knightsmods: (Default)
2012-04-29 06:24 pm
Entry tags:

Suggestion Box

SUGGESTION BOX


Have an idea for an event? Think there's an aspect of the game that needs more attention? See somewhere where we could stand to improve? Well, don't be shy. Tell us! Comment here with all of your thoughts and ideas, and we'll address them as soon as we can. Comments to this entry are screened for privacy. Just like every other form of mod contact, everything said here is confidential.
knightsmods: (Default)
2012-04-29 06:23 pm
Entry tags:

Mod Contact

MOD CONTACT


Hello! Need us? Want us? Love us? Aww, we love you, too. :)

For general mod help:
PM this journal
email us at knightsnarrows@gmail.com
plurk us at [plurk.com profile] knightsnarrows 

If you want to contact any of us specifically, this is how you can find us:

Sirea :: Head Mod (KST -- GMT +8)
AIM: whole mad season
EMAIL: wholemadseason@gmail.com
PLURK: [plurk.com profile] zombifiers 

Elli :: Co-Mod (EST -- GMT -5)
AIM: rookie eyes
EMAIL: roleplaymama@gmail.com
PLURK: [plurk.com profile] themyscira 

Varis
::   Helper Mod (EST -- GMT -5)
AIM: harder to kill
EMAIL: unknowngoddess@gmail.com
PLURK: [plurk.com profile] humanspectre 
knightsmods: (Default)
2012-04-29 06:08 pm
Entry tags:

Hiatus & Drops

HIATUS



DROPS



Please specify whether your comment is for a hiatus or a drop in the subject line of your comment.
knightsmods: (Default)
2012-04-29 05:58 pm
Entry tags:

Fandom Character Application

FANDOM CHARACTER APPLICATION
APPLICATIONS ARE TEMPORARILY CLOSED.


TO APPLY FOR A FANDOM CHARACTER:
Post the entire application into comments to this entry. Linking is not allowed.
Put your character name and canon in the subject line of the entry, and also state if you had the character on reserve.
AUs are not allowed, canon or otherwise. The only exception to this rule are customizable protagonists from RPGs. See the FAQ for more information.
Celebrity/RPF applications will not be accepted.
Note that applications are processed every Friday.

To preserve the style and theme of the game, the mods reserve the right to reject any application for a character or series we feel is too humor/crack focused (i.e., many webcomic series or some children's cartoons). They will be weighed on a case-by-case basis, determining whether the character would benefit the game in any way.

As of right now, we do not allow app challenges, but that may change in the future depending on how the game grows and what the playerbase wants.

REMINDER: This game runs on GMT. (Please read the rules page before apping. Seriously.) Just because you put in an app early evening Thursday in an American timezone doesn't mean we'll necessarily be able to process it in the same week, because it would already be Friday for us. So, just in case you put in your app on a Thursday evening and don't understand why you might not hear back for another week, that's why. The reason we do apps this way is because the personal schedules of our mods aren't copacetic. We leave a week for all of us to get a chance to sit down and read apps when we have the time to do so, and then on Friday the votes are tallied and the apps are processed.

FOR REFERENCE, APP PROCESSING BEGINS AT 7:00PM EST ON THURSDAYS

Please fill out the following form for your application:

knightsmods: (Default)
2012-04-29 05:57 pm
Entry tags:

Original Character Application

ORIGINAL CHARACTER APPLICATION
APPLICATIONS ARE TEMPORARILY CLOSED.


TO APPLY FOR AN ORIGINAL CHARACTER:
Post the entire application into comments to this entry. Linking is not allowed.
Understand that the standards for original character applications are slightly higher than they are for fandom characters.
Note that applications are processed every Friday.

REMINDER: This game runs on GMT. (Please read the rules page before apping. Seriously.) Just because you put in an app early evening Thursday in an American timezone doesn't mean we'll necessarily be able to process it in the same week, because it would already be Friday for us. So, just in case you put in your app on a Thursday evening and don't understand why you might not hear back for another week, that's why. The reason we do apps this way is because the personal schedules of our mods aren't copacetic. We leave a week for all of us to get a chance to sit down and read apps when we have the time to do so, and then on Friday the votes are tallied and the apps are processed.

FOR REFERENCE, APP PROCESSING BEGINS AT 7:00PM EST ON THURSDAYS

Please fill out the following form for your application:

knightsmods: (Default)
2012-04-29 05:56 pm
Entry tags:

Reserved Characters

RESERVES
RESERVES ARE OPEN.


