Furcadia - The Second Dreaming!!

An Overview


Hi, friend. Furcadia does have one single "official" fiction Continuity. What happens casually, throughout places like Meovanni Village and the Vinca and New Haven, are *not* part of a true Continuity. Currently, the only In-Continuity, In-Character part of Furcadia is the all-IC Dream of Goldwyn, in Imaginarium.

The name of our "default" Continuity is the Dragonlands Continuity. For more information, visit The Furcadian Bestiary.



  • TECHNOLOGY: In Goldwyn, Medieval. In Drakoria, metal turns to dust for some reason-- some places in Drakoria are Bronze Age. In the Olde World, some places have achieved Renaissance technology!

  • FLAVOR: The Dragonlands theme is fantasy, with an accent on chivalry and martial conflict. Goldwyn is generally peaceful. (For those who wish combat with character sheet and dice, that will come eventually, but for now, combat is "consent-based". Bear in mind that your character could come from the Olde World, where there is hardly any magic to speak of!

  • POWER LEVEL: Any -BEGINNING- Furre! character is allowed. You shouldn't invent or re-define your own races, character classes, skills or powers here. Sorry, no dimensional travellers, demons, etc.  

The Dragonlands Continuity is Furcadia's "official" background. It's more fantastic than some fictional worlds, and less fantastic than many others. There are three different continents in the Dragonlands: The quaint and nearly magic-less Olde World to the east, the dark and violent Drakoria where magic can be chaotic and cruel in the west, and, somewhere in the middle, Kasuria, where good tends to win. Goldwyn is set in Kasuria. It's not a World of Darkness, and it's not that violent.

It's also self-contained. That is, there are no other dimensions. So, please, don't say you are a time-traveller, or a dimension-traveller. In the Dragonlands Continuity, there's Drakoria, Kasuria, and the Olde World. There is, in our default Continuity, no gateway to Earth or any other world. For game purposes, those other places never existed. In the Dragonlands, nobody knows what a `Human' is!

In the Dream of Goldwyn, we're trying for a flavor somewhere between Narnia, Redwall, and Harry Potter. If a giant monster appeared, the good townspeople will rise up and drive it off; if a slaver tried to sell slaves, they would be captured by the town constables, and locked up themself! There are lords and ladies, mages and furry fair-folk, even werefurres and vampire furres. Characters that seem like superheroes, ghosts, angels or demons, however, are beyond the power level of Goldwyn.

When fiction is written in "the" Furcadia universe, this is the universe we mean: the Dragonlands Continuity. It has its own background, its own characters, its own geography, and so on. We call all the "official" in-character background written for Furcadia, "the canon".

What does exist in the Dragonlands continuity is outlined here, and we refer to things that don't "agree" with this body of writing as "not canon." If something YOU do outside of Goldwyn is different, we don't say it's wrong, or that it's not as good. If you play in Goldwyn, please stay within the limits of what exists in the Dragonlands.

     We allow many kinds of mammals not represented directly in graphics (bears, rabbits, porcupines, etc.,), but not humans, humanoids, Pokemon (TM), dinosaurs, snakes, near-Furres (such as Fuzzies, Wookies or Kzinti), birds, extinct mammals, and so forth.

    The Dragonlands have Dragon people ("Wyrmmes") and Phoenix people ("Byrddes"). Peculiar characters do exist, and are called, generally, "Mythicals". They aren't always grandchildren, or children of grandchildren, of a Prime, but they should always have a connection to a Prime. For example, you could be a unicorn who began as an ordinary horse who wished for healing powers, and got a horn when she discovered a secret shrine to Aristaya. To be "canon", if you're a deformed or evil monstrous creature, you should have some kind of story connection to a Dark Prime.  Creatures that don't resemble Furre versions of real-world mythological creatures do NOT exist in the Dragonlands.


2. How To Play 

    If you're out and about in the Dragonlands area, please stay "IC". You're obliged to be part of the "Let's Pretend." Please keep all real-life conversation in ((parentheses)).

    In the Furcadia Dragonlands area, we follow the Rule of Cool, specifically COOL1. Cool1 requires you to know the background. We recommend that you have a character sheet on hand on paper, and to use the online dice rolling. You can only die with your OOC permission, You must ICly react when attacked but you can only be injured with your OOC permission. SEE ALSO: 
Roleplaying Tips


Some "Game" Things Don't Exist In-Character:

    A couple of things that you see in Furcadia are there for OOC purposes. They don't exist in the In Character Dragonlands. Yes, you should pretend you don't even know about them when you're there. 

  • Making "Dreams" is a player activity, not a character activity.

  • If you leave the map and show up on another one, it is assumed that some in-character time has passed, and that you travelled there in an ordinary way. Sorry, you can't say you Teleported.

  • If you're going to log off, please move out of sight of the other players first. "Dreams" and disappearing when you log off are not IC.

