[Edit: As a general note, not all of this information is likely acceptable in Greystone as it is its own Continuity. Canon within Canon, obviously! ]
Hello! Some of you may know this (I didn't. Not for many years), but I am a habitual hoarder of Dragonlands information. Abit of a buff on the information, as it were, and a "novice expert" (oxymoron, much?) on the topic at large.
Inspired by Paliana's Ruvir post regarding mages and their sparkliness (and also because I've had to dig through some very old files today), I came across a little folder filled with tidbits. I figured this would be a great place to compile our general knowledge of the topic. Mostly because I don't think (re: hope) I'm the only one who ferreted all this nonsense away.
But! The file in question. Titled "College of Elements Notes" (I was/am attempting to make a College dream for awhile) is what started this whole mess. I don't know where it came from, but I imagine abit of backwards searching would yield the source easily enough!
Hello! Some of you may know this (I didn't. Not for many years), but I am a habitual hoarder of Dragonlands information. Abit of a buff on the information, as it were, and a "novice expert" (oxymoron, much?) on the topic at large.
Inspired by Paliana's Ruvir post regarding mages and their sparkliness (and also because I've had to dig through some very old files today), I came across a little folder filled with tidbits. I figured this would be a great place to compile our general knowledge of the topic. Mostly because I don't think (re: hope) I'm the only one who ferreted all this nonsense away.
But! The file in question. Titled "College of Elements Notes" (I was/am attempting to make a College dream for awhile) is what started this whole mess. I don't know where it came from, but I imagine abit of backwards searching would yield the source easily enough!
Talzhemir Notes
Talzhemir on "True Sight":
(For anyone not already familiar with this material: The RP information on the Furcadia web site defines the official default Continuity, known as 'The Dragonlands'. It is source material that will eventually be integrated with an RPG called 'Furre!'. Roleplaying with the Dragonlands background is not required on Furcadia; it is always opt-in.)
True Sight is exactly that: an ability to detect supernaturals. Those who possess it constantly see a fringe of colored light around others (a la Kirlian photography). It does require the furre's eyes to be open.
Characters with True Sight have some Prime or Dark Prime ancestry. (They may be grandchild or great-grandchild of Prime/Dark Prime, but not a son or daughter.)
True Sight may give a false reading if the subject is a very kind, sympathetic, and caring person. The way a power of this sort works when you don't have code to handle it, is, you put [True Sight] in your desc. This lets other furres OOCly whisper to you, saying you happen to notice something about their character. This is appropriate for Persona RP, where the outcome of conflicts is up to the furre to decide.
(For those who prefer the heightened drama of "Strict" RP, I think True Sight really needs to be coded. Then, after opting in to a Continuity in which it exists, whenever someone uses True Sight it is entirely invisible to the subject.)
On Consorts:
Having once received energy from a Consort, the Mage cannot accept energy from another Consort for five (RL) months. Consorts, however, can do so with any Mage.
Grything is only possible if the Consort is happy. If they are afraid or sad or angry, they cannot Gryth. In Mage society, Consorts may be kept under lock and key in perfect gardens,
isolated from the toil and grief of the outside world. Their existence is not secret but it is a highly personal matter to Mages in general.
Consorts are sought-after by Vampire Furres, who start to absorb a bit of their life-like-ness. After having a Vampire Furre in their house, the Consort starts to look more pale and corpse-like, and the Vampire Furre starts to look and feel more alive. If a Vampire Furre attempts to "turn" a Consort, the Consort perishes.
Lycanthians and Consorts are instinctively repulsed by each other. The Consort cannot Gryth while a Lycanthian is present; the Lycanthian is seized by a strong and undefined feeling of worry if a Consort is present. Consorts are immune to becoming Lycanthians.
On Alchemists:
Still to be detailed are the Alchemists. In the Dragonlands, the work of Mages is almost always a temporary thing, but more permanent effects are possible using potions. Potions from Alchemists are more in keeping with the flavor of the world. If a non-mage wants to accomplish something magical, wands, scrolls, enchanted swords, etc. are not appropriate; in the Dragonlands, these effects are done with potions. A potion might be poured on a bow and arrow to give them greater accuracy, for example. There are few permanent enchantments; most (but not all) potion effects do ultimately wear off.
On Faefurres language and Mage culture:
The Faerie-furres have their own culture; they can speak their own language, Glimmerish.
Mages are into a kind of magic-bloodline-promoting eugenics and consider themselves a separate race. They have a kind of subculture, with its own esoteric and private writing system called Magian.
On Ferians:
It's always a curse. Ferians are always born as furres. There are a number of ways that someone can become a Ferian but not many ways to undo it. The vast majority of Ferians die Ferians. They also usually go crazy. Sometimes the madness is, they forget they were ever furres.
The ill-tempered creature that King Callistin rides is actually a Ferian.
On Wyrmmes:
The Wyrmmes have three tools for oppressing the Furres. They use psionics. They use weapons, yes. Thirdly, and this is important: they vigorously suppress the idea that there can even be free Furres. Not being a slave is as unthinkable to many Drakorian slave Furres, as an eight-year-old child living without parents is, to our sensibilities.
Information of this sort will go into a Drakorian sourcebook/almanac eventually.
On Phoenixes:
There are a number of floating islands, but the one the Phoenixes speak of is the one called Zephiroth. The "Zephiroth" we have on Furcadia is an area connected to the VINCA map, accessible only to winged characters and those they 'summon.
Phoenixes typically live in nests. They prefer forests because it's easiest to hide a nest amongst lots of trees. (There are three Objects in the art from the last Update, which assemble into a huge nest in a tree.) Phoenixes, for reasons of safety, don't say where their nests are.
On the 'nature' of magic: I'll start by saying, I think we should be flexible when granting credibility to abilities when playing outside of a Guild.
Since you asked, though, Furcadia was written to be not too far off from "typical" medieval fantasy, notably, the spell effects of D&D. In a "strict" interpretation of the Dragonlands Continuity, many hyooman magic traditions don't exist. There would be no voodoo, for example.
By definition, all the odd effects in Furcadia are "magic". Furcadian psionics is included; ESP is not a different "sphere" of interactions. According to "canon", permanent telepathic links are always accomplished using a magical ceremony that requires a mage, and many of those ceremonies require specific musical phrases.
Magic is not a manifestation of natural energy exuded by living creatures or special items or features of the environment, to be stored like electricity and stored or released by emotionally-charged events.
There are two kinds of magic in Furre! : alchemy, and spellcasting.
Alchemy triggers inherent interactions: Brown an Eye of Toad, sprinkle in Feather of Youlanda, mix in 11 more secret Herbs 'n' Spices and maybe you get something that causes you to sprout wings and go to Cons. Being an alchemist requires training by those who have passed on its secrets, and it's assumed that there's much more to it than can be contained in recipe books.
It could be argued that Alchemy is not even "magic" at all, since it's "natural" in the Dragonlands. But, as alchemical effects decrease the closer one gets to the Olde World, it definitely relies on some natural law already referred to as "magic".
Spellcasting requires a genetic potential in the Furre, and knowledge of secrets placed there by Dragon and Primes long ago. Drakorian magic tends towards music, while Kasurian magic tends towards rhymes. One utilizes pitches in sequence, and the other utilizes sounds and rhythms.
I think if there is an "energy" involved, it comes from the furre themself. The trappings of the spell are like lenses, giving it form and function.
Consider a love-charm to fetch hither the best match for the subject. By whose standards? I would presume, by the standards of the spellcaster. So, if the spellcaster was a ladyfurre who wanted her daughter to be wealthy, the charm would lean towards millionaires, but if the spellcaster was a wise old witch who valued education, maybe the spell "prefers" a teacher. If the spellcaster was superficial, maybe the love-charm would rather target a handsome furre.
Spellcasting effects may require "apparent omniscience". An assassin could leave a mango enchanted to explode if Ridere comes within four paces of it. The spell presumably somehow has to sense Ridere, in an undefined fashion- it works even if Ridere is in disguise. (I suppose a magical disguise would work?)
Furcadia's natural laws don't "power" magic, they "permit" it. Following in the footsteps of many fantasy writers, I'm going to write that gunpowder fails to combust in Kasuria or Drakoria. Exploding gunpowder is not "powered" by "physics energy" either.
Talzhemir on "True Sight":
(For anyone not already familiar with this material: The RP information on the Furcadia web site defines the official default Continuity, known as 'The Dragonlands'. It is source material that will eventually be integrated with an RPG called 'Furre!'. Roleplaying with the Dragonlands background is not required on Furcadia; it is always opt-in.)
True Sight is exactly that: an ability to detect supernaturals. Those who possess it constantly see a fringe of colored light around others (a la Kirlian photography). It does require the furre's eyes to be open.
Characters with True Sight have some Prime or Dark Prime ancestry. (They may be grandchild or great-grandchild of Prime/Dark Prime, but not a son or daughter.)
True Sight may give a false reading if the subject is a very kind, sympathetic, and caring person. The way a power of this sort works when you don't have code to handle it, is, you put [True Sight] in your desc. This lets other furres OOCly whisper to you, saying you happen to notice something about their character. This is appropriate for Persona RP, where the outcome of conflicts is up to the furre to decide.
(For those who prefer the heightened drama of "Strict" RP, I think True Sight really needs to be coded. Then, after opting in to a Continuity in which it exists, whenever someone uses True Sight it is entirely invisible to the subject.)
On Consorts:
Having once received energy from a Consort, the Mage cannot accept energy from another Consort for five (RL) months. Consorts, however, can do so with any Mage.
Grything is only possible if the Consort is happy. If they are afraid or sad or angry, they cannot Gryth. In Mage society, Consorts may be kept under lock and key in perfect gardens,
isolated from the toil and grief of the outside world. Their existence is not secret but it is a highly personal matter to Mages in general.
Consorts are sought-after by Vampire Furres, who start to absorb a bit of their life-like-ness. After having a Vampire Furre in their house, the Consort starts to look more pale and corpse-like, and the Vampire Furre starts to look and feel more alive. If a Vampire Furre attempts to "turn" a Consort, the Consort perishes.
Lycanthians and Consorts are instinctively repulsed by each other. The Consort cannot Gryth while a Lycanthian is present; the Lycanthian is seized by a strong and undefined feeling of worry if a Consort is present. Consorts are immune to becoming Lycanthians.
On Alchemists:
Still to be detailed are the Alchemists. In the Dragonlands, the work of Mages is almost always a temporary thing, but more permanent effects are possible using potions. Potions from Alchemists are more in keeping with the flavor of the world. If a non-mage wants to accomplish something magical, wands, scrolls, enchanted swords, etc. are not appropriate; in the Dragonlands, these effects are done with potions. A potion might be poured on a bow and arrow to give them greater accuracy, for example. There are few permanent enchantments; most (but not all) potion effects do ultimately wear off.
On Faefurres language and Mage culture:
The Faerie-furres have their own culture; they can speak their own language, Glimmerish.
Mages are into a kind of magic-bloodline-promoting eugenics and consider themselves a separate race. They have a kind of subculture, with its own esoteric and private writing system called Magian.
On Ferians:
It's always a curse. Ferians are always born as furres. There are a number of ways that someone can become a Ferian but not many ways to undo it. The vast majority of Ferians die Ferians. They also usually go crazy. Sometimes the madness is, they forget they were ever furres.
The ill-tempered creature that King Callistin rides is actually a Ferian.
On Wyrmmes:
The Wyrmmes have three tools for oppressing the Furres. They use psionics. They use weapons, yes. Thirdly, and this is important: they vigorously suppress the idea that there can even be free Furres. Not being a slave is as unthinkable to many Drakorian slave Furres, as an eight-year-old child living without parents is, to our sensibilities.
Information of this sort will go into a Drakorian sourcebook/almanac eventually.
On Phoenixes:
There are a number of floating islands, but the one the Phoenixes speak of is the one called Zephiroth. The "Zephiroth" we have on Furcadia is an area connected to the VINCA map, accessible only to winged characters and those they 'summon.
Phoenixes typically live in nests. They prefer forests because it's easiest to hide a nest amongst lots of trees. (There are three Objects in the art from the last Update, which assemble into a huge nest in a tree.) Phoenixes, for reasons of safety, don't say where their nests are.
On the 'nature' of magic: I'll start by saying, I think we should be flexible when granting credibility to abilities when playing outside of a Guild.
Since you asked, though, Furcadia was written to be not too far off from "typical" medieval fantasy, notably, the spell effects of D&D. In a "strict" interpretation of the Dragonlands Continuity, many hyooman magic traditions don't exist. There would be no voodoo, for example.
By definition, all the odd effects in Furcadia are "magic". Furcadian psionics is included; ESP is not a different "sphere" of interactions. According to "canon", permanent telepathic links are always accomplished using a magical ceremony that requires a mage, and many of those ceremonies require specific musical phrases.
Magic is not a manifestation of natural energy exuded by living creatures or special items or features of the environment, to be stored like electricity and stored or released by emotionally-charged events.
There are two kinds of magic in Furre! : alchemy, and spellcasting.
Alchemy triggers inherent interactions: Brown an Eye of Toad, sprinkle in Feather of Youlanda, mix in 11 more secret Herbs 'n' Spices and maybe you get something that causes you to sprout wings and go to Cons. Being an alchemist requires training by those who have passed on its secrets, and it's assumed that there's much more to it than can be contained in recipe books.
It could be argued that Alchemy is not even "magic" at all, since it's "natural" in the Dragonlands. But, as alchemical effects decrease the closer one gets to the Olde World, it definitely relies on some natural law already referred to as "magic".
Spellcasting requires a genetic potential in the Furre, and knowledge of secrets placed there by Dragon and Primes long ago. Drakorian magic tends towards music, while Kasurian magic tends towards rhymes. One utilizes pitches in sequence, and the other utilizes sounds and rhythms.
I think if there is an "energy" involved, it comes from the furre themself. The trappings of the spell are like lenses, giving it form and function.
Consider a love-charm to fetch hither the best match for the subject. By whose standards? I would presume, by the standards of the spellcaster. So, if the spellcaster was a ladyfurre who wanted her daughter to be wealthy, the charm would lean towards millionaires, but if the spellcaster was a wise old witch who valued education, maybe the spell "prefers" a teacher. If the spellcaster was superficial, maybe the love-charm would rather target a handsome furre.
Spellcasting effects may require "apparent omniscience". An assassin could leave a mango enchanted to explode if Ridere comes within four paces of it. The spell presumably somehow has to sense Ridere, in an undefined fashion- it works even if Ridere is in disguise. (I suppose a magical disguise would work?)
Furcadia's natural laws don't "power" magic, they "permit" it. Following in the footsteps of many fantasy writers, I'm going to write that gunpowder fails to combust in Kasuria or Drakoria. Exploding gunpowder is not "powered" by "physics energy" either.
This one I believe came from Blackstone (I was unfortunately doing other silly Furc things at the time of this dream's age and was unfortunately not able to participate) for those of you familiar with it, please correct me if I'm wrong. As such, I am not sure how close the Blackstone Continuity came to the original Canon.
This tidbit is on Wyrmmes (despite Rex HATING them, I quite fancy their culture. I hoarded this part because I am trying to weave Great Graa strangely enough).
This tidbit is on Wyrmmes (despite Rex HATING them, I quite fancy their culture. I hoarded this part because I am trying to weave Great Graa strangely enough).
Wyrmmes
Restrictions and Requirements for Player Characters
This is a restricted character race. You must register your wyrmme character with the administration, via forum PM or e-mail, before you play it in Blackstone.
Kasurian-born wyrmmes are becoming second-class citizens as the war wears on. If you intend to play a Kasurian-born wyrmme, you will be required to know something about the recent history of Kasuria as per the Blackstone Canon, as well as knowing about the special abilities of your race.
Drakorian-born wyrmmes grew up in an environment very different from Kasuria's "courtly chivalrous society" (R). If you intend to play a Drakorian-born wyrmme, you will be required to know lots of somethings about Drakoria as well as knowing about the special abilities of your race.
Wyrmme History
Creation:
The Wyrmmes were the first race of sentients created by the Primes. They were destroyed when the Dark Primes Telcodar, Chatengo, and Tallus became involved in a battle between the Witchqueens of Ommol Hoonim and the sky fleets of the Ommol Vanoor. After the Dark Primes were driven out of the Palace of the Vinca, they fled to deep caverns within the Urrth. (R)
The Furre! canon information on how the Wyrmmes returned to the Urrth is contradictory. (See (R) and (R))
The more recent source material (R) on the Wyrmme's Second Creation says that the Prime Thelcoda laid the eggs from which the Second Wyrmmes hatched. "The other Primes carried the eggs down to the land of Drakoria, to hide them. Even when far apart, the eggs of the Second Wyrmmes mindwhispered good and gentle things to each other." But while Thelcoda rested, the Dark Primes gathered in Drakoria and caused lava to stir beneath the land until the great heat caused the Second Wyrmmes to hatch earlier than intended.
"Ravenous hunger was their first memory. "Go forth and conquer," whispered the minions of the Dark Primes. "For you are the rightful rulers of the world!" (R)
( Old material: "Some time after their defeat at the hands of the Primes, the Dark Primes gathered upon Drakoria, and, led by Dyarr/a , they captured a number of true dragons, and from them, recreated the extinct dragonlike people, called the Wyrmmes." )
Drakoria:
Drakoria was also inhabited by wild nomad Furres, who lived in tribes made of around 50-100 Furres.
The Wyrmmes grew more numerous and took over Drakoria. The Dark Primes decreed that the Wyrmmes should rule the Furres, and Furres should rule the Bugges, and the Drakorians remain loyal to the evil Dark Primes. "In Drakoria, Wyrmmes are the rulers. Furres of Drakoria are next in status, and they keep both Bugges and other Furres as slaves, yet it is illegal to enslave a Wyrmme. (R)
Kasuria:
In the 1000th Year of the Dragon (~150 years ago), "the Kasurian skies were first darkened by the wings and scales of the forces of Drakoria... Arriving on quadrupedal flying dragons and magnificent many-sailed airships, the Wyrmmes raided and plundered the Kasurian cities for food, craft goods, and slaves." (R)
The Wyrmmes were driven off by squadrons of Raptor knights armed with crossbows and Kasurian magic, by mercenary Vampyre Furres, and eventually by the Mysterious Cold, which made the Northern Counties (the Highlands) too cold for Scarhawks, Wyrmmes, or Dragons.
Between the First and Second Drakorian Invasions, the only Wyrmmes in Kasuria were refugees: "Those Wyrmmes who live in Kasuria tend to be very nice; they are the ones who rebelled against the harsh Drakorian empire." (R)
The Second Drakorian Invasion, according to Blackstone Canon, occupied Harfang in the 1159th Year of the Dragon. (R) All communication with Harfang was cut off in August of the 1160th Year of the Dragon. (R) It is now the 1163rd Year of the Dragon, Drakorian forces have advanced halfway to Malgrave, and Kasurian tolerance of its Wyrmme population is at a very low ebb, indeed. Kasurian-born Wyrmmes are becoming second-class citizens as the war wears on, despite the fact that "the good Kasurians believe in equality of the races, and freedom." (R)
Appearance & Abilities
Wyrmmes are very easily distinguished from furres. They are "bipedal talking dragons" (R): "The Wyrmmes were like The Dragon in form, but they had no wings. They had scales of different hues, and frills and horns upon their heads. They were tall and slender, taller than Furres of today, though not so tall as the Primes." (R)
They are between 7' and 8' tall. Their scales are tough enough to act as a "natural armor". (R) They have reptilian metabolisms, and are cold-blooded-- "cold... means pain and fatal paralysis for Wyrmmes."(R)-- which keeps them out of the Northern Counties of Kasuria . Their senses of hearing, smell, and taste are slightly less keen than those of a furre. (R)
Noble-born Wyrmmes have wings capable of flight. (R) Wyrmmes from Lesser Houses may have vestigal wings incapable of flight. Commoners are landbound and wingless. (R)
Psionics
Wyrmmes are capable of powers that are not exactly magic, but "psionics." (R) They can read minds; they can attempt to implant suggestions the receiver would not consider harmful. Psionics is the norm for Wyrmmes and rare in Furres.
