Court of the Fallen - Guidebook

The guidebook is a comprehensive directory of all the information available on CotF.
Last updated 2025/07/16

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.

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Regional Scores
Regional scores are a numerical indication of a region’s level of advancement. The higher the score, the ‘nicer’ it is to live and visit the region; it may also enjoy more societal advancements and/or upgrades. Click here to view each region's current score.

Certain types of threads completed within a region (in any board) may positively or negatively affect its regional score.

Completed PQ      +1
Completed PQ+      +5
Unsuccessful PQ+      -5
Successful KQ      +8
Failed KQ      -10
Completed RQ      +13
Invasion      -15
War      ?
Admin fuckery      ?

Regional Score Scale

0-10 | Lawless and wild. Spending the night here might mean death and even travelling through invites danger. There are no established pathways and the flora and fauna reigns supreme. It will take you longer than average to cross this area and wagons rarely make their way through.

11-20 | Untamed. This area has a few trails that can reliably be used as a means of transportation, but danger is always close at hand. Vigilance is recommended when spending the night here.

21-30 | Comfortable. Roads and rudimentary housing have been established, and wagons and other delivery services are regular thoroughfare. Crime and some dangerous fauna may still cause problems.

31-50 | A “nice” place to live. Some advancements and upgrades may have been made, and society is thriving. Fairly safe with a well established culture and widely available amenities.

51-80 | A region with plenty of advancements and conveniences, along with well-defined architecture and aesthetics. There is a low rate of crime and widespread access to medicine and/or magic if needed. Gain +1 luck as part of your regional feat.

81-100 | 10/10 would live. A region riding on the coat-tails of success, there are many notable advancements and citizens can enjoy an easy life free of poverty, crime and disease. People want to move to this region. Gain +3 luck as part of your regional feat.

101-120 | Practically paradise. The epitome of civilized life, people consider it a privilege to be able to live in this region. Technology may be extremely advanced, or there may be numerous magical benefits. Peace reigns and citizens enjoy a life of abundance and success. Gain +5 luck as part of your regional feat. Residents cannot be cursed at shrines within this region.

121-140 | Gain +7 luck as part of your regional feat. Residents cannot be cursed at shrines within this region.

141-160 | Gain +9 luck as part of your regional feat. Residents cannot be cursed at shrines within this region.

161-180 | Gain +11 luck as part of your regional feat. Residents cannot be cursed at shrines within this region.

181-200 | Gain +13 luck as part of your regional feat. Residents cannot be cursed at shrines within this region.

201-220 | Gain +15 luck as part of your regional feat. Residents cannot be cursed at shrines within this region.

221-240 | Gain +17 luck as part of your regional feat. Residents cannot be cursed at shrines within this region.

241-260 | Gain +19 luck as part of your regional feat. Residents cannot be cursed at shrines within this region.

Traveling around Caido

Caido is roughly the size of China and is spread across several regions. Whilst we make use of liquid time on the site, below you can find some information on modes of travel to help you navigate the world realistically.

Skyships

Skyships are floating boats that can sail between established ports. Currently, there are skyports in Halo (in the Citadel), the Greatwood (in the Sidhe Village), Torchline (at the Kaiholo Port), and Stormbreak (the Skyport). Skyships can also land in King’s End (the Boondocks), and near the Climb (carefully, though!)

On Foot/Shifted

On CotF we assume that people can travel 30-50km per day (based on your END stat). With animal shifts this amount will change, so in order to make use of the map below, Google the average movement speed of your animal or how far they can travel in a day, and divide it by the distance you want to travel. Mythical animals are generally capable of 2x speed, and demigods or others who have maxed out their stats can push the upper limits of travel as well.

Note: The Draig Cordillera that bisects Caido is incredibly treacherous to cross. When trying to walk/fly through the mountains, triple the amount of time it would normally take. Wagons never cross through here.

By Wagon

You can assume that there are always various wagons going from region to region and within the Wilds. Frequency is based on that location’s Regional Score. You can triple walking speed to have an idea of how much ground these wagons can cover in a day.

Portals

During the Voice’s time on Caido, a number of portals were established across the continent that provided immediate and convenient access to the rest of the world. With her death, the portals went offline and no longer function as a means of travel. Stepping into a portal now does nothing.
Training

Training is one of the main ways your character can improve their stats over time. This system rewards characters who actively participate in skill-building, sparring, and other intentional combat practice.

Basic Overview

Each season, your character may complete up to two training threads to gain +1 stat point per thread. These points can be applied to the following stats:

  • Endurance (END)
  • Strength (STR)
  • Dexterity (DEX)
  • Arcana (ARC)

Luck can never be trained.

You may write more than two training threads in a season for narrative or character-building purposes, but you may only submit two for stat gain.

What Counts as Training?

To qualify as a training thread, your thread must:

  • Include two characters (they cannot both be yours, and group training threads cannot be completed without admin approval)
  • Use the [training] thread prefix
  • Contain at least 4 attack and/or defense posts per participant (one character can attack and the other can defend, or it can be a combination, but there needs to be a clear attack OR defense, per character, each post)
  • Be started, completed, and submitted within the same season. (Completed threads should be submitted to the Character Account Updates thread
  • Include clearly marked post numbers (e.g., 2/4, 4/4) for tracking

Training threads should be Intentional

Training threads must be focused on intentional skill-building using the tools and abilities your character would use in a fight. Acceptable examples include:

  • Sparring with weapons or hand-to-hand combat
  • Using magic or mythical shifts in combat situations
  • Dodging, blocking, or defensive maneuvers
  • END/STR drills that involve active effort in relation to the other character in the thread, not passive activity

Activities that do not qualify include:

  • Purely playful or casual games without combat/skill building intention
  • Running, swimming, lifting weights, or similar physical activities unless they're part of actual combat exchanges
  • Giving advice or supervising someone else’s training
  • Training purely against a dummy/target, NPC adversary, or flora/fauna

Assisting another character does not count as training unless you are actively attacking or defending yourself

Training Arcana

You can use your seasonal training threads to increase Arcana, but the thread must involve arcana-based attacks or defenses (i.e., magic or mythical shifts). Simply casting spells without a combat goal or showing off magical effects does not qualify.

Submission & Deadlines

  • Training threads must be completed and archived before the end of the current season
  • They must also be submmited to the Character Account Updates thread in the same season
  • Late or incomplete threads will not be accepted for stat rewards

If you're ever unsure whether your idea qualifies, feel free to DM your Admin Chat!

In-Character History
       

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

First came Caido - allfather of the gods and namesake of the very planet it created - and Dygra, goddess of chaos and entropy, a natural shadow cast by Caido’s great form.

Next came Mort, Vi, and Rae; fledgling deities in their own right, holding dominion over death, life, and nature.

With Caido’s blessing, this trio created a race they would come to name the Accepted - blessed by the gods, the title was fitting. Rae, though, could not resist tweaking things a little - it was Rae, specifically, who coaxed the first Attuned into being. That ought to have been enough, but - perhaps due to some residual magic hurtling around the planet, or even mutations in the atmosphere itself - the race that we now think of as the Abandoned came to be. Born with innate magical potential, 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. From the small, winged Fae of the woodlands to the aquatic Merfolk of the deep oceans and the demonic, chaotic inhabitants of the volcanic reaches (known now as Ancients, beloved by Dygra), there was room on Caido for all. But it was common knowledge that the Accepted, the Attuned and the Acquired were most beloved by the trio.

And so it was.

       

Empires rose, kingdoms dotted the land and the wheel turned and turned again upon itself. The trio of gods gave themselves heralds to share their good work: for Mort came Ludo, trickster, spirit guide, keeper of memories and dreams; for Vi there was Safrin, lady of the cosmos and mother of the stars; for Rae, Frey appeared as dual aspects of sensuality and the natural world.

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. Not one to lose a playmate, Dygra soon followed, plunging herself and her children into a deep and stony slumber. Having held dominion over things during this time, Mort, Vi and Rae felt more than capable of keeping the world going. (And perhaps they even made a few changes of their own, out from beneath Caido’s watchful gaze). But not all was well.

Without ample supervision, the Acquired grew more and more powerful, but also more clever. They began to unlock secrets previously known only 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 advancement at their backs, they very nearly claimed it. Indeed, an intrepid young Acquired, powerful even for her kind, fashioned herself as a New God, naming herself The Voice - voice of her people, voice of the future - and staked her claim against all that had come before.

The conflict raged far across Caido, leaving no corner of the world untouched by its travesties. Alliances formed and disintegrated; racial tensions bubbled over. Champions of the trio and their heralds - known now as the Old Gods, particularly by the Acquired - appeared as demigods in their own right, armed with powerful relics and abilities beyond the scope of any of the other races. But despite all efforts, The Voice and her ilk could not be toppled.

She could be trapped, however.

It was a monumental effort, costing the lives of demigods and thousands of mortals alike, but the Old Gods succeeded in encasing The Voice within a region that would become known to all as the Hollowed Grounds, sealing the area with a divine barrier. No one in, no one out. To maintain the barrier, the heralds Ludo, Safrin and Frey remained within as well, cut off from their parent deities in an act of great sacrifice.

And so the era of Post-Cataclysm began.

       

Time passed. Centuries, in fact, allowing the world to heal and recover. Any Acquired became branded as Abandoned, scorned by the gods, and the world forgot the Hollowed Grounds and all that lay trapped within.

The Voice, though, did not forget. Within her barrier, among those left behind (for not all could be evacuated, and no small number of citizens were caught in the trap as collateral) she continued to work, to experiment. Magic became technology, imperfect became perfect, what was mortal became Ascended, and while she remained unable to reach Caido from her prison, other worlds… well, they were not so difficult to contact.

