Tumbling Down in Amethyst District

Tumbling Down in Amethyst District

We keep mentioning our wonderful districts, so now we’re going to start introducing them. Astranar has eight districts, each with their own individual flare, and they can be quite competitive with each other. In Astranar, the districts are named after gemstones. This week, we’ll be discussing Amethyst, where Consciousness magic is the end-all be-all.

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Set in the very center of Argentum, Amethyst is mostly mountainous and bordered by Sphalerite, Ruby, and Emerald, as well as both Zablana and Nospos. Ginny used the Swiss Alps as inspiration for Amethyst, looking for ways to situate towns and farms into the mountain side that goes vertical more than it does horizontal. With pocket valleys creating ideal places for villages and high steeps covered in snow for the rest, Amethyst is great for everyone who enjoys their snow year round.

In addition to the villages and high hills that lead into Ruby, Amethyst is home to winter sports of all varieties, particularly ice skating. In fact, a huge Olympic-sized facility has been built in Amethyst to try and attract ice skaters of all types. With all those twisting roads, though, travel can get tricky and there’s always someone who is in need of rescue. Perhaps as a nod to the home of winter weather, Russia, there is a definite imperial/military inspired style in Amethyst.

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With all those mountains and the specialty of dressage, the main character (MC) might need a new horse. While Amethyst doesn’t provide the player any funds for new horses, there are some to take a look at if they don’t mind spending some of their own cash. The Vyatka and the Akale-Teke are horses built for extreme weather and elegant looks, both being considered rare breeds. If something a little more solid is the MC’s speed, there is also the Orlov Trotter for consideration.

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Consciousness magic resonates with Ti on the solfege scale. Consciousness is magic of the mind and will, with many of its abilities similar to that of psychic abilities. Magicians of Consciousness will push their minds and their bodies as hard as they can to achieve their goals. While they are usually empathetic enough to pick up other’s emotions and maybe manipulate them, they aren’t as wise to their own feelings and can come across as a little cold. On the small scale, Consciousness magic is telekinesis and emotions or thought sensing, relying on the environment or others as well as their own will. On the large scale, it can grant its users knowledge of the past, the present, or the future, and even allow for astral projection. However, the MC has to be careful about going too far from their body or into time–they don’t play fair–and if they push themselves too far, they’ll get a nasty headache for their troubles.

If you following Ginny’s twitter blog, you’ll know that all of the districts, including Amethyst, have their own little specialties and symbols. I won’t bore you with all of them, and I want you to get to enjoy finding them out on your own! (The name is one giant clue to one of them, fyi.) I will mention that the Amethyst mentors depend on which side the player chooses. If they go with the Light, the MC will look to Isidora Silvertreble (profile pending), and if they go with the Shadow, they have options: Vivian Streetbeat (profile pending) and Victoria Blackpiano (profile pending).

Shine a Light in Morganite!

Shine a Light in Morganite!

We keep mentioning our wonderful districts, so now we’re going to start introducing them. Astranar has eight districts, each with their own individual flare, and they can be quite competitive with each other. In Astranar, the districts are named after gemstones. This week, we’ll be discussing Morganite, where Prism magic shines.

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A combination of lush beaches, sweeping fields with craggy water ways, and one very boggy marsh, Morganite is on the southwest side of the country on the coast on the border with Nospos, and it is also surrounded by Sphalerite, Ruby, and Diamond districts. With input from Becca, Ginny looked to southern France for imagery for Morganite. Fields of lavender are home to wild horses, the big bulls needed for Sapphire, and wineries. There are bits of French charm around every corner or stream.

Unfortunately, all that water historically leads to problems in the spring and summer, as the influx of rain can cause flooding. The locals are used to it, but preparations still have to made. Equally unfortunately, the local nobility, in particular the baroness, and the local higher class merchants aren’t seeing eye to eye. (Beware of sandwich jokes, there’s hidden meaning around here…) The only help for all of this? An elderly knight, tucked away in his tower among the marshes. If only the main character (MC) could reach him, they might be able to get everything ready on time! Despite the weather, the atmosphere of the hamlets and the beaches have brought out the classically cute style in terms of fashion.

