The Capital of Kasuria
A Charter for the Draco Somnus Guild

1. Guild’s Name: Draco Somnus

2. CharterPage: Webpage URL:    Scarhawk and Panthera  

3. Guild E-mail contact: knightsofparagon@aol.com

4. Rah's Furcadia Name: Kreegar Yin-Sloth also OOC Nash OOC

5. Tahneests’ (Tahneestas’) names: Narsuun & Talishia

6. Ten Founding members email addresses are being withheld:
Founding Members help the Rah and Tahneests with
making up the final Charter. we'll be meeting every
so often and it's too much hassle to call official
meetings, But once a month, so the Best thing to do is find us on Furc
(or check into our forums)>Draco Somnus Community Forums < Kreegar and
company in Scarhawk...

Members

1. Narsuun  ::  
2. Scarred Devil  ::
3. Ayres ::
4. Kendril D'Corrin  ::
5. Sohare  ::
6. Arden  ::
7. Silver Tigress Willow  ::
8. Talishia  ::
9. Kreegar Yin-Sloth  ::
10. Talzhemir  ::
  
Also founding*  Possible members havent gotten e-mail addys yet**

11 *Aquagoldo Dragonsense ::
12 * Dalani Lightwind ::
13 *jh'Scrud ::

Willow Wulv Ravenoff:**

Other members:


7. Guild Dream title: Scarhawk Castle
((also Panthera Keep and Fortress of Dominus))  
(( Draco Somnus Members ))

8. Guild dream location: Imaginarium (66,50)

 
9. How to Join:
For "Ordinary" Furres, it's enough to read the
Scarhawk Castle Background  and Both understand and
agree to it. You don't need a character sheet and you can
participate in combat At Cool2, without gaining experiance,
At Cool3 Everybody is limited to 3 fights per month.

Ordinary means just that-- plain, average. If your character is
one of the following, you need to submit an application to your
Sphere Wizard: above average in appearance below average in appearance of noble birth has a pet or lackey has followers owns a skyship owns a property such as a keep or farm or cave complex is a Mage, Psion, Vampfurre, or Lycanthian is a Wyrmme or Bugge is a Mythical (Wyrmme, Phoenix, or Gryffe) is a Demifane (half-blooded Vampfurre, Lycanthian, or Faerie furre)  

There can be medieval fantasy furres from either Kasuria, the distant magic-free Olde World, or raised in Drakoria.

The allowed "special" classes (called "Spheres") that Draco Somnus
accomodates can be found listed in #13. below. Other "special"
character are beyond the scope of the game and not allowed.
To play one of the following, you need to first submit a
background of between 2000-2500 words to the Sphere Wizard.
(Please read their Sphere Notes on our web page first.)

For special Furres, submit a background to your Sphere Wizard.
For characters that belong to two of the following groups, you
must submit the same application to both Sphere Wizards. We
do not permit characters that belong to 3 or more Spheres.
We reserve the right to temporarily close a Sphere for the
good of the overall mix represented in the Continuity.

10. Your Guild's Continuity:
Roleplaying takes place in the Draco Somnus Continuity,
strongly based on the Dragonlands Continuity that's
Furcadia's official default. This Guild's RP is set in courtly
medieval Kasuria.. the entire Realm has three sections, The
quaint Olde World and the savage barbaric and somewhat
primitive Drakoria, the westernmost land, are the two other
places each of which has its own "natural laws". .


Names that sound like they obviously came from
outside Continuities (such as "Boba Fett" or "Gangsta
Rappa") will not be permitted.

11. Style of play: Offical Furre! Rules
Strict Roleplay Cool3 Sheeted (no character sheets Needed for cool2 Ordinary visitors or new members But Must resolve on quick table or leave Immediately, as cool1 states ; supernaturals and other "specials" need Sphere Wiz approval; conflict resolution via Furre! Combat Tables.

Although the setting is Kasuria there will be dreams set in
 Dark Drakoria, a land of bloodshed and slavery, please
 keep the action limited to PG-13.You may not have a
 non-PG background.Every players is permitted 3 fights
 per RL month.A brief summary and the results must be
sent to your Sphere Wizard. If that is not done, the fight
 is assumed to be Retconned.

12. Continuity's Tech Level:
Bronze Age (think Ancient Greece or Egypt)
IMPORTANT: In Drakoria, technology has been
held back by the way metal turns to dust.
Slavery is an accepted fact of life. Villages
do NOT have a "city guard"; furres live
in tribes.