Unbeknown to those outside, new arrivals began to populate the Hollowed Grounds. Named as Outlanders by those still native to the region, these people brought new ideas, new opinions, new knowledge with them. And although they did not know it (for often their appearance was random, strange and unknown even to the arrivals), their purpose was one and the same: find a way to lower the barrier and, by proxy, free The Voice.

Let it never be said that the power of mortal curiosity is a small thing. It took time and no shortage of tenacity, but in the end the barrier did fall, granting liberty to all within, The Voice and her new race of Ascended included. And thus all the ingredients for another war were thrown together, unintentionally or otherwise.

Over a span of three years and amid growing unrest, the Old Gods united with their heralds and history seemed, at first, doomed to repeat itself. New demigods followed in the footsteps of their predecessors from the first war; ancient relics reappeared, arming those determined to fight for their cause, be it for the Old Gods or the New, and with The Voice too advanced now to be trapped a second time, all out conflict was inevitable.

The stage, this time, was set at the top of the world in Caido’s great Cordillera, and whilst the outcome would ultimately see The Voice fall at last, in her place rose Caido anew, alongside its shadow goddess Dygra and her Ancient children.

       

In the time that followed, an uneasy peace trembled throughout the world like a fledgling bird, treated with care and caution in equal measure. And for good reason - no sooner than hope began to kindle in earnest in the hearts of the citizens of Caido, something appeared in the skies overhead. That something grew, hurtling closer, only to finally make impact deep within the Arclight Ocean, leaving in its wake an ominous, violet wreathed island. Starfall had arrived, and with it a host of void-touched, otherworldly creatures, led by a force known only as The Family.

Alien, certainly, but veiling themselves in the trappings of any child of Caido, The Family walked unnoticed for some time through the world, while scores of void flora and fauna ravaged the surrounding areas. Their goal? Conquest, whether through the assimilation of Caido's people or, failing that, their complete annihilation. As the void infection buried its claws deeper into the regions, affecting not only the environment but, in rare cases, the citizens as well, the first members of The Family began to make themselves known.

Dahlia revealed herself first, pretty as her name but possessed by a mania that made her deadly and unpredictable, her ambition came second only to her violent shifts in mood. Pierce came next; a powerhouse of muscle and void energy, he ensured that no threat to The Family or its goals went unchallenged, his punishing nature hidden behind a veneer of cool indifference. Vox - the voice of their group - was heard more than he was seen, broacasting updates, invitations to join the cause and the increasingly violent consequences of resistance to such efforts. Finally, pulling endless marionette strings in the backround, the leader of The Family stepped forward in the form of a soft-spoken and unassuming man calling himself Dorian. Saying little and giving away even less, his presence alone was enough to unsettle all those he encountered. With fresh conflict arriving on the heels of short-lived peace, the response from Caido's regions and its gods was both immediate and explosive. Demigods banded together to organise expeditions to the eerie purple isle, eager to learn its purpose; Vi and Rae encouraged the growth of purifying blooms that would cleanse areas of infection in the form of sacred roses and lilies. Continued effort revealed that, at the heart of Starfall, a void-born god lay sleeping, incubating, awaiting the day when the world was ripe for takeover. Ultimately, unless the island itself was cleansed, Caido was only buying itself time with its efforts.

Across a span of three long years, a vicious tug of war ensued between The Family and those desperate to secure Caido's future. Blackmail, hostility and murder kept tension on a knife's edge, but despite diminishing odds, inroads continued to be made into the depths of Starfall to reach its void-tainted core. The stage seemed set for a confrontation the likes of which would rival that between the old gods and The Voice.

In the end, though, The Family proved to be its own undoing. Having become increasingly reckless, Dahlia was baited into engaging with a group of demigods in battle, the result of which saw her cleansed of every whisper of the void after being pricked with one of Vi's Roses. Weak, mortal and utterly at the mercy of those she would subdue, the ripple effect among the remaining members of The Family was immediate. Desperate to reunite with their sister and to restore her to what she had once been, a period of tense negotiations followed until, at last, they agreed to vacate Caido in exchange for her safe return.

And while the void infection still lingered in places, leaving its scars until it could be healed of the corruption, The Family were as good as their word. Vanishing back into the cold expanse of the cosmos and carving out the core of Starfall to take with them, now all that remains of their presence is the island itself; a hollow reminder of a calamity that very nearly came to pass.

Out of Character Timelines
The Hollowed Grounds

We initially started Court of the Fallen in the season of Leafchange, 308PC (Post-Cataclysm). At this stage the only boards visible to members were the Hollowed Grounds and its sub-boards, and all characters, whether native to the Grounds or Outlanders, were trapped behind the barrier with The Voice and the heralds. As a race, the Ascended were not initially set up as the villains in this, but rather a fun ‘other’ race to play that acted as a species of robo-vampires tied to The Voice.

Outlanders were included as a way for members to bring in characters from pre-existing sites in order to get COTF off the ground and running, but we managed to tie this nicely into the IC history.

Eventually, through exploration and uncovering established lore, the combined efforts of the site succeeded in bringing down the Hollowed Grounds barrier by entering the Spire sub-board and reaching its peak. Within, they find the desiccated physical body of The Voice, maintained by a strange mechanism within her chest (which we named The Core). The removal of The Core caused the barrier to drop, but The Core mysteriously vanished in the process. This would prove critical later in the plot.


The Greatwood

With the removal of the barrier, this allowed us to “unlock” the next area of our map: The Greatwood! As we had already decided we wanted to reveal the world piece by piece to avoid overwhelm, we set up magical storms in each direction to avoid characters exploring too far. This was explained IC by the Old Gods trying to prevent The Voice and her Ascended from being able to roam away from the Grounds following her immediate release.

With the GW, we also introduced the Fae as a playable race, however they never really took off, so they were downgraded back to natural fauna that populated the forest.

During this time, organic conflict was already beginning to develop between characters who supported The Voice and others who were on the side of the Old Gods. Part of this conflict involved the discovery of “Portals”, Voice-created gateways allowing characters to instantly travel to different areas.

Having discovered a Portal in the Greatwood and also beneath the Spire in the Hollowed Grounds, after much debate and conflict about their use, a group of characters eventually succeeded in stepping through one. This allowed us to unlock the next area of the map: Halo.


Halo

With Halo, we opted to have a few playable characters already present within the region to help drive the plot and to perpetuate the idea that Caido as a world always existed outside the Hollowed Grounds, and the characters were only just now joining this expansive new landscape.

Among these playable characters were a small handful of other Outlanders, explained IC as imperfections or glitches in the Voice’s method for bringing through characters from other worlds. At this point in time, new Outlander characters could still be created, but would always arrive at one of the discovered Portals.

As part of Halo’s discovery, we also introduced the first of our seasonal deities - the Deepfrost goddess, Eirachi. A combination of plot information from this goddess and our Ascended characters’ drive to find new Portal locations quickly resulted in us being able to unlock the next part of our map.


Torchline

The tropical paradise of Torchline coincided with the release of our next new race - the Merfolk! These are still playable to this day, although their numbers are quite small in comparison to our other races.

At this stage we allowed things to grow at a more organic pace, given the number of regions available for our characters to explore and call home, and many personal plots developing alongside the larger, worldwide plot. Ascended characters began to carve a place for themselves and create new shrines to The Voice; characters supporting the Old Gods attempted to thwart these efforts and try to figure out the overall “Why” in The Voice’s return.


The Climb, The Wilds, and Stormbreak

The Climb and the rest of the Wilds were introduced by way of our characters discovering the other seasonal deities - the Longheat god Tanau, the Leafchange goddess Mathair and the Flowerbirth god Ghilio - and making an effort to battle through the magical storms that had been barring the way around the Hollowed Grounds. These areas did not contain Portals and were not habitable regions, but gave our members more freedom to explore and “connect the dots” around the map.

With the Wilds we also unveiled the last of our inhabited regions, Stormbreak, hailed as the capital of Caido and with some very strict and xenophobic rules. (Any Abandoned who set foot in the region would turn to stone, and the region was strictly against The Voice and the Ascended). With Stormbreak we also established a group named The Order as a driving force for the Old Gods and their fight against The Voice.


War

As the plot progressed, we had always intended for war to break out one way or another as things came to a head with the Old Gods vs The Voice. We had initially planned this as an IC event, with two outcomes set and ready to go depending on who came out on top, and introduced “relics” (very powerful items beyond the scope of what would usually be earned or created via levelling) for characters to find and assist them in the fight to come.

However, despite wanting to keep neutrality in the “right” and “wrong” of it all, as the world unlocked, our Ascended characters and Voice supporters became the unintentional villains of the story, and it became increasingly difficult for members who had played these characters for three years to consistently be on the bad/losing side.

Realising this, we gave our site a choice and allowed them to decide OOC whether to go ahead with the IC fight, which would naturally have consequences, or to opt for the Old Gods to win automatically (as this is the way things were leaning) and have us as admins write it out narratively but with the caveat that no characters would die in this main effort (unless members wanted them to, in which case we wrote it into said narrative).

Our members opted for the latter, and so this is what we did!

Whilst releasing “chapters” of our main narrative fight, we allowed members to throw their other characters into lower risk war efforts, and they could meanwhile read about what was happening to the main group. The main fight would eventually see characters into battle against the allfather Caido, infected by The Core (after vanishing from the Hollowed Grounds, it embedded itself into Caido and would have eventually taken over completely).

Removing The Core from Caido ended the war, and we created Dygra and her Ancients retroactively as a way for our Ascended characters to change to this race. (Hence why no Ancients were around prior to this point!)