HOW RESERVES WORK:
There are no reserve rounds or app rounds.
Reserves last for one week.
Reserves can be extended for an extra week, but only one time per month.

Marvel Cinematic Universe
Natasha "Black Widow" Romanoff :: Varis - Expires 6/04

To reserve a character, please comment to this entry using the following form:


knightsmods: (Default)
2012-04-29 05:56 pm
Entry tags:

Taken Characters

TAKEN CHARACTERS


A Song of Ice and Fire
Character Journal Player Canon Point
Jaime Lannister [personal profile] thethingsidoforlove Samm mid-Game of Thrones

D. Gray-Man
Character Journal Player Canon Point
Allen Walker [personal profile] pierrot_martyr Darklight End of chapter 211
Cyril Kamelot [personal profile] avareza Jen Chapter 207

Devil May Cry
Character Journal Player Canon Point
Dante [personal profile] vanum Jen post-Devil May Cry 4
Lady [personal profile] onescarylady Kory Post-Devil May Cry 4

Dragon Age
Character Journal Player Canon Point
Alistair Theirin [personal profile] holysmite Sirea post-The Silent Grove
Anders [personal profile] birdhousesoul Gazebo post-Dragon Age 2
Fiona [personal profile] uncalled_for Alex post-Asunder
Morrigan [personal profile] wildborn Quincy post-Witch Hunt
Rowen Hawke [personal profile] battlemaged Jay post-Dragon Age 2
Rowena Hawke [personal profile] hawkeable Colleen Post-Dragon Age 2

Fallout
Character Journal Player Canon Point
Butch DeLoria [personal profile] inthegrass Lauren Post Trouble on the Homefront

Final Fantasy XIII
Character Journal Player Canon Point
Hope Estheim [personal profile] escapedpandora Shamera Mah'habara Subterra

Hakuouki: Shinsengumi Kitan
Character Journal Player Canon Point
Chizuru Yukimura [personal profile] worstdisguise Delphi Chapter 3-1
Kazama Chikage [personal profile] kazama Mandee Chapter 3-1

Haunting Ground
Character Journal Player Canon Point
Fiona Belli [personal profile] azoth Allie Before Hewie's shot

Hellboy
Character Journal Player Canon Point
Nuala [personal profile] crownpeace Elli Post-death

Marvel Cinematic Universe
Character Journal Player Canon Point
Loki Laufeyjarsson [personal profile] forbastards Takhys post-Thor (2011)
Thor Odinson [personal profile] berserkergang Samm post-Thor (2011)

Original
Character Journal Player Canon Point
Avari [personal profile] lasselanta Jen N/A
Njoki Rainmaker [personal profile] aldabeyoun Takhys N/A
Raidaren [personal profile] annihilative Sirea N/A

Uncharted
Character Journal Player Canon Point
Elena Fisher [personal profile] neverlistens Varis post UC3
Nathan Drake [personal profile] smallbeginnings Sirea post-Uncharted 3

The Vampire Diaries
Character Journal Player Canon Point
Alaric Saltzman [personal profile] deathandgin Hannah 3.22
Damon Salvatore [personal profile] saviored Maia 3.22



Once your character has been accepted into the game, comment to this entry with the following information:



(original characters obviously do not have to worry about posting their canon point)
knightsmods: (Default)
2012-04-29 05:55 pm
Entry tags:

Rules & Posting Guidelines

RULES

1) Be courteous. Seriously. This is just a game, and shitty behavior has no place here. Player to player harassment will not be tolerated.

2) Post in the correct communities. This should really go without saying, but please make sure that you pay attention to where you're posting.

3) Do not godmode or metagame. Godmoding means controlling the actions of another player's character without that player's permission. Metagaming is when you use OOC knowledge ICly in the game. For example, just because you as the player know that something is upcoming in an event, that does not mean that your character has that information in the game.

4) Do not ignore/break the setting of the game. Make sure that you're familiar with where your character is and what the limitations played on them are. Refer to the FAQ/Premise page if you need to, and if you still have questions, contact a mod.

5) Remember that the mods are your friends. We're here for you. If you have any game-related problem that you cannot settle on your own-- be it problems with another player, problems that will prevent you from making AC, anything-- please come talk to us. We want to help.


POSTING GUIDELINES

This game operates in GMT. Your head mod lives in South Korea and simply cannot run the game in an American time setting (though your co-mods live in EST). Please meet her halfway in GMT. All this means is that day changes and beginnings and ends of events will occur at midnight GMT (so, 7pm EST). Refer to the time zone converter if you're not sure where your time zone lies in respect to GMT.

