Jun 9, 2016, 6:59 AM

The central setting of the game is based on Fae life during the world's Golden Age, the time at which Fae from all tribes reintegrate into society to live together for the first time since the early days of the world.

Though there are the many kinds of Fae of Maailma Tasapainossa, all of them follow a few of the same conventions.

First, all Fae have wings. They might look different for each of the different kinds of Fae, and they exist both in a physical sense, but also as pure energy. Though flying is quite natural and easily done by the Fae, flying too quickly or too high will drain a great deal more stamina than the casual movements made closer to the surface.

Second, all Fae have form Bonds. Bonds are emotional connections of a magickal design. Strong emotional ties offer certain benefits to those that have them, such as telepathy.

Third, all Fae have a Burden. A Burden is something that each fae has a Bond with, functioning as the source of their energy.

Fourth, all Burdens must be recharged. While Fae can be extremely powerful, they are often limited by how much energy they can hold and replenish from their Burden. As such, every so often, a Burden must be recharged by a personal ceremony that is unique to each fae.

Fifth, Fae aren't as sensitive to changes in temperature. It takes being really hot or really cold for a fae to notice a change, in most cases. It is usually when a fae notices such a change in temperature that they should start to do something about it, as despite them not -feeling- the changes as much, they are just as susceptible to things like heat stroke and frostbite.

Sixth, Fae are physiologically different from humans. For unknown reasons, most Fae tend to have an instinctual control of their weight, perhaps an effect of their wings. For this reason, most Fae tend to appear effectively weightless. In the event of a struggle or grappling, such as if one were to attempt to take a fae against his or her will, this particular phenomenon negates itself.

The key difference in physiology is most evident in the way that different foods affect their growth. Most Fae, depending on their wits and agility in a fight, eschew eating meat for fruits, vegetables, and nuts. A diet including meat will rapidly build muscle in a fae. Sugary foods and starches replenish the energy that a fae uses for magick. Fruits, vegetables, and nuts help build lean muscle mass without incurring bulk that can often slow a fae down.

Seventh, Fae are physical embodiments of an Aspect (such as an element of the universe like nature, fire, water, etc.), including traditional elements as well as more abstract ones (technology, space, time, mind, emotions, spirit, etc.). They are not truly born, though Fae couples can combine their essences and grow a new fae.

According to the theory of Universal Aspects, the prime belief system of the Fae of Maailma Tasapainossa, the Universe and everything within and without it are all composed of twenty unique types of energy referred to as Aspects. Each individual Fae is a manifestation of one of these types of energy into a physical, living form. Magick is defined as the act of weaving together patterns of energy (Aspects) for a specific purpose.

From an Out of Character perspective, most people could equate this belief with the idea of the classical elements, being Earth, Air, Fire, Water, and when combined together in balance, Aether. This system builds upon that, identifying multiple concepts as unique phenomena outside of the simple purview of the classical elements.

Each of the twenty Aspects are subdivided based on general function into six groups of three and one pair of two, with each of these subdivisions referred to as Tribes in reference to Fae civilization. Similarly, each individual Aspect within a group is referred to as a Clan in reference to all Fae of one particular Aspect.

While all kinds of Fae might have once populated the world when it was new, many linked to more esoteric or distant Aspects faded from view, leaving only a handful of Clans active and obvious within the world. These Fae become referred to as "Known" Fae.

Known Fae Tribes/Clans:
The Earthly: Earth, Water, Nature
The Temperate: Fire, Air, Ice
The Energetic: Energy, Technology, Lightning

Unknown Fae Tribes/Clans:
The Unseen: Mind, Spirit, Emotion
The Celestial: Sun, Moon, Star
The Immaterial: Time, Space, Void
The Forbidden: Creation, Annihilation

Following the formal establishment of modern Fae civilization, the "Unknown" Fae tribes begin to integrate into society with the "Known" Fae tribes. For many years, inequalities in representation created social strife and led to a stigma of being one of these so-called "Unknown" Fae. Government reforms over the years eventually lead to a socio-political equality in representation for all Fae tribes, though some radicals still view these newcomers warily.

Dimensional oddities become more rampant throughout the world, leading to patches of warped or altered space and the presence of artifacts, locations, and entities from elsewhere. Exploration and adventuring have become greatly encouraged to investigate and study such anomalies. It is also during this age that travel to Kal'pea Helh'mi (literally Pale Pearl), the moon hanging in orbit of Maailma Tasapainossa.

Players may play a Fae from one of many Clans and weave together a story all their own. The emphasis of gameplay should mostly be on the ideals of Creating, Learning, and Exploring. Common challenges within Fae society include Conflict (both non-combative, such as between Tribes of Fae with vastly different ways of life and ideologies, and combative, such as with wild creatures, fearsome beasts, and evil goblins and trolls), Competition (honing skills, attaining knowledge, creating or finding Artifacts), Survival (protecting oneself, protecting one's Burden, finding sustainable sources of power, collecting needed resources and ingredients for curing illness and removing curses), and Politics (dealing with possible corruption, protecting and serving others).