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Posted: Sun Mar 23, 2008 10:46 am
 Feel free to ask any questions about rp in this thread. If you don't feel like browsing the entire thread, at least read the list of common mistakes. Reading it will help you avoid the most common pitfalls. Table of contentsPost 1Common mistakes in roleplay FAQ - Starting out FAQ - Tricky roleplay terms Post 2FAQ - More about character creation FAQ - All about your territory FAQ - Growing and changing in roleplay Post 3FAQ - Death in Noctua FAQ - Find your task FAQ - Playing in a group Post 4FAQ - Sentinel senses FAQ - Hunting and flying FAQ - Tools and trinkets Post 5FAQ - Using NPCs List of NPCs Submit your own NPC Common mistakes in roleplayDon't make your first character too hard to play. If it's extremely shy or hostile it might be difficult to interact with others. Roleplaying must be a give and take, and if your character is too hard to approach, it's likely that other players will start to avoid playing with you. Sentinels are Nocturnal. A common mistake is to have them active during the day without a plausible explanation. Sunlight will not be glistening on their feathers or on their shiny jewellery. Try moonlight if you want something to sparkle. Sentinels don't change colours.They're covered with feathers and will not blush, turn pale, become green around the gills or things like that. A guide to sentinel body-language is in the works, in the meantime just use your common sense. Wings are not hands or arms.Don't use them for "human" gestures, don't try to use them to pat friends/companions/fledglings, and don't try to clap them when you want to applaud someone. A sign of affection instead of a pat can be a quick, gentle preen, for example, and instead of applauding you can have your sentinel hoot his or her appreciation. Skurri are almost always someone's companion.Yes, they are supposed to be delicious and yes, most of the companion animals are types and sizes that sentinels normally eat, but if you keep hunting and catching only skurri, mus, parus etc. out in the wild, you're sooner or later going to have to answer to a very angry owner. Let us reiterate: Companion animals are not wild. Those that are available for eating are usually culls, delivered dead to the Central Distribution Platform by the keepers who bred them. If you run into a skurri in the woods, it belongs to someone. Hunt a normal squirrel instead. (And do read the required reading on companions.) Sentinels are not hawks, they are stealth hunters.They don't hunt their prey at breakneck speed, weaving between the ancient branches of Noctua's trees in hot pursuit. They don't catch songbirds in mid-air. They sit, watch, listen and wait, and when they have a prey in their sights - and the prey is perfectly unaware of them - they swoop down very, very silently and snatch the creature from its perch/grazing/gathering/whatever. No fancy flying, just silently effective killing. Every task in Noctua does not have its own "enclave."The Minders and the Mystics are to date the only tasks that have an enclave of their own. The Minders all gather in one place because it is the best and most efficient way to guard the next generation, and makes it a lot easier for the teachers to perform their task. The Mystics have a secluded enclave of their own because... well... they are mystic and like to keep to themselves. More information about tasks and territories can be found in the other sections of the FAQ. Don't play with yourself too much.We know that it can be tempting to have all your Sentinels be bestest friends, but roleplay is much more fun if you involve other people too! If your Sentinel is a Minder and you manage to get an egg it might actually be better to leave the little one to another Minder. It might seem easier to plot things between your own Sentinels since you don't have to worry about godmoding, or about other people "messing up" your plans, but it can get very lonely not to include others. On the other hand, don't start up a lot of new roleplays at once while you're still trying to get a grip of the setting.Noctua is a complex and carefully constructed world, and owners and RP staff alike put down a lot of thought and love into it. As a result, there are some important rules and restrictions to consider when RPing (hence this guide here...), and we do and will expect players to heed to them. It is always fun to see a new player get excited about playing in Noctua, but if you don't feel too confident about what applies where, it's always better to start out small (1-2 RPs at a time, perhaps) - and ask a lot of questions. If RP staff has to run the boards up and down trying to keep track of all your RPs and there are noticeable mistakes in every one of them, you may be asked to take a time-out and read up on the world and the rules again. Don't be afraid to ask questions!Seriously, it is the main goal of all the staff of Noctua that everyone who wants to RP here can have a good time doing so. We will gladly answer any question you might have, and there is no such thing as being "too newbish." If there's still something that seems unclear to you after reading this guide here, feel free to post in this thread or send a PM to the Herald about it. Or ask in the shop thread - the regulars are often just as eager to help you out. Ye Olde FAQ - starting outI want to RP my new Sentinel. How do I start? First you need to come up with a character concept and fill out the RP form, found here. Post it in this thread and wait for the RP-staff to edit your post with their response. It could be approved right away, but usually there are some small mistakes or unclear parts to correct. We might ask you to change something that doesn't fit in the world of Noctua, to change something that might be problematic about your character or to fill in something you forgot to add in the first place. If you ask for it we could also give you suggestions on how to flesh out or develop your character, or to improve your writing. If you don't want to get public feedback you can post it directly in the submission thread and you will get basic feedback PMed to you. I'm not sure what I should put in the character form... Help?For the most part you should only write things that could be commonly known about your character IC. The personality and history are usually the biggest parts of the form, but they don't have to be huge. A few paragraphs can be more effective than to write a wall of text. Fledglings don't need much of a history for example, since they will have plenty of time to expand on it as they grow and RP. You don't have to include everything your character has ever done, or write a extremely extensive personality. Sometimes a character might have secrets or character traits that could be abused by other characters in RP and those might be better left out to avoid the tempting others to metagame. If you want to discuss a character trait or a part of the history that you are not sure about you can PM the Herald. As an example: if your Sentinel is very easily manipulated if another character pushes the right buttons you might not want to describe exactly how he or she could best be manipulated. My Sentinel is lonely, can I make up a NPC for it to interact with before I try to play with other players?Sure, but if we notice you're playing that NPC too frequently we will ask you to send in an RP form and