Realism and Consequences

While we try to play our realism a bit fast and loose for the sake of fun we feel a setting with some realism is more fun than one without. This means a few things. Because we try to make sure the setting reacts to people when things happen there are very few events that are completely isolated. If a norn is repeatedly sneaking out and having robbing people on the streets then other people might hear rumors of the Wolfborn investigating them OR other norn of ill-repute might start look for this great new thief pulling off daring crimes!  If someone rescues a child in their RP or mentions this happening in their character story the other people may (and should) congratulate them and they might invite an interested parent offering aid.  Our setting being shared like this is what makes our power scaling an important thing to keep in mind.

Because we feel that realism and consequences are an important part to characters having meaning this does mean that IC actions may breed IC consequences that may be pleasant or unpleasant.  Characters may approve or disapprove of another character’s choice, beliefs, opinions and that’s okay!  Having a strong out of character community allows us to have an in character community that can have these disagreements ICly and they’re a sign of a healthy guild.

There are two major things that we wish to point out in our discussion of realism:  Children and Healing.  


We recognize that some characters have good in character reasons and want to start families and we support that action.  However, we in Voices of the North do not support “shortened time” for pregnancies with characters or children growing up.  Pregnancy will take a real life nine months in order to come to term and children will age at one real day to one in game day.  Norn are not particularly concerned with who raises their children so the idea of leaving bastards all across the Shiverpeaks is not one that would cause infamy, however, NPC “nannies” helping the parents raise children is strongly discouraged.  Further characters who are raising children but do not spend time raising children may expect to see consequences in how they are referred to or spoken about by other characters.


As a lower powered group in Voices of the North we do not have “instant heals” within our game canon.  Injury is a part of the world and while we want to have a game that is mostly active and fun we feel that quick healing takes away some of the meaning of actions for players.

These are NOT hard and fast “rules” but meant to be a guideline of getting a good “mental picture” for what we’re seeing as the general range of expectations of someone who is a competent healer to someone who is just starting out healing. Players are welcome to establish how their own abilities work within the world -- again these are merely guidelines and ideas. As officers we also understand and welcome those epic moments just like with our power level.  Sometimes characters can dig deep and do great things.  We feel by having this established idea of scale that when characters dig deep and have Big Moments they will truly be highlighted.

Grievous WoundsEdit

For scope within our guild grievous wounds are things that would require a series of hospital visits in real life wherein there is a real and present chance of immediate death; appendix rupturing or bursting, severe head wounds, third degree burns, multiple broken bones, certain poisonings, certain stab wounds or crushing wounds to the chest or head etc.  With basic stabilization a character can expect to remain in bed healing for two to three weeks, and be “walking wounded” for another two. “Walking wounded” here means that they are not capable of their full range of motion and/or physical health but are ambulatory.

Major WoundsEdit

Major Wounds are things that would require one hospital visit in real life but with lesser chances of death: some concussions, single broken bones, second degree burns, certain stab wounds to the body, etc.  With basic stabilization a character can expect to be healing for two to three weeks as “walking wounded” before they were back to normal.

Minor WoundsEdit

Minor wounds are things that wouldn’t typically necessitate a hospital visit.  Punches, bruises, sprained ankles, and the like.  With basic stabilization a character can expect to be “walking wounded” for one to three days.

Healing MagicEdit

Healing magic, of course, as well as medical treatment does greatly affect these times but again this is through our scope of power.  We do not have “free” instant healing as a part of our group canon.  

Powerful HealersEdit

Powerful healers within our canon might be able to take the wounds from another character onto themselves, downgrading the level of damage (taking a grievous wound from a character and then, themselves contending with a major wound). They might be able to take two to three weeks of healing time from major or grievous wounds (minor wounds are minor and not really worth this effort).  They might even be able to start re-growing and regenerating small pieces of the body (in the same time it takes to handle a major wound).

Medium HealersEdit

Medium level healers might be seen speeding along the natural healing processes of the body.  They might be able to take one to two weeks from healing time or downgrade major wounds to minor ones whilst taking a minor wound themselves (the strain!).  

Weak Healers/Herbal MedicineEdit

Low level healers and characters with an understanding of herbs, medicine and the body in our canon could be expected to basically stabilize any wound and provide the treatment necessary to keep characters from getting worse.  They prevent characters from getting too much worse than they are - untreated minor wounds can become major and major wounds can become grievous.

In Character Consequences for In Character ActionsEdit

(This was written with no sleep and not made pretty yet!) Said prettier than what's being typed here but we want to make it very clear that if a character chooses an action the consequences are also being chosen. Lisa the Norn spends time baking everyone pies and cakes then as a result people will most likely like Lisa the Norn. However characters that do not respect hearth-oriented characters may also view Lisa as weak for spending her time baking pies. Ed the Norn spends all of his time fighting and drinking then as a result people who think there needs to be time for serious behavior may not respect Ed though people who view that lifestyle as ideal will. Joe the Norn is cold and mean to people all the time and people react accordingly IC.

OOC is not where one explains or justifies their character actions. If it is asked then it is certainly welcome to share what's going on in their character's head but these OOC justifications are not expected to have ANY bearing on IC behaviors. Likewise if a character chooses an IC action that has consequences (going out and partying rather than staying watch) then they have to handle that consequence ICly and OOC talk in guild chat or tells has no place in this discussion.

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