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Sqarr
Captain

PostPosted: Mon Feb 07, 2005 12:52 am



PLEASE DO NOT POST YET

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[ Original Pages | Not Recommended, Though ]

[ Table of Contents ]
[ Post 01 | Welcome ]
[ Post 02 | Introduction ]
[ Post 03 | The Inn & Tavern ]
[ Post 04 | Surrounding lands ]
[ Post 05 | Notes on the Local Society ]
[ Post 06 | Rules of Conduct ]
[ Post 07 | Tavern Menu ]
[ Post 08 | News & Announcements ]
[ Post 09 | FAQ ]
[ Post 10 | Tips & Tricks ]
[ Post 11 | S`qarr's Development Diary | Updated 03/18/05 ]
[ Post 12 | Reserved ]
[ Post 13 | Reserved ]
[ Post 14 | Reserved ]
[ Post 15 | Reserved ]

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"Do something well, and that is quick enough. What is done immediately is undone just as fast,
but what must last an eternity takes that long to do. Only perfection is noticed, and only
success endures. Deep understanding achieves eternities. Great worth requires great work. So
with metals: the most precious of them takes the longest to be refined, and weighs most.
"
Baltasar Gracian
PostPosted: Mon Feb 07, 2005 12:53 am


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[ed. note: God, I wrote this gaudy... Maybe I'll rewrite it all someday.]

--The land lies in the ancient emerald isles of an other universe. The realities of time and space have bent in a knot here, allowing all that can be imagined to be possible, within the boundaries of the power that contains it. For eons the land has rested, unchanged by the hands of the unknown number of species and races that inhabit its impossible mountains, slopes, valleys, forests, swamps and plains. This high number of conflicting races is what keeps it so; the balance they each keep with the others holds any one race from being absolutely supreme and advanced enough to ruin the face of the land.

--Natural enough to be greatly unexplored by those who would draw maps, the world holds many mysteries still. In the dense, uninhabitable forests may lie the ruins of some ancient and forbidden civilization, or perhaps one might only find death in the webs of forest spiders. In the ruins, in the dirt, uncountable treasures may lie chambers of immense piles of gold and jewels but be warned; what remains of past treasure hunts must be well-guarded, for it remains undisclosed yet. Imagine, if you will, what keeps them hidden from greedy hands. What monstrous creatures can lie in wait, in the darkest, deepest, most concealed parts of the unknown world? Surely someone has tried to map these places... Why do they remain so blank on paper? Do horrors await, unseen by living flesh? Or is it simply that strange wards make it impossible to approach by certain ways? Explore and discover, if you will dare the unseen.

--Among the trees, in its corner of the woods bordering a large, unnamed lake of crystal-calm waters and abundant life, the Heart stands at the end of a well-used road that connects to an other well-used road that links the villages around the lake to the more coastal towns and ports. This highway brings merchants and supplies from near and far-off kingdoms, to keep the populace alive in a place where safe farmland is a hard commodity. The roads themselves are dirt, packed hard by centuries of prosperous travel, made by lords and ladies, paupers and harlots, all going about their meandering lives.

--Though these wagon-rut roads may seem safe enough by the light of shining day, they may be impassable in the dark of claustrophobic night. The balance is maintained, always, by bands of brigands and the things that would eat anything in the wee hours of the moon's domain. Wolves and abominations have often been seen at the edges of towns, but, when the weather becomes bitter through the winter months, those who have not locked their doors have reason to pray indeed.

--These towns are simple places, and home to simple people. Superstition is a common faith and whole-wheat bread, sided with spring-water, a common meal. Most of those unfortunate enough to inhabit these towns have had little contact with anything but rumors of the outside world brought to them by the thieving merchants and their hired bodyguard of womanizing miscreants, let alone any proper education. Royalty and riches, heroes and dragons to be slain are myth and legend to them. What is real is the thing that snatches their children from their cribs in the night, the curses that poison their water and the luck of a young, strong man. The power of the land, in all its raging, fickle persona, is God herself.

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"What is a true person? True persons do not override the weak, do not attain their ends by
brute strength, and do not gather around them counselors. Thus, failing they have no cause for
regret; succeeding, no cause for self-satisfaction. And thus they can scale heights without
trembling, enter water without becoming wet, and go through fire without feeling hot.
"
Chuang Tzu

Sqarr
Captain


Sqarr
Captain

PostPosted: Mon Feb 07, 2005 1:03 am


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--All that remains to be seen of what must have been a monastery is its old, stone foundation and the tall, worn tower that stands high above the inn's profile. Built in, and using part of the old foundation, the Dragon's Heart sits squat and thick-walled. Surrounding it close on three sides is the forest that had long been encroaching on the abandoned foundation, having torn through most of its already gutted structure over the century, or more, that it lay unknown to any page of history.

--Evidence of the fire that had first put the site in ruin can still be seen in many charred stones, scattered throughout the nearby underbrush and the garden that has recently taken the place of the forest, within the sanctuary's remains and behind the present inn's stables.

--Standing, still, through the years, seemingly untouched by the tragedy that ended the reign of its original inhabitants, the bell-tower is now populated by forest bats that often display a certain outrage at the advent of new and civilized life within the past some months since the inn was built against it, but hold steadfast to their home there; periodic assaults are waged on any and all birds who invade their personal space.

--The place's current contributors hold two levels of personal chambers within the tower, above the tavern's main floor. Within these chambers are articles of artistic, personal and social interest that have been gathered over the years by several different people and brought there for safekeeping. For obvious reasons, this personal space is locked and warded to keep the mischievous out.

--Certainly, the world surrounding the tavern may seem mostly wild, but within the walls and halls built by mortal hand, all is a bit more civilized. Unattached from the nearby towns, the Dragon's Heart retains solidarity under its own roof. Royalty has tried, but can not hold rein on the happenings, or demand taxes from the patrons. The tall, proud and strong wooden structure, standing on a stone foundation that is sized for a building many times its own, is free from the pitfalls of external political play.

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"Because people are too concerned with fame and fortune, they are always apprehensive about
being honored or disgraced. They constantly fear disaster and harm themselves by this. What is
the reason? It is because people believe honor is something to be prized, that winning the
respect of others is the noblest of things. It is on account of this that they are terrified
of losing their honor. Disgrace is shameful and embarrassing, and is therefore to be feared.
The reason we have disasters of this kind is that we worry too much about ourselves. If we can
forget about the "self." What is there left to worry about? Therefore, if a person is willing
to sacrifice himself for the world, then that person is worthy of being entrusted with the
world. People should be unselfish and self-forgetting. If you can set life and death aside,
and if you are unmoved by honor and disgrace, fortune and misfortune, then is there really
anything left to be afraid of?
"
Lao Tzu
PostPosted: Mon Feb 07, 2005 1:36 am


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--From the road that passes near the clearing in which the Dragon's Heart sits, there is a small, simple foot-bridge, over a simple stream of clear, fresh water, to cross before one can reach the lush grass that is the building's front step. Beyond this, without turning in, there is a well-worn path that leads to a simple shore, bordering the nearby lake. Neither sand, nor boulders make this shore. Rather, it is a classic lake, in a classic, lush landscape; walled close by tall trees and damp earth that freezes solid in the winter, with the occasional grassed step reaching to the surface, where one might stand and enjoy the beauty this vantage presents, or even bathe without fearing entanglement in roots or the more difficult plants that grow in the shadows that a tree's bows will provide. Water-grasses and other aquatic plants choke the water near the edge, in most places, providing shelter to an abundance of life; both water-logged, amphibian and terrestrial.

--Looking out, over the water, simple piers dot the wooded horizon where villages keep their small fishing crafts. A network of almost haphazard roads that snake their uncertain ways through the land's forests can reach these towns.

