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Topics - Eliel

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1
Conspicuous Concoctions / Snake Oils
« on: December 26, 2018, 04:28:31 AM »
Now Selling:

Snake Oils
By Priss

A collection of perfumes and scented oils sure to attract your deepest desires.

Romance Oils

Aphrodisiac Oil
patchouli, sandalwood, ylang-ylang
Use sparingly; will arouse those nearest you.

Attraction
rose, lavender, vanilla, sandalwood
Just a dab on your pulse points; to attract both males and females.

Binding Love
jasmine, gardenia, vetiver
To aid in securing long-term love.

Desire
jasmine, lotus, musk
Used for sexual attraction of someone you know and desire.

Firey Love
opium, musk, magnolia
Will make someone feel the heat of searing love for you or wake up with a passionate, relentless longing.

Pleasure Oil
musk, opium, patchouli, narcissus, lotus
Excellent as a massage oil. Designed to promote pleasure - both giving and receiving.

Sweet Seduction
lotus, honeysuckle, sandalwood, ylang-ylang
This playful and flirty blend should be used carefully.

Prosperity Oils

Abundance Oil
spruce, myrrh, patchouli, cassia, orange, clove, ginger, frankincense
To draw riches of all sorts.

Bayberry Blessing
bayberry, orange, cinnamon
Anoint your wrists daily to bring money to you pockets and blessings to your home.

Customer Attraction Oil
rose, patchouli, cedarwood, orange, elderberry
Anoint green candles and burn in your place of business or spray this scented oil to attract customers and to stabilize business.

Inspiration
pine, lily, hyacinth, clove
To remove artist's block and inspire fresh ideas. Builds confidence and causes the wearer to become more optimistic.

Gambler's Oil
patchouli, lemon, jasmine
To banish even the worst of luck and bring good fortune in gambling.

Lucky Nine Oil
A special blend of nine mystical oils to bless your home or business and bring about good luck and good fortune.

Master
bayberry, musk, dragon's blood
A masculine scent for love, luck, and power.

Three Kings
frankincense, rose, myrrh, cinnamon
Many talents, endowments and favors may come to those who use this perfume.

2
Botanica / Product Offerings
« on: October 28, 2017, 01:15:00 PM »
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Balms & Salves

Headache Balm
Blend of Frankincense, Peppermint, Spearmint, Lavender and Basil
For use, apply a small amount to the back of the neck and temples to ease tension.

Sleep Balm
Infused with Vetiver, Chamomile, Ylang-Ylang, Bergamot and Sweet Marjoram
For use, apply to pulse points, upper chest and soles of feet before bed.

Nourishing Balm
A propriety blend of tree nut butters and oils for the skin.
Can be used to treat skin conditions and heal/nourish chapped, flaking, or dried skin.

Hair/Fur Growth Salve
Blend of Rosemary, Lavender, Peppermint, Aloe, Olive, and Coconut oils
Relieves dryness, itching and flaking of scalp/skin and promotes hair/fur growth.

Burn Salve
Infused oils of St. John's Wort, Comfrey, Burdock, Calendula, Sea Buckthorn
For treatment of minor burns and skin irritations.

Healing Salve
Blend of Bee Balm, Marygold (Calendula), Lavender, Basil and Honey
For the treatment of small cuts, scrapes, bruises and irritations.

Comfrey Salve
Comfrey oil, honey, beeswax.
Aids in healing of broken bones. Soothes bumps and bruises.

Black Drawing Salve
Pine Tar, Charcoal, oils and beeswax.
For splinters, bites and boils. Also soothing for some skin conditions.


Infusions & Tinctures

Good Health Tincture
Elderberries, Echinacea, Thyme steeped in vodka
A few drops on the tongue daily to ward off illness. At the onset of symptoms, take a spoonful every half hour.

Nausea Tincture
Ginger Root steeped in vodka
A few drops on the tongue at onset of nausea. Use more as needed.

Milk of the Poppy
Use with caution. For pain relief and inducing long sleep [anesthesia]


Tea Blends

Calm Mind
Lemon Balm, Chamomile, Lavender, Catnip
ProperTeas: Mild sedative; calms nerves [nervous system] and mind [stress and anxiety]. Aids in digestion. Also beneficial for inducing sleep.

Pregnancy Tea
Raspberry Leaf, Alfalfa, Nettle, Chamomile, Spearmint, Rose Hips
ProperTeas: During and after pregnancy. Nourish mom and baby [vitamins and minerals]. Reduce nausea.

Headache Ease
Ginger Root, Passionflower, Skullcap, Feverfew, Lemon Balm, Chamomile
ProperTeas: Mild sedative; calms nerves and mind [nervous system, stress, anxiety]. Reduces inflammation.
For chronic headache conditions, drink regularly to prevent onset.

Relax
Rose Hips, Elderberries, Nettle, Hibiscus, Lemon Balm
ProperTeas: Calms the body and helps it adapt to stressors and ward off illness.

Breath of Life
Mullein, Elecampane, Marshmallow, Calendula, Echinacea, Chamomile, Ginger Root
ProperTeas: Ease respiratory distress. [asthma, allergies and as an expectorant]

Basics
Fresh & Dried Herbs

Infused Herbal Oils, Honeys and Vinegars

Distilled Herbal Essence Oils

Pigments, Stains & Dyes

Honey

Beeswax Candles

*OOC Note: It's sometimes hard to determine the medieval equivalent of things. I try to keep in mind historical and technological restraints in materials, processes and general medical knowledge. If you would like a better understanding of anything listed here, just ask.

