Age: Difference between revisions
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*EMPATHIC LONGEVITY: Many adventurers and the wealthy enjoy longer lives than the average denizen of the Five Provinces. Better living conditions play a part in this, but the greatest effect comes from continual exposure to [[Empath|empathic]] healing. Characters who enjoy this advantage live approximately a hundred years longer than other members of their species. |
*EMPATHIC LONGEVITY: Many adventurers and the wealthy enjoy longer lives than the average denizen of the Five Provinces. Better living conditions play a part in this, but the greatest effect comes from continual exposure to [[Empath|empathic]] healing. Characters who enjoy this advantage live approximately a hundred years longer than other members of their species. |
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*FIT SENESCENCE: While overexposure to healing often results in entirely slowed aging, that is not the only possibility. Some characters in this situation continue to visibly age like a normal member of their race, but the supernatural aid keeps them at peak fitness regardless of appearances. Like their more fortunate brethren, characters who enjoy fit senescence gain an extra century to their lifespan. |
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*NORMAL: The vast majority of people in the Five Provinces cannot afford or don't have access to enough healing magic to affect their life cycle. Even some adventurers find that their bodies are resistant to healing's more subtle therapeutic effects. Characters who work under this life cycle live and die as the Immortals intended. |
*NORMAL: The vast majority of people in the Five Provinces cannot afford or don't have access to enough healing magic to affect their life cycle. Even some adventurers find that their bodies are resistant to healing's more subtle therapeutic effects. Characters who work under this life cycle live and die as the Immortals intended. |
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You may select a life cycle by typing AGE CYCLE [OPTION]. This is meant to be a permanent choice, but you will be allowed to change it once per calendar year. Please see AGE INFO for a more detailed discussion of aging on Elanthia. |
You may select a life cycle by typing AGE CYCLE [OPTION]. This is meant to be a permanent choice, but you will be allowed to change it once per calendar year. Please see AGE INFO for a more detailed discussion of aging on Elanthia. |
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==Age Info== |
==Age Info== |
Revision as of 19:33, 19 June 2010
The AGE verb gives you information about your character's aging and any age modification that is currently affecting him. Most of the options available are informational, though you may also choose between the natural life cycles that are available for your race.
Age in DragonRealms is a role-playing consideration only. None of these options will affect how your character performs on any skill or statistic contest.
ICly, all characters eventually succumb to old age, but OOCly, player characters cannot die of old age. This is a business decision on the part of Simutronics, and as far as your character knows, he will die.
Syntax
Options:
- AGE: A quick readout of your character's apparent age, life cycle and age modification.
- AGE CYCLE: Information and options for selecting among the natural life cycles available for your race.
- AGE INFO: Extended information about aging in DragonRealms.
Age Cycle
Due to the proliferation of magic and other supernatural forces on Elanthia, not every character goes through the conventional life cycle of his race. Some modifications to the life cycle are so common that they are considered natural. You may select from them here.
Options:
- EMPATHIC LONGEVITY: Many adventurers and the wealthy enjoy longer lives than the average denizen of the Five Provinces. Better living conditions play a part in this, but the greatest effect comes from continual exposure to empathic healing. Characters who enjoy this advantage live approximately a hundred years longer than other members of their species.
- FIT SENESCENCE: While overexposure to healing often results in entirely slowed aging, that is not the only possibility. Some characters in this situation continue to visibly age like a normal member of their race, but the supernatural aid keeps them at peak fitness regardless of appearances. Like their more fortunate brethren, characters who enjoy fit senescence gain an extra century to their lifespan.
- NORMAL: The vast majority of people in the Five Provinces cannot afford or don't have access to enough healing magic to affect their life cycle. Even some adventurers find that their bodies are resistant to healing's more subtle therapeutic effects. Characters who work under this life cycle live and die as the Immortals intended.
You may select a life cycle by typing AGE CYCLE [OPTION]. This is meant to be a permanent choice, but you will be allowed to change it once per calendar year. Please see AGE INFO for a more detailed discussion of aging on Elanthia.
Age Info
Gameplay Considerations
To begin, it is important to make a distinction between how aging functions as a gameplay mechanic and how it functions in the fiction of DragonRealms as a role-playing setting.
Simply put, age has no mechanical function. Senescence never hinders your character's skills, and your character will not be deleted when he reaches some cut-off age. Your character can be a thousand years old and will still be available when you want to log in.