--Behind the inn, a little-known path, over-grown after all the time the site's been void of inhabitants, leads to an underground stronghold, some times older than the inn's tower. This is accessed through a small hovel, opened long ago at the base of a wizened old tree. First excavated by clever goblins, it was quickly abandoned again, once they realized the land's water-table rose surprisingly during torrential rains to flood their home. Later, it was fortified by a race of thick-skinned and peaceful two-legged reptilians, long-thought to be extinct, with a knack for architecture. Now, though, it lies mostly undisturbed. A surprisingly simple and robust irrigation system forces the land's back-wash out of its narrow corridors and low-ceilinged chambers to keep the stronghold dry. But it is not entirely uninhabited. Though forgotten by the goblins that were first there, other feral creatures have found sanctuary and seclusion from the light of day in the few miles of unmapped darkness.

--Somewhere 'cross the lake and some days' travel further on, to the North-East, a fortified city of decent size and selfish magistrates with deep pockets crouches, cancerous and corrupt, named al'Milthea. A product of a land mostly unable to support any kind of civilization on its own, those in authority have become dependent on taxes and produce shipped in from other lands and grown bitter and complacent in their duties. Their people are strong-working, but rarely see any kind of large returns for their efforts. Even their minimal earnings are taxed horribly by hired footsoldiers jealous of the great soldiers of more prosperous kingdoms. Though their grip is angry, it is not far-reaching.

--To the West, a week's easy ride beyond Ba`Haleahr Crossing, lies the port town of Indaer, fed and prosperous by its easy access to many widely-varied cultures. As a rule, its atmosphere is much more endearing than in al'Milthea, due to its heavier burdens toward the rest of the world. Spreading luxuriantly across a stretch of the shore that borders a broad gulf just off the Western ocean, its inhabitants are generally better-behaved and have more peaceful beliefs and mannerisms, in regard to new strangers and the world around them. Having not seen war of any berth for several decades now, its people and security forces have grown somewhat complacent, in their own right, in the face of possible invasion from jealous neighbouring kingdoms.

--Further off to the South, by South-East lies the capitol of the comparatively small kingdom of Lensharol, whose current king is said to be of good spirits, but relatively small ambition; he is content with the kingdom as it is and spends most of his time working to maintain its current state, negotiating with the neighbouring kingdoms for peace and trade. Though the people of the cities loosely under his control mostly appreciate the peace he has kept for the past some decades, their respect for him wanes gradually from his lack of charisma and enthusiasm the magistrates and other governing bodies of their respective cities are much more prominent and important figures in their minds, with the king seated below them as little more than a small pawn of a figurehead.

--Linking these three cities of the kingdom to each other is the prosperous and growing cross-roads market town of Ba`Haleahr Crossing.

--Some seventy-odd years past, Hayden Ba`Haleahr--a charismatic, but middling-class merchant-musician of the time--gambled all and purchased the rights to the land on and immediately around the cross-road that links the capital of the kingdom to its two other major cities. In order to do so, he promised a certain amount of tax on the merchants that passed through the cross-road, knowing nobody would make a new major road simply to get around the market town he would soon build on it. With years of hard and extensive work, he managed to convince the people of the region's towns to gather in his own market to trade their goods and purchase what they may need from passing merchant trains--for a small fee. Since most of the towns were too far to travel in half a day, he also owned hostels where the townspeople would be able to stay and eat for an other small fee. Anyone passing through would be likely to spend at least a night and a hot meal in comfort.

--Hayden's prestige among the people quickly grew for his generosity and involvement in the surrounding towns. At the time of the last wars the kingdom faced, he was childless, but soon took a visiting Gorean woman for his wife, who bore him daughters. Of mixed backgrounds, his daughters were mostly listless and undecided, but Mahayr chose to stay to take on the family's responsibilities when Hayden and his wife pass away.

--The town is governed from a none-too-modest manor set aside from it, somewhat in the trees, dubbed by the locals as Ba`Haleahr Manor. Not necessarily known for its lavish parties in recent years, it is nonetheless a frequent way-point for many guests, who may seem to come and go as they please.

--For most of the common people from the cities, the cost of maintaining an influx of diverse foods, clothes, spices and other exotic produce has gradually drained their coffers and spirits, chasing them out, in to the primal lands outside the city walls. While dangerous and fearsome, the woods have become a great sanctuary to many people who live, now, greatly untouched by the hand of law in towns protected only by walls, fire-pits and hearty farmers. This, also, presents its own problems; though most town-dwellers are well-meaning enough, they are yet easy prey for scavengers, raiders and other criminals that might have had more of a free reign, were it not for the abundance of hidden creatures that feed on them in the dark.

--Living hard lives, but far more balanced than in any city, the people of the numerous small towns around the Dragon's Heart hold steadfast to what little they've earned, slowly beating the forests back. Unwittingly, this will eventually limit the number of creatures that hold the brigands in check, throwing the natural balance, heretofore barely held, over the brink. It remains a matter of time before the land is shaped in Man's image and can support him; when cities will dot the land and, perhaps, a noble and long-armed king may rise to lead the people to peace through domination, driving all other races to tragically become obsolete, no matter how beautiful they may be.

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If you believe you've a good idea for an element that could be added
to this page as further description of the world that surrounds these
lands, an explanatory essay may be submitted for review and possible
acceptance to Mahayr or S`qarr.

Please note that not all submittals will be put in this post, but
credit will be given to the originator of the described elements,
whether or not the original essay they provide is used in part or
its entirety. Editting may be needed to maintain continuity.

When making such a submittal, the form used should be that of a
document written by a character that exists within the Dragon's
Heart universe, though they need not be a character one plays in
the channel. Writing with the character's verbal mannerisms and
expressions would be ideal. Consider a scholar on a quest to learn,
documenting what they discover...

Be creative, be wild, be crazy, be original, but, by all that is
good in this world, PLEASE be logical. Remember: you are trying
only to ADD elements within a framework that already exists. The
goal is NOT to rewrite the entire universe's concept and setting.


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"It is said an eastern monarch once charged his wise men to invent a sentence, to be ever in
view, and which should be true and appropriate in all times and situations. They presented him
with the words, 'And this, too, shall pass away.' How much it expresses! How chastening in the
hour of pride! How consoling in the depths of affliction!
"
Abraham Lincoln

Sqarr
Captain


Sqarr
Captain

PostPosted: Mon Feb 07, 2005 1:37 am


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--While it could be easy to discuss the unique society and beliefs that surround the Dragon's Heart Inn and Tavern at great length, this document is meant only to be a cursory introduction, so visitors will at least be prepared with the basics.

--Unlike some in our own world, the people who inhabit the world immediately surrounding the Dragon's Heart Inn and Tavern know nothing but bland and vague rumours of the idea of a single God that rules all. To their understanding, there is a council of seven Gods who chose to band together and watch over their Earth. According to their local histories, it was these seven who first brought the spark of sentient life to the world, in great creative variety, in order to see who, among their creations, would be most successful. To this end, the Council of Seven Seats rarely takes a helpful hand in directing their individual creations, that they may act on their own strengths and weaknesses, keeping the long-term results fair.

--In other words, as far as the Council of Seven Seats is concerned, life is understood to be a complex game, with strict rules and strong consequences for direct interference. Thus, the Gods are respected by those who believe and act upon these beliefs for their self-control, understanding that it must be difficult not to answer the cries for help their creations often put out, and thanked for choosing them to be their representatives in the world. This self-respect often extends to honest respect and admiration of the other inumerable sentient races that inhabit the world, but also breeds fear and hatred of those same races for others.

--While it is true that the external conditions of the world of the Dragon's Heart are indeed extremely similar to our own, the local method of telling time follows a differing philosophy. Each day is divided in eight equal segments, called "wakes." Each of these wakes is devoted to a different Godly aspect, referred to in old texts studied in monestaries, save the eighth, which is the period of rest for all. Each of these wakes are devided in to four "hours," which are further divided in to thirty-six "minutes" these are divided in to a hundred and eighty "seconds," but there is no official number associated to the year.

--Years are considered to begin on the Spring equinox, when it is believed that the world is just waking from its own equivalent of a night and ready to face the day ahead.

