otherworlders: (your light will shine)
Pillars of the Havens ([personal profile] otherworlders) wrote2015-06-29 12:20 am
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FAQ

Q. What is [community profile] ourhaven?
[community profile] ourhaven is the epilogue to [community profile] dragonhaven. Our Haven is run as a private musebox, and is invite only. There's no structure as a game would have so it's not a sequel, but the world exists none-the-less, and life goes on. Think of the musebox as an afterworld of sorts - a place originally created for players who saw the endgame through to have a place that was theirs, to play in the setting they cared for.

If there is demand for it, we can run (or help players run!) events to liven things up, but there is nothing planned long term. Otherwise, there is always the every growing world to explore. The Havens you used to know are long destroyed. This world may have been built on the blue print set out by the dragon's, but no two worlds are ever exactly the same.


Q. What is each comm used for?
At present, we have two communities. [community profile] ourhaven is used for traditional logs as well as posts made using a rune - the rune is capable of audio, video, and (non stylised, save italics) text. This is an amalgamation of the two separate communities Dragon Haven used to have, but if there's sufficient demand, we can make another. In the mean time, please do indicate in the subject line if it's a rune post or a log post! [community profile] havenites is our OOC hangout, where you can introduce yourselves, post memes, plot, that kind of thing.

[personal profile] otherworlders is the mod journal, which you may see posting admin from time to time.

Q. Do you have a plurk emote?
We do! Feel free to use it for all your ourhaven needs.


Q. How do new characters arrive?
Characters are pulled in by the Pillars. How and why is irrelevant (essentially, they hear the call to bring you here and act upon it), and everyone arrives the same way -- every time a shooting star streaks across the sky, someone new has been called to the Havens.

It's entirely up to you where your character is deposited - it could be a serene flower field, a dark and perilous forest, or the middle of a city. It's not a perfected system by any means, but characters will soon be found by moogles who follow these star trails and will give them the Haven basics, along with a rune, and direction to food and shelter, if you need it.


Q. Are we able to canon update?
Yes! Everyone (except for the Pillars) is able to canon update. This will allow characters with an eventual goal to remain in the Havens until they feel the need to go back and finish their business.

The relationship of world-pull is something that the Pillars naturally understand, but there are odd occasions when the same can be said for anyone in the Havens, be they a Guardian, Balancer or Newcomer -- in the case of a canon update, the character will begin to feel restless, and an inexplicable longing, or need, to return to their original worlds. This is not something that can be initiated by a character if they have wanted to go home from the start; it just creeps up on them. As this pull heightens, the Pillars will intervene to grant the wish. Once this is done, the character will enter Crystal Stasis for a duration until they reawaken.

OOCly, in all instances, it is simply a matter of letting us know that you'd like to change your canon point. It's up to you if you'd like to have some build up or dive straight in. In the latter, a Pillar will approach you before the pull heightens.


Q. Will Crystal Stasis be used for hiatus' as well?
Yes. Whilst it will be induced for a canon update, crystal stasis can also be used spontaneously for a hiatus, just as it was in Dragon Haven.

Whilst before there was uncertainty with crystal stasis, it is no longer so. The Pillars will understand it's function more now, and will refer to it as a crystal rest. It is non-dangerous, and is something that just simply happens due to not being in their true world (the universe's way of solving discrepancies).

Crystal stasis is not a requirement, however - it is simply a way of your character taking a long absence from the musebox environment and not having to stay in-loop. The other alternative is to go off-grid for an unspecific length of time, and just to have close CR handwave your actions.


Q. How do drops work?
You're welcome to remain in the Havens on an inactive basis, but if you decide you do want to drop, just leave us a note on the drop page.

ICly, there will be no sudden disappearances, as before. In each occurrence, your character will be first approached by one of the Pillars who will inform them that the pull to their original worlds has heightened, and they are needed - in the case of a drop, indefinitely. The character and their CR will have the time to say their goodbyes before the Pillars send them home, if they wish (through a handwave or an actual thread).


Q. Can you give me a quick game summary of Dragon Haven?
Our premise should give you the summary you need! If there's anything specific you'd like to look at (or would like some expansion on), you can either look at the calendar from Dragon Haven or send the mods a PM.