13. Types of characters your Continuity supports:
There Are NO Humans, human-like elves, etc., they are not acceptable. Ferals
are only acceptable if the character is an approved Lycanthian.
Just about any anthropomorphic version of a real tetrapod
land animal is okay (so, fish, squids and snakes won't work).

NOTE: We can only allow a type after a Sphere Wizard
has been found for it. Otherwise, please assume they exist
but only as NPC's (non-player characters). If you would like
to apply for Sphere Wizard, please see Nash about it. To prevent "conflict of interest", Sphere Wizards do not roleplay an IC member of their Sphere.

Kasurian Furre Nobles (Drakorian Furres don't have Nobility.
Highborn Wyrmmes belong in Psions)-- Sphere Wizard Name
Wyrmmes-- Sphere Wizard Name
Bugges-- Sphere Wizard Name
Lycanthians (werefurres)-- Sphere Wizard Name
Faerie Furres-- Sphere Wizard Name
Vampfurres-- Sphere Wizard Name
Information about Vampfurres is here.
Demifane-- Sphere Wizard Name
Mages and Alchemists-- Sphere Wizard Name
Information about Mages is here.
Psions (includes Raptor Knights, Dragon Riders, Wyrmme Royalty, WatchWyrmme Riders, and Shamans. Shamans *can* also be Mages but they MUST be Psions.)-- Sphere Wizard Name About Psions  
Mythicals (Dragons, Phoenixes, and Gryffes, who all have specific powers
here. Please, no other Mythicals such as Unicorns.)
Demifane are half-blood or quarter-blooded descendents of
nbsp; Faerie-furres, Lycanthians or (very rarely) Vamp-furres.
"Vanilla" Furres are under the Furres & Factions

14. Combat is done by:
Calling a Timestop; then calling
for a Draco Somnus Staffer to witness,
then using the Quickie Table,
with minimum OOC "time-outs"
and die-roll penalties for Injuries.

Full details are here:

Mage, Alchemist, Lycanthian, Psion, Faerie, and Vampfurre
abilities will be described, in detail. (This is
definitely not "Freeform").

NOTE: Until further notice, assume that Experience is done as a regular monthly award by me personally. These things get you more XP: 1. Furthering the plot by asking or answering good questions. 2. Getting other characters involved in a believable way. 3. Resolving the situation in a believable way. 4. Showing awareness of, and being consistent with, the existing source material. 5. Using timestops appropriately. 6. Using retcons appropriately.
And these things will cut into your experience award: 1. taking too long between poses because you are multiworlding 2. poses that are purely reactive because you're multiworlding 3. long and well-written and elaborate poses that are a vain attempt to make up for your big pauses due to multiworlding, and 4. the lack of natural curiosity towards the scene and other players (Yes, another symptom of multiworlding).

Can you guess that this is a bad place for those who like to multiworld? Chronic multiworlders may be removed.

15. Backstory:
 The Wyrmme Empire has ruled here for well over
a thousand years. Their royalty have held power via
strange mind-powers and ritual telepathic alliances
between the City-States of Drakoria. Those furres
who entered Wyrmme society did so as slaves in the
sculleries and arenas, or mucking out the 'coves of
the Wyrmmes' steeds: the quadruped Dragonmounts.

By taking their queens hostage, the Wyrmmes
enslaved the Bugges, although there are a few free
colonies left in the most inhospitable places.
In the meantime, many Furres ran wild and free
in the plains and forests (living very much like RL
Native Americans). They mastered the breeding and
riding of Ostrixes, but not the Scarhawks.

Far away, in Kasuria, they are enjoying a peaceful
medieval period under King Constantine. The occasional
flying ship has brought refugees from the subterranean
settlement of Harshlaw to Kasuria. The excitement of a
dangerous, savage, and sparsely populated land has
lured adventurers and explorers (mostly from Dragonclaw.)
What do they hope to find? For one thing, there are the
beautiful and fragile Heartstone opals lodged tightly
in the granite of the Lost Mine of Ruvir- the only place
Heartstone opals can be found.