A Wyrmme related to the Lords and Ladies of Drakoria, with a pedigree of 11, may be capable of the Kajutar Mindscourge ability. (R)
Reproduction
The following is NOT considered Canon information for the most part; this is what Blackstone players have created out of necessity.
For information on the IC timeline of reproduction and the aging of kits and hatchlings in Blackstone Continuity, we need a page!
Wyrmme mating season falls between December and January, when the Wyrmmes' natural pheromone production peaks. (However, just like furres, Wyrmme mating and pheromone production happens all year, just to a lesser extent.) Elaborate courtship is the norm, posturing and gesturing with frills and wings.
As reptilian creatures, Wyrmmes are egg-layers.(R) The female Wyrmme carries the hard-shelled eggs internally for approximately a month while they form, during which time she is considered "gravid" rather than "pregnant." She and her mate (if present) are prompted by instinct to build a nest in a protected place, usually of whatever's available--stones, branches, vegetation, skins.
After the eggs are laid, they require incubation of some kind: heat from burial, from a nearby fire or heat source, or the little heat their cold-blooded parents can provide by their presence (preferably a combination of the above). The natural incubation time is about two months (or for twice as long as they were carried). Sustained intense heat will likely shorten the time. (R)
Young Wyrmmes, referred to as hatchlings rather than kits, emerge from their eggs with the help of an eggtooth, which is later shed as furre kits shed their baby teeth.
Half-Breeds
There are rare occurrences in which Wyrmmes will interbreed with furres or other non-Wyrmmes, but given the general attitude of Wyrmmes towards furres, this should be considered extremely rare. Wyrmmes are terrified of passing on their psionic abilities outside of the race; Talzhemir describes them as "violently anti-crossbreed" (R). Furres are not fond of half-Wyrmme, half-furre children either. Both races generally consider such unnatural offspring "abominations."
Although there is speculation that a Wyrmme and furre crossbreed could be accomplished naturally (I swear there's a reference for this on the Furc site, I just can't find it!), it's generally accepted that a potion is needed. (The Prime Jeltana is given credit for magically imbuing "certain herbs with the magic that permits Furres of different Orders or Species to produce fertile offspring." (R) It's traditionally played that the herbs need to be made into a potion by an alchemist or other furre well-versed in herbology and magic.)
The appearance and abilities of mixed-race children are unpredictable. Some may inherit Wyrmme psionics or wings, which may be usable if one of their parents had functioning wings. They may have oddly colored or oddly placed fur or scales; frills might take the place of ears, a tailtuft the place of a tailspade. To most eyes, they would look horrific.
Half-Wyrmme, half-furre children face an uncertain future. If they were the product of a loving couple, those parents may be the only ones to accept them unconditionally. Almost everyone will be unnerved at the sight of such a half-breed, even furres who are tolerant of Wyrmmes and Wyrmmes who are tolerant of furres.
A special case is found when Wyrmmes and Serps breed. Although they are both reptiles, Wyrmmes are native Drakorians and Serps are native Kasurians. Their similarities will very, very rarely allow offspring to occur naturally, without the use of a potion (like a horse and a zebra could naturally produce a hebra, but the hebra would probably be sterile.) (R) This has been rolled for with odds of gravidity 1/1000.
Restrictions and Requirements for Player Characters
This is a restricted character race. You must register your wyrmme character with the administration, via forum PM or e-mail, before you play it in Blackstone.
Kasurian-born wyrmmes are becoming second-class citizens as the war wears on. If you intend to play a Kasurian-born wyrmme, you will be required to know something about the recent history of Kasuria as per the Blackstone Canon, as well as knowing about the special abilities of your race.
Drakorian-born wyrmmes grew up in an environment very different from Kasuria's "courtly chivalrous society" (R). If you intend to play a Drakorian-born wyrmme, you will be required to know lots of somethings about Drakoria as well as knowing about the special abilities of your race.
Wyrmme History
Creation:
The Wyrmmes were the first race of sentients created by the Primes. They were destroyed when the Dark Primes Telcodar, Chatengo, and Tallus became involved in a battle between the Witchqueens of Ommol Hoonim and the sky fleets of the Ommol Vanoor. After the Dark Primes were driven out of the Palace of the Vinca, they fled to deep caverns within the Urrth. (R)
The Furre! canon information on how the Wyrmmes returned to the Urrth is contradictory. (See (R) and (R))
The more recent source material (R) on the Wyrmme's Second Creation says that the Prime Thelcoda laid the eggs from which the Second Wyrmmes hatched. "The other Primes carried the eggs down to the land of Drakoria, to hide them. Even when far apart, the eggs of the Second Wyrmmes mindwhispered good and gentle things to each other." But while Thelcoda rested, the Dark Primes gathered in Drakoria and caused lava to stir beneath the land until the great heat caused the Second Wyrmmes to hatch earlier than intended.
"Ravenous hunger was their first memory. "Go forth and conquer," whispered the minions of the Dark Primes. "For you are the rightful rulers of the world!" (R)
( Old material: "Some time after their defeat at the hands of the Primes, the Dark Primes gathered upon Drakoria, and, led by Dyarr/a , they captured a number of true dragons, and from them, recreated the extinct dragonlike people, called the Wyrmmes." )
Drakoria:
Drakoria was also inhabited by wild nomad Furres, who lived in tribes made of around 50-100 Furres.
The Wyrmmes grew more numerous and took over Drakoria. The Dark Primes decreed that the Wyrmmes should rule the Furres, and Furres should rule the Bugges, and the Drakorians remain loyal to the evil Dark Primes. "In Drakoria, Wyrmmes are the rulers. Furres of Drakoria are next in status, and they keep both Bugges and other Furres as slaves, yet it is illegal to enslave a Wyrmme. (R)
Kasuria:
In the 1000th Year of the Dragon (~150 years ago), "the Kasurian skies were first darkened by the wings and scales of the forces of Drakoria... Arriving on quadrupedal flying dragons and magnificent many-sailed airships, the Wyrmmes raided and plundered the Kasurian cities for food, craft goods, and slaves." (R)
The Wyrmmes were driven off by squadrons of Raptor knights armed with crossbows and Kasurian magic, by mercenary Vampyre Furres, and eventually by the Mysterious Cold, which made the Northern Counties (the Highlands) too cold for Scarhawks, Wyrmmes, or Dragons.
Between the First and Second Drakorian Invasions, the only Wyrmmes in Kasuria were refugees: "Those Wyrmmes who live in Kasuria tend to be very nice; they are the ones who rebelled against the harsh Drakorian empire." (R)
The Second Drakorian Invasion, according to Blackstone Canon, occupied Harfang in the 1159th Year of the Dragon. (R) All communication with Harfang was cut off in August of the 1160th Year of the Dragon. (R) It is now the 1163rd Year of the Dragon, Drakorian forces have advanced halfway to Malgrave, and Kasurian tolerance of its Wyrmme population is at a very low ebb, indeed. Kasurian-born Wyrmmes are becoming second-class citizens as the war wears on, despite the fact that "the good Kasurians believe in equality of the races, and freedom." (R)
Appearance & Abilities
Wyrmmes are very easily distinguished from furres. They are "bipedal talking dragons" (R): "The Wyrmmes were like The Dragon in form, but they had no wings. They had scales of different hues, and frills and horns upon their heads. They were tall and slender, taller than Furres of today, though not so tall as the Primes." (R)
They are between 7' and 8' tall. Their scales are tough enough to act as a "natural armor". (R) They have reptilian metabolisms, and are cold-blooded-- "cold... means pain and fatal paralysis for Wyrmmes."(R)-- which keeps them out of the Northern Counties of Kasuria . Their senses of hearing, smell, and taste are slightly less keen than those of a furre. (R)
Noble-born Wyrmmes have wings capable of flight. (R) Wyrmmes from Lesser Houses may have vestigal wings incapable of flight. Commoners are landbound and wingless. (R)
Psionics
Wyrmmes are capable of powers that are not exactly magic, but "psionics." (R) They can read minds; they can attempt to implant suggestions the receiver would not consider harmful. Psionics is the norm for Wyrmmes and rare in Furres.
A Wyrmme related to the Lords and Ladies of Drakoria, with a pedigree of 11, may be capable of the Kajutar Mindscourge ability. (R)
Reproduction
The following is NOT considered Canon information for the most part; this is what Blackstone players have created out of necessity.
For information on the IC timeline of reproduction and the aging of kits and hatchlings in Blackstone Continuity, we need a page!
Wyrmme mating season falls between December and January, when the Wyrmmes' natural pheromone production peaks. (However, just like furres, Wyrmme mating and pheromone production happens all year, just to a lesser extent.) Elaborate courtship is the norm, posturing and gesturing with frills and wings.
As reptilian creatures, Wyrmmes are egg-layers.(R) The female Wyrmme carries the hard-shelled eggs internally for approximately a month while they form, during which time she is considered "gravid" rather than "pregnant." She and her mate (if present) are prompted by instinct to build a nest in a protected place, usually of whatever's available--stones, branches, vegetation, skins.
After the eggs are laid, they require incubation of some kind: heat from burial, from a nearby fire or heat source, or the little heat their cold-blooded parents can provide by their presence (preferably a combination of the above). The natural incubation time is about two months (or for twice as long as they were carried). Sustained intense heat will likely shorten the time. (R)
Young Wyrmmes, referred to as hatchlings rather than kits, emerge from their eggs with the help of an eggtooth, which is later shed as furre kits shed their baby teeth.
Half-Breeds
There are rare occurrences in which Wyrmmes will interbreed with furres or other non-Wyrmmes, but given the general attitude of Wyrmmes towards furres, this should be considered extremely rare. Wyrmmes are terrified of passing on their psionic abilities outside of the race; Talzhemir describes them as "violently anti-crossbreed" (R). Furres are not fond of half-Wyrmme, half-furre children either. Both races generally consider such unnatural offspring "abominations."
Although there is speculation that a Wyrmme and furre crossbreed could be accomplished naturally (I swear there's a reference for this on the Furc site, I just can't find it!), it's generally accepted that a potion is needed. (The Prime Jeltana is given credit for magically imbuing "certain herbs with the magic that permits Furres of different Orders or Species to produce fertile offspring." (R) It's traditionally played that the herbs need to be made into a potion by an alchemist or other furre well-versed in herbology and magic.)
The appearance and abilities of mixed-race children are unpredictable. Some may inherit Wyrmme psionics or wings, which may be usable if one of their parents had functioning wings. They may have oddly colored or oddly placed fur or scales; frills might take the place of ears, a tailtuft the place of a tailspade. To most eyes, they would look horrific.
Half-Wyrmme, half-furre children face an uncertain future. If they were the product of a loving couple, those parents may be the only ones to accept them unconditionally. Almost everyone will be unnerved at the sight of such a half-breed, even furres who are tolerant of Wyrmmes and Wyrmmes who are tolerant of furres.
A special case is found when Wyrmmes and Serps breed. Although they are both reptiles, Wyrmmes are native Drakorians and Serps are native Kasurians. Their similarities will very, very rarely allow offspring to occur naturally, without the use of a potion (like a horse and a zebra could naturally produce a hebra, but the hebra would probably be sterile.) (R) This has been rolled for with odds of gravidity 1/1000.
And ugly, square hunk of text regarding Psionics. I am fairly certain this information is still available on the Furc site. I might be wrong, so regardless I am adding it onto here. (Tired of me spamming the group yet? >> I'm not.)
Psions
"Psions" includes all Dragonlands characters who possess psionic abilities. Telebonded (1) to another furre Telebonded (1) to a pet (must buy Pet advantage separately) Telepath (1) can speak mind-to-mind with one other furre, who must also buy this Advantage. Psihealer (1) can transfer the wounds of others onto themselves. 5. Dragonmounts and Scarhawks require their rider to be psionic. The Wyrmmes are the source of the knowledge that Dragonmounts are bonded to their rider in a magical ceremony involving secret music. Furres managed to steal this information forty years ago, and since then, there have been Furre riders of Dragonmounts as well as Scarhawks. 6. About Psion's animals: Amongst Tribesfurres, training and bonding rituals are done by Shamans. (Psion animals do not provide a "telepathic switchboard" service, nor are they ever more intelligent than about a 3-year-old RL human. Perhaps only one in a thousand Psions can link to two Psion creatures; three is not possible. DRACONOIDS --Minidragons are very rare, and about the only thing a Bugge Psion can connect with. Their eggs are precious and they're a bit like cockatoos: They can be friendly but they can also bite. Wyrmmes tend to dislike them because of their use as spies, and in most Wyrmme strongholds, they are shot on sight. When wearing a cloak, they can be smuggled into places they don't belong. --WatchWyrmmes are thought of much like crocodiles. In the wild, they will eat a young Furre, and are often hated. They cannot fly. WatchWyrmmes are blind in daylight, but can get around if guided by their Psion rider. Conversely, they lend their remarkably acute nightvision to their Psion, hence their role as the pets of those who patrol or hunt at night. --Dragonmounts seem related to Minidragons and WatchWyrmmes. They are the preferred aerial steeds of the Wyrmmes, who breed them for war. They do not eat fish; they live on kiwis, or ostrixes. Keeping them is an expensive and/or time-consuming proposition around which the rider's life is soon irrevocably wrapped. Unlike Minidragons and WatchWyrmmes, Dragonmounts are never found in the wild. AVIANS: --Kiwis are usable as Psion pets, but would probably be used as such by somebody very desperate. The odds that such a domesticated food bird would get eaten are high. --Ostrixes are common flightless birds large enough to be ridden. They are so docile that there is probably little advantage as a Psion's pet except perhaps for the use of their sharp eyesight. Although they are of low status amongst Psions, Ostrixes are undeniably the most personable and inexpensive of pets, happy to eat shoots and leaves. --Scarhawks may be found in the wild, where they are at the top of the food chain. In a flock of 2-3, they will tear a furre to pieces. --Raukors are twice the mass of an Ostrix but only a little taller. Like Scarhawks, they are frightening predators, with beaks that can crush a furre's skull like an eggshell. Rare in Kasuria, they form packs and hunt anything that moves above ground and doesn't fly. Their splotched pelts can be made into shields.
"Psions" includes all Dragonlands characters who possess psionic abilities. Telebonded (1) to another furre Telebonded (1) to a pet (must buy Pet advantage separately) Telepath (1) can speak mind-to-mind with one other furre, who must also buy this Advantage. Psihealer (1) can transfer the wounds of others onto themselves. 5. Dragonmounts and Scarhawks require their rider to be psionic. The Wyrmmes are the source of the knowledge that Dragonmounts are bonded to their rider in a magical ceremony involving secret music. Furres managed to steal this information forty years ago, and since then, there have been Furre riders of Dragonmounts as well as Scarhawks. 6. About Psion's animals: Amongst Tribesfurres, training and bonding rituals are done by Shamans. (Psion animals do not provide a "telepathic switchboard" service, nor are they ever more intelligent than about a 3-year-old RL human. Perhaps only one in a thousand Psions can link to two Psion creatures; three is not possible. DRACONOIDS --Minidragons are very rare, and about the only thing a Bugge Psion can connect with. Their eggs are precious and they're a bit like cockatoos: They can be friendly but they can also bite. Wyrmmes tend to dislike them because of their use as spies, and in most Wyrmme strongholds, they are shot on sight. When wearing a cloak, they can be smuggled into places they don't belong. --WatchWyrmmes are thought of much like crocodiles. In the wild, they will eat a young Furre, and are often hated. They cannot fly. WatchWyrmmes are blind in daylight, but can get around if guided by their Psion rider. Conversely, they lend their remarkably acute nightvision to their Psion, hence their role as the pets of those who patrol or hunt at night. --Dragonmounts seem related to Minidragons and WatchWyrmmes. They are the preferred aerial steeds of the Wyrmmes, who breed them for war. They do not eat fish; they live on kiwis, or ostrixes. Keeping them is an expensive and/or time-consuming proposition around which the rider's life is soon irrevocably wrapped. Unlike Minidragons and WatchWyrmmes, Dragonmounts are never found in the wild. AVIANS: --Kiwis are usable as Psion pets, but would probably be used as such by somebody very desperate. The odds that such a domesticated food bird would get eaten are high. --Ostrixes are common flightless birds large enough to be ridden. They are so docile that there is probably little advantage as a Psion's pet except perhaps for the use of their sharp eyesight. Although they are of low status amongst Psions, Ostrixes are undeniably the most personable and inexpensive of pets, happy to eat shoots and leaves. --Scarhawks may be found in the wild, where they are at the top of the food chain. In a flock of 2-3, they will tear a furre to pieces. --Raukors are twice the mass of an Ostrix but only a little taller. Like Scarhawks, they are frightening predators, with beaks that can crush a furre's skull like an eggshell. Rare in Kasuria, they form packs and hunt anything that moves above ground and doesn't fly. Their splotched pelts can be made into shields.
This is a HUGE chunk of information from the Furcadian Bestiary (filled with all sort of strange critters, largely from Drakoria but some Kasurian). The Genie's Lamp site is DEAD. There are some archives (as Paliana experiences with Ruvir) that allow it to be viewed. There are several pictures that go along with this aswell that I might post later (too many to post now).
I am also going to make this collapsible because it is so huge.
I am also going to make this collapsible because it is so huge.
Bestiary
Bogblort™
The unlikely Bogblort lives in still water, the more
foul the better. Children may cuss, "Oh, bogblorts!"
when something goes wrong. Perhaps that is because these
little creeps are known to sneak in and sabotage
machines and tools. They sometimes infest the
sewage moats of castles.
The Bogblort's specialty is illusion. It stands
only half a meter tall, but can look like somebody much
bigger. A Bogblort can impersonate monsters it
has encountered, too, but cannot look like something
it hasn't seen from a number of angles. More
often, its efforts are directed at looking like
natural pieces of scenery like a boulder or bush.
Those rare individuals who are "psionic nulls"
(and thus immune to these illusions) are the Bogblort's
deadly enemies. Bogblorts normally go to great
lengths to kill such a person.
PHYS: ? Hit Points: ? Move: ?
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INTL: ? Damage: ?/?/?
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Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Furre™ Brigand
In the Olde World, cities do not have "city guards"
while in Kasuria, only the very largest do. Keeping
people safe is the responsibility of household guards
in the pay of noble families. That leaves the roads
between settlements a ripe place to harvest the money
of travelers!
Brigands aren't really a separate race, but they do
try to look like no race in particular. Thus, you
may find rat-like dogs, cat-like rabbits, wolfish
horses, and so on, amongst them. They will trim
the fur on their tails or permanently cut their ears
for this effect-- all the better to elude the law.
The normal operations of brigands is to stop furres
on the road and demand they leave their goods and
money. After they have robbed their victims, it is
normal for them to attack until the victims are not
in any shape to follow them. More vicious brigands
simply kill their victims and rob them afterwards.
The brigands of the Olde World will tend to use sword
and crossbow. Brigands of Kasuria can be mages with
wands as well. Brigands of Drakoria tend to use
flint-tipped spears and bow-and-arrow.
PHYS: ? Hit Points: ? Move: ?
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Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Cauldruin-born™
There is an epic song of a lapine witch whose wolf
lover became one of the Cauldruin-born. She
gave him a magical draught to restore his
memories. Alas! Although he remembered clearly
who he had once been, he was still a monster,
and he killed the witch for trying to come
between him and the power of the Cauldruin.
Once taken, there is no turning back.
