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Furryfaire 2 Wiki

Welcome to the FurryFaire

Connect info:, port 8888
This Wiki contains the background and rules for the FurryFaire MUCK, providing the players with information to assist in making characters, as well as providing history and lore to use for adventures and plots in the setting. As much as possible, we will attempt to keep this information up to date, but it is considered to be a constant work in progress. For those of you using the Plot Point system, please click the link to determine how to build a character and how to calculate plot points.

Acceptable Use Policy

Please click the above link to go to the FurryFaire Acceptable Use Policy.


FurryFaire is set on the world of Maeya, on the continent of Kith Kanaan. Presently, the core of the game takes place in Threshold, in the nation of Drachen. The city of Threshold is a sprawling place divided into layers, where visitors from the nations of Areg'On, Drachen, and Tarantis, meet and trade. It is within close proximity of the Northern Wilds and D'Remes, allowing for most characters to be from these regions. For more on the setting of Threshold, click here.

While the game is centered mostly upon mortal beings, there are cases of Creatures of Myth and Legend coming to interact with the populace.


FurryFaire is a game of high fantasy, but it is not a typical swords-and-sorcery setting. The game takes place in a region which is moving into the renaissance, with civilization and culture advancing at a quick pace. Magic and science both exist hand in hand, and the nations of Anansie, R'Tal, and Tarantis all work to bring enlightenment to the people. The light of reason has begun to burn brightly. For comparison with the real world, technology is moving into the early 1600s to 1700s for places like R'Tal and Tarantis, while other places such as Drachen and Cordona are edging into the 1500s to early 1600s. Those nations with greater interest in science and magic have a distinct advantage over other nations when it comes to technology, but other nations, such as Carcassonne and Anansie, have a greater emphasis on magic, and can perform powerful feats of sorcery. Most nations, however, lie in the middle ground between these two extremes.


Magic is a strong part of the world, and is accepted as a part of everyday life. While learning to cast spells is the purview of the Paths of sorcery, everyone has at least had some contact with magic and with the supernatural. Nearly every village has a witch who can craft charms and wards and who can create potions. Every town has at least one practicing sorcerer who protects it from magical threat and helps to keep the peace. Every city has a magical order who studies the occult and who can teach the secrets of magic, and most major cities has at least one academy for teaching the greater mysteries.

Sorcery itself is two parts art to one part science, and all Paths have a philosophical foundation which colors the beliefs and understanding of those who use them. There is no ‘generic’ magic, there is sorcery. That being said, anyone can learn the most basic of charms and wards to protect themselves, and any who choose to dabble in the occult can expect at least some results.

For more on magic, click here.


The natural sciences are an accepted part of the setting, blending with magic to create a greater whole. As knowledge is gained, a combination of observation and experiment is merged with divination and sorcery to grant greater insights into the way the world works. Magic and science are not enemies, but feed off of one another, allowing a much more rapid degree of progress. Three nations have taken the lead in the study of science and magic – Tarantis uses magic to augment the study of science while R’Tal uses science to augment the study of magic. Anansie uses mathematics and art, blending the two into wonders.

Science is capable of incredible feats, and artificing is a respected pursuit. Airships drift over the city of Siren's Cove, while the city of Anansie has clockwork wonders walking through the streets, following behind the rich. In R’Tal, science allows the curious to peer through the void and into the spirit world, or allows one to talk to the dead. The ships of Tarantis hold cannons while the soldiers use long arms as a powerful first strike in combat.


The gods are an accepted part of the world. While there are theological disagreements between some religions, it is widely accepted that the gods are present, and have a vested interest in society. Religion is a part of life, and most people do worship either a pantheon as a whole, or choose one favored divinity as a patron god. The pantheons of Kith Kanaan include the Joshuite faith, which holds influence in Tarantis and R’Tal, the Arin pantheon, which is revered in Drachen and the Shire, the Taw'Hid branch of Joshuite Orthodoxy which resides in Anansie, the Cour des Esprits which rules Carcassonne, and the Rymnian faith which has come over from the world of Rym.

The presence of the gods is nearly everywhere. Not everyone has seen a divine messenger, but most people have witnessed miracles and will usually know someone who has received a visitation from one of the messengers. The divine’s touch is felt through the world, providing guidance and helping to shape civilization. Divine intervention often comes through the presence of an avatar, or through the messengers of the gods.

For more on religion, click here.


Do you have an opinion about where FurryFaire should go? Then post to the discussion page. This is where ongoing discussions will be placed and sorted.

The Plot Point System (PPS) is owned by Fool's Moon Entertainment Inc (FMEI), and is used with the permission of the owner (Christopher LaHaise) specifically for the FurryFaire online roleplaying game. Use of the PPS engine without written permission from FMEI or from the owner is prohibited. (c) 2010.