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Messages - Eliel

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91
Continuity Knowledgebase / Re: Etla Isle Map & Locations
« on: May 04, 2015, 06:28:39 PM »
This is an older map of an old trade route involving Eileadora, but it shows you where we placed Etla in relation to Kasuria and the Dragonlands for trade purposes at least =P

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92
Continuity Knowledgebase / Commands
« on: May 03, 2015, 10:00:35 PM »
F3/use is your friend. It changes table and bar tops, opens cell doors, closet doors and trap doors, stokes furnaces, lights & unlights fireplaces (not always, but some), lets you climb through sewer grates, and sometimes moves furniture around to reveal secret passages >.>  Usually you have to be facing the item/floor/wall/whatever for it to work, but sometimes you have to be on it (sewer grates, ladders, ropes).

! All unspoken commands start with an exclamation mark.

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RP Beacon
RP Finder & Staff:
RP Beacons are located around the dream in areas that are high traffic or otherwise easily accessible by teleports. When you activate one, a dreamwide emit goes out letting people know that RP is requested at that location, by the person who triggered the beacon.
F3/use - while facing a beacon/lantern to turn it on
bump - to turn a beacon back off, or it will shut itself off after an hour.

In the top left corner of the interface are buttons to retrieve the list of people in the dream, the current list of staff, the RP list and the RP availability toggle.
!rplist - displays all characters on the active list and all areas where beacons are currently active
!rpon - adds your name to the rplist
!rpoff - removes your name from the rplist. You will also be removed from the list if you leave the dream, log off, or go afk.
!staff


Eileadora Navigation:
Between the display window and the text box is a 'city map'. This offers quick teleportation around the city. There was a waterways map as well but it is being revised. Valshiem does not currently have a teleport map and it's navigation commands will be listed separately.

!ooc, !afk,  - Take you to the ooc room.
!ic  - Takes you to the ooc door in front of the tavern.
!moveooc - *Staff Only* If someone is afk/idle in a main area and in the way of RP, they may be bumped to the OOC room. Stand facing the character and type the command.

Most commands will dump you close to a corresponding RP beacon.
Exterior Locations:
!travel
!cliff
!docks
!market
!shipping
!ship
!airship
!clocktower - the 'town square'
!springs
!baths
!park
!conserve - conserveatory
!housing
!forest
!woods
!gallows
!swamp

Shops and Businesses: - Most will place you outside the entrance.
!tavern
!restaurant
!infirmary, !healer
!orphans
!merchants - merchants' district
!craftsmen - craftsmens' district
!blacksmith
!jbc - Jitterbugge Cafe (Coffee House)
!sweets - Sugarsmith's (Sweets Shop)
!books - Thoth's Quill (Book Store)
!tailor
!butcher
!rune - The Charming Gaze (Runeworks)
!earthworks - Grinning Dragon (Earthen Smith)
!magic - The Magic Box (Enchanting)
!vials - Versatile Vials (Alchemy & Potions)
!botanica - (Herbalist/Apothecary)
!courthouse
!jail
!detective
!dungeon

Guild Halls:
!merchguild - Merchant Guild
!sairon - Mage guild
!fighter - Fighter/Mercenary Guild
!bards - Bards' & Performers' Guild
!sanctum - Adventurer Guild

Castle, Church & Nobles:
!castle, !throne
!courtyard
!library
!greathall
!council - Available to Council members only

!cathedral, !church
!graveyard
!crypt
!yard - side area between castle and Sairon

Undergound:
!Umarket - Underground Markets
!Ufountain - Pool & Fountain at the back of the markets, near FG lower entry (entry for guild members only)
!Uruins
!Umain - Underground Main St.
!Uwater - water treatment facility
!undercity, !uc
!harbor - underwater area


!home - for those of you with homes
!lockhome, !unlockhome - toggle lock for personal residence (for those in the castle it's simply !lock or !unlock)


Local Species:
Commands for locals can be found here
!wildcard1-10  - 10 'wildcard' slots that can be changed to duplicate any digo (1-5 male, 6-10 female). Directions pop up when you change to one of the wildcards.
!size 1-180 - Increase or reduce the size of your avatar. 100 is standard.

Other:
!look - Gives an area description. This is also accessible by clicking the giant eye. (** Not all area descriptions are complete.)
!stats - gives you general dream stats (how many online today, since upload, etc)
!torch, [/b]!notorch[/b] - Toggle on and off your own personal lighting effect for dark areas.

93
Species / Kaizen [P]
« on: April 26, 2015, 02:41:38 PM »
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(Image for reference only)

A species of lizard-men, local to Etla.  The Kaizen are a mostly savage people, living in nomadic tribes along the eastern coasts of Etla Isle.  Those who reside in or near cities typically become thieves as they are a short species and easy to overlook.  The average adult Kaizen male stands about 3' - 4' tall, though they run about 6' - 9' from nose to tail. The average adult female is considerably smaller and typically, though not always, much more docile.

