Axioms
Rules, Regulations, & FAQs
Axioms exist to form a skeleton ruleset when creating your own media in regards to the world of Castrella. These rules should not be broken under any circumstance, and will better help provide context for how the world functions and sustains itself. For a general synopsis and overview of how to create media for Castrella, there will be a link here to a "Getting Started" page that will touch upon the subjects of importance.
This page also functions as a Frequently Asked Questions page. If you have a question, please review this page. If your question is not answered by the end of it, browse the wiki pages or ping a Guild Administrator in the Discord server.
Please do not edit this page without permission.
THE GOLDEN RULE
- DO NOT FORCE OTHER PEOPLE'S CHARACTERS TO CONTRIBUTE TO OR BE DIRECTLY AFFECTED BY YOUR OWN CHARACTER'S LORE. Essentially, no god-modding, in ye olde Tumblr RP terms.
- An example would be having a major disaster directly affect an entire territory/city/town/etc. that someone's character originates from.
- Do not write for others unless specifically collaborating with the other character's writer!
Creating/Editing Wiki Pages & Permissions
- Under no circumstances should you be editing someone’s character page that is not yours, the Main Page, or the Axioms page.
- Feel free to create your own character pages without permission.
- Speak to Guild Administration before creating pages regarding general worldbuilding lore. We want to make sure things fit and do not overlap.
- If you see a typo in someone else's page, kindly bring it up to them or Guild Administration.
Affecting the World Effectively
- The only real rule surrounding this is to have your ideas public. Showing your ideas to be added on and seen is the best way to have things become beloved. We’re a community, so all ideas should be shared.
- Make sure you get feedback from the Tavern Talk channel before treating something as canon.
- The Guild Administration, as its creators, may come up with a few fun secret events without anyone else knowing, but that will be for entertaining events.
Eversun City
- The primary setting where most worldbuilding will exist.
- Besides your basic language known as Castrellan Common (essentially, English, due to the nature of being an English-speaking Discord server), the best language you could be fluent in within Eversun is Legalese (a joke term).
- The Civil Affairs Division plays a large role in maintaining the economic ecosystem of Eversun. This means everything needs licensing & proper inspections. If you run a business, a member of the guild will be at your door demanding paperwork.
- This should go without saying, but please do not cause major damage to Eversun or the Guild. This is reserved for major story events hosted by Guild Administration.
- In accordance to damages, there are some unfavorable parts of the city, particularly northern sectors tucked away behind the castle and the Hearth.
The Adventurers' Guild and its Functions
Affiliation
- Your character does not have to be a part of the Guild, as other factions exist within the story.
- If your character is registered under the Guild though, they must be assigned to a Major Division.
Curriculum
- Every registrant must have graduated from an Education Division curriculum (the only school or academy-adjacent function for aspiring Guild registrants).
- This includes having a Licensed Weapon.
- Public schools and universities exist outside of the Guild, but they are for residents that are not a registered member of the Guild.
General Knowledge
- Adventurer is a term that encapsulates a wide array of roles - as long as you are registered to the Guild, you are considered an Adventurer. Even if you are chained to your desk as an Archivist member, you are an Adventurer.
- A Wayfarer would be the correct term/title for someone who travels for quests, dungeon-crawling, hunting, etc. registered under the Wayfarers' Division.
- The Hearth is the Guild's building and headquarters in Eversun City. The Hearth is not the entire Guild itself.
- As of right now, only the Outerworld Division and Contingency Division has exposure to Law & Whimsy bubbles.
Structure
- The current Guildmaster is Pterra Whitt, and everyone has interacted with Guildmaster Whitt at least once on a personal level.
- The Guild is functionally a beehive, where every role has a significant level of importance. Each Division represents a certain part of the Hearth.
- There are many restrictions when it comes to navigating the Hearth which entirely depends on your position.
- Each member is only provided one Guild License, if they lose it, it is a serious issue.
- When making a character, make sure the position they exist in has some regulation & relevance to the Guild.
- The Guild has functionally solidified itself as a governmental body using the Eversun Monarchy as the face. They are technically in charge of the Guild.
Hierarchies of the Guild
- The hierarchy follows as: regular staff reports to their division headmaster, who then reports to the Guildmaster, who in turn reports to the monarchy.
- The only Division that reports directly to the Monarchy and bypasses the Guildmaster would be the Outerworld Division.