This effective immortality is a gameplay consideration only: while DragonRealms is a role-playing game, we recognize not everyone enjoys the same level of immersion in the environment. For our role-players, it's important to realize this is not reflected in the setting. Characters on Elanthia grow up, grow feeble, and then eventually pass on. Magical longevity and immortality exist, but they are rare prizes to be fought for rather than a simple given.
Aging in Elanthia
For the most part, aging on Elanthia works much as you would expect it to. While the life spans of many races differ from the Human norm, none of them is exceptionally odd. Everyone begins life as an infant, matures into adulthood, and then slowly succumbs to senescence. The following list describes how each race differs from the Human norm.
Dwarves
Dwarves can live naturally up to five centuries, though to outsiders they spend much of that time looking old. They appear like a Human in their mid-50s by their 100th birthday. Then their visible aging slows drastically. They are not slowed much by senescence, leaving grey-bearded Dwarves frightfully spry and sturdy.
Normal | Longevity | People See |
---|---|---|
0 to 14 | 0 to 14 | a child |
15 to 40 | 15 to 40 | young |
41 to 100 | 51 to 100 | an adult |
100 to 180 | 100 to 180 | mature |
181 to 260 | 181 to 285 | patronly/matronly |
261 to 340 | 286 to 390 | distinguished |
341 to 420 | 391 to 475 | ancient |
421 to 500 | 476 to 600 | an elder |
501+ | 601+ | archaic |
Elotheans
Elotheans can live to be 350 years old. They mature at a slightly slower pace than Humans. Then their visible aging slows considerably once they reach their physical prime. Unlike Dwarves or Elves, the full weight of senescence eventually claims Elotheans; it is merely delayed.
Normal | Longevity | People See |
---|---|---|
0 to 14 | 0 to 14 | a child |
15 to 29 | 15 to 29 | young |
30 to 49 | 30 to 49 | an adult |
50 to 99 | 50 to 129 | in his prime |
100 to 149 | 130 to 209 | middle-aged |
150 to 199 | 210 to 269 | mature |
200 to 229 | 270 to 304 | venerable |
230 to 249 | 305 to 329 | elderly |
250 to 279 | 330 to 364 | aged |
280 to 299 | 365 to 389 | wizened |
300 to 329 | 390 to 424 | venerated |
330 to 350 | 425 to 450 | one of the Wise |
351+ | 451+ | archaic |
Elves
Elves have the same life span as Dwarves but appear much younger. By the end of an Elf's life, he appears to be no older than a Human in his mid-50s. While Elves develop in most ways in step with Humans, they are not sexually mature until their 40s. Ancient stories claim that Elves "fade away" with old age, but this is merely an echo of old social conventions rather than biological fact. An Elf who dies of complications of age leaves a corpse.
Normal | Longevity | Elves See | Others See |
---|---|---|---|
0 to 17 | 0 to 17 | a child | a child |
18 to 60 | 18 to 60 | young | young |
61 to 134 | 61 to 154 | an adult | young |
135 to 208 | 155 to 248 | mature | an adult |
209 to 281 | 249 to 336 | patronly/matronly | in his prime |
282 to 354 | 337 to 424 | distinguished | in his prime |
355 to 427 | 425 to 512 | ancient | mature |
428 to 500 | 513 to 600 | an elder | mature |
501+ | 601+ | archaic | mature |
Gnomes
Gnomes are another long-lived race, sometimes living to 300 years. Like Elotheans, their longevity drags out senescence without substantially altering it from the Human norm.
Normal | Longevity | People See |
---|---|---|
0 to 14 | 0 to 14 | a child |
15 to 30 | 15 to 30 | young |
31 to 59 | 31 to 89 | an adult |
60 to 88 | 90 to 148 | mature |
89 to 116 | 149 to 186 | patronly/matronly |
117 to 144 | 187 to 224 | distinguished |
145 to 172 | 225 to 262 | ancient |
173 to 200 | 263 to 300 | an elder |
201+ | 301+ | archaic |
Gor'Togs
Gor'Togs have a minor edge over Humans in longevity, sometimes living to the age of 115. They develop and succumb to senescence at a steady clip, devoid of the rapid growth spurts or periods of slow visible age common to other races.
Normal | Longevity | People See |
---|---|---|
0 to 14 | 0 to 14 | a child |
15 to 20 | 15 to 20 | young |
21 to 34 | 21 to 34 | an adult |
35 to 44 | 35 to 57 | in his prime |
45 to 54 | 58 to 80 | middle-aged |
55 to 64 | 81 to 103 | mature |
65 to 74 | 104 to 126 | venerable |
75 to 84 | 127 to 148 | elderly |
85 to 94 | 149 to 170 | aged |
95 to 104 | 171 to 192 | wizened |
105 to 115 | 193 to 215 | ancient |
116+ | 216+ | archaic |
Halflings
Halflings share the Human life expectancy of up to 100 years, though they age remarkably well. A Halfling in his early 30s can still look much like a Human teenager, and Halfling senescence never quite catches up. Halflings have no more years than a Human, but they're better equipped to enjoy them.
