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Xylime
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Welcome to the world of Morelia! This rp is heavily based on the Tales of Series, but is open to fans and newcomers alike~! Please read through everything before joining. Thank you!
World of Morelia:
Races:
Humans - The most diverse of the races, humans are round-eared beings with the most potential. They can learn most trades and can use magic. However, their skills probably won't be able to surpass a different race that would specialize in that skill. Humans make up the greatest percentage on Morelia.
Elves - Pointy-eared beings with weaker constitutions but a strong connection to Mana, this race is known to produce the strongest of magic-users. Elves are the only race capable of summoning the Summon Spirits. Elves tend to look down on humans as lesser beings and prefer to keep to themselves. Elves live for thousands of years, and grow slowly. A 100-year-old Elf would only appear to be 10 years old.
Half-Elves - With both elf and human blood in them, Half-Elves are rejected by both. These beings have pointy ears like elves, as well as a stronger affinity for magic, but are a bit more durable than their Elven relatives. Half-Elves age slowly, but not as slowly as full-blooded Elves. A 20-year-old Half-Elf would look around 10.
Dwarves - Short, bearded beings with excellent crafting skills, this race is filled with talented blacksmiths. Though they have little magical abilities, they still possess the ability to craft extraordinary magical items. When it comes to working with stone, metal, and wood, these are the beings to turn to. They have their own city that is open to the world for trade, making it the central trading hub. Dwarves have a code known as the Dwarven Vows. This list of sayings are memorized by every Dwarf, whether they like it or not. Dwarven women are actually bearded as well, but some choose to shave. Dwarves are the second most common race.
Amarcians - A technologically advanced race, Amarcians are whizzes at anything mechanical. Their use of Mana and machine has helped them build a futurist enclave that can only be reached through a teleporter. This race looks identical to humans and can only be identified by their hair with the top being white and the ends transitioning into shades of green or red. Amarcians have been commissioned at times to help produce more advanced weaponry. Due to their extremely recessive genes, Amarcians are few and far between.
Elves - Pointy-eared beings with weaker constitutions but a strong connection to Mana, this race is known to produce the strongest of magic-users. Elves are the only race capable of summoning the Summon Spirits. Elves tend to look down on humans as lesser beings and prefer to keep to themselves. Elves live for thousands of years, and grow slowly. A 100-year-old Elf would only appear to be 10 years old.
Half-Elves - With both elf and human blood in them, Half-Elves are rejected by both. These beings have pointy ears like elves, as well as a stronger affinity for magic, but are a bit more durable than their Elven relatives. Half-Elves age slowly, but not as slowly as full-blooded Elves. A 20-year-old Half-Elf would look around 10.
Dwarves - Short, bearded beings with excellent crafting skills, this race is filled with talented blacksmiths. Though they have little magical abilities, they still possess the ability to craft extraordinary magical items. When it comes to working with stone, metal, and wood, these are the beings to turn to. They have their own city that is open to the world for trade, making it the central trading hub. Dwarves have a code known as the Dwarven Vows. This list of sayings are memorized by every Dwarf, whether they like it or not. Dwarven women are actually bearded as well, but some choose to shave. Dwarves are the second most common race.
Amarcians - A technologically advanced race, Amarcians are whizzes at anything mechanical. Their use of Mana and machine has helped them build a futurist enclave that can only be reached through a teleporter. This race looks identical to humans and can only be identified by their hair with the top being white and the ends transitioning into shades of green or red. Amarcians have been commissioned at times to help produce more advanced weaponry. Due to their extremely recessive genes, Amarcians are few and far between.
*Note: While a human and elf produce a Half Elf, the same does not apply for Amarcians or Dwarves. When it comes to Dwarves and Amarcians having a child with either a human or each other, the child will be the dominant race. (Least dominant < dominant = Amarcian < Human < Dwarf) [sidenote, a Human or Dwarf with an Amarcian parent WILL NOT have multi-colored hair. Only full-blooded Amarcians do]
*Additional Note: When does human/elven blood dilute? The best way I can answer that is this: When an Elf and a Human have a child, it is Half Elf. If that child marries a Human, they will still have a Half Elf. If that one marries a Human, they too will produce a Half Elf. If that last child has a baby with a Human, the baby will now be considered Human. In more technical terms, the least amount of Elven blood can only be to 1/8th. Once it becomes 1/16th Elven, the child will be Human. This can also work the other way if the Half Elves can continue to nab Elven lovers. If that explanation was as horrible as I think it was, feel free to ask and I'll try to explain it better.
