News

Recent Posts

11
Character Sheets / Maise
« Last post by Maise on November 28, 2018, 05:38:26 PM »
Have you previously submitted an application/character sheet which has been approved? No
Tell us a bit about your RP experience to date: I've been role playing for sixteen years, give or take. I just joined Furcadia again after a prolonged absence. I'm a lot rusty.
Why are you interested in joining the dream? It's about the only active community that I've found and I'm eager to get back into the swing of role playing.

Basics / Biography Data
Furcadia Name: Maise
Character Name (if different):
Alias(es): Mutt
Species: Human
Subspecies/Race: Shapeshifter
Age: 30
Apparent Age: Late twenties.
Gender: Female
Height: 5'8"
Weight: 160
Build: Strong, thick and a bit pudgy.
Fur/Skin Color: Tanned, freckled.
Hair Color/Style: Sun bleached blonde.
Eye Color: Deep blue.
Markings/Scars: Many, but none she displays.
Appendages:
Handedness: Right
Primary Class: Other: Fighter, Swashbuckler. Retired.
Secondary Class (optional):
Profession: Hand for hire, freelance.
Appearance (Furcadia Description): She was not a beautiful woman, but at thirty she possessed a mature comeliness. She wore narrow, mid-calf length pants, a knee-length multi-fabric wrap skirt in bright clashing colors, and an embroidered brown sleeveless vest over a light blue off the shoulder long sleeved blouse. Her legs were long and firm, her shoulders broad, but her stomach pudged out gently and her hips were wide. There was strength in her high-cheekboned face and a keen intelligence in eyes the color of dark blue velvet. Her sun blonde hair was abundant, but wild, loose strands--unwilling to be tamed by the braid she'd woven flowers into--softening the sharpness of her features.

Personality
Demeanor: Generally good natured and friendly.
Likes: Vodka, starry nights, bright clothes, and eccentric people.
Dislikes: Goat eyes, red cabbage, cunty little fuss pots.
Phobias (if any):
Alignment: Chaotic Good (Rebel)
Description: Strong believers in freedom who like to make their own way and hate people who bully other people and try to push them around. They will often have a strong moral code which may not agree with the law. Example: Robin Hood .
Cribnote: WE DON'T NEED NO STINKING BADGES!

Statistics
Strength (STR): Medium-Low
Dexterity (DEX): Medium
Constitution (CON): Medium
Intelligence (INT): Medium-High
Wisdom (WIS): High
Charisma (CHA): Medium
Overall Evaluation: (70) Strong

(Strengths / Resistances) / Weaknesses
Strengths / Resistances: Creative, self-assured, stubborn, unafraid to fight dirty, and some magic resistance in canine form.
Weaknesses: Can be lazy and reckless, with little to no resistance to poisons (and magic in human form). Out of shape.

Possessions
Weapons
  • Weapon: Knives
    Description: She keeps a handful hidden on her person at all times.
Armor
  • Armor: Usually none
    Description: (If she wears any it's just light leather protectors for her upper thighs, arms, and torso.)
Trinkets / Items (owned or worn):
  • Item: Tattered pack
    Description: Usually contains alcohol and an extra pair of clothes.

Abilities
Natural Abilities
  • Ability: Shapeshifting
    Description: Born with the ability to shift into a medium-large canine.
  • Ability: Hightened sense of smell, sight, and hearing.
    Description: Benefits of her ability in human form.
Learned Abilities:
  • Ability: Fighting
    Description: Hand to hand and dirty trick fighting.
  • Ability: Knife work
    Description: Aimed at killing, not maiming.

Other
RPR Profile (or other website) URL (optional): https://www.rprepository.com/c/maise
Other pertinent info:


12
Character Sheets / Re: char app
« Last post by Derp on November 27, 2018, 07:40:48 AM »
Approved!
13
Character Sheets / Re: char app
« Last post by Ganol on November 26, 2018, 12:11:45 AM »
For what it is worth, I vouch for this character.  I have RPed with her for months, and she has never "God moded" or broke rules.  She is good at balancing battles with her weaknesses, and always works with everyone to make sure everyone is having fun and not being ignored.    She is a great addition to the dream.  -Ganol
14
Character Sheets / Sunne
« Last post by el sol on November 25, 2018, 11:55:32 PM »
Have you previously submitted an application/character sheet which has been approved? No
Tell us a bit about your RP experience to date: I've been RPing for over 10 years in a variety of settings (forum, in client, discord, etc.).
Why are you interested in joining the dream? Because I love the dream, love the people, and love the setting. This was also the first dream I rp'd in after transitioning this character to Furcadia.

Basics / Biography Data
Furcadia Name: Sunne
Character Name (if different): Sunne
Alias(es): Sun
Species: Half-Giant
Subspecies/Race:
Age: ~2,000
Apparent Age: 20
Gender: Female
Height: 5'5"
Weight: 162.5 lbs (about 30% heavier than she appears to be)
Build: Slight hourglass
Fur/Skin Color: Light
Hair Color/Style: Brunette, bob style
Eye Color: Hazel
Markings/Scars: None
Appendages: Normal four
Handedness: Right
Primary Class: Warrior
Secondary Class (optional):
Profession: Warrior
Appearance (Furcadia Description): Sunne stands 5 foot 5 inches, however she weighs about 30% more than she should owing to the density of her bones and flesh. She has a slight hourglass figure with wide hips, thick legs, and average sized breasts. Her arms and legs are lightly toned and she seems generally fit and healthy. She has dark brown hair that is naturally wavy and usually kept just above shoulder length. Her eyes are hazel in color and her skin is light and free of imperfections, with no visible scars.

Personality
Demeanor: Friendly, amicable, extroverted, outgoing, adventurous.
Likes: Travel, mystery, trying new things, alcohol, men, women, fighting, games, gambling, fishing.
Dislikes: Pettiness, bitterness, arrogance, self-centeredness.
Phobias (if any): Deep water, wargs, angels (reacts violently to the latter two), being deep underground.
Alignment: Chaotic Good (Rebel)
Description: Strong believers in freedom who like to make their own way and hate people who bully other people and try to push them around. They will often have a strong moral code which may not agree with the law. Example: Robin Hood .
Cribnote: WE DON'T NEED NO STINKING BADGES!

