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    Chapter Summary

    A report on XP, magic, and tables.

    (Posted August 20th, 2024)

    Chapter Notes

    See the end of the chapter for notes

    • ntro
    • Overworld Tables
      • Crafting Table
      • Enchanting
      • Workstations
    • Between Tables
      • Skill Table
      • Artifact Table
      • Coding Table
    • Adjusting Code via Allogrooming
    • Definitions

    Intro

    It’s been said that all things are made of the universe, and the universe speaks to itself forever, aware of its parts and teaching the newly formed ones how to meld with the greater whole. Different theories abound, ranging from crafting and magic being an instinct passed from dragons, to such things being programmed into hybrid minds by the game, to watchful spirits passing on their knowledge by word and example.

    It’s difficult to ascertain the science behind how a hybrid knows to craft. Hybrids seem able to thrive in singleplayer environments as well as social ones; it would be incorrect to assume a hybrid must witness crafting behavior being modeled. In my research, I’ve frequently encountered references to the spirit of Knowledge, who is said to have blessed hybrids with crafting knowledge. I can neither confirm nor deny this.

    Below, I discuss the tables present in the Overworld – the crafting table, enchanting table, and job sites – in addition to tables present only in the Between dimension. I discuss these both in regards to members of the Tradebonded category (i.e. individuals who can wield magic) and non-Tradebonded hybrids (i.e. everyone else). See Chapter 14 – “Overview of Kin Categories” or Chapter 20 – “Tradebonded Report” for a full list of Tradebonded species.

    • Magic – Specialized influence over the world, achieved by converting stagnant energy outside the body into an output of active energy, which can be manipulated even from a distance
    • Members of the Tradebonded class are defined by their ability to perform magic without a clear biological source within them, as opposed to creatures like blazes, breezes, wraiths, and wardens who can also convert energy into powerful outputs, but are believed to have internal biology for such processes

    Overworld Tables

    Crafting Table

    • Recipe – 4 sets of planks (any wood)

    Crafting – the act of using a crafting table to combine existing blocks into new ones with a different design and function – is one of those abilities that sets mobs and hybrids apart (although dragons do have the ability to spawn in some crafted items, such as fences). Other items such as tools and weapons can be crafted at the table as well. All hybrids are capable of a limited amount of natural crafting magic, which is just enough to create their first crafting table.

    I’m of the belief that touching tree bark (whether it’s still attached to a living tree or has been chopped into logs) creates an itch in the back of the mind to craft a table in the same way a newborn creature knows it must seek milk or substance to satisfy its hunger despite not eating before. When hybrids arrive in a new world, they have a full hunger meter, giving them time to seek resources and shelter before the need for food sets in. 

    The crafting table – a simple block made of four sets of planks – provides a focus point for a hybrid’s crafting abilities. The table features sockets in a 3 x 3 grid to channel energy with, compared to the more limited 2 x 2 grid a hybrid can craft with on their own. All craftable blocks can be created by placing items in the appropriate pattern using this 3 x 3 grid and pressing the cover down on the sockets. Pressing with a hand allows the table to draw a spark of energy from the hybrid and craft the relevant item for the resource pattern.

    • Crafting is possible with gloves and prosthetic hands. However, there does seem to be a small delay before crafting occurs, which seems to imply the crafting table is drawing energy from the air around it, but benefits from contact with a conductor 

    In other words, there is no such thing as an advanced crafting table with 4 x 4 squares. I’ve met people who’ve tried to make one, but it seems to function only as a 3 x 3 table. Crafting magic, I suppose, has its limits.

    • Crafting tables can also be used in cooking. In many homes, you’ll find a crafting table in the food prep area that is usually kept for food and not for other materials, to keep it clean. However, any crafting table can be cleaned by brushing it down. Polish can be added to make it easier to wash with water

    Enchanting

    • Recipe – 4 obsidian, 2 diamonds, 1 book

    The enchanting table (also called the enchantment table or enchanter) is a table crafted from obsidian, diamonds, and a book- three resources that can be very difficult to gather in Between. Energy can be channeled into the table. With the aid of lapis, that energy is converted into enchantments, which are then applied to the tool, weapon, armor, or book placed atop the table.