The winged spear-hurling warriors wear helms
with a third eye, enabling them to see all
that is invisible. These are servitors of
the Cauldruin, a famous magical artifact.
Known as the Cauldruin-born, legend says they
sometimes appear at the close of a battle to
carry away the body of a fallen hero. The
remains are thrown into the Cauldruin, to rise
again as an intelligent but strange and unfeeling
being.
Cauldruin-born have no need of breath, food, or
sleep. They do, however, need to drink water.
Drinking or immersion in saltwater hurts them.
Their arms have two elbows and they can carry
a furre off into the air with ease. They have
no nipples or genitals; indeed, they entirely
lack a sex drive.
They stand a head taller than normal furres,
and could perhaps pass for a Wyrmme if hooded
and cloaked. Cauldruin-born have no tails,
which makes the deception more difficult.
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INTL: ? Damage: ?/?/?
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Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Roughly the size of a furre's forearm, the
Chiznat does not eat, but only drinks dew.
Most of its eating is done during its larval
stage.
Native to western Drakoria, the Chiznat is
wasp-like creature that lays its eggs in a
living host. Its stinger
delivers a powerful dose of paralyzing venom
that carries a virus. After
infection, the victim gets a boil that grows
bigger and bigger. If not cut out or otherwise
treated, the victim will go into a catatonic
state, with one to four Chiznats hatching out
of their abdomen in approximately fifteen days.
Evil Faeriefurres know a spell to make a
Chiznat into a tool for long-distance spying.
They are not so useful up-close, as the
drone of their wings gives them away.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Curcupine™
These green behemoths are created by sorcery. They
start out four times the mass of a furre, and stand
one and a half times as tall. They are used to dig
moats, build castles, and protect forests against
logging. As they age, they grow larger, and there
are legends of Curcupines the size of windmills!
Up close, they attack with hard and armor-cutting
claws. Their tails can be swung to shoot magically
armor-piercing spikes as long as a furre's forearm.
Curcupines are mute and intelligent. They need only
sunlight and water to live. They can be peaceful,
given care and guidance, but without a caretaker, they
become dangerous. If rewarded for it with praise,
they learn to love destruction and a Curcupine on
the rampage can easily wipe out a village. With
effort, they can even claw their way through castle
walls.
A lucky Curcupine in the care of a follower of
the Prime Jujinka may be taught "abbey wave". This
is an ancient Kasurian druidic sign language made
of big graceful motions.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Dracosaur™
Native to Drakoria, Dracosaurs are quadrupeds
with wings. They are not sentient (but they
are about as intelligent as the smartest
real-life dogs and not as smart as real-life
chimps).
There are three species of draxorian: the
large rideable flying Dracosaur, the flightless
Nightdrake (see Nightdrake entry), and the
smaller Minidrake.
Although they are both winged and scaled, the
draxorians are not that similar to the Wyrmmes
(sentient bipedal dragons).
All three draxorians can be bonded psionically
using a magical music ceremony between
compatible subjects. From this time until the
time it is large enough to be ridden is three
years. This is typically reckoned as one year
as a hatchling, and two as an ansel.
(For RP purposes, IC time is 2/3 RL time. So,
9 RL months as a hatchling, and 18 as an ansel.)
Those who do not bond this way simply go wild.
In the wild they are fierce and wary, untamed
and untameable. They will attack a furre to
drive them away from a nest, and there have been
cases of Dracosaurs who developed a taste for
the flesh of young furres.
The Dracosaur's shoulder is at the level of a
tall furre's eartips, with its wings rising
higher than that. It can carry two typical
furres on its back.
Female Dracosaurs are called casses. Males are
called syres. A dragon that is too young to
ride, but larger than a hatchling, is called
an ansel.
Dracosaurs come in gem-like colors and their
color is already known by the color of their
eggshell. They can be carnelian, ruby,
burnished (like burnt gold), ivory, blue agate,
white jade, emerald, jade, and earth brown.
Blue agates sometimes contain rare brilliant
blue sapphire dragons. A male born from a
burnished egg will be obsidian. Various
markings can be brilliant colors.
The Minidrake, the smallest member of this
family, is less than a meter tall at adulthood,
and can ride on a shoulder comfortably. It
looks just like a miniature Dracosaur.
Minidrakes have a very active social life if
they are around other Minidrakes. They form
alliances, hold grudges, forgive, fall in love,
break up, get back together, and so forth.
Dracosaurs of all kinds tend to lay their
eggs far from their homes, leaving their young
to fend for themselves. This protects them
from another instinct: to eat any eggs they
find. Dracosaurs of all sizes find eggs
delicious.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Eetrox™
Powerful and compactly built, the Eetrox can leap about
in trees. They are known to eat non-Eetrox. They
roam the wilds of Drakoria in hordes of around 20-40,
and they are hated by the Wyrmmes, who will send out
patrols to wipe them out if they get too close to the
City-States.
They are primitive, and occasionally will run by
crouching on all fours and wriggling across the
ground quickly.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Evil Faeriefurre™
Physically, Faeriefurres are no larger than teenage
mortal furres. Most are the size of children. They
have great big eyes, profuse hair, and large ears.
Their paws have one less finger than normal.
Unlike mortals, the species of a Faeriefurre is hard
to discern. They may mix the features of predator and
prey creatures, for example. They divide themselves
into two factions: the Seelie, who are fond of the
quaint mortal world, and the Unseelie, who treat it
with contempt.
Faeriefurres who fulfill the ideals of their Court
live longer than mortals.
The evil "ilk" are malignant spirits to the core,
honoring each other for spiteful and malicious acts.
It is customary to brag about it in Unseelie Court,
and the one who doubts another may find themself in
a bloody duel-- to the delight of the rest of the
court. The signature weapon of the Unseelie are
"elfdarts"- slender twinned crystals made of refined
poison that vanish after they have done their dirty
work.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Herdbird™
There are several types of herdbird that furres keep.
They produce a bird-wool, which resembles peacock tail
hurls. It can be spun into a very soft fuzzy thin yarn.
The nomad Furres of Drakoria keep a kind of herdbird
called a Beb-Kra. When one is alarmed, it thumps the ground
frantically with its heavy feet. Beb-Kras are very
affectionate birds and are only eaten in the direst
of emergencies.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Impellion™
The Impellions were created by the Dark Primes to serve
their high priests. They are very rare. One Impellion
is a traditional reward for destroying a large town
or city. They arrive in this world in the form
of fist-sized eggs.
They devour whatever they can, and
grow to their full size in minutes. They must eat
large quantities of fresh prey to keep up their
physical speed, slowing down somewhat if starved.
They do not sleep. They are almost like machines
in the execution of their assigned tasks. They
do not like to talk to anyone but their master or
mistress. They do not possess emotions such as
pride, affection, or anger.
Their tails are equipped with heavy armor-piercing
projectiles which they launch at their enemies. As
soon as one is fired, a new one starts to form, and is
ready a second later. Their scythe-claws cut
through stone as if it were cake; they cut through
an armored Furre as if they were made of warm
butter!
Except for the tips of their four feet, their bodies
disintegrate nearly anything touching them. They
possess a psionic ability to appear to be in a
location that is not where they are. The more magic
a viewer possesses, the more pronounced this effect.
Impellions can magically see through total darkness
but not walls, so they try to avoid being in
buildings or other structures that impede their vision.
As if that was not enough to keep them alive, they
are also the fastest self-regenerating creatures
in all the Dragonlands.
Because they require magic to live, they can not
survive in the Olde World. It is fortunate that Impellions
cannot breed, for they would quickly overrun the world
if they did. Thanks to the gems set in their heads,
they can see all around them, even in the dark, and
they can never be surprised. They can sense evil
as if it were music.
They can be targetted through sonar and other
discriminatory senses. It is also possible to hazard
a guess as to where they are, by watching the prints
of their feet in sand, their shadows, and similar
indirect indicators.
Impellions are immune to magic and psionics that attempt
to affect them (such as setting them afire or
mind-control). They are not immune to indirect use
of magic, such as, setting a forest around them
on fire or blowing at them with a gale-force wind.
After they have been vanquished, Impellions are
strangely forgotten, except by those who faced
them directly in combat. Mage lore sometimes has
scrolls with precious accounts of the encounter.
It is written that one Impellion can destroy an
army of four hundred Furres and their Dracosaur
and Scarhawk mounts, mages included. Fighting one
is invariably a matter involving kings, arch-
mages, and even lords and ladies of supernatural
courts.
The reader of such lore could learn (for a time!)
that a magical circle blocking out all magical energy
formed around an Impellion will cause it to
revert back into the inert egg. To awaken it
again, it must be bathed in the blood of a dying
innocent sentient Furre (a Wyrmme or Bugge will
not suffice).
Perhaps their greatest weakness is that they
must obey the will of the one that awakened
them. They are cunning but not geniuses; they
rely on the wits of their superior. If that
person is somehow removed, the Impellion will
try to find a replacement patron on their own.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Leotaur™
Another of the elusive and primitive "Kentauri"
tribes, the Leotaurs are inimical, seeking to kill
any regular furre that they find. Like their
lupine counterparts, the Wolventaurs, Leotaurs
are "sennibals", that is, they will eat sentient
creatures such as furres and other Kentauri.
While Wolventaurs are happiest in packs,
Leotaurs are often solitary wanderers or
mated pairs. Unfriendly males will fight to
the death for a female, but friends will
prefer to wrestle.
Female Leotaurs have a pouch.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Lichenthrope™
Ancient Drakorian Wyrmmes discovered that a certain
fungus, when allowed to cover a corpse, would reanimate
it into a creature with the intelligence of a snake.
The Wyrmmes made herds of them to protect their tombs.
Able to sense vibrations and heat through their textured
surface, lichenthropes can tear would-be tomb raiders
to shreds. Lichenthropes know no fear, and can not
fall unconscious due to injury.
Capable of living for centuries, older lichenthropes have
an outer covering resembling random staghorns, while
the younger ones are rough, crinkly or warty.
The nails of lichenthropes grow into dangerous claws
that cause grotesque and painful infections if the
wounds are not cleansed. If an infected furre dies,
they become a lichenthrope themself.
Vulnerable to sunlight, lichenthropes can leave their
subterranean lairs by night. Most of the time they are
perfectly still, dormant.
The deep bodily fluids of lichenthropes are a green goo
that glows in the dark. This substance seems useful-
but so long as it gives off light, it is capable of
infecting a corpse. It usually lasts up to three days.
PHYS: 9 Hit Points: 8 Move: 5
DEFT: 9 Attack ability with claws: 14
INTL: 3 Damage: 2/3/4
Initiative: 1/1/2
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Evil Furre™ Mage
Evil furre mages have different spells than their
good counterparts because they are learned in
secret schools called the "Colleges of Shadows."
These three organizatins are known to their
members as the School of Corruption, the School
of Darkness, and the School of Dark Bindings.
see details here.
Like brigands, the evil mages aren't a separate
race-- but they wish they were. Magical talent
is somewhat hereditary, and they make a big
deal out of arranging marriages between their
secret bloodlines.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Evil Merfurre™
There are legends of sailors tossed overboard during
a storm who are rescued by the fish-tailed "Daughters
of Dahlsea". Evil Merfurres, however, are those
denizens of the deep who have turned to evil.
Equines are the most common Merfurres. They tend to
be highly territorial and place great value on
privacy and secrecy. They are superstitious and think
that witnesses to their elaborate dances and ceremonies
rob them of their effectiveness.
They consider themselves different groups according to
the forms of their lower bodies. Some resemble
sharks; some resemble seals; some resemble dolphins;
some resemble a certain kind of fish such as a marlin.
The Merfurres have no need of air, so they build
great cities at the bottom of the sea. Or rather,
they grow them, by cultivating corals
into beautiful and strong structures. Good and evil
merfurres dwell apart in different places, and there
are often wars taking place between them.
The evil Merfurres create shrines to Nareetha, a
Dark Prime. She is depicted as a rodent merfurre
with a huge pearl in her mouth. She is accompanied
by two smaller feline merfurres that are chained
by their necks to her wrists.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Evil Nagafurre™
These are the traditional temple guardians of
the ancient world. They have the torso of a
Furre but a lower body like a huge snake.
Their faces are often snake-ish, with scales
and backswept ears tight to their heads.
Furres tend to find them beautiful yet somewhat
repellant at the same time.
A nagafurre can only be magically created by a
conclave of Dark Mages. It begins as an egg,
which hatches and rapidly grows into a four-
meter-long adult over the space of a month.
Making a Nagafurre requires the destruction
of a Faeriefurre, a mortal Furre, and a snake.
They are usually equipped with a warrior's
weapons, and armor made especially for them.
Then they are set to guard great treasure
hoards.
Nagafurres can spit fist-sized balls of "fyre":
gooey stuff that bursts into fire in the air.
Their range is equal to that of the finest,
heaviest bow. Once set on fire, a victim's
best chance is to smother the fire with
something fireproof. Rolling on the ground
will make it worse and spread the fire.
Water does nothing to the Nagafurre's fyre.
It will burn for weeks- donated fyre from a
friendly nagafurre makes a great lamp fuel!
The best action for someone hit by fyre is
to apply large amounts of dry powdered
gypsum or plaster-of-paris. The burning will
go out but the victim will still be horribly
injured.
The nagafurre's senses of touch and hearing
are very acute, and they cannot be surprised
if they are awake. They can hear the heart
beat of a furre hiding behind a huge pillar
several meters away, for example. Thus,
they can fight in pitch darkness without
any penalty.
Nagafurres are, by nature, vain and insecure.
They can embody all the worst traits of a
young child-- greed, selfishness, laziness,
malice, and so on. Also, like a young child,
they love to listen to stories. (Long epics
are their favorite.)
There are three known ways to distract one.
Its serpent nature makes it hungry and after
being given a large offering of food, it will
go to sleep. Its Faerie nature gives it a
curious, playful side, and it can become
obsessed with a puzzle toy, such as a large
jigsaw or a metal blacksmith's puzzle.
The mortal Furre nature gives the Nagafurre
susceptibility to loneliness. Most will
never have seen another Nagafurre and can be
thrown into a state of rapture and longing
by showing it a large mirror.
It is also true that a mortal furre of the
opposite sex who is good and pure of heart
can tame the Nagafurre with kindness. (This
isn't sexual, and it's always a furre of the
opposite gender.) Once tamed, a Nagafurre
starts to grow up, showing more and more
self-control and maturity over time.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Nightdrake™
[[There are three species of draxorian: the
large rideable flying Dracosaur, the flightless
Nightdrake, and the smaller Minidrake.
All three draxorians can be bonded psionically
using a magical music ceremony between
compatible subjects. From this time until the
time it is large enough to be ridden is three
years. This is typically reckoned as one year
as a hatchling, and two as an ansel.
(For RP purposes, IC time is 2/3 RL time. So,
9 RL months as a hatchling, and 18 as an ansel.)
Those who do not bond this way simply go wild.
In the wild they are fierce and wary, untamed
and untameable. They will attack a furre to
drive them away from a nest, and there have been
cases of draxorians who developed a taste for
the flesh of young furres.
Tribesfurres of Drakoria tell frightening
campfire stories of hunters being stalked by
legendary Nightdrakes with furre-level
intelligence.
The Nightdrake is perhaps the rarest. Its
wings are only used for attracting a mate-
and grow out of its skull instead of shoulders.
Its skin is dark colored, usually dark blue
or dark dark green. Nightdrakes have big eyes
like milky opals, and they cannot see during
the day. At night, however, they have
perfect vision. They also have small gemlike
lenses on their foreheads which project a
light that only they can see.
Furres who mindmeld to a Nightdrake are said
to become very strange. They become withdrawn
and don't like to speak much. At night, they
see through the Nightdrake's eyes, while in
the day, they allow the Nightdrake see. The
Nightdrake's dislike of wide open spaces tends
to magically "infect" their rider.
Untamed Nightdrakes are a deadly menace. They
run at a shockingly fast gallop and swim very
fast. Their jaws crush legbones or skulls as
if they were paper; their teeth are hard enough
to pierce armor. Their skin is extremely tough.
They are the preferred mounts of Drakorian
bandits, but are also favored by miners.
Draxorians of all kinds tend to lay their
eggs far from their homes, leaving their young
to fend for themselves. This protects them
from another instinct: to eat any eggs they
find. Draxorians of all sizes find eggs
delicious.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Raukor™
The Raukor is twice the mass of a domestic Ostrix, and
more common in Drakoria than Kasuria. It is virtually
unknown in Olde World, where they may haunt misty
eastern jungles. In Drakoria, a bad-tempered lady
may be called "that old Raukor" behind her back.
Highly intelligent, Raukors can mimic sounds they have
just heard with great accuracy. They are voracious
and clever pack hunters. Where there is one, there
is usually a dozen or two more. They attack with
an unceasing chorus of cawing shrieks that makes
even yelled speech impossible.
They are most deadly because the whole pack will
attack a single victim unceasingly, then move on
to the next foe. Their thick hide is very tough,
and can even resist crossbow bolts, thus their
skin is prized for making feathery shields.
The long plumes on its back are not its tail, but
a tuft that can be raised, lowered, or made to
quiver. Drakorian chieftains and chieftainesses
sometimes wear cloaks woven from Raukor throat
plumes.
Wyrmme nobles hunt Raukors with long spears, and make
their back-plumes into fans on long handles.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Roctopus™
Roctopuses are animals normally found on the ceilings
of caves. They have a natural ability to fly slowly.
They catch prey by dropping down on them, and then
crushing them to death. They tend to be alone, as
they are cannibals out of mating season.
(Roll INT+SearchSkill-1 or less on 2d10 to detect them.)
PHYS: 14 Hit Points: 29 Move: 5
DEFT: 10 Grapple ability with tentacles: 11
INTL: 3 Damage: 4/6/8
Initiative: 1/2/3
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 0 vs Physical 1 2 3 4 5 6 7 8 9 10
2 vs Energy 0 1 2 3 4 5 6 7 8 9
These are the rare and elusive snake people of the Dragonlands.
Related to Nagas something like the way Faeriefurres are related
to mortal Furres, the race of Serps are a shy people. In ancient
days, some Serps would eat baby Furres, but most of them today
would be appalled by an act of sennibalism.
Preferring live food, their favorite food is usually fresh bird
chicks, and many of them enjoy eggs too. Serps can be very kind
and philosophical, and some live a vegetarian lifestyle.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Surfcutter™
Surfcutters are swimming birds, unable to fly, but swift swimmers.
Their hind legs have moved forwards and their wings have become
flippers. They are not natural creatures; they are the result
of a potion on birds. Their presence is usually heralded by
the wind going dead, a magical effect that they cause around
them.
They are usually sent in a large flock to assassinate someone at
sea, following them magically. The surfcutters then weaken the hull
of the ship, going into a frenzy to attack any people in the
water.
The potion used to transform birds is known as Nareetha's Tears.
Its effect lasts eleven years and a day. If given to a Furre,
the result is a Merfurre until it wears off.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Snugg™
This creature "sneezes" its long sticky tongue at prey.
It would be quite comical except that its saliva is a
very potent paralysis poison. Their habitat is caves and
forests with very little sunlight. A naturalist by the
name of Yorkin ti'Payne was touched on the cheek by one.
He reports that he was conscious as it licked a wound into
him with its abrasive tongue. Fortunately, he recovered
and was able to run away before bloodloss killed him.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Vampyre Furre™
Vampyre Furres are rare. Those that aren't evil
are even rarer still. The acquisition of their
vampyric abilities damages their minds, and
this change is visible in their aura as a very
dark blotch. These personality flaws are called
"Lacunas".
The strange powers of the vampyre furres
are known as "Evil Ways".
They also have their own set of
vocalizations, which can not be
heard by mortals. These are called
"Voices of the Damned". Very weak
vampyre furres are looked down upon
by the powerful ones because they
cannot make these sounds.