make it an official RP-only Sentinel. Can I let a NPC Minder take care of my egg or hatchling?Um... Sure... But you can't play that NPC until your chick has grown into a fledgling and is RP approved. But I've seen other players use NPCs to drop off their eggs/hatchlings at a minder enclave. How come?They must have asked and recieved permission from the Herald to do so. Besides, it is one thing to play a dropping-off for a few posts, and another to regularly RP a minder that is supposed to be an NPC. If that's what you feel that you want to do, why not try to get the minder as a real character instead? How do I set up an RP for my Sentinel?You can join an existing roleplay thread in The Forest if it's marked as [OPEN] but if it has more than a few posts it's polite to ask first. You can also ask another player if they want to play with you, or start a thread in the Message Outpost to ask for someone to play with or plan plots for your character. You can also check this thread to see if there are any Micro Plots planned for the near future. Ye Olde FAQ - tricky roleplay termsWhat is metagaming and why is it bad?Metagaming is when you let what YOU know OOC affect how your character behaves IC. This could give your character unfair advantages and make RP less fun for others. In general, metagaming can be divided into two main categories. The first, and most obvious, is when a player has their character be more aware of other IC events than they should be. A good example of this is when a character is somehow well-informed of events that happened in a private RP on the other side of the forest. The second, and much harder to avoid, is when a player has a character with unrealistic knowledge for their position/age/experience. The world of Noctua is not a modern world, after all, so a Sentinel with knowledge of advanced mathematics is extremely unlikely. More simply put, a player is metagaming when they use knowledge that is not available to their character in order to change the way they play their character - usually to give them an advantage. It refers to any gaps between player knowledge and character knowledge which the player acts upon. This is very strongly discouraged in Noctua What's this "Godmoding" thing, and why is it forbidden?Godmoding is when one player dictates what everyone else's characters do, not just by making his character try to convince them, but by actually typing up what they do. In other words, he enters God-mode. This is forbidden because it is rude to the players whose characters are being controlled, and the only one who's having fun is the Godmoder. I think I need some examples...When you are involved in an RP, you can only control the actions of your own character. You can talk TO or ABOUT someone else's character, but you may not put words in their beaks, or perform their actions. To simplify, this is considered god-moding, and it's NOT okay:Mudbeak's player Mudbeak looked over at his friend. "All right then. I think it's about time to go home now. Shall we?" Dirtfeather nodded, and the two of them flew off into the woods. This might take a little more time, but it is much more respectful towards Dirtfeather's player:Mudbeak's player Mudbeak looked over at his friend. "All right then. I think it's about time to go home now. Shall we?" He flexed his wings and smiled, hoping Dirtfeather would take the hint. Oh, okay... So then, what's "powergaming"?Powergaming is related to godmoding, but instead of trying to control what other people do, the powergamer's characters seem to be immune to everything other players do. In fact, nothing bad seems to happen to them at all! A direct form of powergaming is when a player refuses to let another characters actions affect their character. Like this: Dirtfeathers player "Tag, you're it," Dirtfeather said and reached out to tug at Mudbeaks tailfeathers. Mudbeak's player "No I'm not," Mudbeak protested, flying away before Dirtfeather could catch her, "Besides, this is a safe branch, and you can't tag me here!" Sure, it's up to Mudbeak's player to decide if Dirtfeather's attempt to grab her tailfeathers succeeded, but if Mudbeak always manages to get away the roleplay will get boring quickly. Indirect powergaming is more about instantly reversing any bad things that happens to the character in roleplay. Caught out in the rain? The powergamer will find a luxurious shelter instantly. Injured or sick? The powergamer will stumble upon a plant that cures anything or just happen to bump into the most skilled medic in the forest. Powergaming is a bit more sneaky than godmoding, and the player might not even be aware that they do it. Oh, I see! Is twinking the same thing or is it something else?Well, yes and no. Twinking is related to godmoding and powerplaying, but the difference is that the twink isn't trying to control other people's characters, or the environment - He or she is instead trying to make their own character a lot more awesome than everybody else's right from the beginning. Twinking happens when the character is created, before it even starts to play. It might be a Crafter who is retired from being an Elite, but still does the odd job for them now and then. Or a non combattant Artisan that somehow manages to hold an awesome and big territory in Deep woods, and is working on finding new herbal cures in his free time. The result is more often than not a Mary Sue. Um... Mary Sue?In fanfiction or fiction, a Mary Sue, or the male version Gary Stu, is the author inserting a representation of themselves (who is often quite perfect and flawless) into the story. In roleplay it's the player creating their perfect, infallible dream character, who is everything they wish that they could be. As a Sentinel, they are nicer, stronger and better looking than other Sentinels, but are still always kind at heart and loved by everyone that matters. They never make any mistakes, and can't ever be fooled or tricked by anyone. Sounds good? It's not. A character without any believable flaws becomes a cardboard-cutout personality that will not be fun to play against, and it will probably get boring to play as well, eventually. For example, it could be a Crafter who has secretly served with the Elites and can mix herbs into medicines - oh, and it can probably figure out the lost secret behind making steel, given enough time and a dramatic opportunity. However, if your character suddenly is just as good at fighting as any combatant and flies faster than any Scout despite the fact that they've been a Keeper all their life, then you have a problem. The Mary Sue character does not let little things like rules, limitations or plausibility get in the way of a chance to look important or impress someone. The Mary Sue is thereby often twinked, and since it's by definition played as being better than everyone else, there's a big risk for powerplaying or even godmoding. Playing in this manner is not allowed because it is as unfair to the other players as godmoding is, and for pretty much the same reason as twinking is not allowed: those who try to play within the limitations of their task/species/world context/circumstances will pretty quickly grow tired of constantly being showed up by Glitterfeather Awesomewing who can do everything better than everyone else. As you can see all these terms are related, but if you try to remember that roleplaying is about both giving and taking, you should do fine in Noctua.