3
Continuity Knowledgebase / Magic Lore & Guidelines (New System)
« on: October 23, 2017, 08:48:52 PM »
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The Aether
Everything is comprised of energy. This energy can be referred to as aether. The aether is comprised of the four prime elements: earth, fire, air and water. The manipulation of the aether has several disciplines, methodologies and faiths, but for the purpose of this document, we will refer to all as 'magic'. All magic is in some way derived from the aether, be it using a trait of the aether itself or using one of the elements that comprise aether, such as fire.

The Balance
As above; so below. As within; so without. What you put in, you'll reap. What you take away; you'll pay. The aether maintains a balance always.  All magic has a cost, whether you're pulling directly from the aether or from a personal stash (or equivalent). The cost, or effect, is equivalent to the power of the spell or action used. Example: Life for life. Giving or returning life requires life paid. Be it of another being, or surrounding natural life, as well as the toll on the caster(s) themselves. The 'toll' can be distributed between several practitioners to reduce the individual cost but the cost remains. Some may find ways to cheat the balance, temporarily, but the aether will always collect and restore the natural balance of all.

The Pendulum
The pendulum swing manifests in everything. All things rise and fall, ebb and flow. To everything there is a tide or season. The only factor is time. Manipulation of the aether may take an investment of time but the pendulum swing will bring an equal reaction, either over an equal amount of time, our compounded into one larger effect. In relation to what else is happening in each round, the invested energy and focus on your magic should have an equal reaction.

The Faith
When a great many people believe in something, they give it power. Though Etla is essentially 'cut off' from the deities of other lands, the aether connects all. Those with faith may manipulate the aether much like a caster, but the Balance and the Pendulum are still in effect. Their faith must be unwavering, putting in as much as they expect to get out.

The Rift
The Rift works as a sort of bubble around the island and has an effect on magics as well. Anything that exists within the bubble (fire, earth, light, shadow, time, gravity, life/death to name a few) can exist and be manipulated at 'full-strength'. Things that originate outside the bubble (faith-based lore, time-specific lore, area-specific lore and the like), their existence and manipulation within the rift are diluted. The exact effects or handicaps are up to individual players but there should be a 'hit'.

The Structure
We recommend a 5 tier casting system, halving the old system. We leave the finer details to the flow of the individual RP but the tiered system is as follows. The examples given are for determining scale.
   Tier I (Hurt): Cantrips and minor spells. A small investment of energy for a small reward. Ex: Enough energy to cause or repair intense bruising, or summon a small creature or item.
   Tier II (Wound): Minor to moderate spells. A mediocre investment of energy. Ex: Enough to cause or repair bleeding, or summon a moderately sized creature or item.
   Tier III (Kill): Mid to large spells. A decent amount of investment for decent reward. Ex: Enough to cause or repair major organ damage, or summon a decent sized or more powerful creature or item. (humanoid/natural transformation and self-teleportation included at this level)
   Tier IV (More Kill): Major spell. Major investment for major reward. Ex: Grenade level blast damage. Healing extensive wounds. Summoning larger/more powerful beings and items. (minor mythical creature transformation and teleportation of self +2)
   Tier V (Over Kill): Massive spells. Massive investment with massive cost for massive reward. Ex: Michael Bay level blast damage. Healing massive wounds (think saving from the brink of death). Summoning large supernatural creatures. (major mythical creature transformation, group teleportation and reanimating the dead)
   Ritual: Anything beyond the scope of this tiered system requires a ritual with multiple casters. Includes: Resurrection, creating life, summoning greater/named spirits (only 15% chance of controlling the spirit)

4
Conspicuous Concoctions / Pub Menu
« on: October 21, 2017, 03:07:06 AM »
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5
Continuity Knowledgebase / Ranks, Guilds & Permissions
« on: June 09, 2016, 07:57:29 PM »
The dream is coded for permissions in certain areas based on your character's rank. Since some people have been asking about the ranks, I'll list them here though I'm still revising them as I go through DSing the dream. We had 20-some ranks and I've whittled it down but this is still not likely the final version. I'll list what I have currently here and try to edit it as I go.


Ranks:

1 - Guest/Non-Member (defaults here if they don't already hold a higher rank)
2 - Prisoner (specified for those 'locked' in the cells)
3 - Citizen
4 - Merchant
5 - City Guard
6 - Clergy
7 - Noble
8 - Castle Official
9 - Premium Member
10 - Bloodsworn
11 - High Council
12 - Royal Family

Where are there permissions? (this list will expand as I finish up the map)
  Noble's District - Rank 7+ (there is a way for non-nobles to access the district if they pass through the cathedral)
  Council Chamber / King & Queen Quarters - Rank 10+

Guild/Organization Permissions:
Each guild or organization has it's own set of permissions and ranks. For the most part you're either a member or not, but some have additional levels.
  Brothel - lvl 1 to gain entry to the brothel. lvl 2 for VIP room
  Merchant Guild - lvl 1 for upstairs or downstairs. lvl 2 for treasury
  Sairon - lvl 1 to enter the guild. lvl 2 coming soon!