Click here for more info.
PHYS: ? Hit Points: ? Move: ?
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INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Wolventaur™
Native to Drakoria, Wolventaurs are one of several "Kentauri"
races of the Dragonlands. The females bear their young in
pouches. They are violent and survive partly because of
their amazing ability to regenerate within a week. Whereas
Leotaurs are solitary or pairs, Wolventaurs generally move
in packs of 8-20.
Like the other 'taurs, they are sennibals, willing to eat
any sentient beings including other Wolventaurs. They are
only able to eat meat, and must consume a great deal to live.
They typically wipe out all the game in a region, then
move on.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Evil Wyrmme™
The word "Wyrmme" is what the bipedal talking
dragons of Drakoria call themselves. The
noble-born Wyrmmes have wings but the
commoners are landbound and wingless.
To make up for this, they ride non-sentient
quadruped dragons, called dracosaurs.
Known for their use of psionics to control
the minds of furres, the race of Wyrmmes is
not well-loved in Drakoria. Those Wyrmmes
who live in Kasuria tend to be very nice;
they are the ones who rebelled against the
harsh Drakorian empire. Wyrmme psionic
powers are visible as a subtle rainbow
shimmer in the air from forehead or jaws,
(as if they were breathing it out.)
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
SERPS
These are the rare and elusive snake people of the Dragonlands.
Related to Nagas something like the way Faeriefurres are related
to mortal Furres, the race of Serps are a shy people. In ancient
days, some Serps would eat baby Furres, but most of them today
would be appalled by an act of sennibalism.
Preferring live food, their favorite food is usually fresh bird
chicks, and many of them enjoy eggs too. Serps can be very kind
and philosophical, and some live a vegetarian lifestyle.
Bogblort™
The unlikely Bogblort lives in still water, the more
foul the better. Children may cuss, "Oh, bogblorts!"
when something goes wrong. Perhaps that is because these
little creeps are known to sneak in and sabotage
machines and tools. They sometimes infest the
sewage moats of castles.
The Bogblort's specialty is illusion. It stands
only half a meter tall, but can look like somebody much
bigger. A Bogblort can impersonate monsters it
has encountered, too, but cannot look like something
it hasn't seen from a number of angles. More
often, its efforts are directed at looking like
natural pieces of scenery like a boulder or bush.
Those rare individuals who are "psionic nulls"
(and thus immune to these illusions) are the Bogblort's
deadly enemies. Bogblorts normally go to great
lengths to kill such a person.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Furre™ Brigand
In the Olde World, cities do not have "city guards"
while in Kasuria, only the very largest do. Keeping
people safe is the responsibility of household guards
in the pay of noble families. That leaves the roads
between settlements a ripe place to harvest the money
of travelers!
Brigands aren't really a separate race, but they do
try to look like no race in particular. Thus, you
may find rat-like dogs, cat-like rabbits, wolfish
horses, and so on, amongst them. They will trim
the fur on their tails or permanently cut their ears
for this effect-- all the better to elude the law.
The normal operations of brigands is to stop furres
on the road and demand they leave their goods and
money. After they have robbed their victims, it is
normal for them to attack until the victims are not
in any shape to follow them. More vicious brigands
simply kill their victims and rob them afterwards.
The brigands of the Olde World will tend to use sword
and crossbow. Brigands of Kasuria can be mages with
wands as well. Brigands of Drakoria tend to use
flint-tipped spears and bow-and-arrow.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Cauldruin-born™
There is an epic song of a lapine witch whose wolf
lover became one of the Cauldruin-born. She
gave him a magical draught to restore his
memories. Alas! Although he remembered clearly
who he had once been, he was still a monster,
and he killed the witch for trying to come
between him and the power of the Cauldruin.
Once taken, there is no turning back.
The winged spear-hurling warriors wear helms
with a third eye, enabling them to see all
that is invisible. These are servitors of
the Cauldruin, a famous magical artifact.
Known as the Cauldruin-born, legend says they
sometimes appear at the close of a battle to
carry away the body of a fallen hero. The
remains are thrown into the Cauldruin, to rise
again as an intelligent but strange and unfeeling
being.
Cauldruin-born have no need of breath, food, or
sleep. They do, however, need to drink water.
Drinking or immersion in saltwater hurts them.
Their arms have two elbows and they can carry
a furre off into the air with ease. They have
no nipples or genitals; indeed, they entirely
lack a sex drive.
They stand a head taller than normal furres,
and could perhaps pass for a Wyrmme if hooded
and cloaked. Cauldruin-born have no tails,
which makes the deception more difficult.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Roughly the size of a furre's forearm, the
Chiznat does not eat, but only drinks dew.
Most of its eating is done during its larval
stage.
Native to western Drakoria, the Chiznat is
wasp-like creature that lays its eggs in a
living host. Its stinger
delivers a powerful dose of paralyzing venom
that carries a virus. After
infection, the victim gets a boil that grows
bigger and bigger. If not cut out or otherwise
treated, the victim will go into a catatonic
state, with one to four Chiznats hatching out
of their abdomen in approximately fifteen days.
Evil Faeriefurres know a spell to make a
Chiznat into a tool for long-distance spying.
They are not so useful up-close, as the
drone of their wings gives them away.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Curcupine™
These green behemoths are created by sorcery. They
start out four times the mass of a furre, and stand
one and a half times as tall. They are used to dig
moats, build castles, and protect forests against
logging. As they age, they grow larger, and there
are legends of Curcupines the size of windmills!
Up close, they attack with hard and armor-cutting
claws. Their tails can be swung to shoot magically
armor-piercing spikes as long as a furre's forearm.
Curcupines are mute and intelligent. They need only
sunlight and water to live. They can be peaceful,
given care and guidance, but without a caretaker, they
become dangerous. If rewarded for it with praise,
they learn to love destruction and a Curcupine on
the rampage can easily wipe out a village. With
effort, they can even claw their way through castle
walls.
A lucky Curcupine in the care of a follower of
the Prime Jujinka may be taught "abbey wave". This
is an ancient Kasurian druidic sign language made
of big graceful motions.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Dracosaur™
Native to Drakoria, Dracosaurs are quadrupeds
with wings. They are not sentient (but they
are about as intelligent as the smartest
real-life dogs and not as smart as real-life
chimps).
There are three species of draxorian: the
large rideable flying Dracosaur, the flightless
Nightdrake (see Nightdrake entry), and the
smaller Minidrake.
Although they are both winged and scaled, the
draxorians are not that similar to the Wyrmmes
(sentient bipedal dragons).
All three draxorians can be bonded psionically
using a magical music ceremony between
compatible subjects. From this time until the
time it is large enough to be ridden is three
years. This is typically reckoned as one year
as a hatchling, and two as an ansel.
(For RP purposes, IC time is 2/3 RL time. So,
9 RL months as a hatchling, and 18 as an ansel.)
Those who do not bond this way simply go wild.
In the wild they are fierce and wary, untamed
and untameable. They will attack a furre to
drive them away from a nest, and there have been
cases of Dracosaurs who developed a taste for
the flesh of young furres.
The Dracosaur's shoulder is at the level of a
tall furre's eartips, with its wings rising
higher than that. It can carry two typical
furres on its back.
Female Dracosaurs are called casses. Males are
called syres. A dragon that is too young to
ride, but larger than a hatchling, is called
an ansel.
Dracosaurs come in gem-like colors and their
color is already known by the color of their
eggshell. They can be carnelian, ruby,
burnished (like burnt gold), ivory, blue agate,
white jade, emerald, jade, and earth brown.
Blue agates sometimes contain rare brilliant
blue sapphire dragons. A male born from a
burnished egg will be obsidian. Various
markings can be brilliant colors.
The Minidrake, the smallest member of this
family, is less than a meter tall at adulthood,
and can ride on a shoulder comfortably. It
looks just like a miniature Dracosaur.
Minidrakes have a very active social life if
they are around other Minidrakes. They form
alliances, hold grudges, forgive, fall in love,
break up, get back together, and so forth.
Dracosaurs of all kinds tend to lay their
eggs far from their homes, leaving their young
to fend for themselves. This protects them
from another instinct: to eat any eggs they
find. Dracosaurs of all sizes find eggs
delicious.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Eetrox™
Powerful and compactly built, the Eetrox can leap about
in trees. They are known to eat non-Eetrox. They
roam the wilds of Drakoria in hordes of around 20-40,
and they are hated by the Wyrmmes, who will send out
patrols to wipe them out if they get too close to the
City-States.
They are primitive, and occasionally will run by
crouching on all fours and wriggling across the
ground quickly.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Evil Faeriefurre™
Physically, Faeriefurres are no larger than teenage
mortal furres. Most are the size of children. They
have great big eyes, profuse hair, and large ears.
Their paws have one less finger than normal.
Unlike mortals, the species of a Faeriefurre is hard
to discern. They may mix the features of predator and
prey creatures, for example. They divide themselves
into two factions: the Seelie, who are fond of the
quaint mortal world, and the Unseelie, who treat it
with contempt.
Faeriefurres who fulfill the ideals of their Court
live longer than mortals.
The evil "ilk" are malignant spirits to the core,
honoring each other for spiteful and malicious acts.
It is customary to brag about it in Unseelie Court,
and the one who doubts another may find themself in
a bloody duel-- to the delight of the rest of the
court. The signature weapon of the Unseelie are
"elfdarts"- slender twinned crystals made of refined
poison that vanish after they have done their dirty
work.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Herdbird™
There are several types of herdbird that furres keep.
They produce a bird-wool, which resembles peacock tail
hurls. It can be spun into a very soft fuzzy thin yarn.
The nomad Furres of Drakoria keep a kind of herdbird
called a Beb-Kra. When one is alarmed, it thumps the ground
frantically with its heavy feet. Beb-Kras are very
affectionate birds and are only eaten in the direst
of emergencies.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Impellion™
The Impellions were created by the Dark Primes to serve
their high priests. They are very rare. One Impellion
is a traditional reward for destroying a large town
or city. They arrive in this world in the form
of fist-sized eggs.
They devour whatever they can, and
grow to their full size in minutes. They must eat
large quantities of fresh prey to keep up their
physical speed, slowing down somewhat if starved.
They do not sleep. They are almost like machines
in the execution of their assigned tasks. They
do not like to talk to anyone but their master or
mistress. They do not possess emotions such as
pride, affection, or anger.
Their tails are equipped with heavy armor-piercing
projectiles which they launch at their enemies. As
soon as one is fired, a new one starts to form, and is
ready a second later. Their scythe-claws cut
through stone as if it were cake; they cut through
an armored Furre as if they were made of warm
butter!
Except for the tips of their four feet, their bodies
disintegrate nearly anything touching them. They
possess a psionic ability to appear to be in a
location that is not where they are. The more magic
a viewer possesses, the more pronounced this effect.
Impellions can magically see through total darkness
but not walls, so they try to avoid being in
buildings or other structures that impede their vision.
As if that was not enough to keep them alive, they
are also the fastest self-regenerating creatures
in all the Dragonlands.
Because they require magic to live, they can not
survive in the Olde World. It is fortunate that Impellions
cannot breed, for they would quickly overrun the world
if they did. Thanks to the gems set in their heads,
they can see all around them, even in the dark, and
they can never be surprised. They can sense evil
as if it were music.
They can be targetted through sonar and other
discriminatory senses. It is also possible to hazard
a guess as to where they are, by watching the prints
of their feet in sand, their shadows, and similar
indirect indicators.
Impellions are immune to magic and psionics that attempt
to affect them (such as setting them afire or
mind-control). They are not immune to indirect use
of magic, such as, setting a forest around them
on fire or blowing at them with a gale-force wind.
After they have been vanquished, Impellions are
strangely forgotten, except by those who faced
them directly in combat. Mage lore sometimes has
scrolls with precious accounts of the encounter.
It is written that one Impellion can destroy an
army of four hundred Furres and their Dracosaur
and Scarhawk mounts, mages included. Fighting one
is invariably a matter involving kings, arch-
mages, and even lords and ladies of supernatural
courts.
The reader of such lore could learn (for a time!)
that a magical circle blocking out all magical energy
formed around an Impellion will cause it to
revert back into the inert egg. To awaken it
again, it must be bathed in the blood of a dying
innocent sentient Furre (a Wyrmme or Bugge will
not suffice).
Perhaps their greatest weakness is that they
must obey the will of the one that awakened
them. They are cunning but not geniuses; they
rely on the wits of their superior. If that
person is somehow removed, the Impellion will
try to find a replacement patron on their own.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Leotaur™
Another of the elusive and primitive "Kentauri"
tribes, the Leotaurs are inimical, seeking to kill
any regular furre that they find. Like their
lupine counterparts, the Wolventaurs, Leotaurs
are "sennibals", that is, they will eat sentient
creatures such as furres and other Kentauri.
While Wolventaurs are happiest in packs,
Leotaurs are often solitary wanderers or
mated pairs. Unfriendly males will fight to
the death for a female, but friends will
prefer to wrestle.
Female Leotaurs have a pouch.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Lichenthrope™
Ancient Drakorian Wyrmmes discovered that a certain
fungus, when allowed to cover a corpse, would reanimate
it into a creature with the intelligence of a snake.
The Wyrmmes made herds of them to protect their tombs.
Able to sense vibrations and heat through their textured
surface, lichenthropes can tear would-be tomb raiders
to shreds. Lichenthropes know no fear, and can not
fall unconscious due to injury.
Capable of living for centuries, older lichenthropes have
an outer covering resembling random staghorns, while
the younger ones are rough, crinkly or warty.
The nails of lichenthropes grow into dangerous claws
that cause grotesque and painful infections if the
wounds are not cleansed. If an infected furre dies,
they become a lichenthrope themself.
Vulnerable to sunlight, lichenthropes can leave their
subterranean lairs by night. Most of the time they are
perfectly still, dormant.
The deep bodily fluids of lichenthropes are a green goo
that glows in the dark. This substance seems useful-
but so long as it gives off light, it is capable of
infecting a corpse. It usually lasts up to three days.
PHYS: 9 Hit Points: 8 Move: 5
DEFT: 9 Attack ability with claws: 14
INTL: 3 Damage: 2/3/4
Initiative: 1/1/2
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Evil Furre™ Mage
Evil furre mages have different spells than their
good counterparts because they are learned in
secret schools called the "Colleges of Shadows."
These three organizatins are known to their
members as the School of Corruption, the School
of Darkness, and the School of Dark Bindings.
see details here.
Like brigands, the evil mages aren't a separate
race-- but they wish they were. Magical talent
is somewhat hereditary, and they make a big
deal out of arranging marriages between their
secret bloodlines.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Evil Merfurre™
There are legends of sailors tossed overboard during
a storm who are rescued by the fish-tailed "Daughters
of Dahlsea". Evil Merfurres, however, are those
denizens of the deep who have turned to evil.
Equines are the most common Merfurres. They tend to
be highly territorial and place great value on
privacy and secrecy. They are superstitious and think
that witnesses to their elaborate dances and ceremonies
rob them of their effectiveness.
They consider themselves different groups according to
the forms of their lower bodies. Some resemble
sharks; some resemble seals; some resemble dolphins;
some resemble a certain kind of fish such as a marlin.
The Merfurres have no need of air, so they build
great cities at the bottom of the sea. Or rather,
they grow them, by cultivating corals
into beautiful and strong structures. Good and evil
merfurres dwell apart in different places, and there
are often wars taking place between them.
The evil Merfurres create shrines to Nareetha, a
Dark Prime. She is depicted as a rodent merfurre
with a huge pearl in her mouth. She is accompanied
by two smaller feline merfurres that are chained
by their necks to her wrists.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Evil Nagafurre™
These are the traditional temple guardians of
the ancient world. They have the torso of a
Furre but a lower body like a huge snake.
Their faces are often snake-ish, with scales
and backswept ears tight to their heads.
Furres tend to find them beautiful yet somewhat
repellant at the same time.
A nagafurre can only be magically created by a
conclave of Dark Mages. It begins as an egg,
which hatches and rapidly grows into a four-
meter-long adult over the space of a month.
Making a Nagafurre requires the destruction
of a Faeriefurre, a mortal Furre, and a snake.
They are usually equipped with a warrior's
weapons, and armor made especially for them.
Then they are set to guard great treasure
hoards.
Nagafurres can spit fist-sized balls of "fyre":
gooey stuff that bursts into fire in the air.
Their range is equal to that of the finest,
heaviest bow. Once set on fire, a victim's
best chance is to smother the fire with
something fireproof. Rolling on the ground
will make it worse and spread the fire.
Water does nothing to the Nagafurre's fyre.
It will burn for weeks- donated fyre from a
friendly nagafurre makes a great lamp fuel!
The best action for someone hit by fyre is
to apply large amounts of dry powdered
gypsum or plaster-of-paris. The burning will
go out but the victim will still be horribly
injured.
The nagafurre's senses of touch and hearing
are very acute, and they cannot be surprised
if they are awake. They can hear the heart
beat of a furre hiding behind a huge pillar
several meters away, for example. Thus,
they can fight in pitch darkness without
any penalty.
Nagafurres are, by nature, vain and insecure.
They can embody all the worst traits of a
young child-- greed, selfishness, laziness,
malice, and so on. Also, like a young child,
they love to listen to stories. (Long epics
are their favorite.)
There are three known ways to distract one.
Its serpent nature makes it hungry and after
being given a large offering of food, it will
go to sleep. Its Faerie nature gives it a
curious, playful side, and it can become
obsessed with a puzzle toy, such as a large
jigsaw or a metal blacksmith's puzzle.
The mortal Furre nature gives the Nagafurre
susceptibility to loneliness. Most will
never have seen another Nagafurre and can be
thrown into a state of rapture and longing
by showing it a large mirror.
It is also true that a mortal furre of the
opposite sex who is good and pure of heart
can tame the Nagafurre with kindness. (This
isn't sexual, and it's always a furre of the
opposite gender.) Once tamed, a Nagafurre
starts to grow up, showing more and more
self-control and maturity over time.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Nightdrake™
[[There are three species of draxorian: the
large rideable flying Dracosaur, the flightless
Nightdrake, and the smaller Minidrake.
All three draxorians can be bonded psionically
using a magical music ceremony between
compatible subjects. From this time until the
time it is large enough to be ridden is three
years. This is typically reckoned as one year
as a hatchling, and two as an ansel.
(For RP purposes, IC time is 2/3 RL time. So,
9 RL months as a hatchling, and 18 as an ansel.)
Those who do not bond this way simply go wild.
In the wild they are fierce and wary, untamed
and untameable. They will attack a furre to
drive them away from a nest, and there have been
cases of draxorians who developed a taste for
the flesh of young furres.
Tribesfurres of Drakoria tell frightening
campfire stories of hunters being stalked by
legendary Nightdrakes with furre-level
intelligence.
The Nightdrake is perhaps the rarest. Its
wings are only used for attracting a mate-
and grow out of its skull instead of shoulders.
Its skin is dark colored, usually dark blue
or dark dark green. Nightdrakes have big eyes
like milky opals, and they cannot see during
the day. At night, however, they have
perfect vision. They also have small gemlike
lenses on their foreheads which project a
light that only they can see.
Furres who mindmeld to a Nightdrake are said
to become very strange. They become withdrawn
and don't like to speak much. At night, they
see through the Nightdrake's eyes, while in
the day, they allow the Nightdrake see. The
Nightdrake's dislike of wide open spaces tends
to magically "infect" their rider.
Untamed Nightdrakes are a deadly menace. They
run at a shockingly fast gallop and swim very
fast. Their jaws crush legbones or skulls as
if they were paper; their teeth are hard enough
to pierce armor. Their skin is extremely tough.
They are the preferred mounts of Drakorian
bandits, but are also favored by miners.
