The vending machines in the Toyroom may look the same, but each contains different items. One machine stocks a large amount of pillows, another plushies. One machine has clockwork and enchanted toys while another contains naughtier objects.
Every hour, the bar tables are automatically cleared off and any abandoned items from the toy machine are put away. We used to have a message announcing this, but it became disruptive so we removed the announcement.
The story behind this Orb: "The Orb of Infinity is a very sacred stone. It was discovered at the bottom of a rippling, glowing lake on the isle. Once pulled from the lake, the waters immediately turned calm. It harnesses a wonderous power which allows the holder to witness any time from their past. Long forgotten memories can be recovered while gazing into the orb. Every year, Wyrm Sages send their apprentices to the isles to try and steal the orb. If you see a hatchling wyrm, catch them! If they made off with the Orb of Infinity, an important part of Nimbaterra's history would be lost forever."
- All furres must be both 18 years of age in real-life and in-character. We will not make any exceptions for anyone. If you are under 18, you should not be in Furrabian Nights anyway. This is not just our rule, it is also Furcadia's.
- Harassment or drama between players is not welcome here. Club Nimbus aims to provide a safe, drama-free (OOC) environment. Do not use insults towards another furre or carry over drama from another place in Furcadia. Do not disrupt roleplay. Obvious trolls will be banned on sight.
- Erotic roleplay should be kept to private rooms, the game area or tucked away spots. No yiffing at the bar, lounge or other high traffic areas.
- Abusing Staff Privleges is punishable by removal of said privleges. Excessive emitlouds (spamming) is prohibited. NEVER eject another staff member. All ejects must be reported to Lunati or Tacoma with the reason for removal.
- Please do not make racist, sexist, homophobic, transphobic or offensive remarks. If someone is harassing you, please let one of the staff know.
- Anyone who doesn't follow these rules is subject to banishment from the dream. We do not owe anybody an explanation for why they were banned as none of our staff members take banishment lightly. Bans cannot be appealed at this time.
In addition to being an twelve-year ongoing project, Club Nimbus is a World Dream which means it's very expansive and comprised of dozens of areas. This gives players a variety of choices when it comes to their roleplay environment. With all these areas, there are bound to be many unoccupied, even with a large population. If the dream were simply an IC bar, OOC area plus a couple rooms, it wouldn't stand out from the bulk of dreams in FurN and would eventually lose its appeal. Having so many options open to players is a gift, not a burden.
Every area in Club Nimbus has been lovingly and mindfully decorated using only custom artwork. If you enjoy being here and can appreciate how much time and effort has gone into the construction of the dream, invite your crew over! If you're frustrated that a specific area is empty, fill it with friends! Make it your own, start a new plot, tell your story with us! We've included a lot of lore both on the website and in the dream to serve as the basic structure of storytelling here, so it is very easy to pick up and go right from the start.
The Lounge is the busiest area in the dream, please stop by and ask if you have any questions that aren't covered here. Additionally, use the "Find RP" button and ask in the Lounge if anyone would like to start up a roleplay session. You never know until you try!
The layout for Club Nimbus remains mostly unchanged since its inception in August 2004. It started out as a small Amsterdam Style Coffee House for a RL Friend. Although he quit furcadia later that year, the dream's layout worked so well that it has been kept and expanded upon since. Club Nimbus was largely inspired by the style of upscale Brothels and Opium Dens from the late 19th Century to the 1930s.
Did you know the last Opium Den in New York City wasn't shut down until 1957?
The weather on Nimbaterra is generally mild and breezy, with daytime highs between 55-75°F (12-23°C). Winds range on the different isles. Islands closest to the Club's structures are the least windy (10-20mph) with the Windy Ledge usually between 40-70mph. The Windy Ledge sees very little tree growth.
Temperature inside the Club averages around 65°F (18°C). Permafrost rooms are kept just below the freezing point at 28°F (-2°C). The beds in these rooms are heated.
Light magic such as levitation, item enchantment and teleportation are commonplace on the Isles. Superpowers like invisibility, mind control and mind reading are not allowed. Combat magic is also frowned upon as it is deemed unfair.
The technology in the dream can be compared to the end of the victorian era with steam powered machinery and very simple electric lighting.
The Cirrus Cartel is a mob composed primarily of avians and their allies who are responsible for high profile drug deals and exports, unofficial slave trade and other illicit activites. However, there is little to fear if you have not crossed them. They commonly mingle among patrons at Club Nimbus. The cartel generally only turns hostile when property is damaged, stolen or otherwise goes missing.
Slave liberation and prison breaks are a common blight on the organization. The mob is quick to react with violence to take back their property or retaliate when such mishaps occur. Anyone who wrongs the Cartel risks having their friends, family and loved ones attacked or held hostage.
Opium is the natural origin of modern pain medicine and has been used to treat pain for centuries.
