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Topics - Eliel

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31
Continuity Knowledgebase / Etla Isle Map & Locations
« on: April 09, 2015, 10:56:19 PM »
Etla Isle is roughly the size of Ireland. It can be found somewhat southwest of Kasuria but does not exist on the same plane (or within Furc canon standards). The magical boundaries of the island work as a sort of 'bermuda triangle', allowing ships to pass between realms for trade and RP purposes.  The land is rich with magic and has several magical ley lines that converge within it.  The weather is temperate to tropical, depending on the season.

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Ruins of Avalbane - The kingdom of Avalbane was situated in the sheltered bay of Avalbane on the north end of Elta Isle. The kingdom was a lovingly crafted land of Elvish design and rule. The land has more or less reclaimed the collapsed ruins of the kingdom, with a lone marble dock and warehouse left whole in the city proper. The lighthouse on an isle at the entrance to the bay is surprisingly untouched. Visitors would find the bay waters surprisingly clear and showing signs of many wrecked ships and frightening collections of bones from what must have been colossal monstrosities. Most of those who put to shore are in short order harassed by marauding bands of orcs that have reclaimed the area as their own. Some whispers of treasures or power to be found in the castle ruins, those who have approached with the intent to disrupt them have had their charred and dismembered bodies found impaled around the site as a warning to others.

Ruins of the Enchanted Kingdom/Crystal Mines - The remains of the Enchanted Kingdom, which was once LE's home and original birthplace.  Little more than crumbled ruins now.  The castle itself caved in on itself (might have had something to do with someone launching a meteor at the kingdom...) and broke the ground into a cavern that lie underneath full of natural crystals.  The first crystals had been charged by the implosion of residual magic, but now they grow uncharged. [This was the first dream run in the continuity, before we even decided to make it a continuity. It ran from about 2001-2003 before it was destroyed and Eileadora emerged soon after]

Temar, Golan and Ceital Lights - Lighthouses.  Ceital is powered by crystal technology, Temar is still hand lit, Golan is maintained by Valshiem (likely gas/steam powered)

Imperial Stronghold - Stronghold and check point for all ships entering or leaving Ceital Harbor. The original structure and warehouses were destroyed when a flaming airship crashed into it.  The stronghold had also housed a lighthouse and a makeshift structure has been rebuilt in it's place.

Ceital Harbor - The inlet of Etla, and safest route and port for trade vessels.

Nevarei - An empty keep up on a cliff overlooking the harbor. This belonged to Elora's uncle and has been a place of solitude for her when she has needed to get away from kingdom life. The keep also houses a dark secret that has yet to be discovered ICly.

Deichmar - Rumored Confirmed location of the pirate town of Deichmar. The town was invaded and the pirates run out, though that was a few year ago. It could be reinhabited by now or simply left abandoned.

Lyvan Mill - Just a simple mill built along the river.  It processes all of the grains coming from surrounding fields. (wheat, rye, barley, oats, rice)

Teringad - This small town has been mostly abandoned and is now little more than a trade hub for the surrounding farmlands. Farmers will only go near the town during daylight hours. While digging a crypt for the town church, the townsfolk had discovered a series of caves and tunnels. The town was abandoned shortly thereafter and it is rumored that a monstrous beast roams these tunnels and comes above ground at night.

Fei Marsh - Mostly uncharted, heavily saturated land that almost completely uninhabitable. There are endless rumors and superstitions surrounding the marshlands, mostly due to the "fairy lights" or "demon lights" (depending on who you ask) that appear through the fog deep within the marshes.

Lemuria - This dream is not currently run, though I believe the city still stands. I'll have to get some info from the owner.

Valshiem - The "City of Scoundrels."  The shady sort of place you'd expect to see strip clubs and bars, assassins and rogues.  Valshiem serves as a link to the mainland as there are regular vessels moving to and from Kasuria. Valshiem also has a port for trade, good for those trying to smuggle certain things onto the island that would not make it into Eileadora.

