Volay Circuit

From MassiveCraft Wiki
Jump to navigation Jump to search
Volay Circuit
Origins Allorn Empire
Type Card and Drinking Game
Player Count 2 minimum
Objective Discover new things
  • Volay Bands equal to the amount of people present
  • Alcoholic beverages optional

The Volay Circuit is, at its core, a variation on a game of truth or dare, but it has additional rules that make it more exciting to play. The game of truth or dare has been an old practice even before Ailor civilization became the dominant force on Aloria, but this particular variety was created by the Nelfin of the Allorn Empire in the final few millennia before their fall. The game is particularly popular among nobles and party-lovers because of the promise of shedding unadulterated truths and risky dares in a private setting.


The Volay Circuit was developed sometime during the height of power for the Allorn Empire, when political intrigue and machinations were a complex form of art, but also when decadence and pride was growing into a more significant problem. At this time, alcohol-based games among the Teledden were frequent, but they always used a variety of restraint and silence to keep themselves from public embarrassment and losing public face. The game’s creator is said to have been a priest (his denomination was vague in the records) named Volay Bei Movrae who developed a ritual of binding with silken armbands blessed with simple protection spells, before then enhancing them with yet more spells to enhance the game. They proved wildly popular in the final millennia or two of the Allorn Empire, and the game ended up being one of the few to survive the Cataclysm. While there were once many versions of Volay, only two could now be played, the Magic required for enchanting the Volay Bands now lost and with them their unique varieties. It took a number of years, but the game gradually entered the consciousness of the Regalian Empire, and while it has long been rejected by those who dislike the Occult, many others have embraced it, particularly among the upper class. The Bands and the game itself are technically physically harmless, unless someone seeks to deceive or violate the rules, so the game has only continued to grow in popularity beyond this elite group.



Volay Bands

Volay Bands are bands of white or cream-colored cloth lightly stitched with yellow, golden, or gold thread. Upon activation by the Call to Truth, glowing yellow sigils of Estellon will hover above the fabric. They were formerly somewhat rare in Aloria following the Cataclysm and destruction of the Allorn Empire, however the craft survived among the Ithanian Ailor and their Teledden allies. These groups then transmitted both the Bands and the game to the Regalian Empire and other regions.

How to Play

Low Volay

  • Low Volay, while sounding derogatory or negative, is simply the term for the base game.
  • First, at least two players involved in the game must hold a Volay Band by either end and recite “Truth or not, commend these words and acts only to thought.”
  • The Band or Bands will automatically surround the hand used to grasp the fabric, and bind it, activating with the appearance of Estellon symbols.
  • From this point, the game of truth or dare begins. Each player must drink to start their turn, and accept a truth or dare from the player on their left.
  • The truths can be many things, but must be respectful. For example, a good question can be to ask what hair color someone finds most attractive, while a bad one would be demanding what another person’s darkest secret is.
  • The dares can only involve the immediate playing space, those playing the game, and spectators. The player must remain bound to the Volay Bands, though they can’t be removed anyway until a game is over.
  • If a player does not accept the question or dare the other player decides, the Band(s) will tighten on their hand, and glow a strong red.
  • If a player lies when they chose to answer a question truthfully, the Band(s) will tighten on their hand, and glow a strong red.
  • If the band glows red three times, it will shock the offending player for dodging the nature of the game, expelling them.
  • Players and spectators additionally cannot speak about what dares were done, or truths were said, during the game with people outside of the group. If they do so, the magic of the Volay Bands will detect it, and they will find themselves magically gagged for a solid hour by gleaming yellow bands. This restriction fades a week after a game is played.

High Volay

  • High Volay follows the above ruleset, though has three additions.
  • The first is each player’s ability to establish an information barrier through a statement, after the initial binding of the Bands, which goes: “I shall not speak of <Insert term here>.” Players can not then ask the player about that subject or risk getting immediately shocked for breaking the rules.
  • The second addition is the ability of a player to skip a dare or question. However, this skip must be met with at least two extra sips of alcohol, and the Band or Bands will tighten for a period on the player’s hands.
  • The last addition is called the Volay Curse. In Low Volay, if a player lies, the Band will simply alert everyone else of the deception. However, if someone lies in High Volay, the Band will not only immediately shock the offender, but afflict their bound lower limb or limbs with a nasty black “burn” (though the effect is purely aesthetic and no flesh is actually ignited). The burn constantly itches, and cannot be healed by mundane or magical means, fading after a week’s time.


There is no true object in the Volay Circuit, aside from socialization. There can be political or social dimensions to the game, as the Teledden used it to test, push, and overall manipulate one another with highly complex questions, and strange dares that often revolved around Magic. These do still exist today in more politically charged regions. The game does have an unofficial scoring system sometimes used to set the endpoint of a game, where for each truth or dare completed, a player earns 10 points. The first to a hundred is technically the winner (in an overall loop of the players involved as the first player to go in a round cannot declare victory for achieving 100 points when everyone else has not been given the chance for the same feat). The game can be finished when a majority of the players agree it has, speaking “So cease the Circuit” which will cause the Bands to depower and slump off the player’s hands and arms.

OOC Tips

  • It is recommended to prepare a list of questions or dares ahead of time if one knows they’ll be playing the game.
  • It is critical that dares or questions aren’t OOC uncomfortable for any players, or break any Roleplay Rules. If they are, change the dare or question.
  • It is recommended to switch up dares and truths, but many games can be played with just truths. There are no rules about the relation between truths and dares in numbers.
  • Players should be very aware of the week-long embargo on any truth or dare engaged in during a game, and avoid meta-gaming the information to others OOCly, or speaking about it IC without the appropriate result.


  • The variations of the Volay Circuit once included notable forms such as Sunmist Volay, a variety engaged in by the Solvaan which involved playing outdoors in the rugged misty wilds, and the Flower Circuit, an elaborate game played with immensely long bands through a maze of vegetation.
  • Despite its popularity in broader Aloria, and in wider Corontium, most in the City of Regalia have never fully embraced the game, though it may be played in private parties and gatherings without the knowledge of general Volay enthusiasts.
  • The Volay Circuit’s creator is said to have vanished but a year or two before the Cataclysm, leading some to wonder if he may be alive out there somewhere, or was killed for some complex Allorn-era rivalry.

Writers HydraLana
Processors Okanara
Last Editor HydraLana on 12/15/2022.

» Read more