    Most hybrids can only create low-level enchantments on their own. Members of the Tradebonded category (which includes villagers, witches, evokers, illusioners, rascals, and other magical beings) have more natural magic and can create higher-level enchantments in Between and on many servers. On low-trait servers, Tradebonded hybrids are limited to vanilla hybrid abilities.

    • See also, Chapter 6 – “Server Hubs” & Chapter 12 – “Important Points in History”
    • Consider outside reading on Enchanting

    Workstations

    • Recipe – Varies widely, but recipes are often wood-heavy with smaller amounts of additional materials

    Villagers (mobs and hybrids alike) can use workstations to channel their magic; different workstations (i.e. job sites) grant increased influence over different aspects of the world. This channeling benefit requires proximity to the relevant block. Example workstations include:

    • Barrels for fishermen
    • Brewing stands for clerics
    • Lecterns for librarians
    • Looms for shepherds

    Each block has a crafting recipe associated with it, as they are not naturally spawned blocks. That said, they can generate on servers in areas that fit requirements for villagers to set up workstations in that region; for example, near villages or igloos.

    All hybrids can interact with these blocks. For example, all hybrids can use the loom to craft banners or brewing stands to brew potions. Tradebonded individuals can generate higher output in less time, provided they have a decent grasp of their magic.


    Between Tables

    The artifact, skill, and coding tables require materials exclusive to the Between dimension, meaning they are not accessible to hybrids while on a server. Notably, this means:

    • Artifacts cannot be crafted on-server, even by Tradebonded individuals; however, some of them (like Totems of Undying) may still exist
    • Only XP earned in the Between dimension can be used at the skill table. Even a player who has lived for centuries on their AFK server (and completed many advancements) may be classed as a low-XP player in Between
    • Code can only be reliably viewed, toggled, and edited while in Between, meaning individuals who cannot leave their server are not able to adjust their bodies (though an individual outside possibly can)

    Skill Table

    • Recipe – 2 sets of planks (any wood), 2 books, and 2 tin

    In the Overworld dimension, experience is a single, consistent bar that can be drained at the enchantment table to apply enchantments to tools, weapons, and armor. In Between, XP is more complicated. There are many different skills that can be mastered, and some aspects of the body can change without coding tweaks or mods.

    Skill trees can be looked up at the skill table. A hybrid may choose to dedicate XP to their cooking skill. If so, the universe will guide them to be more attentive to recipes, quicker and more accurate in their cutting, and perhaps more daring or cautious with their culinary choices (depending on the individual).

    Wingspan is a good example. An individual can dedicate a portion of their XP towards their wingspan. This may be done for social status, bragging rights, or for practical purposes such as gliding longer distances without the need to flap (thereby conserving energy). I’ve also seen many hybrids whose mob sides would burn in the sunlight dedicate their XP to “sun resistance” from a young age. While they do not gain true immunity, they seem able to reduce their pain in this way.

    Some individuals portion XP into the ability to stay online for extended periods. Those who devote XP to their energy may be able to spark into the online state at a lower threshold, or pause the constant energy drain while on their AFK server so they can conserve that energy for later and exit the AFK server of their own will. Aquatic species may tweak their body so it can last longer out of water, or dolphin hybrids may increase the length of time they can stay underwater without drowning. Jumping distance and running speed can also be modified. Essentially, any skill can be upgraded at the skill table, though most exist under umbrella terms.

    • High-XP skills are not visible on the table until the individual using it has pursued that path. This has led to the discovery of high-XP skills in commonly favored paths- some skills are known and documented (though not necessarily common knowledge). Additional paths are still being researched, but such research takes considerable investment of time and energy (and may require acts that larger society considers immoral)

    If I had not experimented with the table myself, I might believe it a foolish placebo that exists merely to guide hybrids through a confusing world by indicating skills they should practice to fend for themselves in life- after all, dragons do not often teach their offspring to cook, and the table may simply exist to prompt low-XP individuals to learn what cooking is and practice it, which then builds their skills.

