Frequently Asked Questions
Frequently Asked Questions
This is a list of questions that will hopefully cover all your needs, but if you need to know something that isn't here you are always welcome to contact us! You may do so in the comments of this post, or via the other usual channels of communication.
Click on the category you need below:
General
What kind of game is this?
Aloria is a high fantasy game set in an original earth-like world. It has many of the usual elements you would expect in such a setting; magic is as natural and normal as the weather, monsters lurk in the woods, ruins dot the lands and may be bare of any reward or rich in plunder.
Only unlike so many of those worlds, Aloria is empty of any folk and seems to have been so for decades if not centuries. Your characters will not have any existing cities, towns or infrastructue to rely on except for the ruins that have over time succumbed to nature.
This is a world that will have to be rebuilt, and as they find themselves stuck here they'll have to be the ones to do it. Characters will need to find food, build shelters, communities and band together to survive the harsh winters using only their own expertise or knowledge they find in the ruins.
No one is coming to help them, no one is going to restock the larder except for them. If they decide to go it alone, will they be able to grow and store enough food? Will they know how to preserve it? Will they have enough wood for the winter or know how to make medicine from plants? Only time will tell.
What themes will the game have?
The genres of the game are, in approximate order of importance: fantasy, survival, adventure/exploration and worldbuilding with the usual bits of whatever else people want to bring to the table.
Fantasy– The world itself is alive to some degree, though it doesn't communicate or seem to know much about the needs of those who were dragged here. There are fae creatures, monsters and generally just strange flora and fauna. The weather can be influenced by magic or sometimes influences magic itself.
The world is earth-like, but heavily influnced by the magic that runs to it's very core. It isn't supplimental but rather an essential element that cannot be ignored. It is this magic that allows for things like the network and the arrival of new people, but it is also why the technology you might find in the ruins is low to non-existant unless it is powered by magic.
Survival– Though this is a jamjar game of sorts, where your characters are pulled from their world and stuffed in a setting they're unfamilliar with it does lack the usual comforts.
There are no well-stocked castles to house and feed them, no locals who know the lay of the land. Your characters must survive, and must chose how they are going to do so pretty quickly. For while they may find fruit and game in the spring and summer, and even into autumn, winter will come quicker than they realise and it will seem to draw on forever if they haven't properly prepared.
In most cases it would be best if your character joins up with others, either within the group they awake with or by finding another community that will take them. Being a lone wolf won't help you much unless you can get food, shelter, wood and water sorted on your own. They will have to pull their own weight either way and learn how to be useful or they might soon find themselves resented, or worse, cast out.
They may get lucky and find a book or two, or maybe a bag of seeds but most likely characters will have to work hard to learn how to survive.
Characters and communities will need to work out how to build themselves shelters good enough for the winter, find and secure food sources, preserve food for when it is scarce and there is no kindly god or patron that will pop in and feed or heal them if things go south. It is entirely up to the characters to survive, regardless of if they are by themselves or in a community they need to pitch in or they will suffer and eventually die.
Adventure/Exploration– The world is full of ruins, which means it's potentially full of loot as well. If you so choose your characters may go exploring the world and see what they find. The luckiest finds in a situation like this may not be gold, however, nor even swords despite the dangers that lurk in the looming woods. Instead, things like books that have knowledge of Aloria and it's past, its plants and animals are of immense value. Books on magic as well, or artefacts that may help you survive longer.
Or maybe you'll just find a really cool hide out in the woods that happens to grow the best strawberries.
Just be careful, because whether due to time or intention or a feral beast having made a place its home, things are almost never as safe as they first appear.
Worldbuilding–
Question
Applying
What kind of characters may apply to join?
Aloria is open to most characters, including characters from various media (books, comics, film, television, video games, etc), fictionalised historical persons and original characters.
We also allow fandom oc's, canon au's and CRAU's on a case-by-case basis.
We do not allow versions of real people that are not historical and fictional in nature. So it's fine to play, for example, Aaron Burr as portrayed in Hamilton but not okay to play Jensen Ackles or whomever your real person of choice may be.