The Kaizen can be rather vicious when they want to be. Their mouths are lined with sharp teeth and they are equipped with powerful tails. They are also generally cannibalistic, eating members of both their own species and other civilized species.

Occasionally there are Kaizen who prefer to defy the stereotype of their people and become more 'civilized'. Those who don't resort to thievery can be useful in other jobs as they are naturally fairly strong and dexterous. Typically those seeking a more civilized life are very curious and have a thirst for knowledge.

94
Continuity Knowledgebase / Local Species
« on: April 25, 2015, 01:12:07 PM »
I can currently use 60 locals in this dream. That's a lot to keep up with and certainly too many to have a button for each, though I've tried to cover most of the more commonly used ones. The dream will save whatever your last local used was when you log out or leave the dream (if you're a member of the Furcadia Group)

First things first, this dream does not have the Furcadia 'default' avatars. All of the default player avatars have been changed to the male noble version. The females are part of the local set. The dream is coded to set your avatar based on your species/gender.  For unspecified gender it defaults to male. You can switch between genders with the gender buttons on the fourth tab, or remove the local by clicking the little X or by typing !revert

Female/Male Humans
!human or button (based on gender)
(also !humanf or !humanm)
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Female/Male Elves
!elf or button (based on gender)
(also !elff or !elfm)
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Lamia/Naga
!naga, or button (based on gender)
(also !nagaf or !nagam)
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Dwarf
(Incomplete)
!dwarf or button (male only)
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Giant/Half-Giant
(Incomplete)
!giant (male only)
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Old Armored (sentimental)
!armored or button
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Avian
!avian or button
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Lizard
!lizard or button
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Wyrmme
!wyrmme or button
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Feral Dragon
!dragon
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Mini Dragon
!minidragon
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Orca/Whale (WIP)
!fins
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95
Continuity Knowledgebase / Eileadoran Currency
« on: April 23, 2015, 06:21:07 PM »
All currency in Etla bears the royal insignia and is found in coins and bars of iron, copper, silver, gold, or platinum.

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Iron coin

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Copper coin. (10 iron = 1 copper coin)

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Silver coin (10 copper = 1 silver coin)

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Gold coin (10 silver = 1 gold coin)

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Platinum coin (10 gold = 1 platinum coin)

For those with a bit more wealth, who do not wish to lug around a sack full of coins, Silver, Gold and Platinum are minted in bars as well.
Silver bar = 1000 silver coins, or 100 gold coins.
Gold bar = 500 gold coins, or 50 platinum coins.
Platinum bar = 250 platinum coins or 2500 gold coins.



Please keep in mind, although we use a LOT of magic around here, this is still meant to be a medieval sort of era. Money wasn't easy to come by for the common person.

Some payment equivalencies for reference (in coins):
Fruits/Vegetables/: 1-5 Iron for basics
Loaf of bread: 5-10 Iron
Basic clothing: 1-5 silver
Good Meal (Fine dining): 5 silver
Night in the Inn: 1 gold
Fine clothing: 10-15 gold
Decent sword: ~10-20 gold
Small house: ~150 platinum bought, ~6 gold/month lease.
Noble's House: ~300 platinum, ~12 gold/month lease.

96
Continuity Knowledgebase / Queendom Life
« on: April 23, 2015, 05:42:16 PM »
The following are sort of some side notes of how life in Eileadora would ideally be. Your character is not required to follow any of this, but where it might cause your character to be arrested, etc., it is noted.

1) Watchmen/Guards:  Typically, there are NPC guards throughout the city. They would most frequent areas around businesses and noble's homes. There would also be watchmen posted around the limits of the city, though coverage is spotty in/near the woods as the watchtowers are posted further out to watch for poachers also. The guards within the castle walls are either city guards or the Queen's Bloodsworn (or Royal Guard).  The Bloodsworn would be equivalent to a modern secret service.  If you look shady, they'll most likely stop you. If you go barging into the throne room with a group of buddies carrying weapons, they'll most likely stop you.  If you make a threat upon the Queen or the Council, they'll most likely throw you in a pretty little cell. I do try to keep the Bloodsworn to PC positions, with minimal NPC usage.

2) Castle Access:  Nobles are typically invited to court and have nearly free range of Nightwell Castle, as do other officials (Council, Bloodsworn, military, etc). Being allowed entry to the throne room to speak with the Queen and/or Council will only happen if you've been summoned, have requested an audience and been granted access, or if the Queen or Council is holding an open session. On the lower levels of the castle; the courtyard, library, records room, grand foyer and arenas are generally open to the public, though guarded. Access is granted through the great hall to access the cathedral but is otherwise only open to the general masses on certain occasions. The kitchen and castle cellars are off limits. The staircases to the upper levels of the castle are blocked to anyone below a noble rank by guards. The upper levels contain bed chambers for the Queen, Council, royal guard, diplomats and other royal guests. Along with the throne room, war room, and other official meeting halls.

3) Respect your Elders!:  Alongside the Queen is the Council. These are either respected 'elders' of the community [IE, those that have been in the continuity for a very long time] or elected officials. The Council advises the Queen on all matters for the betterment of the land and the people. They would be the highest ranking officials, under the Queen herself and would demand the respect of such. An assault against the Council or a member would be viewed as an assault against the Queen.

