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We want to keep the rules, in the sake of a good RP-experience on a minimum. But should we notice that more rules are necessary, we will keep it up. First of all, we want to point out that we form a continuity, like in the sense that Furcadia sees it (click here for more information). And we believe in a mixed, fluent form of Roleplay, that has strong elements of the so called "Strict Roleplay" (click here for more information). However, we also want to keep things flexible and not want to encase the experience with too many rules. Thus, we will only state what we definetely NOT want to see. Considder anything else as allowed, unless a staff member judges it as against our world-setting.
God-modeing: Most know it, almost all hate it. Sorry, but your character can NOT do anything. No one is immortal, no one is almighty. Please keep your character believable.

Killing against will: No one can kill a character against their will. Even in our planned Stats-system, in which a character can reach 0 life-points, does that not mean that a character is dead. It can be in coma, fallen unconscious, or other means of making it unable to take greater influence. Should a character decide that he died, we can offer chances to get resurrcted (if that is wanted by the player of the killed character).

Modern/Sci-Fi technology/characters: They have no place here! You can come and visit us, look around, but no one can play here a jedi-knight or a soldier on his way to Iraq/Vietnam/etc.

As optional rules, we offer an assistence when dealing with fights or certain in-game characteristica that are planned for "Alteria". Let me say again, they are optional and not mandatory. Anyone is free to use free-form role playing at anytime.


So we plan a way to keep you occupied, also when you are not able to find another player to RP with. Alteria is full of mysteries. Can you explore them all?

The small village of Alteria, was long time ago, little more than a few houses near a fishing dock. But after years of trading, at an attractive nexus point for trade routes, more people settled and the village became a town. Soon talented hands and important personalities settled as well. With the dark forest behind, with plenty of resources and the sea in front, potent magicians and technicians at hand, the town grew rich and larger, becoming finally a city.

Yet a great catastrophe came upon it. Not many knew what exactly happened, but one word still lingered in time about what has happened: The plague...
Around 40 years ago, the once uprising city became the coffin for thousands.

After the years, the now quite empty city opens its gates again. The plague has been successfully expelled and the old orders are about to return. What will they bring and who will come along?

Few of Alteria's old systems remained, but many had been wiped out. The old Baron run away and under his secretary, who took over the business of rebuilding the City, returned a few people and some new have founded a new home. But the City is still the home of powerful organisations. Here are a few to name.



A free citizen could decide to join one of those organisations to give his life a greater meaning:

The Order of the Hammer

This religious order, who worships the "Builder", is one of the reasons for the city's advanced industrial progress, like electricity or steam engines. Yet the order follows a strict codex and anyone who lives against their laws, is their sworn enemy. Not even the City Watch would intervene if the Order grabs and kills those they accuse of being a heretic. Yet magic is nothing uncommon for the order, also if it plays as good as no matter. The order's holy water is quite potent, especially against the undead. The master forgers and high priests are able to craft items with wondrous abilities.
The Order of the Vine

Another religious order, but what the hammerites stands for, that fights this order. Having a vast realm in the dark and eerie forest behind the city, its uncommon inhabitants start to let their sprouts grow in the city. Suspected of being the cause of the city's radical plague downfall, 40 years ago, the order's shamans and their believers have been hunted. Nowadays, they still shun the light of public, but they are there, lurking and sometimes plotting. What for? The order worships an entity, known as the "Trickster". The leafy lord of nature and chaos. Thus magic and natural resources are the strong point of this order. But their believers are as deadly as the zealots of the "hammerheads".
The City Watch

To fight the criminal elements of the city, to control the outrages between the pagans of the Vine-Order and the Hammerites, and protecting the common folk, the new City Watch has been founded by the mayor's secretary itself and it has large control and authority. The City Watch is dreaded among all criminal elements of the City. The City Watch bows to no one down, except to the Baron and his secretary. How far goes this authority? It is better not to ask. It's runned by the Sheriff of Alteria and his ommanding officers. Since they stand for law and order, the Hammerites provide the City Watch with weapons and technical help, but both not enough as the City Watch needs it. So other resources must be found.