Draxorians of all kinds tend to lay their
eggs far from their homes, leaving their young
to fend for themselves. This protects them
from another instinct: to eat any eggs they
find. Draxorians of all sizes find eggs
delicious.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Raukor™
The Raukor is twice the mass of a domestic Ostrix, and
more common in Drakoria than Kasuria. It is virtually
unknown in Olde World, where they may haunt misty
eastern jungles. In Drakoria, a bad-tempered lady
may be called "that old Raukor" behind her back.
Highly intelligent, Raukors can mimic sounds they have
just heard with great accuracy. They are voracious
and clever pack hunters. Where there is one, there
is usually a dozen or two more. They attack with
an unceasing chorus of cawing shrieks that makes
even yelled speech impossible.
They are most deadly because the whole pack will
attack a single victim unceasingly, then move on
to the next foe. Their thick hide is very tough,
and can even resist crossbow bolts, thus their
skin is prized for making feathery shields.
The long plumes on its back are not its tail, but
a tuft that can be raised, lowered, or made to
quiver. Drakorian chieftains and chieftainesses
sometimes wear cloaks woven from Raukor throat
plumes.
Wyrmme nobles hunt Raukors with long spears, and make
their back-plumes into fans on long handles.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Roctopus™
Roctopuses are animals normally found on the ceilings
of caves. They have a natural ability to fly slowly.
They catch prey by dropping down on them, and then
crushing them to death. They tend to be alone, as
they are cannibals out of mating season.
(Roll INT+SearchSkill-1 or less on 2d10 to detect them.)
PHYS: 14 Hit Points: 29 Move: 5
DEFT: 10 Grapple ability with tentacles: 11
INTL: 3 Damage: 4/6/8
Initiative: 1/2/3
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 0 vs Physical 1 2 3 4 5 6 7 8 9 10
2 vs Energy 0 1 2 3 4 5 6 7 8 9
These are the rare and elusive snake people of the Dragonlands.
Related to Nagas something like the way Faeriefurres are related
to mortal Furres, the race of Serps are a shy people. In ancient
days, some Serps would eat baby Furres, but most of them today
would be appalled by an act of sennibalism.
Preferring live food, their favorite food is usually fresh bird
chicks, and many of them enjoy eggs too. Serps can be very kind
and philosophical, and some live a vegetarian lifestyle.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Surfcutter™
Surfcutters are swimming birds, unable to fly, but swift swimmers.
Their hind legs have moved forwards and their wings have become
flippers. They are not natural creatures; they are the result
of a potion on birds. Their presence is usually heralded by
the wind going dead, a magical effect that they cause around
them.
They are usually sent in a large flock to assassinate someone at
sea, following them magically. The surfcutters then weaken the hull
of the ship, going into a frenzy to attack any people in the
water.
The potion used to transform birds is known as Nareetha's Tears.
Its effect lasts eleven years and a day. If given to a Furre,
the result is a Merfurre until it wears off.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Snugg™
This creature "sneezes" its long sticky tongue at prey.
It would be quite comical except that its saliva is a
very potent paralysis poison. Their habitat is caves and
forests with very little sunlight. A naturalist by the
name of Yorkin ti'Payne was touched on the cheek by one.
He reports that he was conscious as it licked a wound into
him with its abrasive tongue. Fortunately, he recovered
and was able to run away before bloodloss killed him.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Vampyre Furre™
Vampyre Furres are rare. Those that aren't evil
are even rarer still. The acquisition of their
vampyric abilities damages their minds, and
this change is visible in their aura as a very
dark blotch. These personality flaws are called
"Lacunas".
The strange powers of the vampyre furres
are known as "Evil Ways".
They also have their own set of
vocalizations, which can not be
heard by mortals. These are called
"Voices of the Damned". Very weak
vampyre furres are looked down upon
by the powerful ones because they
cannot make these sounds.
Click here for more info.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Wolventaur™
Native to Drakoria, Wolventaurs are one of several "Kentauri"
races of the Dragonlands. The females bear their young in
pouches. They are violent and survive partly because of
their amazing ability to regenerate within a week. Whereas
Leotaurs are solitary or pairs, Wolventaurs generally move
in packs of 8-20.
Like the other 'taurs, they are sennibals, willing to eat
any sentient beings including other Wolventaurs. They are
only able to eat meat, and must consume a great deal to live.
They typically wipe out all the game in a region, then
move on.
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
Evil Wyrmme™
The word "Wyrmme" is what the bipedal talking
dragons of Drakoria call themselves. The
noble-born Wyrmmes have wings but the
commoners are landbound and wingless.
To make up for this, they ride non-sentient
quadruped dragons, called dracosaurs.
Known for their use of psionics to control
the minds of furres, the race of Wyrmmes is
not well-loved in Drakoria. Those Wyrmmes
who live in Kasuria tend to be very nice;
they are the ones who rebelled against the
harsh Drakorian empire. Wyrmme psionic
powers are visible as a subtle rainbow
shimmer in the air from forehead or jaws,
(as if they were breathing it out.)
PHYS: ? Hit Points: ? Move: ?
DEFT: ? Attack ability with claws: ?
INTL: ? Damage: ?/?/?
Initiative: ?/?/?
Damage 1 2 3 4 5 6 7 8 9 10
Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8
4 vs Energy 0 1 1 2 3 4 5 6 7 8
SERPS
These are the rare and elusive snake people of the Dragonlands.
Related to Nagas something like the way Faeriefurres are related
to mortal Furres, the race of Serps are a shy people. In ancient
days, some Serps would eat baby Furres, but most of them today
would be appalled by an act of sennibalism.
Preferring live food, their favorite food is usually fresh bird
chicks, and many of them enjoy eggs too. Serps can be very kind
and philosophical, and some live a vegetarian lifestyle.
AAHH YOU BEAUTIFUL PERSON, you saved the bestiary info! That page is gone, taken off the furc site. You wonderful thing you! I have been reading this and really am happy as heck.
Muhuhahaha, yes Ana. I dug and dug. Some of it is missing! Only about three or so pages. The archive wasn't complete, but it is better than nothing.
Interested in SERPS?! Not sure where this one came from either. However it mentions Olde World India and Krishna being worshipped as a Lion Furre thing. Which is pretty awesome!
Interested in SERPS?! Not sure where this one came from either. However it mentions Olde World India and Krishna being worshipped as a Lion Furre thing. Which is pretty awesome!
Serps
Here's the 'canon' take on it.
1. "What sort of names?"
In most places, Serps survived yet didn't manage to maintain an independent culture. They're very rare. Their names tend to come from the cultures around them as they "pop up". In Frrance, a Serp egg discovered by a couple of raccoon cottager and adopted might be Francois. In Kasuria, a Serp from the deserts of a southeastern County might be Ippem- no particular meaning, just a couple of syllables by which she likes to refers to herself.
In Olde World India, serps may command a bit of respect, just like feral non-sentient "ordinary" cobra still does today in real life. You might like to take a traditional name like Kaliya. (That's Lord Krishna's multi-headed cobra. Lord Krishna is worshipped as a lion furry. http://www.krishna.com/en/node/1341 )
Some Serps enjoy extremely long lifespans. Their names may date back to languages no longer spoken.
By the way, Serp eggs can maintain for millenia in perfect health, hatching long after they were laid, so some Serps wouldn't know what their parents had been named, what language their ancestors had spoken, and so on.
Some Serps don't even have Serp ancestors: they were the product of magic upon an ordinary snake's egg!
2. "How do ordinary furres perceive them?"
Probably much the way a human today might perceive a being that was part serpent, part -human-. Unlike the lack of wild quadruped sheep and wild quadruped horses, there -are- ordinary snakes. So the comparison would probably be made.
Some Serps are venomous. That alone would be threatening.
The Nagas have a single tail instead of legs. That's going to be disturbing until friends get used to it. A furre meeting a Serp for the first time might be a bit uneasy-- like talking to somebody with a severe facial deformity for the first time. It takes a while before the feeling of "wrongness" goes away.
Furres whose archetypes resemble earthly prey for snakes might be uneasy around them, maybe even frightened. In real life, snakes and cats both give off scents so mice that have never met either still instinctively fear them.
http://pinktentacle.com/2007/11/scientists...fearless-mouse/
In character generation, this is done as a special optional disadvantage on the serp: 'offputting to prey species'.
3. "Do Serps receive special treatment in Drakoria?"
"Special" as in, privileges or affection? No, not really. The only way a Wyrmme and a Furre would produce offspring is with some kind of magical potion's interference.
For the typical Wyrmme, furres are as low as real-world humans perceive the cockroaches that run around inside the walls of old buildings. They are wilderness vermin who, with a bit of work, can be made into serviceable servitors. So many things about furres they find instinctively repulsive-- their exterior fuzzy like mold, their eyeballs always twitching shut for no reason, and their gross sweaty musky STINKY smell, no matter how much one bathes it.
So, Wyrmmes are extremely disgusted by any hint of a cross with a furre. Some of the city-states have laws against it. A half-furre half-dragon would be viewed the way we might see a half-human half-cockroach: an exceptionally disgusting cockroach.
http://images.buycostumes.com/mgen/merchandiser/21223.jpg
In fact, having Wyrmme genetic heritage risks giving the furre the Wyrmmes' psychic abillities, and resistance to them. Even if Wyrmmes liked such a creature, it's a dangerous liability. Drakorian furres would tend to see 'the enemy' in a Serp.
Because a Serp has features in common with a Wyrmme/furre hybrid, I'm afraid the 'special treatment' in Drakoria would probably be, "Kill it. KILL IT NOW!"
Here's the 'canon' take on it.
1. "What sort of names?"
In most places, Serps survived yet didn't manage to maintain an independent culture. They're very rare. Their names tend to come from the cultures around them as they "pop up". In Frrance, a Serp egg discovered by a couple of raccoon cottager and adopted might be Francois. In Kasuria, a Serp from the deserts of a southeastern County might be Ippem- no particular meaning, just a couple of syllables by which she likes to refers to herself.
In Olde World India, serps may command a bit of respect, just like feral non-sentient "ordinary" cobra still does today in real life. You might like to take a traditional name like Kaliya. (That's Lord Krishna's multi-headed cobra. Lord Krishna is worshipped as a lion furry. http://www.krishna.com/en/node/1341 )
Some Serps enjoy extremely long lifespans. Their names may date back to languages no longer spoken.
By the way, Serp eggs can maintain for millenia in perfect health, hatching long after they were laid, so some Serps wouldn't know what their parents had been named, what language their ancestors had spoken, and so on.
Some Serps don't even have Serp ancestors: they were the product of magic upon an ordinary snake's egg!
2. "How do ordinary furres perceive them?"
Probably much the way a human today might perceive a being that was part serpent, part -human-. Unlike the lack of wild quadruped sheep and wild quadruped horses, there -are- ordinary snakes. So the comparison would probably be made.
Some Serps are venomous. That alone would be threatening.
The Nagas have a single tail instead of legs. That's going to be disturbing until friends get used to it. A furre meeting a Serp for the first time might be a bit uneasy-- like talking to somebody with a severe facial deformity for the first time. It takes a while before the feeling of "wrongness" goes away.
Furres whose archetypes resemble earthly prey for snakes might be uneasy around them, maybe even frightened. In real life, snakes and cats both give off scents so mice that have never met either still instinctively fear them.
http://pinktentacle.com/2007/11/scientists...fearless-mouse/
In character generation, this is done as a special optional disadvantage on the serp: 'offputting to prey species'.
3. "Do Serps receive special treatment in Drakoria?"
"Special" as in, privileges or affection? No, not really. The only way a Wyrmme and a Furre would produce offspring is with some kind of magical potion's interference.
For the typical Wyrmme, furres are as low as real-world humans perceive the cockroaches that run around inside the walls of old buildings. They are wilderness vermin who, with a bit of work, can be made into serviceable servitors. So many things about furres they find instinctively repulsive-- their exterior fuzzy like mold, their eyeballs always twitching shut for no reason, and their gross sweaty musky STINKY smell, no matter how much one bathes it.
So, Wyrmmes are extremely disgusted by any hint of a cross with a furre. Some of the city-states have laws against it. A half-furre half-dragon would be viewed the way we might see a half-human half-cockroach: an exceptionally disgusting cockroach.
http://images.buycostumes.com/mgen/merchandiser/21223.jpg
In fact, having Wyrmme genetic heritage risks giving the furre the Wyrmmes' psychic abillities, and resistance to them. Even if Wyrmmes liked such a creature, it's a dangerous liability. Drakorian furres would tend to see 'the enemy' in a Serp.
Because a Serp has features in common with a Wyrmme/furre hybrid, I'm afraid the 'special treatment' in Drakoria would probably be, "Kill it. KILL IT NOW!"
This next bit is from Draco Somnus guild I think. About Vampfurres! I think there were pictures with it at some point. They are sadly gone now!
Vampfurres
The Book of Sanguine Bindings
THE Definitive Reference on Vampyres
"The flame of the logs has died to the hidden glow of the coals. You ask me to tell you about the Vampyre furre, or Vampfurre. Very well. Come closer, bring that cushion and sit beside me. Ah, young one. So many questions!
You ask me why they live in such dreary places. Where the walls are so cold, there is more fear than beauty. That is where the powers of darkness are strongest. Where it is dreary and bleak and cold, that is where the Evil Ways of the Dark Primes may be accomplished.
The sun is the Dragon's eye; that gaze destroys a Vampfurre. Colors, love, and beauty, all these will weaken a true Vampfurre. They shun Syndira's color, sneer at Jujinka's love, and cringe at Danival's `beauty.' These things will sway the balance in the favor of good, keeping the Dark Primes at bay..."
THE ORIGIN OF THE VAMPYRE FURRES
Bleakness, hatred, and ugliness, as decided by the common Furre, all these make evil stronger. The garden's bright flowers, the tavern's good cheer, the chapel's sweeping architecture, all these are anathema to evil. Most of all, no thing consecrated with a Vinca in plain sight can willingly be harmed by a Vampfurre; they may open the door but they may not break it down. There are other such symbols, and one of them is the magically empowered Unholy Sign that is inscribed upon the door of the place where Mirmoggin is imprisoned: the Vault of Dread.
Long ago, thirteen followers of the Dark Prime Mirmoggin sought to set him free. They were wizards, dark priests and priestesses, kings, queens, emperors and empresses. They called themselves the Coven. The magicks required enormous blood sacrifices: they filled a room chin deep in the blood of furres, and by floating in this while it was still warm, and chanting, they came to dream of the Vault of Dread. Their chanting would have shattered the Unholy Sigil had it not attracted the attention of Aristaya, the Prime whose domain is Dreams. She could not approach the Unholy Sigil herself, so she awakened Beekin, the smallest of all the Primes.
It is Beekin's power to whisper in the ears of all, no matter how far away they are. She told Beekin to alert the Dark Primes. And so the Little Dragon did. The Dark Primes were very surprised, then enraged. They sent Suffrith, Lady of Disasters, to deal with the mortals.
She came in the form of a beautiful lady furre, a pure white fox, with milky sharp teeth and sparkling ruby eyes. To stop them from setting Mirmoggin free, she inflicted the Hunger upon them: the overpowering craving for blood. Then, as they began to drink the blood in which they were swimming, she tore slowly tore out a piece of each of their souls.
Mirmoggin himself heard their screams. With power that he had been hoarding since before the invention of time itself, he bestowed strange abilities upon his followers. He ordered them never to reveal their true nature to any not in their power, and this order he laid upon them in the form of a Geas: a supernatural compulsion. All true Vampfurres, to this day, desire to keep their true nature secret. The Vampfurre whose nature is known by a multitude loses their powers.
LACUNAS
At the moment of their change, all Vampfurres feel the pain of the tearing-out of a portion of their souls, and the ecstasy of newfound power. Their aura is marked by at least one black spot, their Lacuna. This makes them incapable of some normal furre feeling. The feeling will be, at best, a faint faint memory, and they can never again regain what they have lost. Some say that the Primes can grant that which makes them whole, but the oldest texts say that only the scent of the Dragon Him/Herself can do this. It is no light matter.
There are thirteen Lacunas, each named for the first Furre to bear it. Each is associated with a Dark Prime. It is really only Vampfurre Hunters who speak in terms of Lacunas: the Vampfurres themselves have a tendency to deny the Lacunas even exist. But those who are granted the ability to see Auras (via a Mage spell or by True Sight (3 Point Advantage!!!)) will see the Lacuna as a very dark hole, a very large obvious blight of the aura. (There *are* other ways by which one can acquire a Lacuna, so it is not proof of Vampfurric nature.)
NOTE:
At Cool 3 There is no way to rid oneself of a Lacuna. This is what is tragic about the Vampyre: there is no going back to being a regular furre. It cannot be cured by a magical spell, or a potion, or willpower. Old and powerful vampfurres do not overcome their Lacunas. They start to *really* enjoy them...
At Cool 2, a Lacuna can be bought-off using experience points. As a rule of thumb, it takes at least 90 real-life days to play through a plot explaining how a Lacuna is overcome, before the purchase takes effect.
At Cool 1 or below, take a Lacuna if you want your character to feel "authentic" to Furcadia but you're by no means bound to play it out in any way, and you can ditch it if you don't like it.
A List of The Thirteen Lacunae
1. Kuyorra, The False Glory (Taglinn Tigh) A lack of regard for the right to live free from fear makes this a subtle evil. The furre takes pleasure in bullying others. They will make their lair into as frightening a place as they *can*. The furre lives in constant fear for their own existence.
2. Nuava, The Unseen Hand (Tallus) The furre has an inability to understand the concept of personal possessions of others, but wants to own things. This may manifest itself as kleptomania. Stealing from individuals brings a kind of thrill that stealing from the community (for example, shoplifting or bank robbery) does not yield.
3. Tauthmyarr, The Nihilism (Greydark) The furre has an irrational urge to destroy. It can be as small as throwing a plate to the ground, or they can be driven to destroy buildings, burn down forests, etc. There is nothing breakable that is unbroken, in the lair of one afflicted by Tauthmyarr's Lacuna.
4. Ghislok, The Loneliness (Drossifer) The furre is incapable of normal emotional bonding with others. They are incapable of love, romantic or otherwise. They can not trust or love others. They will occasionally feel possessive of others (so long as they are useful and cooperative), but the slightest sign of independence is perceived as betrayal. Yet the furre is cursed to crave company and possibly romantic companionship.
5. Svinlok, The Emptiness (Suffrith) The furre lacks the ability to derive gratification from normal sensory stimulation. Food, art, sex, and so forth, bring no pleasure. The furre can only find unusual physical stimulation pleasurable, such as beating their head against a wall, taking euphoric drugs, being drunk, or even something bizarre like staring into a candle flame.
6. Sharok, The Fury (Telcodar) This Lacuna is the furre's utter lack of self-control. They act upon impulse, attacking at the slightest provocation. All their wrath is magnified a thousand times stronger. Those with Sharok's Lacuna usually live alone.
7. Kriorn, The Blindness (Peristane) Other people are seen as inferiors, to be used and enslaved, or superiors, because they can hurt and destroy the furre. This is an inability to treat others as equals. The furre is not content to limit this to opinions; they must go out and make others their thralls, or else live in torment, feeling that *they* are no better than slaves.
8. Gozmeron, The Cruelty (Lokira) Very simply, the furre wants to cause others pain, physical and emotional both. The sight of another in torment brings pleasure. This is like an addiction: if the furre has not done so, they will be at a minus to all their abilities, and they will be quite irritable.
9. Shatugar, The Untrust (Chatengo) The furre has no sense of obligation. Furthermore, they are compelled to break any promise they make, and openly mock any promise made unto them. Smells that are foul to normal furres actually smell *good* to those with this Lacuna, and normally delicious smells are repulsive. The furre has no honor, and enjoys breaking local taboos and generally being a deviant.