16. Geography and Biome:
The "chronicle" Of Ruvir is set halfway between the
Wyrmme cities of K'Regmot and Ah Koomaal.
There are no cities or even towns here...
The weather is mild, and warm due to the
winds from the Fire Mountains.
* The nature of our Guild Dream is yet to be decided.
It might be a forest, with places for uploading
sub-Dreams. It might be a mine. Whatever it is,
it must somehow address what inhabitants eat, and
why the Wyrmmes have not already obliterated it. *


The "chronicle" Of Scarhawk castle takes place In Eastern
Kasuria, nearby the lands of the Principality of Hawkmount.
It is home to A Chivaliaric force of raptor knights Intent on
rebuilding the Old castle and village into a force of good bound
to protect the lands of Kasuria. Panthera Keep is located
about 75 miles Northeast of Mount Lonestar. It was once home
to a strong Mercenary Army, but has fallen into ruin..
its fate yet to be decided by the Primes that be..



17. Magic Items:
This Continuity does not have magic items Accepted from outside except
for potions, which come from Alchemists, Any magical Items are to be approved or created By the Rah, and council, are the Property of the Continuity and considered on loan to thier respective owners

18. Roleplay positions:
* The Sphere Wizards may each create a few of these positions. *

19. Factions: You may not make up a Faction and roleplay it without
approval from the Furres & Factions Sphere Wizard,
whose job it is to see that we don't get too many
of the same kind. Suggestions for possible Factions:
Mercenary Company. Bear in mind that Drakoria is not as heavily populated as Kasuria and the Olde World. A Mercenary "company" tends to have around two dozen.

 Bandits. Alas, there is very little in the way of law and order, and these gangs survive by raiding. They are often colonies of slavers, cannibals, incestuous refugees, and/or bizarre cults.

 Native Tribe. These can be farmers, hunting nomads, raiders, etc. Somehow they survive despite the Wyrmme oppression.

 Flying Ship. Their leader might be one of the heroic Sky Captains, the fierce defenders of the Free City of Harshlaw willing to fight Wyrmmes riding Dragonmounts. On the other paw, these might be predatory pirates.

Raptor Knight, this is where Scarhawk Castle has thier plot centred around.

 Ostrix Caravan. These cross Drakoria from time to time. They are usually led by a Wyrmme, as Furre- or Bugge-owned would be seized the moment it came near a City-State.

 Household. Not to be confused with a Kasurian "Greater House" or "Lesser House", the Household is a typical Drakorian social unit, consisting of several allied families.

Approved Factions actually add their
history to the Continuity of Draco Somnus, as we
install them with "retroactive Continuity"
and add them to our official Draco Somnus web page.
Note, however, that if you do this, what you
create is no longer your own, but must become
public domain. If you stop playing the
Faction leader, we reserve the right to
appoint another player the new head for
the sake of the Continuity, and you might
not recover leadership. You can also lose
IC leadership through legitimate IC actions.
We require this of all Faction leaders in
order to give this game a bit of IC "edge".

Example: Dayhadah's player writes up the
Websingers, a Tribe that reveres spiders
and lives in burrows. He invents Dayhadah's
own ancestor, the legendary hero Tuhaan
Websinger, who could swim through stone.
Dayhadah writes he would like the Websingers
to be somewhat famous in Drakoria because
they can help greatly when making tunnel
complexes. He explains OOC that Tuhaan was
actually a Mage with earth-related powers
and that this is what Websingers do.
IF the Websingers are approved, this
bit of Lore becomes a part of the Draco mythos.
Other players may freely mention Websingers in RP.
They can *be* Websingers with the OOC permission of
Dayhadah's player.

20. Character Sheets:
Character sheets are only required for any character
with special abilities such as a mage or vampfurre. They
are kept on a web page character sheet proving
their abilities, put there by their Sphere Wizard.
Also, Sphere Wizards keep copies of approved backgrounds,
and file a spare copy with Talzhemir Or Nash (( Kreegar ))
(Should a Sphere Wizard turn their job over to a new
Sphere Wizard, they will also need to turn over their
bookkeeping.)

To keep characters from having "too many notes",
they are permitted up to 5 points worth of "Advantages".
Belonging to a sphere with special abilities costs
Advantage Points. For each point of Advantage, the
furre must have that many points of Disadvantage.

Advantages and Disadvantages Costs for Ruvir  

21. Plot Assumptions:
(This part of the Charter is not just suggestions. These
are rules. Your character is expected to "fit in" with
the game world, and will share the following assumptions
for the sake of being appropriate to the Continuity.)

1. Draco Somnus is about barbaric fantasy. Think
Conan the Barbarian In Drakoria instead of Camelot while in Kasuria!
There is slavery in some places but prostitution (renting slaves
for purposes of sex) is taboo. The typical Drakorian is afraid of
disease and it is widely believed that such practices cause
deadly plagues, so sex-slaves and owner alike are destroyed.

