Platformer Mechanics

Platformer Mechanics

Some of what we do as we think about Mystic Riders is try to answer the question, what does an MMO look like in 2025? What is the next step in the MMORPG experience? Games such as World of Warcraft and Final Fantasy XIV, and Elder Scrolls Online started the “mount” system for MMOs that is becoming more and more standard.

So, where do we go next?

In Mystic Riders, we want to use a more three dimensional level platformer gaming type of experience that Guild Wars 2 is flirting with in their jump puzzles and huge battle arenas. Make the map of an MMO a more dynamic exploratory experience and use magic and mini-games to enhance the experience.

Games like Sly Cooper, Ratchet and Clank, and Okami allowed the player in a single player mode to explore the map and reach places in varying ways. Sly Cooper can climb ladders and pipes, and sneak along ledges. While Ratchet and Clank gave the character the ability to swim and gadgets to fly, walk on magnetic surfaces, and even change the state of liquids to solids (and back.) In Okami, the player used magic to cause the wind to blow up banners, become small, or even slow down time so they could make that tricky jump.

A platformer by definition has the game set up as a series of ‘platforms.’ So, I’m not going to say that we aren’t going to crib from these games in places, because why mess with what works.

The easiest use of a platform mechanic is to provide places for players to jump between. Whether this is across rivers or up in the mountains or in the marshes.

The next step is because we have a dedicated mount system is to merge these platformer style mechanics with the different racing mini games. Instead of the races being on flat ground, they maybe be more three-dimensional. Having the player doing a dressage routine, but that routine as they turn takes them up a hill or down into a pit.

They don’t want to mess up the routine, because that means they fall and falling is going to hurt.

Or maybe they’re in the mountains on a pony and there is a very thin gully that they have to get through in a set amount of time. This gully could be set up as a clover leaf pattern going up or down or it could be a pole bending pattern where the player has to move quickly in a zig-zag shape.

Or, they’re in a marsh on their draft horses and parts of the marsh are too deep even for their drafts to traverse and instead there is a show jumping race in the middle of the marsh to get them from point A to point B.

There are also other standard platformer game options, like rebuilding bridges. (We have a puzzle game for that.) Unlocking different doors in various ways. Or players might have to own a specific type of horse in order to move the tree that blocking the path. (That is if they don’t have rot/disease magic.)

Using platformer mechanics in the environment will give the player something to puzzle out and more places to explore once they gain more magic and unlock districts than simply riding from point A to point B and hope for some hills or mountain paths.

Now how can we utilize magic in our platformer mechanics? For this, we need to look to Okami and Ratchet and Clank. Players can lower and raise water. Turn water from liquid to a solid. Use the wind to turn a windmill and move bridges. Summon lightning to power a door or a dam. They can use magic to grow plants and make a ‘natural bridge.’ They can use magic to lift and lower rocks. Or to grow big and small. Or even to tame a pegasus and glide between extra long platforms.

The possibilities of how to make a map more dynamic with magic and mini-games really in only limited to the imagination of the game devs. Having different areas of the map only accessible if the player has mastered certain types of magic will hopefully encourage the player to explore the map multiple times.

They never know what they might discover and the secrets they could unearth.

Even if that means they have to become tiny like a bug or tame a pegasus.

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 (main character [MC]) 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 MC, 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 MC’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, functional, 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?

A Place of Their Own

A Place of Their Own

A large part of Mystic Riders involves the ability for players to grow and make their own items. And in order to do that, the main character (MC) need a place of their own to be able to grow their own ingredients or store things that they’ve foraged. Plus, they can’t keep all their horses at the camp forever. They need their own place and that is the My Farm/My Stable.

The My Farm/My Stable is available to players who buy a pass to leave the camp (or in essence, buy the game). Once they have a pass, the mentor of their camp will show them their own Farm and Stable and walk the player through choosing a set up for a Farm and Stable of their own.