32
Continuity Knowledgebase / Island Flora & Fauna
« on: April 09, 2015, 10:54:30 PM »
The following are wild plants and animals found by region.  Planted crops and herbs as well as kept livestock can be found here.

Northern Mountains/Forests (click or scroll down)

Swamps & Marshes

Coast

Plants
Sea oats [edible]
Smooth cordgrass
Coastal wattle [edible flowers, seeds, dye]
White correa [tea]
Seaside ragwort
Yellow pimelea
Westringia
Native spinach [edible]
Dotted horse mint [edible, tea, medicinal, incense, fragrant oil]
Saint John's wort [tea, medicinal]

Animals
Sandpiper
Ibis

Saltwater
Blue crabs, Lobster, Shrimp, Oysters, Clams, Sturgeon, Spotted sea trout, Red bass, Tuna,
Dolphins

Central and Southern Etla

Trees
Pencil cedar [fruit, tea, medicinal, incense, insecticide]
Red maple [syrup, seeds, medicinal, dye, basketry]
Tulip poplar [medicinal, dye]
White hickory
Sycamore [edible leaves, seedpods, medicinal]
Pecan [nuts, medicinal]
Magnolia [edible flowers, medicinal, fragrant oil]
Live oak [seeds, coffee substitute, medicinal, tannin]
Apple [fruit, pectin, cyanide, medicinal]

Shrubs/Plants/Flowers
Yellow jasmine [tea, medicinal]
Flowering quince [fruit, medicinal, cyanide]
Trumpet vine [medicinal]
Bay [herb, medicinal, fragrant oil]
Holly [medicinal]
Ferns [miscellaneous]
Blackberry [edible, dye, medicinal, fiber]
Osmanthus
Morning glory [medicinal]
Wood lily
Thistle [edible, medicinal, paper]
Wild Rose [fruit, seeds, medicinal, tannin, dye]
Trumpet vine [medicinal]
Clematis [medicinal, fiber],
White fringed campion [soap]
Trillium [edible, medicinal]
Gandelion [greens, wine, coffee substitute, dye, cosmetic]
Lily of the valley [dye, medicinal, poison, fragrant oil]
Red clover [edible, tea, medicinal, dye]
Red and white onions [edible, medicinal, dye]
Common speedwell [medicinal, tea]

Animals
White tailed deer, Cottontail rabbit, Raccoon, Squirrel, Boar, Mink, Fox, Wolf, Toad, Tortoise, Wren, Woodpecker, Sparrow, Wood stork, Wild horse [southwest]


The following are imaginary species unique to Etla. I would like to extend thanks to everyone who offered suggestions and assisted me in brainstorming and editing to make this list possible. You know who you are.

Newald's Cat- Discovered by the uninventive explorer Rolph Newald, these miniature monsters are not, despite appearance to the contrary, members of the feline family at all but related far more closely to the similarly ill-named "fisher cat", of the weasel family. Singularly vicious, for being a mere three inches from nose to rump, a newald [six or more] of these animals is capable of taking down a full grown stag, and will happily do so. Though it is possible to tame them if a litter may be found before the infant cats' eyes open, aptly nicknamed "Hell Kittens" usually attack on sight and are more often found in civilized society as coats made of their luxurious, mink-like fur, instead of as pets.

Frayer- Small long-clawed insectivore lizards, the frayers get their name from their purported ability to 'fray' reality. A favorite quarry of young boys, these creatures are nearly impossible to catch, simply popping out of existence to avoid hunters of all kinds. In actuality, the lizard creates a tiny pocket dimension of its own to hide in until such time as it feels it is safe to return to the prime material plane. [Any and all relation to Anne McCaffrey's fire lizard is purely in the mind of the reader. These do not even have wings, much less chew firestone and eat thread.