--Each of the eight wakes in a day are equivalent to three of our hours. The First Wake, beginning at our six AM, is believed to be the time of the rising sun and the expression of new life, creativity and art. The Second Wake, beginning at our nine AM, is the time of the great building, when the works of the Council of Seven Seats is honoured and remembered by working and striving to reinforce their efforts by continuing to shape and care for them. The Third Wake, beginning at our noon, is the time of the highest sun and the offering of worship and thanks to the Seven Seats of Honour and Life. The Fourth Wake, beginning at our three PM, is the time of understanding the great elements of creation and the trials they pose to teach us of the value of life; Earth, Wind, Fire, Water, the Magic that binds them and the Void that would be in their place. The Fifth Wake, beginning at our six PM, is the time of remembering and honouring the lives and creations that have been and gone and taught us so much in their times. The Final Wake, beginning at our nine PM, is the hour of restitution and justice, when crimes are put to trial and judged in official courts and past crimes and sins are remembered and learned from. The time of the dancing shadows begins at our midnight and is believed to be the time when all the lives and creations that have gone bad are acknowledged and let be. The time of absolute rest, when all is thought to sleep in preparation for the coming day, begins at our three AM.

---S`qarr

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If you believe you've a good idea for an element that could be added
to this page as further description of the world that surrounds these
lands, an explanatory essay may be submitted for review and possible
acceptance to Mahayr or S`qarr.

Please note that not all submittals will be put in this post, but
credit will be given to the originator of the described elements,
whether or not the original essay they provide is used in part or
its entirety. Editting may be needed to maintain continuity.

When making such a submittal, the form used should be that of a
document written by a character that exists within the Dragon's
Heart universe, though they need not be a character one plays in
the channel. Writing with the character's verbal mannerisms and
expressions would be ideal. Consider a scholar on a quest to learn,
documenting what they discover...

Be creative, be wild, be crazy, be original, but, by all that is
good in this world, PLEASE be logical. Remember: you are trying
only to ADD elements within a framework that already exists. The
goal is NOT to rewrite the entire universe's concept and setting.


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"A thousand nations have achieved earthly greatness, that could never have endured good laws;
even such as could have endured them could have done so only for a very brief period of their
long history. Most peoples, like most men, are docile only in youth; as they grow old they
become incorrigible. When once customs have become established and prejudices inveterate, it
is dangerous and useless to attempt their reformation; the people, like the foolish and
cowardly patients who rave at sight of the doctor, can no longer bear that any one should lay
hands on its faults to remedy them.
"
Jean-Jacques Rousseau
PostPosted: Mon Feb 07, 2005 1:46 am


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Disclaimer:

--The Dragon's Heart Inn and Tavern Medieval Fantasy Free-Form Role Playing environment is accessible through the channel, #DragonHeart, on the Starchat Internet Relay Chat [IRC] network, which--like this thread--is NOT a general discussion environment and is NOT, in any way, involved with or claiming credit from the DragonHeart motion picture, or its sequel and other applicable materials, which are Copyright 1996-2005 Universal City Studios, Inc. The original #DragonHeart channel was founded on the DALnet IRC network in 1995 by "Minzeya" and is entirely unrelated to the motion picture which followed a year later.

--When accessing #DragonHeart and its associated channels [as listed in the associated Out Of Character channel, #DH_OOC, and this very thread] and threads in "The Pillar of Worlds" GAIA Guild through your local Internet Service Provider [ISP], it is necessary to understand your ISP's own End User License Agreement [or similar user agreement], as well as that of Starchat's network, GAIA Online, "The Pillar of Worlds" Guild and #DragonHeart, as well as the applicable local civil and criminal laws as they apply to the user. Transgression of these may result in the revoking of any or all access privileges by the applicable authorities and legal action could be taken at their discretion. #DragonHeart and its administration [Founder, Co-founder, Moderators, Operators and Helpers] are not responsible for the poor judgment--or lack thereof--exercised by its users and accepts no liability for damages or losses, explicit or imagined, incurred while using the services provided by their local ISP, Starchat's network, GAIA or #DragonHeart and its associated channels and threads.

--The rules and regulations that govern #DragonHeart and its associated channels are considered to be its End User License Agreement. While the service provided by #DragonHeart and its administration are offered free of charge, some modicum of respect is expected for the work done daily, and for the past several years, to provide this service to its users.


A Note on Common Sense:

--A basic understanding that governs the use of the service provided by #DragonHeart and its administration and the application of the rules and regulations that follow is that there is a very definite difference between the Role Play environment--#DragonHeart--and the imagined fantasy world of the Dragon's Heart Inn and Tavern. While it is known and accepted by its administration that many players have emotional ties to the characters they play there, it must also be accepted by all that these characters exist for many reasons. Not least of these is the honest exploration and expression of all the emotions, mannerisms, opinions and situations that make us individual characters in the real world.

--All who choose to use #DragonHeart as an escape from their every-day situations have any number of honest problems, issues and opinions that are intimately tied to their own personal situations, outside of the Role Play environment, that can not simply be set aside and absolutely ignored. No one player is more important than any other; no player has any right to disrespect any other player for their situation, gender, race, monetary capabilities, religious beliefs, political beliefs, sexual orientation or opinions; no player may force their will upon an other for any reason. The same social standards exist for their characters within the fantasy environment they inhabit.

--A person can be rude, abusive and violent, but can not expect to be thus without intervention from that world's authorities, whether it be our real-life Earth, the Internet in general, the Starchat network, the #DragonHeart IRC channel and threads, or the imagined fantasy world of the Dragon's Heart Inn and Tavern.

--This is ideal common sense and all are expected to understand it, or learn to understand it, in order to understand all the rules and regulations that follow.


A Note Concerning this Thread's Functioning:

--In order for #DragonHeart's administration to effectively and seamlessly supply its users with the possibility of accessing the wonderfully diverse fantasy universe in which the Dragon's Heart Inn and Tavern is set, the understanding and patience of all its patrons is necessary. In many situations, explicit and immediate explanations will not be given for an action or decision made by the administration. Demanding immediate explanations may help one or two to better understand the decision or action in question, but, often, this will discourage repetition of explanations in a setting that may be seen by all. If an explanation is deemed necessary, one will be made available in its own time, under its own format. Please be patient.

--While we do not demand character-approvals at this time, we do reserve the right to deny service to anyone found to have a poor attitude toward Role-Play or simply in general. Though it is true that #DragonHeart and its associated channels are indeed a public service, its administration has a responsibility to the patrons who can and do enjoy that service without diminishing the enjoyment for anyone else to ensure that they are able to continue in like fashion, uninterrupted. To this end, anyone found to be uncooperative, belligerent or unhelpful may be immediately removed from any and all associated channels without warning or discussion. This action may be appealed, but this is no guarantee that service will be restored, then or ever.


Final Note:

--Below are a number of sections pertaining to various aspects of the Free-Form Role Play environment as it applies specifically to the #DragonHeart channel and thread, on Starchat's IRC network and the GAIA Online forum community, and its associated channels and threads. Each section contains pertinent rules. For simplicity's sake, the first rule in all sections is the same, though it is specified only once, below.


1) Ignorance is not an excuse.

--While we realize that the rules and regulations in most Free-Form Role Play establishments are standard, it is considered impolite to not at least give a particular establishment's rules an attentive reading, from time to time, to be aware of any peculiarities expected of its patronage. As respect between all in #DragonHeart and its related channels and threads is considered a priority, it is to be understood that the disrespect one pays to all by not being aware of the following rules will not be looked upon kindly.


Characters and Setting



2) The character is in the setting.

--The Dragon's Heart Inn and Tavern is a public setting. In any public environment, it is likely that occasions will arise when someone will randomly affect what characters are doing. For the sake of acknowledging and respecting the public nature of the setting, it will often become necessary to slow down one's Role Play and pay more intimate attention to others' posts, lest something important be missed.