This was an intentional admin choice - the war’s end eradicated The Voice and eliminated any bad feeling and ties the Ascended might have to villainy, and it would allow these characters to continue their stories while starting fresh. Because of how things were decided OOC, there is really no stigma against anyone who used to be an Ascended, even though there probably should be.


Astral Disaster

After giving our members - and ourselves! - a period of time to decompress, to enjoy not having war on their doorstep, and to work on their personal goals and plots, we have begun our new site-wide plot with Starfall, a meteor which has crashed into the Arclight Ocean and formed a mysterious, void-infested island.

King’s End (formerly part of the Wilds) has been promoted to a habitable region, the Greatwood has been abandoned and has been overtaken by the void creatures, and a strange band of characters called The Family are beginning to stir things up for Caido and its residents.


Starfall

The Family succeeded in toppling Stormbreak and taking control of the region, released periodic broadcasts directly into the minds of citizens inviting them to become part of The Family and began to double down on their efforts to introduce the void to as many parts of Caido as possible. Thus began the tug of war between our members and the void, fighting to infect areas or to cleanse them and stop the spread. Some characters did choose to become infected during this time, introducing another layer of IC tension as relationships became strained and the waters muddied between a straightforward fight between 'good' and 'bad'.

To introduce the next element of the plot, we selected a random group of characters to experience an IC collective 'dream' about Starfall, suggesting that additional members of The Family were present on the island, as well as a god-like creature slumbering at its heart. The goal was clear: spread this information IC, get to the centre of Starfall and stop The Family before this god could awaken.

Members - particularly those with high-level demigods - banded together IC to plan trips to Starfall, which we organised as a main board with several sub-boards, each needing to be cleansed separately by way of a KQ and a rare IC item that could only be found randomly within threads. Whilst the stronger characters focused on the fighting, lower levelled characters put monumental effort into finding as many of these rare items as possible.

In the meantime, The Family continued to up the ante, causing character deaths in some cases and increasing their chokehold on the regions.

All of this took place over a period of nearly two OOC years and three IC years (wow!), and whilst real inroads were being made into Starfall, this level of high-stakes intensity over a long time was beginning to - understandably - stress everyone out, admins included!

Based on our site's input, we opted to end the plot early via a deal made between The Family and the rest of Caido, after one of their number had been cured of the void and rendered entirely mortal. In exchange for the return of their kin, they agreed to leave Caido and find another speck of space to infect.

Regional Assets

Once per season, a region's leadership can decide how best to utilize the time of its NPC citizens. Leadership (this includes rulers as well as any official positions like a council), must meet IC each season to determine where to allocate their NPCs. If all members of your leadership are not present, no decision can be made.

There are four different types of activities your citizens can perform:

Harvesting Resources

Each region comes with unique resources that can be harvested.
  • Halo: Eirachi's Tears | Curious, teardrop ice formations found on the loneliest reaches of the Tundra. They give off a soft glow. May imbue an item with ice damage.
  • King's End: Unicorn shavings | Found all over King's End as its local herds of unicorn's rub their horns to sharpen and control growth. May imbue an item with healing magic.
  • Torchline: Tumseashells | The shells of Tumseas which have washed up on Torchline's shores. May imbue an item with +2 LUCK.
  • Stormbreak: Dragonleather | Crafted by Stormbreak's master blacksmiths, this leather contains shed dragonscale from the companions of Dragoons. May add an armour element to an item.
  • Hollowed Grounds: Bottled Lightning | Painstakingly captured on the Levinsward each season, the container must remain sealed until use. May imbue an item with lightning damage.

Each region's harvested resource can be traded or combined to create a basic magical item. It takes two resources to create each item, and the items must be related to the resources used to create them. Want a wider array of options? Trade with other regions!
    Additional: 4 resources can create a medium item, and 6 can create a master item.

Soldier Training

Convert some of your NPCs into soldiers! Soldiers will automatically show up at any KQ or otherwise dangerous situation without your region to lend assistance.

It takes 2 seasons to train 1 level 5 NPC. Further training can either be used to train more soldiers to level 5, or to increase the level of the soldiers you already have. 4 seasons of training yeilds a level 7 character, and 6 seasons of training yeilds a level 10.

  • Soldiers can be killed during KQs.
  • It's up to you what race your soldiers are
  • Soldiers will be given a generic stat distribution

Regional Upgrades

Put your citizens to work upgrading your region! From fixing roads to house repair, having your NPCs dedicate their time to improving your region will increase your regional score by 5.

Tax your citizens!

Tax your citizens in order to pay for Big God Quests for your region. Citizens are taxed at a rate of 1000MP/Season + a regional bonus of 5x your current regional score.

Death

As a general rule, your character cannot be killed without your permission. We want to keep CoTF as stress-free in that regard as possible. However ‘permission’ is implicitly given in certain situations such as joining drops or KQs. Though it’s much more likely in a KQ than in a drop, character-choices will always have ramifications even in the most peaceful of settings.

Common scenarios for when death is and isn’t possible are outlined below.

In Normal Threads

In a ‘regular’ thread typically your character cannot be killed without permission. You may give permission on a case-by-case basis, or if you like to live dangerously, can give carte blanche permission in your character’s signature. Do take into consideration character stats if you find you’re attacking or being attacked in a thread. At any time you can ask an admin to intervene and roll for success/damage in a regular thread if required. Even in these cases, unless permission is given, characters will simply be knocked unconscious once their HP goes below 10%

In Drops

Unless specifically stated, Drops will never kill your character. Based on IC interactions you might be knocked unconscious or harmed.For the most part if you act reasonably in a drop and pay attention to the prompts given, there won’t be any negative ramifications.

In PQ+/KQs

PQ+/KQs are the most dangerous threads we have on the site, with KQs offering a high risk of injury, permanent changes to your character, or death. Level-locked KQs that are meant to help those working on early-level requirements are not meant to be incredibly dangerous. However, just like with drops, the actions your character takes will have consequences, which might up the difficulty in a given situation and put your character at greater risk.

With REs/Spirits

Treat RE/Spirit encounters as you would a drop, where the likelihood for danger is context-dependent but that in the normal course of the thread death should not occur. You will be given an explicit OOC warning if your character is about to stray into more dangerous territory.

With Gods

Treat God encounters as you would PQ+/KQs. Typically the Gods are not written with the intention of killing your character, however with varying levels of patience, any thread with a god has the potential for permanent alterations or death.

When You Yield or Surrender

In any conflict (outside of a standard admin-led KQ or PQ+), if your character surrenders or yields, they cannot be killed. For example, if your character is being attacked in an army vs. army invasion, or is being kidnapped as a leader, if they concede, death is off the table for the defending side.

In Conflicts You Initiate

In invasion-type threads where you’re the aggressor, there is always the possibility of death. Normally these threads are labeled as KQs anyway, but even in cases where the other side has surrendered, the attacking side is always vulnerable because they initiated the conflict.

Companions

Companions can always be killed outside of normal threads. Their HP is equal to your character’s endurance level, which is usually quite low making them vulnerable. Your companion does not always need to be with you, and so if you don’t specify that they have followed you into a PQ+ or KQ, normally they are assumed not to be there.

Below you will find descriptions of all of the CotF's 'add-on's for you to utilize!

Account Switcher

The account switcher makes it easy to move between your characters with just one click. You can attach them to your OOC account by going to the UserCP > Account Switcher, and then enter in the information to attach your character’s account(s) to your OOC one. That way, instead of having to log into each character, you should be able to click on their names in the member panel and it will automatically log you in and let you post from there.

Table Plugin/Table Disable

The table plugin also makes it easy to post from, without having to copy and paste the table codes into each reply. Go into UserCP, and at the bottom it’ll have an option for Posting Tables. Here you can create new tables and enter in the name for said table, the speech color, header and footer codes. Then once saved, and you go to post, you can click from a drop down menu on the reply and choose which table to reply with! When it comes to using the speech color, the code is [say]”words go here for speech color!”[/say]

The table disable will remove the tables from posts for users that prefer to not have tables while threading. It only works if the other characters have their tables as a plugin! You can turn off tables by going to UserCP > Edit Options. On the righthand side under Thread View Options, you can check a box that says ‘Disable posting tables on the forums for me.’ Once that’s saved, all tables that are being used in the plugin’s will be disabled!


Collapsing Sidebar and Sections

You can collapse the Sidebar on the main home page by clicking the little tab on the top left of the member panel that has 3 lines inside it. This will make the rest of the board larger and will hide the c-box and info boxes.

You can also collapse sections of boards, such as all of Halo, by clicking the little white rectangle on the top right part of each board category.


Return to Top Button

There’s a button that will float to the bottom of the pages with you that has a small arrow. It’s on the right hand side, bottom of the page. This makes it easy to scroll back up if you’re pretty far down the page. All you have to do is click this button and it’ll scroll you up to the top of the page all on its own!

How to Archive

When you’re done with a thread, you have the ability to archive it yourself (and we heavily encourage you to do so!) You can accomplish this by going onto the thread you wish to archive, scrolling to the bottom of the page or the last post, and on the bottom right above the quick reply there’s two buttons. ‘Archive’ and ‘New Reply’. All you have to do is click archive and it’s done!

Switch User

Switch User is an easy off hand to swap between the accounts you have connected in the account switcher. If you’re posting a reply and realize you’re on a different character from the one you want to post with, you can change this a couple of different ways. I’ve found the easiest is to scroll down to the section that says ‘Post Reply’ ‘Preview Post’ ‘Save as Draft’, there should be a white box to the left of these with the character you’re posting with. All you have to do is click on that and choose the character you wish to reply with!

