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D4NNA

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Posts posted by D4NNA

  1. Username D4NNA

     

    Timezone CET

     

    Group/Nation: No specific group.

     

    Have you ever held a staff position before?

    No!

     

    Have you ever been banned before?

    Of course not!

     

    What style of events do you feel you enjoy creating?

    I enjoy various styles, as I usually go with the jack of all trades, but for the sake of the scenarios: Dungeons, Survival & Quests.

     

    List three factors you feel play a part in quality event and expand upon them

     

    Continuity
    The continuity of a Plotline is very important to motivate and guide the players through the plot. Short-lived plots leave Questhooks with magnificent promises but usually only lead to a loot festival for small cliques.
    This is the reason why I bring Continuity, or longevity to the play. To begin the plot players need to be rest assured, especially when timezones overlap or different groups interact with each other. In order for every player to equally enjoy it, the plot must be exactly on the different minds and intentions of the players. Continuity here is a great tool for that, as it allows the actor to pick up the dynamics of the roleplay characters and bring them into the current game action. The resulting Plotline can prepare additional quest hooks for players, thus starting out from a string an extensive project for their own character.


    Depth
    Indeed a very important factor when it comes to storytelling in general! But, not every player may find the right way to pick up on these, as roleplay can seem exclusive at times, confusing to some.
    Fret not, as a pool of plots await you, sink deeper in what truly makes your Character yours!" Almost what an actor would say huh?. Depth makes it easy to pick up on existing stories, hooks, etc.
    As it brings bland topics to life, for example, giving them past, a fleshed out backstory, or just a simple RP-Item for a dear Character to hold on. Depth is limitless, as is creativity.

     It also allows players to get a glimpse into the background, then deepen that knowledge and give their characters new traits or memories, some would say... the depth is contagious.
    In short, it encourages players to immerse themselves deeper in the game, and it prevents even superficial plots which ... just like most of the time lead to nothing.

    Loot & Lore! (Reward Factor)
    Ah yes, let's be honest here... who doesn't love loot, especially when it is a super cool lore-item that can change the whole damn game!
    Just kidding, Rewards in Events can be quite the troublesome topic, as it is hard to have an equal compensation for everyone, heck not every plot goes well for ones own character!
    Still, credibility has to be maintained and only well designed Quests can bring forth such wondrous Items. Even after obtaining the loot or the lore, or anything from the plot, it can't stop you from roleplaying.
    The true reward is the plot itself, and the meaning it has to you and your character. Development of Characters, and furthering your own horizon is probably the best one can get... and of course, in the role of the trusty & unbiased staff, give. Enough sugar though, as we are approaching what is more important than any of this! The Lore! LotC maintains a healthy lore which enriches the roleplay in numerous ways. It is constantly evolving, and opens up a large oppurtunity for players to bring forth their own creativity. An Event should hit right there, allowing players to enjoy lore to the fullest, create their own in a large-scale plotline or compete in any other option that LotC offers!

     

     

    Which member(s) of the team would you attempt to emulate, and why?

     

    No one, really. I'd rather be & emulate myself.

    What is this question even?
    (Ok, actually SquirtGun because of the ET-Purge :^)

     

     

    Provide three event scenarios of the styles you listed above

     

     

    Dungeons

    Spoiler

     

     

     The Castle of Mist
     

    - Dungeons should be a high risk, high reward opportunity. The nature of such Events usually call for a quick-run, but are still able to expand into different Scenarios!
    Even with the high reward, and the thrill of the risk, as a whole the dungeon-scenario offers more than bowtraps and trap-doors. Making them a perfect attraction for different Quests!


    Thick fog would waft over the boots of adventurers, beneath them an abyss, nothing but fog seemed to pave their way. The daylight appears to illuminate the scene and in spite of the fog, shaded outlines of ruins or the like appeared. The fog surrounds the adventurers, luring gusts of wind weave in and out of their scene. After a while, a paved road appeared, the skilled craftsman would now claim it was stone slabs from forgotten times, but a loud knocking on those slabs would blow up the idea. One person stepped out of the mist to them, light robes appear which carefully wrap themselves around the person like the mist itself.
    "Thou have cometh to visit the elder-dungeon of the mists?" the proving eye would eagerly search for their intent, the atmosphere seemed to stagnate, the mist stood still, shortly after the light began seeping trough, forming pure rays of sunlight. "Very well, lest we proceed to the guardian..."