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Posted: Tue Mar 25, 2008 1:22 pm
Ye Olde FAQ - more about character creationCan I make a character that's a bit crazy because he was dropped as an egg?No, that would not be allowed for several reasons. First: shaking an egg does not make your character crazy - it would KILL the developing embryo. Second: crazy or mentally disturbed Sentinels are, for the most part, not allowed in Noctua at all. Read the RP rules again. Don't use mental illness just to spice up your character, we will not allow it.Fine. I'll just make him a little odd. Is that ok?Sure, but why do you want him to be odd or quirky? If you just slap it on to make your character more interesting or more special you should think again. Besides, there are a lot of slightly odd Sentinels in Noctua and a normal and mentally well balanced one would probably be more of a statement at the moment... Just saying. But I've heard that characters need quirks to be interesting! Now you're telling me I shouldn't make my character quirky? What gives?Well, there's a difference between "quirks" and "quirky". A quirk doesn't have to mean that your Sentinel was dropped on his head as a hatchling and now believes that the fungus inside his tree is telling him bedtime stories. A quirk could be a bard whose voice gets really high-pitched when he gets nervous, or a gatherer who spends a little too much of the food she finds on trading for jewellery, because she just can't get enough of the pretties. Neither have to be "slightly insane" or "a bit weird" to be interesting characters. Ok, I get it. No mental problems. Can I make a character with a physical disability then? Probably not. A sentinel needs to be able to fly and use their eyes if they're going to hunt. And they need to hunt if they're going to live. If a chick is deemed too weak or strange to become a productive member of society the parents will stop feeding it and focus on stronger chicks with better chance to live to adulthood. But fledglings can't fly, why can't I make an adult Sentinel that has a flight problem?Every Sentinel needs to be a useful member of the clan, and they are too proud to allow themselves to be a burden. A fledgling will learn to fly and hunt eventually, and the clan is willing to support them until they graduate. An adult Sentinel that's not in a support task is supposed to find their own food and if they can't fend for themselves or provide some useful service for the clan they will probably end their own misery. Wait, what? Support task?Sentinels with tasks like Minder, Teacher and Medic might not have time to hunt for themselves, but they provide vital services to the clan and will get food from the clan's stores. If an adult Sentinel is hurt in the line of duty, or starts to get weaker from old age they might still be able to be useful to the clan as a teacher or some other support task. If they can't... Well, you know what happens to Sentinels who can't fend for themselves. Ok, ok... They must be able to care for themselves, but what's wrong with a special Sentinel? Nothing at all, but it's very tempting to use a restricted task, rare companion, flashy accessories, a mental condition, or a disability just to spice up your character. It might feel easier than to put a lot of thought and care into the character creation. It's not wrong to have an interesting task/companion/disease, but your character should not depend on it. What do you mean by "depend on"?Well, let's say you really want to play your Sentinel as a mystic. Since that is a restricted task and you probably won't be able to, could you imagine your Sentinel working as anything else? What would he or she be like if they were a hunter or an artisan instead? If you can't at least toy with the idea, your character depends too much on the flashiness of a restricted task. But I've seen Sentinels who are crazy/quirky/disabled/etc. Why can't I make one?Frankly, because it takes a very good roleplayer to pull such a character off well. If you really, really need to play a crazy/quirky/disabled/etc. character, then you need to show us your RP mettle first before we even think about accepting it for roleplay. Get yourself a fairly normal character first and blow us away with your awesome skills, and then, maybe, we will consider your request for a "special" one. I have an idea for a character who is very good at *insert skill here*, can I make him or her very bad at *insert other skill here* to balance it out?That might not be a very good idea and could actually make the character more unbalanced. It's better to try to figure out what flaws could be associated with the skill instead of pasting on an unrelated flaw just to make the awesomeness more justified. A character who is very strong might have difficulty controlling his or her own strength for example. There could be a risk to injure companions or other Sentinels if they didn't hold back. A Sentinel that's really, really good at singing might be horribly sensitive to unmelodious noises. A very smart sentinel would probably get really frustrated with his less intelligent friends, sometimes. Any great benefit usually come with drawbacks of its own. Oh! New idea: what if I made a character based on *insert random fictional character here*?Oh! Well! Cosplay Sentinels do happen around here. Unfortunately you can't roleplay them, since they break off horribly against the setting of Noctua. Non-cosplay Sentinels with personalities based on a pre-existing fictional character are ALSO discouraged, actually. Yeah, it might be kinda fun, but it could also very easily go way overboard. But show us what a good roleplayer you are with a character of your own design first, and maybe we'll think about it. Ye Olde FAQ - all about your territoryAm I supposed to create a territory in a special enclave or can I decide that my Sentinel lives anywhere?The Minders and the Mystics are to date the only tasks that have an enclave of their own. The Minders all gather in one place because it is the best and most efficient way to guard the next generation, and makes it a lot easier for the teachers to perform their task. The Mystics have a secluded enclave of their own because... well... they are mystic and like to keep to themselves.It is common for Teachers to take territories near the various Minder enclaves throughout the forest, but they do not form enclaves of their own. For example, the Keepers would NOT gather together in a single enclave - first of all because some companions will eat the others given half a chance, but also because it would become a lot harder to keep certain bloodlines pure - and to keep your trade secrets within the family. So I just pick a spot?Most likely yes, within reason... Medics and some other important