4) Rights of the Citizens:  In a medieval city, those who lived outside the castle, and even most of those inside, had very few rights.  The king/duke/whatever's word was law and you couldn't do much of anything about it.  Here, however, members of the High Council (aside from long-standing Elders) are elected in place by the people. They are meant to advise the Queen on what is best for the people and the nation. If the people feel a sitting council member does not have the best interests of the people or the nation at heart, they may challenge them (even an Elder) and request a reelection for the position. The current member would run again alongside whomever the people nominate.

And to go along with that...

5) Women's rights:  Typically, if we were playing totally realistically to the time period, women wouldn't have any rights.  They were the property of their fathers or husbands.  However! Things are a little different in Eileadora. The Reigning Queen has always been the most powerful individual. Even in marriage, the king would take the queens last name and rule alongside her.  There are many powerful and influential women throughout Eileadora and always have been. This doesn't mean men are lower ranking than women, merely that it is a more equal society.

6) Sanitation: Another spot we're bending things from a true medieval era (luckily), is Eilea's water filtration system. Fresh water is supplied throughout the city and waste removed, all powered by crystal tech. Noble homes and upper class businesses would have easy access to running water and sanitation. Lower class homes and shops might have to use a well and outhouse.

7) Technology: Eileadora has some major advancements over medieval life, thanks to advancements through magically charged crystals. Some of these technologies include powered lamps, the above mentioned water system, lifts, and airships, among others. If you can 'invent' something that would aid in Eileadora's development, then by all means. introduce it and we can work out how it could be made possible.

97
Character Sheets / Lady Enchantres - Alt List
« on: April 23, 2015, 09:58:17 AM »
If any my alts are not currently online, but you'd like to RP with one, feel free to whisper me on Heather Bee or Lady Enchantres (I try to keep these 2 up at all times) and let me know. I'd be happy to bring an alt in for an RP if I have the availability or I'd be happy to try to schedule something.

Elora Elaniae - Queen  (& Aantara - Familiar)
Prisishis - Conspicuous Concoctions Manager/Bartender

98
Continuity Knowledgebase / Credits & Thank Yous
« on: April 14, 2015, 01:33:06 PM »
Dreamweaving, DS, PS, and most walls & floors by me (Aantara/Lady Enchantres)
A large number of the objects in this dream are the results of collaborations with Meanstreak and myself.

Patch Artists:
 - MeanStreak
 - Gin Blossom
 - Kain/ @Heimdall
 - Kaelin'yFiae
 - Alluvial
 - @Fyedakin
 - Corsyus
 - Merle
 - Odhinn
 - Cerulean Ghost
 - Corsyus
 - Kinsem
 - Collepic
 - @Aspen

**It's possible I've missed some people. It all starts to blur together. If you see something you recognize and don't see the artist listed, feel free to send me a note!

Ports are a mishmash from different artists.  I kept all signatures intact though when I edited the backgrounds.
Animated background in the ports made by me.
Blinking avatars (and other minor animations [unless a furc default]) by me.

99
Character Sheets / For old characters...
« on: April 11, 2015, 06:00:15 PM »
If you played in Eilea before and dont have your charsheet anymore, you might get lucky and find it
here: http://eileadora.freesmfhosting.com/index.php/board,2.0.html
or here: http://etlaisle.webs.com/apps/forums/show/3228799-character-sheets

100
Character Sheets / Alignment for Dummies
« on: April 11, 2015, 05:48:32 PM »
Alignment for Dummies
 
Lawful Good (Crusader) - Loyal, hard-working members of the community, or truthful and honorable fighters against evil who hate to see bad go unpunished. They believe that having an ordered society is the best way to further the common good. Example: King Arthur .
 
Neutral Good (Benefactor) - They believe that a balance somewhere between total order and total chaos is best, and would generally concentrate on doing the morally right thing without worrying about whether it was good or bad for 'society'. Example: Mother Theresa .
 
Chaotic Good (Rebel) - 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 .
 
Lawful Neutral (Judge) - They are disciplined and believe that adhering to and enforcing laws and traditions is the most important thing. They will not generally go out of their way to help others but will intervene to stop crime.Example: Asimovian robots .
 
True Neutral (Undecided or Balanced) - This can mean either of two things, depending on whether the character is actively or passively neutral.Active neutrals (the Balanced type) are very rare. They are philosophically committed to maintaining the Balance, and will tend to join every fight on the losing side. Passive neutrals (the Undecided type) are somewhere in the middle on both the Good-Evil and Law-Chaos axes. The passive neutral alignment can also apply to creatures with no moral sense such as animals. Example: Zen masters (Balanced), animals (Undecided).
 
Chaotic Neutral (Free Spirit) - A strange and very rare alignment. Chaotic neutral characters are very unpredictable individualists, being governed by whatever they feel like doing at the moment. Example: Calvin (from Calvin and Hobbes).
 