6
Continuity Knowledgebase / This is not Furcadia canon
« on: May 05, 2016, 12:07:12 PM »
I've mentioned and tried to explain this many different ways but I feel this fact is overlooked more often than not. Etla Isle does not exist in Furcadia canon. The more people bring Kasuria and the Primes and whatever else into this continuity... the more they trample the story Ive been trying to build. Star Wars is not the same as Star Trek. Marvel Universe and DC Universe shouldn't be blended together. Please stop dragging Furcadian crap into Etla.

The Rift
A magical 'rift' exists in the waters surrounding the island. This rift moves just as easily as the sea does. There may, at times, be other islands near Etla pulled into the rift. It can pull in ships and other vessels, storms and strange weather patterns, etc. Those passing through the rift can access Etla from another time, another realm (like furc canon), another dimension...

The oddities that pass through the rift and travel into Etla and into Eileadora, have dulled people's senses to strangeness over the years, allowing for a wider range of species within the dream, but the setting and structure of the continuity doesn't change much. Something too far outside of our time or our understanding is going to be seen as some sort of sorcery (or should be). Sitting in the tavern, yacking about the Primes, should cause people to look at you like you're crazy. Primes? WTF are those?

I do understand and recognize that different characters have different histories and may have originated in Furcadian canon and those characters may feel a strong tie or bond to those things.... but they don't exist here. They're not recognized here. I don't want them here. If I wanted to recognize Furc canon, I'd have used it in the initial structure for the continuity. If your character cannot live without these things.. then perhaps they should be in a Furc canon dream.


7
Continuity Knowledgebase / Large Event Etiquette
« on: April 23, 2016, 09:54:49 AM »
Large events are normally managed by a StoryMaster or Admin. There will typically be some sort of emit announcing the event and any sights/sounds/etc that would be noticed from a distance. While these emits are sent dream-wide, and the areas of play are usually public and open to all, it is still up to the DM to manage the scene, set posting order, and decide who should or shouldn't be there. Large groups can be difficult to manage, so when arriving at a large scene, please respect the following rules:

1) Be Courteous - Ask if you may enter the scene. Or -when- you may enter the scene. You may not be familiar with the scene or the setup or the whole point of the plot so find out who's running the show and find out if you can be involved and when/how you can be involved. There might be guards blocking your path. The room might be locked. There might be a fire or some NPCs or wards or demon dogs..... just ask.

2) Be Understanding - It can be very difficult to manage a large group. The DM is absolutely within their right to limit the scene to a certain number of players, to certain people (due to prior involvement for example) or to certain jobs/classes/whatever. If you are asked to leave, it's nothing against you. It might seem unfair, but there will be plenty of other opportunities for RP. We try to run events fairly often and the easier they are to manage, the more fun will be had and the more often they will take place.

3) Be Sensible - Some scenes will need guards or NPCs or call for a particular magic spell. Try to be sensible to the number of guards/NPCs/scale of magic spell for the scene. A stabbing in a back alley isn't likely to have 6 guards show up. An attack on the castle should have Bloodsworn as first response, with guards as backup as needed. A 15 prep spell in the middle of a crowded infirmary.... might be overkill. Don't just do things for the lulz, or because your character has a 'reason' to be there, or whatever. Do what makes sense for the scene.. and if you're uncertain, ask the DM.

A note for DMs: When emiting for your event, please include a bit of OOC information for players who may be interested in joining.
 1) Who is DMing - so they know who to talk to for the above rules
 2) How many people can join - if there is a limit, if it is open to all, if it is nobles only, guards requested, no guards, etc.
 3) Any other pertinent arrival info - The room is on fire, the doors are warded, there's a giant man-eating demon-snake ready to swallow anyone who enters...

8
Continuity Knowledgebase / Welcome! Start here! (Starter Guide)
« on: February 27, 2016, 12:34:44 PM »
Hello! Welcome to Eileadora, a dream set within the Etla Isle Continuity.  There are currently two dreams within this continuity (Eileadora and Valshiem), though there have been several others in the past. The continuity has been around since 2001.  Being that there is such a lengthy history to pull from, there is a lot of information to digest if you're new. My intention here is to try to cover as much as I can, as simply as I can, so you can learn what you need to be able to enjoy yourself. This will run a bit like a FAQ and there may be links to other threads within these forums, serving as an easy reference guide. So let's get started.



Where am I? What is the setting?
 - As a quick continuity primer... Etla Isle is an island that mostly exists on it's own (save for a few tiny islands that surround it) within the rift. Not much is known about the rift or why the island exists within it, but travelers may happen upon the island by chance and can only return if they 'know the way'.
 - Most of the island is governed by Queen Elora, though her influence does not extend to the southernmost part of the island. Valshiem and surrounding towns are run by crime lords but they rely mostly on naval trade and leave the rest of the island alone. For now.
 - The continuity is set in a late medieval/early renaissance with high fantasy aspects. The island is rich with magic and those magically inclined will likely feel the pulse of magic through the ley lines (magic lore here). Since the rift can span time/space/dimension, some aspects of city life are far more technologically advanced than one might expect in a medieval setting. We do have a device within the castle that will null tech that is too far advanced (ICly made device, something like an EMP pulse. Advanced tech simply ceases to function in/around/near Eileadora). The vast majority of our tech uses magic charged crystals with some steam and clockwork devices.