Q. Where are the dragons? Will they be coming back to the musebox environment?
For the time being, the dragons have left the Havens entirely. Where they've gone is neither here nor there - back to their true realm, the Pillars will suppose, but fortunately, Ourobos is not at the center of this world.

In the future, the dragons may return, but this is not something we have plans for. But it is a possibility! Some of the most important types do exist on the fringes, the very edges, of the Havens, but not as a physical form. More as an essence. The world itself remembers.


Q. Now that the dragons are gone, what key NPCs are there in Our Haven?
The ever resourceful moogles continue their duties, though they now liaison with the Pillars. (For the first few weeks, a Pillar is likely to find themselves followed by moogles who have assigned themselves to you wanting to know if there's any particular tasks you'd like them to perform.) They serve the entire Haven populace and are everywhere, and thanks to their elaborate network, usually are the first to know what's going on or when something is amiss.

Aside from the moogles, turtlez can be found in most places, selling their wares (as well as local goods they've picked up) or offering rides in their transport.

Other NPCs are generally setting dependent, but those with an active interest are the Oina of Kamui, the Clayr of the Clayr's Glacier, the residents of Davenport Homestead, and the liberated residents of Seahaven. That's not to say other NPCs aren't involved in Haven activies - many settings now do trade with one another and you may equally as much find a visiting asari in Bhujerba or a wandering seeq in Nos Astra.


Q. What are Pillars, Guardians, and Balancers?
Pillars are those who uphold the Havens in the dragons' stead, those who keep the balance in check and have a sway over its peaceable, continued state. The existence of the Havens depends on them. They are not godlike and nor do they rule as the dragons did, but they do possesses some power to assist them in their task and they are no longer quite human. In the Transference of power, they faced the most risk, and though they have taken ownership it is yet to be seen if there are any negative effects - as the dragons told it, they may lose their sense of self and free-will - but once they settle into their roles, the world will know for sure. At present, the Havens are upheld by five individuals.

Guardians protect the pillars to ensure they do not come to harm. In a way, they are the Pillar's last line of defense. In the Transference, these characters pulled out all the stops to ensure the Pillars' survival of Ourobos' judgement by shielding them. Before the dragon's departure, they were blessed with protective power to uphold their oath.

Balancers are those who opted to see through the Transference.

Pillars, Guardians and Balancers all function together in upholding Haven balance; they all have a part to play. The new version of the Havens was built around them at their best, and so it will reflect that balance. For the most basic of basic examples, if a good character suddenly started killing people, the Havens would start reacting negatively. If a bad guy started giving everyone cake and there's no repercussions, the same. The first you'll know about it may be the environment or the negative effect this will have on the Pillars, as interconnected as they are. OOCly, this balance effect is a small perk for the characters who saw through the endgame of Dragon Haven.

Newcomers are those who have returned, or have arrived for the first time, in the Havens after the Transference. They will no longer be referred to as otherworlders -- everyone, collectively, will be known as havenites -- and neither are they strictly guests. They will be invited to be involved, and maybe one day, the balance will depend on them, too.


Q. Who are the Pillars?
The Pillars are Amaterasu ([personal profile] sunrising), Lucina Estheim ([personal profile] falchions), Mikado Ryuugamine ([personal profile] worldwithoutcolor), Terra Branford ([personal profile] riotblade) and Wing ([personal profile] winged_knight).


Q. What kind of powers do Pillars have?
The Pillars have an array of powers to assist in the day to day maintenance of the Havens, but they are not all powerful beings. Pillar powers are as follows:

• Pillars can feel the "pull" of a character to an original world, or the call for them to return. OOCly, this is how we will handle canon updates, as mentioned above. ICly, all pillars must agree before this is performed. Drops will occur in a similar fashion.

• Similarly, the Pillars can also feel the "pull" of a soul to the Havens by those who would like to be there. This allows new characters in the musebox, and old ones to return. This want to be in the Havens can be an actual specific place need, a desire to get away, that they want a change of pace, or just that the Havens have decided it is so. The Pillars will gather to draw the soul across, in the form of a shooting star.

• Pillars are able to "tweak" the world by bringing in new places - new settings for your characters to explore. Unlike the dragons' take on this, this process is less a lift and more akin to wish granting. Say a Roxas wishes for Twilight Town. Poof! It appears as the pillars will it. A Roxas goes home again, and interest wanes. Twilight Town disappears. This allows us to add/subtract settings OOCly. Older settings will have more stability and will not disappear if they are fully integrated into the Haven structure, especially if they were was a want for them to remain prior to the Transference.