*Additional Note: When does human/elven blood dilute? The best way I can answer that is this: When an Elf and a Human have a child, it is Half Elf. If that child marries a Human, they will still have a Half Elf. If that one marries a Human, they too will produce a Half Elf. If that last child has a baby with a Human, the baby will now be considered Human. In more technical terms, the least amount of Elven blood can only be to 1/8th. Once it becomes 1/16th Elven, the child will be Human. This can also work the other way if the Half Elves can continue to nab Elven lovers. If that explanation was as horrible as I think it was, feel free to ask and I'll try to explain it better.
Continents and their Cities:
Morelia World Map
Continent of Leio = Leio is not only the largest continent, but also the most diverse of the three with its snowy terrain, large mountain range, expansive plains, lush forests, and sandy beaches. The capitol of Leio is the Dwarven city of Gerdren.
Continent of Pell = Pell is the second largest continent and is home to the Ymir Forest, which spans most of the land mass. The Elven city of Hahlniel is the capitol.
*Note: No one can come from World Tree Island. Also, no one before the start of the rp could have traveled there.
Akzeriuth - Nestled in the mountains, Akzeriuth is a natural mining city. It is crater-like and has natural walls surrounding it. Akzeriuth descends into the earth, and contains numerous mine shafts for excavation purposes. The living residences are built into the wall itself. The minerals surrounding the area of Akzeriuth are highly valued, raw materials needed to make various weapons and armor. Gerdren takes advantage of this and has a direct trade link with the city. Akzeriuth is filled mainly with humans and dwarves, though an Amarcian or two may be found there developing mining equipment.
Altamira - Altamira, the Seaside Paradise, is a seaside resort popular for the Lezareno Company's headquarters, large beach, shopping center, casino, and theme park. Its mascot is the Klonoa, and attendants in the casino work in bunny lingerie. The Lezareno Company works closely with the Amarcians to create machinery for Akzeriuth, as well as other cities around Morelia.
Capua Nor - Capua Nor is a port city on the western side of Leio. Though not as lively as Gerdren or even Altamira, Capua Nor has its fair share of ships coming and going. Capua Nor is commonly linking with its sister city, Capua Torim, on the continent of Pell. The easiest passage to be found is between these two ports. Capua Nor's main commodity is fish.
Gerdren - The capitol of Leio, Gerdren is a massive Dwarven city. It is the main city for all trade in Morelia and if there is anything one wishes to buy, chances are it's in Gerdren. Gerdren is filled with subdivisions surrounding the core part of the city where the trade commences.
Altamira - Altamira, the Seaside Paradise, is a seaside resort popular for the Lezareno Company's headquarters, large beach, shopping center, casino, and theme park. Its mascot is the Klonoa, and attendants in the casino work in bunny lingerie. The Lezareno Company works closely with the Amarcians to create machinery for Akzeriuth, as well as other cities around Morelia.
Capua Nor - Capua Nor is a port city on the western side of Leio. Though not as lively as Gerdren or even Altamira, Capua Nor has its fair share of ships coming and going. Capua Nor is commonly linking with its sister city, Capua Torim, on the continent of Pell. The easiest passage to be found is between these two ports. Capua Nor's main commodity is fish.
Gerdren - The capitol of Leio, Gerdren is a massive Dwarven city. It is the main city for all trade in Morelia and if there is anything one wishes to buy, chances are it's in Gerdren. Gerdren is filled with subdivisions surrounding the core part of the city where the trade commences.
-The Plains Division where farmers grow their crops and raise animals. This division is commonly filled with Humans and Half-Elves.
-The Forest Division is filled with hunters and lumberjacks, as well as craftsmen who use those resources to create accessories and weapons. This division is filled mainly with Humans and Dwarves.
-The Mountain Division is a small mining community, and though it may not be as large as Akzeriuth, it still is a large contributor of gems and common materials. Some craftsmen also live in this division. The main bulk of this community consists of Dwarves.
