She-Lich
- Quote
- Posted: Thu, 10 Dec 2009 21:43:10 +0000
Intro
Beyond the city lies a wood, sparse towards the edges, dense towards its center. Within these woods is a clearing with a circle of stones. It looks like someone's old camp site, but the stones have been there for centuries, and are imbued with magic. Many a teenager who has chosen it as their secret hang-out has disappeared without a trace.
This is because the stones provide a portal from the modern world to a time of strife and magic- the Middle Ages. Those who enter the circle tend to feel sluggish, their limbs heavy, until finally blackness overtakes them and they collapse. Many hear the voices of thousands all speaking over each other, in strange dialects and tongues. After this point, all who have entered the circle awaken on the step of the tavern Salty Talk, the smell of sea breeze thick, the docks to their back. A sign overhead bears a painting of a fish with a distinctly saw-like snout, and the name of the tavern.
An unnerving experience for most, if it came unexpectedly, but there is a small underground circle of those who have gone, and returned to their world to tell the tale. Salty Talk serves now as a 'secret nightclub' of the most fantastic variety.
The Tavern
The tavern is a two-story, large building, white with a pale yellow roof. It mimics the finer parts of the city, despite its placement among warehouses and sailors. The inner layout is fairly straightforward, the bar being a wooden counter set up against the wall opposite to the entrance, with a tapped keg sitting on a crate, a shelf of wine, and a door leading into a small back room. Ale and pastry is the main fare here. A set of stairs is to the direct left of the bar, leading up to the publican's bedroom and four inn rooms.
The only distinguishing feature of the room is to the right of the bar, where a large, saw-beaked fish sits mounted on a plaque on the wall, poised dangerously above a small table set for two. Similar tables and chairs are strewn about the tavern, with one to the left corner, set against the wall from which you enter, being large enough for a party of up to twelve. There's some straw scattered across the floor. The tavern is usually alive with the sounds of singing, cursing, and gambling.
How This Works:
Modern weapons and technology are left behind, to be retrieved upon returning. Clothing isn't lost- it merely appears to the people of that world that you're dressed in a medieval equivalent of your attire. In addition, you may speak to others from your world about "the future", but say any of this to an inhabitant of these times, and it will seem to them as though you were talking about the weather, or the prices at the fish market. Money in your pocket has been turned into coppers, silvers, and gold, appropriately. It's almost as though someone arranged for all of this... to get back, one merely needs to leave the tavern's doorstep and walk towards the docks. Apparently the rest of this city is inaccessible- as soon as you reach the docks, you're transported back to the circle of stones in the same manner you were delivered.
(Note: You can choose to be a modern person, or a medieval person. If you choose to be a medieval person, whether or not your character can converse with modern ones about "the future", and see their true attire, is entirely up to you. It's assumed such people are in some way resistant to illusion magic, but again, the reason for why they're the exception is your choice.)
Rules:
1. Semi-literate and up. I don't care about one-liners as long as they're relevant. I'd prefer a to-the-point one-liner over a huge post full of uninteresting fluff.
2. As others before me, I'm going to have to insist on posts written in story format, rather than using asterisks (*) or dashes (-) to bracket actions, and colorful or bold fonts to indicate speech. Just write out actions and put speech between quotation marks, please.
3. Use some form of OOC indicator. Brackets [] and parentheses () are the norm.
4. Violence and accidents are to be expected in this setting, just be careful not to break furniture, set things on fire, or gain the notice of the city guard. Also keep in mind that graphic violence is against Gaia rules, not just thread rules.
5. Public displays of affection are not uncommon. For prolonged kissing and embracing, ICly take it upstairs to an inn room, and OOCly to PMs. Keep in mind that cybering is against Gaia TOS.
6. I have no policy on cussing. The place is called Salty Talk, after all. Have at it, sailor.
7. I would like to see people be considerate of others Out Of Character. In particular, be inclusive- try to get newcomers involved, give summaries of the current happenings in the tavern, et cetera.
8. About unfinished roleplays- if a roleplay ends abruptly with no obvious IC conclusion, such as a character leaving the area, then you can state where that character went the next time you post and assume time has passed. Alternately you can discuss what happened with the person/people you were RPing with, to decide whether to skip the ending, or continue the roleplay. There's never any need to wait extensively for another person, and it's best to PM them if you're not certain.
Navigate
You've already seen the Intro, Tavern, How This Works, and the Rules.
Next post: Character sheets.