10. Aburralon, The Weeping (Nareeth) The sight of others happy is painful to the furre. They can not drive the awareness that all things come to an end, from their minds. Their own happiness is shortlived, followed by an even greater backlash of depression.
11. Heng, The Inimicality (Erigon) Life is intrinsically hateful. The furre enjoys the feeling of power gained from ending a life. The sight of dying brings a joy that other emotions cannot match. This furre lacks the ability to value any existence other than their own.
12. Willathar, The Double Tongue (Dyarr) A compulsion to lie, and a lack of regard for accuracy or truth. Being a compulsive liar will not give one a Lacuna. In compulsive lying, the liar often doesn't remember having told the lie. With the Lacuna, the liar is very aware of the lie, and remembers it. With the Lacuna of Double Tongue, the furre feels gratification, almost like physical pleasure, when they lie.
13. Tamanannu, The Flesh Hunger (Mirmoggin) This is an addiction, not merely to blood, as is standard with Vampfurres, but also to fresh furre flesh. They require a pound of flesh at least, per week.
GENERATION
The Coven, those thirteen original Vampfurres, are the First Generation. (Their IC life and times were prehistoric.) Their Vampfurric Progeny, the Second Generation, settled in towns (not unlike those of the "Biblical" era). Characters of higher generation are weaker and younger than those of lower generation. Characters with no character sheet are automatically Generation 7 or higher/weaker.
7th Generation Vampfurres are generally less than 200 years old. They are a new phenomenon: they lack the Voices of the Damned abilities. This has alienated many of them from Generations 2-5, who often hold the "puling babes" in contempt.
Most Vampfurres leave no successors. It only takes one foolish slip to alert those who hate and destroy the Undead. Most fledgeling Vampfurres don't even last a year past their Embrace. A few manage to produce 1 surviving Progeny. A very rare few will manage 2 or even 3. If you did buy the "Generation" advantage in Character Generation, you must buy the "Progeny" Advantage with experience points before your character can ICly Embrace another.)
Vampfurres in one's lineage are referred to as one's Progenitors. At the 10th Generation, Mirmoggin's "Dark Gift" can no longer be passed on. 10th Generation Vampfurres are "sterile". It is worth noting that neither Wyrmmes nor Bugges can be Vampyres or Minions.
In the year 915, the Coven established a secret underground citadel at Modesty, in Desdemond (Kasuria). Here, protected by enchantments to cause the place's existence to slip from the minds of all non- Vampfurres, exists the fabled Library of Puru-Shottem. It is here that scribes still keep records of Vampfurre lineages. They use the archaic and obsolete prefix "Ek'" (ekazaad, "protected by") in their Longnames.
AUTOMATIC VAMPYRE DISADVANTAGES (MANDATORY AT COOL 2 AND ABOVE)
(Ah, you didn't think that simply being inhuman was enough, did you?)
Repelled by the Vinca Sigil Must avert their eyes from it, and upon sighting it, can approach no closer.
Phobia of those who know their true nature. A Vampfurre can only tolerate the presence of up to 2 non-Vampfurres that know their true nature. The sight of a mob that *knows* they are a Vampfurre fills them with supernatural terror.
Upsetting to Animals Cannot ride Ostrixes or Raptors; they will bristle and scream at the sight of this character.
Severely burned by Sunlight Exposure of fifteen seconds is enough to send the Vampfurre unto true death.
Paralyzed by Day During daylight hours, the character is paralyzed, trapped with eyes closed in a state of unconscious terror resembling a coma. Begins at sunrise, and ends at sunset. Vampfurres do *not* sleep. No rest for the wicked, indeed.
Any 1 Lacuna (player's choice) Regardless of the Vampyre's willpower, they cannot go against their Lacuna. This part of them is forever destroyed, and to try to conceal or overcome it is simply not possible. They can not be talked out of their irrational state, and must either go to great lengths to rationalize it unto themselves or angrily attack that which is causes them to question it.
AUTOMATIC VAMPFURRE ADVANTAGES (MANDATORY AT COOL 2 OR ABOVE)
Longlived (*) Will not die of disease; will age extremely slowly. If you can find a willing player-character furre who is an Alchemist who knows the Anagathica potion, then you may appear to be very young. Otherwise, Vampyres do show signs of aging, eventually, it is just very, very, very, slow.
Heal from Death (*) If reduced to negative hit points, the vampfurre is still not dead, but will not heal without fresh blood. If their body is beheaded or cremated, they face True Death, however.
Voices of the Damned (*) Each true Vampfurre traces their origins back to one of the thirteen Lineages. These are mystical vocal sounds that can only be made by Vampfurres, that only Vampfurres can hear. Vampfurres of higher than 6th Generation can neither hear nor produce Voices!
Greeting Rattle- Upon hearing this, each Vampfurre
present must answer in kind to the best of their
ability.
Warning Hiss- This conveys the Vampfurre's Generation,
(how many Vampfurres it took to pass the
Embrace to that Vampfurre; all characters not
officially registered are Generation 7 or higher)
Threat Growl- More serious than a Warning Hiss. All
Vampfurres of weaker (higher) Generation will back
away instinctively unless they are allies. Mortals
present will feel a physical chill but be otherwise
unaware of this. This cannot be "targetted" at an
individual; it's "broadcast" to the area.
Wierding Howl- No matter where they are, your Progenitor
and all of your Progeny have an instant sense of
where you are, and should try to come to your aid
instantly. Note that if you move or are moved,
they will still only have a sense of where you
*were*, not where you *are.*
OPTIONAL VAMPFURRE-ONLY ADVANTAGES
These aren't included in the Vampfurres package automatically, but a
Vampfurre can purchse them *separately*, for additional points.
* Generation 2 (*Special: send URL of background,
and a character sheet that's legal except that you have
spent 2 Adv. Pts. on "Supernatural: Vampfurre" and 3 on
Generation. I'm looking for a background that not
only shows an awareness of the canon background but also
reinforces it. I am looking for "stereotypes" rather
than exceptions. You'll notice that a Generation 2 has
no points to throw around for high stats. That's right.
This character has to rely on the player's own wits and
charisma, not on even *slightly* good stats! There can
only be 2 for each of the 13 Coven members, and if your
character has been inactive for a long time, I reserve
the right to remove them from the web page listing.)
Character is the Childe of a member
of the Coven. This Advantage automatically includes "license" for
2 Progeny (who must buy the Advantage Generation 3) and 1 Minion.
All of the Coven would know this person by name. This character
may even have received instruction (in skills, in combat, or in an Evil
Way) from a member of the Coven. At your option, your Progeny can
be NPC's (See NPC rules below). Your character should be between the ages of
5000 and 6000. Generation 2 Vampfurres receive 8 Hobbies, 7
Apprentice skills, 6 JourneyFurre skills, and 4 Professional
skill, which *must* be NON-COMBAT abilities.
* Generation 3 (-3 Points) Character is the Progeny of the
Progeny of the Coven. This Advantage automatically includes "license"
for 1 Progeny (who must buy the Advantage Generation 4) and 1 Minion.
Only one member of the Coven, the lineage's Progenitor, is likely
to know this character by name. Upon learning their Progenitor,
they might be granted a measure of respect from the Coven. At your
option, your Progeny can be NPC's (See NPC rules below). Your character
should be between the ages of 4000 and 4999. To help reflect your age, you
receive 7 Hobbies, 6 Apprentice skills, 5 JourneyFurre
skills, and 3 Professional skills, all of which *must* be
NON-COMBAT abilities.
* Generation 4 (-2 Points) During their existence, this
character has probably only spoken to one member of the Coven,
most likely their own Progenitor. They may have had some teaching
from various members of the 2nd Generation. This Advantage
automatically incluces "license" for 1 Progeny (who must buy the
Advantage Generation 5). At your option, this Progeny can be an NPC
(see Progeny below).
Your character should be between the ages of 2000 and 3999.
To help reflect your age, you receive 6 Hobbies, 5 Apprentice
skills, 4 JourneyFurre skill, and 2 Professional
Skills, which *must* be NON-COMBAT abilities.
* Generation 5 (-1 Point) Your Progeny will still possess the
Voices of the Damned abilities. (They must purchase the Advantage
Generation 6.) This Advantage automatically includes 1 Minion. Your
Progeny may not be NPC's. Your character should be between the ages
of 1000 and 1999. To help reflect this, you receive 5
Hobbies, 4 Apprentice skills, 3 Journeyfurre skills, and 1
Professional skill, all of which *must* be NON-COMBAT abilities.
* Generation 6 (Free upon completing official character generation!)
Your Progeny may not be NPC's. Your character can be up to 999
years old. Like Generations 1-5, you are capable of Voices of the
Damned abilities. You receive 4 Hobbies, 3 Apprentice
skills, 2 JourneyFurre skills, 1 Professional skills, all of
which *must* be NON-COMBAT abilities.
* Regeneration (-1 Point: Vampfurres Only.) This is the ability
to regrow a limb or sensory organ, which the various forms of Healing
cannot do. Normally, if a Vampfurre loses a limb or sensory organ such as
an eye, it will *not* grow back. (This Advantage may be purchased with
experience points to restore a disability later.) The ability is not
instantaneous: For each pound of flesh and bone that is missing, it
requires 1 real-life week of healing.
* Minion (-1 Per Minion: Vampfurres Only.) A Minion is a servitor,
like Dracula's Renfield. Minions who share their master's taste for
flesh are referred to as "Ghouls", but not all Minions have this craving.
This Advantage allows the player to invent an NPC (see Progeny rules
below for regulations on NPC's). A player-character Minion gained
during Roleplay is free. To become a Minion, a furre drinks a cup of their
Regnant's blood on three separate nights. The Minion is Enthralled by
the Vampfurre, will follow an order as long as it does not obviously
endanger their own life. Player-Character Minions may acquire a Lacuna
in exchange for an Evil Way, but their power remains only as long as they
keep drinking a cup of their Regnant's Blood once each month. Minions
live beyond normal lifespan so long as they keep drinking Vampfurre blood-
there are even Hunter Minions, who use their Evil Ways to prey upon
Vampfurres the way Vampfurres prey upon mortals! (This can be bought
with experience points)
* Progeny (-1 Per Player Character Progeny: Vampfurres of Generation
6 or lower Only) This is for Progeny beyond those automatically awarded
as part of a Lower Generation Advantage. NOTE: If you are Embraced ICly,
your character sheet must be done all over again. Progeny pay only 1
points for being a Vampfurre *PLUS* the cost of being one Generation
higher than their Sire.
NPC Rules
It's generally acceptable to invent Non-played characters
(NPC's) to fit your character's background as long as they
are completely ordinary Furres. For example, you can't
invent an NPC Mage to heal you of wounds you received.
Doing so is unfair to player characters of that kind of
character.
In Roleplaying (as opposed to Persona Play), once you
begin playing the character, the NPC's don't show up as
characters unless you purchased them with Advantage Points.
NPC's are not permitted to fight for you. Don't generate
characters for them, as this would violate the rule that
your alts may not interact. NPC Progeny exist "offstage",
purely for background and ongoing story purposes. They
are considered Cool 1.
NPC Progeny therefore do not have character sheets. They
may have Disadvantages, but the only Advantages they ever
possess are"Vampfurre" and being one generation higher
than your character. If it becomes absolutely necessary
to know what their statistics are like, they are Average
(10). If you want you can "flesh them out" and give them
some background by giving them skills. They may take
1 JourneyFurre skill and 1 Professional skill which are
combat-related, plus those skills they receive for their
Generation.
OPTIONAL VAMPFURRE-ONLY DISADVANTAGES
The Evil Ways (Vampyre Furre Powers)
The powers are learned in strange rituals, which came from the Dark
HalfPrimes. For each one a Vampfurre possesses, they acquire one
additional Lacuna. Such is the price of the Evil Ways. Evil Ways
do not work upon QuarterPrimes, but do work on QuarterDarkPrimes.
*Mindslip. The Vampfurre is not remembered by those they have met,
unless a specific ritual is performed. The ritual requires a drop
of the Vampfurre's blood to be smeared on the eyelids of both of
the rememberer's eyelids. The Vampfurre will also be remembered
if the victim is reminded by something at a time that they see
Furre blood. (In a modern setting: Photography, and other
mechanical means will record the Vampfurre just as normal. When
the spell is broken, the victim is very aware that something wierd
had happened.
*Ghostpaw. At will, the Vampfurre can walk or run leaving neither
prints nor scent. They can pick items up and leave neither prints
nor scent. This power is thwarted by moving across live green
plants: their scent will remain, and leaves will be bent, crushed,
or broken.
*Demonwings. In about five minutes, the furre grows a set of batlike
wings on their back. They cannot carry more than a third of their
own weight. They move as fast as a running Ostrix in flight. It
also takes about five minutes to banish the wings. This takes just
a little concentration, and if this is interrupted by the presence
of combat (or similar distraction), the process of growing or
ungrowing the wings must begin again.
*Soulsear. By drinking a cup of the victim's blood, the victim temporarily
acquires the Lacuna of the Vampfurre's choice for three nights,
after which they return to normal, as if nothing was amiss. Only
one Lacuna can be inflicted at a time, but this can be done
repeatedly, and even from a distance.
*Mistform. This does not permit the Vampfurre to pass through cracks,
rather, it makes them immune to injury from blades, bludgeons,
missile weapons, and falling damage. The Vampfurre appears to be
a colorless fog version of themself. Magical, mystical, blessed,
etc. weapons are effective against a Vampfurre ONLY if they are
the property of a Guild to which both attacker and defender both
belong. A Vampfurre can assume or recover from Mistform in five
minutes, during which time, they must concentrate a bit. If this
is interrupted by the presence of combat or similar altercation,
they must begin again. (Clarification: not *all* magical etc. weapons
work on a Vampfurre in Mistform, but those that are THE relics or
artifacts of their Continuity *do* work, especially if they are
consecrated to "Good".)
We Just Say No...
The following are powers we have deemed to be a) too powerful to give
even the NPCs, b) not fun for other player characters and/or c) just
can't be done credibly in the scope of our game. They are likely to be
thought of, as "twinky."
If you are playing Cool 2 or higher they are not permitted.
* Magic Item (*) Artifacts have to be the property of the game and the
Guilds' continuities. Magic items exist but they are NOT given away as
Advantages.
* Shift_Planes (*) This power implies the existence of other worlds, and
we're sorry but we can't permit players to invent other dimensions, or
to claim a connection between the worlds of Furcadia and any other
place.
* Teleportation (*) This power seriously violates fairness and credibility.
* Wingless_Flight (*) This one is inappropriate; it feels like Superheroes.
* Invisibility (*) Real-life privacy is far to sensitive to justify its
use IC.
* Bodiless (*) This power includes all phenomena such as being soul
locked in a tiny amulet, being a ghost, turning into a cloud of
mist.
* Super-high Tech (*) That means androids, cyborgs, supercomputers, FTL
space ships, and so on.
* Prime/DarkPrime (*) These are actually OOC jobs, not roleplaying abilities.
Please do not claim to be one of these! This category includes
anything like a "god".
* Half Prime (*) We don't permit players to create Half-Primes .
The OOC Registry-- If you would like to be a registered Childe, send the URL to a background summary (no more than 200 lines please) to Talzhemir@furcadia.com . Please do not use this address for other purposes. Repeat, this is not a public email address. Please note that this is only for those players who choose to adhere to the official authentic rules.
*Kuyorra the Terrifying
*Nuava the Taker
**Evalia Ek'Nuava
*Tauthmyarr the Destroyer
*Ghislok the Alone
*Svinlok the Hollow
*Sharok the Unbound
*Kriorn the Master
**Grimgroth Ek'Kriorn
**Voltemand Ek'Kriorn
*Gozmeron the Cruel
*Shatugar the Betrayer
*Aburralon the Sorrowful
***Diantinus En'Albion Ek'Aburralon
*Heng the Enemy
*Willathry the Cunning
*Tamanannu the Eater of Flesh
**Seldron ti'Keung Ek'Tamanannu
(sire?) **Orbulon
Vampyre Furre Ranks
"Larva"-- a newly-minted bloodsucker. They need very little blood to survive; that
need grows as they age. Larva are on probation and have no more rights than mortants.
"Thane"-- a Larva who has behaved acceptably and lived long enough can be promoted to a
Thane by an Ellister. The Thane swears fealty to that Ellister. The word "Thane" is
Norse for "minor lord" but its older meaning of "Military servant" is the sense in
which it's applied. In Kasuria, vampfurre society is ruled by Thanes organized into
Councils. In the Olde World, that privilege is reserved for the less numerous Lancers.
"Lancer"-- Ranking higher than a Thane, a Lancer has something of a heroic tradition.
To avoid interference from society, vampfurres are self-policing, often harshly so.
The title refers to the silver-tipped boarspears that vampfurres traditionally used.
The rank of Lancer was traditionally only accorded after a Vampfurre killed a
Lycanthian. Now it may be granted for any warrior's act on behalf of vampfurres in
general, such as killing a known vampfurre hunter, or destroying a vampfurre whose
actions clearly endangered other vampfurres. The status of Lancer is traditionally
given by an Ellister in a ceremony before the whole Council.
"Ellister"-- The title accorded vampiric nobility is "Ellister". The position of
Ellister was created out of a need to organize who hunted where (an older title is
"Keeper of the Maps"). In time, the Ellister role changed into one who presides over a
Council. Currently, Ellisters have become like monarchs, with Lancers functioning as
combination knights and generals. The emblem symbollizing the office of the Ellister
is a willow tree, and an Ellister usually has a heavy staff made of willow for keeping
order.
"Mortant"-- a non-supernatural. The term is not applied to Lycanthians, Faeriefurres,
or Mages that have achieved immortality.
"Minion"-- a servitor to a Vampfurre. A being that is made a Minion becomes a
Mortant-- all their powers are lost in the transformation.
"Beyth"-- An Ellister's immediate household, usually consisting of several Lancers and
a number of supporting mortants.
The Book of Sanguine Bindings
THE Definitive Reference on Vampyres
"The flame of the logs has died to the hidden glow of the coals. You ask me to tell you about the Vampyre furre, or Vampfurre. Very well. Come closer, bring that cushion and sit beside me. Ah, young one. So many questions!
You ask me why they live in such dreary places. Where the walls are so cold, there is more fear than beauty. That is where the powers of darkness are strongest. Where it is dreary and bleak and cold, that is where the Evil Ways of the Dark Primes may be accomplished.
The sun is the Dragon's eye; that gaze destroys a Vampfurre. Colors, love, and beauty, all these will weaken a true Vampfurre. They shun Syndira's color, sneer at Jujinka's love, and cringe at Danival's `beauty.' These things will sway the balance in the favor of good, keeping the Dark Primes at bay..."
THE ORIGIN OF THE VAMPYRE FURRES
Bleakness, hatred, and ugliness, as decided by the common Furre, all these make evil stronger. The garden's bright flowers, the tavern's good cheer, the chapel's sweeping architecture, all these are anathema to evil. Most of all, no thing consecrated with a Vinca in plain sight can willingly be harmed by a Vampfurre; they may open the door but they may not break it down. There are other such symbols, and one of them is the magically empowered Unholy Sign that is inscribed upon the door of the place where Mirmoggin is imprisoned: the Vault of Dread.
Long ago, thirteen followers of the Dark Prime Mirmoggin sought to set him free. They were wizards, dark priests and priestesses, kings, queens, emperors and empresses. They called themselves the Coven. The magicks required enormous blood sacrifices: they filled a room chin deep in the blood of furres, and by floating in this while it was still warm, and chanting, they came to dream of the Vault of Dread. Their chanting would have shattered the Unholy Sigil had it not attracted the attention of Aristaya, the Prime whose domain is Dreams. She could not approach the Unholy Sigil herself, so she awakened Beekin, the smallest of all the Primes.