Statistics
Strength (STR): High
Dexterity (DEX): Medium
Constitution (CON): High
Intelligence (INT): Medium-Low
Wisdom (WIS): Low
Charisma (CHA): Medium

(Strengths / Resistances) / Weaknesses
Strengths / Resistances: Ages slowly, hardy, resistant to temperature extremes (but not immune to the effects of magical ice and fire).
Weaknesses: She is particularly weak to water and dark magic (double damage), psionics (no defenses against these), other magics (also no defenses against these).

Possessions
Weapons
  • Weapon: Sunbrand
    Description: A magical scepter/mace that can produce brief bursts of harmful solar energy, causing sunlight/burning damage in the form of momentary beams or blasts whose effect decreases exponentially over distance. However, using it for any prolonged period of time rapidly heats the scepter up until it will reduce the owner to ash if they're not careful. (Can only be used up to 3 times per day safely, requires 24 hour cool down afterwards.)
  • Weapon:
    Description:
Armor
  • Armor: Gilded armor/dress.
    Description: A dress comprised of white ruffles, golden leather, and a gilded breast piece with cape clasps and a choker. Also includes an enchanted cape of flying.
  • Armor:
    Description:
Trinkets / Items (owned or worn):
  • Item: Celestial Skiff
    Description: A small skiff airship. Its sail can only be propelled by light (either natural or produced by her scepter), and can travel at faster speeds than most wind-propelled airships of similar size.
  • Item:
    Description:

Abilities
Natural Abilities
  • Ability: Strength
    Description: Sunne is extremely strong, owing to her giant blood, and is capable of feats of strength far exceeding what any normal human and most other supernaturals are capable of, from bending steel beams to punching through solid concrete.
  • Ability: Hardiness
    Description: She is also extremely hardy, able to shrug off bone-crushing impacts and even survive exposed to the vacuum. The density of her bones and flesh allow her to survive injuries that would kill the average person, and she is usually able to recover from these wounds without permanent scarring as well.
Learned Abilities:
  • Ability: Combat
    Description: Sunne has been trained as a professional soldier and participated in several wars serving on the front lines. She's a decent enough fighter with daggers and swords, but excels with maces, spears, and hand-to-hand combat/grappling.
  • Ability: Multilingual
    Description: Sunne is fluent in all of the Germanic languages plus Common.
  • Ability: Survivalist
    Description: While certainly not an expert at any one skill, Sunne knows how to start a fire, prepare a camp, hunt and fish, and generally survive in the wilderness. She can also count on other basic homemaking skills such as simple sewing, basic gardening, etc.
  • Ability: Athleticism
    Description: Running, jumping, climbing, and swimming. Sunne's in good physical condition and has good balance and fine motor control.
  • Ability: Jack-of-all-trades
    Description: ...and master of none. Sunne takes on odd jobs for a living, from simple delivery jobs to mercenary work and everything in between. She's done a little bit of everything, excluding specialized work (such as healing, mage jobs, etc.) and has a broad amount of basic knowledge on a variety of subjects. That said, she's far from being an expert in any one trade and so she tends to work in teams of other experts, leaning on their knowledge to help accomplish the job.

Other

Other pertinent info: Please PM or message in game for any changes or issues. :)


15
Character Sheets / Attilius
« Last post by Luctus on November 14, 2018, 12:38:44 AM »
Basics / Biography Data
Furcadia Name: Attilius
Character Name (if different): Caius Noctis Attilius
Alias(es): Siegfried Liechtenauer
Species: Human
Subspecies/Race: Vampire
Age: 2808
Apparent Age: 34
Gender: Male
Height: 6'2"
Weight: 202 lbs.
Build: Athletic
Fur/Skin Color: Pale
Hair Color/Style: Black
Eye Color: Blue (Red)
Markings/Scars: None
Appendages:
Handedness: Ambidextrous
Primary Class: Warrior
Secondary Class (optional): Mage
Profession: Aristocrat
Appearance (Furcadia Description): Shoulder length hair of jet black hue framed an undeniably handsome face. Complexion was quite fair, yet not quite so lacking in pigment as to leave one bereft of color. Silvery-blue irises contrast strongly with such dark hair, and perhaps even more strongly still with the red tint occasionally taken on by this breathtaking fellow's otherwise ordinary pupils. Features were pronounced, simply put, possessed both of excellent bone structure and distribution of facial muscles to back that up. Such a prestigious and noble fellow surely wore attire of matching prestige: All began with the waistcoat woven from the finest of available materials available; coloration was of primarily black, but the clothing article had been given some intricate golden patterning down the center from neck all the way down to waistline. Whereas a simple white shirt was worn underneath, a twin-tailed long coat lie above. Again sticking to the black theme, its colors deviated only in that lapel presented with an almost marble-like patterning of different shades of purple. Each of the coat's cuffs were rigid, almost as if they'd had some sort of solid material woven into them to maintain shape, and ruffled quite cloth protruded slightly forward from beneath both, covering the wrists. Pants and riding boots were of course black, with the latter possessing a distinct golden ring around the exact point where boot ends and pants begin. The last major piece of clothing consisted only of a large, heavy looking high-collared black cape with dark purple inline; a silver chain latched one side to the other and maintained it in place. He'd little in the way of ornamentation save a ruffled, white cravat and the pure silver cross hanging via chain from the dark purple sash wrapped about his waist.

Personality
Demeanor: Redacted
Likes: Redacted
Dislikes: Redacted
Phobias (if any): Redacted
Alignment: Neutral Evil (Malefactor)
Description: A purely selfish type, with no concern for other people or the law, but without as much lust for killing as Chaotic Evil characters. Example: Case (from Neuromancer by William Gibson).
Cribnote: Society's rules don't pertain to me, but I'm no criminal.

