The Last Bastion of Magic

The Last Bastion of Magic

The premise of Mystic Riders is that Astranar is the last country on Earth where magic still works and affects people’s daily lives. Every girl (player) that is invited to Astranar has a bit of magic attached to her soul, a shard if you will, that gives her the ability to manipulate magic and survive in the Mirror World. Each district in Astranar is dedicated to teaching one type of magic. The shard might be one of Light, or a shard of the Shadow. The larger the shard attached to the player, the potentially stronger in magic they are. The player’s shard is large enough that they might be able to master more than one type of Light or Shadow magic, giving them incentive to explore the other districts of Astranar.

Do they have the ability to use the long lost magic of Harmony?

No one knows why the magic of the world broke and why only Astranar can still touch the Mirror World. Perhaps that’s a mystery the player can resolve? Though it is unclear if magic can ever be fixed. Or if it even needs to be fixed.

The magic of the Light is the magic of the elements, of illusions, and of the mind. While the magic of the Shadow is the magic of decay, absence, and negative emotions. (Death stays out of it.) There is also easy magic that every caster on Astranar can use such as calming animals, cleaning and mending objects, sparking fires and summoning water.

All types of magic are controlled through three statistics: accuracy, cast time, and power.

Accuracy controls if the magic hits what it’s supposed to hit or does it explode with unintended results. Cast time controls how long it takes to cast a spell after the player finishes drawing it with magical energy. Power determines how big of an effect the spell has. The more powerful a player is, the bigger the impact and range of their spells.

It’s known that Light magic is more stable than Shadow magic especially if Shadow magicians try to use Light magic. It tends to explode in their face. But on the other hand, Shadow magic may be more powerful than Light magic.

Magical patterns are stored in books that the players can keep with them in their saddlebags or store in their libraries. There are four books, three for each level of magic, easy, medium, and difficult, and the fourth is holiday magic! A special book that holds the magical power of the special times of the year and can only be used during those days.

The player accesses their magic by equipping a book in the magical book section of the user interface, and then they can open the book, flip through the pages, and trace on the screen the pattern of the spell, either by holding down the mouse and hitting each dot in order or clicking on each dot individually.

The more magical powers they’ve studied, the more magic they have at their disposal and the more things they can do, and quite possibly (undoubtedly) the more places they can explore on the map in Astranar.

The player will have a magical meter that they use when they cast a spell. They can only cast so many spells before they’re out of magic and they have to wait for it to fill again over time. (Or maybe there are some snacks for that.) Cast a spell and it backfires, it might take away a bit of magic. The more magic they cast, the more magic they can use as they level up.

The player’s jewelry can help them get better stats in their magical abilities. Earrings, necklaces, rings, and bracelets can be equipped. The player can buy these at stores or make them by learning forging, or thread crafts. Different pieces of jewelry may take up more than one slot in their character equipment bar.

Decorative, function, and allows the player yet more control over customizing their characters!

The player will find many uses for magic in the game, whether it’s to acquire a pet, or make small chores go faster, exploring the map, or using it to thwart the other faction’s plans. Magic is integral to the story.

What type of magic do you want to learn to control?

Light or Shadow: Which Faction Do You Choose?

Light or Shadow: Which Faction Do You Choose?

One of the issues with MMORPGs is that the story can often feel railroaded or set in stone as a player goes through the game. No matter what type of profession they are or race, they end up playing the same story. MMORPGs aren’t at the point yet of, say, Detroit Become Human, where every option creates a myriad of other options and endings. However, Mystic Riders has a couple ideas in mind to allow the player to have more ‘control’ over their adventure.

One of these is our faction system.

In Mystic Riders, there are two groups of magical riders; the Light Riders, and the Shadow Riders. They’re at odds with each other and don’t know how to get along. The Light Riders control the mastery of the elements and some say thought itself, while the Shadow Riders control things such as petrification and decay, and they’re rumored to control fear and nightmares.

Why there are two factions is something of a mystery. Once upon a time, there didn’t seem to be Light or Shadow magicians at all. There were simply magicians. No one knows what happened. Now, it is what it is, and the Light Riders and Shadow Riders vie for control of the Mirror World.

Nobody is sure what would happen if one side gained more control of the other, though both sides are determined to try.

During the game, the player will be given choices on what side they want to be part of: the Light or the Shadow. And from that point on in the story, they will experience different story quests as they proceed in the game (until they’re prompted on whether or not they want to switch sides again). The player is allowed to choose and decide their own motivations for doing so. Do they really believe one faction is better than the other? Maybe they’re a spy?

On top of having different story quests, each side will have different areas of the Mirror World that they can enter and exit safely. A Light Rider better be stealthy and quick if they want to enter an area of the Mirror World controlled by the Shadow. If not, they’ll have to hope they can race back home without being caught. The vice versa is also true.