Squamatele- Resembling the furless hybrid of a spider monkey and a lizard, the tailless creatures grow to be a foot in hight at most. They have a scruff of stiff yellowed fur and what appear to be porcumpine-like quills ringing neck, wrists, and ankles. These creatures exude a noxious ooze that is meant to protect them by appearing unpalatable to any hunters. Long fingers and toes allow them to swing, leap from, or climb, trees to retrieve insects, bird eggs, pupae of flutterbyes, and other such delicacies as their Draegir partners are too large and clumsy to get themselves. They rely on the protection of the tribes to keep the predators away in return for their usefulness.

Chicaj Herb- Not actually  a plant at all but a hybrid susbspecies of weeping willow. The shrublike creature can actually move of its own accord to seek more fertile ground on spidery root-feet, though at a speed no greater than a meter an hour. The thorny-laden viny branches, which it uses to suck moisture and nutrients from the ground in lieu of its ineffective 'feet', have proven useful as a gooey, purple, memory enhancing syrup when boiled together with ground Lern horn. If it feels threatened, however, the plant will attack with its vines and harvesting has become the purview of either the very brave, the heavily armored, or the very craftiest of herbalists who often keep a pet Chicaj to harvest as needed.

Spiderweed- A small footnote amongst the flora of the grasslands is the spiderweed. With its tiny eight-petaled orchid-like flowers, and long teardrop-shaped leaves covered in cobwebby hairs, it is easy to identify, but difficult to spot low among the roots of the long grasses on which the wild horses of the Southwest graze.

Goldenpearl Rushes- This plant grows along the shores of lakes and streams, bearing long round 'leaves' typical of rushes, tiny pale flowers and yellow 'fruit' the size of a finger or thumbnail around a single tiny seed texturally reminiscent of water chestnuts and tasting of almonds. Given the annoyance of harvesting these from the depths of the swamp, they are considered quite a delicacy.

Charnel Bloom- a scarlet flower of unprecedented loveliness, the charnel bloom grows only where fires have burned, primarily in the wake of wildfires but also frequently in the ashes of a pyre, hence its name. As no one is going to go about setting wildfires on the off chance one will bloom, they are obscenely hard to find, and similarly expensive. The gifting of one is considered the utmost sign of devotion. To date, none have bloomed when grown out of their natural habitat.

Angerbode Root- Difficult to locate, despite being relatively common, the angerbode presents itself as a cluster of thick black roots with a tiny cluster of green leaves all that's visible above the soil. A paste made of the root serves like woad, dying skin vivid purplish blue and if processed correctly, dark colorfast ink and dye is also possible. It's primary use however? Angerbode root is, simply put, delicious. Eaten raw, cooked, turned into chewy jerky, or powdered and sprinkled over dishes, it imparts a magnificent flavor, much sought after by spice merchants.

Goldfeather- So lovely for something so deadly. Large feathery-petaled lilies grow here and there on hillsides where the wind may scatter the silk-tufted products of their seedpods, elegant indeed, but hardly prized by florist shops. The long petals can be squeezed to produce a golden juice or dried and powdered to create a deadly poison. Ingested, it leaves an odd flavor on the tongue, harbinger of death by paralysis that gives way to a sleep from which one never wakes. Injected, it has the same results. But for it's beauty, the only benefit of the plant is the euphoric high gotten by inhaling the brilliant orange pollen, sometimes harvested specifically for this purpose.

33
Continuity Knowledgebase / Crystal Technology
« on: April 09, 2015, 10:51:58 PM »
1: What are Crystals.

It hasn't been determined In Character what created the crystals, though theories have been put forth. The most commonly accepted theory, is that elemental energy has been compressed into a crystalline structure in some way. How this occurs naturally is a mystery, however, Crystals have been seen "growing" in places of high elemental power.

Artificial crystals are created through the compression of magic. They can be created using a normal gemstone or crystal as a base, or they can be created through intense concentration. Essentially, the number of magical preps placed into the creation of the crystal determines the energy output of the crystal. Furthermore, crystals may be "coded" to produce a simple spell: a blank crystal could produce a shield, a coded light crystal can be used to create a lamp, and so on.