    Whether or not this table truly grants skill, it does seem to bring comfort to the residents of this world, and I suppose that’s enough. In a world where you might live for thousands or perhaps billions of years as light, quarks, or atoms, what better way to recognize the passage of time than watching the glowing skill bars increase as you polish your skills?

    Artifact Table

    • Recipe – 4 sets of planks (any wood) and 2 jade

    The artifact table grants the ability to craft magical items, such as amulets, totems, satchels, armorweapons, and corrupted beacons. Any hybrid can build the table and craft non-magical copies of these items, which may be used for decoration purposes or gifts (Courtship jewelry is common).

    Most magical items require emeralds (basic) or jade (potent). Only bond magic can activate the final slot on the table. This slot requires magical energy instead of a physical item. The energy input can come directly from a Tradebonded hybrid (usually by placing their hand on the slot or flicking energy at it) or by pushing their soul into the final slot of the table.

    • Soul Gathering – The act of retrieving souls, usually performed by an anivore seeking food. Artifacts with the soul gathering property can also gather souls
    • Souls can be placed in an artifact called a soul lantern (x), which allows souls to be carried. A soul lantern containing a Tradebond’s soul can be placed in the table’s final slot

    Many consider this type of soul removal to be in poor taste. It is sometimes offered as a perceived last resort or as a form of trust (See Chapter 13 – “Between’s Culture”)

    Coding Table

    • Recipe – 4 crying obsidian, 2 topaz, 1 cobalt ingot
    • See also, Chapter 7 – “The Soul”

    Coding tables do not exist on-server, meaning many people did not know of their existence or believe that modifying code was possible for many years; it was word of mouth that led to their widespread use in Between. A hybrid who adjusts their code in Between will also carry those adjustments to a server, provided that server allows them to display those traits. For example, a hybrid who applies butterfly patterns to their wings will show those patterns either from the moment they spawn (on high-trait servers) or as their default elytra pattern (on low-trait servers).

    Coding tables include an exposed piece of crying obsidian on their right-hand side. A soul crystal can be placed on the crying obsidian in the same way an end crystal can be placed on regular obsidian. Once the crystal is active, its data can be manipulated by interacting with the table. If the hybrid is present but the soul crystal isn’t, a coding table allows some visible features to be toggled on and off. These toggles are considered minor adjustments or tweaks and are actually found inside the hybrid’s soul.

    • For example, facial hair and scalp-growing hair can be pulled out longer or trimmed back without requiring an individual to switch skins
    • Tools can make it easier to make contact with these toggle points, which some may find less invasive than reaching a hand inside another hybrid’s body

    In order to modify code (meaning to truly change the data), both a file and a table are required.

    • Example: Strings that contain data about facial hair and scalp-growing hair can be added to one’s code, allowing those familiar hair patterns to stay consistent across all skins

    A hybrid does not need to be present for their code to be modified. For this reason, hybrids tend to keep their soul crystals close at hand, only allowing them to be plugged into hub flowers they trust are well-defended. Many individuals choose not to wander unless traveling with a large group or an escort (such as a phantom hybrid, who won’t run low of energy and fall asleep). The Grand Library was one notable building that defended hundreds of thousands (possibly millions) of player files throughout its lifetime.

    • See also, Chapter 12 – “Important Points in History”

    Adjusting Code via Allogrooming

    • See also, the Allogrooming: Preening section in Chapter 8 – “Hybrid Behavior”

    As previously discussed, some hybrids may clean their own code by grooming or preening their own bodies. This can be done with teeth, tongues, and hands. Avians must preen to keep dirt and gunk from their wings. They also preen to rub ecto code secretions across their feathers, which prevents them from shedding feathers. Hybrids also bathe in water. Between’s culture favors social washing and grooming, whether that means near rivers or indoor facilities.

    Many hybrids show allogrooming behavior- a type of collective behavior used to clean each other (as opposed to only themselves). Hybrids who have learned to surface their soul energy can grasp each other’s code in mouths or hands to preen it; this is most common among anivores and omnivores, but any hybrid can learn to surface their energy with enough practice.