Lawful Evil (Dominator) - They respect the law, but have no concern for others, and tend to exploit the law to rise to power. Often they will engage in merciless, organised, planned killing. Example: Adolf Hitler.
 
Neutral Evil (Malefactor) - 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).
 
Chaotic Evil (Destroyer) - The most dangerous characters of all, they will rove around killing and destroying for the sheer joy of it. Example: orcs .
 
If all that was too long and confusing, check this out:

Alignment Cribnotes:

Lawful Good - Lead by example, restraint, and compassion even for enemies.
Neutral Good - The rule book's stupid, but no reason to go overboard.
Chaotic Good - WE DON'T NEED NO STINKING BADGES!
Lawful Neutral - Follow the rules and don't get involved.
True Neutral - I'm not getting involved / All things must be in balance.
Chaotic Neutral - I do what I feel like at the time.
Lawful Evil - It's all part of the evil plan.
Neutral Evil - Society's rules don't pertain to me, but I'm no criminal.
Chaotic Evil - Evil plan? I have an axe... is that a plan?

101
Applications / How to Apply
« on: April 11, 2015, 05:47:00 PM »
If you are NEW:

1) Read the rules. Dream rules and basic info can be found here.

2) We have a new character sheet/application generator that has all the info you need in one tidy page. You can find it here.  When done, create a new thread in Applications with your character name and post the code the generator gives you.

3) RP! If you've already been doing so that's great, if not, get out there.  It's much simpler for us to approve a player and/or character if we've seen you being active in the dream.

4) There may be some questions from staff, or a balancing of stats, otherwise your character sheet will be moved to the Character Sheets board when you're approved.


If you are ALREADY a member: 

1) You are allowed 4 active characters in Eilea. I do request that any long-term character have a character sheet filled out.  These new characters do not have to go through the application process again, but a sheet must be filled out for each in the Character Sheets board.  If you can, please label them as your main and alts.

2) You are also allowed 2 additional characters (at any one given time) that are for plot-specific roles that will not be used long term.  These characters DO NOT need to have a character sheet as they're deemed 'throw away' alts.

3) You are allowed to comment on new applicants! If you've RPed with (or observed) someone who is applying and have any feedback, good or bad, feel free to comment on their application sheet.  Especially those of you who are seasoned Etla veterans. ;)  It's not mandatory, but it makes the job of staff a little easier and helps move the process along more quickly.

102
Species / Vampyre [NP]
« on: April 11, 2015, 02:54:57 PM »
*** The creator of the species has since left Furcadia and eliminated all but a select few remaining Vampyre and has requested that no new Vampyre be created/played.  This sheet is for informational purposes only.***

Vampyre Character Sheet Manuscript - Written by Mephisto
Rewritten: April 2008


1.   Introduction
2.   Basic Attributes
3.   Alignment
4.   Religion and Rituals
5.   Duality and Personality
6.   Reproduction and Lineage
7.   Natural Enemies



1.  Introduction
Vampyre is pronounced vamp•ear when the two base words are combined. The name is a combination between vampire and funeral pyre. The Vampyre is a hybrid creature which shares similar attributes to a vampire and combines their strengths with a typical fire demon with all of their weaknesses. Because of this unique combination the Vampyre harbors several inadequacies along with some unique character traits that make the race interesting as well as challenging to play.


2.  Basic Attributes
The Vampyre have slightly increased strength and constitution compared to a mundane mortal which gives the character a minor advantage in melee combat. Agility and dexterity remain the same as what the character possessed before it was turned into a fully fledged Vampyre.

Unlike their counter-parts, the vampire, the Vampyre do not have heightened senses of the undead nor do they possess any form of night vision. In fact, the Vampyre are more active during warmer seasons and certainly more mobile during the day.

The Vampyre draw strength from warm dry areas. This trait is similar to a cold blooded reptile. It is also important to note that because of their need for warmth the Vampyre are much less active during the winter season and reactions can appear sluggish during extremely cold weather. Vampyre are also inclined to seek shelter during the night in order to sustain their body temperatures. Often they gain warmth from surrounding bodies which means Vampyre are quite drawn to public areas such as taverns and pubs.

Vampyre also harness abilities of fire conjuration once it is fully developed. A Vampyre can cast small patches of fire in the palms and if left undisturbed the Vampyre can increase the size of the fire or expand it out to catch various nearby items ablaze. Once a solid flame has been established the Vampyre can begin casting from the source until it is extinguished by over using the existing flame or until the flame is extinguished by an outside influence such as another person stomping out the fire.

This attribute is also a superior weakness to the Vampyre. Once a Vampyre has become wet the ability to cast fire is significantly reduced and the Vampyre often resorts to melee combat skills or flees.


3.  Alignment
The Vampyre culture and lifestyle are extremely important to the Vampyre. The Vampyre are trained at an early age of embrace or birth about the history and creeds of all Vampyre and their forefathers. Because of these teachings the Vampyre commonly abide a lawful evil alignment. In general the Vampyre Nation always tries to keep right in mortal law and order which gives them a sense of plausible innocence in a court of law. It is important to realize that a full fledged Vampyre with a daemon symbiotic also aligns with the unholy. Therefore Vampyre are extremely volatile to holy magic as well as an uncomfortable paranoia of holy relics such as a Vinca Solice.