-The Trade Division is the central hub of Gerdren and the largest division. Traders from all over Morelia gather here to sell their wares This part of the city is surrounded by a large wall to keep monsters out. Within this part of the city is also building devoted to the collection of information, for that also can be sold. To the back of this division lives the ruler of Leio, the King of the Dwarves.
Kanbalar - On the far reaches of northern Leio is Kanbalar. This frozen city is the most isolated one in Leio, and the residents wouldn't have it any other way. Preferring more solitary lives, the people of Kanbalar are hardy folk who believe in survival of the strongest. They live off from fish and tundra animals, and don't much care for material things. That isn't to say they don't appreciate the hard work and beauty that is put into these things, and this shows at their annual ice sculpture festival.-The Forest Division is filled with hunters and lumberjacks, as well as craftsmen who use those resources to create accessories and weapons. This division is filled mainly with Humans and Dwarves.
-The Mountain Division is a small mining community, and though it may not be as large as Akzeriuth, it still is a large contributor of gems and common materials. Some craftsmen also live in this division. The main bulk of this community consists of Dwarves.
-The Trade Division is the central hub of Gerdren and the largest division. Traders from all over Morelia gather here to sell their wares This part of the city is surrounded by a large wall to keep monsters out. Within this part of the city is also building devoted to the collection of information, for that also can be sold. To the back of this division lives the ruler of Leio, the King of the Dwarves.
Continent of Pell = Pell is the second largest continent and is home to the Ymir Forest, which spans most of the land mass. The Elven city of Hahlniel is the capitol.
Amarcian Enclave - Hidden in the southern part of Pell is a teleporter which leads to the Amarcian Enclave. The enclave itself is a technological wonder, being a giant dome underneath the frozen wasteland. Using their Mana machines, the Amarcians have created a giant light source that also radiates heat. All the buildings are infused with Mana, and aside from more knowledge, the Amarcians want for nothing. Many Amarcians have leave the comfort of their homes to research Morelia and better their technology. Whenever they return home, it is customary to bring something with them to better the enclave, whether it's another food source, a blueprint for a new machine, or a new book to add to their vast library. It is a rule that no Amarcian share the location of their enclave with anyone.
Capua Torim - A port on the northern side of Pell, Capua Torim is a fishing community like its sister port. Unsurprisingly, Capua Torim has many Half-Elves due to its close proximity to the Elven city of Hahlniel.
Fennmont - Situated on the very tip of northeastern Pell, Fennmont is best known for the Talim Medical School, the Laforte Research Center, and its unique climate. It is always night in Fennmont, and thus the city is always lit. Fennmont developed a magic specifically made to use small trees as street lamps. Oddly, only the city of Fennmont has methods of combining Mana and nature. The Laforte Research Center is devoted to developing more ways to use Mana-infused nature, ranging from natural comforts to weaponry. The Talim Medical School is an institute where any race can learn to enhance their healing magic through study. A clinic is connected to the school where the students intern to become full doctors and nurses. This clinic is said to be the best in all of Morelia. Fennmont also has its own port known as Fennmont Seahaven which is directly connected to the city.
Hahlniel - Within the center of the Ymir Forest is the Pell capitol of Hahlniel. This Elven city is home to the Lord of the Elves and houses the most number of Elves in Morelia. Hahlniel was built in a clearing within the forest and is completely surrounded by a wall of trees except for a small opening in the southern part of the city. In the northern part of the city is where the Lord resides, along with the more prominent Elven families. On the outskirts of the city near the entrance lies a tiny hamlet. This hamlet is where Elves who have chosen non-Elven lovers are placed, along with their families. Elves who live here are stripped of any influence they may have had and looked down upon by most of the city dwellers. Though socially outcast, the residents live in relative comfort.
Pure Elf Colony - Long ago Hahlniel isolated itself from the other races, refusing to allow entrance to anyone who wasn't an Elf. However, as time went by, the Elves became more lenient of their neighbors, and started allowing entry into the city. A faction of the Elves despised this new leniency and hence broke off from Hahlniel. The Elves moved closer to the mountains where they found a large waterfall and created their colony here. The town builds its homes in wood with rooms of thatch on elevated shafts of wood. Numerous rivers cut through, requiring the presence of bridges. It is a peaceful place where its inhabitants live a quiet life. Other races are strictly forbidden to enter unless they acquire a seal from the Lord of Elves.