Statistics
Strength (STR): High
Dexterity (DEX): Medium-High
Constitution (CON): Medium
Intelligence (INT): High
Wisdom (WIS): Medium
Charisma (CHA): Low

(Strengths / Resistances) / Weaknesses
Strengths / Resistances
  • Strength / Resistance: Immortality
    Description: As a vampire, Attilius is very hardy; he is resistant to most forms of injury, immune to most if not all diseases, does not age, and cannot die as a result of natural causes. Injuries he sustains heal quickly even by vampire standards, but this is dependent on having enough blood in his system to facilitate the repairs.
  • Strength / Resistance: Vampire Physiology
    Description: As a predatory creature of the night—a truly ancient vampire—Attilius boasts truly immense physical and mental parameters. He may perform feats of strength comparable with those of many greater demons, move faster than the elven eye can see, and withstand blows that would surely shatter the bones of ordinary vampires. His brain, nervous system, and five primary senses function many times more quickly and efficiently than those of a human, enabling him to effortlessly and accurately perceive the world around him even whilst utilizing his natural speed to its fullest. As he is undead, the vampire does not need to breathe or consume any form of sustenance other than blood.
Weaknesses
  • Weakness: Burning
    Description: Fire can be deadly. The flesh burns somewhat more readily than a living human's and doesn't take quite as long to properly ignite. The vampire possesses some resistance to burning if well fed, but fire remains an excellent tool for bringing him down none the less.
  • Weakness: Holy Symbols
    Description: These may be used to repel if brandished with faith and even cause burns if applied directly to exposed flesh. The vampire is not, however, compelled to flee at the sight of a faithfully presented holy symbol, though he does find the sight of them unpleasant. Symbols presented without faith are utterly useless.
  • Weakness: Magic Weapons
    Description: Most enchanted items offer no more risk to the elder than they would a live target. Some, however, specifically target vampires—these function well against Attilius, though their effects tend to be lessened to a point that they often require repeated hits or grievous injury to pose an immediate threat to the old beast's millennia long unlife.
  • Weakness: Reflection
    Description: Or rather a lack thereof. There is no known method of overcoming this flaw.
  • Weakness: Running Water
    Description: Submersion in running water can be the undoing of the common vampire. It leaves them motionless and powerless, suspended in liquid and carried upon currents until decay finally claims them. As an ancient, Attilius is instead only weakened and slowed if fully submerged. Water could be used as a means of containment, but it cannot by itself destroy the vampire.
  • Weakness: Shadow
    Description: Once again a lack thereof. The vampire casts no shadow even in direct sunlight.
  • Weakness: Sunlight Exposure
    Description: Direct sunlight causes the flesh to dry out and crumble away like dust, though the process is notoverly quick or immediately life-threatening. It can reduce the elder little more than a mummified corpse in a relatively short period of time.
  • Weakness: Sunlight Sickness
    Description: Indirect sunlight poses a problem all its own. It will not burn the vampire, but it does greatly weaken him for so long as he is exposed. Additionally, remaining active during daylight hours can be quite taxing. Doing so repeatedly can leave the elder drained of his powers and crippled by exhausted, most likely leaving him vulnerable.
  • Weakness: Thirst
    Description: No vampire is exempt from their appetite for blood. Attilius must consume one quart of blood per week in order to maintain his vitality. Failing this, his powers will steadily decrease until he falls into a coma-like state much deeper and more terrifying than even involuntary torpor. Dietary requirements may increase during periods of increased activity and when recovering from severe injury.
  • Weakness: Torpor
    Description: Otherwise referred to as the sleep of ages. The vampire may enter it willingly or unwillingly, depending on circumstances. Torpor can be forced by inflicting catastrophic physical damage that falls just short of being lethal, wherein the elder is driven into to a sleeping state for a period of not less than one month to recuperate. Voluntary torpor may be shaken off at will. In either case, the vampire retains only partial awareness of his surroundings whilst in this state. His ability to perceive danger remains, but the time it takes to rouse oneself from this state makes for great vulnerability if not hidden away or protected.
  • Weakness: True Faith
    Description: Faith is a powerful tool even without being focused through a symbol. Beings possessing truly magnificent faith of a goodly sort may simulate the effects of brandishing a holy symbol without actually possessing one, although it will not be as effective as if they were.
  • Weakness: Wooden Stake
    Description: A stake through the heart will not immediately slay the elder. He is instead driven into a sleep-like state similar to (but also quite different from) torpor, wherein much of his flesh crumbles and what remains takes on an extremely emaciated appearance. Failure to fully pierce the heart with the stake is likely to only stun and enrage the vampire.

Possessions
Weapons
  • Weapon: Misericorde
    Description: Coming soon
  • Weapon: Longbow
    Description: Coming soon
  • Weapon: Longsword
    Description: Coming soon
  • Weapon: Lucerne Hammer
    Description: Coming soon
  • Weapon: Rapier
    Description: Coming soon
Armor
  • Armor: Maximillian Armor
    Description: Coming soon
  • Armor: Modified Kite Shield
    Description: Coming soon
  • Armor: Reinforced Buckler
    Description: Coming soon
  • Armor: Steel-banded Round SHield
    Description: Coming soon
Trinkets / Items (owned or worn):
  • Item: Bloodstone
    Description: A dull red stone set in an amulet that is often kept hidden in one of the vampire's many pockets. Believed by some to be an example of the fabled philosopher's stone, it is in fact the crystallized blood of a long-dead mortal lover from long ago. The stone allows its owner to walk in open sunlight for a period of not longer than one hour each day if worn openly on the neck but has no effect if concealed.
  • Item: Heartstone
    Description: A black stone set within a silver ring frequently worn upon the vampire's right middle finger. The ring appears to have no practical use outside of its function as a sort of skeleton key. With concentration, the elder may utilize this ring to unlock virtually any door or object he may come across. What few realize is the curse also carried by the ring. Deep within its black core is a tiny piece of a regretful woman's heart. Her spirit has passed on, but a shade of it remains with her corporeal remnant. It will attempt to manipulate any whosoever should wear the ring other than the man she had so loved in life.