    In other words, it’s possible for one hybrid to grip another’s code and adjust it. Hands may be used to used to smooth large areas of wrinkled code while teeth are favored for finer details such as gripping a soul’s chin and tugging it to produce facial hair. If a soul displays long hair, surfaced energy in the teeth can be used to nip the soul’s hair shorter, allowing the skin’s hair to be cut without damaging the soul.

    There are many tools that can perform such work if one would prefer not to use their mouth or hands. These tools are crafted from the teeth or claws of anivores and omnivores. Culturally, tools are favored for professional work and/or when there’s a desire to maintain emotional distance. Allogrooming may be favored among close individuals, especially those who are pack-bonded or courting.


    Definitions

    Biological – Traits present in a hybrid due to their body, soul, status as a hybrid, and/or species

    • A breeze is a species that can manipulate air currents, which may be misinterpreted as magic. Breeze are only able to manipulate the wind they produce and expel from their bodies (usually as wind charges or warm steam)
    • Not a type of bond magic

    Potions – The ability to brew potions, which grant special effects when consumed

    • All hybrids are capable of brewing potions, but among mobs, only some Tradebonds know how (Most notably villagers, witches, soul wizards, and wandering traders)
    • Not a type of bond magic

    Bond Magic – Relationship-based magic that all Tradebonds can study and execute. This type of magic can be used to cast spells, craft artifacts, create and enforce magical contracts, and summon or bond with friendly creatures. I’ve heard bond magic described as a form of juggling or weaving the world’s energy: an act performed by manipulating objects with hands, but does not involve producing such objects from the body.

    Culture Note – Since bond magic is performed with hand gestures many Tradebonds keep their hands folded or covered around their peers to signal they mean no harm. Showing the hands can be taken for aggression, especially if individuals do not know each other well. Holding hands can limit their ability to use magic, so this intimate gesture is reserved for very close companions.

    • Hand holding is very uncommon among mobs, though not unheard of
    • Bond magic is strongest during the full moon and weakest during the new moon
    • Only Tradebonds can learn bond magic; other species cannot

    Spells – A type of magic that can be studied and executed by those in the spellcaster subcategory. This type of magic involves casting energy from the soul, combining it with particles in the surrounding world, and manipulating those particles to achieve a goal.

    • Wind callers have separate biology from breeze hybrids; they manipulate air currents outside their bodies, but cannot produce wind charges or steam
    • Levitation (which mages specialize in) and cloning (which illusioners specialize in) are two types of non-elemental spells
    • A type of bond magic involving a relationship with the surrounding world

    Artifact Crafting – The ability to craft magical items using an artifact table. All hybrids can create non-magical duplicates, but only Tradebonded souls can imbue them with magic. Most mobs cannot use this table, though soul wizards and evokers can

    • A type of bond magic requiring connection to a soul

    Loyalty Bonds – The ability to form a magical bond with another entity (mob to mob, mob to hybrid, or hybrid to hybrid). Loyalty bonds are also called contracts or geasa.

    All loyalty bonds require consent of all parties, though total understanding is not required. I highly suggest having additional people weigh in before you make complex agreements with a Tradebond. Written contracts benefit both parties as they allow assurance of what each side will receive and what the consequences are for not following through.

    At risk of being politically incorrect, I may suggest avoiding verbal agreements with Tradebonds even in casual conversation. A contract can only be formed if both parties express commitment to an action as well as a consequence. Avoid agreeing to favors, but if you find agreement slipping out, remove yourself before agreeing to a consequence. By moving a megachunk away (or waiting for about an hour if you must remain nearby), you can prevent the contract from being sealed.

    A Tradebond may refuse to edit a sealed contract, but in my experience they are more likely to agree to edits if confronted immediately and if you’re polite. I discourage aggression, especially after a contract’s been made; once it’s made, the Tradebond can and often will hold you to completion, so may the consequences fall on your own head.

    • See Chapter 14 – “Overview of Kin Categories” or Chapter 20 – “Tradebonded Report” for the full list of Tradebonded species

    These bonds may bring comfort or pleasure when maintained, but there are usually consequences for breaking them (some of which can be severe). I know many people who hesitate or outright refuse to make deals with Tradebonds.