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Seeing as how there is a huge marsh to deal with, the MC is going to need a second horse if they hope to navigate it. Morganite is home to the special quest that gains the player in-game currency to purchase a draft horse. If the player only unlocked Morganite at that time, the MC’s option is the Percheon. In addition, the area’s specialty is show jumping, but there are a handful of ranches that raise cattle or horses, so a good all-around horse in the Selle Francais is available. And considering how adorable the rest of the district is, of course there’s a pony running around: the Welsh pony, specifically.

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Prism magic resonates with La on the solfege scale. Prism is magic of the light, literally, and is the definition of jack of all trades, master of none in terms of spell range. If a person aligns with Prism magic, they tend to be very transparent, but watch out because that doesn’t mean there aren’t hidden depths. They are the definition of optimism, and always see the best in others–even where others can’t. On the small scale, Prism magic summons light–from that of the stars, the sun, or the moon, or in different colors with each color being capable of a different thing. On the large scale, it is the power of illusions, making the mind believe something is there that isn’t or appearing different. It’s very handy for some quick costume changes! However, perhaps to balance it’s versatility and stable nature, very little Prism magic directly impacts reality.

If you following Ginny’s twitter blog, you’ll know that all of the districts, including Morganite, have their own little specialties and symbols. I won’t bore you with all of them, and I want you to get to enjoy finding them out on your own! (The name is one giant clue to one of them, fyi.) I will mention that the Morganite mentors depend on which side the player chooses. If they go with the Light, MCs will look to Charlotte Mistwaltz (profile pending), and if they go with the Shadow, they have options: Vanessa Ribbonmelody (profile pending) and Victoria Blackpiano (profile pending).

Gears Are Turning in Sapphire

Gears Are Turning in Sapphire

We keep mentioning our wonderful districts, so now we’re going to start introducing them. Astranar has eight districts, each with their own individual flare, and they can be quite competitive with each other. In Astranar, the districts are named after gemstones. This week, we’ll be discussing Sapphire, where Ether magic brings out the power of the celestial in all.

A twisting hill land of grasses and sand that is close enough to the Highwind Desert to affect the local climate, Sapphire is on the northeast side of the country up against the foot of the Whistlebacks, and sharing a border with the Ruby, Emerald, and Amethyst districts. Southern Spain was the inspiration for this district of Astranar (which makes sense considering the location of the equator for both countries). With tall, gleaming white buildings set in mazes among hills and winding dirt roads, Sapphire seems a lot more sparse than it is, with a rich history and ancient runes that hint at the past for Astranar. Of course, if they can be found is the trick there, since some of those ruins are quite out of the way.

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The nobility find Sapphire a welcome change of pace, and so there’s a heavy collection of them around. Some are lords, there’s a count and a local knight… Why so many flock can also be nailed down to the “exiled” prince, Sebastian, who makes his home at his family’s estate in Sapphire. Why he was removed from the line of succession is a mystery that the royal family has kept private… Some of the lords may also be by because Sapphire has a large bull fighting arena. (For those who have read Emerald‘s entry, you can imagine how big of a problem that can be!) Fashion in Sapphire is just a bit kooky–steampunk is the name of a game, perhaps as a nod towards formality for the gentry?

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With all the grassland hills and valleys, horses that do well on the straight and on dusty terrain are best suited to Sapphire. Good thing they have the breed books for Arabians and Barbs! In addition, they have the Hackney Horse for those who might be more inclined to their high speed trotting and delicate lines. The racing specialty around these parts is the straightforward flat race, though of course nothing is ever that simple, right?