For more info: Island & Locations, Weather & Seasons, Flora & Fauna, Crystal Tech, City Life



Do I have to apply?
 - The easy answer is no. You don't have to but it is in encouraged. Why? Because this is a continuity. We exist in a setting that can accommodate comings and goings of people from everywhere. It is difficult, however, to manage a large plot when some of the people involved have wandered off to RP in another dream for the next few days/weeks/months. The reason for membership, and for these forums, is to allow an easy means of communication between players. We have people from all different time zones and our admins and storymasters work hard to make it enjoyable for everyone. You will notice in the rules that a member may refuse a 'non-member' RP if they think it will interfere with the plot later on down the road. We love bringing in new people to add to the story but we have to be a bit protective of it every so often. Long story short, it's easy to join in on small plots and enjoy the RP here, but if you want to get deeper into the story, why not join us officially? ;)  Once a member, always a member. If you leave for an extended period of time, we'll archive your character sheets but they'll be there waiting when/if you return ^.^



This place is huge. Where do I go? How do I find RP/people?
 - Eileadora is on a world package, allowing for a map size of 450x450. I've tried to include a little something for everyone so it's packed to the brim and RPs could be happening just about anywhere. That said, I've tried to include as many RP finding capabilities as I can muster. Though Valshiem is much smaller, I've tried to carry these things over to there as well, simply for ease of finding RP.

Beacons
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You'll find these scattered about the dream. If you walk up to one and USE/Ctrl-U/F3, it activates the beacon, sending out a dream-wide emit that you are looking for RP in that area. It also adds that area to the !rplist of available RP areas. This might seem daunting if you're new to the dream, but it is certainly one of the easiest methods of finding/starting an RP. The beacon stays active for 1 hour, or until someone bumps into it to turn it off, keeping the area in the list for that time period.

Interface buttons (and associated commands)
Along the left edge of the skin, up at the top, you will notice 'who', 'where', 'RPlist', and an 'on/off' with a little crystal. These are all to help you find others and find RP.
Who - Furcadia's `whois (F4)
Where - Displays all public regions of the dream with 2 or more people in it. (!where)
RPlist - Outputs the list of all players actively looking for RP or engaged in an RP that others can join. Also lists all active beacons in the dream. (!rplist)
on/off - Toggle's your RP availability on and off and adds your name to the above list. You are removed from the list when you toggle it back off, AFK, or leave the dream/log off. (!rpon / !rpoff)
**Note** If your toggle stops working, simply exit and reenter the dream. Not certain why it does this, but it's been known to happen from time to time.



How do I find/contact staff?
Also on the left strip of the interface is a staff button (or !staff), which will display all staff members currently in the dream. Staff is broken into categories:
Admins - Rah and admin staff. Should be contacted with any complaints. Admins have full access to dreams, forums, and discord servers.
Junior Admins - Junior staff is capable of almost as much as the admins. They can help you with just about anything though they focus mostly on aiding new players.
Lore Masters - Specialists on the continuity lore in one area or another (magic, history, species, etc). Loremasters also help to develop lore and ensure plots follow the lore already laid out.
Story Masters - DMs. Can be contacted if you need something emitted or need assistance in organizing a plot. They can help control NPCs and generally have a good understanding of the dreams rules, lore/history, and current ongoings.

Staff can be whispered in-game and/or you can also send them a Private Message on the forums or on Discord. Staff are also listed in the "Staff List" tab at the top of these forums.



Commands? Locals? Teleports?
(Hold Cmd/Ctrl while clicking to open these in a new window)
List of Commands
Info on Locals
City & Undergound Map
Island Map



How do I call for guards/shopkeepers/whomever?
Usually, triggering a nearby beacon will bring people to the location if they're online/in the dream. We do have a Who's Who page, listing many of the shop owners and important people. Maybe just shoot them a whisper? ^.^  Most building also have an entry emit with a link to that specific shop/business forum board. If they're not online, leave them a note there to arrange a time to meet up for RP.



What sort of technology works here?
For the most part, Eileadora is run strictly off of magic crystal tech. There are some exceptions of steam tech but they are few. We recognize anything invented before the year 1610, though there are some magically advanced versions. If your weapon/tech/etc would likely be outside of this time period, there is ICly a device located in the castle that casts a nulling effect around the city. Meaning, if your thing is too far advanced, it simply doesn't work here. We do this to keep too much 'future tech' out of the continuity. If you're unsure if your item would pass, just snag a staff member.



How do I find a job/obtain a business/get a house?
There is a form of job board here just to give you an idea of some possible work to do. If a shop or business is vacant there are a few ways to obtain it. For shops, ICly one might get in touch with the guildmaster of the Merchant's Guild. OOCly, simply get ahold of the Rah. For housing, you can snag almost any staff member to get added to a house, but live edits of your decor has to go through the Rah. More info can be found here


OPEN TO MORE QUESTIONS! Feel free to post here with any questions you think should be answered here or information you think it should include. Even if you know it exists elsewhere! I'll be compiling a list of links to all the need-to-know info in here, but I appreciate everyone's input! I know this place is big and there's a lot to figure out when you're new, so let's help each other out and make an awesome starter guide!