--An unfortunately common example of this lack is during periods of fast-flowing play between a few characters who are interacting only with each other--having a conversation, an argument or fighting, for example--and an other, unexpected character tries to join the interaction by speaking up, stepping in, or attacking, but it is missed entirely by the primary participants because they don't take the time even to scan the surrounding goings-on for related actions. This is often enormously disheartening for the person who tried to join in--whether they be a veteran player, or a newer one--which defeats the laws of public existence.


3) The character is born of the setting.

--An imagined character Role Played in any Free-Form Role Playing environment, while not specifically limited by published literature or the rolls of dice, does fall under the particularities of its environment. The Dragon's Heart Inn and Tavern being a public environment, it is extremely important for maintaining fairness to all players and characters that no character may impose any situation or circumstance on any other character--such as sexual situations, control, abusive or derogatory discussions or actions of any sort--without the express acceptance and acknowledgment of all players involved, including, if necessary, the administration.

--In the fantasy environment, the Dragon's Heart Inn and Tavern exists in a populous world, with laws and guidelines for conduct and possibility. These laws are upheld by the powers of the tavern's owner and the land, respectively. For either of these authorities in the fantasy world to be in any position to dictate law at all, it is natural that they not be weak figures, without connections, knowledge or power of [or over] many [or all] of the understood circles of influence that govern the fantasy world in question. That is to say, no character present in the Dragon's Heart Inn and Tavern is immune to the authority of some higher force than themselves: transgressions to the understood laws of the land are expected, as is logical under any form of government, to be investigated and avenged by those with the authority to do so.

--To keep this context, one should observe the following guidelines when creating a character to be used in conjunction with the story-lines that have already been played by oneself and their predecessors: Weaponry and attributes, clothing, character knowledge (i.e: current events, language [slang, cussing], etc.), are to be kept in the norm for a High Fantasy epic setting. Otherwise, one might find themselves in something that is no longer High Fantasy, but rather something more in the line of an innocuous jumble of ideas that clash and can not be seen together, like a neon tie-dyed shirt spattered with bleach.

--Time-travelers are not looked upon well.


4) The setting from which a character is born is not an unfortunate zoo.

--When creating multi-racial characters, be advised: it will be expected that, despite there being a mix of backgrounds, only one will be primary, governing the character's possible attributes, while a secondary race may be relegated to governing appearance. In the example of a vampiric Elven, the vampirism takes precedence, in terms of abilities and limitations, though its appearance will obviously be primarily Elven. In the absurd case of a demonic holy-draconic Elven feline lycanthropic vampire, one race takes precedence for abilities and an other takes precedence for appearance--the others are relegated to the character's history and not mentioned again. It's fine to have those elements in a character's history, but it must move on at some point, lest its genetic coding be so skewed that the character end up resembling a puddle of primordial soup.


General Rules for Combat in the Dragon's Heart Inn and Tavern



2) Fight. Don't bite.

--Given the tavern's setting, fights are inevitable. We understand this. However, one must realize that every time a character enters a combat situation, there is a strong chance they may die or be seriously injured. No matter how much bravado one may show, this does not necessarily mean that they are guaranteed to win.

--It is extremely distasteful when one complains, after entering a fight, about not wanting to lose the character because it has so much "potential" or personal value, or some other such excuse. If one starts a fight, or simply enters it, this one will be expected to realize the inherent dangers and may be held accountable for childish whining and/or running away at the first sign of the fight not going their way. This is an environment where maturity is encouraged and whining is not mature.

--Bickering about the situation after one enters it will not be tolerated lightly. Accusations being thrown, heated arguments being engaged--these are the signs of an utter lack of communication, understanding and trust. If one is unwilling to share open communications with all the people one Role Plays, they may be unfit for playing in a public environment and could well be forcibly ejected, depending on the situation.

--If one fights, they must be willing to accept the consequences, no matter how frustrating they may turn out to be. If a character dies, they die. Two exceptions may be if one kills their own character to be brought back as a ghost or wraith to further a particular story-line, or if the combatants agree on this beforehand. Ask yourselves before the combat commences, "Is this a non-continuity fight, or will any of its affects be lasting or even permanent?" If the answer is that the combat is non-continuity, chances are there's no reason for the characters to be fighting and it is to be moved to an arena thread.

--Demanding that a call be made on the outcome of a fight, or complaining about the outcome after the combat has been terminated, will rarely be entertained--this is left to the demanded's discretion. Always remember that the onus is on the players to play their own characters, in an environment where there are other players and other characters that must be contended with in a respectful and mature manner. Failure to comprehend this is unacceptable.


3) Know thyself, Jebidiah.

--When involved in a combat situation, it is most important to keep in mind exactly what your character is capable of doing. Taking a scribe and making it consistently dodge a trained fighter's attacks is generally illogical.

--As in real life, complex laws of motion, flexibility, stamina and strength govern a person's body. It is easy to say your character dodges or parries or attacks, but one needs to know exactly how these motions work and how they affect--and are affected by--their character's physiology and stance in relation to their previous motions, age, experience and training.

--One needs to understand what reality is before they can bend it properly. To this end, it is extremely important to not put oneself in a situation where one's character feels compelled to enter any combat situations until one is as knowledgeable about combat as the character is claimed to be. Simply saying one's character is faster, stronger or smarter than an other's is extremely bad form. Unless one can honestly claim a distinctive understanding of how real-world combat works, they will not be taken seriously in Role Play combat. Research and the practice of non-continuity sparring are the best means to come to the required understanding of the methods, styles and techniques that best suit an individual's tastes.

--Always remember these three questions when formulating each combat-related Role Play post description:

Where has the character been?

Where is the character now?

Where is the character going?


--Consistently and logically answer each of these three questions in each post and there will be no room for reproach.

--Examples of poor logic are consistently dodging or blocking ranged or silent attacks from behind, consistently teleporting about to be behind one's opponent, instantly phasing out of the physical plane while also charging an enormous energy attack and teleporting behind an opponent to release the energy blast that would thus be impossible to block, et cetera.


4) Take turns using the outhouse; Take turns using the floor.

--Role Play combat is very rhythmic, though many real-world martial arts will encourage broken-rhythm timing, which is easily described anyway. To ensure a high level of fairness for all involved, it is important to establish and maintain an order of distinct turns between the combatants in which a single character will be described doing what it can do during the logical length of time a character can act or react before new factors can affect its actions or reactions. This can be done either by simply accepting the order in which the combatants became involved, or by expressly discussing the matter in private or in an applicable OOC channel.

--In the eventuality of an other character or group thereof joining in later, it becomes a serious issue for them to establish their place in the sequence's order and for them to keep it religiously for respect of the characters and players who were initially involved in the sequence.

--Many will obviously be concerned that they may not have a chance to respond to one character's actions before an other's follow, but it is wholly unrealistic to formulate an entire stand-alone reply to one character's actions, and then an entire other reply to an other's in the heat of combat. In real life combat--or even martial arts motion pictures, which are sometimes [but rarely] a good training tool for improving fantasy combat--determined combatants hardly really relent their assaults. It is common knowledge that a character that has time to stop and regain a ready stance will be much harder to hit than one who is unbalanced from a sequential series of subtle attacks.

--By responding to one character's actions, and then an other's after resetting one's stance and readiness to face them fresh, one leaves very little possibility that both may happen at exactly the same time, very close together, or from entirely different directions, and be logically effective in the way that they should be. Similarly, expressly returning to a perfectly balanced stance in the midst of continual, unyielding assaults is dishonest. A character being attacked after having immediately been attacked, at any specific moment, hardly usually has time to take the care needed to be properly cemented in a full ready stance. It would be enormous arrogance to claim to do so.

--Despite the standard unit of time during continuous Role Play combat sequences being a simple second, it is understood that most experienced real-world combatants can initiate an attack in far less than that count. Understanding that, it will be most prudent to use measurements to suit the fastest involved character's training and ability [explicit honesty is required for this to work properly and may be monitored].