4.  Religion and Rituals
Religion is extremely important to Vampyre and they often seek guidance and counseling from the dual relationship of maternal and paternal branches of their theology. The Vampyre, as the name details utilizes aspects of both vampire and demons. The duality of their belief structure gives the Vampyre the encouragement and power to continue their faith. The religion was created by the first of their kind which made bargains with pagan gods that Kasurians and Drakorians rejected from their theology. If the beings the Vampyre worship are gods or not are still debated today. Some arguments surrounding the Vampyre belief structure consist of their gods’ direct intervention in mortal affairs.

Alura is the maternal aspect of the Vampyre. She is elegant and strong-willed. She augurs the heightening intuition within the Vampyre Nation. The Vampyre will encounter the hidden inner world through interest in the occult or the esoteric or through the effects of a powerful dream or the uncanny sense that something is at work in one's life. She normally does not interfere in the affairs of the Vampyre unless it is to resolve internal feuding of her children and even then her actions are subtle. She is the aspect of the Vampyre which gives the Vampyre the personality and physical quirks of vampires. The urge to feast on blood is one of the most important quirks.
Rasteroth is the paternal aspect of the Vampyre Religion. The Vampyre will begin to actively seek answers of brutality and war. This may emerge as the study of the art of war, torture, submission, or as deep commitment to a competitive mentorship. He is strong-willed and seems to answer riddles with enigma. If Rasteroth ever directly answers a Vampyre, Rasteroth’s word is often followed by the sense of discomfort and intense guilt. Rasteroth is also charged with granting the final transition of the Vampyre with combining the mortal body with the sentient symbiotic soul of a chaotic fire demon known by a more archaic spelling of ‘daemon.’ Rasteroth often takes the physical shape and form of a giant torrent of fire that spans an unimaginable height and width. The flames swirl and barely even resemble the body of a winged dragon being. A fully embraced Vampyre may see a different image of Rasteroth and he would appear to look more physical, a giant and enormous demonic being with a crown of fire and an infinite number of swirling fiery ribbons wrapping around its body. The fire ribbons are assumed to be the lesser daemons that Rasteroth offers to the Vampyre during the ritual of daemonism.

Becoming a Vampyre is a two step process for individuals wishing to join the ranks of the Vampyre Nation. The first step is to purge the victim from all past experiences. The ritual provides the victim with the understanding to move on past old habits as wells as cleans the body for preparation for Rasteroth’s ritual to complete the transition.

Ritual of Bloodletting is the first step for a Vampyre. This ritual uses Alura as the center focus for transitioning into the Vampyre Nation. The victim is normally led alone or with an enclave of Vampyre to an isolated quiet area away from mortals. The victim is then cut at a major artery and is bled out. During the final moments of the victim’s life the victim will have the choice to die or to be reborn as a Vampyre by drinking the blood of the Vampyre engaged in the ritual. If the victim chooses to drink the Vampyre blood then the process continues. Upon digesting the Vampyre blood the victim’s body will begin to convulse and burn followed by excessive sweating and hallucinations. The victim’s stomach begins to convulse followed by vomiting bile and blood until the body is completely purged clean. The hallucinations are often images of what victim’s have described as peaceful. The hallucinations normally take on the image of a beautiful dark mistress that the Vampyre claim to be an image of Alura. The victim then dies and wakes up several days later with the urge to feast on blood. The hallucinations will continue to haunt the victim until the second ritual is completed. This ritual can be skipped if the Vampyre is naturally born between two Vampyre.

At this time the Vampyre has the vampire urge to feast on blood and sensitive to sunlight and other vampire weaknesses. The victim is alive and remains in a mental state somewhere between life and death. The victim remains slightly weaker than the state the victim was in prior to the ritual and remains this way until the ritual of daemonism. This also makes the victim extremely susceptible to attack and death. At this time the Vampyre is not immune or resistant to fire and has no significant physical attributes or natural ability of fire conjuration.

Ritual of Daemonism is the second of the rituals and is the maternal representation of the Vampyre. This ritual should take place as soon as the victim is strong enough to begin.  If the Vampyre is naturally born between two Vampyre then the ritual should take place during adolescence and no later than the mortal age of 13 years and should not take place after 21 years of age. This is done for the symbiotic relationship between the host Vampyre and Rasteroth’s Daemon. This ritual is very time consuming and physically painful. This ritual is should be performed at a Vampyre holy site where a granite statue sculpted by the Vampyre is located. Fire should also be available at the site. The victim is stripped of clothing and then completely doused in blood the victim is then sent to the shrine to await Rasteroth’s summoning. The victim is to remain there without food or blood for at least a 24 hour period. Rasteroth will choose to embrace the victim with a daemon or render the victim on fire and purge the mortal from existence. If the Vampyre host is worthy of the final embrace into the Vampyre Nation Rasteroth will summon a daemon into the body of the Vampyre. The body is burned from the inside out bombarded by chaotic insurgence of the daemon followed by a quick and painful second death. If the Vampyre is strong enough to survive the onslaught and if the daemon accepts the symbiosis then it will heal the Vampyre and return him to life a final time thus completing the transformation.