tasks need some extra thought when chosing a territory. The Medics are special in that they rarely get to choose a territory of their own - for the good of the clan, they are assigned small territories that places them at a strategic spread all over Noctua, so that no specific area is too far from a manned Medic station at any given time. Can my Sentinel have a territory in Deep Woods?Sure! But be prepared that he might have to defend it. Most spots in the Deep Woods are considered "good spots," and might therefore attract contestants. You're probably not the only one who thought that a territory in the Deep Woods would be a bit more prestigious... What makes a good spot then?Platforms, since they can't be built from scratch anymore, hollows, since Sentinels are not woodpeckers: hollowing a big tree without killing it takes time and a lot of effort. Resources such as good gathering grounds or hunting grounds, or fresh water nearby is also desirable. Nice neighbours can also up the value of a territory, but location is key and Deep Woods is the place to be. Undesirable locations are those that are too close to the open or less sheltered in other ways. Dense forest is better than scattered trees and sturdy trees are better than weaker ones. Pests like mosquitoes or angry ants might also lower the value of a territory. Note: If you make your territory too attractive you will be challenged for it sooner or later and your Sentinel must be fit to defend it. Otherwise, you will lose it. You might also have to justify how the Sentinel got the territory in the first place if it's a really good one compared to your Sentinel's abilities. Ye Olde FAQ - growing and changing in roleplayMy Sentinel grew, is it ok to keep playing him/her as a fledgling?It's okay to play your fledgling after it has grown in order to finish up an RP that you started as a fledgling, but don't start new ones. And remember to send in your updated rp form to be able to play him or her as an adult. My Sentinel grew before I had the chance to play him or her as a fledgling, can I just ignore the growing and play him/her as a fledgling for a while?No, since your character did grow up IC you can't RP freely as a fledgling any longer. You'll have to flashback-RP his or her fledglinghood and there are some additional restrictions for that (se the question about flashbacks below). Feel free to contact Herald of Noctua if you want some help setting up flashback fledgling RP for your character. My Sentinel grew, I want to play him as an adult now! Can I just have him grow up in my currently active RPs?Er... only as long as all participants in those RPs agree to do a timeskip. Your Sentinel does not grow from fledgling to adult in a matter of minutes - they are birds, not Digimon - and the same goes for feather dye and companions that you might have acquired after the RP was started: They won't just magically appear out of nowhere in the space between one RP post and the next (unless that space includes the neccessary timeskip). Hey, what if I RPed that I found my new companion? It is wounded and I nurse it back to health and after that it keeps following me around and...In a word: No. Companion animals are very carefully bred and trained. They are domesticated animals. Read the mandatory information on companions, please. What if I want to RP something that happened in my sentinel's past? Can I do a flashback RP or something?Yes, but flashback RPs could possibly mess with the timeline, and are therefore subject to a few rules: - Flashback roleplays should be marked [FB] - FB RPs must also be marked [PRIV], since everyone involved must have agreed on the terms beforehand. - Do not abuse your knowledge of current events when roleplaying in the past. (If it hasn't happened yet, then your sentinel doesn't know anything about it. Period.) - If you want to roleplay major historical events or events that might affect more than a few characters you need to clear it with the Herald first. - No flashback RPs to closed events. They're closed. Sorry. - This should go without saying: no flashbacks to open events/threads either... If a sentinel wasn't around or didn't participate in a past event (i.e. the storm) can they still reference it like remembering it? Yes, within reason. They can reference the event in general, but referencing specific RP occurrences within that event would be an abuse of OOC knowledge. So your character would know that the event occurred and might know some basic facts about things that happened, but they wouldn't know exactly what each Sentinel involved did. If we take The Storm as an example... The Storm hit Noctua really hard, so anyone who was an adult or fledgling during the Storm could remember that it happened. They can be assumed to have found safe shelter from the storm and suffered no injuries and no major emergencies. They wouldn't know exactly what Sly or Granny or Brightling experienced during the event unless they have met them and discussed it after the Storm.
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Posted: Fri May 23, 2008 11:33 am
Ye Olde FAQ - death in Noctua
What? My Sentinel can die? Yes, IC actions will have IC consequences. If your Sentinel or its companion take stupid risks it might die or get injured. But don’t worry, no player can kill your Sentinel or Companion against your will.
Oh, ok. So there’s no real risk for my babies then? Not in regular everyday roleplay, unless your Sentinel tries to take out a band of Spectres or something equally stupid. In certain events there will be a risk of dying, and in such events minor injuries might be inflicted without consent. Major injuries and death will always need to be approved by the player, unless the player takes an absolutely ridiculous risk without clearing it with the Herald first.
How do Sentinels deal with grief and death? Sentinels tend to have very simple burial ceremonies - the body is cleaned up, lowered to the ground using combined Will or a pulley device, and left for the scavengers. The body itself isn't anything to be attached to, but it's also not something that should be removed from the natural cycle of the forest.
Could they take a feather or something from the body as a memento or would that be weird? Not at all, it's common for close family members or a mate to take the flight feathers as a memento, and some very old-fashioned sentinels would even use them to replace their own broken feathers as a sign of respect and mourning. An extremely uncommon/ancient/extreme show of grief would be to take the flight feathers of the deceased, cut your own, and imp your wings with their entire set. That would be something that isn't really done much at all these days, but during the wars it was a sign of respect for a fallen comrade.