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Ether magic resonates with So on the solfege scale. Ether is magic of the spirit, and in many ways is closer to “traditional” forms of magic. Those of the Ether don’t really take the beaten path, as they serve as bridges between Earth, the heavens, the spirit, and the body, though they value safety with their independence. They are deep thinkers who can often be found holed up in a lab of some sort. On the small scale, Ether magic can tolerate dualities, like hot and cold, have higher endurance of thirst, fatigue, or hunger, or converse/interact with spirits or ghosts. On the large scale, it is the power of alchemy, changing one element for another among other things, and space magic. Be careful not to form a baby star in the backyard!

If you’re following Ginny’s twitter blog, you’ll know that all of the districts, including Sapphire, have their own little specialties and symbols. I won’t bore you with all of them, and I want you to get to enjoy finding them out on your own! (The name is one giant clue to one of them, fyi.) I will mention that the Sapphire mentors depend on which side the main character chooses. If they go with the Light, they will look to Minna Opuswright (profile pending), and if they go with the Shadow, they have options: Veronica Highflute (profile pending) and Varteni Heatforte (profile pending).

Skip Over to Citrine District

Skip Over to Citrine District

We keep mentioning our wonderful districts, so now we’re going to start introducing them. Astranar has eight districts, each with their own individual flare, and they can be quite competitive with each other. In Astranar, the districts are named after gemstones. This week, we’ll be discussing Citrine (the gemstone, not citrus fruits), where Fire magic sparks the imaginations.

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Continuing the hill country with a few plains mixed in instead of forests and gorges, Citrine is on the southeast side of the country with coastline, and sharing a border with the Diamond, Ruby, and Sapphire districts. The point of inspiration from Ginny was Scotland. Not just the moors, but also the lochs and woods rather than full forests. While water isn’t as plentiful here as it was in Ruby, there are a few stand-alone lakes and streams. The grasslands of the moors seem to stretch on and on at times, with hidden hills creating surprises around corners. There is some hard pebble type beach shores, but a good portion of the coastline is also jagged rocks and steep cliffs.

With the sweeping plains of grass, most of the “farming” that happens is that of animal husbandry, though some grow grains or nightshade variants like potatoes and eggplant. A wildcat sanctuary is kept among the hills, where a wide variety of big and small species of wild cats have a safe place to live and education on conservation can occur. They even have a traveling group that rarely has orphaned kittens they could use some help raising. The coast is home to plenty of fisherman who scour the sea for bountiful seafood, while the vineyard does its best to compete with the other districts.

The local nobility is small, with their presence not being felt much. A count, a baron, and a few lords and a knight, they could use a reminder on how to socialize with each other and with the populace. Perhaps because of having lots of space, perhaps because Citrine is so close to Diamond District, but no matter the reason, Citrine has plenty of flourishing dance studios and other types of training that performers dream of. It fits with the creativity and passion that is used to combat the sameness of the view and weather. The fashion reflects this, with some hip-hop inspired styling that somehow manages to make it work with the gothic aesthetic.

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Sweep hills of grass are great for not only cattle, but horses. Specifically flat-style racing, which is all about speed and endurance. The horses that are collected here reflect the more tumbling sides of speed. The Brumby, the Camargue horse, and the New Forest pony all make their homes here (or rather, their breeders do), and they are sure-footed to help if the main character (MC) needs a new horse for speeding through the flats. Please note, the expectation is that the game will provide the player with funds for two extra horses in addition to the initial horse, one of which includes a pony. This is not the district that supplies the player with the credits for purchasing one.

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Fire magic resonates with Mi on the solfege scale. It’s all about the creative energy and passion for life. Fire-inclined people are energetic, brave, and vivacious, with personality just oozing out of them. They can’t help but show their creative personalities, being very assertive and strong in themselves. On the small scale, Fire magic can light a candle or a campfire, making a matchbox or tinder a theoretical exercise. On the large scale, it can be a purifying force, as well as provide inspiration depending on the spell. The downside is that an irresponsible or out of control spell can lead to a raging forest or grassland fire faster than you can sneeze.