After the ritual is completed the Vampyre will have immunity to fire and receive all the strengths and weaknesses involved in Vampyre attributes. The Vampyre will have to learn to harness fire conjuration afterwards. Training is often given by peers and it is not an instantaneous attribute gifted to the Vampyre, it is earned in practiced.


5.  Duality and Personality
Fully fledged Vampyre have a strong conviction to family as well as an unexplainable urge to control the world around them. It is suspected that once Rasteroth embraces a Vampyre with a daemon there is a mechanism that is built into the subconscious mind to spread a utopian ideology through demonic measures. This may sound like a good idea but the means Vampyre go about in spreading this belief is often through zealot political pressure or through means of fear or war.

After a Vampyre is fully embraced the victim has trouble deciphering between his own thoughts and the suggestions the daemon implant in their subconscious. There is always a mental struggle for the Vampyre to keep control of his own sanity and unfortunately if the Vampyre is put into extremely stressful situations it is likely the subconscious demonic influence could and often will take advantage of the weakness.

Vampyre age slowly and show very little physical signs of actual aging. The life expectancy of a fully fledged Vampyre is unknown. This may seem to be a benefit to the Vampyre but unfortunately the mental struggle for the Vampyre to remain in control of his subconscious over the daemon causes a heavy burden. It is assumed that near the end of a Vampyre life cycle the conscious mind finally fails and the daemon takes control of the host body leaving the Vampyre extremely dangerous and unpredictable.

As the Vampyre ages and seasons it is rumored that pureblooded born Vampyre have the ability to shift forms under dire circumstances only involving self preservation. The transition is bitter as well as cruel for the mortal body of the Vampyre. The physical body is contorted and broken and aspects of the daemon become physical and present. Wings tear from the host’s back as well as armored scales begin to tear through the tender flesh at the surface. Recovering from a daemon release can take up to a month of recuperation followed by an additional month recovering from mental trauma. The daemon never entirely takes over the host body unless it is the end of the Vampyre life cycle and death is imminent.


6.  Reproduction and Lineage
Vampyre are not undead and have the ability to conceive children through sexual intercourse. Vampyre are a prideful arrogant race and would never consider sexual intercourse with anyone outside the Vampyre Nation. However, if it does occur then the offspring of a Vampyre and a non-Vampyre would yield a non-Vampyre child with significant physical and mental birth defects.

If two Vampyre conceive a child, the child will be based 1 grade lower in lineage to that of the female of the Vampyre race. For instance: if a female 2nd generation conceives a child from a 4th generation male - the child's heritage will be a 3rd generation Vampyre. If a 4th generation female conceives a child from a 1st generation male - the child will be a 5th generation Vampyre.

A Vampyre can increase his lineage through cannibalizing a higher generation Vampyre. This is commonly not performed in Vampyre culture because of the stigma attached to the act. This heinous crime is punishable by death or worse.

A more common method of Vampyre reproduction is by means of embracing a creature into the Vampyre ranks. This is done through the rituals stated above with the approval and acceptance of the victim. Similar to natural born lineage and genealogy, an embraced Vampyre will be one generation lower than the Vampyre that sacrifices his blood performing the ritual on the victim.

There are several types of creatures that can not be fully embraced and therefore avoided:

Draconic (Wyrmmes) are immune to the initial transition through the ritual of bloodletting. This particular creature can break down Vampyre blood through their metabolism which destroys the metamorphic manipulation of the Wyrmme blood.
Undead that do not have a functioning circulatory system can not successful complete the ritual of bloodletting and thus unable to become Vampyre.
Holy Aligned (Angelic) creatures born or embraced in holy alignment can not successful complete the ritual of daemonism. These types of creatures are also mortal enemies of the Vampyre. This is not to be confused with embracing mundane victims that choose to worship holy aligned deities which can be fully embraced into the Vampyre Nation.
Possessed (Demonic) creatures that are already demons or possessed by demons can not successfully complete the ritual of daemonism because the body is already home to a demonic entity. Rasteroth does not have direct ability to oust or purge demonic entities from the corporal realm.
Water Elementals and creatures similar in composition utilizing the basic elements would be unable to successfully complete the ritual of daemonism.