Normal | Longevity | Halflings See | Others See |
---|---|---|---|
0 to 14 | 0 to 14 | a kneebiter | a child |
15 to 20 | 15 to 20 | a tartsnatcher | young |
21 to 34 | 21 to 34 | a whippersnapper | young |
35 to 44 | 35 to 64 | a daydreamer | an adult |
45 to 53 | 65 to 94 | a hairyfoot | in his prime |
54 to 62 | 95 to 112 | a pipesmoker/a longbraids | middle-aged |
63 to 70 | 113 to 130 | a porchsitter | mature |
71 to 77 | 131 to 148 | a grayroot | venerable |
78 to 86 | 149 to 166 | a grayhair | elderly |
87 to 93 | 167 to 184 | a talespinner | aged |
94 to 100 | 185 to 200 | a naptaker | wizened |
101+ | 201+ | archaic | archaic |
Humans
While Humans are below the average for longevity, Simutronics uses the "Human norm" as the standard for development and senescence, since it is the one that players and staff are most familiar with. Humans on Elanthia can live naturally up to 100 years old.
Normal | Longevity | People See |
---|---|---|
0 to 14 | 0 to 14 | a child |
15 to 20 | 15 to 20 | young |
21 to 34 | 21 to 34 | an adult |
35 to 44 | 35 to 64 | in his prime |
45 to 53 | 65 to 94 | middle-aged |
54 to 62 | 95 to 112 | mature |
63 to 70 | 113 to 130 | venerable |
71 to 77 | 131 to 148 | elderly |
78 to 86 | 149 to 166 | aged |
87 to 93 | 167 to 184 | wizened |
94 to 100 | 185 to 200 | ancient |
101+ | 201+ | archaic |
Kaldar
Kaldar live longer and develop slightly more slowly than the Human norm, living up to 135 years. Other than their development's being a touch slower, they develop and decline in the same pattern as Humans.
Normal | Longevity | People See |
---|---|---|
0 to 14 | 0 to 14 | a child |
15 to 25 | 15 to 25 | young |
26 to 44 | 26 to 44 | an adult |
45 to 59 | 45 to 80 | in his prime |
60 to 70 | 81 to 116 | middle-aged |
71 to 81 | 117 to 136 | mature |
82 to 92 | 137 to 156 | venerable |
93 to 103 | 157 to 176 | elderly |
104 to 114 | 177 to 196 | aged |
115 to 125 | 197 to 216 | wizened |
126 to 135 | 217 to 235 | ancient |
136+ | 236+ | archaic |
Prydaen
Prydaen develop and age along the Human norm, though outside observers often have trouble gauging a Prydaen's age. This typically makes Prydaen appear younger than they are, though only in the sense that outsiders cannot pinpoint the signs of aging until they become prominent.
Normal | Longevity | Prydaen See | Others See |
---|---|---|---|
0 to 14 | 0 to 14 | a tail-chaser | a child |
15 to 20 | 15 to 20 | a mouse-catcher | young |
21 to 34 | 21 to 34 | a moth-stalker | young |
35 to 44 | 35 to 64 | a bird-hunter | young |
45 to 53 | 65 to 94 | a hyena-stalker | young |
54 to 62 | 95 to 112 | a wind-catcher | young |
63 to 70 | 113 to 130 | a shadow-prowler | elderly |
71 to 77 | 131 to 148 | a sun-lounger | elderly |
78 to 86 | 149 to 166 | a scar-bearer | elderly |
87 to 93 | 167 to 184 | a dream-stalker | elderly |
94 to 100 | 185 to 200 | ancient | elderly |
101+ | 201+ | archaic | elderly |
Rakash
The Rakash are the only playable race with a life span shorter than Humans, living no more than 90 years. Except for their decreased life span, they develop and suffer senescence along the Human norm. (When Rakash are in moonskin, it is difficult for outside observers to estimate their age.)