OOC posts go in the community [community profile] knightsooc 

Journal posts go in the community [community profile] knightsnarrows 

Log posts go in the community [community profile] knightslogs 

Bulletin board posts are to be made with the journal [personal profile] knightsboard  and posted to the [community profile] knightsnarrows community. Players will receive the password to the journal upon acceptance to the game.
knightsmods: (Default)
2012-04-29 05:28 pm
Entry tags:

NPC Information

NPCs

The town of Knight's Narrows is semi-populated. Many of the shops have shut down, and buildings have been left abandoned. There are, of course, many more people around town than just these six, but these are the six that will become prevalent in the story, and so these are the six that can be interacted with fully.


Ginger – The Innkeeper
Ginger runs the Laughing Knight inn and pub, the first stop for most weary travelers new to Knight's Narrows and looking for a place to rest. Although there are empty houses free for the taking, Ginger will insist that you stay at the inn and ply you with free drinks until you're too drunk to refuse. A pretty lady with a boisterous sense of humor and the inclination to chat your ear off, she is welcoming to everyone. But, like the other business owners, Ginger is tight-lipped about the city's mysteries. Most curiously of all, she refuses to acknowledge that the ominous cathedral in the north even exists.



Lazaro – The Blacksmith
In his youth, Lazaro worked to provide entire armies with the best weapons and armor money can buy. Now that there is no longer an army to speak of, Lazaro's best days are behind him. He intends to spend the remainder of his life dedicated to his craft, as retirement to a life of leisure isn't something that appeals to him. Anyone looking to be outfitted will not walk away disappointed (provided that their gold is good), but anyone looking for information may find themselves wanting. The blacksmith is not an unfriendly man, but he is a superstitious sort, and he does his best to keep his nose away from the current evils that lurk in his home town.



Marisol – The Healer
It's easy to tell at first glance that Marisol is not a native of Knight's Narrows. Her robes are obviously of the needle of a foreign tailor, and her accent does not match up with the other locals. Possibly for this reason, Marisol is not a woman of many words. She might come across to some as distant, and even a bit cold, due to her quiet demeanor and simple responses. This is not entirely the case, however, as she is always quick to aid a person in need without question nor hesitation. Marisol's healing comes in the form of practical medicine: bandages, stitches, disinfectants, etc., though people who have been treated by her before swear that there's something “unnatural” about her practices and the way their wounds heal. If asked about the town or the goings-on within it, she will suddenly become quick to anger and curt with people, giving the impression that she may know more than she's willing to impart.


Nicholai – The Apothecary
A suspiciously reclusive man, Nicholai owns the apothecary, located near the docks. He peddles dangerous poisons and psychedelic herbs, but not information. By far the least friendly resident still remaining in Knight's Narrows, Nicholai does not tolerate newcomers bombarding him with questions about the city's history or the strange goings-on after dark. He only cares about keeping his business afloat, and, lately, business has been very, very good.




Solomon – The Shopkeeper
At first glance, Solomon appears too frail and sickly to run a business, but he has a shrewd mind and an unbending will that is at odds with his skeletal frame. He put roots down in Knight's Narrows long before the others and, presumably, has more knowledge about the city than anyone. He teases and drops hints for newcomers who want a glimpse into the city's past, but some may find his words too cryptic and decide to stick to shopping and nothing else.




The Hooded Man
The Hooded Man is a rare sight in town. He seems to appear sporadically, leaving chaos and evil in his wake before disappearing just as quickly. The others around town refuse to speak of who he is, instead only relaying what he's done. This is the only NPC that cannot be threaded with on a regular basis; he can only be played with during the times he makes himself known.
knightsmods: (Default)
2012-04-29 05:24 pm
Entry tags:

Locations

LOCATIONS


Knight's Narrows is a full town, or was at one point. What you see here is not everything that your characters will see. There's a multitude of abandoned houses, businesses, and other buildings all throughout Knight's Narrows. These are merely the points of interest.


Cathedral
At the far north end of the town, the old Cathedral casts a dark shadow over Knight's Narrows. Since its corruption, the building itself has fallen into disrepair due to looters and other attacks. Strangely, none of the looters ever made it out of the Cathedral to spend whatever riches they may have found, and details about the “other attacks” are spotty at best. If asked about the Cathedral, the locals will become suddenly tight-lipped, stating only that the place is “evil.” Nothing more.