The My Farm/My Stable exist in, well, magic space. What the player needs to access their farm and stable is their magical key, and a special gate. When they put the key into the special gate, a portal appears to their bit of land in Astranar. They can either keep the key with them, or set it up in one of permanent gates on the map. (Going home to their stable is always a free transportation jump that doesn’t require using a train.)

The key to their farm and stable is a snow globe! (Snow globes are very magical in Astranar.) The player has the opportunity to customize their snow globe key by choosing one of the districts symbols for the middle and a color from the color palette. (These can always be changed later.)

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When the player drags and drops their key onto the gate for the first time, they’ll be prompted to choose a style of farm that they want. While the player won’t be able to choose the placement of the buildings on their farm, they’ll be able to choose whether or not they have a cottage or a tree house and about a half a dozen styles ranging from French Empire, Queen Anne, Modern Eco Victorian, and so on and so forth to choose from, and they can choose if they want stone or stucco or painted clapboard. There will also be decorations to make or buy so they can decorate to their heart’s content.

The player will also be prompted to name their My Farm/My Stable.

The player will start with a small 1 bedroom cottage, a stable with 3 stalls that looks like a country church without a steeple, and a patch of dirt. As they do quests around the districts, they’ll be able to upgrade and add buildings and animal enclosures to their farm. Some of the first quests after the player acquires their farm will be to fill the stalls of their stable with a draft horse and a pony!

For example, as an MC does farming quests around the district, they’ll be able to upgrade their patch of dirt so it has less rocks, or they learn how to improve the soil, thus letting plants grow faster or yield more. By learning about animals from farmers and veterinarians, they can build enclosures for bunnies, chickens, and an animal pen for bigger animals like sheep, cows, alpaca, and goats. (This is going to depend on their crafting specialty what animals they find more important. A player that takes up doing clothing is more likely to have an alpaca over say a goat, unless the goat is a cashmere goat.)

Once the player goes to the Diamond District and learns about hot houses, they’ll be able to build a conservatory in their farm if they so desire. When they learn forging, they’ll be able to build a forge on their farm. And if they want a pony cart, they can build a building specifically to hold their pony cart.

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When they complete a quest to make friends or capture one of the fantasy horses in the mirror world, they’ll be able to open a gate to the mirror world from their farm to a magical glade. This magical glade will have a pavilion for them to take care of their magical horses, a garden, and enclosures for magical animals.

The My Farm/My Stable is intended as a place for the player to be able to continually improve as the game progresses. It is “their” space in the game to make it look the way they want. They can use the farm to grow plants in order not to have to buy them at the stores and as a place to keep extra inventory and pets. Lastly, the My Stable is a place for them to house the completely optional horses (outside one draft and one pony) they can collect in the game.

Breed Spotlight: Astranar Wild Horse

Breed Spotlight: Astranar Wild Horse

Astranar Wild Horse

The main character (MC)’s starting horse, the Astranar Wild Horse is a unique breed with plenty to offer and secrets that the locals are careful to keep away from the rest of the world.

Physically similar to the Fjord horses of Norway, a possible sign the two breeds developed independently in similar fashions, the Astranar Wild Horse can only be found on the continent of Argentum, with the wild herds only being sighted in the country of Astranar. Some horses paired with a rider will travel the other countries on the continent, but most wild horse sightings in Zablana or Nospos are written off as false sightings.

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Curiously enough, this breed is well known for only bonding with female riders. While occasionally one will tolerate a male rider, it is usually with ill grace and doesn’t last long. Locals have stopped trying. But when they find the right person, these horses are the most loyal mount one could ask for, and they will always try their hardest for them.

The biggest secret about the Astranar Wild Horse is known only to locals or their riders: they are the only breed of horse that can cross between the barrier between our world and that of the Mirror World. On our side, they are handsome horses, but on the other, they reveal their real, bright colors…and snarky comebacks. (Yep, they talk, and they are bursting with opinions.) Herd hierarchy can get a bit biting at times, but really, you get a group together of anything that can talk, and gossip is going to follow.

Because of their magical traits, Astranar Wild Horses are considered a banned export–they rely on the magic of the Mirror World to exist, so they can’t leave the continent. This makes them highly sought after mounts by new arrivals who don’t always realize what they are getting into. They learn.