Continent of Arl = Arl is the smallest of the continents and the only one to possess a desert. The capitol is the Human city of Calmeer. Due to how separated the cities are from each other, there is no set ruler of Arl.Capua Torim - A port on the northern side of Pell, Capua Torim is a fishing community like its sister port. Unsurprisingly, Capua Torim has many Half-Elves due to its close proximity to the Elven city of Hahlniel.
Fennmont - Situated on the very tip of northeastern Pell, Fennmont is best known for the Talim Medical School, the Laforte Research Center, and its unique climate. It is always night in Fennmont, and thus the city is always lit. Fennmont developed a magic specifically made to use small trees as street lamps. Oddly, only the city of Fennmont has methods of combining Mana and nature. The Laforte Research Center is devoted to developing more ways to use Mana-infused nature, ranging from natural comforts to weaponry. The Talim Medical School is an institute where any race can learn to enhance their healing magic through study. A clinic is connected to the school where the students intern to become full doctors and nurses. This clinic is said to be the best in all of Morelia. Fennmont also has its own port known as Fennmont Seahaven which is directly connected to the city.
Hahlniel - Within the center of the Ymir Forest is the Pell capitol of Hahlniel. This Elven city is home to the Lord of the Elves and houses the most number of Elves in Morelia. Hahlniel was built in a clearing within the forest and is completely surrounded by a wall of trees except for a small opening in the southern part of the city. In the northern part of the city is where the Lord resides, along with the more prominent Elven families. On the outskirts of the city near the entrance lies a tiny hamlet. This hamlet is where Elves who have chosen non-Elven lovers are placed, along with their families. Elves who live here are stripped of any influence they may have had and looked down upon by most of the city dwellers. Though socially outcast, the residents live in relative comfort.
Pure Elf Colony - Long ago Hahlniel isolated itself from the other races, refusing to allow entrance to anyone who wasn't an Elf. However, as time went by, the Elves became more lenient of their neighbors, and started allowing entry into the city. A faction of the Elves despised this new leniency and hence broke off from Hahlniel. The Elves moved closer to the mountains where they found a large waterfall and created their colony here. The town builds its homes in wood with rooms of thatch on elevated shafts of wood. Numerous rivers cut through, requiring the presence of bridges. It is a peaceful place where its inhabitants live a quiet life. Other races are strictly forbidden to enter unless they acquire a seal from the Lord of Elves.
Aurnion - Aurnion lies within a valley nestled next to the mountains. It is known best for its vast orchards where a large variety of fruits can be grown. The inhabitants are free-spirited and open, welcoming any and all who take the time to travel to their humble town. Despite their openness, the town gets few visitors other than the occasional traveling merchant. There is no true authority figure in Aurnion, however it is commonly the town elder that is turned to in a crisis.
Calmeer - The Human city of Calmeer is the capitol of Arl. Though open to all races, there is an air of Human supremacy, though rarely is there full-blown discrimination. Though there is a class system, the lower class is by no means poor, nor is the upper class exceedingly rich. Calmeer has strong ties to the Lezareno Company. The leader of the city is a nobleman known as the Arl of Calmeer. There is also a Council filled with the most influential nobles of Calmeer.
Oul Raye - Oul Raye is the main port of Arl. Anyone who wants to get to Yu Liberte would be smart to take a boat to Oul Raye and follow the trail connecting it to the desert city. Oul Raye does quite well by supplying travelers with the supplies needed for a trek through the desert. Alternatively there is a special transport crafted by the Amarcians that can carry travelers to Yu Liberte. However, the vehicle only makes the journey once every three months and costs a large amount of gald.
Yu Liberte - The desert city of Yu Liberte is a rundown place. It was said that once water flowed plentiful in the city. Supposedly there were fountains of water that arched over walkways like rainbows. However, nowadays all that remains is the oasis in the government district. Luckily it has not dried out, but water is limited. While other cities worry more about the monster attacks, Yu Liberte instead worries about their water crisis and measures are being taken to try and fix the problem. Yu Liberte has a democracy where they vote for the leader with the title of President.