If you following Ginny’s twitter blog, you’ll know that all of the districts, including Citrine, have their own little specialties and symbols. I won’t bore you with all of them, and I want you to get to enjoy finding them out on your own! (The name is one giant clue to one of them, fyi.) I will mention that the Citrine mentors depend on which side the player chooses. If they go with the Light, the MC will look to Vivienne Streetbeats (profile pending), and if they go with the Shadow, the MC has options: Vivian Streetbeats (profile pending) and Veronica Highflute (profile pending).

Take a Hike in Sphalerite!

Take a Hike in Sphalerite!

We keep mentioning our wonderful districts, so now we’re going to start introducing them. Astranar has eight districts, each with their own individual flare, and they can be quite competitive with each other. In Astranar, the districts are named after gemstones. This week, we’ll be discussing Sphalerite (yes, that’s an actual gemstone), where Water magic is the all-the-rage.

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With gentle hills, some low-level mountains, and deep forests, Sphalerite is on the northwest side of the country, sharing a border with the country of Nospos, and the Morganite, Amethyst, and Ruby districts. The inspiration for this district was the Black Forest of Germany and the surrounding countryside, with a little of the Bavarian Forest. The further north-northwest the player gets, closer to the Whistleback Mountains, the more the terrain is mountainous like the bits of the Alps that Germany lays claim to. Whereas the further south the player goes, the countryside is more like hills covered with thick trees, from evergreen pines to oaks and elms. It is also home to the highest number of castles, though many are no longer home to the nobility.

In addition to the plethora of castles, Sphalerite has a deer sanctuary, home to several species of deer from both Astranar and other countries. It serves as an education platform on environmental stability and invasive species. (Because red deer and sika deer have taken over every area they are in, and let’s not mention Yellowstone Park in America before the wolves were reintroduced…) Because of the plentiful forests, many craftspeople come to take part in the forestry industry that the local lords are very careful not to take too much of the trees at any one time. Speaking of nobility, the local higher ranked baron and duke are a bit…stuck in the past. Unfortunately, they are being dragged into the future kicking and screaming. The fashion of the district reflects its ties to the past, with a retro flare from the 1950’s.

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Once again, I’ll get to what most players actually want to know about. With the flourishing forestry industry, the extra horses available in Sphalerite are heavier, with strength for pulling, though these breeds are also featured in show jumping, the district specialty. If the main character (MC) are coming in from a different racing district and the player would rather buy a new horse than try and adjust any of their current horses to show jumping, American Cream Draft, the Black Forest Horse, and Vanner horse breeders sell some of their stock to players. While the player will get credits for a draft horse through the course of the game, Sphalerite is not the district with that quest. Once the MC has one in their stable, however, special quests unlock.

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Water magic resonates with Re on the solfege scale. If Earth is the base, than Water is the flow that pushes and pulls you where you need to go in its own time. Those who are in touch with Water are also in touch with their dreams and their feelings, sometimes coming off as a little moody, but a devoted friend regardless. They don’t see problems, due to them having no concept of boundaries, and can go anywhere in anyway to meet their goals. On the small scale, Water magic can summon water, or raise or lower the water level of a pond or stream. On the large scale, it is cleansing and healing magic, with regeneration possible, as well as a bit of scrying through the reflective surfaces of still pools. If the MC doesn’t keep a handle on it, however, it can cause avalanches, floods, and overall bad weather news that will ruin that picnic plan with their riding club!

If you following Ginny’s twitter blog, you’ll know that all of the districts, including Sphalerite, have their own little specialties and symbols. I won’t bore you with all of them, and I want you to get to enjoy finding them out on your own! (The name is one giant clue to one of them, fyi.) I will mention that the Sphalerite mentors depend on which side the player chooses. If they go with the Light, the MC will look to Kitty Sweetsong (profile pending), and if they go with the Shadow, the MC has options: Vanessa Ribbonmelody (profile pending) and Veronica Highflute (profile pending).

