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Most Important Facts!

In order to account for people with little time, reading comprehension difficulties, or just those with a bad memory (#mood) here is a summary of the most important facts you need to remember! They concern group rules and worldbuilding details that are very central to the immersion and that must not be ignored!

Please note that this is no replacement for reading the mandatory sections of the website!

General

  • Using generative AI for any art or literature (including roleplays) for this group is strictly forbidden!

    • if the use of generative AI in any group-related content is proven, you will receive a strike for it

      • if more offenses of this nature happen again, the strikes will accumulate unless more than 3 months have passed

    • additionally to the strike, you also won't receive any stage points or coins for the generated content

    • using it for brainstorming and proof-reading is allowed, but we ask you to take what it spits out with a grain of salt, as it is never an original hallucination

Lore

  • The year is 1320 A.W. and the culture throughout Mereldia is adjacent to that of medieval times in terms of technology and mannerisms.

  • There is one unified language that expressses itself in different dialects in different regions. Foreign languages do NOT exist!

  • The geography is huge and travel between locations is an enormous undertaking that takes a significant amount of time.

  • Animals (creatures without sentience) exist and can be used as livestock, etc. They are referred to as animals while sentient beings are referred to as people.

    • Animals have "natural"-looking eyes as a visual identifier, while all people, without exception, have a visible sclera! 
      🠊 consult The Sentient & The Witless for a visual

  • The Mereldian Calendar is based on the Cologny Calendar, not our calendar!

    • each month has 28-30 days, with two intercalary months that occur every few years

    • each week has 7 days, but the weekdays are named differently than ours

    • A full calendar is available on fantasy-calendar.com that can be consulted for events and timekeeping
      🠊 consult the Calendar section for more info

  • Kindred are the label each person receives to determine where their mana stems from and how strong one's aura is. Appearance and behaviour also play a big part in determining one's kindred. 

    • Rootkin: appearance closest to animals (mostly natural colours and patterns), lowest mana strength

    • Chimera: mixed features from different species (pegasi, gryphons, etc.), mana strength similar to rootkin

    • Demonkin: can look like rootkin or chimera with more possible colour variations, strong mana

    • Faekin: can look like rootkin or chimera with more possible colour variations, strongest mana (the OG magic users all other kindred stem from)

Magic

  • Magic is an invisible force!

    • There is NO visible field when telekinses or levitation are used!

    • Auras are felt, not seen!

    • Remember that any physical visibility relies on light, so if you insist on making something glow, a light affintiy is REQUIRED!

  • Everyone has:

    • one affinity (light or dark)

    • one primary (fire, water, air, earth) which is the strongest element

    • one inverse (opposite element of primary) which is the element they're unable to use

    • two secondaries (the elements that are neither primary nor inverse)

      • NO ONE can use ALL elements

  • Everyone has an innate pocket dimension that is commonly refered to as one's hold that can hold a limited amount of items. Access to it requires magic instruction from either an institution or a private tutor.

    • Most people (rootkin and chimera, that is) are unable to access it due to lack of magical training, and even those who were instructed in it usually struggle when their mana is too weak.

    • Mages who have an Arcanist rank at the very least, as well as the kindreds with higher mana strength (demonkin and faekin) commonly have access to their pocket dimensions freely.

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