Wait a minute... Imping? Imping = Grafting new feathers onto the wing to repair damage. This task is typically performed by the Featherstylers (kinda like how a hairdresser will do trims as well as fancy up-dos). Impers imp for day-to-day flight and war-readiness, Featherstylers imp for fashion. Most Sentinels keep a set or two of their own moulted primaries for imping use if they break a flight feather. A good proportion of them could imp their own feathers if need be, but it wouldn't be as good as going to see a professional - kinda like how we can cut our own hair.
Using someone else's feather would put you off-balance and have a negative impact on your flight. That's why the mourning imping isn't done lightly.
Ye Olde FAQ - Finding your task
My Sentinel needs to find a crafter/artisan/keeper/other. Is there a special place I should go to find one? Most Sentinels value their privacy, and are very disinclined to bundle together into enclaves and such. If you want the help of an Artisan, an Apothecary or a Crafter etc., you're going to have to travel around to the individual Sentinel's territory and ask them if they can help you, or tell you about a colleague who can.
OOCly, you can go through the approved character forms to try to find a suitable Sentinel and try to contact their player, or post an ad in the Message Outpost, or use an NPC (played by the Herald).
So there's nothing like a mall where I can go to get food or buy a companion? The Keepers would NOT gather together in a single place like that - first of all because some companions will eat the others given half a chance, but also because it would become a lot harder to keep certain bloodlines pure - and to keep your trade secrets within the family.
The Gatherers and Hunters all take their surplus to the Central Distribution Platform - NOT to different enclaves - from where the food is redistributed under supervision of the Matron. A Sentinel could go to the platform to ask for food, but most support tasks will get what they need delivered to them. Other tasks can ask for food too, but if they dip into the clan stores too often they will be encouraged to try another task that can support them better. A lousy bard or artisan would have to consider a career change if they failed to feed themselves.
I want to RP my bard, does he or she have to perform at the Crownleaf theatre? No, not at all. Bards carry out their tasks in many different ways and they do not have to go to the theatre to work. The Bard is free to do as he will, when he will, and if he will. It is generally expected, however, that a Bard will provide entertainment wherever he goes.
Some bards will fly around and work as travelling storytellers while others might find their place entertaining the young in the Minder enclaves.
How will my artisan/apothecary/crafter/other non-combatant sell their wares and services? Do they open up a shop somewhere? If they are good enough at what they do their customers might seek them out in their territory. Sentinels who are new at their task and who haven't built up a reputation yet might instead travel around to find likely customers. A bigger event when a lot of Sentinels get together is also a good way to get in contact with potential customers.
So what's up with these new 'Specialist' tasks, like Featherstyler and Skydancer? I want my character to be one! That's great! Now are you willing to do the work required to earn it? The specialist tasks are not something that will be given away lightly - they aren't as common and they are RP-earned and RP-required. In a sense, a specialist task is a reward for both your IC and OOC dedication and skill. If you feel that your Sentinel is ready for a 'promotion' then PM the Herald to discuss it.
Ye Olde FAQ - playing in a group
The theatre looks neat... can I join the Brigadier's Bards too? You'll have to ask the members, and you will most likely have to roleplay your entry into the bard group since it's a roleplay heavy group. Inactive members will also be cleared from time to time so don't join just to get groupies. (unless you plan to rp it wink )
I'm not that fond of bards, can I start a different group with my Sentinel instead? Err... Sure, but it won't be much of a group without other Sentinels so make sure you invite other players too. Feel free to create a hunting party, a group of minders or any other group you'd like.
Can I start another bard group? Sure, go ahead.
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Posted: Mon May 26, 2008 12:06 pm
Ye Olde FAQ - Sentinel sensesHow good is a Sentinel's sense of smell/taste/etc?Since it would be way too complicated to have their senses be as vastly different as they could be, the Sentinels are almost entirely the same as humans. So while an owl is mostly colourblind, a Sentinel has perfectly 'normal' human vision. Colours to a Sentinel look exactly the same as they do to a human. No one colour is any more prominent. Same goes for the senses of smell and taste. These senses are not very developed in owls (owls will happily hunt skunks, for example) but it's a bit much to expect that everyone will be able to keep track of huge fundamental differences like that. So for sake of simplicity, Sentinels smell and taste things the same way that we do. They're just practical enough that they don't really care overmuch about smelling good or having gourmet eats. Hearing would be one thing that Sentinels DO trump humans in, profoundly. They hunt by sound and sight combined, and can easily pinpoint the location of a sound through expert triangulation. They would also be sensitive to changes in air pressure, the feel of drafts against their feathers, and other such things related to flight.. but this would be an innate and instinctive thing. Much like how we shift our balance to walk on uneven ground without really thinking about it. So they wouldn't use perfumes to smell nicer, for example?As stated above, Sentinels are usually far too practical to worry about smelling like flowers, but they might use something to mask their scent while hunting. Ye olde FAQ - hunting and flyingHow fast can my Sentinel reasonably fly?The easiest way to explain this is to compare flying with walking. After all, flying is no stranger to Sentinels than what walking is to us. Sentinels are not terribly fast, nor do they have crazy amounts of stamina. They don't fly for days and days without rest, just like we humans don't walk and walk for days without rest. Flying fast is like running, and they'll be about as fast as a normal human being is at running. Pretty simple, right? Can a Sentinel hover to look for prey?No. How does a Sentinel hunt then?Not by speed, but by stealth. A Sentinel is basically a really big owl, so if you've ever seen an owl documentary, you have probably seen the way they hunt: They sit still for a very long time, waiting and listening until an interesting sound or movement catches their attention. They then triangulate