Post by Illiandi Bondsmiller on Jun 28, 2013 6:40:23 GMT -5
Notes on Characters from the Manor
If your character is from a more modern era than Nasmara, we may consider them if they lived first in the Darkhand Manor dream and have an application with them that we may review. Please make sure that your character arrives already coached in the need to not introduce modern concepts or technology to the Island. Modern goods may be confiscated and returned upon leaving. Modern speech, if disruptive, may be followed with a request to return to the Manor.
Notes on Magic as Applicable to Village of Nasmara
1. Teleportation magic and portal-magic remains fizzled on all properties and do not work properly without Overlord Spellcarver’s direct assistance. For the Village of Nasmara, The Island is in sole control of who leaves or arrives via Enchantment.
2. Large scale magic that can move big things (larger than 50 pounds of matter) or anything of its ilk will be actively resisted by the island, and halted ICly by guards.
3. Limit healing spells to things that ~almost but do not ~fully heal another player’s characters.
4. Necromancy is ICly taboo and illegal, due to the catastrophic accident that could happen if people misuse it on the island. The island’s defenses themselves will trigger.
5. Use a very light hand with magic that removes another character’s free will. Always ask permission of the other player before using such a spell, and always have an IC excuse ready to explain why the spell might be countered or left unused.
6. Likewise, use a very light hand with magic that is intended to kill or maim another character easily. Always OOCly ask permission before using such a spell, and always have an IC excuse ready to explain why the spell might be countered or left unused.
7. Lastly, if your character has a magic ability, make sure that it has a consequence. If your character uses magic without hesitation, they may be out of balance.
If your character is from a more modern era than Nasmara, we may consider them if they lived first in the Darkhand Manor dream and have an application with them that we may review. Please make sure that your character arrives already coached in the need to not introduce modern concepts or technology to the Island. Modern goods may be confiscated and returned upon leaving. Modern speech, if disruptive, may be followed with a request to return to the Manor.
Notes on Magic as Applicable to Village of Nasmara
1. Teleportation magic and portal-magic remains fizzled on all properties and do not work properly without Overlord Spellcarver’s direct assistance. For the Village of Nasmara, The Island is in sole control of who leaves or arrives via Enchantment.
OOCly, the reason for this is to encourage people to use the given modes of transportation, and thus, interact with other characters to learn about them.
2. Large scale magic that can move big things (larger than 50 pounds of matter) or anything of its ilk will be actively resisted by the island, and halted ICly by guards.
OOCly, the reason for this is to preserve the integrity of the dream file - to make sure that what you can see is what everyone can see.
3. Limit healing spells to things that ~almost but do not ~fully heal another player’s characters.
OOCly, the reason for this is because consequences are good and some people like to play their character as recovering from injuries.
4. Necromancy is ICly taboo and illegal, due to the catastrophic accident that could happen if people misuse it on the island. The island’s defenses themselves will trigger.
OOCly it causes a chafe in dream purpose, in that there is almost no non-combat use of such a skill.
5. Use a very light hand with magic that removes another character’s free will. Always ask permission of the other player before using such a spell, and always have an IC excuse ready to explain why the spell might be countered or left unused.
OOCly, this is to allow people encountering sirens, puppetmasters or other such characters a way to respect the consent rule.
6. Likewise, use a very light hand with magic that is intended to kill or maim another character easily. Always OOCly ask permission before using such a spell, and always have an IC excuse ready to explain why the spell might be countered or left unused.
OOCly, we’re not a combat-focused dream, so you shouldn’t be getting into this situation often.
7. Lastly, if your character has a magic ability, make sure that it has a consequence. If your character uses magic without hesitation, they may be out of balance.
OOCly, making sure your character has to buy reagents or receive care afterwards not only levels the field with characters who have no magic ability at all, but also generates RP for yourself and people around you.