Ruby District, Watch Your Step!

Ruby District, Watch Your Step!

We keep mentioning our wonderful districts, so now we’re going to start introducing them. Astranar has eight districts, each with their own individual flare, and they can be quite competitive with each other. In Astranar, the districts are named after gemstones. This week, we’ll be discussing Ruby, where Earth magic reigns supreme.

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Known for their rolling hills and gorges, Ruby is the heart of Astranar–not quite literally, but it is in the center of the country and shares a border with just about everyone else. Creating it, Ginny was inspired by her childhood home of Upstate New York. The further north the player gets, closer to the Whistleback Mountains, the more the district resembles the Catskills (though Ginny will make the argument that they are still hills, just really steep ones. I’m from Oklahoma, I don’t have a horse in this race). Whereas the further south the player goes, the hills are still there, just less dramatic and more reminiscent of the Finger Lakes region. Those gorges are home to picturesque waterfalls that feed the rivers and lakes, watering the tall trees that cover the hills…at least, those that haven’t been “civilized” yet.

It is a favorite place for farmers and ranchers because of the plentiful graze, even if sometimes the sheep wonder off and have to be chased down. Dairy cows also make an appearance, and some vineyards. With all the plentiful supplies, it’s no wonder that craftspeople enjoy the district as well. The local nobility leaves… some… okay, a lot… to be desired, but we can deal with that right…? Well, hopefully. It’s just one count, how bad can it be? The other local lords are more farmers and landlords than real nobility, so they have the farm sense they were born with….right?! Maybe the fact the fashion has a noted punk/rebel edge isn’t a coincidence after all…

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Alright, I’ll get to what most players actually care about. Possibly because of all the ranches, maybe just because they are quirky, but either way, Ruby is the solace for Western riders in Astranar. Barrel racing, pole bending, shalom, and pony games, there is a wide variety to try, though some will be limited to the main character (MC) owning a pony in addition to the default magical horse. (Don’t at me, there’s a quest to earn you the necessary credits, or at least the majority of them if you are picky on color.)

Ruby is home to Chincoteague ponies in all varieties of coats that they come in. Also not to worry if the MC went to another district first so the default horse is geared more towards another style of riding either, because the Chincoteague isn’t alone in Ruby. American Quarter Horses (which can turn into American Paints with a few extra credits to add markings) and Tennessee Walking horses are also available for purchase, although because they are considered “extra” horses, purchasing of the initial game license doesn’t earn the player credits towards them.

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Earth magic resonates with Do on the solfege scale. It is the base, the anchor that holds you safely down. Those who resonate with Earth are down-to-earth personalities that value security and order, and they are very intense about getting it. They are very efficient, and a good person to have in your corner. On the small scale, Earth magic can speed up plant growth and making tilling the fields neatly easier. On the large scale, it can raise or lower the earth itself or effect magnetism. Of course, if the MC doesn’t stay in control of it, they could also cause a mudslide, which is not only dangerous, but is going to have a number of people mad at them for property damage.

If you following Ginny’s twitter blog, you’ll know that all of the districts, including Ruby, have their own little specialties and symbols. I won’t bore you with all of them, and I want you to get to enjoy finding them out on your own! (The name is one giant clue to one of them, fyi.) I will mention that the Ruby mentors depend on which side the player chooses. If they go with the Light, the MC will look to Vesper Leilament (profile pending), and if they go with the Shadow, the MC has options: Vanessa Ribbonmelody (profile pending) and Vivian Streetbeats (profile pending).

Making Unconventional Fantasy Sound Less Redundant…

Making Unconventional Fantasy Sound Less Redundant…

Some of the pillars of Mystic Riders are obvious in what they mean. Some of them… Not so much. So while we won’t be delving into every single one and what they mean, we will flesh them out if there are any lingering questions. For example, Ginny was curious about my pillar, which was Unconventional Fantasy. (Which I find ironic because I think it was her who started it, but I digress.) So today, we’re going to talk about some of the fantasy elements of Astranar more in-depth, and why they would be considered unconventional versus other elements.