the sound by moving their head until they have pinpointed its source by way of looking and listening. At this point, they finally leave their perch, swooping in on silent wings (owl feathers are specially designed to break the air flow without any swishing noises) and if everything goes well then the prey doesn't even have time to notice the threat before it is pierced by talons and swept away. In short, owls are skilled assassins by nature. Would they never fly around while hunting?That's another possibility, as long as they keep quiet. A Sentinel would fly silently sweeping their head back and forth to pick up the sound or sight of a prey. If they are lucky enough to spot something they will swoop in for the kill. It's important that the prey never suspects anything, because Sentinels can't suddenly change direction to chase after a prey animal that is trying to escape. If the hare notices the hunting Sentinel and dashes away dinner plans will have to be changed... That's awesome! So my Sentinel can swoop down, grab a rabbit, and then reach down to break its neck with his beak--No. No, he actually can't. Sentinels kill their prey with their talons, not their beaks. A beak is pretty much just used for eating, see. Why, you may ask? Well.. the beak is pretty close to the eyes. And a Sentinel's eyes are very important. So if he were to use his beak to kill his prey, there's a chance that the rabbit could kick out and damage one or both of his eyes! Talons, on the other hand, are about as far away from the eyes as you can get. Ye Olde FAQ - tools and trinketsWhat kind of items could my crafter make?Sentinel technology is on a much more primitive level than our own, but there are still a lot of things that can be done. Ask yourself two questions: Could it be done with medieval style technology? AND Will it require fire/a lot of heat? If it's too advanced Sentinels probably can't do it and fire is dangerous to Sentinels since feathers are extremely flammable. Would you try to start up a camp fire dressed in feather boas and only feather boas? No, I don't think so. A crafter can make tools from softer metals/wood/stone, useful items like leather bags and woven baskets, or trinkets and pretties from soft metals and things they can find in the forest. They might make very rough cloth, but it's not common since cloth is not used much. Leather is much sturdier if you want a bag, and most Sentinels don't wear clothes. One single crafter wouldn't do all these things, mind you. Most have some sort of specialisation instead of dabbling in a bit of everything. But I've seen items that would take more advanced technology, how come they are on the certs and in roleplay?Well you see, once upon a time, before the clan wars and the Forgetting, there was a time when the Sentinels prospered and had the knowledge and the skills to create things such as smooth ribbons, steel implements and glass vials. But now those knowledges have been lost to the ages, and any such item that still exist are treasured as artifacts and passed on as heirlooms within families, or from master to apprentice. Items that no Sentinel could have obtained on their own, not even during their golden age, are most likely the result of trading with long lost Clans. Some examples are pearls, since Sentinels can't swim, and some rarer gems and metals since Sentinels wouldn't want to go underground to dig them out. Now I'm just confused...Don't be. Here's a list of common materials for crafters to work with, and restricted materials/items that exist but need some justification: Common materials: Wood, leather, feathers, flint, other stones, gemstones, gold, silver, copper, lead, brass, bronze, electrum, pewter, sterling silver, fur, bones, etc. (as discussed in the offerings from the crafters thread.) Lost knowledges: Iron, steel, large constructions (e.g. platforms), glasswork, weaving of fine cloth... Restricted items: Glass implements, steel implements, iron implements, bandages, ribbons, pearls... I have a piece of jewellery or an item that means a lot to me. Can I have my Sentinel make one/wear one/use one like it?Well... That depends. It must fit into the world and you must find some reason for your Sentinel to have it. Human symbols like peace symbols, hearts or a skull doesn't mean the same thing to Sentinels. It wouldn't make much sense for your crafter to carve a wooden heart to give to his or her mate for example. If you want a symbol for love - try a dead mouse, a tasty Waral-tail or even a Skurri. Take Thorn for example, the ankh around his neck has no meaning to Sentinels, but it was the first thing Thorn ever created and it has a meaning for him. If you would like yours Sentinel to create something and later have it displayed on the cert it might be a good idea to ping a PM to the Herald or the Ranger first, simply to check if it would be possible before you get too attached to the idea.
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Posted: Sat Jul 12, 2008 6:34 am
Ye Olde FAQ - Using NPCsSo, can I just dream up a NPC for my Sentinel to interact with?Sure, as long as the NPC belongs to one of the common types and works with one of the general tasks. For Keepers we will ask you to only create NPCs that breed common companions. But remember that we might ask you to send in a RP form for the character if we notice that you play a certain NPC too much. Okay, but how much is too much?Well... If the NPC is given more space than your regular character in a single RP or if you use the same NPC in several different RPs you're using it too much. Oh, what if I need an aberrant NPC or one with a restricted or specialist task, or one that breeds a rare or uncommon companion?Ping a PM to the Herald or check if there's a suitable Sentinel in the official list. So I can just pick one of the official NPCs to use for whatever I want?Pretty much, but there are some additional rules for these NPCs. - Your Sentinel can't be related to one of the official NPCs. - Your Sentinel can't be mated to or best friends with one of the official NPCs. - The official NPCs can't be made into real characters. - If you just want to mention the meeting with the NPC in casual roleplay there are no further restrictions. - If the RP will be just your character interacting with the NPC it counts as a solo-RP and you should keep it in your territory thread. It's ok to godmod the NPCs in a solo-RP, within reason off course. PM the Herald if you have any questions. - If you want a longer, more involved RP with one of these NPCs you should PM the Herald to discuss what you'd like to do. It's possible that a staff member has the time to play the part as the NPC with you. - If a NPC you've seen around is not on this list, you can't play with it. It might be one of the Staff NPCs (like Sleet, The Brigadier and The Matron) and those are off limits. Or it might be a NPC another player came up with and then it's polite to ask them before you do