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Breed Characteristics:
A solid all-around horse, the breed comes in all shades of dun, with a thick mane and tail of usually a mixture of a lighter color and a darker color. (Exact mixing and matching will be customizable by the player at start up.) Their manes can be cut into patterns similar to a Fjord, or allowed to hang loose and mixed, depending on theirs and their rider’s preferences. While the occasional blaze or sock can be seen, most horses have solid coats. Because they are a such a rare breed and require as high of genetic diversity as possible (at least on paper), geldings are not available. (Players will be able to pick between mares and stallions.)

Starting Stats: *
Speed:                    3                                              Discipline:       3
Endurance:         3                                               Agility:             3
Strength:             3

* Note, these numbers aren’t set in stone. They are Becca’s way of trying to reduce her knowledge/research of breeds and their particular skills and traits into numbers so when animators and programmers have to look at these horses, they can go, “Oh, this horse can’t turn worth beans but this one can on a dime, noted!”

Statistics! The Game Character Sheet

Statistics! The Game Character Sheet

Every good RPG has statistics. These statistics are numbers assigned to the main character (MC) that determines their various levels of expertise in different skills. The player is assigned points when they first create their character from the type of racing they chose in their placement quiz, and are given more as they ‘level up.’

One of Mystic Riders goals is to have as much customizable content as possible and one of the basic customization types that we want to give players over is their own statistics. That way they can choose what type of rider that the MC is going to be! They will also have control over the statistics of their horse, and how they want their magic to work.

Statistics are the game version of a character’s player game sheet in a table top RPG. They determine the strengths and weaknesses of the character. But instead of rolling dice, they are applied to how well the character does things in the game.

The MC has five basic ability stats: Speed, Stamina, Strength, Command, and Agility.

Speed is how fast can the MC move at a walk or a run. Stamina is how long can the MC ride without eating, run, or withstand the heat and cold. Strength is how much can the MC lift or pull. Command is how well do animals obey them. And Agility is how quickly and how tight does the MC turn.

There are three magical ability stats that the player also has control over and can change when they level up; Accuracy, Cast Time, and Power.

Accuracy is how on target the cast spell ends up being and if it works or not. Cast time is how quickly the MC can cast the spell. And Power is how much oomph goes into the spell.

The horses also have five basic stats that the player can customize: Speed, Endurance, Strength, Discipline, and Agility.

Speed is how fast can the horse go. Endurance is how far can the horse go without care, and how well do they adapt to heat or cold, and how far can they walk through a boggy marsh. Strength is how much can a horse pull or carry, and how high can they jump. Discipline is how well does a horse take commands and how fast do they change their paces or stop. Agility is how quickly and tightly can the horse turn.

Certain breeds of horses will have higher stats in different things depending on if they are good showjumping horses, or good western horses, or good dressage horses, etc.

When the horse levels up, the player will be prompted to put the new points they’ve earned into the different horse statistic slots.

The player will have skill tracks that level up as they do things in the game. For instance, they have three skills that are related to horses. Ride, Jump, and Care. The more the MC rides, the better they’ll get at it as the more points they’ll accumulate. The more jumps they take, the better they’ll get at jumping with their horse. And Care, the more they clean stables and care for their horses, the faster they’ll get at it. Arts and Crafting skills falls under this kind of leveling.

The MC’s statistics and the horse’s statistics will be able to work together to do certain things in the game better than others. A player with a good level of command is going to get better results out of a horse with low discipline and outstanding results with a horse with high discipline for example. Better ride stat, the more balanced the MC are on the horse and the faster it can go.

Players will be able to create characters with vastly different skill sets and abilities by playing the game in different ways. A player who spends more time in crafting is going to be a lot faster at it and have more items to craft than a player who primarily plays for racing. Creating a more customized and hopefully enjoyable experience that will want to make them play the game again so they can try out doing different styles of play and different story lines.