The first thing that pops into my mind is our magic itself. Now, having schools of magic isn’t original–it’s downright any tabletop RP. Having those schools break down by element also isn’t original, that’s Pokémon level shenanigans, even within another game system. Dungeons and Dragons does this, and it even reflects our shadow system of magic which is more concept rather than elemental based.  But where things start to go differently is how our colors correlate to the elements. When we decided to use music as a core influence for the game, we had to figure out how to sort the magic in the very early stages of development, and Ginny has the crazy idea to use solfege–Do, Re, Mi, Fa, and so on. She has charts and medieval texts that not only assigned solfege colors, but it also assigned them elements! It was perfect, it was destiny, it was…

…Not widely accepted when I mentioned it to a couple of my friends. You see, solfege isn’t based the same as our modern, color coding tropes. Water isn’t blue, for example, it’s orange. Fire is represented by yellow, not red which is actually represented by earth. (You know, I’m from Oklahoma, red and earth being related makes perfect sense to me, but I digress into bad puns.) One guy told us he didn’t understand why we were doing it that way, and shouldn’t we just do the standard arrangement? That worried me. I immediately put on the brakes and put on my Capricorn hat to fret about the details. Were we going too far? Would people get it, even if we explained? Should we go with the safer concept and just fudge solfege so that it would match convention?

Ginny and I were in opposite camps on this discussion to start with. I had on my writer-hat, don’t ostracize and confuse your readers. If that means playing to tropes that means playing to tropes, because if your book is too confusing and has negative reviews, it’s going to not have great sell numbers. Games are made or broken by their sell numbers. Ginny had her designer hat on. There, innovation is the name of the game, and doing something within lines while coloring outside of them at the same time is totally acceptable. But that’s why, even though we share a brain, we have to stay communicating with each other so we can reach mutual decisions. Usually one of us is less invested in the other, but talking about it at least makes us think of all the possible outcomes and scenarios, so we can possibly edit the idea or grow it into something even better.

In the end, Ginny and I decided that we were going to stick by our medieval nerd research. The only fudging we had to do was play around with indigo/violet and turn one of those into pink for the sake of one of our mentors, but even that was pretty minor. Why? Because why be like every other game? There’s a point towards the familiar, I’ll give you that, but if you are just like every other game, then what is the point of playing? I would be endlessly amused by players forgetting Water is Orange and accidentally casting Space magic. It’ll cause some hysterical moments. And if you do what everyone else does, those moments are lost. There isn’t anything new and players can just rely on their lizard brains to get through the game.

Sometimes we do go down the road of the expected. We have unicorns, and we have pegasi. But sometimes we go astonishingly literal (there’s a story about me going on a D&D rant and Ginny just running with part of it to create a creature for the game), and that in itself is unconventional because we take it farther than most people do. By pushing some of the boundaries and boxes that people have put around fantasy, we are reminding them about the fun that was had back before we had rules. While our market isn’t nearly as tapped as it could be, they are playing other demo’s sandboxes as it were, and so we want to engage them in new and interesting ways, as well as meeting what all that they want in a game.

I will put a rope around the outside of the box though to sort of corral things, keeping them within limits. There has to be a reason for what is and isn’t included in the game, otherwise it’s a waste of the programmers’ time and it’s a waste of the player’s to have to find it or go around it. So as cute as candy dragons might be, there isn’t really a reason to include them. (I say that, watch Ginny find a way to include them in a holiday somewhere.) It’ll also keep our magic from taking things (sometimes literally) off the rails, since spells and magical animals are tied so deeply to the story in Mystic Riders. Just this week, we finished hashing out how much of each school there is going to be. What were the decisions? That’s another blog post. See you next week!