~A Zai RP~
Its taken a little longer than I thought, but I'm proud to present (as far as I'm aware) YCM's first ever walk in, walk out, ongoing Roleplay: The Maw. Before I get into all the particulars a reminder that all YCM and RP section rules apply, yadda yadda yadda. Now lets get to the interesting part, shall we?
Like I said above, The Maw will be an ongoing RP designed for players to join and leave at their convenience. Naturally, this means that things are going to work a biiit differently than a typical RP, most of which will be covered in The Maw's House Rules section below. In brief, however, the idea is that the RP takes place in a typical (ish, the Maw is a pretty interesting place) fantasy tavern of the kind that adventurers usually visit between dungeon raids and epic quests on any given day/night of business. Players can create as many characters as they wish, enter when they wish, and when they've had their fun in IC, simply have their character leave The Maw and allow the RP to continue without them. Sounds pretty easy, yeah?
Now, the catch is that, for the most part, the RP will never leave the confines of the Maw establishment, but obviously there's a much wider world out there for characters to hail from. So how do we reconcile the limited setting of the Maw with a big wide fantasy world? Simple. We leave the world up to the players. Save for a few building blocks I'll be using to ground the setting of the RP, the world The Maw is set in is a blank canvas for players to fill in through dialogue and character interaction. The longer the Maw continues as an RP, the more built its world should become (I'll be doing my best to take notes) and my hope is that eventually this RP will have produced a setting capable of housing a site-wide project; one that everyone who came to grab some grog at The Maw had a hand in building. Pretty cool right?
But for now, settle in around the fire, let the bard serenade you, and enjoy some hearty food, strong drink, and the most interesting company in all the realms. Welcome to The Maw. We hope you enjoy your stay.
That building, the one with the gigantic dragon's skull hanging precariously several stories above the main entrance, its jaw wide open in an inviting, toothy smile, is The Maw: quite possibly the most unique (and greatest, so says its owner) inn and tavern in the entire world.
Thirty years ago a band of adventurers saved Shuran from the tyranny of Zegherad: the Ur lich. Years of war, plague, and attacks by foul beasts and mind controlled dragons were put to an end, and the heroes went on to become kings, oracles, master wizards, and other individuals of great importance in various parts of the world. All but one, that is. Senras Uhlmara, the greatest warrior of his time, able to channel his ki through his gigantic sword and perform amazing, supernatural feats of strength, skill, and daring, was nonetheless a simple man who cared much more for a hearty drink and good company than he did for wealth and fame. And so, after the celebrations were over, when the time came for Senras and the rest of his companions to go their separate ways, it seemed only natural to the lizard man to return to his home town of Greycastle, skull of the great Wyrm Skaritrix strapped to his back, and make his dream of starting his own tavern and bar a reality. And thus The Maw, a legend in its own right, was born.
At first, it was simply Senras's fame that attracted patrons to his establishment, and he relished in recounting tales of his adventuring days. But soon, The Maw took on a sort of life of its own. It became a place where adventurers of all sorts, good and evil, gathered to get away from the questing and battling that dominated their lives, meet on neutral ground, and share good food and drink. The influx of adventurer gold allowed Senras to expand the Maw over the years, adding various facilities to the building in addition to more rooms, menu items, and staff. Eventually, the Maw became almost as famous as the man who built it; a sort of mecca for those with an adventurous spirit and an empty stomach to gather. Nowadays, the massive, 6 story building can house a couple hundred guests, and is a veritable maze of rooms. Some say The Maw is becoming a dungeon in and of itself, and on any given day the establishment is packed with everyone from simple common serfs to great heroes (and occasionally even terrible evildoers with enough coin). Grabbing a meal is often an adventure in and of itself, and you'll never know who'll you'll meet or what might happen.
Naturally, you've heard the stories, and since you're passing through Greycastle, you've decided to see what all the fuss is about. But are you really prepared for what you'll find in The Maw?
- Every accepted player must write an introductory post for each character. This means that, once a character is accepted, the first post made using that character must be them entering The Maw (or leaving their room, if they are a tenant) and making their way to whichever portion of the building they wish to go to. Introductory posts must be tagged with (introductory post).
- If you plan on having a character leave The Maw (or a scene in general) to do so you must write an exit post that wraps up their part of the scene/conversation and depicts them leaving. Exit posts must be tagged with (exit post).
- Exit and Introductory posts are mandatory, and failure to write or tag them will result in violations of the Ghosting rule and possible warning points at my discretion.
- In order to keep a semblance of continuity, as well as keep the RP moving if things get slow the Maw in-universe will close and re-open. Whenever I deem it necessary, Senras the owner will make an announcement that The Maw is closing for the day/evening, which means that its the last call for drinks and food, and those who haven't paid for a room must vacate the premises. When this happens, all currently active members of the RP should begin writing exit posts for their characters and wrapping up whatever scenes they are currently involved in. Once the closing announcement is made, all participants have 11 days with which to finish writing these posts, and failure to do so will result in a violation of the ghosting rule and probably bodily harm to the character's rear as Senras literally kicks them through the doorway. Once this si done, I will write an opening post for the next day/night of business, and things will continue as normal.
- Senras is a pretty accepting man, and as a result he makes it a point to serve all who have the coin to pay for food and drink, regardless of race, alignment, or possible ill intent. That said, because The MAw is intended as neutral ground for adventurers of all kinds, physical (or magical) confrontations within the confines of The Maw are frowned upon, and if they get excessively violent, security (or oftentimes Senras himself) will get involved. The results tend not to be pretty for the aggressors, as "Security" consists of a veritable legion of armed golems, and Senras himself is every bit the master warrior he was when he helped save the world thirty years ago.
- That is, of course, unless said aggressors are in the fighting pit. A designated, magically reinforced circular fighting ring in the basement of The Maw in which patrons can beat the ever loving shit out of one another (occasionally to the death, much to the chagrin of the city guard), and other guests can bet on the outcome. The Fighting pit might possibly be the toughest structure on the continent, and can withstand titanic magical and physical clashes the likes of which could easily level the city of Greycastle if they breached its confines. Needless tor say, you treat Senras's fighting pit with the utmost respect, or he himself might challenge you to a brawl.
- The Maw is a combination tavern, restaurant, hotel, gambling hall, brothel, smithy, and general shop, and as such all of these services can be procured from the staff. All you need to do is ask nicely and pay whatever the price asked is. (Reminder that the RP is rated R-16, and all interactions should fall squarely within that RP rating, you perverts)
- Senras's number 1 rule, however, is that everyone in the Maw should be entertained. The greatest sin is boredom, and anyone he finds sitting alone in a corner and not in a drunken stupor will be summarily dragged to the bar and thrown at the nearest pack of revelers for a much needed dose of grog and a good time.
Race: (Any fantasy race you can think of is legal, and will be added to the setting if the character is accepted)
Nationality: (Optional. Feel free to make things up)
Alignment: (Optional, where the character falls on the D&D alignment scale)
Class: (Optional. How would you describe this character's job and skills in as few words as possible?)
Appearance: (just an image and a short description is fine. If you choose not to include an image, four lines of description minimum)
Personality: (four lines minimum)
Biography: (optional, but you should at least have some kind of backstory in mind for your character in order to help flesh out the world)
Drink of choice: (Mandatory. Senras is always looking to cater to his customers)
MIsc. Info: (Anything that doesn't go in the above. Optional.)