Post by Tam on Feb 24, 2012 23:55:32 GMT -5
Welcome to The Kingdom! We are the forum's medieval/fantasy guild, formed from the merging of the old Knights and Mages guilds. This thread will serve as the centre of our guild's OoC discussions and ramblings, both related to the current roleplay and not (for now, anyway). If you have a question, please feel free to ask on this thread at any time!
Our current roleplay is located here. Any and all NTWFers are welcome to join (yes, even if you're already in another guild), but before you do, you will need to become a member of the Kingdom Guild. Fortunately, signing up has... quite literally never been easier. xD; Just visit The Kingdom Records and post a description of the character you will be roleplaying with (this is important for helping other roleplayers interact with your character). Voila, you're a member of the guild and can now begin roleplaying!
Some useful threads:
The Knights' Castle - Outdated, but may be useful if you are interested in learning more about the setting and history of Castle Kestrel.
Mage Manor - Probably the same deal, but maybe a mage-type person knows better? *nudge nudge hint hint*
Knight/Mage Merge Discussion
The World Map - good for getting a general idea of where Dunburrow sits in the guildverse.
And because I can, I am going to paste in some basic roleplaying guidelines and a blurb about NPCs, courtesy of Wolf:
New to roleplaying? New to the Guild?
Roleplaying doesn't have to be as scary or as intimidating as it sounds. Essentially, by "roleplaying" we're just telling a collaborative story, each of us in control of our own characters. We all add to the plot and help to develop the story. If you're new to writing and storytelling, just jump on in and do your best. You'll catch on quickly enough and with a little time you'll be roleplaying like a pro.
If you're a new member to the guild, you don't need to suddenly appear in the roleplay as if out of nowhere. If you'd like, you can say your character has been in the kingdom for a few days/years/etc., just make sure you tell us when you post so we all know that our characters should already know yours, not that we waste time and confuse ourselves with needless introductions, lol. :]
Roleplaying guidelines:
To have a cohesive and productive roleplay full of action and depth, we ask that all roleplayers follow these suggestions:
NPCs and other community characters:
NPCs, or non-playable characters, can be controlled by any roleplayer as needed. Generally speaking, servants (including, but not limited to, maids, healers, and personal attendants), shop keepers, peasants and non-Knight, non-Mage characters are all NPCs, though there are some exceptions. When using an NPC, try not to radically change their character if they've been used before. NPCs can be created as needed, within logical constraints (e.g., don't make a cook appear in the hallway without a good reason for it). When introducing a community-controlled character, mention so in your post and he/she/it will be added to the list below.
In most roleplays, the invading armies will usually be controlled by the roleplaying community as a whole.
Here follows a list of all presently active community-controlled characters in the Kingdom Guild:
(If there are any NPCs in Mage Manor that we would like to list, please tell me and I'll add them. =D)
End blatant Wolf!post-theft. This part of the post would be a fantastic place for a verbal description of the Kingdom of Dunburrow, I think, but everything is kind of wibbly-wobbly right now and I don't know a whole lot about Mage Manor in general, so, er. xD; Expect this part of the post to get better in time! For now, the gist of it that the mages live in Mage Manor, and the knights live in Castle Kestrel. The two buildings are (rather unreliably) linked by magical corridors of the sort that you tend to find exactly when you don't want to.
One final note on the new roleplay: our main goal with this roleplay is to stir up a bit of life in the guilds again. We want forum fogies and forum newbies and experienced roleplayers and people who've never stepped foot in the guilds before to come and roleplay and have fun. The Guilds can be an intimidating place, especially since any individual guild has a history that seems to stretch back forever (and the Kingdom has two histories like that >_>). But I want to stress that the guilds were meant to be a fun place, and that they die when people stop feeling free to jump in. In this roleplay, we have an adaptable, loosely defined setting and an adaptable, loosely defined threat that will become whatever you want it to become. Nothing is set in stone. Jump in. Explore. Interact with the other characters. Learn as you go. And above all else, have fun.