anything with their creation. Example on proper use of the official NPCs: Quote: "How do you like my new highlights?" Dirtfeather asked, "I went to Poppy the artisan this time and I'm really pleased." Ye olde list of NPCsNeed to see an artisan or a crafter? Or is your fledgling cold and lonely? If you have tried to find someone to help in the Message Outpost without luck you can use a NPC. This is a list of established NPCs that can be used by anyone when they need to do business with a certain profession. ArtisansPoppy - Female Deep Woods Artisan. A bit of a neat freak, and wouldn't be caught dead with paint splattered feathers. Focuses on accents and doesn't do full body work. She'd rather create the perfect wing bar pattern or enhance an already beautiful Sentinel using a few accents. Less is more according to Poppy, and she mostly follows her own advice in her own dye jobs. Strangedye - Male ??? Artisan Strangedye is covered in dye from ear tufts to talons and it's impossible to tell what type he is under all that dye. He changes his outrageous dye job frequently and goes by his nickname Strangedye since no one seems to remember his real name. He's a free spirit and a very open minded fellow who wouldn't mind helping an aberrant. The latest Summer Strut was hosted by him and the many rumours surrounding it scored him more than a few new customers... ApothecariesFoxglove - Male Shadow Apothecary Big for a shadow. Specializes in supplying Medics but can usually provide some very basic dye ingredients too. He prefers keeper raised food since it tends to be fatter... Hide your Skurri! HuntersSwiftclaw - Female Wildtype Hunter A tough but kind female with an extraordinary talent for hunting. She can be usually found in the Not-Cold Forest in the company of one or two apprentices. In spite of her pure Wildtype lineage, she is openly acceptant of mixed-type aberrants (actually, rumors say she is being courted by a certain Deep Woods gentleman). KeepersSeabreeze – Female Ghost Mus Keeper A Mus keeper who breeds for color despite the fact that most of her customers will cover their new companion in dye... She has a colorful horde of mus and nothing pleases her more than to find a new color variation. Hardly the sentimental type, she is usually accompanied by a few culls (food for the journey) and unlike anything implied by her name, she’s not particularly fond of water of any kind. Scarletdawn – Male Wildtype Chirop Keeper A reddish-brown Wildtype who lives near a large cave in the Dark Sparkle Mountains. He likes to take long night flights surrounded by some of his favorite chirops and is known amongst his peers as an expert in Chirop breeding. Fanfeather - Male Wildtype Parus Keeper He breeds and trains Parus, mainly for companionship. Many fledglings get their first companion from him, but unfortunately he's not very picky with what he puts on the market. His companions are not always the smartest or the best singers around. Snagtalon - Female Aberrant Waral Keeper Grumpy, short-tempered, impatient. Respects those as tough-natured as she is. Short of words. Very proud of her bloodlines. Has a known distaste for stupid companions. Roguefeather - Male Wildtype Skurri keeper A rather tall male (even by wildtype standards), who breeds skurri for their meat. His charges seem to have more fat and less fur, making them highly desirable. Even though he was never a very friendly character to begin with, because of the scarcity of prey his pride and arrogance have made him downright obnoxious. Flightjoy - Female Ghost Alcyon Keeper A beautiful long-tufted lady with a passion for fishing. She lives near the lake with her flock. In her youth she was known to play cruel games with her many suitors, but never took a mate. When she started to focus more on her keeping and less on males there were rumours about an "accidental" clutch, and some rumour mongers are still spreading this gossip around. Wicker - Male Wildtype Martes Keeper This skinny fellow breeds good quality companion- and hunting-Martes, but also keeps a few “experimental” lines as a pet project. It’s well known that he is willing to trade favours for live and healthy wild weasels and martens, but so far he has had little luck in incorporating them in his bloodlines. His territory south of Deep Woods is nearly big enough to provide enough food for his horde... But at least he won't have to worry too much about challengers... MedicsBeryl and Jasper – Deep Woods Medics Young siblings (a female and male born from the same clutch) who have strayed from the crafter profession chosen by most of their family in order to perfect themselves in the art of medicine. Though they are unmistakably gifted, their fiery tempers and sarcastic humor seem to keep the less injured at bay. They work, hunt and live together showing an unusual level of co-dependence, waiting for the day a mate breaks them apart. MindersIvy - Female Mist Minder Talks quickly. Tends to get twitchy when she is nervous, and she's often nervous when she doesn't know what her charges are up to. Watchful, good at locating and preventing trouble. Afraid of disease and not tolerant with genetic aberrants. Mixed aberrants are fine, but she will fuss over them and expect them to be sickly. Minders of the Sunset Minder Enclave(The enclave where Basil and Bushfire were sent to serve their punishment in Old Blood, see "Locations" further down for more info) Raspberry - Female Shadow Minder Warm and motherly, this Shadow is fiercely loyal and has quite the temper. You won't notice most of the days, but those who manage to get on her bad side or speak ill of her wards will face the business end of her claws. Some claim that Raspberry's own mother was an aberrant freak, but if they say it to her face they're pretty much begging to be maimed. Cerise - Female Wildtype Minder She really dislikes "modern" or "artistic" names and prefers proper and traditional berry, flower or perhaps plant-related names. She tries to re-name new arrivals to something "proper" if she can get away with it. Usually she can't, and being voted down always makes her grumpy. She has been a minder for a very long time and have worked at several other enclaves before she came to this one. Hador - Male Aberrant Minder This young Minder was raised by Raspberry after being handed around to a lot of different minders who didn't want to take in an aberrant chick for too long. He is very loyal to Raspberry and the Sunset Minder Enclave and he adores young chicks. Hador enjoys coming up with weird names for his charges just to see Cerise cringe. He's not too bad looking with his short masculine tufts, but the ladies he has wooed were mostly unimpressed because of his mixed lineage. Before he came to the enclave he managed to win a nice little territory in Deep Woods, but he could only hold onto it for a little more than a moon before a stronger male kicked him out. That was when he decided to join Raspberry in her new enclave in the south. TeachersBarkbeak - Male Deep Woods Teacher A class-style teacher who is in high demand for teaching fledgling basics and advanced classes to a select few. He focuses on the combatant tasks, especially Scouts and Rangers, and his graduates have a high acceptance rate. Submit your own NPCHave you made a NPC you want to share and let others use too? Then fill in this form. By doing this you agree that the NPC can never be made into a real character in Noctua, and that other players might use it in ways you might not have thought of. Staff reserves the right to refuse or change NPCs that don't fit the setting. If you feel too attached to the character - don't submit it here! [b]Name[/b] - Gender Type Task Short description