9
Character Sheets / A Note on Char Sheets
« on: February 27, 2016, 12:06:39 PM »
The point of this board is to have a centralized area to find information on characters in the dream. 

After your proposed main character has been approved and the sheet moved to this board, you can edit that application post however you please. If you intend to play more than one character here, you can do any of the following:
 - Post individual character sheets for each of your alts.
 - Post all of your alts in one thread (perhaps with an intro as main post).
 - Post a link to your RPR where character information can be found.

Please do try to keep some reference to each of your characters played in the dream.
Please try to keep the information up to date (sometimes easier with a link to character site/RPR) and somewhat organized.
Please remember you are limited to 4 active alts within the dream.


If you would like to put a character on hiatus, we have a hidden archive board we can move sheets to. If you've been away for awhile and can't find your sheet, ask an admin to check there!


10
Character Sheets / Statistics for Dummies
« on: November 18, 2015, 06:32:33 PM »
If you're thoroughly confused as to what your stats should be, this might help: Stats in Simple Language


Base Stats:
Strength (STR) - Strength is a measure of muscle, endurance and stamina combined. Strength affects the ability of characters to lift and carry weights, their force of a melee attack and how much damage that attack will cause (for both melee and ranged weapons). Affects certain physical skills, several combat actions, and general moving or breaking objects.

Dexterity (DEX) - Dexterity encompasses a number of physical attributes including hand-eye coordination, agility, reflexes, fine motor skills, balance and speed of movement; a high dexterity score indicates superiority in all these attributes. Dexterity affects characters with regard to initiative in combat, ranged attacks and other physical skills. Dexterity is the ability most influenced by outside influences (such as armor).

Constitution (CON) - Constitution is a term which encompasses the character's physique, toughness, health and resistance to disease and poison. The higher a character's constitution, the more hit points that character will have.

Intelligence (INT) - Intelligence is similar to IQ, but also includes mnemonic ability, reasoning and learning ability outside those measured by the written word. Intelligence dictates the number of languages a character can learn, and it influences the number of spells a preparation-based arcane spellcaster (like a Wizard) may cast per day, and the effectiveness of said spells. It also affects certain mental skills.

Wisdom (WIS): Wisdom is a composite term for the character's enlightenment, judgment, wile, willpower and intuitiveness. Wisdom influences the number of spells a divine spellcaster (like clerics, druids, paladins, and rangers) can cast per day, and the effectiveness of said spells.

Charisma (CHA): Charisma is the measure of the character's combined physical attractiveness, persuasiveness, and personal magnetism. A generally non-beautiful character can have a very high charisma due to strong measures of the other two aspects of charisma. Charisma influences how many spells spontaneous arcane spellcasters (like sorcerers and bards) can cast per day, and the effectiveness of said spells.

11
Continuity Knowledgebase / Legal Code
« on: September 27, 2015, 01:19:49 PM »
Overview of the Legal System in Eileadora/Etla Isle

Legal Hierarchy
The following is the hierarchy of legal figures:
  • The Queen
  • Council Members and Bloodsworn
  • Captain of City Guard
  • City Guard

City Guard
The city guards are responsible for the protection of those within city limits, as well as just outside of the city. They are also responsible for apprehending and confining criminal offenders until a trial can be arranged.

All citizens are required to obey orders given to them by city guards. The Captain of the city guard is responsible for making sure the city guards do not abuse their power.

Any citizen may approach a guard with a request for assistance. The guards are stationed all around the city, so it is likely that, despite understaffing, one is not far away. However, those in the underground waterways or more distant quarters of town may be out of earshot at times.

Royal Guard (Bloodsworn)
Queen Elora's private royal guard, the Bloodsworn, are responsible for the protection of the Queen herself, and it is only to the Queen that they answer. They operate out of the castle, although they may at times go into the streets to look for possible threats and to seek information that may be of importance for security matters. They are not responsible for apprehending criminals or assisting/interfering with the duties of city guards, but may choose to do so if extra help is needed. City guards must obey royal guard orders, however, as they are seen as coming from the Queen.

Imprisonment / Posting Bail
The royal prison, in the lower levels of the castle, is where accused criminals are brought to await trial. Unlike in modern society, where prison time is handed out as a sentence, jails in this time only exist to make sure the accused is available for trial.

Therefore, jail stays will vary, depending on how long it takes for a trial to be arranged. Usually, judgment is brought within a few days, however.

For those who can afford it, bail may be posted by another party, who thereby ensures that the accused will appear for trial. In the case of severe crimes, even bail may still require house arrest with a guard present.

Vigilantism
The protection of citizens and maintenance of order is the duty of city guards. However, those able and willing to protect others will find that, so long as they are acting in the defense of others, they have little chance of facing legal troubles if they must use violence. This is especially true of paid private guards, who must often use force to protect their masters' persons and possessions.

In addition, those registered with the Fighter's Guild have limited license to make citizen's arrests and greater latitude as regards interfering in fights.



Categories of Offense:
An offense may be categorized as either a misdemeanor, a felony, or a capital offense.
  • A misdemeanor is a minor crime, such as petty theft, non-physical harassment, nonviolent disturbance of the peace, minor defacement of property, etc.
  • A felony is a more serious crime, such as grand theft, physical assault, violent disturbances, manslaughter, negligent homicide, arson, etc.
  • A capital crime is one worthy of execution; murder or treason are in this category.