7.  Natural Enemies
There is an abundance of natural enemies the Vampyre have acquired throughout their existence:

Vampires are the most hated and common enemies of the Vampyre. The Vampyre are bold and believe that their vampire traits are a curse and a burden to them. The Vampyre Nation has made it a personal interest to annihilate the entire race of vampires. Naturally it is possible that temporary alliances and political agreements are made between Vampyre and vampire groups to serve a common interest. Their relationships are always short lived.
Draconic (Wyrmmes) are a natural enemy of Vampyre because of their natural resistance to the ritual of bloodletting as well as their compassionate religious theology of the Draconian Dragon.
Werewolf (Lycanthrope) is another obvious opponent to the Vampyre Nation. Werewolves have always been the enemy of vampires and because Vampyre share similar attributes to their cousins the werewolf chooses not to make a difference.
Demons are another major opponent to Vampyre. One might find this surprising as the Vampyre share demonic heritage with the unholy demonic kind, however, demons are naturally competitive entities and it is quite uncommon for demons to work together even if it serves a common purpose or goal.
Holy Aligned (Angelic) are immortal enemies to any unholy creature. Their zealot crusade of destroying all evil from the mortal world makes these enemies the most dangerous of the groups of natural opponents. It is also important to note that mundane sentient creatures that choose to worship holy aligned deities are also a significant opposition.

103
Species / Draegir [P]
« on: April 11, 2015, 02:50:16 PM »
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Draegir - creatures from Draegin Swamp

Troll-like creatures, mildly intelligent, they communicate to each other with little more than grunts, if they bother to communicate at all.  At first glance they seem not to be hostile, only attacking when provoked.  If they feel threatened, they have attacked without warning, coming out of their swamp home and attacking passing travelers.

Their body composition seems to be of the swamp.  Heavy pieces of bark serve as their armor, bits of wood, bark, etc. making up the rest of their form.  Their only weapons seem to be whatever they pick up along the way; tree limbs, uprooted stumps, and rocks.  They've even been seen throwing handfuls of swamp muck.

The most prominent, and deadly of their traits is the virus that they can transmit to others.  It is carried within their bloodstream and released either through blood transmittal or through a fine gas they emit through their skin.  Most common transmittal we've seen is via a scratch from their 'claws'.  These claws seem to be sharpened bits of wood or bone and can cut through bare flesh quite easily.  This sends the virus directly into the victims bloodstream.

Those infected by this virus experience severe flu-like symptoms within 3 to 5 days after infection, depending on how they were infected.  Symptoms will become worse over the next 5 days or so as the virus slowly shuts down the body's main organs, inevitably causing death.  A sole vial of a cure was found within a hut inside the swamps.  It's contents were carefully examined and have been reproduced to aid those who become infected.


Through our various encounters with them, we have discovered the following about who they are as a species.
12 Draegir Chieftains
> Evolved by absorbing other, lesser Draegir over the ages.
> Of a higher intelligence.
> Typically send out the brutes and such to fight, while they remain deep within the swamps.
> Different specialties that have made them be viewed as chieftains.
> Typically enhanced by shaman spells and wearing bone armor.

Draegir Classes
> Scouts – smaller breed sent in first either to ‘scout’ the area or to serve as a distraction.
> Brutes/Warriors – Most commonly seen Draegir. The ones that wield large trees, stumps and rocks and do most of the fighting.
> Shamans – Typically not seen though they heal and enhance the larger class Draegir
> Juggernauts – Largest of all, extremely slow and possibly easy to kill though they explode into a cloud of noxious gas, infecting anyone nearby with the Draegir virus.
> Rogues – Small, move on all fours, extremely quick and agile compared to the others, seemingly intelligent.


Draegir Tribe
Males - hunters and gatherers
Females -
2 categories: Fertile and infertile.
Fertile femmes are honored above infertile femmes. Not so constructed as the males and the fighters
Sort of a hive mentality in this aspect.

Should be limited to say maybe 8-10 eggs per mating season. If the tribe shows signs of dwindling and a female accepts a male as suitable that they can get quite busy with their clutches.

Eggs bear a leathery shells at first. Are ovoid or elliptical in shape and irregular in texture. And take up to three months before they hatch. In all appearances they look like boulder for protection.

Most likely it is an infertile female that plays the role of scout. They being smaller but quicker. But also are the babysitters, and more or less drone like in all their tribe related chores.

Young - vulnerable until they begin to age and start their construction stage. They are under the care of the infertile femmes who take over once the fertile femmes have done their job.

First comes the testing for the next shaman. It takes years of apprenticing and not all survive the apprentice stage. Those who do survive and since a tribe only needs one at a time the others are given over to the 12 Draegir Chieftains.

Females are then separated from the clutch. Color of leather shell indicates if they are going to be fertile or infertile.

Males are then separated and adopted by either the hunters or the gatherers.

Androgynous - the fighters Rogues, Brutes, and Juggernauts

Androgynous are born to their calling. When they've reached a certain part of their growth they are then dedicated to the 12 Draegir Chieftains. Though there will be some Juggernauts remaining with the tribe for protection.

Rogues serve only the 12 Draegir Chieftains and are ostracized from the Tribes.


Draegir Tribe life - Tribal Hierarchy

Head Tribal Draegir - an elder of the tribe serves as patriarch or matriarch. Law maker for the tribe.

Elders are considered with some respect. They have served their time in whatever aspect they had performed for the tribe and are simply waiting for the swamp to claim them. Serve as their form of story tellers.