Acting Against or Without Permission of the Guild
- Having your Guild License revoked is irreversible.
- If you act on your own without waiting for the Guild’s permission, the Guild is not responsible if you directly go against protocol. Though the Guild may cover the damages you’ve caused, they are very likely to revoke your license & bar you from the Guild associates. Guild Associates means any business operating with direct affiliation to the Guild that require your identification card to be shown.
- The Hearth is a large spider web of people, & in that right, many are quite loyal to the Guild, & even those that aren’t are cautious to act against it.
- The Guild holds high power in their hands, and becoming a problem for the Guild will at best get you removed, or at worst, jail time. This is not to say you can’t write a character who acts against the Guild within, but rather, to remember that the character is truly risking their safety net of the Guild by doing so.
Third-Party Guilds
- The Guild has no issues with someone setting up a specially focused organization. Though, like any good business, the second you start encroaching on their turf, they will do what they can (legally) to snuff you out.
- This being said, there are a ton of Mini-Guilds associated with the Hearth that specialize in specific quests.
Wayfaring
- A good party covers many versatile roles.
- Within the Wayfarer’s Request Board, many quests will require certain specializations to be viable. Having a diverse party means being able to do more quests.
- 90% of quests require a Healer within the party for legal/liability purposes. Due to this, healers are often the most desirable party members and are consistently fought over within the Wayfarer’s Division. Everyone wants to be DPS, but NOBODY wants to be a healer and babysit the party.
This Pharmacist is about to become a Harmicist.
- 90% of quests require a Healer within the party for legal/liability purposes. Due to this, healers are often the most desirable party members and are consistently fought over within the Wayfarer’s Division. Everyone wants to be DPS, but NOBODY wants to be a healer and babysit the party.
- Within the Wayfarer’s Request Board, many quests will require certain specializations to be viable. Having a diverse party means being able to do more quests.
- Wayfarers are the only commission-based division workers.
- Dungeon-crawling is a thing, and they spawn randomly.
Division Workflow
- Higher Ranks work on salary wages, typical staff are paid hourly wages, & Wayfarers work is commission-based due to the questing system.
- Ranking the different division’s profits, however, it goes something like this, from highest pay to lowest pay (also directly correlating to how difficult it is to work for these Divisions):
- Outerworld
- Contingency
- Arcane Sciences
- Education
- Wayfarers (outlier)
- Archivist
- Creative Commons
- Trade
- Environmental
- Civil Affairs
Calendar & Time
- The current year is 1230. Keep this in mind when creating your characters and choosing their birthdays. Use the Calendar page!
- A character's Zodiac is the moon phase from the day they were born in that year, not the current year! Be sure to specify the year when using the calendar page.
- The calendar is equivalent to real-world days and has the same amount of days in a year: 365.
- The holiday weeks/months will have an equivalent in the real world, and will likely have an Event in the Discord server to celebrate.
Major Events & Community Holidays
- As of right now, holiday event-months/weeks will have real-world equivalents and have Events hosted as replacements to Weekly Prompts.
- Major events are story beats for our characters to interact with, so treat them as chapters within the Castrella story.
- These will be month long events where we can all interact around the subject, possibly even have collaboration events or weekly prompts relevant to it.
- These events can cover Magitek progression, outerworld progression, Festivities or important Celebrations, or in worst case World Threatening or Guild Threatening News.
- Guild Admin note: We will have fun with it! :)
Arcane Energy, Aspects, Curses, & Derivatives
General Spellweaving
- Casting Spells requires different components based on the spells.
- The 5 types of components are Verbal, Somatic, Guide (Spell Focus), Runes, & we used to have material, but Essence has completely replaced it. Newts can keep their eyes.
- Every basic person has the capability to spellweave, since every person has a natural aspect. Higher-power spells are taught by the Guild.
- Combining aetheric elements can yield abstract results with a creative mind.
- Every dual combination of aether is possible. One person's fire + water combination will be different than the next person's fire + water combination depending on how they perceive and imagine their results. Aether is abstract, and can yield near-infinite possibilities and combinations. Have fun with it, as long as it's not too overpowered.
Aspects
- Every creature in the world is born with a natural, organic aspect. You must assign an elemental aspect to your character.
- Every character is born with an aspect whether it is genetic or influenced by the environment. Your body can hold a second aspect that is learned, however, that is about its limit in terms of natural means. It is entirely possible to cast spells outside of these two body-attuned aspects, but it proves much more difficult.