*** please note that if you do it this way, copy your post so it’s not lost, as the page has to refresh and you might lose it! ***


Unanswered Threads

Unanswered Threads can be found in the Member Panel. This shows a list of threads that have received no response, with information as to who posted it, their location (board they’re in), and when the threads were started. Some of them are open and you can post to them should you wish to, others might be waiting for someone.

Shortcodes for Tagging, Linking to Profiles, and Linking to Threads

To tag a character, all you have to do is @ProfileName.

Some names with punctuation can be weird, however, and in order to tag these characters you just need to add quotes around the name. @"ProfileName" Which will work on characters like @"Ru'in" for instance.

Likewise, if you want to link to a profile but don’t want to tagsaid profile, the code for this is: [ProfileName] This way it won't tag the profile, but will link it. The difference between them looks like this: To tag: @Skylark. To link: [Skylark]. Both will link to the profile, but only one will tag and send an alert to the profile!

Thread shortcodes are pretty simple, and all you need is the thread number that you can get from the page URL. An example would be looking at this URL: https://cotf-rpg.com/showthread.php?tid=99 The thread number would be after tid=99. So to tag, all you have to do is type [thread=99] and it will automatically change to link the thread and add the thread name. [thread=99]
Supporting Characters
In all great works, supporting characters exist to help build and move along a story without ever receiving time in the limelight. These characters can help advance the plot, play out interactions between your characters in a more in-depth way, facilitate quest or guild achievements or simply act as an outlet for one of your creative sparks that don't warrant the commitment of a fully-fledged character. They are different from NPCs in that they can be reoccurring characters who can play a fairly major role in certain events. However, they are not meant to be treated or thought of as 'main' characters.

Supporting Characters can be made by anyone. You do not receive MP for making a Supporting Character, and they cannot level, win drops, or have MP prizes used on them. That being said, Supporting Characters can be almost any level, have companions, be any race (other than demigod or god), so long as their abilities/advantages are only ever used in a way which doesn't border on PP or being OP.

Members who write Supporting Characters for a certain number of threads receive MP for their efforts (and the love and appreciation of the Admin/Mod team).

    Example: Your Supporting Character might have a dragon, to facilitate a dragon-interaction quest that a PC currently has. Your Supporting Character might be an attuned with a mythical shift, so long as that shift is not used to give unfair advantages/disadvantages to other PCs without prior approval.
These characters are going to be fairly variable in what they are allowed to do, so see below for a few examples to help bring context to this class of character:
  • A Supporting Character could be an Ascended who attacks one of the Fae, to try and instigate a war between the races. A Supporting Character could not be an Ascended who destroys The Voice's shrines.
    The point here, is that your Supporting Characters can aid or obfuscate current plots happening. What they can't do is act wildly out of 'character' for an established plot line.
  • A Supporting Character could have a mythical shift such that your character is able to test their strength against them. A Supporting Character could not have a mythical shift just to wreak devastation for no reason. The point here is that the mythical shift provides flavour for writing, rather than just an unfair advantage.

Supporting Characters can/cannots

  • CAN be in PQs and 'count' as an actual participant
  • CANNOT be in PQ+/KQ+s unless the point is for them to die in some relevant way that adds to the plot. They would not take up a 'slot'
  • CAN visit shrines, if approved with the admin team first (We're busy; if we have time for an LOL shrine thread we will, but if not, we don't want to redirect our efforts towards a character that 'doesn't matter')
  • CANNOT level
  • CAN help others level
  • CAN be in drops (either for LOLZ or drama, or character-building) but cannot win them
  • CANNOT vote when it comes to deciding new leadership
  • CANNOT lead a guild. They can be part of a guild.
  • CAN absolutely just be written for fun.
  • CAN be made just to be killed off or meet some other dastardly fate.

Admin Offered/Suggested Supporting Characters

  • A smuggler from TORCHLINE with a rare and valuable item to fence/sell/barter/trade. Who will you align with? Will things go well? It's up to you! Speak with an admin and we'll tell you what your super-secret item is to trade!
    Proposed Length: 1-2 threads.

  • A cannibal in HALO. Attack the gates! Your hoard is with you! Try and take as many down with you as you can!
    Proposed Length: Depends how long you want to wreak havoc. Have you taken hostages? Have you been captured??
  • A trader in the HOLLOWED GROUNDS. Not unlike Ianto Dea Arduinna, this wandering trader has wares and goods for sale! Are you easy to negotiate with? Will you only speak in riddles? Up to you! Speak with an admin and we'll tell you what super-special items you have to trade!

  • A Vi/Mort/Rae/Safrin/Ludo/Frey disciple sent off to do a specific task!
    Proposed Length: 1-6 threads, depending!

Member Offered/Suggested Supporting Characters

Want someone to steal from your character, beat them up, try and steal your girlfriend or help you with a God Quest that requires a certain type of interaction? Why not ask someone to write a Supporting Character for you! Click here to see all offered/suggested member Supporting Characters.

Making a Supporting Character

  1. Register your account as you normally would.
  2. You don't need to fill out your profile. Details are helpful, but not required.
  3. Submit your application thread as usual, selecting 'supporting character' along with your normal race. Do not add stats or other details. Do NOT include a faceclaim in your profile. You can have one, but the face won't be 'claimed' for this purpose.
  4. Go off and write! :D

Transitioning from Supporting to Main

Oh, you've fallen in love with your Supporting Character? Want them to be able to level and have a more active role in the site? No problem! Just make sure your profile is filled out, and edit your character-application. Your character understandably will lose any companions/shifts/magic/etc that you 'had' for them. Though perhaps if they've made enough of a mark on the world, we'll let you keep one? Who knows!

Transitioning from Main to Supporting

Have a character that just doesn't belong on your main string? No problem! Just message an admin/mod about it and we can take care of it for you. Depending on how far along your character is in their story-line, there might need to be some changes made so that they better fit the criteria of being a Supporting Characters (i.e., guild leaders would lose that rank and so on).
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 identified.
    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 affect 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 metagaming (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 that you’ve joined (given the chance of death or injury).
  • Due to the nature of the content on CotF you must be 18+ to join.
  • Please join our Discord Server; all plot and announcement-related information is communicated here. Join here.

    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 an Accepted, Attuned, Ancient, or Abandoned of any age, and with any face claim (please click here to view used FCs). You cannot join as a demigod or a hybrid without using the appropriate pass.
        Note, characters do not level until they reach 16 and have weak abilities at best if they are an Attuned/Abandoned.
    • Your username should be your character's first name. Enter your last name into the separate 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. In CotF, 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). For repeated uses of NPCs, 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 weapons, 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, especially in the case of Leaders who have posting requirements.
    • 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".
    • A character may only pray at a shrine twice a season.

  • 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. The mental bond between character and companion extends about 30m.

    Non Race-Specific Companions

    Non Race-Specific Companions are those in the guidebook that have magical abilities and are often mythical. Some species are Race-Specific (as outlined below). These companions are rare and hard to come by; 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). Almost all animals in the guidebook can be bonded to, but speak with an admin to confirm!

    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. .

    • 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.

    • Ancient: The Ancients have the ability to bond to darklings. These companions can take up at most the size of a 2ftx2ft sphere. Darklings have the ability to turn into a small whirlwind.

    • 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.

    Deities
    All gods (besides Dygra) may facilitate the creation of the Attuned, and all view the Accepted very favourably whilst shunning the Abandoned. Dygra is responsible for the creation of the Ancients, viewing them all as her children.
    Old Gods

    Gods

    • VI - the God of Life
      • Vi is righteous, just, and mercurial. He believes in the sanctity of life over all things. He is in love with Mort.
    • MORT - the God of Death
      • Mort is gentle, sweet, compassionate and caring. He believes in the value of death as eternal rest. In love with Vi.
    • RAE - the God of Nature
      • Rae, appearing as a set of twins, are aloof, distant, and scientific. They believe in change and evolution as the driving forces of the world.
    • CAIDO - the God of All
      • Little is known of the God of Gods. Caido is described as having eyes like the first taste of morning coffee, a body as vast as a desert shore with wings the colour of a thunderclap, and a voice like the sunrise.
    • DYGRA - the Goddess of Entropy
      • Dygra is a recently awakened goddess and is sensual, passionate and chaotic. She delights in working to undo the meticulously cultivated creation all around.

    Heralds

    • SAFRIN - herald to Vi
      • Safrin is vain, fickle, and manipulative. For those she favours, she will bring the stars down for them. Those who cross her? She will do everything she can to destroy them and all they have worked for.
    • LUDO - herald to Mort
      • Ludo is a spoopy bundle of rags. It collects the souls of the deceased, shepherding them to Mort. No discernible features besides a white porcelain mask. Quite a trickster and enjoys toys. It is known to entice its followers into performing violent, traumatic acts.
    • FREY - herald to Rae
      • The herald of Rae has two aspects: sexuality and nature. Frey has no fixed physical characteristics: the aspect of sexuality appears as the pinnacle of whatever the viewer finds most sexually attractive, and the aspect of nature appears surrounded by the bounty of the earth. They usually appear naked.

    New Gods

    • THE VOICE
      • Had no fixed physical form, though often appeared almost child-like and composed of electricity or as a holographic projection. For all intents and purposes, the Voice seemed to mean well and cared deeply for her children (the Ascended). The Voice sacrificed herself at the end of the Second War as a sacrifice to Dygra and to preserve her children.
    • THE CORE
      • A mysterious deity that disappeared after the fall of the barrier around the Hollowed Grounds, they were later discovered embedded within Caido. Their removal from Caido caused the Core to explode.

