Injury System
The Injury System is a tiered list detailing different kinds of injuries your character can receive. There are many ways a character can become injured, and the more severe forms of injury may require you to detail a story of how they received that injury. The kinds of ways your character can become injured are numerous, so they should take care when traversing even everyday life. On certain pages, you may notice things stating they can apply injuries up to a certain tier; this is generally considered a canonical maximum. Injuries above this specified tier would be considered freak accidents. Injuries can occur at any time, even when doing things that do not explicitly mention an injury tier.
Most available magic is listed with an injury tier, with some spells even specifying what kind of damage can be done. These kinds of injuries, of course, can be inflicted anywhere in the world, even within the safety of their own home! A character may become injured when practicing magic, if they cannot control it, or they may find themselves on the receiving end of someone else’s magic. Similarly, any weapon can inflict up to Tier 6 damage; on account of them being weapons. Even wildlife or weather will occasionally cause injuries! Try to stay safe!
Quick note!
Currently, children are not eligible
for injuries above Tier 4!
Remember to mark violence and gore if it is included in your submissions! Astralit, Draken, and Nyulop naturally bleed red blood.
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Tier 1: Scrapes and bumps
This tier consists mainly of small, non-visible injuries. Think of your character falling over, bumping into something, or stubbing their toe.
This tier allows you to give your character tiny scrapes and bumps, or anything on a similar level. These are small and subtle injuries that may just be sore. They are not very visible, especially on furred characters.
Tier 2: Bruising
This tier consists mainly of small, barely visible injuries. Think of your character falling over, crashing into something, or getting hit with something.
This tier allows you to give your character visible black and blue bruises, first degree burns, or anything on a similar level.
Tier 3: Small cuts and shallow gashes
This tier usually consists of small, but bloody, injuries. Think nicking your thumb with a knife while peeling potatoes, or falling over and scraping your knees.
This tier allows you to give your character gashes, cuts, second degree burns, or anything on a similar level.
Injuries of this tier can cause small scars, no bigger than a character's thumb. On furred characters, these scars are likely to not show at all.
View scar ruleset
Tier 3 Rule Set:
If you wish to inflict a scar on your character, you must draw an image, halfbody with medium background, coupled with a story of at least 300 words detailing how it happened.
Alternative requirements: A comic with 2 fully unique panels, with at least one being shaded halfbody with medium background OR 900 words. This requirement is per scar applied in the piece.
Tier 3 scars are small, purely cosmetic, scars that are obtained from small accidents in a Finley's day to day life. Tier 3 scars cannot be larger than your Finley's thumb/fingers. They cannot impact any of the five senses in any way; they cannot cover eyes. They cannot impair movement or otherwise limit the body's functionality.
Scars of this type are not permanent, and can heal with time.
Remember to read the rules about mana organ damage (found further down on this page) thoroughly if you plan to scar them!
Tier 4: Deep cuts, deep gashes, and crushing
This tier usually consists of larger, but not life-threathening injuries. Think being stabbed, clawed, or ran over. These injuries usually take significant time to recover from.
This tier allows you to give your character deep cuts, crushing injuries, head trauma, concussions, or anything on a similar level.
This tier allows you to give your character visible and permanent scarring.
View scar ruleset
Tier 4 Rule Set:
If you wish to inflict a scar on your character, you must draw an image, shaded halfbody with medium background, coupled with a story of at least 500 words detailing how it happened.
Alternative requirements: A comic with 3 fully unique panels, with at least one being shaded halfbody with medium background OR 1,325 words. This requirement is per scar applied in the piece.
Tier 4 scars may be any size, but may not permanently disable a character. Scars of this tier should be primarily visual. Scars of this tier can be applied anywhere, so long as they do not impact the usage of that body part's function. For example, small scars may be applied to (flight-able) wings, but should not limit the character from flight. Slight limitation in function may occur, but should be minor enough to not hinder the character in their day-to-day life; think scarring making it harder to make a fist, or making a character's face less expressive. Scars of this tier may not cover the eyes, or limit another sense (except for the sense of touch, which can be slightly hindered under the rules mentioned previously).
Scars of this tier are permanent. They are not able to heal, even with the use of magic.