- Essence, manufactured aether, exists to provide ease of access to more than two elements quickly, however, it is still in its developmental phases and is difficult to acquire outside of special means.
Curses
- Curses are based on mental health & can not pass genetically. They can, however, pass in a memetic fashion.
- Curses can reach quarantine levels of danger, where they spread. Along with that, a curse’s effect is relevant both to the perception of the cursed & to the mentality of the cursed. If your character is cursed, do not make it a problem/issue for other people's characters. This will be a common phrasing for many axioms on this page, so do not get tired of seeing it.
Magitech
- Magitech is very new and unexplored. Hold onto your advanced invention ideas for story progression!
- In its current form, magitech reaches the technological levels of trains, short range communicators, & light bulbs. While it is relatively new, it has a perception from the average person as a dangerous device created by lunatics. Despite its relevancy to life, having access to it is quite the difficult thing. Only those who either specialize in creating the devices or get explicit permission from the Guild (signing an NDA & Liability Waiver) may have access to it, in hopes to not freak out your average farmer.
- Guns are technically a part of magitech. Gunpowder based guns are extremely rare & suffer from being bulky & misfiring or jamming easily, they are however still a gun. Though, in that right, magic tends to be more efficient to master, unless you're a gun freak. Proper magitech guns are expensive. Really expensive.
Chaotic Elements
- No one can be born into the aspects of law and whimsy. The chaotic elements are caused by unnatural imbalances.
- Law and whimsy are highly volatile and corrosive aether - they can spread like a virus.
- People who have learned to control their chaotic element as a second aspect are non-contagious. They often have to take supplements provided by the Guild to control it.
- The chaotic elements are treated slightly as a taboo - the general reception leans more towards "that person is more dangerous" rather than "that person is so strong to be able to control it."
Whimsy & Law Corruption
- Chaotic element corruption will first target your learned aspect before your birth aspect.
- Over time, depending on how you take care of the issue, will eventually sap your ability to draw from that second aspect until you are unable to use it and the Chaotic element has taken over that completely.
- If you properly take care of your Chaotic element and follow the instructions of learned individuals, you can overcome the corruption, stop its process, and utilize the chaotic element as your substitute 2nd aspect.
- STATIC RULE: The final product always leads to the chaotic element overriding your 2nd aspect entirely.
Beliefs/Religion
- While there are many beliefs in Castrella, all centralize around a similar theme of a greater being birthing thousands of entities to represent different themes.
- The existence of these entities are highly debated, but in terms of narrative, the entities that do exist, similar to dragons, need to be not omnipotent or omnipresent, or instead lack any real evidence of them existing. Also, for shits & giggles, different cultures have different psychopomps.
- For now, the people of Castrella have wildly different beliefs and omens attached to Dragons in particular. Some may view them as benevolent gods, others as harbingers of destruction. As mentioned earlier, these aren't really true.
Races
Power Scaling
- In terms of race, one should consider that no matter what you are, all races have benefits. You should aim to create a character you like & not worry about how strong they are. This is not a shonen anime, even if we have a roster of characters who like to roughhouse and fight; we’re creating a community first & foremost.
- In terms of aether & aether ability, make sure your character has flaws & drawbacks that create an interesting circumstance. Often, simple abilities will be powerful, however, complex abilities come with the benefit of higher risk creating higher rewards.
- If your character has flaws, use the party system mindset, that working together you will cover each other’s weak points. The buff one tanks, the strong one does damage, & the healer heals.
- Everyone has a role to play.
Race-Specific Axioms
- The Kindred are based on warm-blooded vertebrates and mammals.
- The personality traits, aspect favors, and common occupations listed on the Races page are just merely suggestions and what is more common in that race.
- Mixed races are possible.
- Yes, most races can live for longer than a century and it's very common. Don't be afraid to push your character's age up in numbers while still keeping them youthful and happy.
- Dragons are formidable in strength but for consistency purposes (and no "my dragon wipes the floor with everything", dragons outside of their Sky City take longer to be able to reach their full potential of power.
- Can I have a Pelican in canon?
- STATIC RULE: Fuck off with that shit. You can have Pelican-like birds, but if I fuckin find one of those rats of the sky, I swear to fucking gods, I will beat every one of you.