Normal | Longevity | Rakash See | Others See (Human) |
Others See (Moonskin) |
---|---|---|---|---|
0 to 14 | 0 to 14 | a cub | a child | a child |
15 to 20 | 15 to 20 | an underdog | young | young |
21 to 32 | 21 to 32 | a a cub-herder | an adult | young |
33 to 41 | 33 to 61 | a pack hunter | in his prime | young |
42 to 48 | 62 to 90 | a pack beta | middle-aged | young |
49 to 55 | 91 to 107 | a pack alpha | mature | young |
56 to 62 | 108 to 124 | a den watcher | venerable | elderly |
63 to 69 | 125 to 141 | a a grizzled elder | elderly | elderly |
70 to 76 | 142 to 158 | a pack historian | aged | elderly |
77 to 83 | 159 to 174 | a forerunner | wizened | elderly |
84 to 90 | 175 to 190 | ancient | ancient | elderly |
91+ | 191+ | archaic | archaic | elderly |
S'Kra Mur
S'Kra Mur develop and age in step with the Human norm, though like the other bestial races, their age is often hard for outsiders to estimate.
Normal | Longevity | S'Kra Mur See | Others See |
---|---|---|---|
0 to 14 | 0 to 14 | a child | a child |
15 to 20 | 15 to 20 | young | young |
21 to 34 | 21 to 34 | an adult | young |
35 to 44 | 35 to 64 | in his prime | young |
45 to 53 | 65 to 94 | middle-aged | young |
54 to 62 | 95 to 112 | mature | young |
63 to 70 | 113 to 130 | venerable | elderly |
71 to 77 | 131 to 148 | elderly | elderly |
78 to 86 | 149 to 166 | aged | elderly |
87 to 93 | 167 to 184 | wizened | elderly |
94 to 100 | 185 to 200 | ancient | elderly |
101+ | 201+ | archaic | elderly |
Longevity and Immortality
With rare exceptions, everyone on Elanthia dies. Immortality is so rare and prized that it is regarded as a divine attribute: the gods of the Five Provinces are, after all, the Immortals. However, unnatural longevity that stops short of immortality is accessible to the wealthy.
The most common form of longevity is supernatural healing. Alchemical herbs, empathic powers and necromantic healing magic all combat the complications of senescence. The aches, pains, and diseases that shorten the lives of most people can be avoided if you can afford it, allowing anyone with the means to live a full, healthy life.
When supernatural healing is employed frequently (seen among adventurers and the truly rich), this can even extend the subject's life span beyond its normal limits -- but only to a point. The first axiom of Life magic is "Life cannot defeat life," referring to the inability of Life magic to disrupt the cycle of life and death on a metaphysical level. Empathic and alchemical solutions can extend a character's life for about a hundred years before the natural cycle refuses to be delayed further.
Necromancy, unbound by this restriction, provides powerful alternatives. Necromantic life extension can keep someone alive for centuries and is the classic choice for magicians who decide to meet the Immortals on their own terms. However, even necromancy can only push a body so far before death is unavoidable. True agelessness is reserved for liches: powerful Necromancers who turn their talents inward and become self-animating undead. Some Necromancers speak of Transcendence, a living immortality stolen from the gods, but no one has come forward to prove that it exists.
Grimly, necromancy provides the only source of reliable and potent life extension on Elanthia. Most Necromancers start their descent into blasphemy and madness by chasing the dream of eternal life.
The final option rests in the gods themselves, but it is never a sure bet. The Immortals have the ability to keep someone on Elanthia for as long as she proves useful, but the supplicant never has any say in the matter. For each tale as there are of ageless champions serving the gods through the millennia, there is one of a luckless, formerly blessed man who falls dead the moment his divinely appointed task is completed.
Nature of Age Shifting
|Empaths can make a character appear to be older or younger (one year at a time). Age shifting only affects a character's apparent age. His actual age and date of birth (as displayed in INFO) remain unchanged.
Those characters whose ages were shifted before the June 18 update retained the cosmetic effects of their shifts, but their ages and dates of birth were restored to their actual, original values.
The fact that the old shifting mechanics worked on birthdays was just a kludge. Shifting was never intended as an OOC way to get the date you wanted to be born on.
DR-ARMIFER: Even if SHIFT AGE was not strictly cosmetic, it still cannot conceivably alter your character's birthday. It does not make your PC's father have sex with your PC's mother a day earlier. This was simply a hack from the original system creator who, for what I assume were excellent and pressing reasons, could not handle it in a more nuanced manner.
DR-ARMIFER: I think there's a tremendous IC/OOC disconnect going on here. SHIFT is not some OOC thing you do to get "the date you wanted to be born on." It is an IC, hideously forbidden act that Empaths can do to torment your character's body into some form it originally did not have. If it is part of your character's RP to lie about having underwent it, that's definitely something that falls outside both my business and the immediate concern of what I am doing.