• The most important everyday power to a Pillar is "sway and influence", in order to help them achieve -- and keep -- balance. Say there was civil unrest in a city somewhere; upon walking into a crowd, the Pillar would be able to disperse them harmlessly by mere suggestion... or they could lay down rumours that would always succeed. It's not a big and flashy power, but it is something they alone can influence. They are a neutral party, however, so this would never be done by force.

• Upon the Havens reformation, most of the Pillars' excess power dispersed, but their weather manipulation also remained. Like the Guardian's power, this one is also tied to intense emotion and is somewhat involuntary. Feeling a little blue today? That rain cloud is yours. Feeling angry? Lightning storm is also yours.


Q. What kind of powers do Guardians have?
The Guardians have a single, solitary power that activates when their respective Pillar is in danger, as a final gift from Einar. This is not something they choose, but it is guided by emotion and the desire to protect, providing them the means to do so -- be it strength or wit. It isn't knowingly used, and would likely only be active if the Pillars were under great threat.


Q. What about the things Pillars can't do? How are the Havens sustained?
Unlike many of the dragons, the Pillars are not creators, and cannot create beyond the blueprint they inherited - they only maintain and protect, but without them, the Havens would certainly fall. Simply put, the universe handles what the Pillars cannot. Some things, such as life or death, happen on their own, no longer controlled by a world deity.

However, that's not to stay that if you do die you won't see a particular dragon shrouded in fog to watch over you, or in life or close scrapes with death, you'll catch a glimpse of a green mother dragon keeping you safe. Relics of a forgotten age, or something more? No one knows for sure.


Q. Are OCs allowed in the musebox?
The short is answer is yes, they are! OCs will be required to provide "a little more" in their applications so other players can learn more about them.

Fandom OCs are yes as well as no. Characters that are created for pre-existing worlds meant to be populated by originals are perfectly acceptable. Characters created to be played in MMOs, tabletop campaigns, or other such worlds are also fine. Characters that are created to be inserted into worlds that are not meant to be populated by player characters will not be accepted.



Q. What about genderbends, AUs, and doubles?
No to all three. There are some exceptions with doubles - in the case where they are essentially entirely different people - so if in doubt, just ask.


Q. What happens if my character dies?
They die. Death is a very final thing in the Havens.

There is, however, options for it if a player feels it is an absolute must for character growth. Whilst you don't have to apply anymore, per say, character death should be taken very seriously. Your main CR should be consulted, and the mod overseers should be made aware of it, preferably through discussion on the OOC comm, so as to make sure all parties involved are willing to deal with the repercussions. Forcing unwanted situations on players is no fun for anyone. Your character's close CR has the right to veto if they are not comfortable playing through the scenario.

If the death goes ahead, you will become a Shade for a month period after your revival. If the character dies again, they will not be brought back.


Q. How many characters can I play?
At this time, the most characters you can bring in is seven. So long as the characters have no canon interaction, you may play more than one character per fandom.

The numbers may rise and the latter rule of interaction may change in the future if there is significant demand for it.


Q. As a new character, what can they bring with them from their original world?
Just about anything, really! Whatever you had on your person - clothes, weapons, and so forth - will arrive with you. Anything you particularly desire may be delivered to you by moogle.

Pets are the same, as long as they are not characters that can be brought to the Havens in their own right. If in doubt, just ask.


Q. Are there any power restrictions in place?
Nope! Any power can be brought to the Havens with no restrictions -- as long as it's a legitimate canon skill your character has, you are welcome to it. There are a few common sense restrictions. If you're going to try to blow up a chunk of the world or teleport yourself back from whence you came, you will meet resistance, or interference, particularly for that latter.


Q. How do we communicate with the world at large?
Most communication is done via the runes. While there's no formal "network" that binds the whole world together like today's modern day internet, there is something of a magical connection that does the job - other devices will still work, but runes are the only guaranteed global servicing.

Upon your arrival, a moogle guide will provide you with a palm-sized draconic rune. On first inspection, all you'll see is runes, but thanks to the enchantments they provide, writing will morph into a language your character recognizes. These incredible items are linked to every form of communication available in any of the realities. They can be used to send email, make phone calls, keep a diary, broadcast video recordings. All of these communications will display on a rune, based on the owner's will.