    Loyalty bonds may allow individuals to:

    • Sense each other’s emotions
    • Sense attacks or large gestures made by or towards the other
    • Sense each other’s location
    • Give instruction or guidance (such as evokers directing vex, or jockeys directing ravagers since such creatures don’t often accept reins)
    • Cause magical retribution (i.e. a light energy pulse equivalent to cuffing someone on the back of the head or larger ones equivalent to smacking; some individuals may attempt to bond with aggressive mobs as a way to rein them in and use magical pulses to distract, stun, or apply positive punishment)

    – but these are not requirements. Example loyalty bonds include:

    Trading – Providing goods in exchange for other goods or currency. These contracts are most commonly made by villagers and ensure that all trades go through successfully and fairly, as they were indicated before items are exchanged. Some Tradebonds may allow long delays before receiving their items, though they’re likely to set a time limit on you upholding your end of the bargain.

    Partnerships – To claim a partner, often but not necessarily for the purpose of expressing and receiving affection. May be associated with mate-guarding and monogamy, but not necessarily. These bonds are often made so partners can locate one another or connect on a non-physical level, such as by sharing emotions.

    Tribe Oaths – A form of commitment among Tradebonds to connect themselves as part of the tribe; common among both villagers and illagers. Tribe oaths are a form of pack-bonding behavior (See also, the Collective Behavior section of Chapter 8 – “Hybrid Behavior”). A tribe oath’s magic can be used to define the otherwise invisible borders of a village; it’s not uncommon for Tradebonds to suddenly stop walking as they sense an impending barrier, which they may hesitate to cross.

    Tribe oaths can also be used to indicate the members of a village or illager tribe. Again, even Tradebonds outside the group may be able to magically see or sense these bonds. Accepting such a bond suggests agreement to follow the local culture. Examples include:

    • Dress – Dressing in an appropriate way for the community, especially if certain resources are limited. Communities may use dyes, banners, pins, or other marks to separate themselves from nearby communities
    • Building – Building within the community’s style; as with dress, each community can define their own code for this, but buildings among bonded individuals will often follow a color scheme and height limit
    • Privacy – Not invading another’s home, not claiming their bed without permission, and withdrawing if a breeding invitation is rejected
    • Safety – Not attacking other members of the group (or their animals, pets, and visiting guests); standing with the tribe; protecting members of the group
    • Jobs – Members take on roles within the community, even if that means taking on work they dislike
    • Food Sharing – All members will be fed, but may be kicked from the group if they kill a neighbor’s livestock, raid a farm without replanting, or hunt animals that were deemed off-limits. In many tribes, rejecting food is seen as rude
    • Commitment – Members may be expected to commit to one tribe at a time, and may be perceived as disloyal if they seek to bond with another tribe; they may be perceived as disloyal if they ignore instructions, especially in the case of patrols
    • Grooming – Individuals may be expected to maintain certain grooming standards, perhaps out of social politeness or to avoid attracting creatures that feed on loose or stagnant code. Some tribes may engage in allogrooming

    I’ve observed villagers who choose to reject the tribe oath wear green and brown robes, which may indicate they don’t wish to be touched or prefer to follow their own schedules and tasks; this is quite common among researchers who are only staying in an area temporarily, or among individuals who would like to settle long-term but prefer not to accept some or all the oaths. These individuals are usually allowed to stay in the community provided they do no harm.

    Many people use these bonds to detect each other, especially if youth may wander from the group. Breaking this bond may come in the form of attacking a member of the group, which can result in a brand (see below). Wandering traders are often perceived as those who have cut old bonds or do not like to tie themselves down, though cutting bonds is not a requirement of being a wanderer.

    • It’s not uncommon for Tradebonded mobs to present themselves to villages, tribes, or patrols. They may or may not be accepted. On a server, accepting a mob into the tribe may go hand in hand with giving them an AI spark, which can increase self-awareness, the ability to think ahead, and even the ability to speak. Sparking requires carrots, meaning this is not possible in Between
    • See Chapter 9 – “Carroting, Co-Spawning, and Flares”

    Captain Titles – To mark oneself (or another individual) as captain of a group. Among Tradebonds, this designation usually makes one captain of a patrol, giving them permission to call the shots of the patrol (ranging from where they travel to the food they eat to additional jobs they take on, if any).