Abilities
Natural Abilities
  • Ability: Darkvision
    Description: Like most of his kind, Attilius has no difficulty in seeing even in conditions of total darkness. Visual acuity, range, and even depth perception remain completely unaffected by light level, though direct sunlight is far more painful to stare at than it would be for a human.
  • Ability: Empathy
    Description: A natural empath, the elder can get a clear sense of emotions and surface thoughts running through the people and animals around him. He may choose to attempt to alter those emotions to suit his ends, though success is determined on a case by case basis. Animals commonly associated with death and the night are far more susceptible and tend to feel a sort of natural kinship with the vampire even without coercion. Persons whose blood the vampire consumes become much more vulnerable to this ability, and those who drink of him in turn are robbed almost completely of their capacity to resist.
  • Ability: Psychokinesis
    Description: The psychic ability to influence a physical system without apparent physical interaction. A versatile ability, it may be used to lift or levitate objects, to grasp or crush, and even to create a strong repulsive force. Typically channeled via gestures rather than thought alone, the vampire's psychokinesis requires proper concentration in order to achieve its full potency.
  • Ability: Reliquary
    Description: Creatures slain by fang or claw remit their souls into the vampire's custody. These unfortunate beings are forced to dwell within a chaotic realm of blood and eternal night for so long as they are owned, and the more time they spend there the less of their original selves remain. Be they animal or man, the outcome is always the same: transfiguration of the spirit into something more malleable—unholy servants bound only to the ancient vampire's will. Particularly powerful or noteworthy individuals may yield a new ability or trait once absorbed, but seizing the opportunity to gain something new does prevent victimized spirits from being turned into familiars.
  • Ability: Shape-shifting
    Description: Possible forms include mist, various creatures of the night (bats, insects, ravens, wolves, etc.), essentially any mortal appearance the vampire can concoct, and the shape of an enormous bat-like creature which some believe to be the vampire's true self. All abilities are greatly augmented whilst the elder is in monstrous form, but it does cause him to metabolize blood more quickly.
Learned Abilities:
  • Ability: Martial Training
    Description: The vampire is an adept unarmed combatant, being well adapted to it through a combination of potent vampiric gifts and in-depth understanding of humanoid anatomy. He's developed his own unique martial art revolving around maximizing the effective use of his claws and heavily punishing an opponent's mistakes. He possesses additional knowledge of swordsmanship, specifically the combination of a weapon in one hand and a slightly modified shield in the other.
  • Ability: Polylinguist
    Description: Attilius can fluently speak the following: English, French, Gaelic, Greek, Latin, Norn, Norwegian, Romanian, Spanish
  • Ability: Polymath
    Description: The old vampire's long life has granted him sufficient time to become a brilliant philosopher and scientist, gaining great understanding in the following fields: astrology, chemistry, engineering, history, religion, and even magic.
  • Ability: Sorcery
    Description: Scions of inherently magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess. It is from the former the vampire draws his magical proficiency, with rebirth as a creature of the night having served only to enhance and awaken the innate potential in his blood. Practitioners of sorcery typically possess a very limited number of spells, but they compensate for this by being able to cast them on the fly; no forethought, material components, or books of spells are required. Unique to Attilius is the ability to acquire new spells by drinking the blood of other magic users.

Other
RPR Profile (or other website) URL (optional):
Other pertinent info:
16
Continuity Knowledgebase / Re: Island Flora & Fauna
« Last post by Eliel on November 10, 2018, 08:43:25 PM »
Lakes & Rivers (Freshwater)

Trees:
Cottonwood
Silver Maple

Plants/Flowers (Flora):
Algae
Bulrush
Cattail
Duckweed
Watercress
Water Hyacinth
Water Lily

Animals (Fauna):
Common: Bass, Black Flounder, Bream, Carp, Catfish, Cottonmouth, Eel, Goldfish, Heron, Minnows, Mussels, Muskrat, Otter, Platypus, Trout, Turtles
Insects: Black Flies, Chiggers, Earthworms, Leeches, Mosquitos, Ticks

Unique:
Alligator Snapping Turtle - Almost completely typical for the species other than being about 5% larger than the norm; maximum attainable size is unaffected. A combination of abundant prey and long term exposure to the island’s inherent magic have resulted in a slightly larger, more aggressive alligator snapping turtle than many realms.

Boers’ Eel - An electric eel that can grow up to three feet in length. It is characterized by the its unusual number of gills (eight) and the presence of a secondary set of jaws capable of protruding from within the throat either to help grip prey or to tear chunks off and draw them back to the throat for swallowing. The regular mouth’s teeth are nearly all curved backwards to help grip prey. The animal is capable of delivering a shock of up to 10,000 volts at 800mA for up to ten milliseconds, making it capable of outright killing many other creatures in its environment. While this could conceivably stun the average adult human male, the shock is unlikely to prove fatal beyond the possibility of posing something of a drowning risk. Special sensory organs running along its snout and underside aid in detecting its prey via electrical impulses. Boers’ eel is known to have relatively poor eyesight.

Dead-eyed Skullfish- A common, black-eyed variant of the koi-like Common Skullfish, they are a mottled black and white piscine dream for an alchemist. Though these bottom-feeders have a flavor most commonly likened to manure, skullfish yield innumerable useful ingredients for salves and potions and the shallow water populations have been nearly fished out because of this. The possibility of deeper-dwelling populations exists, one twice the average size was fished out of the bottom of a lake by a Jonathan Featherbottom, but no one else has been able to verify this. Recorded uses for the black-eyed skullfish are as follows:
Eyes- can be squeezed into a mixture of milk and urine to cure cataracts
Skull- can be ground into powder for an unguent that on first application to the eyes causes hallucinations and on second, allows the user to see through invisibility spells, can be imbibed for similar but weaker effects
Scales- can be powdered and used as a minor enhancer for other alchemical effects
Innards- are good for nausea and ulcers when dried, ground and boiled in wine, though the flavor is still regrettable
The bones  are known for making exceptionally sharp, durable needles, prized by seamstresses.