Remember to read the rules about mana organ damage (found further down on this page) thoroughly if you plan to scar them!
Tier 5: Potentially Fatal Wounds, Lost Limbs, Permanent Disability
This tier consists of large, potentially life-threathening injuries. Think being stabbed in vital organs, mauled, or crushed. These injuries usually take significant time to recover from; if your character ever fully recovers to begin with.
This tier allows you to give your character deep cuts, severe crushing injuries, third-degree burns, head trauma, nerve damage, brain damage or anything on a similar level.
This tier allows you to give your character visible and permanent scarring, as well as lasting effects from the injury, such as permanent disabilities like lost eyesight or limbs.
View scar ruleset
Tier 5 Rule Set
If you wish to inflict a scar on your character, you must draw an image, shaded fullbody with medium background, coupled with a story of at least 750 words detailing how it happened.
Alternative requirements: A comic with 5 fully unique panels, with at least one being shaded halfbody with medium background OR 1,475 words. This requirement is per scar applied in the piece.
Tier 5 scars may be any size, in any location, and may permanently disable a character. Scars of this tier could be purely visible, but may also impact a character's movement or senses. Tier 5 scarring can mangle or remove legs, damage wings enough to make them unflightable, or damage (as well as remove) one of your character's senses. Scars of this tier may cover the eye.
Only one Tier 5 scar may be applied at a time. Further scarring might be applied using the same image, so long as it's clearly from the same incident. Permanently disabling multiple body parts count as multiple scars, and is not allowed, unless you complete the requirements multiple times. This includes scarring the same (kind of) body part, like scarring two eyes or two legs.
Remember to read the rules about mana organ damage (found further down on this page) thoroughly if you plan to scar them!
Tier 6: Fatality
This tier allows you to inflict damage so severe to your character it results in death. This extends to death by illnesses.
View scar ruleset
Tier 6 Rule Set
The final, and most extreme, injury tier is death. As in, your character dies.
There are several ways a character can die. Some examples are consuming an energy-changed Voidshard, encounters with wildlife, illness, murder, or even old age!
Since death is permanent, it is fairly restricted. This is mostly to ensure that nobody makes this decision and ends up regretting it! Please think this choice over carefully before comitting to it.
• Your character must be 9 real life months old
• They must have at least 15 images drawn of them before their death
• Dead characters can no longer earn EXP, breed, or otherwise participate in the group. Keep that in mind!
If you wish to inflict death on your character, you must draw an image, shaded fullbody with complex background, coupled with a story of at least 2,000 words detailing how it happened.
Alternative requirements: A comic with 10 fully unique panels, with at least one being shaded fullbody with complex background OR 3,275 words. This requirement is per scar applied in the piece.
When a character dies, they cannot be brought back or reincarnated. This is not similar to simply deleting your character, for anyone that was good friends with your character or in some way involved with them will still remember them. The character that you created will still have some sort of lasting impact on the world; they will just be no longer able to impact it in any other way.
Again, death is permanent. If your character dies, they stay dead. Death cannot be reversed. Do not take this decision lightly.
Damage to the Mana Organs
Damage to a Nyulop's Whiskers
A minor rip/tear in a whisker is considered a Tier 3 injury. It has the potential to heal without leaving permanent damage to your Nyulop. Minor rips/tears should be small and more notch-like rather than a slender tear through the body of the whisker.
Damaging a whisker more than 50% is considered a Tier 5 injury and a permanent disability. This means that, should your Nyulop's whisker(s) be torn in half and or entirely off it will not heal. The loss of a whisker will result in weakening the magical abilities of your Nyulop.
Each whisker lost removes access to three tiers of magic. A Nyulop with 1 missing whisker will only be able to learn up to tier 6, a lop with 2 missing whiskers will only be able to learn up to tier 3. If your Nyulop looses all 3 (or more) whiskers, they will not be able to learn any magic at all. If your Nyulop had magic above these tiers before the injury, these tiers are lost and can no longer be used.
A Nyulop needs at least three whiskers to breed. At least one of these whiskers must be fully intact.


Damage to the Third Eye Gem
Regardless of the level of an injury, Draken's Third Eye Gems will never fully heal, and your character will be permanently disabled should you choose to go through with it. When your Draken’s third eye gem is scratched, cracked or chipped, they become limited in the magic they can use.