[b]I understand that by submitting this I can no longer control what happens to this character:[/b] Y/N
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Posted: Sun Jul 13, 2008 12:45 pm
Ye Olde FAQ - LocationsIf you don't feel like making up your own location to play in, and don't want to have some random RP somewhere in the forest, you can use the locations on this list. Can I have my Sentinel's territory added to the list? I've written a really neat description for it!Well... Are you sure you want to have it added? To get it added here it should be a place where anyone could RP, and we might have to open up for territory challenges, especially if it's an interesting enough territory to add to this list. Perhaps you should make a territory thread to put it in instead? However, you can submit locations if you want. Just remember that they need to be at least semi-open to the public (and not just to your friends) and interesting enough to add something to Noctua. List of public and semi-public locationsThe Sunset Minder EnclaveThe Sunset Minder Enclave is a Minder enclave in the NotCold Forest of Noctua. This enclave is dedicated to care for sickly hatchlings but it also gets to take in a fair number of hybrid aberrants, sick or not. The warmer climate is thought to be better for weak hatchlings and fledglings and is supposed to offer a greater chance for them to survive and become productive members of the clan. The enclave consists of one platform in desperate need of repair and a few hollows for the youngest ones. Many cypresses grow in the area providing much needed shelter. This Minder Enclave is not the only one in Noctua, so feel free to make up your own or play in an unspecified Minder Enclave. The Crownleaf TheatreThe Crownleaf Theatre is a large nest like structure resting among a particularly high clump of pines in the forest between Deep Woods and the NotCold Forest. The branches on the outsides create wild shapes out of a small chick's imagination, and the inside has room for several bards performing at once with plenty of room for the audience. The origin of this structure is unknown, but the members of The Brigadier's Bards cleaned it up and started using it for story telling nights and performances few seasons ago. The Theatre is not the only place where Bards can perform, but it's one of the biggest "stages". Other more or less official performance places are scattered across Noctua, especially in Deep Woods since many Sentinels live and work there. The Centre (Or central distribution platform)While the Gathering Place is often viewed as the figurative heart of the forest of Noctua, the Centre (or Central Distribution) is the more literal heart. As the base of the Matron's operations, the centre serves a vital role to the day-to-day success of the clan. As the clan has evolved over generations, and the needs of the society and the individual have become intertwined, the supportive role of the centre has risen in importance. Many Sentinels are too busy with their task to spend several hours each night hunting for their own food, after all, and when an individual is charged with a task that gives them extra beaks to feed... it quickly becomes impossible to survive without outside assistance. This is where the centre comes in. The Hunters and Gatherers of the clan work diligently to keep the clan larders full, and the Matron and her administrative staff work to share these resources with those in need. They must strike a delicate balance to ensure that nothing goes to waste, and also to avoid running out of vital supplies. Of course, it's ridiculous to presume that one large distribution area could adequately supply the entire forest. It takes at least five nights of steady and uninterrupted travel to span the distance from the borders to the Deep Woods, after all, and in that time food would spoil and be worthless. Instead, there are several smaller distribution centres that are scattered throughout the forest. The Gathering placeNestled in the heart of the Deep Woods, the gathering place has been a central feature of Noctua for as long as anyone can remember. Some of the Ageless may remember the times before this centerpiece was built, of course, and many of them even participated in its creation. The gathering place is composed of a series of interconnected smaller platforms that surround the large central platform. It was designed specifically to allow for the bulk of the clan to assemble together, with enhanced acoustics that allow a speaker to address everyone with ease. Many other (much smaller!) public places have been built since the success of the gathering place, but none of them can rival it in sheer size and in the brilliance of its engineering. Strictly speaking, the gathering place is a part of the Brigadier's territory. However, he makes it available for use during such events as Graduation and the Longest Night. At other times it's closed to the public, obviously. Submit your own LocationPlease note that if your location is approved anyone should be able to set a RP there. We might also tweak it to fit, or refuse a location if we feel it wouldn't fit on this list. If you're not okay with that, please don't submit it. [b]Name of the location:[/b] [b]Where is this place located:[/b] (Doesn't have to be extremely detailed, "in the Cold forest" is enough) [b]Description: [/b]
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Posted: Sun Jul 13, 2008 12:56 pm
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Posted: Sun Jul 13, 2008 12:57 pm
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Posted: Sun Jul 13, 2008 1:28 pm
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Posted: Sun Jul 13, 2008 2:14 pm
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Posted: Sun Jul 13, 2008 2:28 pm
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Posted: Sun Jul 13, 2008 2:30 pm
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Posted: Wed Jul 16, 2008 10:15 am
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Posted: Wed Jul 16, 2008 10:38 am
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Posted: Wed Jul 16, 2008 10:48 am
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