An offense may also be either civil or criminal.
  • A civil offense is a crime committed against the property of another citizen (anyone except the Queen, members of the city/royal guard,  or Council members). Punishment is in the form of a fine and possible mandatory servitude, depending on the severity of the crime. No corporal punishment is meted out for civil offenses.
  • A criminal offense is a crime committed against any person. Offenses which would be civil (as described above) are criminal offenses if they are committed against the Queen, a Council member, or one of the city or royal guard. This is because they represent the Queendom, and so offenses against them are offenses against the Queen herself. Criminal offenses nearly always include corporal (or capital) punishment, and they may also include a fine or mandatory servitude.
**Note** The third of the same type of civil offense committed by the same person is automatically treated as a criminal offense, as is any subsequent offense of the same type. E.g., after two petty thefts, all future offenses are treated as criminal offenses. The third criminal misdemeanor shall be treated as a felony. The third criminal felony shall be treated as a capital crime.


List of Misdemeanors
The following offenses are considered misdemeanors:
  • Petty theft - Theft of coin or goods valued at less than 1 gold.
         
    • Civil punishment: Required return of the stolen goods (or its value), plus the value of said goods. For example, if you steal a book worth 4 silver, you must either return the book plus 4 silver or 8 silver.
    • Criminal punishment: Application of above civil punishment, plus 10 lashes across the back. Offenders are also branded with a hot iron in the shape of a T for theft.
  • Non-Physical Harassment - Sustained, repeated threatening behavior (verbal or non-verbal) against any person or persons which does not involve actual physical violence. Such behavior may include stalking, repeated verbal abuse, repeated interruption of work duties.
         
    • Civil punishment (for threats against property only): Fine of 10 gold.
    • Criminal punishment: Fine of 20 gold for first offense, each subsequent offense has fine doubled. Repeat offenses will incur corporal punishment to be determined at sentencing.
  • Public Nuisance - non-violent disturbance of the peace. May include, but is not limited to: excessive public drunkenness, disruptive noise or behavior, acting in a suspicious manner liable to cause public concern, and reckless behavior of a nature likely to cause injury to self or others.
         
    • Criminal punishment: As this is an act against the city itself, there is only a criminal punishment of no less than 10 lashes across the back. Repeat offenses may incur more severe punishments, to be determined at sentencing.
    Note: "Acting in a suspicious manner liable to cause public concern" is defined as any prolonged action or set of actions that may arouse a reasonable concern that the perpetrator has committed or is about to commit a crime. The city guard shall have latitude to determine if a reasonable concern exists.
  • Minor destruction of property - May include, but is not limited to: minor effacement of structures or other property to a degree such that the damage is reparable or property replaceable at a cost of less than 10 gold, and littering.
       
    • Civil punishment (private property): Fine of double the cost of damages. Repeat offenses may incur corporal punishment, to be determined at sentencing.
    • Criminal punishment (when the property is royal or public in nature - castle/cathedral grounds, city streets, crystal lamps, etc.): Fine of 10 gold for first offense, doubled for each subsequent offense. Mandatory five lashes across the hands. Repeat offenses may incur more severe corporal punishment, to be determined at sentencing.
  • Refusal to identify - Any city or royal guard may require that an individual provide his or her full name and occupation. Refusal to provide this information upon request shall be considered a misdemeanor. However, no citizen shall be required to identify himself or herself repeatedly if identification has already been given to the requesting officer on that day, if no change in appearance has occurred throughout the day which may hinder the guard's ability to recognize the person.
       
    • Criminal punishment - This is always a criminal offense, with a punishment is a fine of 1 gold, but no corporal punishment is usually given except upon repeated offenses.

List of Felonies
The following offenses shall be considered felonies:

  • Grand theft - Theft of coin or goods valued at more than 1 gold.
         
    • Civil punishment: Required return of the stolen goods (or its value), plus the value of said goods. For example, if you steal something worth 4 gold, you must either return it plus 4 gold or 8 gold.
    • Criminal punishment: Application of above civil punishment, plus 20 lashes across the back. Offenders are also branded with a hot iron in the shape of a T for theft.
    Note: If the offender has committed two prior misdemeanors, a petty theft offense is to be punished according to this standard. 
  • Physical Assault - Any action which involves physical harm, not committed in self-defense, against a person or persons, the result of which is injury but not death.
         
    • Criminal punishment: This is always a criminal offense, because physical violence against a person has happened. Punishment of 20 lashes across the back plus 5 across the hands. Repeat offenders may incur more severe punishment, to be determined at sentencing.

    Note: If the offender has committed two prior misdemeanors, a non-physical harassment offense is to be punished according to this standard. 
  • Sexual Assault - The act of forced, non-consensual sexual contact with any person or persons.
         
    • Criminal punishment: This is always a criminal offense, because physical violence against a person has happened. Punishment of 20 lashes across the back plus 10 across the hands. Repeat offenders may incur more severe punishment, to be determined at sentencing.
    Note: An individual must be at least sixteen years of age to consent to sexual contact. This punishment may be added in addition to one for physical assault if applicable.
  • Public Threat - violent disturbance of the peace. May include, but is not limited to: excessive public drunkenness if violence is involved, and reckless behavior of a nature which causes injury to self or others.
         
