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Death to Chaos!

Yes, I know, many people hate rules. And I hate writing rules and regulations. Unfortunately, if we didn't have those, we'd be running amock barely clothed into the streets, smashing up car windows. Besides, I shan't go too far into it. If you're a newcomer, then this is your place for information.

The setting in this realm is medieval-fantasy. The initial gathering place is a Tavern, which is bordered by the Kingdom of Might, and then by the scattered Freyor Elfin Tribes. As for the outer realms, those are mysterious and unknown, and if anyone wishes to define an outer realm, please e-mail me at StoneTavern@hotmail.com or inquire within the chat room. The History is there for familiarizing you with the surroundings and plunge yourself in this fantasy setting (but it's not required). For simplicity, I shall describe the Tavern's setting (and these cannot be changed unless in an IC storyline/situation). Later on, a visual map shall be added to further aid understanding of the surroundings.

When you first walk in, you are usually greeted with a smile and a wave from the bartender behind the bar, which is right in front of you and approximately sixteen or seventeen feet from the doorway. The dimensions are about four feet in height and ten feet in length, the top and inside made of birch, the rest plated in black stone, which is resistant to all magicks except for those of the Genuine Light. The bar shelves are stocked with the wines of the land, but not of the outer realms. Travelers would have to bring in their exotic alcoholic beverages such as dwarven ale, and if such beverages become popular enough, the bartender would of course negotiate a business contract as to increase sales.

The room is about twenty feet in width, five feet from each side of the bar. There are only two couches in the room, the center (which are brand new and elaborate), and large enough to fit two to three people each, depending on the size of those at question. From the couches' four corners, four large round tables are scattered. These four tables can seat up to eight people each, only at each table there are usually seven or less chairs. This is due to the fact that there are eight square tables about the room in a borderline fashion (each capable of seating four people), and the tavern is so busy that patrons usually leave chairs about or at other tables. The large tables were usually used for loose Saturday dancing and drinking affairs, though in the times of the Freyor Wars, the humans frequently graced these tables for planning attacks against their slavers. The small tables' occupants, however, specialized in more private affairs.

In this Tavern, you are vulnerable on almost all accounts to sight. Lanterns hang in the rafters, though dim they are always lit; and the corners are too cluttered with chairs and tables to have anyone stand within a corner without making noise. There is the sweet scent of oil jars burning at every table, whether they are large or small there is always some kind of light about.

The forces of gravity always takes hold of those within the realm, and the basic principles of action and consequence still take hold. Such as these:


Physicals

bullet One must always have drawn a weapon before using it. Likewise, one must load a crossbow with a bolt before it can fire it, and even then it must aim and press the trigger before it shall fire.
bullet Physical fighting does exhaust one. Even if one hath trained for weeks and toiled for months on end, a battle would most certainly fatigue one. In this setting, perhaps endurance will soon become a winning factor in a drawn out battle royale.
bullet As for blades, be careful with weapons of grandeur metal (ex. gold, silver). Though one could imagine such a weapon would be glorious, these metals, in their purest forms (which would most likely be used for new people), these blades would be extremely weak.
bullet Force and Rage -- Rage, force, and strength go hand in hand in a bit of a triangle, such as this:


Magic
bullet One must always draw power from somewhere, something, or summon a spell before it can be cast.
bullet Light and darkness spells/energies, by this realm, will cast each other out if stricken upon one another, or the more powerful magic will remain, but at a much weaker potency. If there's only a slight advantage of one over the other, these "leftovers" of energy usually simply disperse anyway.
bullet There are several natural elements in this realm. Assuming that one has knowledge of magical elements, all rules apply here. However, resistance to one magic is usually obtained by having a strong craft to it. It is also said that you cannot have a weakness to another magic unless you are practically of the magic that has weaknesses to the other. However, combating a dominant magic with your own magic will be more difficult.