Magi_Siani
First Post
Thoughts? Ideas? Misgivings? Let's hear 'em.
1) Firearms of the muzzleloading black powder variety (i.e Flintlock, Wheelock, and Percussion Cap) are allowed to be carried but use of them in the Tavern or the Garden is expressly forbidden. Use in the Clearing is up to the parties involved.
2) Demons, Devils, and Outsiders in general must be disguised to some extent. Disguised is defined such that anyone looking at such a
character would see something recognizably humanoid in shape. Tieflings and Aasimar are specifically excluded from this requirement and may come about the Tavern as they will.
3) Drow may be played inside the Tavern as they are or in disguise. It is up to the player.
4) Dragons and similar creatures must take a recognizably humanoid form or if in Dragon form be no larger than a large human while inside the Tavern. In the Garden and Clearing they are free to present as they like.
5) Were's take human or hybrid form in the tavern though they may partial shift in fits of anger and similar circumstance. Remaining in shifter form is likely to get one tossed in the river for being an animal...or due to fleas.
6) Animals are not to be played in the tavern. Animals that cannot take humanoid form are not allowed in the tavern. Note that the term ‘humanoid’ does not imply that ‘furries’ are acceptable within the setting. However, the occasional small animal that darts in and runs about for a short time can be overlooked as long as it is not disrupting play and is removed when asked by Moderators. Familiars of magic using sorts are allowed if accompanied by their masters, or for very short trips to relay messages and so on. Animal companions such as tigers, bears, wolves and so on are not. A bit of common sense is in order here.
7) Fae in humanoid form are allowed in the tavern though their pranks and antics must abide by the Code of Conduct and IC play may never be used as reason to violate the Code of Conduct.
8) Vampires can be in the tavern. Other sorts of undead, such as mummies, zombies, corpses, skeletons, and so on are not allowed. Liches may be if they are disguised as humanoid types.
9) Warforged should not be in the tavern.
10) No Gods or God Avatars allowed in the Tavern. The Gods of Oerth don't allow foreign gods or their avatars to go wandering about, and they themselves don't do so. So don't do it.
11) Technology is limited. Clockwork and See #1.
12) Children under the age of 12 are not allowed in the tavern un-escorted. So no 5, 7, 3, or 9 year olds, or any other age or fraction thereof.
Tavern owners might allow their own children in, but a place like the Crossroads is not the place for unescorted youngsters. And to those
escorting...the river awaits out of control children and their escorts.
Disguised is defined here to mean that people a recognizably humanoid form.
Magi Siani
1) Firearms of the muzzleloading black powder variety (i.e Flintlock, Wheelock, and Percussion Cap) are allowed to be carried but use of them in the Tavern or the Garden is expressly forbidden. Use in the Clearing is up to the parties involved.
2) Demons, Devils, and Outsiders in general must be disguised to some extent. Disguised is defined such that anyone looking at such a
character would see something recognizably humanoid in shape. Tieflings and Aasimar are specifically excluded from this requirement and may come about the Tavern as they will.
3) Drow may be played inside the Tavern as they are or in disguise. It is up to the player.
4) Dragons and similar creatures must take a recognizably humanoid form or if in Dragon form be no larger than a large human while inside the Tavern. In the Garden and Clearing they are free to present as they like.
5) Were's take human or hybrid form in the tavern though they may partial shift in fits of anger and similar circumstance. Remaining in shifter form is likely to get one tossed in the river for being an animal...or due to fleas.
6) Animals are not to be played in the tavern. Animals that cannot take humanoid form are not allowed in the tavern. Note that the term ‘humanoid’ does not imply that ‘furries’ are acceptable within the setting. However, the occasional small animal that darts in and runs about for a short time can be overlooked as long as it is not disrupting play and is removed when asked by Moderators. Familiars of magic using sorts are allowed if accompanied by their masters, or for very short trips to relay messages and so on. Animal companions such as tigers, bears, wolves and so on are not. A bit of common sense is in order here.
7) Fae in humanoid form are allowed in the tavern though their pranks and antics must abide by the Code of Conduct and IC play may never be used as reason to violate the Code of Conduct.
8) Vampires can be in the tavern. Other sorts of undead, such as mummies, zombies, corpses, skeletons, and so on are not allowed. Liches may be if they are disguised as humanoid types.
9) Warforged should not be in the tavern.
10) No Gods or God Avatars allowed in the Tavern. The Gods of Oerth don't allow foreign gods or their avatars to go wandering about, and they themselves don't do so. So don't do it.
11) Technology is limited. Clockwork and See #1.
12) Children under the age of 12 are not allowed in the tavern un-escorted. So no 5, 7, 3, or 9 year olds, or any other age or fraction thereof.
Tavern owners might allow their own children in, but a place like the Crossroads is not the place for unescorted youngsters. And to those
escorting...the river awaits out of control children and their escorts.
Disguised is defined here to mean that people a recognizably humanoid form.
Magi Siani