    • Criminal punishment: As this is an act against the city itself, as well as possibly involving physical harm, there is only a criminal punishment of no less than 20 lashes across the back. Repeat offenses may incur more severe punishments, to be determined at sentencing.
    Note: If the offender has committed two prior misdemeanors, a public nuisance offense is to be punished according to this standard.   
  • Severe destruction of property - May include, but is not limited to effacement of structures or other property to a degree such that the damage is not reparable or property damage exceeds 10 gold.
       
    • Civil punishment (private property): Fine of double the cost of damages. Repeat offenses may incur corporal punishment, to be determined at sentencing.
    • Criminal punishment (when the property is royal or public in nature - castle/cathedral grounds, city streets, crystal lamps, etc.): Fine of 20 gold for first offense, doubled for each subsequent offense. Mandatory ten lashes across the hands. Repeat offenses may incur more severe corporal punishment, to be determined at sentencing.
    Note: If the offender has committed two prior misdemeanors, a minor destruction of property offense is to be punished according to this standard, with the assumption that, whatever the real damages, the cost to repair/replace is at least 10 gold. The amount paid in excess of the typical misdemeanor fine is given to the royal treasury.   
  • Refusal to pay taxes - the refusal to remit tax monies, in a timely manner, as required by law.  This is always a criminal offense.
       
    • Criminal punishment - 20 lashes across the back and indentured servitude to the Queen until such time as double the amount required is paid.
  • Manslaughter/Negligent Homicide - Any action, not committed in self-defense, which leads to the unintended death of another. This is always a criminal offense.
       
    • Criminal punishment - 30 lashes across the back and house arrest for a period of no less than thirty days. If the offender does not have a permanent residence, the house arrest will be carried out in the royal prison.


List of Capital Crimes
The following offenses are considered capital crimes. They are all criminal in nature, and punishable by death:
  • Murder - The intentional killing of another.
  • Treason - Any act with the direct intention of harming - either physically, financially, or politically - the Queen or a member of the Council.



Mitigating Factors
The following factors may be contested to lessen punishment for a crime:
  • Self-defense - an act committed in self-defense is unlikely to carry a punishment, unless severe recklessness is involved.
  • Defense of others - an act committed in the defense of another may result in a lowered punishment, especially in the case of protecting another from physical violence.
  • Acting in accordance with royal orders - All orders given by the Queen are legal by definition. Therefore, any action taken in furtherance of these orders will have this fact taken into consideration. It does not protect from flagrant abuse of authority, and all final determination will be made at trial.

The following factors will work against a plaintiff at trial, or at least will not work as mitigating factors:
  • Concurrent commission of a crime - those in the act of committing a crime cannot expect the protection of the law, should they be injured in the process. E.g., if you are robbing someone, you will probably not succeed in pressing a case of physical assault if it happened as a consequence of your actions.
  • Ignorance of the law: No excuse.

12
Character Sheets / Hyleori [Herbalist/Alchemist]
« on: August 23, 2015, 02:22:03 PM »
Basic Info:
Full Name: Hyleori (translates to 'Watchers of the Woods')
Aliases: None
Species: Tree Nymph
Subspecies/Race: Meliai (Nymph of the Mountain Ash)
Age: 132 years
Apparent Age: mid 20s
Gender: Female (as all tree nymphs are)
Height: 5'
Weight: 106 lbs
Build: Curvy/Hourglass
Complexion: Fair with green undertones
Markings: Patches of darker skin with a bark-like texture.
Hair Color/Style: Cinnamon with red highlights. Long - down to her butt, some braids and dreads with beads and bits of nature woven in.
Eye Color: Pale green with flecks of yellow
Appendages: Branch-like horns wrap back around her head and sometimes sprout leaves.
Handedness: Right

Primary Class: Merchant
Secondary Class: N/A
Profession: Master Herbalist / Bee Keeper
Appearance: Short in stature, this tree nymph stands about 5'. She is quite curvaceous for her size and typically wears form-fitting fabrics to accentuate this. Skin is pale with a greenish hue, scattered with darker patches that look a bit like bark; a thin, natural armor. Flowing waves and bouncy curls hang down to her butt. Thick braids keep her hair from tangling in the branch-like horns that curl back along her head.


Personality:
Demeanor: Shy and polite. She attempts to be cheerful and optimistic whenever possible
Mannerisms: Shy around new people/creatures. Mistrusting of dark/evil/unnatural beings. Kind-hearted and mostly just wants to help others live harmoniously.
Likes: Nature, sunrises and sunsets, rain
Dislikes: Lightning, fire (especially forest fires), evil beings
Phobias: Harm/Disaster coming to her family or her hearth tree, being struck by lightning
Alignment: True Neutral


Statistics:
Strength - Low
Dexterity - Med-High
Constitution - Low
Intelligence - Med
Wisdom - High
Charisma - High

Resistances: Most magicks (depending on their nature and strength), Charm,
Weaknesses: If separated from her grove for too long she will die (within 24 hours). If her tree is killed, she will likely die soon as well. Also weak to cold iron as she is a fey creature.


Possessions:
Weapons
- Long Bow - nothing special about it but she rarely even carries it.