At night, the whispers in the dark seem to come from the direction of the Cathedral. During the day, the building itself is quiet, though a sense of dread and foreboding will overcome any person brave enough to stand at its doors. If your character should choose to go inside, the main room will seem fairly standard for a church hall, though sunlight doesn't seem to shine in through the windows as brightly as it should. Signs of looting and other damage are prevalent. However, in far back wall, to the right of the altar sits a large, heavy door. At current, the door is completely locked and sealed, seemingly by some magical force. If any character asks a local about the door, they will only be told that “it's better this way.”

The entire cathedral is inaccessible at night, and approaching its doors guarantees an attack.



Forest
The forest spans out to the west of the town. It seems fairly innocuous at first glance, and no different from any other forest anywhere else. However, the locals will warn the newcomers away from the forest almost as vehemently as they would the cathedral. There are “things” in the forest, they say. Some might spin wild tales about what lurks within, but others say that no one's actually seen anything more menacing than wolves out among the trees. Sometimes, what remains unseen is far more dangerous.

Should a character choose to head into the forest, they'll immediately notice that the canopy has grown so thick that it will block out any sunlight or starlight. A torch will be needed to navigate through it, no matter the time of day. Any character with supernatural abilities will find that their powers have been stripped from them completely while within the confines of the forest. The air itself is heavy and oppressive, and the further one travels into the wood, the harder it will be to breathe. At the far edge of the forest, before the land drops off into nothingness like the rest of the town's perimeter, characters may find a small pool of water completely unrelated to the river or the lake. The water is impossibly still and always cool to the touch. Drinking this water has dangerous psychedelic effects, and accompanying physical ailments include but are not limited to fever, vomiting, and intense dizziness.



River
The river that cuts through town winds out from the forest, though its point of origin is unknown. It cuts through the north end of town, separating the Cathedral from everything else, though the bridge to get across is still very much intact. Mist gathers around the river nightly, and people claim to see wraiths forming in the vapors.












The Laughing Knight
The Laughing Knight is currently the only inn operating in town. It is also currently the only bar open for business. Whether your character is looking for a drink or a bed away from home, the innkeeper Ginger is happy to supply. However, nighttime sends the entire building into lockdown. The doors close at sunset and do not open again until sunrise. If your character is looking for work, Ginger is more than willing to take on extra hands.










General Goods Store
Run by the shopkeeper Solomon, the store in town square has almost everything your character needs to survive. Since the other stores have closed down or otherwise been abandoned, Solomon's shop has grown to stock more than he could have ever wanted to sell. Everything from necessities like lumber, candles, and tools can be found here, as well as non-essentials such as spices, jewelry, and trinkets. If your character is looking for work, Solomon will take them on, assuming that they have a sharp eye and a mind for organization.









Blacksmith
Lazaro's smithy is the last stop before the road begins to show signs of overgrowth from disuse-- the closest occupied building to the cathedral. It continues to stand strong, though Lazaro himself seems a bit unnerved by his location. Nevertheless, this is the place to go for any and all weapons and armor. The blacksmith may be willing to take on an apprentice, but not much more than that.











House of Healing
The House of Healing is quite literally a house-- Marisol's house, to be precise. All healing is done right out of her own home at the southern reach of town. Her help seems less like a business and more like a hobby; her rates are never consistent. Sometimes she will charge a hefty sum for her services, and other times she will hand out help for free. She is not looking for employees at this time.











Apothecary
Those looking for healing herbs and medicines have come to the wrong place at Nicholai's apothecary. Sure, he has such things to sell, but they are not nearly at the quality they should be. Nicholai's true dealings are in poisons, psychedelics, and other harmful drugs-- the “apothecary” storefront is simply a cover. Most of his supply comes in through various sources at the docks, which is why his shop is located very close by. Anyone looking for work with experience in smuggling might find an odd friend in Nicholai.









Working Shipyard
The port in Knight's Narrows is not directly on an ocean. The river that cuts out through the forest and across the north side of town empties into an estuary in the east, where ships make port. Merchant and sailing ships can be found at the docks at regular intervals, though the sailors are salty and not much for conversation. Curiously, while trade and commerce comes in, no one ever seems to see any of the ships leave. They just seem to disappear.










Abandoned Shipyard
On the north side of the riverbank, on a rocky, forgotten shore, skeletons of both ships and men scatter along the abandoned shipyard. It appears that these remains have been there for quite some time, though if one looks closely enough, they might recognize the name of a ship seen in the working port just the other day...