It is so valuable that wars have been waged over its cultivation, trade and use.
Opiates are strong, reliable and carry relatively few side effects. Used responsibly and on a short term basis, they are extremely safe and effective.
It is a common misconception that Opium is "smoked" in opium dens. Opium is instead vaporized in specialized pipes and hookahs. Once the Opium begins to take effect, the user may "nod" in and out and require a soft place to rest. It is a very gentle, soothing high that makes the user feel content and warm throughout their entire body.
Any and all knives, swords, axes, mace, bows and other low technology weaponry is allowed but, like the gun rule, should not be used unless there is a threat, consentual duel or major conflict. Weapons should not become overly distracting or a focal point of roleplay unless you are roleplaying a weaponsmith.
Blacksmiths have a pass to make weaponcraft a large part of their roleplay, as it is their tradeskill.
The preferred weapon in a Bouncer's arsenal are his or her muscles and brute strength. Rarely will a Bouncer ever need to use an actual weapon.
You don't need a large group of players to start a new roleplay session. In fact, if it's your first time in a new area, it might be best to start small. Have a friend or three? Fly up to Nimbaterra together and start something new with us! Don't be discouraged if your favorite area in the dream is vacant, use this as an opportunity to make it your signature hangout! In no time, that lonely library corner or leaf-covered cliff on the Windy Ledge might become a hotspot for storytelling!
With the multitude of jobs available and how easy it is to start a new account, you could be a wise old Alchemist hunting down elusive flora for a spectacular elixir or an infamous Dealer who evades guards and peddles his goods on the Rooftop. The possibilities are endless and at Club Nimbus there is no shortage of unique, finely detailed areas waiting for some RP love from you and your crew!
On the various pages of this site you'll learn how the Isles of Nimbaterra were discovered, the building of the Club, the furres who live and work here, native species of plants and animals and the kind of technology we use. The setting is laid out clearly for players to have a good understanding of what might happen up here. Need to take a break at any time? No worries. On the main page we'll keep updates of what's happening in the grand scheme of things and you can always ask on the forums or in the Lounge.
There are two main Roleplaying styles of a drug addict. The first is content with their use and sees no reason why they should quit. The second type wants to get better and be free of the dependence by ultimately kicking the habit. Each style can shift into the other's territory over time. Someone who smoked Opium every day for three years may suddenly desire to quit while another who had had enough of the addiction may come into a large amount of money or drugs and feel more comfortable with using again. Those are the two universally accepted types, but there may be variations.
Addiction is just as common in wealthy slave owners as it is in as slaves. It can affect any user at any time regardless of economic wealth or social status, but is considerably easier for wealthier furres to maintain. Behavioral shifts when using include sudden irritability, excitement, joy and sleepyness and are similar in all furres under the influence.
In the throes of withdrawal, you have one main goal and that is finding relief. It will constantly pull at you like a moth to a flame, taking over your thoughts and often causing you to do morally questionable things to avoid agonizing withdrawals. Physical effects can include body aches, chills and pain while mental effects include depression, panic attacks and inability to focus. The relief is great when you do manage to score your medicine after a period of withdrawal.
When playing the role of a Slave maintaining an addiction (sometimes called "Double" Slaves), you will pass over a great deal of control to the effects of chemicals as well as your owner. This can be especially difficult as ordinary slaves already have enough limits imposed on them by others. It can be a challenging experience to roleplay, but a very enjoyable and rewarding one as well.
Casual drug users are known in the Club as "Chippers." They spend very little money very infrequently to have a good time. It's like a group of friends who drink alcohol to celebrate the weekend but abstain for the rest of the week. Chippers can become addicted at any time, especially if they use a drug as a reward or to relieve a great deal of stress. Most Chippers, however, do not develop a dependency from casual use alone. Tolerence to opiates may still develop over time, making the drug less powerful on the user.
The effects of various Opiates/Opioids can be read about here.
If someone is being disruptive, intentionally rude, or isn't following the RP Guidelines listed upon entry in an area, please contact Tacoma. Likewise, if another furre is using insults or harassment to intimidate or distract another player, report this activity to a Guardian Beekin if the Silence Rule has not resolved the conflict.
Our mission is to allow furres a relaxing roleplaying environment, regardless of their experience level. Please refrain from spamming short sentences in a roleplaying session and never use lazy "net" abbreviations like 'u' instead of 'you'.
Try to put some thought into your RP dialogue before posting. Skilled roleplayers strive to paint a vivid picture of what is going on around them and their characters. For them, no detail is too small to ignore in a good session.
It may take some time to improve but most folks around here are more than willing to throw you some pointers if you're new to the RP scene and are genuinely interested in learning. You want to really immerse yourself and others around you into the story, so a little extra effort can truly go a long way. We recommend asking for tips on the Club Nimbus Forum or coming in to the Lounge area (OOC) for advice.