Armor
- Natural Armor - Hy has a thin layer of bark-like skin which she can strengthen to protect herself. Just like hacking into a tree, though, it isn't terribly strong.

Trinkets
- Hy carries very few items and doesn't like to adorn herself with jewelry. She does have a coupe of keepsake boxes in her shop where she stores anything precious to her.


Abilities:
(Natural)
- Tree Form - Can take the form of a tree or shrub. Can only be discovered by a detect magic spell. [Instant cast]
- Escape - Can disappear into any nearby tree, unless she is startled. [Instant cast]
- Charm - Short term (1-2 hours) mind control, typically making the person more trusting of her. Is dependent upon the individual's mental resistance. [1 count spell]
- Suggestion - Influence another's course of action. Lasts 1-2 hours or until the action is completed. Is dependent upon the individual's mental resistance. [1 count]

(Learned)
- Entangle - Grasses, weeds, bushes, vines and even trees wrap, twist, and entwine about creatures in the area. Lasts 2 rounds or until broken. [2 count]
- Deep Slumber - Put individual(s) into a trance-like sleep. Can affect everyone in an area. Lasts 1 round. Is dependent upon the individual's mental resistance. [2 count]


RPR: http://www.rprepository.com/c/hyleori
Other Pertinent Info:
Scent: She smells like a tree, mossy and earthy with the lingering smells of the spiced, herbal incense she burns in her shop
Aura: Pink and Green - Pink Aura people are by nature loving and giving. They love to be loved too. Because of this they gather around them close friends and family at every opportunity. The Pink Aura individual is a natural healer, highly sensitive to the needs of others and has strong psychic abilities. Green Aura people are highly creative and very hard working. They strive for perfection in everything they do. They have a very determined and down to earth nature and will not allow fanciful dreams and unrealistic ideas to color their world.
Energy: Hy has a very strong energetic field. Those sensitive to magics and energy will often feel her proximity before seeing her, though her energy is always loving and kind, and well.. earthy. Those of a negative, unnatural or evil alignment will always be felt when they enter her field, though she's become quite skilled at blocking them out.

13
Continuity Knowledgebase / Who's Who
« on: August 02, 2015, 03:51:41 PM »
Furc Name:IC Position:OOC Position:
(If Applicable)
Royal Family & High Council:
Elora Elaniae (Lady Enchantres)QueenRah
James DarkarmaKingAdmin
AlhsomMaster of DefenseAdmin
AbaddonMaster of LawsAdmin
IdaniMaster of Diplomacy
DraumMaster of Coin
DelysiaMaster of City Services
VuoriMaster of Agriculture

Bloodsworn Guards:
Render IcebladeHigh CommanderLore Master

Nobility & Officials:
Old Eileadoran Nobility:
Elaniae
Xiloscient
Darkarma
Wolfhound
New Eileadoran Nobility:
Snowe
Frost

Eileadoran Research Division:
Noman
Sedai (Rapt) LoreMaster
Dergo
Vallahd Sacretor

Eileadoran Defense Force:
Amena BrittaSheriff
ArinalcaGuard

Healers:
OuraniaMaster HealerHelper
Antonius (ALCHEMIST)Surgeon
Zehera
Dorax
CastialiaMidwife

Shopkeepers:
VacantStablemaster
BartholomeusAtlantian Blacksmith
Vallahd SacretorCelestial Blacksmith
DergoDwarven/Grecian Blacksmith
James DarkarmaEarthen BlacksmithAdmin
Sedai (Rapt)EnchantressLoreMaster
VacantTailor
Freya RiversRune & Magic Craft
Butcher
HyleoriHerbalist
Ameera NasrinHorticulturist
Bean WiggenautCoffee Barista
VacantBookseller
MiroirConfectioner
Riley KellerCrypt Keeper
Marsuvees NalstRestaurateur

Guild & Organization Leaders:
EpitomeFighters - Twin Drakes
RiressilMages - Sairon
Key SorelBards
ZylaAdventurers

14
Continuity Knowledgebase / Lost? (Dream Maps)
« on: June 24, 2015, 08:20:29 PM »
City Map:
visitors can't see pics , please register or login



Underground Map:
visitors can't see pics , please register or login



Castle & Cathedral Maps:
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Map Gallery: https://imgur.com/a/ZtLbl


15
Continuity Knowledgebase / Home and Shop Availability
« on: June 17, 2015, 07:05:19 PM »
There are several areas throughout Eileadora to live or work.  Homes vary from grand noble estates, to homes for the commoner, to underground hovels.  One can take over management of a main structure/business, own a small shop, or manage a guild.  All areas that are vacant and available are labeled.

Noble Homes: N# - Noble homes are for those with status or means. ** Nobles may also request quarters within the castle.
Townhomes: T# - These are 3 story houses meant for larger families who arent 'noble'.
Homes: H# - More basic housing for those with a job but not necessarily rich, or no need for a larger space. ** Homes may usually have a basement added so long as I still have building room. Just ask.

Underground: U# - There are several rooms throughout the waterways that can be claimed for any number of purposes. Some new areas can still be created if you're looking for something specific (there are also underground caves)

Shops: S# - Shops are split between the Craftsman's District (master trades) and the Merchant's District (generic shops). Merchant's/Tradesmen can also take up a spot in the marketplace by the docks, or the underground marketplace if their goods need to be a bit more secretive >.>

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