Isles of Mir = The Isles of Mir are the most unique land masses of Morelia. They consist of three islands that are connected by a small strip of land. This strip is only passable during a specific time of the year, the rest of the time it is below the water. The small island in the center is a rainforest wrought with danger, so it is unadvised to travel that way. The Half-Elf city of Fasimiel located on the largest of the islands is the capitol.Calmeer - The Human city of Calmeer is the capitol of Arl. Though open to all races, there is an air of Human supremacy, though rarely is there full-blown discrimination. Though there is a class system, the lower class is by no means poor, nor is the upper class exceedingly rich. Calmeer has strong ties to the Lezareno Company. The leader of the city is a nobleman known as the Arl of Calmeer. There is also a Council filled with the most influential nobles of Calmeer.
Oul Raye - Oul Raye is the main port of Arl. Anyone who wants to get to Yu Liberte would be smart to take a boat to Oul Raye and follow the trail connecting it to the desert city. Oul Raye does quite well by supplying travelers with the supplies needed for a trek through the desert. Alternatively there is a special transport crafted by the Amarcians that can carry travelers to Yu Liberte. However, the vehicle only makes the journey once every three months and costs a large amount of gald.
Yu Liberte - The desert city of Yu Liberte is a rundown place. It was said that once water flowed plentiful in the city. Supposedly there were fountains of water that arched over walkways like rainbows. However, nowadays all that remains is the oasis in the government district. Luckily it has not dried out, but water is limited. While other cities worry more about the monster attacks, Yu Liberte instead worries about their water crisis and measures are being taken to try and fix the problem. Yu Liberte has a democracy where they vote for the leader with the title of President.
Fasimiel - The capitol of the Isles of Mir, Fasimiel, was created long ago as a haven for Half-Elves. Though other races are allowed to visit Fasimiel and trade, none may take up residence unless they are the parents of a Half-Elf child. Fasimiel suffers from reverse discrimination. Since Elves and Humans looked down upon the Half-Elves in cities like Hahlniel and Calmeer, the Half-Elves of Fasimiel look down upon any Humans or Elves that find their way into the city. Only the parents of Half-Elves are spared from the borderline cruel treatment that many Humans and Elves run into in Fasimiel. The ruler of Fasimiel is the Matriarch.
Meltokio - Meltokio, situated on the western side of the Fooji Mountains, is split into four districts. The Slums are filled with dirt poor humans, with a few unlucky Half-Elves mingled in. The houses are made of clay and the streets aren't paved. The middle class is filled with merchants and researchers who live at ground level in the Commoner's Quarters. Shops and the central square are in the Middle District. The nobles who live in the Upper District in the highest part of town can get away with doing little to nothing and yet still possess large quantities of gald. Meltokio has four places of note.
*World Tree Island = This island is situated far from all the rest of the world, for good reason. The World Tree, which supplies the world of Morelia with Mana, resides on this land. The tree takes up most of the island, its roots jutting out of the ground in most places, making settling there impossible. On top of the lack of inhabitable land, the climates are sporadic and impossible to read. One day it's below freezing, the next it's a stifling humid day. Few creatures can adapt to such an environment, and those that have are forces to be reckoned with.Meltokio - Meltokio, situated on the western side of the Fooji Mountains, is split into four districts. The Slums are filled with dirt poor humans, with a few unlucky Half-Elves mingled in. The houses are made of clay and the streets aren't paved. The middle class is filled with merchants and researchers who live at ground level in the Commoner's Quarters. Shops and the central square are in the Middle District. The nobles who live in the Upper District in the highest part of town can get away with doing little to nothing and yet still possess large quantities of gald. Meltokio has four places of note.
-The Coliseum located in the Middle District is where warriors fight for the amusement of commoners and nobles alike. A prison is connected directly to the coliseum, and sometimes the prisoners are sent to fight the warriors and can have their sentences lessened if they win. Some nobles actually train fighters in hopes of betting on them and winning big. Warriors who can prove their mettle win large sums of gald and sometimes unique weapons, along with recognition. There are two tournaments types held, solo battles and group battles.
-The Elemental Research Centre is located in the Commoner's Quarters close to the Slums. This facility researches the summon spirits of Morelia as well as the monsters plaguing the world. Most of the researchers are Half-Elves, though it is rumored that the lead Human scientists tend to take credit for the discoveries made by their Half-Elf subordinates.
-The Martel Cathedral can be found in the Upper District of Meltokio. The worship of the Goddess Martel is only practiced in this city. Many historians question why only Meltokio possesses this unique religion, but no answers can be found. The Pope is supposedly the messenger of the Goddess and has been trying to spread her word to the other cities to no avail.