    Among illagers, it’s common courtesy to shift the captain banner between members every 100 days. This can increase loyalty to the group as members know their turn to be leader will come eventually and they’ll receive the same respect they show (or perhaps the same disrespect, if they did not show themselves a worthy captain); it’s not uncommon for a patrol to have a disagreeable member who only acts disagreeable towards one of the other members, but complies with the others.

    The magic associated with the captain bond is often instilled in a banner so it can be easily passed around the group. Stealing a captain’s banner is likely to result in aggression and pursuit. Accepting a banner that’s given to you, however, can place you in charge of the group even if you aren’t an illager. Exercise caution if handing the banner off to someone even for a moment, as they may hold a thread to your soul in their hand.

    Wander Bonds – Bonds between a wandering trader and a companion they travel with. Mobs tend to favor llamas since they’re excellent pack animals (as do some hybrids, especially as the llama spawner is near the wandering trader spawner). Traders might use different mobs to travel different environments. For example, llamas can easily navigate the Maple Mountains biome where traders and llamas spawn, but mounts such as regal tigers may be valued for their speed. Camels can travel long distances without water, ideal for desert trips. Brilliant beetles can crawl up jagged cliffs and swim while big beaks can glide over gaps. Even ravagers can be used as a pack animal, though they’re difficult to tame and may be avoided so as not to cause alarm.

    While pack animals are useful, any mob (or any hybrid) can be connected to a wandering trader with a wander bond. As with all bond magic, the benefits and restrictions of the contract can vary between individuals. Hybrids may bond as a form of companionship and safety while they travel; this bond may assure them both that they won’t steal each other’s resources or attack one another. A contract can be as vague or specific as the individuals like.

    Wander bonds may be dissolved at the end of a trip, especially among traders who borrow mounts for one trip at a time; mounts and pack animals may be left with farmers or stable caretakers. Many wanderers bond with companions long-term. These long-term bonds often run deeper, allowing wandering traders to share health with their companions.

    Evoker Bonds – Bonds between an evoker and their companions, usually vex. These may be short-term bonds, but are traditionally long-term bonds. Some evokers favor vex mobs as companions, often describing them as mischievous but affectionate, and less emotionally stressful than being responsible for another hybrid. Some evokers favor vex hybrids as companions; hybrids can also be mischievous and affectionate, but generally care for themselves, which some individuals may prefer. Some evokers take responsibility of mobs and hybrids both, though this can lead to conflict (as all relationships can).

    Evokers specialize in influence magic, meaning they can guide mob and hybrid companions with instructions even from a distance. By pushing their powers towards a target, they can gently or heavily encourage that target to do whatever they suggest. Some hybrids may not recognize the thoughts as coming from an outside source, especially if they are similar to their usual thought patterns and behaviors. Some hybrids, however, may immediately recognize the outside influence and resist it.

    A hybrid who has bonded to an evoker cannot be influenced by the invasive magic of any other Tradebond. Evoker bonds are very common in modern day- There are many evokers roaming the land, which can frighten people due to stereotypes of aggression, and many individuals have been unthreaded, converting them into vex (who tend to seek evokers). My understanding is that the Vex Dragon and Evoker Dragon receive mental pings to balance out the ecosystem, meaning that the more vex there are in Between, the more evokers spawn.

    • I do not recommend a vex hybrid bond themselves to an evoker mob, as I find it doubtful their non-sparked AI has the capacity for proper caretaking. However, this is possible and I’ve heard of individuals who enjoy the fun of it
    • Some vex consider evoker mobs their “training evoker,” and the mob is sacrificed when the vex hybrid decides to commit to an evoker hybrid. This is a controversial subject both within and outside evoker and vex communities; HALO does not support this practice, though I neither condone nor condemn HALO policies myself

    Vex Bonds – Bonds between a vex and a chosen partner, usually an evoker. These may be short-term bonds, but are traditionally long-term bonds. Many vex commit themselves to an evoker for life, usually in a monogamous fashion (i.e. never switching to another evoker). Vex are stereotyped as jealous individuals who place their evoker above romantic partners (and/or are stereotyped as individuals difficult to emotionally connect with due to their evoker commitments), though there are many exceptions.

