Setting Rules for the
The Tavern setting is a medieval fantasy setting.
Characters must match this template to play within. Time traveling
chronomancy, none of these are sufficient reason to introduce out of
items or characters. There are rooms for modern sorts, please keep such
characters and items there.
The Crossroads Tavern is set in the town of Ford
Keep on the east bank of the Selintan River.
It is located in the Domain of Greyhawk, in the Flanaess of eastern
the world of Oerth. It is about a day’s travel southwest of Greyhawk City
itself. The following are the rules of the setting for the Crossroads
the Clearing, and the Garden. The Grove will have its own subset of
Where not specifically stated, it follows these rules, and this setting
the Code of Conduct rules.
1) Firearms do not work on Oerth. Neither gunpowder,
anything else that allows one to carry what is obviously meant to be a
is allowed. So no, making a magic wand look like a gun isn’t an option.
Only Priests of Murlynd, who must be Lawfull Good, can get smokepowder
to work. These priests also make up the anti-tech squads that destroy
all tech above simple clockwork or spring types.
2) Demons, Devils, and Outsiders in
general must be disguised. Disguised
is defined such that anyone looking at such a character would see just
human, humanoid, or demihuman. Horns, hooves, tails, wings, all must be
from view. Sharpened teeth seen in a smile, perhaps a shifting of the
when angry or something, these are fine.
3) Drow of Oerth cannot be played as
characters in this setting. Greydhavian drow are magically and
evil. They cannot be good at all. If they were even rumored to be in
in any way, the place would be invested with troops and cleansed. They
from by ordinary people, and slaughtered on sight by others, no
asked. Trying to play them violates basic stipulations of the setting
they are not allowed.
4) Drow of Faerun or elsewhere may be played
inside the Tavern as they
are or in disguise. It is up to the player. Faerunian Drow can be of
good or at
least neutral alignments, and therefore may be found in such a place as
tavern. However any drow, regardless of origin, who goes outside the
runs the risk of lynching at best. Oerth folk won’t take the time to
you from their own.
5) Dragons and similar creatures must
take humanoid form while inside the Tavern. It is fine if emotion
them shift a bit now and then. But they run the risk of being expelled
if they try
to remain in draconic form.
6) Were's take human form in the tavern though
they may partial shift in fits of anger and similar circumstance.
shifter form is likely to get one tossed in the river.
7) Animals are not to be played in the
tavern. Animals that cannot take humanoid form are not allowed in
tavern. Note that the term ‘humanoid’ does not imply that ‘furries’ are
acceptable within the setting. However, the occasional small animal
in and runs about for a short time can be overlooked as long as it is
disrupting play and is removed when asked by Moderators. Familiars of magic using
sorts are allowed if accompanied by their masters, or for very short
relay messages and so on. Animal companions such as tigers, bears,
so on are not. A bit of common sense is in order here.<>
8) Fae in humanoid form are allowed in the tavern though
and antics must
abide by the Code of Conduct and IC play may never be used as reason to
the Code of Conduct.
9) Vampires can
be in the tavern...However they can't be openly
their nature. They must be disguised and can't feed openly, flash their
etc. No one should be able to discern what they are by simply looking
Much like demons and so on. Other sorts of undead, such as mummies,
corpses, skeletons, and so on are not allowed. Liches may be if they
disguise rules already stated.
specific deities, magic, and spells of other worlds do not function
Oerth. No Spellfire, Weave, Shadowweave, Eilistraee or what have you.
find a similar deity, or simply try to RP out the fact that being cut
your usual powers leaves you rather vulnerable while visiting Oerth.
should note that Greydhavian Drow tend to slaughter visitors and
met anywhere in the Tavern in any case. Warforged are not of Oerth and
therefore should not be in the tavern.
11) No Gods or God Avatars
allowed in the Tavern. The Gods of Oerth don't allow foreign gods or
their avatars to go wandering about, and they themselves don't do so.
So don't do it.
12) Technology is limited to
relatively simple spring and clockwork devices. Anything else is
destroyed by Murlynd's crowd. See #1.
13) Children under the age of
12 are not allowed in the tavern unescorted. So no 5, 7, 3, or 9 year
olds, or any other age or fraction thereof. Tavern owners might allow
their own children in, but a place like the Crossroads is not the place
for unescorted youngsters. And to those escorting...the river awaits
out of control children and their escorts.
Disguised is defined here to mean that people can't tell what you are
looking at you. Perhaps a very close inspection might reveal something,
wouldn't be obvious to people sitting nearby.
People entering the tavern
with character types that are not allowed will be asked to change their
character to suit the setting. An IC attempt will be made to deal with
situations that provide for such a resolution. Anyone insisting on
after being asked or IC made to depart will then be in peril of
line into OOC Disruption of the Setting and room. Remember, at no time
character concept, alignment, or personality justify a violation of the
Fighting in the tavern
allowed to a point. That point is
determined by several things, mostly the host on duty. In general,
confrontations are fine, baring steel is no big deal, and tossing a
someone’s face is okay. A short scuffle, an exchange of punches is all
the most part. Remember the operative word is ‘short’. If the Mod says
punch is enough, then that’s enough. Fighting includes things like food
fighting as well. Take it to the clearing if it is going to get into
weaponsplay or serious fighting of any sort. Barroom
brawls are right out.
The Tavern is protected
some various wards and dweomers. You cannot burn it down, it self
things, and it gifts the staff with True Sight. It will also allow even
non-magic users to toss people into the river. Being tossed into the
be a tool for play, the usual usage, or a nudge to curb certain
isn’t going to allow certain things and they have tools to deal with
tossed in the river or bathed by Beeg are two of these. Another would
and Grip. That being said, you should not be thrown into the river for
reason. If a dispute arises, logs will be checked to see what happened.
hold our hosts accountable for their actions as much as we hold you