Abandoned Courthouse/Gallows
Almost directly in the center of town, the abandoned courthouse sits derelict among other abandoned buildings. The gallows out in front still seem no worse for wear, and nooses hang from the beams as though still waiting for their hangmen. A good portion of the town's books can be found within the courthouse, though many are illegible from age, and some are written in a completely unintelligible language, encrypted by magic. Anything that can be understood are basic laws and statutes concerning the most unimportant things. Like stealing sheep.











If your character would like to start a business, comment to this entry with the character's name and a brief description of the business. Characters may commandeer any of the abandoned buildings around town and completely overhaul them to suit their needs. Once a business has received mod approval, your character may start work on it immediately. We will then add it to the locations page!

If your character would like to work at an NPC business
, comment to this entry with the character's name, desired position, and a brief description as to your character's suitability for the position. Once a position has received mod approval, your character may start working immediately.
knightsmods: (Default)
2012-04-29 05:20 pm
Entry tags:

Premise

BACKGROUND STORY


It wasn't long ago that Knight's Narrows was a fully-functioning, bustling town. The port encouraged commerce, trade, and travel, but its removal from the open sea prevented the town from becoming too commercialized. Pilgrims of the old religion were the most frequent visitors-- they came from all over the world to pray at the Cathedral.

The head priest at the Cathedral eventually succumbed to old age and passed away. The new priest, a younger man who'd taken his vows somewhere across the sea, took the reins and attempted to steer the religion as a whole into a foreign direction. Shortly thereafter, people began to go missing, seemingly snatched from their homes in the dead of night. The forest grew dark, and the mist that rose up off of the river started to rise with a cryptic purpose. Those locals who remained claimed to hear voices coming from the Cathedral at night-- some familiar, some not, and swore that only light could keep the dark voices at bay.

Stories circulated around town that a gateway to Hell had been opened somewhere beneath the Cathedral. Travelers who come in never seem to leave; they simply disappear, as though the town were a black hole, sucking people in across all walks of life, all different worlds, and all different dimensions. The evil that lures them in takes different forms, but it all serves the same purpose: feeding more people to the trap known as Knight's Narrows.



SETTING INFORMATION


Sure is Diablo in here. Yeah, it kind of is. And Silent Hill. And Alan Wake. And Dragon Age. And a bunch of other things. Knight's Narrows is an amalgamation of all of our favorite dark fantasy and horror games rolled into one. Our goal was to build an homage to both genres and our favorite titles in them. In case you're not familiar with any of those things, never fear. Knight's Narrows is a world unto itself. Everything that is, was, and ever will be about the town is right here.

As of right now, we do not have a map for the town. As it turns out, after like four hours of trying to draw a map, we discovered that we suck at city design (and Elli says that Sirea's mountains look like boobs). We hope that the locations page and the FAQ have enough information in them to give players at least a decent general idea to the layout of the town. If any one of our players would like to be gracious and offer their mapmaking skills for us, that would be super cool and amazing.

The town of Knight's Narrows is a simple one. A few of the main streets are cobbled, but otherwise the roads are dirt. Buildings are mostly one-story-- exceptions being the inn, the courthouse, and the cathedral-- and built simply with lumber from the forest. Thatched roofs are common for the houses, and each home has a cellar. All of the buildings are spaced out considerably, leaving a decent amount of empty earth around town. For this reason, the town feels a lot bigger than it is, and the dwindling number of residents is much more noticeable.

However, there's more to a town than just its roads and buildings. The weather is similar to that of the US Northwest: cool and rainy most days with the occasional day of sunshine. Strangely, no matter what the weather is like, it's always difficult to see the sky. During the day, even if it's bright and sunny, the sky is gray and overcast with no breaks in the clouds. At night, there are no stars to be seen, though the moon is always visible and always full.



IMPORTANT EVENTS


• Nighttime
Night lasts for a solid eight hours at the end of every day. No more. No less. Characters will be safe inside their homes from the terrors of the night. They may also take up shelter in other buildings, but inhabited NPC buildings go on lockdown when the sun sets and they will not allow anyone to enter, and abandoned buildings may have collapsing walls and wild animals living in them. Be very aware of where you are in town when the sun goes down.

Though there are streetlights lining the roads, the flames remain unlit. Any character who tries to relight them will find the task impossible. There is still oil at the bottom of the lanterns, but for some reason, a spark will not catch on it. A fire made outside of the casing will go out the moment it's put in. When darkness falls in Knight's Narrows, light becomes a precious commodity.