Giant Crayfish - Commonly found in rivers but not so much lakes unless one sticks to the shallows and muddy banks. These invertebrates can grow up to 90 centimeters long and weigh as much as 8 kilograms. They commonly maintain burrows along riverbanks and may occasionally attempt to move inland during periods of heavy rain and flooding. Their young typically stick to small creeks and tributaries until old enough to fend for themselves. Despite its size the giant crayfish mostly sticks to carrion.

Purple Mudcrab  - These large crustaceans tend to remain relatively near but not always in bodies of freshwater; lakes, streams, tributaries, and even simple creeks are all sufficient. The purple mudcrab is roughly the size of an iron coin at birth and will grow almost continually throughout its life potentially two hundred year long life, molting every two years until reaching a maximum size not exceeding 91 centimeters in length and 14 kilograms in weight. These crabs are highly cannibalistic; hard-shelled specimens regularly target and devour others of their kind that are mid-molt. Their diet consists of virtually anything living that is unfortunate enough to wander into striking distance; the crabs are opportunistic feeders, often lying motionless in wait for hours on end. The left claw is very fast and strong; it’s used used to quickly grasp and hold prey. The right claw is larger and slower, but its sharpness combined with the immense amount of force it can apply make it ideal for causing grievous wounds to prey--or slicing them up for easy consumption, sometimes before they’ve even died. It’s not bad for crushing shells or exoskeletons to get at the softer insides of tougher prey either.

Soft-shelled Ourogongi - One may call this mollusk a bottom-feeder, and they would be correct in that assertion. The soft-shelled ourogongi is something of a throwback to the days before many water dwelling mollusks had shed their shells. Its length never exceeds 30 cm, and its weight without its shell would certainly never exceed 2 kg. Eight limbs protrude from the front of a translucent shell that could, in the correct light, enable one to see the inner workings of the creature in question. The soft-shelled ourogongi’s arms lack suckers, possessing instead tiny fibers they use to collect algae and other near-microscopic life from their environment. The animal passes its arms through a uniquely evolved beak once they’re sufficiently caked in nutritious organisms. Its shell is quite useless as a defensive implement, sadly - and many animals prey upon it as a result.
17
Continuity Knowledgebase / Re: Island Flora & Fauna
« Last post by Eliel on November 10, 2018, 07:52:15 PM »
Swamps & Marshes

Trees
Live oak [seeds, coffee substitute, medicinal, tannin]
Mangrove
Pecan [nuts, medicinal]
Swamp Cypress
Water Tupelo [fruit, honey, cork, dye]
Wax Myrtle [edible, tea, medicinal, dye, wax]

Spirit Tree- A relative of the banyan, spirit trees have aerial roots running from their branches to the ground that enable the trees to grow up to 200 meters in diameter. Though they have been known to growing more arable land, they prefer the damper areas of the swamp, and are revered by the Draegir as a representation for eternal life because of their seemingly ever-expanding size. Usually a Draegir settlement is centered around one of these arboreal giants, used as a meeting place. They can be used to make a brown dye and harvested for their fig-like fruit.


Plants/Flowers (Flora)
Resurrection fern [tea]
Spanish moss
Fragrant water lily [edible, seeds, medicinal]
Pondberry
Cardinal flower [medicinal]
Blue flag iris [dye]
Marsh willow herb [edible]

Kohnjigi Ohnjigi - These plants are believed to exist as one singular entity spread across the entirety of the marsh. Scholars suspect that either their roots are fully intertwined, leading to a sort of codependency, or all examples of this plant seen on the surface are in actuality extensions of a singular entity far below. In either case, the tulip-like pods that grow from the kohnjigi ohnjigi’s exposed limbs carry within them the building blocks of creatures known colloquially as mimics. Leaves and bulbs taken from the kohnjigi ohnjigi are believed to possess powerful regenerative qualities when worked into salves, pastes, and potions.

Marsh Mold  - Marsh mold is both an ordinary mold that grows on dead bodies and an animate creature that may occasionally be vaguely humanoid in appearance. The former represents its regular state, wherein the mold grows on dead or dying animals and consumes them by accelerating their rate of decay. The mold then, once sufficiently nourished, releases spores into the air to further propagate its species. The latter occurs when mold spores latch onto the body of something biologically immortal -- the mold grows as normal, but it cannot as quickly or as fully consume its victim. Instead, victim and mold become indivisible from one another; the mold encompasses and absorbs the victim, adding their biomass to its own whilst simultaneously approximating some vaguety of their form, albeit in a sludge-like state brought on by perpetual decay. Some reports would seem to indicate that the mold even gains a small amount of its host’s intelligence from the arrangement. Regardless, it must seek out and consume living biomatter in order to maintain itself in a state of relative homeostasis, otherwise its rate of decay may accelerate past what the regenerative properties of its newly acquired body can combat and result in its eventual dissolution. Mold-hybrids cannot produce spores, but they can inject living creatures with some of their own biomass to begin a process that will eventually convert the victims into duplicates of the original.

Mimic - A blank slate if there ever was one. The mimic is in actuality a type of plant despite most scholars grouping it in with the local fauna due to its propensity for changing properties. Every mimic begins its life within the pod of a kohnjigi ohnjigi plant. Only once a humanoid creature has entered into the mimic’s territory will its “tulip” open to release one of the creatures, whereupon it quickly takes the shape of a featureless green and brown humanoid; it lacks eyes, any orifices, and even the most basic hints of distinguishing features other than its alarming lack thereof. Its first and only objective is to pursue the individual that triggered its release with immense aggression, as it knows instinctively that it must kill and replicate this person if it is to perpetuate the species. Mimics possess a beast-like cunning but no real intelligence until after they’ve acquired their victim’s memories, at which point their intellect will increase to match that of the individual whose life they intend to assume. These creatures are excellent at blending in -- even victims’ closest relatives seldom realize there’s been a change, but sometimes the duplication process may omit a tidbit of important information there or there. Duplication is accomplished through a combination of DNA mimicry, requiring direct physical contact, and the mimic’s innate psionic powers allowing it to perfectly copy a subject’s memories unto itself. Their objective is to propagate the species by either impregnating or becoming impregnated, depending upon the sex of the individual copied. In either case, the resulting child will also be a mimic. It will feel compelled throughout its life to return to the marsh and enter the same pod its parent emerged from (or another, if that pod was destroyed) in order to begin the process anew via reversion to the plant-like state its parent was once in. This process also allows the kohnjigi ohnjigi to upgrade future mimics with additional physical or mental characteristics based on the memories it pulls from the head of the new generation, as they also hold their parents’ sum total memories from the time of conception within their DNA.