It is Beekin's power to whisper in the ears of all, no matter how far away they are. She told Beekin to alert the Dark Primes. And so the Little Dragon did. The Dark Primes were very surprised, then enraged. They sent Suffrith, Lady of Disasters, to deal with the mortals.
She came in the form of a beautiful lady furre, a pure white fox, with milky sharp teeth and sparkling ruby eyes. To stop them from setting Mirmoggin free, she inflicted the Hunger upon them: the overpowering craving for blood. Then, as they began to drink the blood in which they were swimming, she tore slowly tore out a piece of each of their souls.
Mirmoggin himself heard their screams. With power that he had been hoarding since before the invention of time itself, he bestowed strange abilities upon his followers. He ordered them never to reveal their true nature to any not in their power, and this order he laid upon them in the form of a Geas: a supernatural compulsion. All true Vampfurres, to this day, desire to keep their true nature secret. The Vampfurre whose nature is known by a multitude loses their powers.
LACUNAS
At the moment of their change, all Vampfurres feel the pain of the tearing-out of a portion of their souls, and the ecstasy of newfound power. Their aura is marked by at least one black spot, their Lacuna. This makes them incapable of some normal furre feeling. The feeling will be, at best, a faint faint memory, and they can never again regain what they have lost. Some say that the Primes can grant that which makes them whole, but the oldest texts say that only the scent of the Dragon Him/Herself can do this. It is no light matter.
There are thirteen Lacunas, each named for the first Furre to bear it. Each is associated with a Dark Prime. It is really only Vampfurre Hunters who speak in terms of Lacunas: the Vampfurres themselves have a tendency to deny the Lacunas even exist. But those who are granted the ability to see Auras (via a Mage spell or by True Sight (3 Point Advantage!!!)) will see the Lacuna as a very dark hole, a very large obvious blight of the aura. (There *are* other ways by which one can acquire a Lacuna, so it is not proof of Vampfurric nature.)
NOTE:
At Cool 3 There is no way to rid oneself of a Lacuna. This is what is tragic about the Vampyre: there is no going back to being a regular furre. It cannot be cured by a magical spell, or a potion, or willpower. Old and powerful vampfurres do not overcome their Lacunas. They start to *really* enjoy them...
At Cool 2, a Lacuna can be bought-off using experience points. As a rule of thumb, it takes at least 90 real-life days to play through a plot explaining how a Lacuna is overcome, before the purchase takes effect.
At Cool 1 or below, take a Lacuna if you want your character to feel "authentic" to Furcadia but you're by no means bound to play it out in any way, and you can ditch it if you don't like it.
A List of The Thirteen Lacunae
1. Kuyorra, The False Glory (Taglinn Tigh) A lack of regard for the right to live free from fear makes this a subtle evil. The furre takes pleasure in bullying others. They will make their lair into as frightening a place as they *can*. The furre lives in constant fear for their own existence.
2. Nuava, The Unseen Hand (Tallus) The furre has an inability to understand the concept of personal possessions of others, but wants to own things. This may manifest itself as kleptomania. Stealing from individuals brings a kind of thrill that stealing from the community (for example, shoplifting or bank robbery) does not yield.
3. Tauthmyarr, The Nihilism (Greydark) The furre has an irrational urge to destroy. It can be as small as throwing a plate to the ground, or they can be driven to destroy buildings, burn down forests, etc. There is nothing breakable that is unbroken, in the lair of one afflicted by Tauthmyarr's Lacuna.
4. Ghislok, The Loneliness (Drossifer) The furre is incapable of normal emotional bonding with others. They are incapable of love, romantic or otherwise. They can not trust or love others. They will occasionally feel possessive of others (so long as they are useful and cooperative), but the slightest sign of independence is perceived as betrayal. Yet the furre is cursed to crave company and possibly romantic companionship.
5. Svinlok, The Emptiness (Suffrith) The furre lacks the ability to derive gratification from normal sensory stimulation. Food, art, sex, and so forth, bring no pleasure. The furre can only find unusual physical stimulation pleasurable, such as beating their head against a wall, taking euphoric drugs, being drunk, or even something bizarre like staring into a candle flame.
6. Sharok, The Fury (Telcodar) This Lacuna is the furre's utter lack of self-control. They act upon impulse, attacking at the slightest provocation. All their wrath is magnified a thousand times stronger. Those with Sharok's Lacuna usually live alone.
7. Kriorn, The Blindness (Peristane) Other people are seen as inferiors, to be used and enslaved, or superiors, because they can hurt and destroy the furre. This is an inability to treat others as equals. The furre is not content to limit this to opinions; they must go out and make others their thralls, or else live in torment, feeling that *they* are no better than slaves.
8. Gozmeron, The Cruelty (Lokira) Very simply, the furre wants to cause others pain, physical and emotional both. The sight of another in torment brings pleasure. This is like an addiction: if the furre has not done so, they will be at a minus to all their abilities, and they will be quite irritable.
9. Shatugar, The Untrust (Chatengo) The furre has no sense of obligation. Furthermore, they are compelled to break any promise they make, and openly mock any promise made unto them. Smells that are foul to normal furres actually smell *good* to those with this Lacuna, and normally delicious smells are repulsive. The furre has no honor, and enjoys breaking local taboos and generally being a deviant.
10. Aburralon, The Weeping (Nareeth) The sight of others happy is painful to the furre. They can not drive the awareness that all things come to an end, from their minds. Their own happiness is shortlived, followed by an even greater backlash of depression.
11. Heng, The Inimicality (Erigon) Life is intrinsically hateful. The furre enjoys the feeling of power gained from ending a life. The sight of dying brings a joy that other emotions cannot match. This furre lacks the ability to value any existence other than their own.
12. Willathar, The Double Tongue (Dyarr) A compulsion to lie, and a lack of regard for accuracy or truth. Being a compulsive liar will not give one a Lacuna. In compulsive lying, the liar often doesn't remember having told the lie. With the Lacuna, the liar is very aware of the lie, and remembers it. With the Lacuna of Double Tongue, the furre feels gratification, almost like physical pleasure, when they lie.
13. Tamanannu, The Flesh Hunger (Mirmoggin) This is an addiction, not merely to blood, as is standard with Vampfurres, but also to fresh furre flesh. They require a pound of flesh at least, per week.
GENERATION
The Coven, those thirteen original Vampfurres, are the First Generation. (Their IC life and times were prehistoric.) Their Vampfurric Progeny, the Second Generation, settled in towns (not unlike those of the "Biblical" era). Characters of higher generation are weaker and younger than those of lower generation. Characters with no character sheet are automatically Generation 7 or higher/weaker.
7th Generation Vampfurres are generally less than 200 years old. They are a new phenomenon: they lack the Voices of the Damned abilities. This has alienated many of them from Generations 2-5, who often hold the "puling babes" in contempt.
Most Vampfurres leave no successors. It only takes one foolish slip to alert those who hate and destroy the Undead. Most fledgeling Vampfurres don't even last a year past their Embrace. A few manage to produce 1 surviving Progeny. A very rare few will manage 2 or even 3. If you did buy the "Generation" advantage in Character Generation, you must buy the "Progeny" Advantage with experience points before your character can ICly Embrace another.)
Vampfurres in one's lineage are referred to as one's Progenitors. At the 10th Generation, Mirmoggin's "Dark Gift" can no longer be passed on. 10th Generation Vampfurres are "sterile". It is worth noting that neither Wyrmmes nor Bugges can be Vampyres or Minions.
In the year 915, the Coven established a secret underground citadel at Modesty, in Desdemond (Kasuria). Here, protected by enchantments to cause the place's existence to slip from the minds of all non- Vampfurres, exists the fabled Library of Puru-Shottem. It is here that scribes still keep records of Vampfurre lineages. They use the archaic and obsolete prefix "Ek'" (ekazaad, "protected by") in their Longnames.
AUTOMATIC VAMPYRE DISADVANTAGES (MANDATORY AT COOL 2 AND ABOVE)
(Ah, you didn't think that simply being inhuman was enough, did you?)
Repelled by the Vinca Sigil Must avert their eyes from it, and upon sighting it, can approach no closer.
Phobia of those who know their true nature. A Vampfurre can only tolerate the presence of up to 2 non-Vampfurres that know their true nature. The sight of a mob that *knows* they are a Vampfurre fills them with supernatural terror.
Upsetting to Animals Cannot ride Ostrixes or Raptors; they will bristle and scream at the sight of this character.
Severely burned by Sunlight Exposure of fifteen seconds is enough to send the Vampfurre unto true death.
Paralyzed by Day During daylight hours, the character is paralyzed, trapped with eyes closed in a state of unconscious terror resembling a coma. Begins at sunrise, and ends at sunset. Vampfurres do *not* sleep. No rest for the wicked, indeed.
Any 1 Lacuna (player's choice) Regardless of the Vampyre's willpower, they cannot go against their Lacuna. This part of them is forever destroyed, and to try to conceal or overcome it is simply not possible. They can not be talked out of their irrational state, and must either go to great lengths to rationalize it unto themselves or angrily attack that which is causes them to question it.
AUTOMATIC VAMPFURRE ADVANTAGES (MANDATORY AT COOL 2 OR ABOVE)
Longlived (*) Will not die of disease; will age extremely slowly. If you can find a willing player-character furre who is an Alchemist who knows the Anagathica potion, then you may appear to be very young. Otherwise, Vampyres do show signs of aging, eventually, it is just very, very, very, slow.
Heal from Death (*) If reduced to negative hit points, the vampfurre is still not dead, but will not heal without fresh blood. If their body is beheaded or cremated, they face True Death, however.
Voices of the Damned (*) Each true Vampfurre traces their origins back to one of the thirteen Lineages. These are mystical vocal sounds that can only be made by Vampfurres, that only Vampfurres can hear. Vampfurres of higher than 6th Generation can neither hear nor produce Voices!
Greeting Rattle- Upon hearing this, each Vampfurre
present must answer in kind to the best of their
ability.
Warning Hiss- This conveys the Vampfurre's Generation,
(how many Vampfurres it took to pass the
Embrace to that Vampfurre; all characters not
officially registered are Generation 7 or higher)
Threat Growl- More serious than a Warning Hiss. All
Vampfurres of weaker (higher) Generation will back
away instinctively unless they are allies. Mortals
present will feel a physical chill but be otherwise
unaware of this. This cannot be "targetted" at an
individual; it's "broadcast" to the area.
Wierding Howl- No matter where they are, your Progenitor
and all of your Progeny have an instant sense of
where you are, and should try to come to your aid
instantly. Note that if you move or are moved,
they will still only have a sense of where you
*were*, not where you *are.*
OPTIONAL VAMPFURRE-ONLY ADVANTAGES
These aren't included in the Vampfurres package automatically, but a
Vampfurre can purchse them *separately*, for additional points.
* Generation 2 (*Special: send URL of background,
and a character sheet that's legal except that you have
spent 2 Adv. Pts. on "Supernatural: Vampfurre" and 3 on
Generation. I'm looking for a background that not
only shows an awareness of the canon background but also
reinforces it. I am looking for "stereotypes" rather
than exceptions. You'll notice that a Generation 2 has
no points to throw around for high stats. That's right.
This character has to rely on the player's own wits and
charisma, not on even *slightly* good stats! There can
only be 2 for each of the 13 Coven members, and if your
character has been inactive for a long time, I reserve
the right to remove them from the web page listing.)
Character is the Childe of a member
of the Coven. This Advantage automatically includes "license" for
2 Progeny (who must buy the Advantage Generation 3) and 1 Minion.
All of the Coven would know this person by name. This character
may even have received instruction (in skills, in combat, or in an Evil
Way) from a member of the Coven. At your option, your Progeny can
be NPC's (See NPC rules below). Your character should be between the ages of
5000 and 6000. Generation 2 Vampfurres receive 8 Hobbies, 7
Apprentice skills, 6 JourneyFurre skills, and 4 Professional
skill, which *must* be NON-COMBAT abilities.
* Generation 3 (-3 Points) Character is the Progeny of the
Progeny of the Coven. This Advantage automatically includes "license"
for 1 Progeny (who must buy the Advantage Generation 4) and 1 Minion.
Only one member of the Coven, the lineage's Progenitor, is likely
to know this character by name. Upon learning their Progenitor,
they might be granted a measure of respect from the Coven. At your
option, your Progeny can be NPC's (See NPC rules below). Your character
should be between the ages of 4000 and 4999. To help reflect your age, you
receive 7 Hobbies, 6 Apprentice skills, 5 JourneyFurre
skills, and 3 Professional skills, all of which *must* be
NON-COMBAT abilities.
* Generation 4 (-2 Points) During their existence, this
character has probably only spoken to one member of the Coven,
most likely their own Progenitor. They may have had some teaching
from various members of the 2nd Generation. This Advantage
automatically incluces "license" for 1 Progeny (who must buy the
Advantage Generation 5). At your option, this Progeny can be an NPC
(see Progeny below).
Your character should be between the ages of 2000 and 3999.
To help reflect your age, you receive 6 Hobbies, 5 Apprentice
skills, 4 JourneyFurre skill, and 2 Professional
Skills, which *must* be NON-COMBAT abilities.
* Generation 5 (-1 Point) Your Progeny will still possess the
Voices of the Damned abilities. (They must purchase the Advantage
Generation 6.) This Advantage automatically includes 1 Minion. Your
Progeny may not be NPC's. Your character should be between the ages
of 1000 and 1999. To help reflect this, you receive 5
Hobbies, 4 Apprentice skills, 3 Journeyfurre skills, and 1
Professional skill, all of which *must* be NON-COMBAT abilities.
* Generation 6 (Free upon completing official character generation!)
Your Progeny may not be NPC's. Your character can be up to 999
years old. Like Generations 1-5, you are capable of Voices of the
Damned abilities. You receive 4 Hobbies, 3 Apprentice
skills, 2 JourneyFurre skills, 1 Professional skills, all of
which *must* be NON-COMBAT abilities.
* Regeneration (-1 Point: Vampfurres Only.) This is the ability
to regrow a limb or sensory organ, which the various forms of Healing
cannot do. Normally, if a Vampfurre loses a limb or sensory organ such as
an eye, it will *not* grow back. (This Advantage may be purchased with
experience points to restore a disability later.) The ability is not
instantaneous: For each pound of flesh and bone that is missing, it
requires 1 real-life week of healing.
* Minion (-1 Per Minion: Vampfurres Only.) A Minion is a servitor,
like Dracula's Renfield. Minions who share their master's taste for
flesh are referred to as "Ghouls", but not all Minions have this craving.
This Advantage allows the player to invent an NPC (see Progeny rules
below for regulations on NPC's). A player-character Minion gained
during Roleplay is free. To become a Minion, a furre drinks a cup of their
Regnant's blood on three separate nights. The Minion is Enthralled by
the Vampfurre, will follow an order as long as it does not obviously
endanger their own life. Player-Character Minions may acquire a Lacuna
in exchange for an Evil Way, but their power remains only as long as they
keep drinking a cup of their Regnant's Blood once each month. Minions
live beyond normal lifespan so long as they keep drinking Vampfurre blood-
there are even Hunter Minions, who use their Evil Ways to prey upon
Vampfurres the way Vampfurres prey upon mortals! (This can be bought
with experience points)
* Progeny (-1 Per Player Character Progeny: Vampfurres of Generation
6 or lower Only) This is for Progeny beyond those automatically awarded
as part of a Lower Generation Advantage. NOTE: If you are Embraced ICly,
your character sheet must be done all over again. Progeny pay only 1
points for being a Vampfurre *PLUS* the cost of being one Generation
higher than their Sire.
NPC Rules
It's generally acceptable to invent Non-played characters
(NPC's) to fit your character's background as long as they
are completely ordinary Furres. For example, you can't
invent an NPC Mage to heal you of wounds you received.
Doing so is unfair to player characters of that kind of
character.
In Roleplaying (as opposed to Persona Play), once you
begin playing the character, the NPC's don't show up as
characters unless you purchased them with Advantage Points.
NPC's are not permitted to fight for you. Don't generate
characters for them, as this would violate the rule that
your alts may not interact. NPC Progeny exist "offstage",
purely for background and ongoing story purposes. They
are considered Cool 1.
NPC Progeny therefore do not have character sheets. They
may have Disadvantages, but the only Advantages they ever
possess are"Vampfurre" and being one generation higher
than your character. If it becomes absolutely necessary
to know what their statistics are like, they are Average
(10). If you want you can "flesh them out" and give them
some background by giving them skills. They may take
1 JourneyFurre skill and 1 Professional skill which are
combat-related, plus those skills they receive for their
Generation.
OPTIONAL VAMPFURRE-ONLY DISADVANTAGES
The Evil Ways (Vampyre Furre Powers)
The powers are learned in strange rituals, which came from the Dark
HalfPrimes. For each one a Vampfurre possesses, they acquire one
additional Lacuna. Such is the price of the Evil Ways. Evil Ways
do not work upon QuarterPrimes, but do work on QuarterDarkPrimes.
*Mindslip. The Vampfurre is not remembered by those they have met,
unless a specific ritual is performed. The ritual requires a drop
of the Vampfurre's blood to be smeared on the eyelids of both of
the rememberer's eyelids. The Vampfurre will also be remembered
if the victim is reminded by something at a time that they see
Furre blood. (In a modern setting: Photography, and other
mechanical means will record the Vampfurre just as normal. When
the spell is broken, the victim is very aware that something wierd
had happened.
*Ghostpaw. At will, the Vampfurre can walk or run leaving neither
prints nor scent. They can pick items up and leave neither prints
nor scent. This power is thwarted by moving across live green
plants: their scent will remain, and leaves will be bent, crushed,
or broken.
*Demonwings. In about five minutes, the furre grows a set of batlike
wings on their back. They cannot carry more than a third of their
own weight. They move as fast as a running Ostrix in flight. It
also takes about five minutes to banish the wings. This takes just
a little concentration, and if this is interrupted by the presence
of combat (or similar distraction), the process of growing or
ungrowing the wings must begin again.
*Soulsear. By drinking a cup of the victim's blood, the victim temporarily
acquires the Lacuna of the Vampfurre's choice for three nights,
after which they return to normal, as if nothing was amiss. Only
one Lacuna can be inflicted at a time, but this can be done
repeatedly, and even from a distance.
*Mistform. This does not permit the Vampfurre to pass through cracks,
rather, it makes them immune to injury from blades, bludgeons,
missile weapons, and falling damage. The Vampfurre appears to be
a colorless fog version of themself. Magical, mystical, blessed,
etc. weapons are effective against a Vampfurre ONLY if they are
the property of a Guild to which both attacker and defender both
belong. A Vampfurre can assume or recover from Mistform in five
minutes, during which time, they must concentrate a bit. If this
is interrupted by the presence of combat or similar altercation,
they must begin again. (Clarification: not *all* magical etc. weapons
work on a Vampfurre in Mistform, but those that are THE relics or
artifacts of their Continuity *do* work, especially if they are
consecrated to "Good".)
We Just Say No...
The following are powers we have deemed to be a) too powerful to give
even the NPCs, b) not fun for other player characters and/or c) just
can't be done credibly in the scope of our game. They are likely to be
thought of, as "twinky."
If you are playing Cool 2 or higher they are not permitted.
* Magic Item (*) Artifacts have to be the property of the game and the
Guilds' continuities. Magic items exist but they are NOT given away as
Advantages.
* Shift_Planes (*) This power implies the existence of other worlds, and
we're sorry but we can't permit players to invent other dimensions, or
to claim a connection between the worlds of Furcadia and any other
place.
* Teleportation (*) This power seriously violates fairness and credibility.
* Wingless_Flight (*) This one is inappropriate; it feels like Superheroes.