    Evoker and vex hybrids gravitate towards each other as their magic plays off each other’s presence. As I understand it, vex are coded into the game as magical companions or assistants to evokers; they respond when summoned, fulfill tasks, and fade into the background to await the next summoning. Hybrids reflect this with vex seeking magical and/or dominant individuals who can provide protection and other desirables such as food and shelter.

    Many vex (including those in long-term partnerships) are content to remain in their naturally spawned state, meaning their blue-gray coloration. However, some vex who are deeply devoted to their evoker may submit themselves completely (i.e. turning over their true name, which means surrendering all ability to resist orders). Such submission can be very dangerous in the wrong hands. I highly discommend it unless the individuals involved have researched what they’re getting into, spoken to other vex-evoker pairs, and have heavily discussed this dynamic. To my knowledge, once the bond is made, it cannot be reversed.

    • This submission ritual is performed with a vexing chant (x); it’s called the seravex ritual

    A seravex (also called a guardian vex) is a vex whose natural form is now pink with four long, feathered wings (compared to natural vex wings, which are skeletal or cloth-like in nature). As part of the bond magic, the vex can visually appear in their natural blue-gray state. Astute observers may notice that this magic is a thin illusion with notable side effects. For example, the fangs, claws, and blue-gray wings may seem very small since XP is directed towards the genuine body, not the illusion.

    • An evoker or vex may wish to maintain the illusion to preserve their privacy, though it is not required; I know some individuals who openly display themselves as seravex

    Seravex are stereotyped as disobedient, respecting no authority apart from that of their evoker. It’s said they will respect authority if their evoker requests it; however, many people are frightened of them as they are famed for their possessive natures and incredibly high attack damage (and neither vex nor evokers have gentle reputations).

    It’s worth noting that seravex aren’t coded as assistants or companions, but as guardians. They’re at risk of misreading neutral or friendly behavior as aggressive and may lash out. They tend to lose themselves in strong emotions, especially jealousy; a seravex hybrid struggling with jealous feelings may become aggressive even without an evoker present, and this can be a major cause for concern due to disrespect for authority and no evoker to calm them.

    An unrestrained seravex is extremely territorial and very dangerous. That said, a seravex has surrendered their true name, meaning their evoker can command them to stop a requested behavior and the seravex has no choice but to comply. I’ve had many frightening experiences throughout my travels, and meeting a powerful evoker with four seravex hybrid companions to their name was certainly one of them.

    Archivist’s Note – [Minor Series Spoilers]
    – In the Pixels Imperfect universe, cubfan135 is an evoker and GoodTimesWithScar is his bonded seravex. When in Between, Scar is unable to resist Cub’s orders. They are BFFs. Also, Scar seems to have teeny blue wings, but they’re an illusion disguising his 4 massive pink wings. He has the longest wingspan of anyone in the cast, but a lot of people don’t know that since he keeps his wings concealed. He glitches into his seravex form if he’s very angry or protective. He can use it at will, but he doesn’t much because giant wings are inconvenient (and so is the giant mace).

    Scar’s vex sword and cane are the same item; it switches depending on what he needs. When he’s in seravex form, he has a mace instead of a sword (though he can turn it back to a cane if he wants to).

    – Cub is unthreaded, so he actually identifies more as a vex than an evoker.

    Allay Bonds – Bonds between an allay and a chosen partner. These mental and magical bonds allow the allay to locate their partner and sense emotions; their partner may be able to sense theirs in return. These may be long-term bonds, but are traditionally short-term bonds; where vex are stereotyped for monogamous long-term relationships, allays are stereotyped as swapping partners often. These have not been observed as lifetime bonds, though this is largely due to allay hybrids being an endangered species.