    Seasonal Deities

    • EIRACHI - Deepfrost
      • The deity of Deepfrost cannot be summoned by any predictable means, but has a knack for appearing when her icy and manipulative nature will be most advantageous. She is almost always found in Halo.
    • TANAU - Longheat
      • The Longheat deity can mostly be found in the scorching depths of the Climb. He is elusive but sweet and kind, taking the form of a young, bronze-skinned man with black hair and golden eyes. Beware, however - his temper is a terrible thing.
    • GHILIO - Flowerbirth
      • The Flowerbirth seasonal deity can mostly be found in the Oerwoud. He prefers to be left alone and is not one for idle chit-chat. Ghilio takes the form of a large spriggan with earthen accents and a deep voice.
    • MATHAIR - Leafchange
      • Once thought to be nothing more than a tree, the Mathair in the Greatwood is actually the Leafchange seasonal deity. Appearing most often as a massive tree with roots that hold the Greatwood together, she can also appear as a dark skinned woman with mulch coloured eyes and a terrible lack of patience.
    Shrines

    Throughout the world, you may encounter a number of shrines. Some are dedicated to a specific god, while others appear to be general 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!

    Reminder: Shrines are not included for exploration. If your character wants to 'pray but not actually call for a god', please have their post be in the 'parent' board of whatever shrine you're intending to pray at. Posts in an actual shrine board will always be rolled for.

    Keep in mind that the gods are not the only ones who might answer a prayer, so pray at your own risk! Fickle spirits have been known to answer shrine prayers as well. Based on your roll, you also might receive a curse or a visit from one of the Big Three gods (Mort, Vi, or Rae)

    Using a god-quest pass or god-talk pass always guarantees a response from your intended god. If you are using a pass, post this at the bottom of your thread.

    You may only pray at a shrine twice a season (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!

    Prayers at a shrine should be for a specific purpose. Prayers should not be to 'chat' with a god, ask if you can help them with something, or otherwise be undirected. Good reasons to pray might be: to ask for an item/new attuned-shift/companion, asking how to prepare for upcoming plot events (LongNight, for example), or asking for specific information. Remember that the gods cannot give out magic, so all requests for abilities should be in the form of items.

    At higher levels, once your character has organically developed a relationship with a god there will be opportunities for character-development and 'chat-time' with a god. While we appreciate that most players want meaningful and unique god interactions, please be aware that there are many of you, and only two of us. Characters who approach the god with good/organic reasons will almost always develop meaningful (and advantageous) relationships with the gods over those who choose quantity over quality.

    Compiled below are a list of commonly asked questions. These are taken from our Discord server and from other members’ questions. If you have anything you'd like to add, please PM an admin.
    IC FAQ

    The World

    • Where can my character live?
      Your character can live anywhere! The world is broken up into the cities (The Greatwood, Halo, The Hollowed Grounds, Stormbreak and Torchline), and the Wilds. The Wilds are far less hospitable than our established cities.

    • How big is Caido?
      It’s about the size of China (aka really fucking large).

    • What is the currency system in Caido?
      It's a barter system (for OOC simplicity).

      Hollowed Grounds

      • What are people from the Hollowed Grounds called?
        They are referred to as ‘Grounders’.

      • Roughly how big is the Hollowed Grounds?
        The Hollowed Grounds is roughly 1000km2, or the size of Texas.

      • How big is the Inner Quarter?
        The Inner Quarter is about 20km2 (The size of a ‘good-sized’ city)

      • How deep is the Oasis?
        No one has ever reached the bottom of it.

      • How many people live in the Hollowed Grounds?
        The population of the Hollowed Grounds is roughly 500 people (though prior to the Second War, this was closer to 2000).

        Halo

      • What are people from Halo called?
        They are referred to as ‘Halovians

      • Roughly how big is Halo?
        Halo is about 800km wide and 1000km tall. Walking from one end to the other would take just over a month on foot. It’s basically like walking from the top of Scotland down to the bottom of Wales, though only about 10% of this is actual habitable space.

      • How big is the Citadel?
        Roughly 11km2 (The size of a ‘small’ city)

      • How many people live in the Citadel?
        Under 500.

        Greatwood

      • Roughly how big is the Greatwood?
        The Greatwood is roughly 500km from end to end, and not that you can walk it anymore, but it would take about 20 days if you could. It’s like walking from the top of Ireland to the bottom.

      • How many Fae live in the Greatwood?
        This number is hard to tell given how large the Greatwood is and how secretive the fae are. Likely 1500 or so.

      • Is there more than one village of Fae?
        The fae only have Sidhe Village.

      Torchline

    • Roughly how big is Torchline?
      In terms of geographical size it’s about the size of Texas, though in terms of actual landmass it’s about ⅓ of the size. It would take you almost two months to go from one end to the other.

    • What are people who live in Torchline called?
      They are referred to as “Torchers”.

    • How high up is the floating portion of the city?
      About 1km from the ocean. p>
    • Where is the Merfolk city?
      Almost directly beneath the floating portion of Haulani, and several hundred meters down.

    Portals

    • Wait, what happened to the portals?
      After the Voice sacrificed herself to save her children, all of the portals went offline.

    • What happens if I walk through a portal?
      Nothing! It’s just like walking through an archway.

    Companions

    • How far apart can a character and Companion be and still feel their Companion's thoughts/feelings?
      In general, you can communicate with your companion roughly the distance that you could yell to them (around 10m).

    • How far can dragons and griffins breathe fire/elements?
      Around 10ft.

    • What is the most serious wound that a Unicorn can heal?
      Unicorns can heal at an “Upgraded” level.

    • How many times can a companion use their breath weapon/healing ability in a thread?
      Companion stats match their bonded’s base stats, so the stronger the character, the stronger their companion. During a KQ they may be rolled at a disadvantage if they continue to use their abilities.

    • Can companions be hurt or die in KQs like characters?
      Yes they absolutely can. A companion’s health is whatever their bonded’s END stat is, which often makes them extremely vulnerable.

    • Can I have a companion that isn’t listed?
      Possibly! Speak with Honey/Odd about what companion you would like (especially if it is mythical/uncommon in the guidebook).

    • How is a companion different from a pet?
      Unlike a pet, a companion is soul-bonded to your character. You can feel their emotions and communicate through images and feelings with them. When they die, this loss should be felt keenly by your character as if a piece of their soul is gone too.

    Gods

    • How common is knowledge about Gods?
      Extremely common.

    • How can my character learn about the Gods?
      Regardless of where in Caido you are, a basic understanding of the Gods is relatively easy to acquire and does not need to be done IC. To gain a deeper knowledge requires speaking to other characters, or visiting boards dedicated to learning (libraries, guilds, etc.)

    • Who are the Gods?
      The Old Gods are: Caido - God of All, Dygra - Goddess of Entropy, Vi - God of Life, Mort - God of Death, Rae - God of Nature. Safrin - Herald of Vi, Ludo - Herald of Mort, Frey - Herald of Rae. The New Gods were: The Voice and The Core.

    Magic

    • Can Summoned animals feel pain or get sick?
      No. Summoned animals have no real souls and thus no dispositions or preferences apart from their basic instincts.

    • Does my character have to know how to create something, in order to make it with creation magic?
      No. However they do have to have an idea of it. A character who had never seen a zipper before wouldn’t be able to make one.

    • How does combining magics work?
      Combining magic will be different based on what magic is combined and at what level. Most magics need to be combined at a mastered level in order for any real benefits to be had.

    • How long can my character use their magic for?
      Magic-endurance is determined by the endurance stat. Characters with END values from 0—10 can maintain simple spells for a few minutes at a time; 11—15 Can perform most spells for under an hour; 16—25 Can perform multiple spells for under an hour, 26—30 Can perform any spell limitlessly.

    • How do I know how ‘strong’ my mage is?
      Magical strength is indicated by the user's base-ability level (basic, upgraded, mastered). This means that a level 1 user and a level 10 user who both possess upgraded fire magic will possess the same control in regular threads. What does change per level is the endurance stat. Endurance for magical users is basically a gauge of how long they can use their powers for. This is what makes a character 'stronger' when it comes to their magical abilities: they can use them much longer than someone with a lower endurance stat, and can output more damage.
        IC Flavour: At any point, feel free to have your characters be weaker than they are! Just because objectively you could cast magic for x amount of time doesn't mean you have to!

    Items

    • What items can my character have?
      Your character can have as many non-magical items as they want. These are not listed on your profile.

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

      Races

      • How common are the various races in Caido?
        Abandoned, Attuned, and Accepted appear in roughly equal numbers across the continent. Ancients are about ¼ of this number, and hybrids are even fewer. Demigods are rare.

      • 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 were called such as they had biologically been made superior by the New Gods. The Ancients are called such as they are the oldest race on the continent, despite having only recently been “awoken” by their parent Goddess, Dygra. The Accepted are called such because they are accepted by all pantheons. Fae, Merfolk, Hybrid and Demigod should be self explanatory.

      • Which races are born and which can you become later on in game?
        The Merfolk, Abandoned and the Accepted are always born and can never be ‘made’ later on. An Accepted can become an Attuned or an Ancient by praying to the appropriate God/dess respectively. When it comes to hybrids the water gets a bit murkier.
        An Attuned can be cursed by a god, and become an AttunedxAbandoned hybrid. If your character is wanting to go this route, keep in mind that their ‘favoured’ god would likely not be the one to curse them, and it would have to be one of the others. If a character is already an Abandoned and wants to become an AbandonedxAttuned hybrid, they would need to be blessed by a god.
        Both routes take a lot of IC foundation to happen.