  • Portals that are magical require tremendous energy and skill. Your character should not claim to make them or control them. It takes many, many mages to set one up permanently, and new ones get placed either by arrangement with Count Dragar or Lady Semathon. *For the present please assume your character cannot do this.

  • Pages, that is, /whispers, to somebody not standing in the next diamond over, are also OOC.



Being beautiful or fast or strong or skillful, or owning a dragon, or being noble-born, these things don't come for free. They're Advantages, and for every Point of Advantage, you have to have one Point of Disadvantage. You're limited to 5 Points of Advantages and 5 Points of Disadvantages. This keeps your character from being too powerful.


    You can play a noble but the highest-ranking positions in the Houses are already taken by those characters named in the list of Noble Houses. If you're a noble, you must take the name of one of the Noble Houses of Kasuria, and this will cost you 1 (Lesser House) or 3 (Greater House) Advantage points.

Weapons, Magical Weapons and Magical Items:

    Because there is no fair way to give them out, no magical weapons or items are permitted here. Unlike in Persona Play, in Roleplaying, Magic Weapon and Magic Item are not something you add to your description and say it exists. The effects of your armor and/or weapons are glossed-over and assumed to be already included in the results of the Quickie table.


    When you make your character, you need to choose for them to be "Lightside" (pretty nice), "Neutral" (in it for themself, mostly), or "Darkside" (a bad guy). This is an out-of-character mechanic, not something that Furre philosophers and priests might discuss using these terms! :)

    It's the nature of the Furcadia universe that beautiful locations help "lightside" people to fight, while frightening and ugly places make it harder. Conversely, the bad guys ("darkside" characters) do better in the scary areas, and do less well in the colorful cheery happy and well-populated areas. The vast majority of Furres in the world are "Lightsiders". Most Bugges are "Neutral". Most Wyrmmes are "Darksiders".

    Locations have "Alignment" ratings too, which are the modifiers to Quickie table die rolls used according to the region. Goldwyn is in Kasuria; Kasuria grants a +2 to Lightside while penalizing all Darksiders -2. Drakoria gives Lightside characters a -2 and all Darksiders +2. Neutral characters get no bonuses or penalties to their rolls. See here for details.

The Once-is-enough Rule:

    There's no magical flipflopping between "alive and undead", "alive and dead", and so forth. This is a slightly more serious world. A Vampyre Furre may be cured *once* and then they are immune to going back. Your mortal character should return from being thought dead no more than *once*, whether it's because they became an undead, received magical resurrection, or they simply weren't really dead but were just faking their disappearance. Note that changes in Alignment are subject to this!

Concerning Aging and Time:

    According to Furre! rules and the Dragonlands, our default Continuity (especially for those who would voluntarily like to adhere to a Continuity! ), aging can be accomplished temporarily by a Mage, and permanently by an Alchemist's potion.  These are the only ways in which "insta-aging" can happen.

    In Drakoria, this may be done to a tribal or court heir so that they will be "of-age".  Drakorians practice trial-by-combat, and although the royalty are allowed many luxuries and protections, a champion in a duel isn't one of them!

    It's frowned upon in Kasurian society to do this to a child, because it's seen as irrevocably robbing them of years of their life.  Because their mind doesn't mature normally; they'll still be an immature person in an adult body, impulsive and lacking the amount of skill and experience their peers possess.  Conditions under which it might be acceptable include the following:  when preparing for a dire invasion by deadly enemies, when protecting a child from a deadly enemy, as a treatment for a disease that would be deadly to a child but not so harmful to an adult.

    (Potions don't work in the Olde World, so they don't have to deal with the question at all.)

    In Continuity, Mages can perform a very temporary Youthing spell-- but  the Alchemists have not yet come up with a permanent Youthing potion.  As you can imagine, such a discovery would be valuable, indeed...

"What time is it?"

     Officially, Furcadia defaults to FST:  Furcadia Standard Time, which is 1:1.  So,  for now, anytime you want to know what time it is, you can just type        time     on a line by itself.  FST is identical to U.S.'s Central Standard Time.

    Officially, furres age EXACTLY like hyoomans do.  They aren't mature after 3 RL years.

Dayside vs. Nightside?

    In future, those using the official Furre! RPG rules in a Dream might like to go by an official ratio of RL to IC time is 1.5 to 1.  So, if 2 years go by IRL, 3 go by IC.  We'll eventually have code to support this for those who are REALLY heavy on Continuity.

    To save us from having to explain this to all but those who are EXTREMELY interested in having a Continuity, this system is not in effect in Goldwyn or anywhere else.

    "One-and-a-half Time" has interesting ramifications for play in Dreams where night/day matter:  The 1:1.5 convention means that day and night alternate at any given RL time.

     If you RP at 6 p.m. every RL day, one day it will be IC day.  The next RL day, it wil be IC night.