Third Post: The Staff, The Wizard, PC Staff, The Noticeboard, Current Events.
Beyond the city lies a wood, sparse towards the edges, dense towards its center. Within these woods is a clearing with a circle of stones. It looks like someone's old camp site, but the stones have been there for centuries, and are imbued with magic. Many a teenager who has chosen it as their secret hang-out has disappeared without a trace.
This is because the stones provide a portal from the modern world to a time of strife and magic- the Middle Ages. Those who enter the circle tend to feel sluggish, their limbs heavy, until finally blackness overtakes them and they collapse. Many hear the voices of thousands all speaking over each other, in strange dialects and tongues. After this point, all who have entered the circle awaken on the step of the tavern Salty Talk, the smell of sea breeze thick, the docks to their back. A sign overhead bears a painting of a fish with a distinctly saw-like snout, and the name of the tavern.
An unnerving experience for most, if it came unexpectedly, but there is a small underground circle of those who have gone, and returned to their world to tell the tale. Salty Talk serves now as a 'secret nightclub' of the most fantastic variety.
The Tavern
The tavern is a two-story, large building, white with a pale yellow roof. It mimics the finer parts of the city, despite its placement among warehouses and sailors. The inner layout is fairly straightforward, the bar being a wooden counter set up against the wall opposite to the entrance, with a tapped keg sitting on a crate, a shelf of wine, and a door leading into a small back room. Ale and pastry is the main fare here. A set of stairs is to the direct left of the bar, leading up to the publican's bedroom and four inn rooms.
The only distinguishing feature of the room is to the right of the bar, where a large, saw-beaked fish sits mounted on a plaque on the wall, poised dangerously above a small table set for two. Similar tables and chairs are strewn about the tavern, with one to the left corner, set against the wall from which you enter, being large enough for a party of up to twelve. There's some straw scattered across the floor. The tavern is usually alive with the sounds of singing, cursing, and gambling.
How This Works:
Modern weapons and technology are left behind, to be retrieved upon returning. Clothing isn't lost- it merely appears to the people of that world that you're dressed in a medieval equivalent of your attire. In addition, you may speak to others from your world about "the future", but say any of this to an inhabitant of these times, and it will seem to them as though you were talking about the weather, or the prices at the fish market. Money in your pocket has been turned into coppers, silvers, and gold, appropriately. It's almost as though someone arranged for all of this... to get back, one merely needs to leave the tavern's doorstep and walk towards the docks. Apparently the rest of this city is inaccessible- as soon as you reach the docks, you're transported back to the circle of stones in the same manner you were delivered.
(Note: You can choose to be a modern person, or a medieval person. If you choose to be a medieval person, whether or not your character can converse with modern ones about "the future", and see their true attire, is entirely up to you. It's assumed such people are in some way resistant to illusion magic, but again, the reason for why they're the exception is your choice.)
Rules:
1. Semi-literate and up. I don't care about one-liners as long as they're relevant. I'd prefer a to-the-point one-liner over a huge post full of uninteresting fluff.
2. As others before me, I'm going to have to insist on posts written in story format, rather than using asterisks (*) or dashes (-) to bracket actions, and colorful or bold fonts to indicate speech. Just write out actions and put speech between quotation marks, please.
3. Use some form of OOC indicator. Brackets [] and parentheses () are the norm.
4. Violence and accidents are to be expected in this setting, just be careful not to break furniture, set things on fire, or gain the notice of the city guard. Also keep in mind that graphic violence is against Gaia rules, not just thread rules.
5. Public displays of affection are not uncommon. For prolonged kissing and embracing, ICly take it upstairs to an inn room, and OOCly to PMs. Keep in mind that cybering is against Gaia TOS.
6. I have no policy on cussing. The place is called Salty Talk, after all. Have at it, sailor.
7. I would like to see people be considerate of others Out Of Character. In particular, be inclusive- try to get newcomers involved, give summaries of the current happenings in the tavern, et cetera.
8. About unfinished roleplays- if a roleplay ends abruptly with no obvious IC conclusion, such as a character leaving the area, then you can state where that character went the next time you post and assume time has passed. Alternately you can discuss what happened with the person/people you were RPing with, to decide whether to skip the ending, or continue the roleplay. There's never any need to wait extensively for another person, and it's best to PM them if you're not certain.
Navigate
You've already seen the Intro, Tavern, How This Works, and the Rules.
Next post: Character sheets.
Third Post: The Staff, The Wizard, PC Staff, The Noticeboard, Current Events.