    Allays will bond with a hybrid they’ve determined fits their life and comfort levels. A displaced allay (i.e. an allay that’s been removed from its territory) is more likely to comply with instruction or collective behavior than an allay spawned in the wild; allay mobs are often relocated from their habitats in an attempt to “break them” of their naturally mischievous and challenging behavior. Once an allay has bonded with a hybrid, they can be coaxed to perform small tasks such as item gathering or building. They tend to be less antagonistic with their mischief, though they may still explore out of curiosity.

    Bonding with an allay mob is a mild endeavor; these mobs will usually follow whomever gives them a gift, so very little magic is expended (and switching partners is easy). Bonds with allay hybrids can be equally mild, though some hybrids enjoy deeper bonds. Allay hybrids who’ve bonded with someone may clean rooms, fetch distant items upon request (traveling much farther than an allay mob), collect more nuanced items (such as a specific type of book instead of all books), withdraw items from chests (something allay mobs cannot do), and complete other tasks (such as organizing items or being a good friend).

    As with the seravex ritual, a long-term allay bond requires a consensual power exchange. In this case, a partner submits themselves to the allay. If the allay accepts the submission, the allay may use bond magic in relation to their partner at their whim; by submitting to the allay hybrid, the partner is automatically consenting to any contract the allay makes with them, leaving the allay free to set consequences for any action (or missed deadlines for potentially impossible tasks).

    As you can imagine, this is a precarious situation to find yourself in. If you find yourself dragged before an allay and asked to submit, I do not recommend it. In fact, if I were dueling an allay hybrid and they asked me to submit, even in the context of a fight, I would do what I can to refuse and escape.

    • Allays do not become seravex, but do gain magical control over the individual they’re bonded with
    • I am not clear on the benefits the partner receives; to my knowledge, they may receive the mental relief of not making decisions, along with safety (as they are now under protection of an allay- a species known for jealous and territorial behavior). I suppose satisfying one’s partner with service and attention is pleasure in itself

    Archivist’s Note – [Minor Series Spoilers]
    – Scott and Cleo have an allay bond in many of the Pixels Imperfect works. They can vaguely sense each other’s location, mood, and energy levels.

    – Scott (who is mayor of New Star Station) is heavily implied to be overprotective of it due to his territorial allay instincts. The more you know!

    Brands

    Killing one’s captain will snap the loyalty bond. The offending individual immediately receives a Bad Omen brand mark in their source code, meaning it cannot be modded away (though it can be concealed with clothing). This brand appears on their main hand’s shoulder. Other Tradebonds may turn away those with the scar as it hints at an untrustworthy history. However, an individual’s explanation and temperament may change their minds, especially if someone vouches for them.

    • Only those who had a loyalty bond with the captain will gain a Bad Omen scar for killing them
    • Even non-Tradebonded individuals can create loyalty bonds with captains; thus, non-Tradebonds can receive Bad Omen

    The mark is dormant, but can be activated with bond magic to become a Raid Omen (either by the person with the mark or someone nearby). This will send a magical pulse through the environment, drawing the attention of all illagers in range. It’s up to the illagers whether they wish to investigate, but historically, such pulses tend to trigger excitement- and a raid. Once the raid is triggered, the Bad Omen mark will fade. A hybrid can only have one mark at a time. The mark will return if they kill another captain they’ve bonded with, meaning the only way to remove it is by triggering yet another raid.

    Archivist’s Note – [Minor Series Spoilers]
    – There’s an interesting Bad Omen situation in Criminal Experience.


    This concludes my discussion of XP, magic, and tables in Between. In closing, I would like to note that if a Tradebonded mob follows you around and expresses loyalty bonding behavior, consider accepting, discouraging, or redirecting this behavior rather than ignoring it. Ignoring this behavior can frustrate the mob, which may lead them to become aggressive or bond with dangerous creatures.

    • Although it may be frustrating and time-consuming to help a mob locate another mob to bond with, it’s a safer option than leaving them to wander and bond with a less experienced hybrid they may take advantage of, or with one of Between’s enormous leviathans

    Chapter End Notes

    I made my soul lore before discovering Minecraft Legends and its wide range of soul items, but I’d have been remiss not to work them into the worldbuilding.

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