Shaman - spirit advisor for the Draegir. Also looked up to supply protection. Typically male but occasionally there could be a female if the power is strong enough. Usually found at birth but could be one with latent powers (rogue shamans).

Lesser Tribal Chiefs
Lead Hunter
Lead Gatherer
Chief Egg layer

Hunters - They eat their meat raw. Not having a fondness for fire. Though they dont object to warmth as in the hidden hot springs or something and of course the warmer weather. They also tend to take on what is otherwise the predators of the swamp. If one of these are taken down by the hunting party it is the hunters and the fighters that partake of these accomplishments. Belief that the spirit of the predator beast will transfer to them.

Gatherers - These gather the 'crops' of the swamps. Certain fungi, insects, tubers, and berries. They will be adept in acquiring these items from their poisonous and/or thorny flora related plants and bushes. They also employ the services of another swamp denizen.

Squamateles(No picture unless someone draws it) - Small one foot high (at their largest) creatures that look the cross between a fur less spider monkey and a lizard. Long phalanges are prehensile. No tail. Sharp pointed teeth. Limber to swing, leap from, or climb, trees. Only a scruff of stiff yellowed fur and what appear to be the quills (like a porcupines) as a ring around its neck and wrists and ankles. These creatures exude a noxious ooze that is meant to protect them by appearing unpalatable to any hunters. They rely on the protection of the tribes to keep the predators away. In turn they can reach the tallest branches in the trees to retrieve insects, birds eggs, pupaie of flutterbyes, and other such delicacies a Draegir is to large and clumsy to get themselves.

Tribal Homes

Banyan type trees that grow strong and are giants among the other trees in the swamps but they arent the only such large trees. They are the center of most tribal territories. Serving as the nexus. Using branches of other trees to form platforms on which they then formed huts from harvesting and binding moss. They store their 'harvests' and serves as a place of safety for the young and other draegir they are bound to protect.

Around the tree can be found other huts. Using whatever is indigenous to the area they camouflage these huts twigs, branches, moss, packed mud, bones of predators, hides, and whatever else they can get a hold of.

There is a single egg laying pit. Usually where the earth is warmed by geothermal means. This is guarded fiercely if a clutch has been laid.

The Shaman's hut is at the center of the tree's growth on the ground.

Speech patterns of the Draegir:

They speak in grunts, snarls, and/or growls.  This keeps things rather limited. If they are organized enough to create a tribe/clan structure its quite possible they also have developed a rather intricate (By our/furrie/hyoomanoids/those who make up Eileadora's standards) language.

Birdsong
Cries between predators and other wildlife found within the swamplands.
Elemental sounds, wind in trees for example (see below)

They adorn or grow the talons that bear the noxious disease. But they could hold a dual purpose. Bringing them together in something resembling a pattern could:
a) form some kind of speech code.
b) would not be noticed as something that is organized and might hold a purpose other than natural noises.

Moss on their 'armament' or as part of their 'wardrobe' can be brushed to make sounds similar to leaves rustling in a tree's limbs overhead and so forth.

Music - primative.

As mentioned above:  Draegir are born in clutches of 8-10 eggs from several fertile females during a given breeding season.

Once they've freed themselves from their leathery shells, they are nothing more than head, teeth, sharp talons resembling time weathered wood, arms, legs and torso. Very much appearing as fleshy representatives of their gnarly plant counterparts.

Pale leathery jaundiced skin stretched tautly over bone. Appearing slimy as they exude a moistening perspiration that keeps their skin supple and viable.  Hatched with the Plague running through their veins, only the Draegir seem to be immune to their own 'venom'. Though blind for the first couple of weeks of their lives, until their eye membranes are shed.

Born with the wild instincts of their breed they are quick to adopt and emulate their adult tribal members. Eating raw flesh and delicate insects almost as soon as they are hatched.

For at least the first few years of their lives, they are often guarded/warded over by the infertile females and other members of their tribe. Taught at an early age to begin their outer constructs, at first they appear to be less harsh compared to their adult counterparts. Moss, small shrubs, bones of smaller animals and even flowers are incorporated in their early forms. Meant more for camouflage rather than battle.

104
Continuity Knowledgebase / Etla Isle Map & Locations
« on: April 09, 2015, 10:56:19 PM »
Etla Isle is roughly the size of Ireland. It can be found somewhat southwest of Kasuria but does not exist on the same plane (or within Furc canon standards). The magical boundaries of the island work as a sort of 'bermuda triangle', allowing ships to pass between realms for trade and RP purposes.  The land is rich with magic and has several magical ley lines that converge within it.  The weather is temperate to tropical, depending on the season.

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

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

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

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

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

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

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

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

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

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

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

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

105
Continuity Knowledgebase / Island Flora & Fauna
« on: April 09, 2015, 10:54:30 PM »
The following are wild plants and animals found by region.  Planted crops and herbs as well as kept livestock can be found here.

Northern Mountains/Forests (click or scroll down)

Swamps & Marshes

Coast

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

Animals
Sandpiper
Ibis

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

Central and Southern Etla

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

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

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


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

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

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

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

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

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

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

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

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

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

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