      • How do the races balance against each other?
        Not all races are created equal, though they each have their drawbacks.
        Accepted receive more stats as they level than any other race and roll with advantage when interacting with shrines. They are the only race that can purchase magical items with MP.
        Attuned are not the only race who can shapeshift into animals, but they are the only race who can use Attuned telepathy unshifted, who can call on animals for support, and who can shift into mythical creatures. They receive a small rolling bonus when visiting shrines and receive an average amount of stats as they level.
        Abandoned are not the only magic-users when it comes to race, but they are the only race that can have or purchase custom magic with MP. They receive the lowest amount of stats as they level, but are rewarded with the most amount of abilities. They roll at shrines with disadvantage.
        Ancients are not the only race who have both magic and the ability to shift, but as a race the Ancients possess more racial features and passive abilities. To balance this, they receive slightly fewer stats, must regularly satisfy their bloodlust, and are limited to a small number of approved shifts and base magics. They roll with no modifiers at shrines.

      Attuned

      • How does partial shifting work?
        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 many shifts can an attuned have?
        There is no upper limit.

      • Can my shift be something extinct?
        For a regular shift, no. For a mythical shift, yes.

      • How does the Attuned bond work? Can it be blocked out? How much can be shared?
        The Attuned bond is like telepathy with added emotions. Attuned mental-speech sounds like the character’s normal voice, but can be accompanied by the character’s emotions and basic imagery. The bond typically works two-way between the two characters. It is possible through concentration to prevent one’s emotions from being ‘felt’ by other Attuned, however it isn’t possible to block out an Attuned’s mental voice.

      • How far away can an Attuned be heard?
        In general, you can communicate with other Attuned roughly the distance that you could yell to them (around 10m).

      • What animals can Attuned compulsion affect on the flora/fauna list?
        The Beastmaster ability works on any sentient animals not marked with a for assistance

      • Can Attuned/Abandoned Hybrids use magic while in animal form?
        No.

      • Do items shift with an Attuned?
        Very small things like rings or bracelets do, as well as clothing. Bags and weapons do not.

      Merfolk

      • What boards can't my mer post in?
          Hollowed Grounds
            Domiciles, Levinsward

          Greatwood
            Everywhere!

          Halo
            Citadel, Palace, Snowcloak, Frostfields

          Torchline
            Everywhere!

          Stormbreak
            Nowhere! (can water-transport into the Eye of the Storm)

          Hak Etme
            Sunshine Pools, Sea of Dreams, Furnace, Boneyard

          Oerwoud
            Leap of Faith (can water-transport here)

          The Climb
            Nowhere! (can water-transport into Frey’s breath or the Mountains Roar)

          King's End
            Meadowreach, Last Step, Mourn, Dreaming Well, Queen's Gambit, Eye of fire

          The Feverlands
            Tar Pits, Hanging Tree

          Draig Cordillera
            Nowhere! (can water-transport into the Weightless Waterfall)

      Ancients

      • Can any race become an Ancient?
        Yes, however adjustments will be made to abilities. There are no Ancientxanything hybrids. <

      • What does it feel like for an Ancient to touch fire/be in fire?
        A bit like dipping your hand or body into a nice warm bath.

      • What does bloodlust feel like?
        Though bloodlust will feel unique to every character, there are some characteristics that apply to all Ancients. All Ancients will feel a carnal hunger which, if ignored, will consume their senses and eventually turn them into stone. Bloodlust can never be ignored permanently.

      • If an Ancient turns to stone because of a lack of satisfying their bloodlust or because they get too cold, what does it feel like?
        When in 'stasis' some describe the experience as a long sleep, while others vividly dream.

      • Do Ancients get the same abilities that attuned have?
        No. Ancients cannot partially shift regardless of level, have no Attuned-telepathy, and cannot call on animals for assistance.

      • What do Ancients look like?
        A bit like tieflings in terms of their racial traits.

      • How do the Ancients feel about Dygra?
        Dygra is the pack alpha and unless your character has very good reason against doing so, all Ancients should have a fairly healthy respect for her.

      Stats

      • How do stats work?
        Roughly, your stats are applied as follows:
        ENDURANCE: This stat is tied to your HP.
        STRENGTH: This stat is tied to your unarmed strike damage output and your effectiveness with physical weapons or regular shifts.
        DEXTERITY: This stat is tied to how easily you can hit/be hit.
        ARCANA: This stat is tied to your effectiveness with magical abilities or mythical shifts.
        LUCK: This stat is tied to how easily you can hit/be hit, as well as your success at shrines.

      Quests

      • How are Plot Advancing PQs different from normal PQs? How do I go about setting one up?
        Plot Advancing PQs are meant to explicitly advance the site’s plot and can only be done to fulfill a levelling requirement. All available Plot Advancing PQs are listed here.

      • What happens if someone disappears/drops out of my PQ halfway through and there are only 2 characters left? Will it still count for MP/leveling if I finish it?
        In order to complete a PQ there need to be two other characters in addition to your own, and four ‘rounds’ which have been completed. Unfortunately if someone has dropped out in the middle, the PQ cannot be used for MP/Levelling. However if there are extenuating circumstances, speak to an admin.

      • Can anyone join a KQ?
        Technically yes, however given the danger we recommend waiting until your character is level 3–4. Keep in mind that even if you have the attitude that you don’t mind if your low-level character dies in a KQ, you may be hindering the success of the group as a whole.

      Drops

      • What is a drop?
        A drop is a thread hosted by the [Random Event] or [Serendipity] account. It normally entails an intro post, a series of tasks for your character to complete, and then a ‘winner’ is selected (based on a dice roll and your character’s actions during the thread). At the end of a drop a prize is awarded. This can be an item, magic, a companion, a new shift, bonus stats, etc.

      • How often do drops occur?
        Drops typically occur 1-2 times per season

      • Are drops dangerous?
        They certainly can be. Any Random Event or admin-led thread never guarantees safety.

      OOC FAQ

      I’m new!

      • How much should my character ‘know’ about things?
        Your character should have knowledge of all the God’s names and roughly who they are regardless of their level of devotion. You would also know the names and titles of the ruler in your chosen place to live, and a bit about that land’s history. As for broader geography, religion, names of demigods and such, that is going to depend on your character’s backstory (i.e., a scholarly-type character would have a broader knowledge of other lands than a rogue might). This is very flexible, but just remember that even if a character is new to you, they aren’t new to this world.

        • Where should my first post be?
          Anywhere at all you like! No boards are specifically off limits. That being said there are a few places it might not make sense to be. For instance, the Draig Cordillera is a very dangerous and deadly place to post and should probably be avoided at the start. Likewise, if your character lives in Stormbreak, it might not make sense for you to pop up in Hak Etme which is across the continent.

          Our recommendation is to post in one of the boards of wherever your character has decided to live in order to get your feet wet.

          • Do I have to join the discord?
            You don’t, but it’s certainly a good idea! We set up each member with an admin-chat so we can answer character-specific questions, have a help-desk and IC-updates channel, race and region-specific chats, and more.

            General

            • How does combat work?
              When combat occurs in a regular thread (i.e., not an admin-managed thread), you are free to interpret the damage and uses of your magic within reason. While you cannot make yourself more powerful than you are, you can make yourself weaker. For instance, if for narrative flavour you want to take more damage from a blow, have someone who is not normally stronger than you are overpower you, you are more than welcome to do so.

              If you are going to engage in combat where you would like objective management of your rolls/damage, please contact an admin. Note: This is very time consuming for us. If you can work things out IC (i.e., relying on creativity) that would be our preference. However we realize that there are instances where an outcome needs to be decided apart from the characters involved. In these cases, dice rolls will be made by the admin and outcomes will be posted.

              KQ combat and admin-rolled combat In dice-roll settings your stats are taken into account when using magic, weapons, abilities and feats. We will not reveal the exact formula used (no min-maxing!); I can tell you damage is not based on level, but on the strength of your item/magic/feat/upgrade and the corresponding stat.

            • How many professions can a character have listed in their header?
              At most three, however only one is preferred. Characters may have things they specialize in, but normally someone only has one profession regardless of what they do in their spare time.

            • How do seasons work here?
              Each season lasts 2 OOC months, making 1 year of site time = 8 months of real time. The seasons are named: Flowerbirth (Spring), Longheat (Summer), Leafchange (Autumn), and Deepfrost (Winter)

            • Is violence/sexual content allowed?
              Yes. The site has an RPG rating of 3-3-3.

            • How wide can table dimensions be?
              750 px or less is preferred. Any tables that stretch/break the boards will be removed. Using variable width coding (80% vs. ‘600px’) is also preferred. Click here for some resources to help with this!

            • 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 based on IC actions!

            • What does PC stand for in the date?
              "Post Cataclysm". The time before now being known as “Before Cataclysm” or BC

            Leveling

            • Where do I post my levelling requirements?
              Levelling updates should be posted here.

            • Is there a minimum post count in a thread to fulfill leveling requirements? i.e. should a thread be 3 posts long, 5, 10, etc?
              While there is no minimum, given that this is a writing site we encourage you to focus on the quality and content of any given thread, rather than rushing to finish it for levelling purposes. If a member of the admin or moderator team notices that threads seem to lack effort and are simply being posted/replied to for levelling purposes, a warning may be issued.

            • How many posts in a thread should be dedicated to fulfilling a specific requirement (hunting, helping, harming, etc)? Is just one post enough, or should it be 2-3 posts?
              As above, this will vary based on the task, the characters in the thread, and the context. We ask that you ensure a certain amount of writing integrity when deciding how ‘long’ a thread should be, and do not rush through things simply for levelling/MP purposes.

            • What counts as 'Contrasting Magic' for Abandoned leveling? Is it more general, like Light vs Dark, or more specific, like Fire vs Water? What would contrasting magic be for types like Illusion and Summoning?
              Contrasting should be specific, such as Fire vs. Water. For some magics such as illusion, there is no base contrasting magic type (though there might be custom magics).

