Questions About Applying

Why do we have to tell you about our character's history in the profile?
Myraid reasons. Firstly, we don't think that everyone else would know your character, and so they shouldn't have access to your character's past. Secondly, your first post is going to have to contain a lot about your character's history, because that character won't start out as a part of the plot - they'll have to work thier way into it. Thirdly, it's more fun to reveal bits and peices at a time. You will have to tell us a bit about your character's history, but it won't be a part of the character's profile on-site.


General Questions About Lorna and Everyday Life

What is the technological level?
Totally different from that of earth. The clothes are similar, but there the similarities end. Travel occurs via teleportation discs, lighting happens due to organic-based lichens and fireflies if candles are not used. Heat is from fires and underground hot springs - but the piping is superior and heated water is often the method of choice in heating upper rooms. A lot of things about the tech. level will be established During the RP. We're very open.


Why aren't there any towns or cities near the oceans - except for the halls on the Isle?
Ever since the humans returned from the other continents, large bodies of water have been taboo. The Keltoi understood that in time, humans would once again come to thier continents and interefere, and that had to be prevented. Thus they gave the returning humans an injuction - forbid building around open water. By the time the taboo passed out of mind, so did the idea of open water. Whenever humans came across open water from then on, they either left the area in fear, or were chased away by the keltoi whom, all those millenia ago, agreed to stay behind and give up the long lives, and guard the coasts.


What time do the people wake up, usually?
The bonded usually wake a few hours after sunset when on circuit. Posted bonded usually wake at sunrise. Drakes working in the infirmary will have one of three shifts, day, evening and night, and will wake accordingly. Most guildsmen and -women wake around sunrise. The Aristos usually wake around noon. Commoners usually wake a few hours after sunrise.


With all this talk of "keltoi" animals, I want to know which animals DO and DO NOT exist on Lorna purely as animals.
DO NOT: Wolve, coyotes, dogs, cats, large cats, raptors, falcons, eagles, owls.
DO: Bears, foxes, weasels, ferrets, snakes, lizards, smaller carnivorous birds (ravens, king fishers, non-raptoresque), camels, oxen, sheep, goats, pigs. Horses exist on Lorna, but not as we know them. The horses of Lorna are more like primitive horses that you still find in Mongolia. They have not been as exstensively domesticated on Lorna as on earth. Whatever purpose a large dog, large cat or bird of prey plays in earth's ecosystems, you will find something else taking its place in Lorna (such as snakes, lizards and smaller birds for the birds of prey).


Questions About Bondfolk

What brings about Bonding?
The Drakes and Wyverns will single you out if you have the inner spark that signifies your being a Kelti-Gra and give you a pass to use the Ports to travel to the Hall. You will be settled in, and soon presented to a young Keltoi. If you are found acceptable for bonding by one of the Keltoi, you will then be trained in the abilities you will gain due to the Bonding. If not, you will have the option of returning home or joining a guild.


What are the general eating habits of the bondfolk?
Drakes tend to aviod red meats. Wyverns are vegetarian though they'll occasionally eat grains, fruits and such. Wolves and Leopards and Eagles are meat-eaters, whereas Lupes, Landens, and Eyriens are omnivorous with leanings towards meats and breads.


What's this about Eagles being in the "Falconpair." ? I thought that Eagles were a seperate classification. I understand about Leopards being Felines but some of this doesn't make that much sense if you think about it. Why?
Well - this is a new world. Eagles and Wolves don't quite exist as we know them. For one, they're a lot more intelligent as a whole. For two... welll, they have the capacity to become Keltoi. So - there are differences. Also, "Leopard," "Eagle," "Wolf," and "Wyvern" are ranks - not exactly what they are. You might have a Leopard character that is, in actuality, a panther. But for now we prefer not to get that detailed about it. The Keltoi can be any type of "animal" so long as they fit in the general size of our Keltoi.


What happens if a Bonded's Bondmate dies?
They loose all of their powers, firstly. Secondly, most of the time they die. Keltoi always die, because the life magic - given to them by their bonded - that sustains them is gone. Kelti-Gra nearly almost die, and when they don't die, they feel as though their other half is missing, and usually can't function very well. Without their bondmate, a Kelti-Gra goes back to being unfinished, incomplete, and unhappy. They're really no better than a common guildsman in ability anymore, only they knew what they once had been, and that's agony.


What are the different ranks of the Bondfolk?
  • Student: A Keltoi or Kelti-Gra who has recently bonded and is going through training and schooling.
  • Intermediates: These are bonded who have completed their training and schooling and are currently in their fistr Travel Group rotation. An entire Travel Group rotation is four years long. It consists of 1.5 years of Posting in a city, 2 years of Circuit (traveling through the lands), and two seasons (0.5 year) of Leave.
  • Seasoned Bonded: These are bonded who have completed their training, schooling and at least one of their three Travel Group rotations.
  • Full Bonded: These are bonded who have completed their training, schooling and all three Travel Group rotations. They have been assigned their permanent Travel Group.
  • Adept: These are Full Bonded who have received specialized training in their field. They may be retired from their Travel Group and currently teaching or they may still be traveling.


  • On the top floor of the bondhall, there are three stairways. On the ground floor, there are two. WTH!
    *Ahem*. I noticed that too. The stairways on the left merge, and the stairway on the right caters to the offices, so they both take about an even about of traffic.


    Questions About Guildfolk

    Why aren't there guilds for things like mansonry, bricklaying, carpentry, and other things that are important crafts?
    Welll... the IC reason is that when, in the past, there was a big blowup about the amount of control the Aristos were trying to exert over the guilds, some of the guilds simply faded into secrecy or simply faded, while others asked for protection. A lot depended on the particular adepts and masters of a guild. If an adept had no fear of the bondfolk, and had a lot of folk who were deemed acceptable to the drakes, they were allowed to the hall. The others weren't. The guilds which did not move to the BondHall were forced to fade away or be taken over completely by the Aristos. There are still a few guilds out there among the commoners, but for the most part their trades are a hereditary sort of thing, and not formal at all.


    There are Guildhalls and Schools on both the Isle and the Bondhall. Why? What should I do?
    We're well aware of that. The Schools on the Isle are for advanced classes in subjects that Full Bondfolk might need - such as different ancient histories, advanced fighting and sports, and specific classes that the young Kelti-Gra and Keltoi would not need. The Guilds keep a base on both the Isle and at the Hall because it's easier to transport things from the Hall, but it's safer on the Isle. They train people on the Isle but everyone save for the Adepts remain at the Hall.


    Questions About Aristos

    The aristos seem awfully sexist. What if I want to play an Arista with power?
    Yes, the aristos are awfully sexist. They are a patriarchal society based loosely off of european nobility of ages past. However, that is not to say you cannot play an Arista with some influence. Aristo society is largely dependent on political maneuvering and who owes who favors. If your arista is crafty enough, she could have enough allies to exert some behind-the-scenes influence. This is even more easily accomplished if she has a weak husband that she can treat as a figurehead for her power. However, an arista will more than likely never be a Head of an Aristo House. Unfair, I know, but then life often is.