SETTING ☆ RULES and FAQ ☆ TAKEN ☆ RESERVES
APPLICATIONS ☆ HIATUS/DROP ☆ MOD CONTACT ☆ NPC INFO
EVENT/PLAYER PLOT SUGGESTIONS☆ POSITION INFORMATION ☆ REWARDS/PUNISHMENT
|You're viewing kingdomcomes|
Create a Dreamwidth Account Learn More
It’s a cool, crisp night when the village effectively casts their chosen Off-worlders into the deep end. They have been picked for their strength (although, given that they’re untested, you could probably say the villagers picked based on who looks like they’d do a good job) and their skill.
The Off-Worlders set off into the outskirts of the draining, ongoing festivities and find the Fun Camp just in front of the forests. They’ve managed to establish a sturdy, little living space within the week. Anyone would think they’re planning to be here for a long time. The tents are surrounded by high fences, erected while everyone was getting drunk and smashing pissers.
There are two entrances to the camp, both guarded by stern looking monks. Your task is to approach them and take them on by your ideal means necessary.
[OOC: Starters posted below are open to the four characters chosen for each role! NPCs will be threading out each interaction. Please contact the mods if you have any questions!]
When you awaken after a nice, long, deep sleep (facilitated by some herbs burning in the fireplace, perhaps) you have made your choice. When you exit your room, you’ll see a signpost in the middle of the corridor that you didn’t notice before. There are three signs, all pointing in different directions, with the words “Apprentices”,”Guards” and “Etc” on their own sign.
Potential Apprentices will head towards the very hall they entered just last night. The Mistress isn’t here this time. In her place there is a table and a long, open scroll of parchment with the words “APPRENTICE CONTRACT” written at the very top and a small, near indiscernible paragraph of what looks to be legal jargon under it. The only other obviously readable words say “SIGN HERE”. A quill and ink lies next to the parchment for this very purpose. Whether you linger to read the entire thing before you sign or simply sign, it doesn’t matter. If you get cold feet, you can leave. If you sign, a soldier will push yet another tome into your hands.
The tome contains a short, congratulatory spiel about the honor of being an Apprentice and proceeds to go into great detail about duties that sound an awful lot like castle maintenance. There’s talk of polishing knobs, sweeping corridors, wiping windows and mopping up after orgies but very little is said about magic.
It advises you to check the notice boards in the library at least once a month to accomplish tasks and earn coins. In the back of the book is a map that marks the important locations within the castle (including the location of your lovely, new room) and a sparse map of the kingdom. Think scribbles with “forest goes here” scrawled over the top.
Potential guards head into the courtyard, where a table is set up and surrounded by a small group of current guards. The table has a banner pinned to it that reads “GUARD SIGN-UPS” and upon approaching the table, you will be asked to beat one of the current guards in hand to hand combat. When that has been accomplished, they will ask about your previous experience with protective services, your experience with weapons and offer you the job. If you fail, you’ll be turned away (you also run the risk of being laughed out of the courtyard without a chance to prove yourself).
Upon signing up, a guard will take you on a tour of the castle, walking you through the barracks, the halls, the corridors and a few of the short cuts. You will be given a map, a weapon and taken to a nurse to unlock one of your powers (if you have one). Of course, you are warned of the consequences of misusing any of these privileges. Death, torture and a life spent in a prison cell are distinct possibilities.
They urge you to check the notice boards frequently for odd jobs to complete for extra spending money and shadow you while you try on your shiny, new uniform and tour the castle. You’ll be shadowed for about a week on duty before the guards get bored and let you do your own thing.
Finally, the et cetera. The last lot. You take your pride, your clothes and whatever you can fit in your pockets and you march with purpose (probably) toward your designated route. Maybe you’re angry, maybe you’re expecting a fight, maybe you’re getting fired up and ready to fight off anyone who tries to stop you.
You’ll be disappointed.
The corridor leads you to a very normal looking door that just...opens. Amazing. You step out of the castle and into the mud. It was raining, after all. There’s a guard there, waiting to escort you into the village. It’s about a ten minute trudge through the mud, and they lead you past beautiful towers, decent cottages and toward some worn down, empty shacks. One of these lovely hovels is yours to keep, and there’s even a little bit of food there for you.
You won’t get told anything about jobs or notice boards by the guard. Once they’ve dropped you off, that’s all the guard is obligated to do.
Snooping around the village will find you a notice board with jobs posted on it and information about some sort of tri-weekly market is readily available. If you want a job you’ll have to canvas, just like the good old days. The good news is that despite Mistress’ tyranny, the economy is pretty good. Many taverns, inns, apothecaries and brothels are hiring.