Animals (Fauna)
Common: Alligators, Crabs, Crawfish, Frogs (various), Herons, Mud Snakes, Newts, Rattlesnakes, Salamanders, Toads (various), Turtles (various),
Insects: Mosquitos, Beetles (various), Black Flies, Cicadas, Dragonflies, Pill Bugs, Spiders (various), Ticks, Water Striders

Unique:
Black-beaked Snapping Turtle - Otherwise known as alligator snapping turtles of unusual size. These hulking testudines range from 2.2m to 7.2m in total length and may reach weights in excess of 700 kg. The black-beaked snapping turtle is so named for almost black coloration of its beak. Unlike its normal counterpart, the black-beaked snapping turtle’s skin is capable of reactive color and texture change -- the animal adapts to its surroundings so that it may better ambush prey. One of these animals may lie dormant in the marsh for days on end whilst waiting for prey to take the proverbial and literal bait. Crystalline growths along the shell spread as the creature absorbs more magic from its food and surroundings, ultimately leading to a state wherein the shell has ruptured and grotesque amounts of flesh and innards may spill out into the creature’s surroundings. Despite this terrible fate, the turtles somehow survive their own evisceration and gradually become fused to the ground where they were when their split-shell syndrome, as it has come to be known, reached the terminal stage. It extends fleshy `roots` into the ground which then branch out into the area, just beneath the surface, and develop rows upon rows of sharp hooks, teeth, and other useful feeding instruments along the way. Animals reduced to this state subsist by drawing magic and nutrients from the surrounding marsh, by ensnaring small animals in nigh-invisible tendrils reaching up out of the ground in their general vicinity, and by engulfing larger prey items in excess flesh and digestive enzymes if they should happen to stray too close.

Maarothet - Believed to have once been raccoons, the maarothet does bear a striking resemblance to its alleged relatives in a plethora of ways, but it has just as many differences to separate it from them. Firstly and curiously, the maarothet has crystalline growths in place of its claws and fangs, and spikes of similar make run down its spine in rows. What may have once been a busy tail is instead coated in innumerable quills that, not unlike its teeth, fangs, and spines, do indeed appear to be crystalline in nature. These animals may take their coloration and markings from virtually anywhere on the grayscale, though darker colors are far more common. The maarothet may reach weights in excess of 11 kg and lengths upwards of 76 cm; their shoulder height is typically no greater than 34.5 cm. In addition to looking like raccoons, the maarothet even acts like them! … Sort of. The species displays aggressive tendencies towards anything of its size or smaller and will feed at virtually any opportunity. Worse still--and most curiously, one might add--is its ability to feed on any magic that is cast upon it. The crystals across its body permit the animal absorb magic almost without limit; its spines absorb, its tail vents to prevent overflow. This absorbed energy may be assimilated fully to temporarily augment the animal’s physical capabilities, fired back at its aggressors in the form of exploding quills from the animal’s tail, or transferred to other nearby members of the same species (requiring direct physical contact) which may then in turn perform any of the aforementioned actions with it. Failure (or loss of the ability) to vent magic quickly enough can result in overload that stimulates excess crystal growth, eventually consuming the animal in its entirety; or, if enough magic was poured into it swiftly enough, causing it to explode, likely taking everything in its general vicinity with it.

Marsh Wolf  - Once ordinary wolves of some sort, these monstrosities have been warped by continued exposure to the ever-increasing ambient magics in the marsh. The fur is normally matted and spotty at best, and the skin underneath can be far worse; exposed muscle and bone are common sights. The animals routinely display double-layered muscles and sufficient availability of connective tissues to enable them to function relatively normally despite the functional limitations normally imposed by such a mutation. Borrowing from serpentine physiology, the marsh wolf’s lower jaw is in fact capable of splitting open along its center line, allowing for a much larger bite radius and the swallowing whole of certain prey items. Three rows of shark-like teeth line the inside of the marsh wolf’s maw, although as well it does retain its (now extremely elongated) canine teeth. These canines are in fact the only teeth it has that are capable of delivering the powerful cyto neurotoxin stored in glands on either side side of the neck. Marsh wolves typically have three barbed tongues that can be shot out up to a distance of four feet, spaded tails, and see well into the infrared spectrum thanks to small pits just below and slightly ahead of the eyes. They remain pack-oriented, although the politics within their family units can be far more violent than in ordinary wolf specimens. These creatures may weigh up to 112 kg and stand as tall as 89 cm at the shoulder.

