Player Versus Player

Player Versus Player

The main thrust of Mystic Riders is a story driven single player versus environment experience. However, we aren’t against having Player Versus Player mechanics in our game as long as they don’t interfere or impede the story. Players can always experience the story together in groups.

But, we’re also willing to consider actual competitive style gameplay. This would be completely optional and wouldn’t tie to player leveling in any way. Player versus player in a mounted MMO is restricted to different types of racing.

Player versus player game play brings out some of the most competitive players and the players who are more apt to grief other players. These are the players who are more apt to try and break the game in order to gain a slight advantage and win a digital “prize” in order to be number one on the board. This type of play would have to be taken into account in the game mechanics so all players who can participate in PvP have a solid chance of winning if they have the right equipment and gear.

This is a game where you have to earn your way by playing story quests. Races, championships, skills and good gear are unlocked by playing quests and earning levels. A player can’t just play through the demo, buy the game, and go buy the ‘best horse’ in the game and the ‘best gear.’ That’s not going to work. There just won’t be one ‘best horse’ because different horses are better at different things. They won’t be just a fastest horse, there will be the most disciplined horse, the most agile horse. There may be an ‘all around’ horse but that horse won’t be the one that is the ‘fastest.’ Players must play quests in order to unlock districts, unlock horses, unlock races and championships and higher level of gear. They have to earn their way through the game. In order to run a championship race, they have to be a ‘champion’ of the competition in that district.

The players can form groups and participate in races together in competition races. This can give the player practice. Neither the player nor the horse gain experience for these races and they are purely for fun and placement on the leader boards. Competition races can be run as many times as the player and group likes.

Once the players have gone through the story racing section of their district and earned the title of “champion,” they can compete in Champion events.

Championship races are PvP races that can only be raced by those who have completed the story racing track that leads them to winning the district’s top prize. Thus, these are extremely difficult races that are for higher level players that have at least completed one district’s story. Every time a player completes another district’s racing story line, they gain another championship to compete in. All championships would be sorted out by player level. That way a low level 5 player wouldn’t be put up against a higher level 20 player with no chance of winning.

If a player wins the Championship and beats their own best score, they’ll receive a small monetary prize.

Or the players can form more formal groups called Clubs.

In order for the Clubs to have a purpose in the game, the Clubs could be divided into different categories or “divisions” by size. Division 4 could be 2 to 5 member clubs, Division 3, 6 to 10, Division 2, 11 to 20, Division 1, 21 to 30 or something like that. (I am not sure of the top membership number of clubs, it’s going to depend on player counts and the ability for the servers to handle them.) Where if anyone in the club participates (and there should be a minimum number of people who are required to participate per show) they get a point to put towards the Club “pot” worth of points. And if anyone in their Club places in the events of the show, they get a LOT of points to go towards the pot, the higher you place, the more points, and the Club with the biggest “pot” of points wins a cup to display in their clubhouse.

There would be several different events, leading your horse in a circle, show jumping, dressage, very formal things. Only one person can participate in one event. Each event has to have a new person so you have to strategize on who participates on who is the ‘best’ at each event or has the best gear. The more people the club has, the events the clubs have. Events of Clubs that only have 2 to 5 people, have 2 events, but a club with say 50 people, would have 10 events to participate in. Events are individual competitions.

Depending on how many divisions there are, and the upper limit of Club membership, will depend on how often these Club Shows Championships would be run, daily, hourly or weekly.

Leaderboards for all championships and races would be reset on a regular basis. Hopefully these limitations and restrictions will keep the PvP fair for all players and still make it fun and enjoyable to socialize.

Let’s Make Something

Let’s Make Something

Now that the player has someplace to live and keep their horses, well, they’re own little farm. They need something to do on their farm. That’s right. Crafting.

In combat MMOs, crafting is now considered one of the basic features of the game. It doesn’t matter that in a combat MMO you’re probably just getting materials to make new armor or put together some potions, crafting is there and part of the experience. In Mystic Riders, crafting is part of what drives the story as the character chases after the question, “What do I want to be when I grow up?”

As the player unlocks camp locations, they can choose to learn new skills. In the beginning, they can learn 3 different skills, one racing, one ‘craft’ skill and one ‘arts’ skill.

The racing skill they choose is determined by their district and the answers they gave to the quiz. (If they don’t like that type of skill, they can always take the quiz again to get a different district.) And then once they are at camp, they can choose two other skills from the different activities offered.

The Craft skills are hiking, running, swimming, gardening, cooking, photography, archery, and fishing. The Art skills are cloth crafts, leather crafts, wood/paper crafts, ceramics, and lastly, metal crafts. As the player uses their skills, they’ll get better at them. The more they craft, the better they’ll be at it. (Exactly the same mechanic used for riding, jumping, or caring for your horse.)

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Some of the craft skills and all of the art skills have trees of knowledge that increase in difficulty. When you first start sewing for example, you’ll be learning to make curtains and pillowcases, but when you become more advanced, you can make tailored clothes! As the player increases in skill, new quests to learn more advanced techniques will open up for them to play, and new items will be available for them to make.