NPCs in each setting will also have access to a rune if they so choose, but instead of an individual one, the entire community will share a single one.

As well as the portable runes, there are the Waystones, leftovers from the dragons days in the Havens. There is one at the edge of every setting brought. They are primarily used for instant teleportation along the waystone network (new locations will have to be "linked up"). They can also be used to send emergency calls and messages. However, the runic script on these glows and never quite fades away.


Q. What do the runes look like?
A. The rune is a palm sized device and starts life as a simple, nondescript piece of rock, smaller and far less interesting than their fellow waystones. These are handed over to each new arrivee by a moogle, who will quickly inform you "if you don't like it, kupo, that's okay! It'll change". Over time, the rune does change, to become something more personal to the character you're playing, though this may not be immediate. It's also possible for it to go through multiple changes as your character matures. A rune belonging to a moogle, for example, looks like a pom pom, but they are all coloured differently. The rune belonging to the Clayr of the Glacier looks like a crystal pane of glass. The rune belonging to the Oina looks like rock, decorated with a carving of a wolf. You get the idea; whatever is significant to your character.

The interface includes the runes' functions: connecting to the larger network with public calls, private calls, the map, and other notifications, such as Mognet TV. Similar to how the language will change to one your character will recognise, the interface will also change depending on the technological capability of your characters' world. Whilst it acts and behaves much like a handheld smartphone, it will adapt to your characters' level of understanding. For example, a 2014 internet user will find it much easier to search backdated entries on the runes than someone from a society who hasn't even invented something like photography. The more you dig, though, the more you'll find it's able to do...

The large dragon runes look similar to waystones, such as this. Typically, they all look the same, made of some rock crystal with runic script that glows and never quite fades - their only differences depend on the environment they are situated in, in which they will blend in with. Desert runestones will take on a yellow hue, whilst forest runestones will look more green, and so forth.


Q. How do I get around the Havens?
There are lots of different ways to get around the Havens. The most popular way is by chocobo, but it's also simple enough to quickly zip along to a different waystone by teleportation (be wary though; there's a cooldown when this happens). Aside from walking, there's also dragonriders at Pern who may give rides, Turtlez offering their transport here and there, airships and boats, and there's even talk of extending out the railway lines between Sorlian and Trigleph. Time will tell on that one.

If you'd like to know more about traveling, and the risks as well as the pros and cons, you can find that here!


Q. Can I bring in new settings to add to the map?
Yes! This is the only full application we'll retain from Dragon Haven to allow us to incorporate it well into the Haven environment. You can find all the details over at the application page.

Settings will be accepted on a basis of one setting per person per month. However, if you'd like to apply for two at once, you can - you just forgo being able to bring in a setting the following month, and must wait for the one after.


Q. Some characters have bond creatures. What are fire lizards and baby dragonlings? How do I get one?
Fire lizards are a common Haven sight. They are native to Pern and the locations from that world - the Fort Hold and Weyr, respectively. They are summer breeders only, meaning any time during the summer months, a character can come across a clutch of eggs. There's typically only one gold per clutch, if that, but with as many fire lizards as there are running around, there are probably a lot of clutches in various places. The fire lizards are like pets, so try not to abuse them. For more information, this is a handy guide to all things fire lizard!

The dragonlings you may see with a character have been raised by that character since their hatching, and have imprinted. This was an early event that took place in Dragon Haven. When all the dragons leave, they didn't go with them due to their disconnection from their kin. They are, however, beginning to reach early stages of maturity. It will soon be time for them to choose what they will become... and they also play a role in Haven balance.

Whilst fire lizards are easily sought for a bond creature, the dragonlings will not be. They are a unique circumstance.


Q. What about babies?
If your characters are ready to take this step, starting a family is a-ok. Just bear in mind the responsibilities your character will now have and how this will affect them before you commit.


Q. I have a question that wasn't answered?
Leave us a comment here and we'll get to it as soon as we can!
returnmyrice: (Default)

[personal profile] returnmyrice 2015-07-10 04:04 pm (UTC)(link)
If characters who were in DH and dropped before endgame come back, can they remember their previous stay in DH or will they be starting from a clean slate?