2. Wyrmmes (bipedal Dragons) will tend to be met with distrust.
Especially in Drakoria The vast majority of them consider Furres the way RL humans
consider chimpanzees. Although a player-character might treat a
furre very differently, it is well-established that NPC Wyrmmes
will hunt Furres for sport, or to enslave them- or even for
food.

3. Draco Somnus has no possible contact with outside of the set dreams in
this Continuity So, coming from another world or dimension is not possible here.
When you create your character, you will choose to be from
Drakoria, Kasuria, or the Olde World.

4. Stylistically, magic is rarer In Drakoria than in Kasuria (where
King Constantine and the Noble Houses sponsor mage schools for
those who show promise in "the arts"). Drakorian Furres are more
likely to have Shamans. Shaman powers are psionic things like
paralysis and mood-reading, with immediate rather than persistent
effects. Drakoria doesn't happen to have angels or
spirits such as ghosts, however.

5. Bugges are generally sympathetic to Furres, and vice-
versa. The Insect Folk are the source of the flying ships,
which are made with a glue-like stuff produced by Bugge larva.
Bugge families can crew little flying canoes with big
feathered paddles. Inhabitants of Dragonclaw were astonished
when the Bugges shared their pets: the Minidragons.
Minidragons can be bonded using the same ceremony as used
on Dragonmounts, making them doubly valuable as detectors
of children with Dragon-rider potential.

6. Dragonmounts and Scarhawks require their rider to be
psionic. The connection is accomplished in a ritual performed
(normally) by a psionic Tribesfurre Shaman. "Psipets" do
not provide a "telepathic switchboard" service, nor are
they ever more intelligent than about a 3-year-old RL human.

7. This Guild is not about the doings of the Primes
or Dark Primes. (Please do not ask to be allowed to play
one.). Monsters come from the Fire Mountains to the west,
where the air is poisonous to Furres, but not to Wyrmmes.
The people of Drakoria know the Primes by different names.
To the Furres, they are benevolent hero beings. To the
Wyrmmes, however, they are treacherous "pagan" gods, to
be shunned, their disciples put to death. There are
Wyrmme cults devoted to beings suspiciously like the
Dark Primes (or perhaps their progeny).

8. The abilities of the different Dragonlands "Classes"
are such that they do not "steal each other's thunder". For
example, faeries and mages of other fiction can shapeshift
In Ruvir/Dragonlands it is (mostly) reserved for Lycanthians and, as
potions, Alchemists. Example #2: breathing fire is the
traditional "trademark" of dragons, so we don't happen to
have a spell that enables one to breathe fire.

9. Because this is Strict Roleplaying and you may not
call "Consent" to avoid the effects of a spell, magic,
from the OOC perspective, has been SEVERELY limited.


22. OOC Areas:
The arrival area of this Dream is one of our OOC Areas.
This is pretty strict: there is another inside area as well.
You may keep an alt in the OOC area. All OOC chatter is to
be kept to whispers. If there's a dire need for an OOC "channel",
the Shout command can be pressed into service.

23. Guild Positions:

We need Sphere Wizards. (See also Character Types, #13 above.)

Storytellers: (Combat referees & Continuity cops) WANTED
Webmaster: WANTED Dream master: WANTED Bot Master: WANTED Patch Master: WANTED Dreamholders: (Furres who have the dream and
load alt to load the dream when it goes down) WANTED

Recommended Reading
"Meet Kaya", and other Kaya books in the American Girl 1764 series. "Dragonflight" by Anne McCaffrey. This is one of my favorite books in the series because it's set in a "dark ages" period on Pern. A grimy and young Lessa plots bloody vengeance to regain her hereditary noble position. "A Princess of Mars", by Edgar Rice Burroughs, first in the John Carter series. "Elric of Melnibone", by Michael Moorcock. "Conan the Barbarian", by Robert E. Howard. There are dozens of Conan novels. "Tarnsman of Gor", by John Norman. (Warning: Some adult content; "fetish" literature.) "Kothar, Barbarian Swordsman", by Gardner F. Fox. "The Gate of Ivrel", by C.J. Cherryh. Although it has elements of science fiction, it also shows aspects of "barbarism": when a rule is to be followed, regardless of the specifics of the situation, all for the sake of honor. "ElfQuest", by Wendy Pini. Relevant here because it's about nomads and survival rather than knights and castles, as well as living symbiotically with a riding creature.


 

This web page was created by Nash with Noble Talzhemir's Help