Setting Rules for the
Crossroads Tavern
The Tavern setting is a medieval fantasy setting.
Characters must match this template to play within. Time traveling
mortals,
chronomancy, none of these are sufficient reason to introduce out of
setting
items or characters. There are rooms for modern sorts, please keep such
characters and items there.
The Crossroads Tavern is set in the town of Ford
Keep on the east bank of the Selintan River.
It is located in the Domain of Greyhawk, in the Flanaess of eastern
Oerik on
the world of Oerth. It is about a day’s travel southwest of Greyhawk City
itself. The following are the rules of the setting for the Crossroads
Tavern,
the Clearing, and the Garden. The Grove will have its own subset of
rules.
Where not specifically stated, it follows these rules, and this setting
follows
the Code of Conduct rules.
1) Firearms do not work on Oerth. Neither gunpowder,
smokepowder, nor
anything else that allows one to carry what is obviously meant to be a
firearm
is allowed. So no, making a magic wand look like a gun isn’t an option.
Only Priests of Murlynd, who must be Lawfull Good, can get smokepowder
to work. These priests also make up the anti-tech squads that destroy
all tech above simple clockwork or spring types.
2) Demons, Devils, and Outsiders in
general must be disguised. Disguised
is defined such that anyone looking at such a character would see just
another
human, humanoid, or demihuman. Horns, hooves, tails, wings, all must be
hidden
from view. Sharpened teeth seen in a smile, perhaps a shifting of the
disguise
when angry or something, these are fine.
3) Drow of Oerth cannot be played as
characters in this setting. Greydhavian drow are magically and
intrinsically
evil. They cannot be good at all. If they were even rumored to be in
the town
in any way, the place would be invested with troops and cleansed. They
are fled
from by ordinary people, and slaughtered on sight by others, no
questions
asked. Trying to play them violates basic stipulations of the setting
and so
they are not allowed.
4) Drow of Faerun or elsewhere may be played
inside the Tavern as they
are or in disguise. It is up to the player. Faerunian Drow can be of
good or at
least neutral alignments, and therefore may be found in such a place as
the
tavern. However any drow, regardless of origin, who goes outside the
Tavern,
runs the risk of lynching at best. Oerth folk won’t take the time to
separate
you from their own.
5) Dragons and similar creatures must
take humanoid form while inside the Tavern. It is fine if emotion
makes
them shift a bit now and then. But they run the risk of being expelled
if they try
to remain in draconic form.
6) Were's take human 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.
7) 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.<>
8) 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.
9) Vampires can
be in the tavern...However they can't be openly
flaunting
their nature. They must be disguised and can't feed openly, flash their
fangs,
etc. No one should be able to discern what they are by simply looking
at them.
Much like demons and so on. Other sorts of undead, such as mummies,
zombies,
corpses, skeletons, and so on are not allowed. Liches may be if they
meet the
disguise rules already stated.
10) Setting
specific deities, magic, and spells of other worlds do not function
on
Oerth. No Spellfire, Weave, Shadowweave, Eilistraee or what have you.
You may
find a similar deity, or simply try to RP out the fact that being cut
off from
your usual powers leaves you rather vulnerable while visiting Oerth.
Visiting Drow
should note that Greydhavian Drow tend to slaughter visitors and
wouldn’t be
met anywhere in the Tavern in any case. Warforged are not of Oerth and
therefore should not be in the tavern.
11) 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.
12) Technology is limited to
relatively simple spring and clockwork devices. Anything else is
destroyed by Murlynd's crowd. See #1.
13) Children under the age of
12 are not allowed in the tavern unescorted. 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 can't tell what you are
by
looking at you. Perhaps a very close inspection might reveal something,
but it
wouldn't be obvious to people sitting nearby.
People entering the tavern
with character types that are not allowed will be asked to change their
character to suit the setting. An IC attempt will be made to deal with
situations that provide for such a resolution. Anyone insisting on
staying
after being asked or IC made to depart will then be in peril of
crossing the
line into OOC Disruption of the Setting and room. Remember, at no time
does
character concept, alignment, or personality justify a violation of the
CoC.
Fighting in the tavern
is
allowed to a point. That point is
determined by several things, mostly the host on duty. In general,
verbal
confrontations are fine, baring steel is no big deal, and tossing a
drink in
someone’s face is okay. A short scuffle, an exchange of punches is all
fine for
the most part. Remember the operative word is ‘short’. If the Mod says
one
punch is enough, then that’s enough. Fighting includes things like food
fighting as well. Take it to the clearing if it is going to get into
weaponsplay or serious fighting of any sort. Barroom
brawls are right out.
The Tavern is protected
by
some various wards and dweomers. You cannot burn it down, it self
repairs
most
things, and it gifts the staff with True Sight. It will also allow even
non-magic users to toss people into the river. Being tossed into the
river can
be a tool for play, the usual usage, or a nudge to curb certain
behavior. Staff
isn’t going to allow certain things and they have tools to deal with
it. Being
tossed in the river or bathed by Beeg are two of these. Another would
be Fang
and Grip. That being said, you should not be thrown into the river for
no good
reason. If a dispute arises, logs will be checked to see what happened.
We will
hold our hosts accountable for their actions as much as we hold you
accountable
for yours.
Welcome
to Oerth.