The Core Game Loop

The Core Game Loop

The core game loop is the backbone of gameplay in any game. It’s what the player is going to experience and how the game progresses. In an MMORPG, the basics of a core game loop is the player receives a quest from an NPC, they leave to fulfill that quest, and return to the NPC with the objectives. This gains them experience and unlocks more quests.

There are main story line quests and there are side story quests, and these quests may have different requirements for unlocking.

A lot of time in MMOs, especially if they are combat oriented MMOs, quests end up being one of two types. There are the ‘kill’ quests and the ‘fetch’ quests. Then a third type, the occasional ‘escort’ quest gets thrown in. The kill quests are quests where the player is asked to kill so many NPC enemies. The NPCs may be threatening something or they have drop items the player needs to fulfill the quest. The fetch quest is the player is asked to go from one place to another to acquire an item. The items may be with another NPC or they may be scattered around the map. The escort quest is when the player is asked to accompany an NPC and protect them from enemy NPCs.

This obviously gets tedious after a while. Thus, there are sometimes a few castle defense quests to hold a particular spot. As you can see, a lot of quests in most MMORPGs revolve around violence.

With Mystic Riders being a non-combat oriented MMO, this takes any type of combat oriented quest off the table and ends up leaving mostly fetch and escort type quests. Having played an MMO that is mostly fetch and escort quests, these can get boring rather quickly. In Mystic Riders, we desire to create new types of quest requirements within the greater game loop, basing them off of mini-games and platformer adventure mechanics. (Like Guild Wars 2 has incorporated jump puzzles into their environments.)

The main question that we’ve asked ourselves while we try to develop quest type ideas for this game is what should an MMO look like five years from now? Bearing in mind that there is a very set idea in this day and age on what a basic MMORPG looks like and what features it should have.

Because Mystic Riders is a horse themed game, there is going to be a story line and an entire subset of quests and mini games that are devoted to racing and leveling the main character (MC)’s horse. Thus, in the core game loop there would be races against NPCs, and races to get from point A to point B. These races can be tailored to the specific race specialty of an areas.

Meaning, if the player is in a Western racing area, their races from Point A to Point B may have super sharp corners and having to weave through trees. Or if they’re in a show jumping area, the race may loop over itself and there will be lots of jumps. In a dressage area, there would be less running and jumping and more having to follow a set pattern at a set speed in order to make it out of one area to another in one piece. The clock wouldn’t be the biggest factor.

Proposed Mini Games include using environment shaped puzzles like platforms, ledges, land types, and even magic to manipulate the game in order to get places or find out clues to the story. Platform style mechanics are a more interactive style of game play and give the player more control and ability to play with their surroundings. Thus leading to more engagement from the player. See Okami or Sly Cooper.

Other mini games are games can be considered games on their own, like bubble shooters, jig-saw puzzles, pattern matching games, fishing, and stop and go style games. Using magic itself is a mini game where the player would use their mouse to trace a pattern on the screen to cast the spell.

These mini-games would hopefully be built into the game in a seamless style manner that they would make ‘sense’ to the player. And that there would be enough variety in the mini-games that they wouldn’t get bored. In fact, we’d want them to want to replay the game over and over again because they find it exciting and/or challenging. (Plus, it is a non-linear choose your own adventure style story where their actions and reactions can shape how the story plays out and what side they are on with them choosing their own character’s motivations. More enticement to play again.)

Hopefully, by using platformer mechanics and mini-games there will be exciting and new ways to proceed through an open world style MMO in the core game loop.

Mystic Riders: The Proposed MMORPG

Mystic Riders: The Proposed MMORPG

There are certain features in MMORPGs that are considered standard and no longer optional (unlike back in 2006). If you want your MMO to be a full AAA type product, you can’t skip on these features. It’s more than having a full story (and in a combat MMO it’s having a good combat and PvP system). So, here in brief are some of the features we want Mystic Riders to have.

A Mount System.