After you learn to hike, you can learn orienteering and eventually go onto geocaching and archaeology. Running leads to the skills of yoga, dance, and fencing or martial arts. Once you learn to swim, you can learn to row a boat. After you learn to garden, you can learn how to take care of animals, and mine responsibly. (I’d consider gardening to be the most basic skill to take and strongly urge players to get it started first.) Once you learn to cook, you can learn to bake, make candy, and brew things such as potions, lotions, and perfumes.

After you learn to sew square things, you can learn to make clothes, and then advanced more tailored clothes and knitting. In leather crafts, first you make belts, handbags, and shoes, and then you can learn to make bridles and saddles. In woodcrafts, you first learn to make paper items, and things such as picture frames. Then you can learn to make furniture and musical instruments. In ceramics, first you learn poured ceramics (like plaster) and slab style ceramics, and then you can learn the pottery wheel, and eventually go onto glass making. In metal crafts, you learn to make jewelry and simple things like nails and decorative objects, then later forging.

Some of this obviously is going to need to be worked out and is subject to change.

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The crafting system is meant to tie in with the story, the professions, the My Farm/My Stable, and even the factions in Mystic Riders. During the story, the character will be asked to use certain skills. And how easily they manage them is going to depend on how much time they’ve put into that skill.

If you want to take part in a certain profession in the game and get the special items, you’re going to need skill and reputation with the groups related to that profession. The more work you put into your skills, the bigger and better your farm and stable can become. If you want better horse shoes, it’s going to be much cheaper to learn to forge your own than to buy them. And there are certain items you can only make if you’re with one faction or the other.

The items they make and grow can be food for them or their horses, it can be clothing or gear, or jewelry to help with their magic abilities. They can create items to decorate their My Farm/My Stable inside and out.

As the player runs around the world and does the quests and as they level up in their skill levels, they’ll discover, be given, or can buy different crafting recipes or patterns. These they can keep in their library at their My Farm/My Stable for reference later.

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They can grow the items they need at the My Farm/My Stable, forage them from the world around them, or be able to buy items in shops if they’re pressed for time. Just because one player is going to want to make their outfit from growing the cotton to finished product, doesn’t mean another player is going to want to do that, and we can accommodate both.

Because crafting is going to be a large part of the game, we have set some limits on how long things will take to grow in the garden for instance. Nothing should take more than fifteen minutes and when the server resets, everything will be instantly ready. We don’t want to frustrate our players or make them babysit the game waiting for things to finish. Certain areas of the game will have items the player can forage. The items will be refreshed when the player leaves that area and returns. And so it’s not all drag and drop mechanics, we hope to use different mini games to liven up the experience.

For instance, in sewing you could trace the pattern on the screen. For forging, there could be a slide bar mini game where you need to hit the mouse at a certain time. For cooking, you could take the ingredients and make sure each row of ingredients has the right number of them and possibly in the right order.

We want people to have fun and hopefully relax during the game. Farming and crafting and using the items that result to decorate your My Farm/My Stable can be very relaxing activities! Crafting is yet another way we want to give the players more control over their experience to enjoy the game they want to enjoy it without making it a grind or tedious and mind numbing.

Statistics! The Game Character Sheet

Statistics! The Game Character Sheet

Every good RPG has statistics. These statistics are numbers assigned to the player that determines their various levels of expertise in different skills. They’re 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 they’re 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 player has five basic ability stats: Speed, Stamina, Strength, Command, and Agility.

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

Let’s Talk Racing!

Let’s Talk Racing!

As a horse themed game, one of the most prevalent mini-games that we feel should be in Mystic Riders is the different types of races. We don’t want the game to be focused on one type of race. We want to have different types of races to reflect different horse disciplines and give them different mechanics in the mini-games.

To be clear, when the player is out and exploring the world on their own, we don’t really care how well they clear a jump or how fast they get from one area to the other. They are discovering the map of the game and such things shouldn’t matter. When they enter a story race, or a competition race, or a daily race to train their horse, then the mechanics matter.

In Mystic Riders, we have decided on four different racing tracks: Agility, Dressage, Racing, and Show Jumping. Each of these tracks require different stat combinations between the horse and the rider.

The Agility track is Western riding including gymkhana. This is slalom gate racing, pole-bending, and barrel racing with pony flag racing as an experienced skill. The mechanics of these are doing them quickly and not hitting the equipment. The player would be using their standard movement keys. Just because there is no extra mechanics doesn’t mean that it is going to be easy to take those tight turns.

The Dressage track is cavaletti, dressage, reining, and trail riding as an experienced skill. These are skills that require the horse to have discipline. The player would be prompted to go at certain speeds and to follow a mini-game where they have to hit keys in a certain sequence in order to complete the moves. To get from one area to another, there can be arrows on the ground to tell them where to go and the colors could indicate speed.

