LCO effects pending approval:
Note this is a tentative list for season four and is not active, yet . . .
Buddies in Alliance Atlanta
A Buddy is a companion you’ve either discovered out in the woods, bought from a merchant, or purchased through the Goblin Stamp list. Unlike pets, these are not empowered by the remnants of the Beings of Power. They are simple, trained animals that fill a useful role for your character. Buddies are not pets!
Buddies have three different roles:
Mounts: Can be used for travel over land, across water, or through the air (depending on the type of buddy).
Example: A horse for overland travel, a giant turtle for water, or a gryphon-like beast for the skies.
Guards: Stationed as watchful companions for your tables, cabins, or other in-game spaces.
Acts as a deterrent or guardian while you are away.
Spies: Used during IBGAs (In-Between Game Actions) to help gather information.
Can sneak, listen, or otherwise uncover small details that support your character’s goals, but only during an IBGA.
Notes & Flexibility
Place all relevant buddy information (mount, guard, spy) in the note section of your cabin notes or table notes when registering your buddy.
While most buddies specialize in a single role, rarely you may find a buddy that can fulfill multiple functions.
The stuffy must always be present when you’re using a buddy and they do not have to be fed.
Pets — Alliance Atlanta & Alliance Virginia (beta; subject to change)
In Alliance Atlanta—recognized likewise in Alliance Virginia—pets are welcome companions, but their use follows simple rules: you may travel with multiple pets, yet only one can hold your bond at a time. That bonded companion is your active pet, and only its gifts apply. Over the course of an event, you may benefit from up to two pets total, choosing which one is bonded at any given moment. Switching the bond requires a 60-second Focus—attempting to swap mid-combat is risky and often disastrous.
A pet’s gifts come as discrete ability uses. These do not refresh on their own; they awaken again only when you feed the pet. Feeding is limited to keep things fair—no more than two feedings per Logistics Period for any single pet—so planning when to recharge matters. Feeding a pet is similar to feeding a potion and is a three count action.
Food itself comes in different forms, and not all of it keeps. Permanent Food Tokens are clearly marked and never spoil; they remain with you from game to game. By contrast, perishable food—such as the tokens granted through donation drives or GS purchases—expires at the end of the very event in which it was awarded and cannot be stockpiled for later. Food created by stables is likewise fresh only for the duration of that event and expires when the event ends.
In short: bring the pets you love, bond to one at a time, and keep them fed to renew their tricks—just remember that most food spoils with the turning of the event, and even the hungriest friend can only be fed twice per LP.
Classifications of the different types of pets:
Pets come in several types. Each type carries residual power from the slumbering Beings of Power, granting unique abilities. Unless noted otherwise, activations are Times-Ever (X/ever) and may be recharged with Pet Food tokens. Limits: no more than two pets of any one kind per character, and no pet can be fed more than twice per Logistics period.
Bastion — A living bulwark that plants itself between you and harm, its hide echoing with the heartbeat of stone. When it huffs, foes falter.
Gifts: 45 bonus Armor; Fast Refit; Weakness or Shun strike; Mettle.
Builder — Clever-pawed and methodical, it braids reeds, mixes pastes, and sketches humming sigils in the dirt. Your workshop never runs out of room when it’s around.
Gifts: Batch size increase for one Craft skill +3; Alchemical Solvent; Paste of Stickiness; Resist Poison; Circle of Power.
Carrion — A scavenger that dines on corruption and breathes out dawn. It pecks rot from the world and snaps at the shambling dead.
Gifts: Life; Earth Blade; Resist Necromancy; Destroy Undead.
Colourful — Prism-touched and star-eyed, it flares with sky-fire and sweeps away hexes like dust. Mended armor gleams in its wake.
Gifts: High Magic (Celestial) +3; Mend Armor Storm; Resist Spell; Dispel.
Earth — Moss-muzzled and patient, it carries the hush of deep roots and the warmth of hearth-light. Its touch draws poison out like a thorn.
Gifts: High Magic (Earth) +3; Earth Channeling (50); Resist Curse; Purify.
Elemental — A crackling wanderer of storm and stone. Its presence sharpens steel and opens rifts—or seals them shut.
Gifts: Celestial Channeling (50); Enhanced Blade; Resist Element; Banish or Solidify or Subjugate.
Nurturing — A den-guardian with soft eyes and quick feet, forever stepping between danger and its charge.
Gifts: Weapon Shield; Spell Shield; Repel; Dodge.
Pack / Loyal — Heel-true and battle-brave, it reads your stance and moves as one—breaking lines, guarding flanks, finishing the fight.
Gifts: Critical Attack; Weapon Strike: Break or Disarm; Parry; Slay.
Sneaky — A shadowy foxlike spirit with a smile that bites deeply like a knife. It slips past notice, steals breath with silence, and vanishes before the echo. A true hugger-mugger to friend and foe alike.
Gifts: Assassinate; Silence or Stun Blow; Doom Blow; Evade.
Housing Your Buddies and Pets
You don’t need an in-game stable to care for your companions. By default, any buddy or pet you own stays at your side, tended and sheltered wherever you—the player—are housed. They share your living accommodations and are considered safe, fed, and present for play.
If you want extra creature comforts (with a touch of utility and story), you can invest in specialized housing. These can be acquired as add-on bonuses during our donation drive or by spending Goblin Stamps (ATL GS) during normal play.
A Pet Stable provides a proper stall and routine care. Each event it produces two fresh food tokens—you can trade them, sell them, or feed them to your pet to refresh abilities. Stable food is perishable: any tokens generated by a Pet Stable expire at the end of that same event. For a larger menagerie, an Improved Pet Stable does the same at greater scale, producing four fresh food tokens per event, with the same end-of-event expiration.
If you run short on feed, you may purchase fresh food tokens at 50 ATL GS each, up to two per event. Purchased food is still “fresh” (perishable) and expires when the event ends, whether used or unused.
Finally, asset cards cannot travel the Mists and only function in the lands where they were established. A stable built in Chalameria does not follow you to Tel’Vania, and a stable founded in Tel’Vania cannot provide food in Chalameria. Assets are place-bound; their benefits remain with the world that birthed them.
In short, your companions are always welcome at your side without special infrastructure. Stables add flavor—and a reliable trickle of fresh food—while honoring common-sense limits on stockpiling and the Mists’ hard borders between lands.
Using Your Stuffy as a Buddy or Pet
We know you love your stuffies and want them to become part of your adventures as buddies or pets. That said, there are a few important rules to keep everything balanced and consistent.
Our bird-flavored magic items are not eligible. These items are remnants of the ancient Orienthal Empire, preserved as mummified or taxidermied remains. Because of their nature, they cannot be turned into buddies or pets. The same rule applies to any stuffed animal that is already a magic item—with one notable exception.
Reptoids are different. These unique creatures function as transfer gems. Once their magical power has been transferred through a Circle of Power into a valid vessel, they are no longer considered magic items. At that point, your reptoid stuffy may be used as a physrep for a buddy or pet. To complete the process, however, you will still need both an uplift token and a little FOIP to bring your dinosaur reptoid stuffy fully to life as one of our pets. So, while not every beloved stuffed animal can walk the path into Chalameria, some certainly can. Choose wisely, and as always—good hunting!