Skull-faced Bear - No one quite knows why or how these bears wound up living in the marsh, but there is one thing they do know: the animal is terrifying. Thinning and receding of the skin has left bone exposed along much of its snout, yet the animal does not appear to suffer in any discernible way from the types of maladies that would normally accompany such severe deformity. Skull-faced bears exhibit canine teeth up to twice as long as those of the average brown or polar bear and possess a secondary row of serrated, backward-curved teeth behind the first to help make sure their prey isn’t getting away once grabbed. Weighing up to 950 kg and standing at an average of 1.7 m at the shoulders, the skull-faced bear is more than capable of looking even tall people right in the eye without ever having to rise to its hind legs. But, if one of these bears should stand, it could potentially stand as high as a whopping 3.1 m. Skull-faced bears display frightful levels of aggression; the usual methods of deterring bear attacks serve only to further incite the beasts. Some of these bears possess the ability to disappear seemingly at will and reappear anywhere within visual range of their original position. Incurring damage triggers a runaway regenerative response in the skull-faced bear that, if repeatedly stimulated, will culminate in uncontrolled mutation that will make the creature many times faster, stronger, more aggressive, and more durable than it had been before. Indeed, the only way to damage the skull-faced bear once it mutates into this state is to strike the exposed brain stem at the back of the skull or the enlarged heart, which may or may not begin to protrude through the breast bone. Note that the bear can no longer utilize its `blink` after its mutation reaches this point.
18
Continuity Knowledgebase / Re: Island Flora & Fauna
« Last post by Eliel on November 10, 2018, 07:44:50 PM »
Northern Mountains/Forests

Trees
Red oak [acorns, tannin, dye]
Sweet chestnut [chestnuts, tannin, oil, medicinal]
White-bark pine [pine nuts, rosin, turpentine, tar]
Yellow birch [sap for winemaking and beer]
White ash [medicinal, dye, repellant]
Sugar maple [syrup, seeds, medicinal, perservative, potash]
Sumac [berries, roots, shoots, medicinal, dye, mordant, oil, tannin]


Shrubs/Plants/Flowers (Flora)
Mountain laurel [poison, medicinal, dye]
Blueberry [edible, dye, medicinal]
Blackberry [edible, dye, medicinal, fiber]
Raspberry [edible, medicinal, dye]
Huckleberry [edible, medicinal]
Rhododendron [incense]
Honeysuckle azalea
Fern [miscellaneous]
Lichen [edible, dye]
Nettle [tea, medicinal, dye, fiber, oil]
Yarrow [tea, medicinal, dye, skin cleanser]
Monkshood [poison, medicinal]
Cornflower [edible, medicinal, ink]
Red valerian [edible, medicinal]
Bleeding heart
Yellow corydalis

Tears of the Moon- similar to snowdrops, these drooping white flowers bloom, one to a plant, in tiny niche-like cups of fertile soil along the highest slopes of the northern mountains shortly after the winter solstice. As myth would have it, the moon wept when it saw how were-creatures were enslaved to its waxing and waning, and where each tear fell a flower bloomed. Though to harvest them involves risking frostbite and death by avalanche, they are worth considerably more than their weight in gold and highly sought after. When dried and powdered, the petals can be made into a medicine of sorts that will prevent a were from transforming during the full moon and it is rumored that there is a way to cure lycanthropy completely with them, though it has not yet been discovered.

Waterfall Holly- This denizen of the mountain slopes and general foresty undergrowth sports round five or six-spiked leaves [similar to mahonia bealei] and long draping groups of tendrils covered in pale blue-white berries that are sweet to taste... and sadly given to inflicting miserable stomach cramps and accompanying nausea on anyone foolish enough to go eating them.


Animals (Fauna)
Common: Bear (Brown), Bobcat, Cougar, Deer, Elk, Fox, Goat, Hawk, Owl (various), Pheasant, Big Horn Sheep, Squirrel, Wood Mouse
Insects: Ants, Bees, Cicadas, Dragonflies, Grasshoppers, Spiders (various - poisonous and non), Wasps

Unique:
Blood Beetle - Blood beetles are so-named for their habit of attaching to large mammals and drinking to their hearts' content. These insects typically grow to 17 centimeters in length. Their larval stage is considered odd due to its possession of an armored carapace almost from the moment it hatches. The plates grow along with the grub rather than having to be molted. Blood beetles typically lay their eggs in the open wounds of various mammals, as their young feed on raw flesh. Blood beetles are quite green despite their name, though one might see hints of red peeking through their abdominal plates after a large enough feed.

Frost Moth - These not-so-tiny creatures greatly resemble the animal that would one day be known as the poodle moth, but they are considerably larger; with a wingspan comparable to a dinner plate when full grown. The frost moth is a rarity in that it can bite - its mandibles are quite strong, even capable of painfully biting the average person. These mandibles are intended for gnawing one's way into plants for access to their nourishing sap. This same feeding behavior is exhibited by the insect's caterpillar stage as well.

Markhor - The markhor is a breed of mountain goat characterized both by its unusual size and a-typical horn shape--corkscrews. The animal's height typically ranges anywhere from 65 to 115 centimeters, its length between 132 and 186 centimeters, and its weight ranging from 32 kilograms all the way up to 110 kilograms. The markhor is commonly seen both high up in the mountains and down in the surrounding lowlands. A few may occasionally even wander further South. These goats are strict herbivores.

Lesser Gryphon - These gryphons strongly resemble vultures in their more bird-like areas. They lack the gripping strength of their fully predatory cousins, but their beaks are more than strong enough to crush bone. The feathering and fur on these animals is black with red highlights along the wings and a white collar around the neck. They've no feathers to speak of on their heads. Lesser vultures are generally comparable to bobcats in size--a fitting truth given that their feline anatomy far more closely resembles those than any sort of lion. Height, weight, and length are all comparable to those of a bobcat. This animal feeds chiefly on carrion, but it may occasionally opt to prey upon a small or severely weakened animal. Locals sometimes refer to them as greppons.

Mountain Bison  - Larger and sturdier than more common breeds of bison, the mountain bison--also known as wood bison--is well suited to higher altitudes and cooler climates. Its thick coat of fur serves as both insulation against the elements and a sort of armor against many would-be predators, up to and including young wyverns. Males typically grow to upwards of six feet in height at the shoulders, a whopping ten feet in length, and well over 900 kg in weight. The females, while smaller, are typically within three-quarters of the male's figures. The bison are strictly herbivorous.

Mountain Wyvern - The mountain wyvern strongly resembles the increasingly rare white dragon, though its wings are anchored to its arms rather than growing from the back. With a common length of twenty feet (counting the tail) and weight approaching roughly 2721 kg, these wyverns are the apex predators of their region. They do not possess a breath weapon of any sort, but a large stinger at the end of their thick, sinewy tails partially compensates; it injects a potent neurotoxin capable of paralyzing even the snowy gryphon in mere moments. Its preferred prey items are the aforementioned snowy gryphon and mountain bison, although they will pick off smaller animals such as the markhor or an unfortunate traveler if provided with the opportunity. These wyverns are strictly carnivorous.