The Racing track is flat racing, endurance racing, cross country, and steeple chase as an experienced skill. In the racing track, they’d have to learn to conserve their horse’s strength by keeping watch on an endurance meter. In cross country racing where there are jumps, they would have to jump by hitting the space bar in the right spot on gauge meter.

Lastly, the Show Jumping track is about the different types of show jumping: basic, six bar, faults, and for the experienced, faults converted. (We can cover what each of those means later.) In the show jumping mini game, the player would be required to approach the jump at the right angle and the right speed. As they approach the jump, there would be spots on the ground that they’d have to hit with their mouse at the right time. If they don’t, they miss the jump.

Hopefully, these mini-games will be familiar and at the same time, have a balance of being challenging enough to be interesting and easy enough not to be frustrating. Having seen similar mechanics in other games, these mechanics are possible. They’ve simply not been used in a MMORPG setting before.

We want the mechanics of the races to show how these different races take skill to succeed. And at the same time, give the players freedom to explore the world on their own at will. (Getting from point A to point B shouldn’t be a frustrating endeavor.)

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 your 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 you’re in a Western racing area, your races from Point A to Point B may have super sharp corners and having to weave through trees. Or if you’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.

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, you might need a new horse. While Amethyst doesn’t provide you any funds for new horses, there are some to take a look at if you don’t mind spending some of your 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 your speed, there is also the Orlov Trotter for your 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, you have to be careful about going too far from your body or into time–they don’t play fair–and if you push yourself too far, you’ll get a nasty headache for your 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 you choose. If you go with the Light, you will look to Isidora Silvertreble (profile pending), and if you go with the Shadow, you 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 you could reach him, you 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, you’re going to need a second horse if you hope to navigate it. Morganite is home to the special quest that gains you in-game currency to purchase a draft horse. If you’ve only unlocked Morganite at that time, your 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 you choose. If you go with the Light, you will look to Charlotte Mistwaltz (profile pending), and if you go with the Shadow, you 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 us 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 you can find them 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 of you 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 you can often find 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 your backyard!

If you 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 you choose. If you go with the Light, you will look to Minna Opuswright (profile pending), and if you go with the Shadow, you have options: Veronica Highflute (profile pending) and Varteni Heatforte (profile pending).

Emerald District, Here Us Roar!

Emerald District, Here Us Roar!

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 Emerald (no wizards or tin men here, though lions, hmmm), where Air magic inspires action.

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The closest thing to a tropical jungle that Astranar has, with lush greenery and a mangrove forest, Emerald is on the northeast side of the country up against the low point of the Whistlebacks and the coast, and sharing a border with the Ruby, Sapphire, and Citrine districts. Ginny looked to the interior of Puerto Rico for how the district shaped up. The forests are one aspect, covering hills and low mountains, parting to show some bits of green land and lakes. There are also underground caves of beautiful stone. Emerald is home to the Astranar Zoo, which was recently purchased by a well-intentioned conservationist, and is home to several crazy species.

The mountains and forest are dense enough to prevent an invasion, so there are no knights in Emerald, but there are a handful of nobility, with a count helping organize the four local lords, who do a fast pace in trade of the tropical crops that can only be found in Emerald. This is slightly problematic because there is a strong eco-savvy movement in Emerald that detests “stealing from nature.” They set the tone for the fashion, which is fairly bohemian in style as they work to inspire lack of waste.

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Sometimes to get where you are going among the dense trees and water, you need to be in the saddle a long time. And with space at a premium, smaller arenas are for the best. As a result, the district specialty is dressage, and the local horses are a mix. For those who favor tradition, you have the Andalusian and Persano. However, if you would prefer something a little different, there is a South American horse who is actually an ambler rather than the usual trotting style: the Paso Fino.

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Air magic resonates with Fa on the solfege scale. A bridge between fire and water, air is the path to goals, though it may jump around from time to time. Air magicians are intellectuals who seek wisdom…they just may be all over the place trying to find it. They are good at helping ease conflict between friends by talking it out. On the small scale, Air magic can summon a fresh breeze or help you see or hear something from far away. On the large scale, it can be a summon special types of wind, changing it from direction to properties, and manipulate the weather. Of course, if you bring a cyclone down on everyone’s head’s, you’ll have a lot to answer for!

If you following Ginny’s twitter blog, you’ll know that all of the districts, including Emerald, 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 Emerald mentors depend on which side you choose. If you go with the Light, you will look to Elena Treeharmony (profile pending), and if you go with the Shadow, you have options: Victoria Blackpiano (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 you need a new horse for speeding through the flats. Please note, the expectation is that the game will provide you funds for two extra horses in addition to your initial horse, one of which includes a pony. This is not the district that supplies you 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 you choose. If you go with the Light, you will look to Vivienne Streetbeats (profile pending), and if you go with the Shadow, you have options: Vivian Streetbeats (profile pending) and Veronica Highflute (profile pending).