-Situated in the noble quarter of the city is the royal palace where the supposed King of Mir resides. The King of Mir and the Matriarch of Fasimiel have been in a longstanding feud over who the rightful ruler of the Isles of Mir is.
Mizuho - Hidden on the northwest island of Mir is the village of Mizuho. This village trains ninja, people known for their secrecy and acrobatic feats. No outsiders know of the location of Mizuho due to the maze-like Gaoracchia Forest that surrounds it, not to mention It is forbidden to bring strangers into the village. Mizuho has agents they send out to perform tasks, commonly for the city of Meltokio. Though there are rumors that they have been used for assassinations, the ninja of Mizuho are more commonly used as messengers. No one keeps a secret better than a ninja. It is important to note that everyone in Mizuho has two names. One name is their alias that they use with everyone except family. The other name is their birth name and is only known to family members. When residents of Mizuho marry, they will usually share their birth name with their significant other as a sign of trust.-The Elemental Research Centre is located in the Commoner's Quarters close to the Slums. This facility researches the summon spirits of Morelia as well as the monsters plaguing the world. Most of the researchers are Half-Elves, though it is rumored that the lead Human scientists tend to take credit for the discoveries made by their Half-Elf subordinates.
-The Martel Cathedral can be found in the Upper District of Meltokio. The worship of the Goddess Martel is only practiced in this city. Many historians question why only Meltokio possesses this unique religion, but no answers can be found. The Pope is supposedly the messenger of the Goddess and has been trying to spread her word to the other cities to no avail.
-Situated in the noble quarter of the city is the royal palace where the supposed King of Mir resides. The King of Mir and the Matriarch of Fasimiel have been in a longstanding feud over who the rightful ruler of the Isles of Mir is.
*Note: No one can come from World Tree Island. Also, no one before the start of the rp could have traveled there.
Currency:
The currency is tiny gold coins referred to as Gald. Gald is both the singular and plural form of the word.
Summon Spirits:
The Summon Spirits are entities completely comprised of Mana. It is said only one with a strong affinity for magic can summon them. However, this is mere speculation, for no one has been able to make a pact with them as of yet. The known Summon Spirits are listed below:
Efreet - Summon Spirit of Fire
Undine - Summon Spirit of Water
Sylph - Summon Spirit of Wind
Luna & Aska - Summon Spirits of Light
Celsius - Summon Spirit of Ice
Volt - Summon Spirit of Lightning
Gnome - Summon Spirit of Earth
Shadow - Summon Spirit of Darkness
Undine - Summon Spirit of Water
Sylph - Summon Spirit of Wind
Luna & Aska - Summon Spirits of Light
Celsius - Summon Spirit of Ice
Volt - Summon Spirit of Lightning
Gnome - Summon Spirit of Earth
Shadow - Summon Spirit of Darkness
It is believed that there are others out there, but they are surely the strongest of their kind and are hypothesized to only appear to those who are worthy.
Creatures of Morelia:
Animals - Animals are the common critters you'd find on Earth (boars, squirrels, etc.) Most are much more docile than monsters and some are domesticated. Though generally animals have little intelligence, there can be some that are on a Human level of intelligence and some that can even use Mana.
Mythical Creatures - Mythical creatures are evolved animals. All of them have at least a Human level of intelligence (if not higher) and all of them can control Mana. However, mythical creatures are few and far between. Some mythical creatures are open and friendly to the other beings of Morelia, while others prefer a solitary life.
Monsters - Monsters come from the comet that is now orbiting Morelia. They are dangerous and vicious creatures that are generally hostile to everything that is not a monster. (they also fight amongst themselves at times too) Some monsters may look like animals, but there is usually something about them that makes it obvious that they aren't.
Mythical Creatures - Mythical creatures are evolved animals. All of them have at least a Human level of intelligence (if not higher) and all of them can control Mana. However, mythical creatures are few and far between. Some mythical creatures are open and friendly to the other beings of Morelia, while others prefer a solitary life.
Monsters - Monsters come from the comet that is now orbiting Morelia. They are dangerous and vicious creatures that are generally hostile to everything that is not a monster. (they also fight amongst themselves at times too) Some monsters may look like animals, but there is usually something about them that makes it obvious that they aren't.
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