    Suppose that one RL Monday, your RL 3 p.m. = IC 11 p.m.  That will happen again on the following RL Wednesday, Friday, and Sunday.  On upcoming RL Tuesday, Thursday, and Saturday, however, RL 3.pm. will be IC 11 a.m.

    To distinguish IC from RL time, IC time is referred to as "Dayside" and "Nightside" instead of day and night.  Dayside and Nightside are conditions to describe an IC location's current state according to the RL and IC time.

    This makes it fair for those who have a consistent but  limited RL window of time in which to be on Furcadia.  If you play a vamp-furre, whose powers and places-to-go are severely limited by daylight, you aren't stuck in perpetual daytime.  If you play a mortal who doesn't want anything to do with vamp-furres, you can safely be on every other RL day.

    The reason all of this is going to matter, is that as the sun comes up or goes down (dawn and dusk of course), undead are awake but weakened.  That is a VERY important part of the mythos, and the RPG will support that with statistical advantages/disadvantages.  Time must move forwards to give mortals a window of opportunity to defeat them.  It also makes play more interesting for the undead-- it means they must still worry about what time it is.  That wouldn't happen if the Dream was simply "night one day, day the next".

Safe Zone and Unsafe Zone?

    In Dreams where the Rah wants to ALWAYS have a place open where vamp-furres can RP, I advocate "flip-flop" time.  Under Flip-flop, all the locations exist in the same Continuity-- but one half of it (usually the less "dangerous" parts of town)  lag by 12 IC hours.  As a plot assumption, nothing is allowed to happen "Safe Zone" that would prevent the flow of events "Unsafe Zone".

    Flip-flop time sounds complicated but in actual play, it is very smooth and easy.  While you're playing in the Safe Zone, harsher things (like IC final death) simply tend not to happen to your character.  Safe Zone and Unsafe Zone are terms that permanently describe specific locations.

3. Special Features of the Dragonlands Continuity 

No Metal in Drakoria:

    In Harshlaw and Drakoria, there are no metal tools or weapons. This is the kind of detail that makes it important that everybody Roleplaying in the Dragonlands knows the background! If you find somebody in a Cool2 Dragonlands area who does not, please, be very polite, and very kind, but insist that they should "do their homework" if they wish to participate.

The Mystery of the Phoenixes

    Where did these winged wonders, with their ability to burst into flame intense enough to melt steel, come from? As yet no one knows, but it is said that the eldest amongst them can disappear, reappearing at their own familiar nest. Phoenixes themselves tell of a floating forest island, the Land of Lifted Woods. Alas, where this fabled and beautiful place is, even they cannot say. Perhaps it is gone forever, or maybe it never ever was... Phoenixes call themselves the "Children of Saligor". They say that Everflame, the first Phoenix to ever see the Olde World, was given gorgeous gifts from the crowned heads of Europe and she received many offers of marriage when she travelled. She was kidnapped and almost forced to marry an evil baron. Phoenixes relate this tale as the reason they tend not to travel there anymore. A more likely reason is that their power of "Fire Recall" doesn't *work* in the Olde World! 

Scarhawks and Dragons:

    In Kasuria, a friendly rivalry exists between Dracoriders and Raptor Knights. The giant birds are less intelligent but both faster and more agile in the air. Yet the Dracosaurs are somewhat armored and more dangerous in close combat, making them more useful on the ground where a scarhawk would be easily damaged. In Drakoria, the Wyrmmes ride Dracosaurs to war, but also consider both raptor and Dracosaurs delicacies, to be consumed at victory celebrations...


    Another thing that exists in the Dragonlands is the Skyships. Constructed with the saliva of Gray Bugge larvae, these amazing galleons can hold up to thirty tons. Piracy of both air and sea Drakorian slaveships is a grand Kasurian national pastime.

Bugges and Wyrmmes:

    Two *new* types of character are introduced: The Wyrmme (a bipedal sentient draconid), and the Bugge (a bipedal sentient insect). Please remember that in Drakoria, the Wyrmmes rule ALL Furres and Bugges while ALL Bugges there are slaves. No exceptions. Bugges and Wyrmmes are uncommon in Kasuria but lately there has been an inflow of refugees. Despite their beauty, Wyrmmes are treated with a bit of suspicion in Kasuria. [NOTE: You may not dodge the Continuity by saying that you're "some other kind of dragon". If you are a dragon in Goldwyn, you're a Wyrmme, and your ancestors were Drakorian.] 


    Just as real-life humans hate cannibalism and outlaw it, Furres hate and outlaw the practice of "Sennibalism", that is, eating a sentient (intelligent, thinking, reasoning) being. A Furre's body is considered their own property. Even the more open-minded who have no horror of their blood being drunk by a Vampyre Furre are still outraged if this is done without the Furre's consent, considering it a combination of both theft *and* assault.


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  1. Persona Roleplaying
  2. Strict Roleplaying
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  4. The Dragonlands
  5. The Primes
  6. Continuity
  7. Longnames
  8. Roleplay Talks

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