If your character is unfortunate enough to be roaming the streets, they will hear low, murmuring whispers all around them in a language that your character will not be able to identify. The voices seem to be coming from the Cathedral, though characters will hear them no matter where they are in town. Staying within a light source (a lantern or candle) will ward off the voices, so hold them close to you if you've been caught outside. (NOTE: Characters will not hear the voices inside their homes and will be utterly protected there.) If a character stays unprotected in the dark for too long, however, the voices will grow louder and louder and louder...

Eventually, it will sound like the voices are right on top of your character. In a way, they are. If your character is out on the streets for too long at night without a protective light source (and the amount of time is up to player discretion), they will be attacked by a shadowy figure that very much resembles a Shadow Person (warning: creepy). The attacker will be extremely difficult to see and pin down, but it can be warded off with firelight.

Unfortunately, there is no way to kill the shadowy attackers, no matter how much light you have. They will not be able to follow you into buildings that have all four walls intact, however, nor will they be able to enter the light radius of whatever fire you manage to start. They will disappear at daybreak.

Approaching the doors of the Cathedral at night guarantees an immediate attack, regardless of how long your character has been outside. Sometimes around the Cathedral, multiple shadows will come after you. Tread with caution.

• Nightmares
Once a month, every month, characters will experience communal nightmares. The mods will post a theme for that round of dreams, and players will have the option to write a nightmare for their character fitting that theme. Every character that chooses to participate will experience everyone else's dream, including their own. In between each dream, tying them all together, will be a larger scene (written by the mods!) somehow cryptically relevant to the game's plot.

When the event rolls around, send your character's dream to knightsnarrows@gmail.com with [CHARACTER NAME]'S DREAM in the subject line.

This event is entirely optional. You do not have to write a dream every (or any) month if you do not want to. Conversely, your character may experience the dreams if you want them to even if you do not write one for them that month.

• Character Death
It's not a pleasant experience, and not just for the dead character. Your character's spirit leaves their earthly body, but it does not move on. Yes, you will get the chance to play your character as its ghost. The spirit itself will look exactly as the body did when it died. If the character was beheaded? The spirit has no head. If it was beaten to death? The spirit will show those injuries.

A few general guidelines for a character who has become a ghost:

• The spirit itself will not be able to speak, and it will have trouble seeing clearly.
• Ghosts can move through walls and, unlike the nighttime attackers, can infiltrate a person's home.
• If a living character is in close proximity (say, within 10 feet) of a ghost, the living character will experience extreme migraines and nausea.
• A ghost can attack a living character if it so desires. However, if a living character is standing within a light source, they are completely protected from a ghost's touch and attack. They will still suffer from the migraine and nausea, though.
• A spirit cannot touch a living character in any way that can be described as “gentle.” Any touches from the spirit to a living character will go through the character's body and hurt like all hell.

As for the dead character itself, their body will not decompose for the duration of the death. However, regardless of where the character dies or where the spirit roams, the character's home will experience haunts of its own, as evil will be drawn to it. There might be ghostly shadows on the wall. The distant sound of crying may be heard. A dead animal might show up in the ice box. Feel free to get creative with these haunts, and have fun with it. Deaths last for one in-game day, after which the character's spirit will snap back into its body, and the character will wake up healed.
knightsmods: (Default)
2012-04-29 05:15 pm
Entry tags:

FAQ;

FREQUENTLY ASKED QUESTIONS


How does my character get here?

That's entirely up to you. Something drew your character there. Someone tipped off your character that there's riches to be found. You were shipwrecked. You should've taken that left turn at Albuquerque. You followed a white rabbit and it led you here. Ultimately, it doesn't really matter. No matter where you were before, what world or time or place or universe or dimension, all roads lead to the same place: Knight's Narrows.

What if the character's dead in canon?
That's fine! Your arrival in Knight's Narrows is just slightly different. Instead going of your own volition (because you're dead), you instead will wake up in the dirt in an unmarked, open grave in the cemetery behind the cathedral. No one will know who brought you here or why.

Can I apply for a character with previous game history?
No. Sorry.

Can I apply for an original character?
Absolutely. You can find the OC application here.

Can I apply for a canon character from an alternate universe?
No. Sorry. The only exception to this rule are applications for protagonists of series that have no set canon. For example, RPGs like Dragon Age and Fable have stories that change dramatically depending on the player's choices as the malleable protagonist. We won't force any potential canonmates to only accept one version of their hero and their story. We will allow no more than three versions of these protagonists.

Can I apply for a non-human character?
Yes and no. Non-human-like characters will not be allowed (i.e., Sonic the Hedgehog), but characters that appear human but are not actually human (i.e., Goku from Dragon Ball Z), or are human-looking enough (i.e.,Tolkien-esque elves), will be allowed. If you're not sure if a character is acceptable, feel free to ask! We understand that there's a hazy gray area here, so we'll take most things on a case-by-case basis.