Crystals designed to produce a specific effect do not have a dice roll attached to them. Energy producing crystals have a 1d3 roll attached: 1 produces a pretty but useless stone, 2 produces an explosion equal to 1/2 the energy placed into it, and 3 produces the whole crystal. A crystal may only store 10 preps of energy. Any more automatically creates the explosion effect.

2: How do crystals work?

Crystals are not unlike rechargeable batteries: they produce a set amount of energy when in use. Once that energy is drained, the crystal must be recharged. Mages can do this by channeling the elemental energy into the crystal. Mundanes can toss the crystal into a location of elemental energy. The latter takes more time than the former and most simply have a mage recharge their crystal. Crystals with a specialized benign function (communications, lighting, cooling) do not need to be recharged because they are not putting out energy for use by a device.

Crystal powered devices (cannons, firearms, swords) need a cooldown time between uses, this varies between objects. For example, a SpellSword can be activated for ten turns, producing an effect similar to an elemental enchantment on a blade, before it burns out and cannot be used again. More power decreases the turns of use and so on and so forth. When creating crystal weaponry bear in mind that crystals are subject to the same casting limitations as characters.

The operation and usage of crystal devices is limited only by the dream rules and the time spent creating the device.

3: Limitations

Crystals are vulnerable to interference by opposing elements. This is similar to counterspelling an oncoming attack, however, the crystal cannot react accordingly: it simply loses an amount of power equal to the opposing element, or shuts down.

Crystals are also vulnerable to dispell magic: dispelling the crystal dissipates the magical energy equal in amount to the preparation placed into the spell. Dispelling a 4 prep energy attack with a 3 prep spell leaves 1 prep to travel to the target.

Crystals resonate with one another: hand held items have a resonance of 1 prep per item. In essence, if 3 fire crystals with three preps each are activated at the same time, the total amount of energy present is 12 total preps: this is beyond the safe limit and one of the crystals will explode to bring the amount of preps down to something under 10. Larger devices, like powerplants, airship engines, and crystal resonance cannons, use the resonance as part of their operation: this follows the same rules as ritual casting.

Crystals interfere with one another: two crystals of equal power and opposing elements will cancel one another out.

Crystals explode violently when over charged.

34
Continuity Knowledgebase / Continuity Rules
« on: April 09, 2015, 10:34:44 PM »
1.  R-E-S-P-E-C-T.  I expect everyone here to be able to play nicely with others. Even if you have some bad history, find a way to play around each other, or simply ignore each other completely. Unnecessary drama is something I have little patience for.  Being rude or nasty to other players is a surefire way to get yourself banned. This is an OOC/player rule you must follow to be able to continue playing here. Characters can be assholes to each other all they want, so long as it's not an OOC dislike bleeding into IC conversation. Seriously. Be cool. Remember this is just a game and we're all here to have fun. No drama. No harassment. No name calling. I realize we all lose our cool from time to time, but if it becomes a habit, you're done here.

2.  OOC & IC Age Requirements.  Eileadora is a 16+ rated dream. You must be at least 16 years of age (as a player) to play within the dream. As Eileadora is a fairly peaceful city, children can be found wandering about (IC) and are welcome in the city. Valshiem is an 18+ rated dream. You must be at least 18 years of age (as a player) to play within the dream. Children/Underage characters are not allowed in Valshiem. For characters that will be traveling between cities, PLEASE be aware of the rating difference!
Furcadia's rating standards can be found here

3.  Membership.  You must be an approved member of the continuity to be fully recognized by continuity RP.  Non-members will most likely not be allowed to affect large plots and members can choose to ignore you during their personal RPs if they feel it may hinder the story later on.  This is set up this way to allow for a more seamless flow through major plots and storylines, without having to edit RPs because a random character is missing.

4.  Alternate Characters.  You are allowed up to 4 regular alts in either of the dreams and up to 6 alts between both dreams.  I prefer that only one 'main' character have property (house, shop), but that all depends on how much available space there is.  You are allowed an OOC alt and NPC alts and may use extra 'throw away' alts for plots.