Map of Alteria


Dream-Commands
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Dream-Notes
First of all, to experience all of Alteria's specials, it is suggested to register as active player. Ask our staff to register. Once registred, you will be able to collect certain items, use them and correspond with the NPC's and shops. And even more features yet to come.

On another note: A lot of Alteria's features, like the shops, require that the paws are empty when a player buys something. Or that you bump/move into an object with certain items in the paws. Feel free to experiment, but to make text for any shop or object with a denial-message when you use the wrong object at the wrong time would require time and ds-lines that are at the moment not free. Thus if you notice no change, considder that what you are doing is not working.

Have you noticed our item-inventory on "tab B"? That feature is currently for registred players only.
Attention! The following features are from the old Furcadia's Legacy dream and we rework them as soon as possible for the 32 Bit Dream.
WORK IN PROGRESS
This is a flashbomb. Use it to activate it (F3-key, or ctrl+U, or clicking the use-button), then drop the bomb on the ground to set it off.
This is a pile of moss-pills. Use them to throw one on clear ground (F3-key, or ctrl+U, or clicking the use-button) and it will grow a patch of moss nearly instantly.
These flasks can be filled with certain fluids, many used in Alteria's alchemy system. They are also used for holy water or sacred blood. If you wish to use them (F3-key, or ctrl+U, or clicking the use-button) will the content be either emptied on the spot that you are on, or used on your character. There is a chance that the flask is after use no longer usable. They just vanish in that case with a breaking glass noise. (This won't happen while emptying or mixing fluids while using the alchemy skill.) To fill the flask use the empty bottle while standing on a source or move into a source for a fluid you wish to fill in.
Alteria's alchemy allows the players to craft own potions with various effects. Some powerful potions can even raise certain characteristics. If you have learned this skill, you can process some incredients into empty flasks and are able to mix potion ingredients with each other (mix-button is then next to the butler on your screen).
The mix button stays on, aslong you keep your achemy skill active. Keeping the alchemy skill active has currently other side effect other than that the mix-button is partly covering your portrait.

To use it like that, place an empty flask on the ground and hold the ingredient you wish to process in your paws. Then click the mix-button. Depending on your skill and the difficulty of the ingredient will the flask be filled.
If you wish to mix to potions, place the potion you wish to alter on the ground and hold the ingredient/potion, you wish to mix in, in your paws and click the mix-button.

On success you will see the result and hear an according tone.

Be aware! Some potions depend on that you mix them in a correct order of ingredients. Mixing them in wrong order or with wrong ingredients can have fatal results.
Note that empty alterian bottles can not be used to process ingredients. But certain final potions can be stored in them. To do so place the empty alterian bottle on the ground and hold the potion flask, you wish to fill in, in your paws and click the mix-bottle.
Empty Alterian bottles have magical properties and are astounishing resistant and have various uses. A lot of things can be stored withing these bottles and partly can they be also partly be used for Alteria's alchemy system (as explained above), but they can't be used for any fluid, like the flasks and the other way around can they store potions that are too powerful in their magic for simple flasks. However, these bottles can also story some non-fluid objects. Experiment with them to learn more.
Mana crystals are crystalized form of magical nergy. They have multiple uses in Alteria, like as energy sources for arcane mechanisms, or to replenish magical power on magicians. (WORK IN PROGRESS)
Gold coins are the currency that most shops in Alteria will accept. Any member of Alteria has a banking system that allows him to cash in gold he finds/gets, or to withdraw coins from it. Note that you not need to hold gold in your paws to pay. The NPC-shopkeepers will withdraw the gold from what you have stored in your banking system. To cash in gold, hold what you want to cash in in your paws and "use" (F3, use-button, ctrl+U) the gold.
Alterian NPC Shops:
Also if the shops usually explain themselves how to use them, here are a few detail that we want to share:

WORK IN PROGRESS




Those can you contact inside Furcadia if you have questions:
OrlandXaren KrygorAlteria-Bot
Furcadia! Furcadia!Furcadia!