What's the character limit?
The character limit is four characters total per player.

What are the activity requirements?
ONE network post
or
ONE log with three comments from your character (this DOES include the initial posting of the log)
or
TWO threads in the network community with FIVE comments each. It MUST be two separate threads-- one thread with ten comments does not count. We would rather see you branch out with your CR than exclusively tag one person.
Activity checks will occur on the first of every month.

How does pacing work in-game?
Three IRL days = 1 day
This may change during events, but the passing of every in-game day will be marked in the OOC community.

What's the setting like? What kind of town is Knight's Narrows? What's the technology like?

Knight's Narrows officially falls under the category of dark fantasy. Think Diablo. Think A Song of Ice and Fire. Think Dragon Age. Because that's what we were thinking when we developed this game. There's no electricity or, unfortunately, plumbing, but society is advanced enough that hygiene is not really an issue; there's always a clean water source nearby for cooking, cleaning, and drinking. Lanterns and candles are plentiful, so your character should (hopefully!) be protected from the darkness. Lumber from the nearby forest is always in supply for fires, building, and anything else your character may need it for. The shops should be able to sell anything your character needs to survive. However, gun-toting characters might be dismayed to find that they will not be able to replenish their ammunition or properly care for their firearms, and may have to find another means of defending themselves.

What can my character bring with them?
Anything that they have on them at the time. Yes, this includes guns! Unfortunately, your characters will not be able to find additional ammunition for their guns once it runs out, so be wise with your bullets. In the case of, say, Dante's Ebony & Ivory that have magical endless bullets, such guns will be reduced to holding a standard-size magazine, and will come with full ammunition, but will run out just the same as anyone else's. If your character has a pet/familiar, they can come with your character only if the pet/familiar is crucial to the character in question. Otherwise, we'll treat this on a case-by-case basis. Basically, if your character is holding it, or the object is otherwise on your character's person, it's coming into the game.

Is the town populated?
Yes, though the number of locals has been dwindling lately. The people around town will not find the newcomers out of the ordinary; Knight's Narrows is a port town, and strangers come and go constantly. If your character asks the people around town about the history of the place, the locals will answer the best they can, though not all of them are truthful, and not all of them know the full story. If your character asks about their own home world, the locals will think that your character is spinning a grand yarn and/or is crazy. To them, you simply came from beyond the sea. Another country. To claim to be from another world/universe is lunacy. Casual conversation/haggling/shopping/etc can all be handwaved, but if your character is searching for specific answers about the town itself, contact a mod and we will let you know what answers your character will get from the people around town. If you want to actually play out a thread with an NPC, the NPC info page is over here.

Can my character leave?
No. Once they've crossed the border into Knight's Narrows, they'll find no way to go back. Literally. The streets will fall away into nothingness (a la Silent Hill). The forest will fall away just the same after a certain point. If you try to leave by boat, the ocean falls away to a great waterfall that seems to have no bottom. For now, you're utterly trapped.

Where will my character live?

Due to recent events, there's a lot of strangely vacant and abandoned houses in town. Characters can claim them on their own. The residential area is in the southwest area of town, and it lies dangerously close to the forest. If your character isn't the type to randomly squat in a house, then they can be tipped off by one of the NPCs. You will not need mod permission nor direct interactions with the NPC to do this.

What's the currency system in Knight's Narrows?
Gold, gold, gold, baby. Characters DO NOT need gold to keep their houses, but they will need gold for everything else, including food, candles, etc. There might be some gold waiting to be scavenged around certain parts of town, but not much. Characters can get jobs if they wish. They can work at NPC jobs, or they can open their own business. Information on getting a job with an NPC or opening a business can be found at the Locations page. However, if your character just isn't the type to hold down a job and work in shifts, that's okay. We accommodate all kinds. In town square, there is a bulletin board that will have a large number of different purposes. One of those purposes is the posting of odd jobs. There, you'll find listings for things like, “Go into the woods and find these special berries for me, and I'll reward you with ten gold!” or “Brave this creepy part of the town and retrieve this completely useless thing that I need because sentimental value, and I'll reward you with fifty gold!” You do not have to log these things, and actual physical listings won't be found anywhere OOCly in the communities. This is just a way for characters to “work” without really working-- a handwave for characters to get cash.