5. OOC/Idle/AFK.  Please try to remain IC whenever in public areas of the map. Keep OOC chat in [brackets] or in whispers/group chat, or move to the OOC area or Discord.  If you idle in a public area, you may find yourself moved to the OOC room by staff (likely only if you get in the way of RP).  Please remember that OOC rules (especially #1) still apply to the OOC areas, including Discord!

6.  Consent, Character Death & Resurrection.  Etla has always been fairly open in the past when it comes to allowing players to play in whatever style is most comfortable to them. If you choose to play by consent, that is fine, however, please understand the continuity as a whole is generally strict and works on IC actions = IC consequences. That said, if your character dies it must be out of play for a minimum of a month (4 weeks) real-time. Self-resurrection is not supported, there must be at least one other person involved (not an alt) and the resurrection must be acted out in character.

7.  Character Rip-Offs.  Don't do it. Have some originality. If you happen to use a name of a character you liked from a book or a movie, or model your character off of that character, that's somewhat understandable, but we will not allow or recognize a completely ripped off character in this continuity.

8.  Technology/Advancements.  Any new species, technological advancement, building ideas, etc. should be presented and approved by staff.  ICly, any technology beyond our current understanding is made null by a device that resides in the castle (it simply ceases to work until brought back outside the limits of the device). I and the admin team are always open to discussion on things that might make for good plot, so feel free to PM or whisper us with your ideas.  Most of the rich history of Etla and Eileadora is all player created. I encourage all members to add to the story.

9.  NPCs.  Since we couldn't possibly have enough of a player base to cover all expected jobs and classes that would exist in a cities the size of Eileadora and Valshiem, obviously a few NPCs will exist, and thus are expected to be recognized. NPC citizens, guards, fishermen, dockhands, shopkeepers, traders, etc. These are typically only controlled by seasoned members of the community or by staff for large-scale plots but can otherwise be 'used' for smaller scale RPs such as aiding in the spread of city rumors, tending bar, or managing a shop not run by a PC.

10. Discord and other exterior RPs. Since Etla is a continuity, timelines are important. Roleplays should take place in-game to keep with the current timeline whenever possible. Due to the varying locales and schedules of players, we do allow for larger group RPs to happen in Discord, RPR, Skype, etc but the timelines must be well established. Posting must take place within a 24 hour period (no forgetting it's your turn for a week) to keep things moving. If you are in an external RP that is set for a specific range of time, then your character cannot participate in other plots that would be happening at the same time.

11.  Common Sense.  If you think you're doing something that could get you banned from the dream.. you're probably right.  Seems to me, most of you are (or at least should be) mature and intelligent individuals, so please just utilize a little common sense and we should all be fine.

IC=IC.  OOC=OOC.  This isn't a rule, because it shouldn't have to be but I'm writing it down just so it's been said. OOC knowledge cannot be used ICly. If you're unsure if your character would have access to certain knowledge, simply ask the others involved. Assumptions are bad and cause problems between players and in RP. Let's try our best to keep things drama-free. This tends to be one of the biggest complaints!! Please, just communicate with each other and involve staff whenever necessary. We're here to help.

ICA=ICC Expect that whatever is said or done in the dream can have consequences, either to your character or to the dream itself. The dreams are constantly evolving based on the RPs that happen there. This is meant to be immersive. An idle interaction with someone on the street might influence the roles you both play in a later story. We try to avoid take-backsies however:

We understand that some people play by consent rules and some do not, that sometimes there are 'too many cooks', and that sometimes there are circumstances where a storyline just gets messy. If a plot gets to an unfair/unorganized point, admins can step in to help make adjustments. We want everyone to enjoy their experience here.

I also ask that plot ideas that will majorly alter either of the dreams be run by me (Aantara/Bee/Elora) beforehand so I can plan accordingly for dream edits and/or assist with timing around other large plots.

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