--An other consideration relating to time and rhythm is the different time-span a described action during a combat sequence normally takes compared to normal, interactive Role Play actions. For example, a character who sees an other character on the other side of the room in the midst of throwing a close-range attack at a third character can not simply leap, crawl, walk, run or teleport across the room in time to block or deflect that attack, nor is it likely that they can successfully draw and shoot or throw a weapon or object that same distance for the same purpose in that same span of time.



5) It may look immediately convenient, but it certainly is not effective to the end.

--Any action taken instantaneously [attack, defense, magic or psionic], in a combat situation, is automatically far weaker and less effective than one which has been prepared and planned.

--To minimize accusations of God-Moding and auto-hitting and such, it is most effective to describe all actions and reactions in two distinct steps, separated by consecutive posts made during consecutive turns [not all at once]:

a) A cursory attempt of an action or reaction, with a brief summary of what might possibly happen if the action or reaction is allowed to carry through in one post

b) Then--in the next turn's post--the primary description of the intended action, keeping in mind any modifiers presented by other characters involved before this second turn came up, followed by a repeat of step a) to start the next action or reaction


--That is to say, offer the others involved the chance to know exactly what's happening, so they may have a better chance to react logically. If a player is not aware of what is being done to their character, then there is a lack of honesty in some area or other.


IRC Netiquette



2) Diversity in the colour of skin, not text.

--To avoid creating blinding eyesores for the rest of us, be sure to stick to using the darker text colours. White can be used for lip-motions without sound.


3) The Dragon's Heart Inn and Tavern is for characters, not their players.

--The use of Out Of Character [OOC] speech in #DragonHeart is strictly limited, unless it falls under the following criteria:

a) It concerns all the thread's visitors in a matter that can not be ignored while keeping the Role Play in good form

b) Is a brief warning that circumstances have arisen abruptly and without warning that end one's time with us and one has no chance of privately messaging those who are directly concerned with what they are or were doing

c) Is a very brief correction of a word or phrase previously posted that is so incomprehensibly misspelled it is certain that nobody who hasn't suffered a lobotomy could immediately understand what was meant [honestly, most people who've spent any time on-line can correct such things for themselves without being told]


--Otherwise, all else is to be kept in private Query windows, DCC Chat windows, or appropriate OOC channels.

--Brief abbreviations to describe one's situation [such as, AFK {Away From Keyboard}, BRB {Be Right Back} or BBS {Be Back Soon/Shortly} and many more] may be expressed, occasionally, in the thread, but it is wisest to let us know that one has returned by continuing to Role Play. If one is obsessed with verbalizing one's every personal action, it is best to do so in an OOC thread, or in private, to best avoid lengthy discussions, or running blurbs of abbreviations [BRB, OK, B, WB, TY, YW, RP? et cetera].


4) They're cute, they're individual, but they don't need to scream.

--A popular method for presenting one's OOC speech is by creating a personalized system of brackets between which the text shows, using any number of special ASCII symbols and format control codes. When using one of these, it must not be overly garish or attention-sucking. For best effect, it should be kept mild. Remember that OOC of any sort is already distracting from the purpose of the thread--to Role Play--and there is no need to further compound the experience.


5) It's already hard enough to understand the language as it is, don't make it harder.

--Abbreviating text while Role Playing is considered rude, as if those also there are not worth the effort of actually spelling out an entire word. Dictionaries often abbreviate to save space, but the GAIA medium is without limit. Splurge. Express yourselves! Don't short-change us, the readers.


6) It's no fun to have a party all to yourself--unless you're in to that sort of thing.

--Cloning, in moderation, to further an element of a story, or simply to alleviate one's boredom, is permitted. This in no way applies to fight situations. Unless they are fighting their own clone in an arena thread and away from the other patrons, players are not, in the least, permitted to publicly use a clone in combat. This would be unfair to the other(s) in the fight. If the others agree to it and don't mind, take the combat elsewhere, lest others assume the wrong ideas.


7) Long live the Queen; Propagate for her will and glory. Not just for the fun of it.

--Explicitly adulterated behaviour is not tolerated, due to the occasional presence of younger Role Players. No, we are not their parents, but as Administrators in a public place of gathering, we do have a responsibility to do what we can to ensure that our establishment does not degenerate to a simple brothel. As intelligent individuals, we should be aware of what we do and how others may see it, from their own unique perspectives. None of us is a complete island and selfish behaviour will be dealt with. Warnings handed out in relation to this particular rule take effect immediately. No second chances will be given.


8) Don't be cruel to a heart that's true, do-be-do.

--Insulting, harassing and/or threatening Ops, or patrons in general, will be severely dealt with. Depending on the severity of the case, the GAIA Administration may be called upon to judge the situation.


9) This is nobody's private billboard.

--Some of us have put years of work in to developing #DragonHeart. To blatantly disrespect that work by attempting to lure our patrons to some unassociated place one just created for the heck of it is enormously dishonest and lazy. If you are unable to build a setting up on its own merits and need to leech off our patrons, what worth does it have, outside blatant spite?


10) You are not alone.

--All of these rules, and many more, also apply to #DragonHeart's Administrators. Feel free to let a Moderator know if you believe they have stepped out of line, or report the incident to another oderator, but do so in private. One need not upset the thread's running for this. To better supply the thread's patrons with a stable and transparent environment, it is best for them not to feel maligned or targeted.


11) Respect, quite simply put, is essential.

--Period.


--Sincerest wishes,

---The Dragon's Heart Inn and Tavern Administration

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If there is a particular issue you feel has not been properly addressed in
this set of rules, please feel free to make suggestions for additions here.

If you have honest questions relating to these rules, please askthem here,
where they will be answered in due time. Please note that the Administration
makes an honest effort to answer all legitimate questions.


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"What is it to me that men should hear my confessions as if it
were they who were going to cure all my infirmities? People are curious to
know the lives of others, but slow to correct their own. Why are they
anxious to hear from me what I am, when they are unwilling to hear from
thee what they are?
"
St. Augustine

Sqarr
Captain


Sqarr
Captain

PostPosted: Mon Feb 07, 2005 1:48 am


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--We are proud to offer a wide variety of high-quality beverages and meals for all our patrons, assuring the utmost in satisfaction for a traveler's needs. There are usually a few private dining rooms to be asked for, whether it be simply for quiet, or for a peaceful conversation among friends.


Best wishes,


-The Dragon's Heart staff and caretakers



Beverages

Wines and Mead

--Lovingly prepared direct from the vine, our wines are imported from Pride's Glory vineyard nestled in the heart of the Theorèan valley. Our vines sport only the finest Vitis Vinifera grapes to produce only the best-tasting products.

--For aged drinks, add three copper per goblet or shot for drinks over three years old; one silver, four copper for each bottle. Five copper per goblet or shot over eight years and older; three silver per bottle.

--For a specific taste that is not listed here, we carry a vast cellar and the chances are high that you may receive what you ask for whether you see it or not. Add four copper per goblet for otherwise imported wines and two silver, three copper per bottle. Certainly, we also have a wide variety of special or precious wines that will vary in price, depending on their rarity.


"And lately, by the tavern door agape, came stealing through the dusk an "angel shape," bearing a vessel on his shoulder; and bid me taste of it: and 'twas the Grape!"
Omar Khayyam



--White - Thomson or Thomson/Remaily at their best.
--------------------One Silver a goblet, eight Silver per bottle

--Red - Black, Concord, King's Ruby or Flame available.
--------------------One Silver a goblet, eight Silver per bottle

--Cherry Wine - The Countess of Newport's own recipe! A variety of ages.
--------------------One Silver a goblet, eight Silver per bottle

--Strawberry Wine - Sir Kenelm Digbie Kt. has shared with us the secrets of his much-treasured brew. A variety of ages.
--------------------Two Silver a goblet, ten Silver per bottle

--Mixed - A mixed bouquet of flavors and feels, these are the tender's choice of fruit wines, carefully mixed with special seasonings to offer a unique experience.
--------------------Two Silver a goblet

--Diluted - Add a dollop of water to your favorite wine. Suggested for young and old alike. A good way to experience a fine wine, without the after-effects.
--------------------Subtract four Copper

--Hardened - Top your beverage with a drop of the bar's special ingredient to throw a touch of punch into it. This does little to alter the flavor.
--------------------Add four Copper

--Mead - A variety of mead is available, ranging from the grape-based piment, the apple-based cyser, the mulberry-based morath to perry and spiced metheglyn. Of course, classic mead is available as well, warmed, chilled, mixed with bits of fruit or spices, upon request.
--------------------One Silver a goblet, eight Silver a bottle


Ales

--All our ales are on tap and not available in bottles. For special orders, leave your name and a deposit with the tender and your request will be passed to our suppliers. Prices will vary with the production year and label. All are offered chilled, or warmed with mulling spices.