* Invisibility (*) Real-life privacy is far to sensitive to justify its
use IC.
* Bodiless (*) This power includes all phenomena such as being soul
locked in a tiny amulet, being a ghost, turning into a cloud of
mist.
* Super-high Tech (*) That means androids, cyborgs, supercomputers, FTL
space ships, and so on.
* Prime/DarkPrime (*) These are actually OOC jobs, not roleplaying abilities.
Please do not claim to be one of these! This category includes
anything like a "god".
* Half Prime (*) We don't permit players to create Half-Primes .
The OOC Registry-- If you would like to be a registered Childe, send the URL to a background summary (no more than 200 lines please) to Talzhemir@furcadia.com . Please do not use this address for other purposes. Repeat, this is not a public email address. Please note that this is only for those players who choose to adhere to the official authentic rules.
*Kuyorra the Terrifying
*Nuava the Taker
**Evalia Ek'Nuava
*Tauthmyarr the Destroyer
*Ghislok the Alone
*Svinlok the Hollow
*Sharok the Unbound
*Kriorn the Master
**Grimgroth Ek'Kriorn
**Voltemand Ek'Kriorn
*Gozmeron the Cruel
*Shatugar the Betrayer
*Aburralon the Sorrowful
***Diantinus En'Albion Ek'Aburralon
*Heng the Enemy
*Willathry the Cunning
*Tamanannu the Eater of Flesh
**Seldron ti'Keung Ek'Tamanannu
(sire?) **Orbulon
Vampyre Furre Ranks
"Larva"-- a newly-minted bloodsucker. They need very little blood to survive; that
need grows as they age. Larva are on probation and have no more rights than mortants.
"Thane"-- a Larva who has behaved acceptably and lived long enough can be promoted to a
Thane by an Ellister. The Thane swears fealty to that Ellister. The word "Thane" is
Norse for "minor lord" but its older meaning of "Military servant" is the sense in
which it's applied. In Kasuria, vampfurre society is ruled by Thanes organized into
Councils. In the Olde World, that privilege is reserved for the less numerous Lancers.
"Lancer"-- Ranking higher than a Thane, a Lancer has something of a heroic tradition.
To avoid interference from society, vampfurres are self-policing, often harshly so.
The title refers to the silver-tipped boarspears that vampfurres traditionally used.
The rank of Lancer was traditionally only accorded after a Vampfurre killed a
Lycanthian. Now it may be granted for any warrior's act on behalf of vampfurres in
general, such as killing a known vampfurre hunter, or destroying a vampfurre whose
actions clearly endangered other vampfurres. The status of Lancer is traditionally
given by an Ellister in a ceremony before the whole Council.
"Ellister"-- The title accorded vampiric nobility is "Ellister". The position of
Ellister was created out of a need to organize who hunted where (an older title is
"Keeper of the Maps"). In time, the Ellister role changed into one who presides over a
Council. Currently, Ellisters have become like monarchs, with Lancers functioning as
combination knights and generals. The emblem symbollizing the office of the Ellister
is a willow tree, and an Ellister usually has a heavy staff made of willow for keeping
order.
"Mortant"-- a non-supernatural. The term is not applied to Lycanthians, Faeriefurres,
or Mages that have achieved immortality.
"Minion"-- a servitor to a Vampfurre. A being that is made a Minion becomes a
Mortant-- all their powers are lost in the transformation.
"Beyth"-- An Ellister's immediate household, usually consisting of several Lancers and
a number of supporting mortants.
And lastly for now, some still active and often helpful sites! I am looking at uploading some pictures of maps and things aswell, and I am pretty sure I have more general stuff from Ruvir/Draco Somnus laying around aswell.
Advantages & Disadvantages List
Skills List
Kasurian Noble Houses
The Main Dragonlands Page
Advantages & Disadvantages List
Skills List
Kasurian Noble Houses
The Main Dragonlands Page
I have always despised Talzhemir's description and thought process behind Magic. :<
Edit: I suppose I should expand. Jena, this has absolutely nothing to do with you. You are AMAZING and BEAUTIFUL for getting all this stuff posted for us. Super useful.
Magic, gunpowder and metal.
Magic doesn't work in the Olde World, gunpowder doesn't work in Kasuria, and metal disintegrates in Drakoria.
WHY? For God's sake WHY? These are hefty natural laws that just sort of change arbitrarily depending on where you are in the world. Is an explanation offered? Are any hints offered that add a little bit of mystery to these facts? No, they're just hand-waviumed into existence.
If Magic doesn't work in the Olde World:
- How was the genetic ability to use magic developed? *more on this later
- How were magical creatures, descendents of the Primes, the "elementals" allowed to even exist in the Olde World in order to breed with mortals to create the Demifane?
- When furres sailed to Kasuria, how was magic even discovered?
Magic is a genetic ability, and mages cast spells using internal power sources.
If all magic is a genetic gift from the Primes, then there should be no secular mages. There would be absolutely zero difference between a cleric and a mage. I've always considered the fact that magic is tied to one's bloodline to be an IC myth.
In this case magic is no longer an intellectual art, it's a mutation. Rather than a talent that someone works to develop, it's just a thing they can do. Sure it takes work to master it, but this to me makes all mages closer to "wild talents."
If mages cast magic using their own energy, or life force, or whatever, there should be HUGE disadvantages.
I've always seen mages as channeling the energy of the world around them. Especially mages who cast using the college of elements. Magic being cast under the power of an individual has always to me, meant psionics.
I would be fine with a lot of this stuff if there was an explanation, or at least a little hint of why things are like this. But most of the explanations I've ever received have been "well, just because."
/rant.
Edit: I suppose I should expand. Jena, this has absolutely nothing to do with you. You are AMAZING and BEAUTIFUL for getting all this stuff posted for us. Super useful.
Magic, gunpowder and metal.
Magic doesn't work in the Olde World, gunpowder doesn't work in Kasuria, and metal disintegrates in Drakoria.
WHY? For God's sake WHY? These are hefty natural laws that just sort of change arbitrarily depending on where you are in the world. Is an explanation offered? Are any hints offered that add a little bit of mystery to these facts? No, they're just hand-waviumed into existence.
If Magic doesn't work in the Olde World:
- How was the genetic ability to use magic developed? *more on this later
- How were magical creatures, descendents of the Primes, the "elementals" allowed to even exist in the Olde World in order to breed with mortals to create the Demifane?
- When furres sailed to Kasuria, how was magic even discovered?
Magic is a genetic ability, and mages cast spells using internal power sources.
If all magic is a genetic gift from the Primes, then there should be no secular mages. There would be absolutely zero difference between a cleric and a mage. I've always considered the fact that magic is tied to one's bloodline to be an IC myth.
In this case magic is no longer an intellectual art, it's a mutation. Rather than a talent that someone works to develop, it's just a thing they can do. Sure it takes work to master it, but this to me makes all mages closer to "wild talents."
If mages cast magic using their own energy, or life force, or whatever, there should be HUGE disadvantages.
I've always seen mages as channeling the energy of the world around them. Especially mages who cast using the college of elements. Magic being cast under the power of an individual has always to me, meant psionics.
I would be fine with a lot of this stuff if there was an explanation, or at least a little hint of why things are like this. But most of the explanations I've ever received have been "well, just because."
/rant.
I find I generally turn my brain off when reading canon material, otherwise I run into these (many) frustrations with a great many things. xD
I certainly like the idea that Magic is hereditary/genetic, etc. But I also like that it can be spontaneous, such as with 'wild talent's. I find it gives mages a more secluded feeling because they are like mutants in away, not completely connected with society, etc (LJ can be Magneto).
As for why it arises, I've always pretended it has to do with Kasuria entirely, as a country. That the Primes sort of sprinkled their magic fairy dust on the land and that is why mages arose. Like a sickness almost, that is acquired through exposure to the dirt itself or something. Same with Drakoria, where the Primes also chilled, magic is found. Olde World sort of got ignored by them in the canon I believe, and so all the stinky Olde Worlders don't get magic.
- The gunpowder thing is however highly stupid. But now I've said Yes to ~Magic~ and no to a real substance and my brain hurts. xD But it is a 'created' substance that should work anywhere (except Drak, really). Unless the Primes sprinkled their magic fairy dust to make it so it wouldn't. In that case I've been RPing with pawgunnes for far too long. We'll just overlook this rule, I think. It's pretty silly.
- Metal in Drak is... metal in Drak. Just dust. Because Primes that's why. xD
But yeah, the large response Talz gave is Because I Said so. I'd really like someone to pick up where she left of and sort of fix and mold somethings to make more sense. DL canon is a big part of RPing in Furc and it comes and goes as dreams do, and it is silly for Furc to spend on this energy on FurN and avatars and not atleast put some unpaid intern down and say HEY. FIX THIS. -- Like... all of it? -- YES.
EDIT: Found something regarding Metal in Drakoria!
Meanwhile, the Dark Primes sent their agents to gather beneath Drakoria. They split the earth, and lava welled up until it formed a jagged chain of volcanoes. Under this land, they wove grave enchantments so that no weapon of Ahroth's metal would ever harm a Wyrmme. In this great heat, the Second Wyrmmes hatched sooner than intended. Ravenous hunger was their first memory. "Go forth and conquer," whispered the minions of the Dark Primes. "For you are the rightful rulers of the world!"
I certainly like the idea that Magic is hereditary/genetic, etc. But I also like that it can be spontaneous, such as with 'wild talent's. I find it gives mages a more secluded feeling because they are like mutants in away, not completely connected with society, etc (LJ can be Magneto).
As for why it arises, I've always pretended it has to do with Kasuria entirely, as a country. That the Primes sort of sprinkled their magic fairy dust on the land and that is why mages arose. Like a sickness almost, that is acquired through exposure to the dirt itself or something. Same with Drakoria, where the Primes also chilled, magic is found. Olde World sort of got ignored by them in the canon I believe, and so all the stinky Olde Worlders don't get magic.
- The gunpowder thing is however highly stupid. But now I've said Yes to ~Magic~ and no to a real substance and my brain hurts. xD But it is a 'created' substance that should work anywhere (except Drak, really). Unless the Primes sprinkled their magic fairy dust to make it so it wouldn't. In that case I've been RPing with pawgunnes for far too long. We'll just overlook this rule, I think. It's pretty silly.
- Metal in Drak is... metal in Drak. Just dust. Because Primes that's why. xD
But yeah, the large response Talz gave is Because I Said so. I'd really like someone to pick up where she left of and sort of fix and mold somethings to make more sense. DL canon is a big part of RPing in Furc and it comes and goes as dreams do, and it is silly for Furc to spend on this energy on FurN and avatars and not atleast put some unpaid intern down and say HEY. FIX THIS. -- Like... all of it? -- YES.
EDIT: Found something regarding Metal in Drakoria!
Meanwhile, the Dark Primes sent their agents to gather beneath Drakoria. They split the earth, and lava welled up until it formed a jagged chain of volcanoes. Under this land, they wove grave enchantments so that no weapon of Ahroth's metal would ever harm a Wyrmme. In this great heat, the Second Wyrmmes hatched sooner than intended. Ravenous hunger was their first memory. "Go forth and conquer," whispered the minions of the Dark Primes. "For you are the rightful rulers of the world!"
I wouldn't be surprised if there are plans in the works to get some of that old canon material spruced up. There is certainly a lot that needs reworking and recontextualising...
...and, for goodness sakes, can we get Talz's fascination with the Dragonriders of Pern out of Kasuria? :p It's always struck me as supremely odd to have stuff that I recognise from that particular series popping up in Dragonlands material, hah.
...and, for goodness sakes, can we get Talz's fascination with the Dragonriders of Pern out of Kasuria? :p It's always struck me as supremely odd to have stuff that I recognise from that particular series popping up in Dragonlands material, hah.
I actually like the concept abit. Not from Pern specifically, but having dragons as mounts vs just birds. She drew inspiration from a great many questionable things. But it all sort of worked in the end. Furry things being supreme and birds/scalies being lesser things. Sort of anyway. xD
But yes, agreed! It needs to be heavily revamped, especially if Furc is going to keep mention Kasuria and such in their ads/announcements.
But yes, agreed! It needs to be heavily revamped, especially if Furc is going to keep mention Kasuria and such in their ads/announcements.
I think where the dissonance comes in for me (as far as Pern things being present in Dragonlands canon) is the Wyrmmes existing alongside the non-sapient dragons. I mean, there aren't any feral cows or horses or dogs in Kasuria or Drakoria (aside from whatever ferian-cursed ones exist, anyway). This begs the question - why the feral dracosaurs, then?
That, and the existence of nightdrakes (which are Pernese whers, by another name), and the smaller 'shoulderdragons' (firelizards, although I forget the name that Talz used for them in DL canon) together with the dracosaurs just strikes me as a little unprofessional, to be honest. It's one thing to lift one concept or species from another person's writing and make it one's own. It's another to take multiple things and hardly disguise them at all, to the point where they're easily recogniseable to one familiar with the original source. The dracosaurs wouldn't bother me half as much on their own (provided that they were given a bit more explanation, much like the whole iron/gunpowder thing) if the other two species weren't just hanging around, as well!
That, and the existence of nightdrakes (which are Pernese whers, by another name), and the smaller 'shoulderdragons' (firelizards, although I forget the name that Talz used for them in DL canon) together with the dracosaurs just strikes me as a little unprofessional, to be honest. It's one thing to lift one concept or species from another person's writing and make it one's own. It's another to take multiple things and hardly disguise them at all, to the point where they're easily recogniseable to one familiar with the original source. The dracosaurs wouldn't bother me half as much on their own (provided that they were given a bit more explanation, much like the whole iron/gunpowder thing) if the other two species weren't just hanging around, as well!
I am currently involved in a project to completely revamp and finish the Furre! dice system.
I may also start work on finishing the core concepts too. However if -I- were to do that, I would change so much
I still don't like that magic is hereditary, but I can see why it might be an attractive concept. I just have a completely different view of it I think. In my opinion if magic exists in a fantasy world it should be a "natural" force that people can tap in to. Not just a thing that is allowed.
My problem with magic not working in the Olde World is that in the canon ancient history, the Primes sent the elementals down to the Olde World and they bred with furres. In my opinion if magic doesn't work somewhere, then magical creatures shouldn't be able to exist there either. It's contradictory.
Also where in the sharkjumping christ did you find that little tidbit about Drakoria? That's awesome.
I may also start work on finishing the core concepts too. However if -I- were to do that, I would change so much
I still don't like that magic is hereditary, but I can see why it might be an attractive concept. I just have a completely different view of it I think. In my opinion if magic exists in a fantasy world it should be a "natural" force that people can tap in to. Not just a thing that is allowed.
My problem with magic not working in the Olde World is that in the canon ancient history, the Primes sent the elementals down to the Olde World and they bred with furres. In my opinion if magic doesn't work somewhere, then magical creatures shouldn't be able to exist there either. It's contradictory.
Also where in the sharkjumping christ did you find that little tidbit about Drakoria? That's awesome.
http://furcadia.com/roleplay/tchange.html -- for the Drak tidbit
Furres are supposed to be the only sapient furry things, and ferians are the only exception. There are no rules like that for scalies in DL, just that the Dragon ordered Primes to do this and that and different things. As for copying, I have seen a great many things with minidrakes and ride-able dragons. The little watchwyrmme/nightdrakes are the only ones I'm abit iffy about. Everyone likes dragon-like thingies, it makes sense that ride-able and pet-like ones would show up in other parts of fiction.
As for the Olde World and elementals, that I've never heard of up until this moment. I was under the impression it was an altogether unremarkable place with no magic at all, which made -enough- sense to me anyway. I don't think much needs to be changed, just cleaned up and added upon. If it is changed too much, it will cease to be DL really and become something else entirely. Which is the nature of Continuities as a whole, really.
From a character creation standpoint, the difference with magic really lies with:
Can your character learn Magic after creation? Which is to say no, not really. Unless they were born with a sparkly gene that is. I think Talz meant to restrict it in that way, for the use of Furre! and things like that. It's not appealing to have it be hereditary, but it makes sense for Mage Society as a whole with added culture within culture of normal Kasurian life. That is what appeals to me, really. If anything about it. xD
Furres are supposed to be the only sapient furry things, and ferians are the only exception. There are no rules like that for scalies in DL, just that the Dragon ordered Primes to do this and that and different things. As for copying, I have seen a great many things with minidrakes and ride-able dragons. The little watchwyrmme/nightdrakes are the only ones I'm abit iffy about. Everyone likes dragon-like thingies, it makes sense that ride-able and pet-like ones would show up in other parts of fiction.
As for the Olde World and elementals, that I've never heard of up until this moment. I was under the impression it was an altogether unremarkable place with no magic at all, which made -enough- sense to me anyway. I don't think much needs to be changed, just cleaned up and added upon. If it is changed too much, it will cease to be DL really and become something else entirely. Which is the nature of Continuities as a whole, really.
From a character creation standpoint, the difference with magic really lies with:
Can your character learn Magic after creation? Which is to say no, not really. Unless they were born with a sparkly gene that is. I think Talz meant to restrict it in that way, for the use of Furre! and things like that. It's not appealing to have it be hereditary, but it makes sense for Mage Society as a whole with added culture within culture of normal Kasurian life. That is what appeals to me, really. If anything about it. xD
The stuff about the creation of the demifane is at the top of this page http://furcadia.com/roleplay/history.html
I definitely see your point about mage culture. Especially with the ways that magic is treated like a commodity, with consorts.
From a character creation standpoint, I actually still hate it. Most dice systems allow for characters to learn new things as they progress, and represent it with either gaining skills, or multiclassing. You take the disadvantage of being less specialized for the advantage of learning more cool stuff to do. And I like this because despite the fact that these systems take place in fantasy worlds, it feels more real to me: real people learn new things. They aren't defined by, and restricted to a set of skills at birth. I think if someone wants to take the time to roleplay their character learning something new, they should be allowed to do it.
I also sort of prefer the idea that hereditary magic is a myth spread by the mage elite in order to stop commoners from getting their paws on the ability to become greater than their current social and financial means.
I definitely see your point about mage culture. Especially with the ways that magic is treated like a commodity, with consorts.
From a character creation standpoint, I actually still hate it. Most dice systems allow for characters to learn new things as they progress, and represent it with either gaining skills, or multiclassing. You take the disadvantage of being less specialized for the advantage of learning more cool stuff to do. And I like this because despite the fact that these systems take place in fantasy worlds, it feels more real to me: real people learn new things. They aren't defined by, and restricted to a set of skills at birth. I think if someone wants to take the time to roleplay their character learning something new, they should be allowed to do it.
I also sort of prefer the idea that hereditary magic is a myth spread by the mage elite in order to stop commoners from getting their paws on the ability to become greater than their current social and financial means.
The dice thing is true, actually. Furre! is indeed in need of an overhaul for reasons like that. It is very restricting in most anything you do after character creation. I think the fact that I've never tried to use Furre! is what makes me overlook it in that sense. xD
THAT is a good myth and I like it. It adds to plot and RP rather than just laying out the land. >D
And I totally missed the demifane thing! That was such a small paragraph (and I'm not really fond of the Olde Worlders. >D) that I completely overlooked it. xD That seems like all they really have, then, are the elementals (which aren't what I thought they were either q.q)
THAT is a good myth and I like it. It adds to plot and RP rather than just laying out the land. >D
And I totally missed the demifane thing! That was such a small paragraph (and I'm not really fond of the Olde Worlders. >D) that I completely overlooked it. xD That seems like all they really have, then, are the elementals (which aren't what I thought they were either q.q)
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The dice thing is true, actually. Furre! is indeed in need of an overhaul for reasons like that. It is very restricting in most anything you do after character creation. I think the fact that I've never tried to use Furre! is what makes me overlook it in that sense. xD
Working on it. Will need playtesters. xD
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