Pigmy Snowy Gryphon - Surprisingly only distantly related to its larger counterpart further down in this list. The pigmy snowy gryphon typically grows only to the size of a large cougar, and its feline traits are often more pronounced than those of more common gryphon variants. It possesses cougar-like ears growing from its owl's head, a properly feathered tail, and talons more closely resembling those of its avian cousins than the feline. Its fluffier look, "puppy dog" eyes, and overall softer features tend to onlookers feel more at ease. ..... Right before they die. The pigmy snowy gryphon is quite voracious, exceeding even the local wyvern population in both prey drive and outright viciousness. One might liken them to a domesticated cat in that they will sometimes hunt simply for their own amusement rather than a need for food.

Polar Owlbear - These creatures are unlike standard owlbears in that they're adapted primarily to colder environments, though they can handle periods of relative warmth if they remain relatively inactive. These massive creatures strongly resemble the average owlbear in build but not in sheer size or coloration; stark white with occasional hints of tan dominate the pelts of these monstrosities. Males can reach heights of 167 centimeters at the shoulder while on all fours, and well in excess of 304 centimeters if standing upright. Females are almost as large. The animals may reach weights exceeding one ton. Also unlike regular owlbears, these creatures possess claws more akin to those of their owl counterparts than those of polar bears.

Snowy Gryphon - White and pure as the wind-driven snow, the snowy gryphon serves as something of a guardian of Etla's mountainous Northern region. These curious creatures differ from the common gryphon not only in their coloration but in that their more bird-like traits appear to have been inherited from a large species of owl rather than an eagle. Both a protector and a hunter, these majestic creatures could rescue a benevolent traveler one moment only to turn around and slay a hostile visitors the next. Males commonly grow up to 153 centimeters in height and an impressive 680 kg in height with females tending to be of similar yet very slightly smaller make. The snowy gryphon often targets markhor as their preferred prey when solitary, but a family unit may choose to attack larger prey. They usually avoid wyvern confrontations whenever possible, family or no.

Turkey Vulture - Ordinary in all ways save that long term exposure to the island's magics have resulted in a 10% size increase. Behavioral patterns are entirely unaffected. Turkey vultures are primarily carrion feeders with a very small percentage of their nourishment coming from opportunistic predation.

Wood Louse - Commonly known as a pillbug. These obnoxious creatures do not appear to care about any climate factors at all, are unaffected by altitude and don't appear to be meaningfully impacted by alterations to their immediate environment in any discernible way.

Wolpertinger - One may liken this unto a platypus in that it bears the traits of seemingly unrelated animals for no discernible reason. Its head resembles that of a rabbit, its canines those of a saber-toothed cat, its body larger-than-average ground squirrel, and the wings on its back those of a pheasant. It even has a pair of antlers that somewhat resemble those of a deer. This is not, however, a creature of myth and legend; it possess no inherent magical ability nor sufficient intelligence with which to command such prowess. The antlers are employed in exactly the same way a buck's might be, its wings only give it enhanced jumping and gliding ability rather than full flight, and its canine teeth are for little more than show and/or attracting a mate. They're herbivores. Hops are a favorite food of the wolpertinger.
19
Golden Stitch / Products and Services
« Last post by ThystLodagi on October 10, 2018, 12:21:15 AM »
Fabrics by the Yard

Undyed Fabrics
Quote
Wool, rough woven: 1 Copper/Yard
Wool, fine woven: 3 Copper/Yard
Linen: 4 Copper/Yard
Hemp: 1 Copper/Yard
Silk: 1 Gold/Yard

Dyed Fabrics
Quote
Disclaimer: Dyed wool only available in fine woven variety.
Wool, Woad or without mordant: 5 Copper/Yard
Wool with mordant, short dye: 1 Silver/Yard
Wool with mordant, long dye: 3 Silver/Yard
Linen, Woad or without mordant: 7 Copper/Yard
Linen with mordant, short dye: 2 Silver/Yard
Linen with mordant, long dye: 5 Silver/Yard
Silk Woad: 2 Gold/Yard
Silk with mordant, short dye: 4 Gold/Yard
Silk with mordant, long dye: 8 Gold/Yard

But what's mordant, you say? What's Woad? Well, here's a quick guide:
Woad: Woad is a favored plant of dyers, a deep blue-violet flower that creates dyes with staying power all on their own. This makes color accessible to even lower classes.
Mordant: Mordant is an additive that increases the staying power of dyes, preventing the color from fading.
Long VS Short Dye: The longer a fabric is dyed, the bolder the color will be. However, this also makes it more likely the fabric will begin to rot, and so the process is very precise and tedious to prevent this outcome.
20
Golden Stitch / Dazed Sunset Fabrics
« Last post by ThystLodagi on October 09, 2018, 11:46:01 PM »
At a first glance, the shopfront seems to be mighty unkempt; spiders spin their webs in every eave, and the plants kept inside are just crawling with fat little worms. But then, you see that every bolt of fabric is pristine and well sorted, the outfits in the display window expertly made and something you might see the nobles in on their morning strolls. The seats are well upholstered, spools of thread and skeins of yarn kept in sorted baskets that while placed randomly are never in the way.

Then, you see the tailor himself, and suddenly, all the crawling critters make sense. With a gentle shimmer in the air, he spins silk straight from the spinnerets of a spider onto a spool. When he notices you, his ears perk, and he coos to the spider before he stops, and sets her gently into an ivy with plenty of smaller bugs for her to feast on. "Ah, welcome!" he finally greets you with once his voice won't bother his eight legged friend.
"Welcome to Dazed Sunset Fabrics."


Statistics and Info
Owner: Dziban Arduel
Employees: None but the spiders.
Non Employed Residents: None.
Services: Sale of fabrics and clothing, tailoring of clothing by commission.