It takes a massive amount of magical energy to damage a Draken’s third eye gem, they are incredibly hard to break. That said, if a Draken's Third Eye Gem is completely shattered, they die. If a Draken’s third eye gem is removed from their skull, they die. A Draken cannot survive without their Third Eye Gem.
Scratching a Draken's Third Eye Gem is a Tier 4 injury.
A regular Draken with a chipped Third Eye Gem can learn a maximum of 6 magic skills. If your character knew any more before the incident, they are lost. Dual Draken with a chipped Third Eye Gem can learn a maximum of 3 skills in each of their branches, for 6 skills total. Any skills beyond this would be lost.
Chipping or cracking a Draken’s Third Eye Gem is a Tier 5 injury.
A regular Draken with a chipped Third Eye Gem can learn a maximum of 3 magic skills. If your character knew any more before the incident, they are lost. Dual Draken with a chipped Third Eye Gem can learn a maximum of 2 skills in each of their branches, for 4 skills total. Any skills beyond this would be lost.
Note that Draken are entirely reliant on their Third Eye Gem for breeding. A Draken's third eye gem must be entirely undamaged in order to breed.This means no chips, creacks, or scratches may be present, nor can they have any still healing injuries or diseases affecting their Third Eye Gem of any level. A Draken's Third Eye Gem must be entirely undamaged and healthy in order to breed.
Damage to the Palm Stars
When an Astralit’s palm stars are damaged, the severity depends on which of the palm stars has been injured: the main, largest palm star, or the secondary, smaller palm stars.
Regardless on if the injured Palm Star is a primary or secondary one, if a palm star is completely destroyed, ripped out of the Astralit’s body, or the mana sucked out, the Astralit will die instantly, their body shattering like glass. Astralit cannot survive without all of their palm stars.
In order to breed, Astralit's palm stars cannot be damaged more than 50% overall.
Main Palm Star
A minor rip or tear across an Astralit’s main palm star is considered a Tier 3 injury. These tears can heal without leaving permanent damage, and should only be small tears on the edge or a very shallow cut in the center. Until these injuries are fully healed, the Astralit is only able to use 50% of their known skills of magic rounded down, i.e. if they know 20 they are only able to use 10, or if they know 7 they are only able to use 3. Once the injury heals, they regain access to any skills previously learnt.
Damage to more than 50% of the main palm star is considered a Tier 5 injury. This can be a cut that takes out a large chunk of the palm star, or even bisects it. If this injury occurs, the Astralit may only use 3 skills of magic in total across either branch. If they knew more than this, they lose access to all but 3. The Astralit is considerably magically weakened.


Secondary Palm Stars
A minor rip or tear across an Astralit’s secondary palm star is considered a Tier 3 injury. These tears can heal without leaving permanent damage, and should only be small tears on the edge or a very shallow cut in the center. Until these injuries are fully healed, the Astralit is only able to use 75% of their known skills of magic rounded down, i.e. if they know 20 they are only able to use 15, or if they know 6 they are only able to use 4.
Damage to more than 50% of the secondary palm star or stars is considered a Tier 5 injury. This can be a cut that takes a large chunk out of the palm star or even bisects it. If this injury occurs, the Astralit may only use 5 skills of magic in total across either branch. If they knew more than this, they lose access to all but 5. The Astralit has been considerably magically weakened.
Reminder for scars and injuries
Scars must realistically resemble the type described in your prompt. Your character may not obtain burn scars unless they have been in a fire; or slash-like scars from a crushing incident. You may not add scars that were obtained in a seperate incident when applying scars; each requirement is per incident. For example, if your character gains scars in a fire, you may not also apply scars from a seperate stabbing incident using the same prompt, even with an explanation.
Scars must also be properly researched and presented in a way that is respectful to real-world individuals with these conditions. Please avoid stereotypical/offensive stylization of scars, like bright red burn scars, or offensive language in relation to disabled/scarred characters, like calling a blind-deaf character "dumb", a scarred character "deformed", or a character with mobility issues "crippled". If your story is considered offensive, staff will ask you to remove the injuries/conditions or rewrite the story.