            • Do governments count as organizations for the level 8 'assist/hinder an organization' requirements?
              No, a government is not an organization the way that guilds and the like are.

            • Can you pray at shrines more than twice a season for levelling requirements?
              Yes, but sparingly. It’s best to check in with an admin first to see if they have capacity for additional god threads.

            • Can the same thread complete multiple levelling requirements?
              This depends. The same action cannot be used to complete the same levelling requirement. For example, an Attuned must “hunt or be hunted as their animal” and also “be in x number of threads entirely shifted”. Because both of these requirements involve shifting, the same thread cannot satisfy both. However the “meet another Attuned” requirement and the “be in x number of threads entirely shifted” can be simultaneously accomplished in one thread as the action required is “being shifted” and “meeting someone”.

            OOC

            • Is MP tradeable?
              Yes! MP can be traded or given away.

            • How do I hand in my MP?
              MP can be submitted via your user cp, by clicking here. Note: You can only access this form from your OOC account.

            • How do I spend my MP?
              Email the Moderator account.
            • What do the prefixes on threads mean?
              Prefixes:


              Mini Event – Usually used for big gatherings of people. Things like weddings, grand openings, get togethers that are player made. These don’t require post orders or anything of the like; they are usually a starting point before players can split off for private threads during said event.
              Training – Exactly as it sounds! When characters are training with one another, put this as the prefix. This should be the main focus of the thread. In order to fulfill training levelling requirements or receive MP, there must be 4 attack/defence posts per character.
              PQ – Personal Quests are self-directed, goal-oriented quests that are led ICly by players. Things like putting together a space, hunting in a group, something that has some sort of ‘important goal’ that can be accomplished with your characters.
              PQ+ – Plot Advancing Personal Quests are usually admin led. These can come in varying difficulty levels and require sign ups to embark on them. Essentially, they’re made to help advance the plot by gaining information or helping the story as a whole in one way or another which is why they’re admin run.
              SWE – Site Wide Events are typically held once per season that have a variety of different smaller things for your characters to do. Examples would be: Fiat Lux, Festival of Lights, etc.
              God Quest – God Quests are quests given to characters by a god. This prefix is added by a member of the admin-team.
              Drop – Drops are random threads that have the option of granting your character something should you ‘win’ it. These can be anything from companions to magic/shifts/upgrades/items etc.
              KQ – Key Quests are staff-run and pose a danger for those that aren’t levelled enough yet. These do have the potential of killing characters (and have in the past) but usually provide some sort of addition to the plot and world around your characters.
              RE – Random Events are essentially like they sound. These can occur from random sightings of rare creatures, the world shifting to reveal something new that wasn’t there before, some kind of blessing or curse upon the characters that come into contact with it.
              SE – The Seasonal Event prefix is used to denote threads which fulfill a Seasonal Event requirement.

              Icons:


              Blue Icon – Mature warning
              Red Icon – Trigger warning

            Character

            • Can my character be gay/bi/trans/etc?
              Absolutely!

            • What if my character doesn’t have a last name?
              No problem, don’t list one!

            • Does my character need to have a profession starting out?
              No!

            • Do I have to use an actual ‘face’ for my character’s FC? Can I use art that I’ve made/commissioned, or none at all?
              Absolutely! There is no need to use a real world person for your FC. Some members have used their own faces, art, or simply haven’t had one at all.
    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 five basic stats that you can add points to: Endurance, Strength, Luck, Dexterity, and Arcana. 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. Keep in mind the ranges below! While it might be tempting for one of the Abandoned to put all their points into Arcana for maximum spell-casting, that would mean your character is so physically weak they can hardly move! Similarly, if all your points go into END for maximum health, you'll never hit anything!

    Your stats determine your character’s HP, damage output, and success or failure in PQ+s and KQs. When distributing stats, consider how your character might function in dice-based situations. For example:

    • A high END stat means more HP
    • A high DEX stat makes it harder for others to hit your character, and makes them more likely to successfully land blows
    • A high STR stat ensures great physical damage with magical items or regular (non-mythical) shifts
    • A high ARC stat ensures great magical damage with magic or mythical shifts

    Training: Twice a season, characters may train to increase their stats. Click on the training tab to learn more about training threads.

    Strength

    Your character's strength score measures raw physical power.

    • 1-3: Struggles with basic physical tasks, such as lifting light objects or pushing a door
    • 4-7: Can lift and carry small objects but tires quickly
    • 8-11: Lifts their own weight with effort, capable of carrying moderate loads
    • 12-15: Can carry heavy objects short distances, suitable for moderate labour
    • 16-20: Strong enough to throw small objects long distances or lift heavy loads
    • 21-25: Can carry heavy objects with one arm, performs well in demanding physical tasks
    • 26-30: Lifts and carries heavy loads with ease, capable of athletic feats like climbing with weight
    • 31-35: Strong enough to break wood or weak barriers with bare hands
    • 36-40: Capable of wrestling large animals or stopping a falling person mid-air
    • 41-50: Throws heavy objects far distances, lifts heavier-than-average weights regularly
    • 51-60: Lifts several times their body weight; performs labour-intensive tasks without fatigue
    • 61-70: Exceptional strength, enough to uproot small trees or break through reinforced obstacles
    • 71-80: Near-superhuman strength; can lift boulders or tear apart reinforced materials
    • 81-90: Truly Herculean strength; handles massive weights effortlessly and can perform legendary feats
    • 91-100: Peak Herculean power; capable of lifting extreme weights like stone pillars or toppling barriers

    Dexterity

    Dexterity is a measure of your character's agility, coordination, and reflexes.

    • 1-3: Clumsy and slow, struggles to catch objects or react quickly
    • 4-7: Often uncoordinated and prone to tripping or missing small movements
    • 8-11: Average agility, can catch small objects and move with some precision
    • 12-15: Moderate reflexes, can dodge slow-moving objects or catch mid-speed throws
    • 16-20: Agile enough to hit moving targets or avoid simple traps
    • 21-25: Can dodge or counter multiple attacks, reacts quickly in most scenarios
    • 26-30: Moves with grace and precision, avoids environmental hazards easily
    • 31-35: Capable of dodging fast attacks like sword swipes or thrown weapons
    • 36-40: Reflexes sharp enough to avoid surprise dangers or strike with precision
    • 41-50: Extremely agile, performs advanced acrobatics and dodges most incoming attacks
    • 51-60: Moves fluidly through complex terrains, rarely caught off guard
    • 61-70: Exceptional agility; performs feats like running on walls or dodging multiple simultaneous threats
    • 71-80: Near-superhuman reflexes; reacts almost instantly to fast-moving threats
    • 81-90: Herculean agility; appears untouchable, evading attacks with ease
    • 91-100: Peak Herculean reflexes; moves so swiftly and gracefully they are hard to track

    Endurance

    Endurance measures stamina, durability, and resilience.

    • 1-3: Extremely fragile, tires after short activity or falls ill often.
    • 4-7: Prone to fatigue after mild exertion, recovers slowly from illness.
    • 8-11: Average stamina; capable of light labour with occasional breaks.
    • 12-15: Can work long hours or recover overnight from moderate exertion.
    • 16-20: Shrugs off mild fatigue and rarely falls ill.
    • 21-25: Handles gruelling tasks and works long hours without exhaustion.
    • 26-30: Able to withstand harsh conditions and recover from minor injuries quickly.
    • 31-35: Resists minor poisons and toxins, tires only after extreme exertion.
    • 36-40: Capable of recovering from injuries or fatigue within a few days.
    • 41-50: Handles physical stress like lack of sleep or food with minimal impact.
    • 51-60: Resilient; performs for extended periods and heals moderate injuries within a week.
    • 61-70: Exceptional endurance; recovers from major injuries in days and resists severe conditions.
    • 71-80: Near-superhuman stamina; functions for extended periods without rest.
    • 81-90: Herculean endurance; weathers harsh environments effortlessly and rarely shows fatigue.
    • 91-100: Peak Herculean stamina; tireless and recovers faster than humanly possible without breaking realism.

    Arcana

    Arcana gauges how long and how powerfully your character can wield magic.

    • 1-3: Can cast only the simplest spells for a few seconds.
    • 4-7: Maintains basic spells for under a minute; stronger magic risks backlash.
    • 8-11: Keeps basic spells active for a few minutes; upgraded spells flicker briefly.
    • 12-15: Sustains basic spells for nearly an hour; brief bursts of upgraded spells possible.
    • 16-20: Channels basic spells for an hour; upgraded spells for 10-15 minutes.
    • 21-25: Maintains basic spells for several hours; upgraded spells for about an hour.
    • 26-30: Runs basic spells most of a day; upgraded spells for several hours; mastered spells for a few minutes.
    • 31-35: Basic spells feel effortless; upgraded spells last most of a day; mastered spells 15-30 minutes.
    • 36-40: Upgraded spells last sunrise to sunset; mastered spells up to an hour.
    • 41-50: Upgraded magic is second nature; mastered spells for several hours.
    • 51-60: Commands mastered spells for half a day; complex rituals possible solo.
    • 61-70: Wields mastered spells for a full day with focus.
    • 71-80: Near-superhuman reservoir; city-wide effects cause only modest strain.
    • 81-90: Herculean control; complex spell-work hums for days beneath your will.
    • 91-100: Peak arcane mastery; reality bends for hours at your whisper.

    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!

    Intuition

    Intuition, or INT, is a stat that can only be attained through levelling or via a prize. During a PQ+/KQ, you can use your turn to 'consider' the situation. Based on your INT level, your character will be given information about your surroundings, the creature you're fighting, what offence/defence is best, etc.