--Bitter, Brown, India Pale, Light, Old or Scotch Ales - Freshly produced at the height of the local seasons and stored in fine cherry casks to offer a slight, but inviting fruity roll to the palette.
--------------------Four Copper per mug

--Dwarven Ale - The finest Dwarven spirit, for the bravest of livers this side of the veil. From the northern mountain mines, this is brought in for the brave and hearty.
--------------------Two Silver per mug

--Dragon Ale - Intense enough to drive even the great and noble saurians to fly a tad tipsy. Magically blessed to offer that extra powerful punch.
--------------------Ten Silver per mug


Spirits

--All spirits are one Silver a shot, or fourteen per bottle, unless otherwise noted.

--Rum - Imported from various producers in the West Indies, we have a variety, according to how old they are, what type of barrel in which they were stored and if they were charred or not.

--Scotch Whiskey - Lowland, Highland, Speyside, Cambpelltown and Islay products available, from a variety of distilleries.

--Genever - This fine drink, imported from Dr. Franciscus de La Boie's distillery itself, is rare indeed for these parts.
--------------------One Silver, three Copper a shot, eighteen Silver per bottle.

--London Dry Gin - The English equivalent of the Dutch Genever, this drink is more common in this area.

--Vodka - Our "dear little water" is imported from the town of Poznan, Poland. There, our affiliate distillery has direct access to the most favorable of conditions for the production of this pure spirit. Carefully flavored with hand-picked oranges, ours has a fine roll to it, enticing but at a rather high proof.

--Cordials and Liquors - We select our cordials and liquors to contain a variety of sugar-by-weight measures, as well as alcohol percentages. We carry only proprietary labels, for refined tastes. Perfect to be used as aperitifs, digestifs, shooters, after-dinner drinks, components of classic cocktails or even as a flavorful enhancement to foods.

--Single Malt Scotch - A variety of products, from a variety of regions. Each has its own feel and character, though all are picked in person before purchase.

--Brandy de Jerez - Spanish Domecq, Gonzalez Byass, and Romate bodegas supply our fine brandies with a limited variety of flavors that carry the stamp of youthful vigor or the grace and surety of age.

--Cognac - "All cognac is brandy, but not all brandy is cognac." From Charente, France, we offer a small variety of these.


Specialty Beverages

--Hipocras - Served piping hot, we have two varieties of this special wine concoction. For the heavy of purse, we have a brew of ginger, cinnamon, grains, sugar and tournesol. For the more price conscious, it comes with ginger, cannel, long pepper and clarified honey.
--------------------Three Silver and one Silver, respectively

--Blood Wine - This specialty is in high demand for the more sanguine-inclined of our fine patronage. Our selection is carefully hand-picked to ensure freshness and the high quality we, at the Dragon's Heart, pride ourselves on being able to provide.
--------------------Three Silver

--Elven Wine - For centuries beyond count, our elder kin have been perfecting brews of quality above compare. Undoubtedly, these are some of the finest liquors to grace mortal tonguesand the harshest. A variety is available; Elverquist, Evermead, Clarry, Arabellan Dark and Morimatra.
--------------------All, save Clarry -- Four Silver
--------------------Clarry -- Two Silver, four Copper

--Fey Wine - The tingle of other-worldly energies courses through this marvelous Fey product, brought to us directly from the Mists.
--------------------Five Silver

--Ka-la-na - Imported from far, this is for certain guests of distinguished taste.
--------------------One Silver, three Copper


Non-Alcoholic Drinks

--Teas - Coming in a broad variety of local and imported blends, we stock only the finest for our customers. Usually stocked are; Ram-berry, English Breakfast, classic Afternoon Tea, Earl Grey, Vanillin, Ginger, Lemon, Cardamom, Bergamot, Cinnamon, blacks and greens, Chamomile and many more. Ask for availability.
--------------------Three Copper

--Jade's Special Brew - She called it "Jamba Juice." It's a mix of various juiced fruits, milk and sugar.
--------------------Five Copper

--Cocoa - Brewed from the aromatic essence of the imported cocoa bean, this beverage is served either piping hot, or chilled, with milk. For distinguished tastes.
--------------------Two Silver

--Cows' Milk - Drawn from local cows and brought in daily, our milk is fresh and kept chilled in our cold room, waiting to be savoured.
--------------------Four Copper

--Goat's Milk - Drawn from local goats and brought in daily by the farmers who milk them.
--------------------Four Copper

--Apple Juices - Always a favourite, served chilled or hot. Ask for availability in season! Produced by local orchards.
--------------------Four Copper

--Lemonade - Best during hot, hot days. Ask for availability!
--------------------Four Copper

--Various Fruit Juices - Ask for availability in season!
--------------------Four Copper


Additives on Request

--Ice Chips - Brought with care from the northern range, this is a rare commodity indeed. Ask for availability!
--------------------Five Copper

--Powdered or Crystallized Sugar - Perfect for sweetening any beverage or treat. Ask for scoops.
--------------------One Copper per scoop

--Mulling Spices - Available in pouches to be added to drinks served hot.
--------------------Three Copper

--Lemon Juice - The juice of half a lemon. Ask for availability.
--------------------One Copper

--Fruity Bits - Bits of either dried or fresh fruit, perfect for adding to drinks or savouring on the side. Ask for availability.
--------------------Three Copper



Edibles

Basic Dishes

--For any meal served with vegetables, you may replace them with a bowl of hot soup for a Silver and three Copper extra. For a fresh garden salad, add four Copper. To replace the potato or vegetables from any meal below with rice imported from the East, add five Copper to the price of the dish.

--Basic Dish - Depending on the day, we will have venison, beef, pork, veal, ham, chicken, foul or fish. Each dish is usually served with a serving of potato (mashed, baked, crisped or boiled) and a serving of vegetables from our garden. Ask which dish is available for the day!
--------------------Four Silver

--Stew - Made with the day's chosen meat, our stews are prepared thick and hearty, with generous chunks of potato, carrot, celery, onion and often with cauliflower, squash or other fresh vegetables. Enhanced with fresh herbs and spices and served in a fine wooden bowl, a hot stew is ideal for quenching a cool day's hunger.
--------------------Three Silver, four Copper

--Soup - A variety of piping hot soups are made fresh and stored in cold casks for easy re-heating on demand. Some commonly available choices are creams of broccoli, mushroom, carrot or potato; delicate noodle soups with chicken, beef, pork or fish; hearty soups with beans and bacon, bread and onion; tomato, minestrone or vegetable barley. Ask for availability!
--------------------Two Silver, three Copper


Roast Chicken and Baby-Back Ribs

--Slow-roasted in their own juices and skins, with grainy mustard sauces rubbed in and cloves of fresh-crushed garlic and cubes of butter injected, our grain-fed chickens are the finest local stock. Our tender baby-back ribs are also slow-roasted in a spicy or mild mustard sauce, mixed with fresh butter, garlic, lemon zest and a mix of herbs and spices that make them delectable to the last lick of your fingers.. To have your plate come served with your choice of breads and vegetables, add one Silver and one Copper, unless it is specified that vegetables are included with the plate. All plates come served with a dish of hearty gravy made from the roasting chickens' collected drippings. See above for replacing vegetables for soup, or adding a garden salad.