What are the other uses of the bulletin board?
As you'll notice, there's a journal for the board itself! The board is open for anything that anyone wants or needs to post ICly, anonymously or otherwise. Players, after being accepted, will gain access to the password of the bulletin board journal, and will be able to post notices. Whether you plan to use the bulletin board or not, be sure to have it added to your Circle (friends list, in LJ terms), as the mods will be using it for game-wide events as well.

How do characters communicate over the network?
The “network” is less of a network and more of a journal. A physical leather-bound journal will be waiting for your character in whichever house your character decides to live in. It seems to have been left there by the home's previous owner, yet somehow, it will feel personalized to your character. Whatever your character writes in the journal will be viewable by everyone else in the game, and other characters can comment on entries just the same as they would on a dreamwidth entry. Due to the nature of the journal, all entries and all responses will be in text. (No video or audio posts, sorry. But everything your character writes will show up in the journal in their handwriting!) The journal will automatically log the writer's name in every post/comment. To make a private entry to another character, simply write “private: [character's name]” before the start of the entry, and the entry will filter automatically.

What's to be done about the language barrier?
Every character, upon arriving in Knight's Narrows, will automatically speak and think in the Common tongue. However, if they need to speak in another language for any specific reason, they will be able to. For example, if Sam Winchester is reading something out loud in Latin from his father's journal, then it will come out of his mouth in Latin. Conversationally speaking, however, everything has become the Common tongue. Your character will not notice the change.

Can my character use their supernatural/super human powers in game?
The short answer is... not really. Characters with super abilities -- be they physical, mental or spiritual -- can wield their powers, but not without a great deal of difficulty. For example, someone with enormous strength could bend solid iron rods with their bare hands, but that's about the extent of it, and the action itself will be physically draining. To put it another way, imagine an average person putting on an impressive display of might due to adrenaline that leaves them exhausted afterward. We ask that the players use their own discretion when it comes to their character's power; you are here as the expert on your character, and you are ultimately in charge for the nerfing of your character. Keep in mind that any use of your character's power will come with a severe reduction in the efficacy of the power in question, and it will be physically and mentally daunting for them to even try to use it. Remember that your character is meant to more or less be on the same level as a character without powers.
NOTE: Swords and other weapons will hurt any character as though they are regular human people, powers or no powers.

Why is there no section on the application regarding powers?
For the reasons in the answer above, powers are irrelevant in Knight's Narrows, so it ultimately doesn't matter what the original powers actually were in canon. We'd much rather see a firm grasp on your character's voice, motivation, and personality than what supernatural abilities they can use. Besides, it will more likely than not be in your character's wiki anyway. Don't sweat it too much about powers. We have faith in your creativity, your knowledge of your character, and your knowledge of their canon. We trust that you will be able to work with the severe dampening of your character's abilities and the difficulty of their use.

Why does my character seem to need protection from the darkness?
At night, characters will be safe inside their homes. However, if they decide to go out into the streets, they will hear dark, terrible whispers all around them. The voices seem to be coming from the Cathedral, though characters will hear them no matter where they are in town. Staying within a light source (a lantern or candle) will ward off the voices. If a character stays unprotected in the dark for too long, however, the voices will grow louder and louder, and eventually the character will be attacked. The attacker will very much resemble a Shadow Person (warning: creepy). Your character will be able to fend off the attacker, but there is no way to kill it. The only way to end the assault (other than to be killed) is to get into a reliable light source, or to get back to your home. For more information, see the Premise page.

What happens if my character dies?
It's not a pleasant experience, and not just for the dead character. Your character's spirit leaves their earthly body, but it does not move on. Yes, you will get the chance to play your character as its ghost. Deaths last for one in-game day, after which the character's spirit will snap back into its body, and the character will wake up healed. For more information, see the Premise page.

What happens to my character if I need to drop them?
In game, your character will feel an intense compulsion to head to the Cathedral. At the far end, behind the altar, they will find a large ornate door that they will have never seen before. They will pass through the door and will not be seen again. The door will disappear with the character. Whatever your character leaves behind in the game will stay in the game without them.

What happens to my character when I go on hiatus?
Your character will go on autopilot, or will fall asleep for the duration of your hiatus. Whichever one you choose is fine. Your character will automatically be protected from any evils of the city.

What if I need to canon update?
That's perfectly fine. However, in order to do this, the character must die in Knight's Narrows. Instead of becoming a spirit, though, the character will return to their home world. Their time at Knight's Narrows will seem like a crazy dream, because like all crazy dreams, you wake up when you die. To come back canon updated, the character will fall asleep in their home world and wake up in an unmarked grave, just as the characters who are coming in dead. Welcome back.