Post by rasmira on Feb 13, 2014 8:07:39 GMT -6
Kin's Bay will be the Kinship's new home. This is a proxy location (a location where it is one place, but we are RPing it is some place else).
Kin's Bay is the non destroyed version of Theramore, but seeing as how Theramore was destroyed by a mana bomb, it is impossible for anyone to ICLy use Theramore (even though you can speak with the COT lady and go back to see the non ruined version). So for RP purposes the non destroyed version of Theramore will be referred to as Kin's Bay, which is a small coastal trade/fishing town off the coast of Dustwallow that has agreed to allow the Kinship to occupy it.
We will need to also be polite while sharing the area, if another guild is using a particular area or building, be nice and make an excuse to go some place else, it is very unfair to intentionally RP in the same place and floor another groups chat with our own stuff when there is plenty enough room in Theramore to go else where. If there is a need for a certain area and it is vital to your RP, feel free to nicely ask the other group if they would be willing to relocate. If not then you can RP in whispers/party chat, and just say you are in that place.
Sect/Group locations
Iron Vanguard: New Vanguard Keep (the big keep/citadel building)
The Life Watch: The watch will also be using part of New Vanguard Keep asdown stairs there is a medical room where there is a doctor and first aide trainer as well as multiple beds. That will be the Kinship clinic. The upstairs rooms in the tavern will also serve as recovery rooms and rooms for the Life Watch to work.
The Onyx Bloodguard: Will be making use of the mage tower in the center of the town.
The Weapons Master: Will reside in the forge.
The ship will be my chamber's & the house will be the Kin's Library.
There are plenty other neat areas around Theramore to use: several combat training areas, several towers you can go in, a massive dock, a light house off the coast, 2 bridges, a tavern, many open paths, a nice little court yard area near the flight master.
NPCs will be either ignored, or just considered travelers/guards for Kin's Bay. Notable figures such as generals, commanders, and Proudmore will be ignored because obviously they wouldn't be there.
This post/thread is under constant construction as the world turns. Please be patient.
Kin's Bay is the non destroyed version of Theramore, but seeing as how Theramore was destroyed by a mana bomb, it is impossible for anyone to ICLy use Theramore (even though you can speak with the COT lady and go back to see the non ruined version). So for RP purposes the non destroyed version of Theramore will be referred to as Kin's Bay, which is a small coastal trade/fishing town off the coast of Dustwallow that has agreed to allow the Kinship to occupy it.
We will need to also be polite while sharing the area, if another guild is using a particular area or building, be nice and make an excuse to go some place else, it is very unfair to intentionally RP in the same place and floor another groups chat with our own stuff when there is plenty enough room in Theramore to go else where. If there is a need for a certain area and it is vital to your RP, feel free to nicely ask the other group if they would be willing to relocate. If not then you can RP in whispers/party chat, and just say you are in that place.
Sect/Group locations
Iron Vanguard: New Vanguard Keep (the big keep/citadel building)
The Life Watch: The watch will also be using part of New Vanguard Keep asdown stairs there is a medical room where there is a doctor and first aide trainer as well as multiple beds. That will be the Kinship clinic. The upstairs rooms in the tavern will also serve as recovery rooms and rooms for the Life Watch to work.
The Onyx Bloodguard: Will be making use of the mage tower in the center of the town.
The Weapons Master: Will reside in the forge.
The ship will be my chamber's & the house will be the Kin's Library.
There are plenty other neat areas around Theramore to use: several combat training areas, several towers you can go in, a massive dock, a light house off the coast, 2 bridges, a tavern, many open paths, a nice little court yard area near the flight master.
NPCs will be either ignored, or just considered travelers/guards for Kin's Bay. Notable figures such as generals, commanders, and Proudmore will be ignored because obviously they wouldn't be there.
This post/thread is under constant construction as the world turns. Please be patient.