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

    Personal Quests (PQs)

    Personal quests are player-driven, goal-oriented adventures designed to encourage collaboration and storytelling. These quests are relatively low-risk, with only minor injuries (e.g., small bumps or scrapes) occurring without prior approval. Participation in a PQ implies consent to such outcomes. If a quest involves significant danger or potential character death, it must be clearly stated upfront.

    Guidelines for Personal Quests:

    • Participants: A PQ requires a host and at least two other players.
    • Structure: Quests must have a minimum of four rounds but can include more depending on the narrative.
    • Objectives: Each quest should have a clear and specific goal, such as:
      • Starting a new business or shop.
      • Investigating or combating local flora/fauna.
      • Preparing for an event or gathering resources.
      • Exploring new or unusual locations.
    • Mechanics: The host may include mechanics like dice rolls, character stats, or other systems to determine success and failure, though these are optional. The host is responsible for guiding the quest's events and ensuring progression.
    • Hosting and Participation: Players can host or participate in an unlimited number of PQs. Use the "Personal Quest" prefix for all PQ threads.
    • Review: As hosting and participating in PQs count toward leveling requirements, the admin team may decline quests that fail to meet the stated 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 clearly stated and the danger is not trivial but nor does it appear life threatening.

    The next posts made by the host 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.


    Plot Advancing Quests (PQ+s)

    PQ+s follow the same structure as regular personal quests but with added requirements and opportunities to make them more challenging and rewarding. These quests are ideal for players looking to take on focused tasks with a bit more pressure.

    Differences and Additions in PQ+s:

    • Participants: PQ+s are limited to 3-4 participants, including the host.
    • Length: PQ+s must span at least four full pages.
    • Time Frame: PQ+s must be completed within one month of the initial post. If not finished in time, the quest will be downgraded to a standard PQ.
    • Danger: PQ+s can include dangerous elements, though these should be balanced to avoid unnecessary risk. If rare creatures are involved, admins should be consulted first.
    • Utility: PQ+s can be used to upgrade or fortify buildings, add defenses, or undertake other significant projects. If these changes would alter a board description, admin approval is required in advance.

    Why PQ+s Are Challenging:

    The tight timeline and focused participation make PQ+s uniquely demanding. They require efficient coordination and active posting from all participants to meet the one-month completion goal.

    How to Start a PQ+:

    • Clearly outline the objective and scope in the first post.
    • Assign specific tasks or roles to participants, ensuring everyone contributes meaningfully.
    • Use the "Plot Advancing Quest" prefix for all PQ+ threads.

    PQ+s offer players a dynamic way to shape their environment and take on meaningful challenges, blending the collaborative fun of personal quests with the urgency of a time-sensitive mission.


    Key Quests

    Key Quests are always admin-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.

    KQs are run like mini D&D encounters. If you’ve played D&D (or any other similar game), you’ll pick up on things rather quickly. The mechanics we utilize on CoTF to keep in mind are:

    1. Your opening KQ post should include any and all items your character has with them. This is to prevent characters ‘suddenly’ having the exact item needed half-way through a KQ.
    2. You will be given a randomly assigned ‘initiative order’. This is the order you post in. Sometimes it isn’t in your favour, but this is all part of the challenge. Your order will not be changed, and you may not post out of order.
    3. You may not edit your post once you have submitted it.
    4. Your ‘turn’ (aka your post) is only about 6 seconds long. This should be top of mind when you consider how much you’re realistically able to do with a single turn.
    5. The general rule is that you’re able to do one action (one offensive/defensive strike), and then move during a single turn. It is possible to do more than this on a single turn (as some actions can be done faster than others), but it is up to admin discretion what is realistic. If a character is judged as trying to do too much in a turn, (“Billy uses her magic at the creature, then creates a defensive dome and shouts for everyone to come under it!”) subsequent actions will be rolled at disadvantage, or be ignored altogether. Characters who continuously do too much will be given an official warning.
    6. KQs are completely action driven. When writing your KQ post, remember that your writing partners don’t have access to your character’s internal thoughts and feelings. The best KQ posts are ones that describe how your character reacts to the situation, and what they do. Save the introspection for later!

      Realistically, KQ posts shouldn’t be any longer than 400 words.

    7. You must include a summary of your actions at the bottom of each post. Actions mentioned in the post, but not the summary, will be ignored.
    8. Any items/magics/feats/etc. used in your post must have their descriptions pasted below/in your summary.
    9. Though we won’t ever tell you the formulas we use on the back end, whether or not an attack hits, how successful your character is at something, etc, is all determined by dice roll + your character’s stats.
    10. Your character may leave a KQ at any time unless otherwise specified. They might not always be successful in leaving.
    11. Avoid meta-gaming with the other KQ participants. While it's tempting to talk strategy over discord, part of the challenge is limiting yourself to what your character knows and thinks in the moment!


    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!


    Regional Quests

    Regional quests are a special type of god quest. These quests can only be initiated once every two seasons (so a total of two per IC year), and are meant to target some aspect of a ruler-led region. For example, quests may be to incorporate aesthetic elements to a board (shadows that appear to dance, the air always smelling sweet, glowing lights at night, etc), to add protection (the Greatwood trees that leave those who haven't been shown the way wandering in circles is a great example of this, or the labyrinth in the Hollowed Grounds), or even to add a new board!

    Every regional quest should be approved by the admins beforehand, given how unique they are.

    How to trigger a regional quest

    1. Regional quests can only be triggered by the leadership of a region. Others are welcome to join the thread, but part of the burden/responsibility/privilege of being a leader is negotiating with the gods on behalf of the lands.
    2. Leaders should trigger the regional quest at a shrine where the god they believe is best equipped to help them would be. There is no roll for an answer, your god will always appear. They might not always grant a question however; be mindful of which god you call and how you go about asking for things!
    3. Leaders should have a clear outline of what they want and shouldn't ask the gods for their opinions or suggestions.
    4. Regional quests will require a number of tasks to be completed. This will require participation from everyone within a region. Prior to your regional quest the admin team will remove inactive characters from your region. Depending on the level of difficultly, anywhere from 50-90% participation will be required.
    Things to do in the world
    To keep CotF as sandboxy and open-world as possible, there are very few limits on what can or can’t be done here. If there is something 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!

    Building things

    If you would like to own a house, have a shop, or create something property or building related, this will probably require the completion of a Personal Quest. You do not need to ask for permission, however there are a few notable points to keep in mind.
    • Houses and shops cannot be built in the Wilds without admin permission. This is because of how low the Regional Score is in those areas.
    • In established cities you can always assume there is a house/shop your character can move into or take over as their own.
    • Things built during PQs will very rarely be made official. The only way to have your shop or house become a permanent board to post in is by having it gain overwhelming popularity IC or by using a Custom Board OOC prize.

    Start or join a guild

    If you would like to establish an ongoing group that has a goal or focus (bounty hunters, mercenaries, thieves, etc), we'd encourage you to do so! Click here to see a list of current guilds available to join. Typically you need to speak with the Guildmaster in order to join.

    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.

    Write!

    Because this is a writing site…go write! As you explore the world you might encounter random events that pop into your threads that lead them in unexpected directions. You can get involved in the plot, support or overthrow leadership in an area, train, or work on your levelling requirements.
      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 speak with the admins.

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

      General Information

      Each region may be ruled by a leader or leaders and their associated cabinet, however not all regions can be ruled. Some are too hostile or do not have enough resources to sustain a population (such as the Wilds).

      Ruling parties are made up of a maximum of 3 leaders, a cabinet of no more than 5 and appointed 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 a 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). In these cases, if there is not a co-leader, 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 all members of their cabinet and can select 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 END while they are in position

      • Cabinet members can also select 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.

    Prefixes

    CotF uses a number of prefixes to help categorize threads and assign MP, so it's important that you use the correct ones when making your threads! In order to add multiple prefixes to your threads hold down the CTRL button when clicking on different options. Some options are only available for admins to add.

    A list of prefixes and their explanations are listed below:

    • Mini Event [ME]: The Mini Event prefix is normally used for large threads where a number of characters are gathered. They typically don't have a posting order.
    • Open [o]: The Open prefix is used for threads that aren't written for a specific character to reply to, and can be replied to by anyone.
    • Personal Quest [PQ]: The Personal Quest prefix is used when hosting a personal quest. More information about hosting a PQ can be found here.
    • Plot Advancing Personal Quest [PQ+]: The Plot Advancing PQ prefix is used when hosting a plot advancing personal quest. More information about hosting a PQ+ can be found here.
    • Regional Asset [RA]: The Regional Asset prefix should be used only by leaders/the cabinet of a region in the thread where they designate their assets for that season.
    • Regional Quest [RQ]: The Regional Quest prefix should be used when creating threads that satisfy the requirements of a regional quest.
    • Seasonal Event [SE]: The Seasonal event prefix should be used when creating threads that satisfy the requirements of a seasonal event.
    • Training [Training]: The Training prefix should be used when creating a Training thread. More information about Training threads can be found here.
    • Drop [Drop]: The Drop prefix will be used by an admin to denote a drop! Drops usually require 3-4 rounds of participation where a winner is selected at the end.
    • God Quest [God Quest]: The God Quest prefix will be added by an admin to player-created threads that are turning in a completed quest.
    • Key Quest [KQ]: The Key Quest prefix is used by admins on Key Quests. More information on Key Quests can be found here.
    • Site Wide Event [SWE]: The Site Wide Event prefix is used by admins to denote a thread that's relevant to the overall plot of the site. These threads will usually have specific instructions for participation.


    RPG-D