--Cook's Choice - A quarter chicken, chosen by the cook, served with bread and vegetables, dribbled in gravy.
--------------------Two Silver

--Quarter Chicken - Breast or thigh, on request.
--------------------One Silver, four Copper

--Half-Chicken -
--------------------Three Silver

--Whole Chicken -
--------------------Six Silver

--Battered Chicken Breasts, Frittered - Four fillets.
--------------------Two Silver, two Copper

--Assortment of Chicken Wings - Roasted in mild honey-mustard, spicy pepper or special hot sauces.
--------------------Four wings -- Five Copper
--------------------Eight wings -- One Silver, four Copper
--------------------Sixteen wings -- Three Silver, two Copper

--Half-Rack Ribs -
--------------------Three Silver

--Full-Rack Ribs -
--------------------Six Silver


Sandwiches

--If you would like a personalized sandwich, made to your pleasure, the tender will price it on a case-to-case basis.

--To Add to Any Sandwich -
--------------------Add slices of your preferred cheese - Two Copper
--------------------Add slices of bacon - Five Copper
--------------------Add slices of fresh tomato - One copper
--------------------Add fresh greens of your choice - One Copper
--------------------Prepare with a serving of vegetables - One Silver
--------------------Prepare with the day's stew - Three Silver
--------------------Prepare with a soup of your choice (see above for common selection) - Two Silver
--------------------Serve with a helping of crispy salted potato slices - Five Copper

--Regular Cold Meat Sandwiches - A variety of salted and smoked meats, sausages and roasts are available to be sliced on a variety of thick, moist day-fresh breads (seven-grain, whole wheat, black, white, egg or cheese), with mild, medium or strong cheeses, fresh, juicy slices of tomato, crisp leaves of green (cabbage, red cabbage, lettuce, spinach, or baby dandelion), slathered with fresh churned butters (salted or no) and mustards (fine-ground, grainy, honey or hot) or our homemade mayonnaise (fine imported olive oil tenderly folded with juice finely pressed from fresh-picked lemons and separated egg-whites, with touches of salt, dashes of pepper and other herbs). Available cold or broiled.
--------------------Two Silver

--Hot Chicken Sandwich - Served on the fresh bread of your choice, the meat separated from either a quarter chicken of your choice or a half-rack of ribs is slathered in hot gravy. Comes with a serving of garden peas, asparagus or broccoli.
--------------------Two Silver, two Copper
--------------------Add the meat of an extra quarter of chicken - One Silver
--------------------Add the meat of an extra half-rack of ribs - One Silver

--Fresh Grilled Double-Deck Sandwich - Served between three slices of your choice of grilled bread, the separated meat of a fresh-roasted quarter chicken or a half-rack of ribs is sandwiched with fresh slices of tomato, crisp greens and bacon. Topped with butter and your choice of homemade mayonnaise or our variety of mustards.
--------------------Three Silver

--Grilled Chicken Breast Sandwich - Two battered chicken breasts freshly grilled round out this sandwich, with greens, tomato, onion and our homemade mayonnaise or mustards served on a warm bun.
--------------------Two Silver, four Copper

--Tomato Sandwich - On your choice of grilled bread, served with tomato, greens and your choice of our homemade mayonnaise or mustards. Great for breakfast.
--------------------One Silver

--Grilled Sandwich with Cheese - On your choice of bread, these are buttered and grilled, so the cheese melts hot. Wonderful with soups or stews, or with vegetables and a salad.
--------------------One Silver


Breakfast

--Eggs - Two of your choice style chicken eggs, with grilled and buttered bread, served with a selection of local jams, nut paste or hazelnut cocoa spread.
--------------------Four Copper
--------------------Extra Egg - Two Copper
--------------------Add strips of bacon or sausages - Two Copper
--------------------Add grilled potato mash - One Copper

--Bread - A dish of your choice of breads, grilled or freshly baked, served with fresh butter and a selection of local jams, nut paste and hazelnut cocoa spread.
--------------------Two Copper


Specialties

--Roast Potato Crisps and Cheddar - Drizzled with fresh gravy made from the collected drippings of basting chickens, this is a thick, hearty meal for cold evenings.
--------------------One Silver, four Copper
--------------------Add the meat of a quarter chicken, breast or thigh - One Silver
--------------------Add the meat of a half-rack of ribs - One Silver
--------------------Replace cheddar curd with your choice of cheese, grated or in chunks - Three Copper
--------------------Replace gravy with rich bitter cream sauce - Three Copper
--------------------Replace gravy with hearty tomato and beef sauce - Four Copper
--------------------Add extra cheddar - Four Copper
--------------------Add extra cheese of your choice, grated or in chunks - Four Copper


Sides and Extras

--Pretzels, nuts, crackers, bread, and apple chips - Each come in a healthy-sized bowl and are prepared right behind the bar in the kitchen.

--Fruit and Vegetables - just about any kind you could want. Comes in either a bowl or on an appetizer dish, depending on what you ordered.


--Please, Feel Welcome To Stay In One Of Our Quality Rooms.
--Price of a room includes washbasins, fresh hot water each morning, clean sheets once a week and clean towels. Use of the bathroom is an extra Silver per bath, up to five baths.
--Couples, ask for our privacy specials.
--Price of Suites includes tub, fresh hot water each morning, clean towels and breakfast brought hot at Second Wake [unless we are otherwise notified].



--One-bed room - Two Gold per night; twelve per week [six nights].
--Two-bed room - Two Gold, three Silver per night; fifteen Gold, three Silver per week.
--One bed suite - Four Gold per night; twenty-four Gold per week.
--Two bed suite - Five Gold, three Silver per night; thirty-three Gold, three Silver per week.



*Note on prices in this menu*
Six Copper = One silver
Five Silver = One Gold
Seven Gold = One Platinum
(Local Weight denominations only)

Other precious substances [i.e.; Emeralds, Rubies, Diamonds, Bullion and the like] will vary in value.
Foreign Marks will need to be judged by weight and purity.



Suggestions appreciated!

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"Thought: Why does man kill? He kills for food. And not only food: frequently there must be a beverage."
Woody Allen
PostPosted: Mon Feb 07, 2005 1:49 am


Monday February 7th, 2005 - The fateful day has come... The process of branching The Dragon'S Heart to GAIA Online has begun...

--Started a full ten years ago by its original owner, "Minzeya," on IRC's DALnet, #DragonHeart is taking yet another step on its evolutionary road. It has touched many lives and seen many faces. Its impact has been unmistakeable to the inumerable many who've called it home. It is S`qarr's and Mahayr's wish that it be as memorable now to a new generation of players as it was all those years ago.

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"At birth a person is soft and yielding, and at death stiff and hard. All
beings, the grass, the trees: alive, soft and yielding; dead, stiff and hard.
Therefore the hard and inflexible are friends to death. The soft and
yielding are friends of life. An unyielding army is destroyed. An unbending
tree breaks. The hard must humble itself or be otherwise humbled. The
soft will ultimately ascend.
"
Lao Tzu

Sqarr
Captain


Sqarr
Captain

PostPosted: Mon Feb 07, 2005 1:50 am


Q: What should I do before I start playing for the first time?
A: Read the rules and this FAQ. Be aware that the inn and its many features have been described at great length. If some areas haven't been described yet, look through the existing descriptions for hints as to what to expect in them. If in doubt, ask. Or be vague. The Heart is not your typical cubic tavern structure; read the descriptions, study the maps. We will be playing with them in mind and we will expect you to also. If you have any questions, ask them in the guild's OOC thread or PM S`qarr or Mahayr.

Q: What kind of characters can I play in The Dragon's Heart?
A: This is a touchy subject. We recognize how many people want to play the uber-protagonist with an anwer to any situation. Unfortunately, this doesn't make for balanced or interesting play for many. It's just plain boring to watch, no matter how entertained the player with all the answers is. That's why we do NOT allow gods or characters with remotely godly powers, including the ability to instantly teleport or form matter or dissipate matter with waves of their hands. We do not play characters like this and you shouldn't either.

