.

    Old buildings on the verge of collapse, winding, empty streets, skeletal structures and hidden lanes and alleyways. Ruins dominate the city and make up the majority of its landscape. Exploration is dangerous…but it might be rewarding, too.

    The Underground: One of the streets has buckled inwards. Clearing the rubble away has revealed the entrance to a hidden cave system.

    The Bonebridge: Composed entirely of stones so white and cracked as to appear like bones, this bridge stretches across an expanse that seems always bathed in mist. To fall into the gorge below would mean almost immediate death.

    The Labyrinth: Once clearly the pride and joy of the Hollowed Grounds, now the Labyrinth stands as a deadly reminder of what nature can do when left on its own. The hedges have grown so wild that at times it is hard to see the sky from inside. Thorns grow from some of the hedges and it seems entirely unclear whether or not the bushes actually remain in the same place

    The Settlement : The Settlement is perhaps the only area of the Ruins that looks moderately habitable and not completely run down. This is where the Naturals do most of their trading and where merchants and other peddlers set up their wares for sale and trade.

    The Outskirts might once have been an extension of the fields, but are now clearly demarcated by the ring-like shape of absolutely barren land. Once a magical barrier separated the Grounds from the rest of Caido, but it has since been removed. Now there is only a barren scar in the earth that indicates where it once was.

    Fields: While the Outskirts are the most dangerous of the areas around the Spire, there is also fertile ground here. Soft earth and vegetable patches abound, making it an attractive place to grow crops. There are also a few herds of animals roaming.

    Woodlands: The dense trees in the Woodland seem to stifle all sound making them unnervingly quiet. In some places the foliage is so thick that almost all light is barred from reaching the ground.

    A small spot of completely natural beauty sits in the shadow of the Spire. So completely at odds with this desolate wasteland, the Glade boasts a circle of fragrant trees and a rolling expanse of sweet grass. The sound of birdsong and distant, babbling water suffuses the place.

    Oasis: The Oasis is like a piece of paradise in an all but ruined world. A stream rushes out from between the face of two rocks, producing a pool of water which is deep and calm and serene. Some even say that it has healing properties.

    The Greatwood

    Though this enchanting forest is rather large, it is not easy to find. Magically warded by the Fae, only those who know the correct paths will ever be able to find themselves in the heart of this lush magical kingdom. Wanderers will simply find themselves turned around and spat out after having delved only a few hundred feet or so into the woods.

    Regular forest animals can be found in abundance here (animals normally found in temperate deciduous/coniferous forests, such as deer, moose, porcupines, eagles, crows, foxes, woodpeckers, wolves, cougars, etc).

    Given that very few travelers other than the Fae find themselves in these woods, most of the animals are quite friendly and have lost many of their flight instincts when it comes to strangers.

    Dozens of hidden pathways seemingly lead to this safe haven, though only those with keen eyes and knowledge of the area will be able to follow them. The thriving heartland of the Fae, much of the ground area is used for communal purposes. A marketplace shields one edge of the village, and the centre boasts a beautiful square which is open to the skies above. The trees are filled with homes of the Fae, suspended as if part of the forest itself. In the evening, their light suffuses the branches with a warm glow.

    The Observatory: Delicate stairways and ladders cover the trunk of the tallest tree in the village. Nestled in its topmost branches lies the Observatory, where Fae might read the skies or hope to catch a glimpse of Star Whales.

    The Bodega: A picturesque market of individual stalls set on the bank of a crystal clear river.

    Undercroft: Deep beneath the roots of an ancient oak, things are not what they seem. This warm, dry underground space contains troves of information; grimoires, tomes and tales of the Fae.

    The name of this fast-flowing river comes from the oddly shaped rocks which jut out from its depths. When the water and air rush through them the river truly sings in a soft and haunting melody. But whilst life is abundant here, it is as treacherous as it is beautiful.

    A dense and eclectic maze of trees, the clue is in the name for the Wildwood. It is easy to get lost or turned around, and travellers will often find themselves right back where they started. Brimming with life and illuminated by Will-o-Wisps, this place truly is a wonder to behold.

    Ludo's Wood:There exists within the Wildwood a thicket of trees where the Fae bury their dead. Lanterns are buried with the bodies so that, in the afterlife, the dead might find their way to Mort and his herald, Ludo. These woods are almost certainly haunted, and the trees grow in a reddish colour with a texture like old skin.

    Crimson Cataract: A waterfall that begins as a clear trickle plummets from the mouth of a cliff into a vast pool that is entirely crimson. Due to a species of lichen that grows at the bottom, the water appears a dark ruby colour. The lichen is quick to attach to any surface and multiplies quickly.

    Mathair: The oldest tree in the Wildwood. Notoriously difficult to find, it is said that this is not really a tree at all, but a goddess in her own right. The tree is rumoured to bleed when cut, and bears fruit capable of staving off hunger for days.

    Halo

    What was once a stable northern plain has been reduced to a glacial desert by a long forgotten magical disaster. The Tundra is vast and lonely, hosting only a few scattered remnants of its former nomadic tribes Inhabited almost entirely by hostile carnivores (including ursurs, frost giants and wolves), few venture through this region except to get to the Citadel - a bastion of civilisation in the wasteland.

    Communication is difficult between Halo and the rest of Caido for obvious reasons. Messages take a great deal of time to reach the Citadel, carried on the wings of ravens or (very rarely) delivered by couriers on horseback. That isn't to say trade is impossible, however.

    The Fangs - a perilous mountain range in the Tundra - is rich with a diamond coloquially known as Mageglass. This mineral can greatly amplify the magical power of any Abandoned who wields it, and it is considered a rare and valuable export of Halo.

    An icy jewel in a frozen and unforgiving wasteland, the Citadel is the single thriving civilization within Halo. The city walls are steep and the people are hard and untrusting. One message pervades this society above all else: Stay warm. Stay alive.

    Palace: Situated in the centre of the Citadel, with spires and turrets piercing the sky for a view that spans miles in all directions, one would not be blamed for thinking the Palace was made of ice. A structure of clear, sharp lines, glass and stone and snow, it is the largest edifice in the Citadel by far, and home to Halo's seat of power.

    Snowcloak: Bustling around the Palace like an embrace, the town of Snowcloak boasts the majority of the citizens within the Citadel. Hunters are all but considered heroes, bringing back meat and fur and fuel for the people - a people who know better than to trust easily. It is considered a crime to allow a fire to burn out, here.

    A haunting wasteland of snow and ice. Once hospitable, the Tundra is now a world of death preserved on ice. What will kill you first? The elements? Snow-blindness? Or the monsters that roam the endless cold

    Sea of Glass: A frozen sheet of water covers this inland sea. Though it appears sturdy, elementals frequent the area and are wont to crack the ice beneath a wayward traveller's feet. Beneath the surface, rumours of lurking gargantuan creatures abound, but the water is too cold and the ice too thick for anyone to have verified this.

    The Fangs: The mountains that crown Halo are sharp and unforgiving, earning their predatory name. Within lies an endless labyrinth of tunnels and abandoned mines; the wind howling through them causes the Fangs to sing, and their melody can be heard right across the Tundra. There is hearsay that Mageglass may be found here.

    Whitebrim: Once home to a large tribe of Tundra natives, Whitebrim is naught more than a frozen shell. Now an outpost in the midst of snowy ruin, the settlement does still host a few inhabitants - all of them exiles from the Citadel. Their motivations are questionable. Meat is meat. Run.



    RPG-D