Welcome home! =D
Our current roleplay is located here. Any and all NTWFers are welcome to join (yes, even if you're already in another guild), but before you do, you will need to become a member of the Kingdom Guild. Fortunately, signing up has... quite literally never been easier. xD; Just visit The Kingdom Records and post a description of the character you will be roleplaying with (this is important for helping other roleplayers interact with your character). Voila, you're a member of the guild and can now begin roleplaying!
Some useful threads:
The Knights' Castle - Outdated, but may be useful if you are interested in learning more about the setting and history of Castle Kestrel.
Mage Manor - Probably the same deal, but maybe a mage-type person knows better? *nudge nudge hint hint*
Knight/Mage Merge Discussion
The World Map - good for getting a general idea of where Dunburrow sits in the guildverse.
And because I can, I am going to paste in some basic roleplaying guidelines and a blurb about NPCs, courtesy of Wolf:
New to roleplaying? New to the Guild?
Roleplaying doesn't have to be as scary or as intimidating as it sounds. Essentially, by "roleplaying" we're just telling a collaborative story, each of us in control of our own characters. We all add to the plot and help to develop the story. If you're new to writing and storytelling, just jump on in and do your best. You'll catch on quickly enough and with a little time you'll be roleplaying like a pro.
If you're a new member to the guild, you don't need to suddenly appear in the roleplay as if out of nowhere. If you'd like, you can say your character has been in the kingdom for a few days/years/etc., just make sure you tell us when you post so we all know that our characters should already know yours, not that we waste time and confuse ourselves with needless introductions, lol. :]
Roleplaying guidelines:
To have a cohesive and productive roleplay full of action and depth, we ask that all roleplayers follow these suggestions:
1: Be kind to others: don't godmode (control others' characters).
2. Be considerate: Don't dominate the roleplay. We want some semblance of equality here.
3. Try to have your posts be at least 150 words long. Nothing happens if we post one-liners.
4. Try to keep your OoC (out-of-character) and serious discussion in this thread, not in the RP's.
5. Spellcheck your posts and double-space your paragraphs. It makes it easier for all of us.
NPCs and other community characters:
NPCs, or non-playable characters, can be controlled by any roleplayer as needed. Generally speaking, servants (including, but not limited to, maids, healers, and personal attendants), shop keepers, peasants and non-Knight, non-Mage characters are all NPCs, though there are some exceptions. When using an NPC, try not to radically change their character if they've been used before. NPCs can be created as needed, within logical constraints (e.g., don't make a cook appear in the hallway without a good reason for it). When introducing a community-controlled character, mention so in your post and he/she/it will be added to the list below.
In most roleplays, the invading armies will usually be controlled by the roleplaying community as a whole.
Here follows a list of all presently active community-controlled characters in the Kingdom Guild:
King Kabe - desc.: Dunburrow's rightful king; tall, muscular, brown hair, brown eyes. He's our very own Aragorn, the epitome of kingship. He was once the world-feared commander of Dunburrow's army.
Harold - innkeeper at the Kestrel's Cross - description: none at present
(If there are any NPCs in Mage Manor that we would like to list, please tell me and I'll add them. =D)
End blatant Wolf!post-theft. This part of the post would be a fantastic place for a verbal description of the Kingdom of Dunburrow, I think, but everything is kind of wibbly-wobbly right now and I don't know a whole lot about Mage Manor in general, so, er. xD; Expect this part of the post to get better in time! For now, the gist of it that the mages live in Mage Manor, and the knights live in Castle Kestrel. The two buildings are (rather unreliably) linked by magical corridors of the sort that you tend to find exactly when you don't want to.
One final note on the new roleplay: our main goal with this roleplay is to stir up a bit of life in the guilds again. We want forum fogies and forum newbies and experienced roleplayers and people who've never stepped foot in the guilds before to come and roleplay and have fun. The Guilds can be an intimidating place, especially since any individual guild has a history that seems to stretch back forever (and the Kingdom has two histories like that >_>). But I want to stress that the guilds were meant to be a fun place, and that they die when people stop feeling free to jump in. In this roleplay, we have an adaptable, loosely defined setting and an adaptable, loosely defined threat that will become whatever you want it to become. Nothing is set in stone. Jump in. Explore. Interact with the other characters. Learn as you go. And above all else, have fun.
Welcome home! =D