Q: How much magic can I use and how powerful can it be?
A: Please, please, please don't go waving your hand around and making things appear instantaneously. Don't go instantly healing anyone back from the brink of death. Don't go teleporting around. Don't go solving every problem without the slightest bit of effort. That is not the kind of uber-easy shortcut-taking we care about.

Q: What is the Heart's target audience?
A: The ideal age for players in the Heart is at least fifteen. New and experienced players are welcome. New players can ask their questions and learn, but the experienced ones had better not be in any way derogatory toward them. Respect.

Q: It's such-and-such time of day in real-time where I am. What time is it in The Heart?
A: It's whatever time you want. Just be sure to specify what time of the day you're playing your character in every post you make so people playing their characters during the morning won't get involved with people playing their characters in the evening. You can look at the "Notes on Local Society" for an explanation on how the locals tell time if you want to use that scale.

Q: Is there a tender behind the bar?
A: Since The Dragon's Heart staff is busy tending to the needs of an important crossroads town and the populace residing nearby [NPCs] at most hours of the day, there is a tender behind the bar and girls working the floor to serve food and drinks to people at the tables.

Q: Okay, so there's a tender. How do I handle that?
A: Michael is on duty when S`qarr is about to play him. Otherwise, a generic tender can be handled without being terribly specific, as can the generic serving girls. Do, however, treat them as intelligent people. Mahayr and S`qarr run a tight ship with competent employees. There are no clumsy ditzes working in the Heart.

Q: I want to order something that's not on the menu and S`qarr doesn't have Michael around to give me a price. How do I handle that?
A: You can say that the tender gives your character a price without saying exactly what he says, then describe your own character handing over the appropriate coinage without specifying exactly how much coinage is passed. If S`qarr is playing Michael, he may or may not specify an exact price, depending on mood.

Q: Can I play a character that's on the Heart's staff?
A: This is a responsibility we expect our staff to take seriously. Therefore, we need to get to know and trust you before we accept such an application.

Q: I want to fight someone in the tavern proper. How should I go about getting it started?
A: Play it out naturally. Depending how you feel, you might want to PM the person and ask if they feel like getting involved. If you don't ask and they decide to flee or ignore you, that is entirely their right. Nobody in the Heart is allowed to force anything on anyone, especially combat or sex. If you feel like mocking someone for fleeing, watch out how you do it. If the administration feels you've gone too far [either OOC or IC] you may be dealt with in a manner you may not enjoy, either OOC or IC. Anyone who comes to the Heart is here to enjoy themselves. You are not allowed to take away from that enjoyment.

Q: I've been playing this particular character for years and years on-line or in tabletop RPG sessions with my buddies and it got built with complete legitimacy. I'm really attached to it. It's got all these maxed-out abilities and uber-weapons. Can I play him in the Heart?
A: This isn't Diablo. There is probably not the slightest speck of a reason why you would need to be toting around something so powerful. The Dragon's Heart is meant to be a place of interaction between characters, not a random and completely useless list of stats and items. There are plenty of places where you can compensate for your real-life problems by playing such stat sheets; The Dragon's Heart isn't one of them.

Q: But! But! Other places let me play it!
A: We are deeply and most sincerely in every possible way unimpressed.

Q: I did something stupid and got in trouble. What now?
A: Whining won't get you anywhere. Be mature. Admit your mistake. Depending how you handle it, you may be pardoned.

Q: I think I could make a better role-play setting. Who should I tell?
A: That's great. Go do it. You have our blessing. But you'd better do it honestly. Boasting will get you nowhere, but putting your money where your mouth is may very well impress us.

Q: How do you pronounce "S'qarr"?
A: "Scar." Not "Square," which most people seem to think it is. Yes, it's supposed to be S'qarr, not Sqarr. Unfortunately, GAIA doesn't allow that kind of character in user names. It most often gets typed as S`qarr, not S'qarr, because IRC doesn't allow the ' character in names, so S'qarr got used to using the ` character instead. Yes, it is only a complicated way of spelling "Scar." No, that's not his real name, nor is it the character's, but that's how he chooses to be known on GAIA and IRC.

Q: How do you pronounce "Mahayr"?
A: "Mah-hair."

Q: Hey! I was in DH when it was still on DALnet/Sorcerynet/Starchat.
A: Great! We're happy you could join us! Just don't bring old issues and start problems based on them.

Q: What's with the "Pillar of Worlds" thing? Sounds gaudy.
A: It's a reference to the guild's focus on writing, creativity and helping younger or less experienced writers improve their art. We're trying to support young authors so they can create more interesting stories. Free-Form role-play is good practice for this, which is part of the reason we would seriously rather not have all those uber-cheesy characters. Books written with such characters are mind-numbingly dull. Writers need to learn how to describe something closer to humanity in order to catch human readers and keep them interested.

Q: Can I play a Yautja character?
A: Not without express permission from S`qarr. The reason is that there is a long history of Yautja interactions in the Dragon's Heart world. Several years ago, a sentient Xenomorph Hive sprouted up in Lensharol. Their father devoted them to benefiting the other sentient races of this world. They quickly gained space travel and other technologies not native to the Heart's world and vowed to not make them public, choosing to allow the world's varying races to develop on their own, naturally. They colonized other worlds and inevitably encountered the Yautja, who were deeply disturbed by what they encountered, after having hunted non-sentient ones for centuries. A treaty was struck between the citizens of this Hive and the Yautja. One of the stipulations of the treaty was that the Yautja would no longer use the Heart's world as a hunting ground. As such, Yautja may visit, but they absolutely may not take a life, which includes seeding the world with Xenomorph eggs. Because the Yautja are what they are, authorization must be sought for any to even visit. This is easiest if those seeking this authorization are human citizens of the Hive accepted into Yautja society.

Q: Can my Yautja pilot a Gundam?
A: Absolutely, under none of the most far-out circumstances may your character of any race whatsoever be a Gundam pilot in the Heart's universe. Yes, somebody actually tried to sell that idea to me.

Q: Can I play a Xenomorph character?
A: The nature of the sentient Xenomorph Hive on the Heart's world was such that they decided to leave it as untouched by their hands as possible, which drove them into what can be considered a "dormant" state. Nothing but the barest minimum of creatures maintains the Hive structures and obligations throughout the world. None of them will willingly show themselves to anyone who was not already aware of their presence. Unfortunately for anyone wishing to play a Xenomorph character, the only option would be to play a wild, non-sentient one, which could only be there by the hand of the Yautja, who are not permitted to do so. Which means they can not be played in the Dragon's Heart continuity.

Q: Can I play a dragon character?
A: In the world of the Dragon's Heart, dragons exist only in dreams. They are creatures outside of the normal reality, which can only touch the Heart's world through people's dreams, where they rarely say anything. In very rare instances, people have claimed to do something because they were told to by a dragon in a dream. They seem to have little interest in the Heart's world, however.

Q: Can I play a wolf character?
A: The Heart is in the middle of a pack's territory. Mahayr and S`qarr have a relationship with them for personal reasons. Strange packs and lone wolves may be a problem, depending how they treat the resident pack and its alpha.

Q: Can I play a werecreature?
A: Werecreatures will be unable to conceal their natures from Mahayr or S`qarr because of their relationship with the local wolf pack. Magical veils attempting to hide their natures will be ineffective because of the magic buffers around the area. Werecreatures are permitted, but can not expect to be the strongest beings in the Heart. The local laws will apply to them too; the means of enforcing it against such powerful creatures is in place.

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"Ask every question. Question every answer. Answer every question and every answer with a question."
David Carradine
PostPosted: Mon Feb 07, 2005 1:51 am


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Sqarr
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Sqarr
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PostPosted: Mon Feb 07, 2005 1:52 am


PostPosted: Mon Feb 07, 2005 1:53 am



Sqarr
Captain


Sqarr
Captain

PostPosted: Mon Feb 07, 2005 1:54 am


PostPosted: Mon Feb 07, 2005 1:55 am



Sqarr
Captain


Sqarr
Captain

PostPosted: Mon Feb 07, 2005 1:56 am


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