Mystic Riders is a horse themed MMO focused on story. We have to have mounts for our players. These will be horses based upon real world horses, and horses that are completely magical! We want the horses to come in three types: ponies, regular warmbloods, and draft horses. The horses would come in different coat colors and each breed would have their own set of basic statistics based upon what their breed is well known for doing because we have skill system.

The Skill System.

The Skill System as it pertains to horses is the type of rider the player’s main character (MC) can be. There are four horse based skills that correspond with different racing type minigames. The MC can be a dressage rider, a western rider, a showjumper, or a jockey type. Or, they can balance their stats to be an all around rider. As the player gains levels they will get points to put towards skills and be able to customize their character and story.

There are also different skills that go with a crafting and farming system.

Crafting and Farming System

We want the players to have the ability to make and customize their own items in the game. Different items would have different stats and would be available for different seasons. (The MC doesn’t want to wear a summer blouse in the winter!) The player could use these items to decorate the MC’s house and some items would only be available to different factions or professions.

Housing System

In a housing system, or as we call it in Mystic Riders, My Farm/My Stable, the player has control over customizing and growing their MC’s own little farm area. They have a house, rooms inside the house dedicated to different types of crafts, and a stable to house their horses. The more they learn, the bigger their stable and house will be, the more animals and gardens they’ll have, and thus the more horses they can own.

Factions System

The players have to make a choice in the game, what type of magic are their MCs using. Are they Light Riders or are they Shadow Riders? There are exclusive items, horses, and pets to each faction. And they can only learn the magic of light or shadow depending on which faction they choose.

Magic System

There are two types of magic in Astranar, Light Magic, the magic of the elements and thought itself, and Shadow Magic, the magic of decay, disease, and depression. (Death keeps out of this.) Once the player advances beyond basic magic in the tutorial, they can learn spells associated with their faction and depending on what area of Astranar they are in.

Professions System

Once the players reach the capital zone of the Diamond District, they can choose a job for the MC. These jobs come with extra quests and more items that they can buy, craft, or grow.

Reputation System

As the player goes through the story they will be given options on how to respond to the different quests. How they respond will affect the NPCs and their groups view of the player, thus earning them reputation. If they don’t earn enough reputation with a certain group to advance that story, they will be given ‘catch up’ type story quests to get enough to proceed.

Pets

In Mystic Riders, we want the MCs to be able to own one or more several cuddly pets. They can keep their extra pets at the My Farm.

Map

We have several plans for the map. We want our map to be a 3D style Google earth map with the options of having a Randy McNally style roadmap to go over it. That way the player can zoom in and zoom out of the map and be able to find directions to where they are going if it is hidden by ‘fog of war’ because they haven’t explored the area yet.

We also want to have free map travel from train junction points that once the player discovers them, they can travel between them instantly and for no in game money. These train stations are manned by the Station Master Cats. The MC may feed the kitty, pet the kitty, or take the train.

Riding Clubs

In the game, the players will be able to form their own riding clubs. In their riding clubs, they can have club gear and equipment, their own club house, and do club events as well as participating in club vs. club racing and eventing PvP.

Player Versus Player

PvP in Mystic Riders is completely optional. All group races and championship style events are up to the discretion of the player whether or not they want to participate. PvP can include races against their friends in groups. Or racing in large championships that the MC can only enter once the player has beaten the racing story line of their first area and are a “champion.”

Chat System

In the game there will be a chat system for players to be able to talk to each other. The Chat system will be locked for players under the age of thirteen. We hope to have a system in place where if they try to use a word that would be censored, it will turn red and they won’t be able to send the chat without changing the word. This will help with compliance with acts such as COPPA.

There is one system that we won’t be implementing into the game and that is an in game player economy. Players will be able to sell items to NPCs but they won’t be able to sell them to each other. As this is one of the  most tricky systems to work into a huge game, and is one of the most easily abused, we don’t want to get into it.

These are a good many of the different systems that we have hopes to implement in Mystic Riders MMO, along with our mini-games, in order to make it an enjoyable and fully realized gaming experience.

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.

FRANCE-Provence-Vineyard

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.

percheron

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.

Granada

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?

barb

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).