The appearance of the “My Glade,” the Mirror World section of the “My Farm,” will also change depending on whether or not the player is a Light Rider or a Shadow Rider. And when the player has enough experience to open up a gate to a Mirror World town, what town they have will depend on which faction they’re part of.

Of course, it is a horse game so there are different special magical horses for Light Riders and for Shadow Riders. In Astranar, there are whispers of unicorns and pegasi if you can enter the Mirror World and win their trust. However, white unicorns only come to riders of the Light, and dark unicorns are attracted to riders of the Shadow. The same can be said of the pegasi. White, pastels, and true colors love Light Riders. While black, greys, and muted colors adore Shadow Riders.

While there are other magical horses, one doesn’t truly care about alignment and a couple only come around a very special lucky holiday.

There is also one special pet for each faction. Light Riders can keep rabbits of all varities for pets. While Shadow Riders can keep certain species of the weasel family including weasels, stoats, ferrets, mink, and pine martens. These pets ride along in the saddle bag, can be held by the player, or run along after the player while they’re walking. And if the player has more than one pet, they stay at the “My Farm/My Stable.”

Each faction has their own special equipment and gear for horses and humans alike. For those in the know, wearing these special styles can hint what side you’re on or have been on in the past.

Hopefully, by adding factions to the game and giving them different rewards will encourage replayability and give the player more freedom and customization in how they choose the play their story and craft their own adventure.

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 you get, 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 you go, 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 you 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 you owning a pony in addition to your 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. Not to worry if you went to another district first so your default horse is geared more towards another style of riding either, because the Chincoteague isn’t alone in Ruby. American Quarter Horses (which you 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 you 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 you don’t stay in control of it, you could also cause a mudslide, which is not only dangerous, but is going to have a number of people mad at you 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 you choose. If you go with the Light, you will look to Vesper Leilament (profile pending), and if you go with the Shadow, you have options: Vanessa Ribbonmelody (profile pending) and Vivian Streetbeats (profile pending).

You are the Hero

You are the Hero

In Mystic Riders, your player character is the hero of the story. It’s your journey and you are the star. The story pillar for the game is “growing up.” And we want you to feel like you’re in charge of the story and what you do matters. We want you to be the star. So, we’ve come up with some game mechanics and story elements in order to customize your journey.

Character creation in Mystic Riders is more than about customizing your avatar and your magical color changing horse. It’s about choosing the best starting magic for your character. The quiz will help decide what district, your first racing skill type, what type of magic your character has, and other cool things like if you live in a dorm room, a tiny cabin, or in a tree house while at camp. (You can choose if this carries over to your farm and stable or not.)

There are seven different magic types in Astranar (and the elusive eighth type, Harmony) and each district specializes in a different magic. Each district is a different chapter in the story that can be played in any order depending on what type of magic you want to learn next. Because story wise, your character is the next wielder of Harmony magic, the first in centuries.

Helping you on your journey are the mentors of each district. Your mentors are only a year or so older than your character, and can only wield one type of magic. They came to Argentum the year before and earned their spots in the Royal Riding Academy. If you get into a great deal of trouble, they can help you out. Maybe. If you get into too deep of trouble, you’d need someone with a great deal of magic experience, like Headmistress Thyme to get you out of a jam.

There are choices to be made all through the game.

After customizing your character and choosing a district with it’s racing skill tracks, there are other skills to be learned such as crafting and arts. Learning different skills in the game like hiking or gardening will help in your journey to discover Astranar’s secrets. And being able to make clothes and equipment not only will allow you to outfit yourself in better gear, but earn some extra coins along the way. The more skilled you are, the better things you can make and the harder obstacles you can take on.

When you level up your character and your horse, we want you to have the ability to customize your stats to what you feel is important. There is going to be a certain amount of strategy in choosing where to put your stats to be the most effective depending on where you are in the game. Not every horse is going to be the fastest horse or the most agile or most disciplined. Different horses are good at different things.

Answering questions is going to affect how your story proceeds and how characters in the game perceive you as a person. You want to put your best foot forward. How much effort you put into completing your goals in the game is going to reflect on the skills and abilities that you have and how good you are at them.

There are factions to choose. Do you want to control the power of nature, create illusion, and read minds? Or do you want to explore the natures of rot and decay and the nightmares of others? It’s up to you. Each of these factions will alter your story. And give you access to different areas, equipment, and gear. Depending on if you choose to be in the Light or Shadow Faction, there are specific pets and horses you can get that are exclusive to those factions.

As you progress in the game, you’ll be given an opportunity to take the first steps in a profession. Do you want to be a jockey? Entertain the masses like Rose Neptuna? Or even explore the far reaches of Astranar searching out secrets? Professions will give you special quests, extra items, and access to special areas.

Most importantly to us is that the story is about your character as the heroine who is there to train and learn the secrets of Astranar and Argentum in order to make the Light and Shadow Magic of the world harmonize again.