    Quote

    -A Dungeon is known as the cold, underground, catacomb in which spiders, undead and other menacing things await, I thought I could turn it around, making a Dungeon in the Air, seemingly out of the thin.. also I'm a fan of Zelda-esque dungeons, which offer quite the promising ratio of combat/puzzling/ and... in the context of Roleplay Dungeons, enjoyable mechanisms-

     

    From the mist, a large entrance hall would appear, welcoming the adventures with a chime, carried forth by the holiest of winds. A merne Illusion, the magician would notice.
    "Hrmn, Herupon I will leave the proving to yourselves, for thy are convicted to triumph!"
    The middle of the entrance hall seemed to collapse, the mists where drawn into the depths, as the adventurers would find themselves in a forest with large trees, in which they seem to overcome a task on their very own. The fog would still be surrounding them, enforcing the limit of mobility. Numerous Enemies would appear, as different tasks are in vicinity.
    Leading the group on a voyage, or letting them know defeat in the cruel environment of the Dungeons.

    Quote

    - The Best case Scenario could be, that the players successfully maintain composure while navigating the group trough the different tasks to enter the dungeon. From here on out I would seek cooperation with an ET-Builder, using the resources of combined teamwork. Allowing players to freely move and interact with the first stage of the dungeon.

    - The Worst case Scenario here, is that the Adventures can't resolve the problems the dungeon offered, leading them to a retreat. Their options would be considered, on which evaluated methods can be developed for them to successfully re-challenge the dungeon. (Like, finding an ancient sword that defeats the guardian praise deus ex machina)
    - Alternatives could have the Players abandoning the Dungeon and choosing to protect it, leading research on it to slowly open up the way to knowledge, lore and sweet loot!
    the dungeon would still persist, offering the same questhook for other players, each of them following a lead towards a common goal!

     



    Survival

    Spoiler

     

     

     Cursed Crops and Battered Beacons

    - Survival, every player knows it. No, not the freebuild-kind. Rather the cruel, dropping all of your stuff into lava like!
    Jokes aside, many players have littered their Roleplay with nonsensical procedures. Survival in the face of eternal life that a Character has, true death seems nothing.
    But in a Survival-Scenario we skim down on that, death means death(or to make it clear, permanent exclusion of the persona in the plot), and not only that, it is imminent. With the close companion whom the scythe, players will merit from the harsh environment, allowing immersive storylines and a space for player's very own ethos.


    A large tower would loom in the night, only a dim lantern signaling safety in the village. The flame would dance in the nights' shadow. The adventures have found themselves in a small village of peasants , quickly the things start to get unwelcoming, a cold wind sweeps over the land, bringing with it the smell of death, crows encircle the village. Not long after, the inhabitants have barricaded their houses, leaving only the tower to the adventurers, the last beacon. Then darkened visions meet the adventurers, heavy rain patters down on the village. A mild storm, as some figures plunge into the murmur of monsoon, the moans of mockery, ghouls enjoying carrion, and the haunting aura of despair. Only the light of the beacon brings the adventure to rest ... for the time being. 
     

    Quote

    -I really enjoy the Eldritch horror series, and several other aspects of the cthulhu-mythos. It taught me that even the menace of danger can leave a forceful impression on players, as something could draw at their sanity. The perfect beginning for a survival, as the importance of psychological well-being has to be cared for. This mechanic helps especially for Characters to dive into more unknown sides of them, allowing development IC!

     

    The flame would react differently to the adventures, to some it would gloom in a red tint, for others it was the glimmer of hope that they saw. One thing is sure, the lasting flame is the only thing they will return to, and everything beyond the flame, in darkness means death. Players would be tasked with different methods to sustain themselves. Peasants would offer help after investigating their needs, food is rare, but trough work and time it could be prepared. The defenses of the village and the tower seem to whittle, players can set out to explore the area, find materials to enforce the village, or learning that death is upon them and leaving it all to themselves. Death is imminent, and life is the toll. Every action and every strain leads to the night. Undead will attack the village, leading a siege against the defenses of the players. Their motives are unknown, for they are hungry for their prey. 
     

    Quote

    - different players, (aside from the adventurers) can join in here. I love players who are devoted in playing peasant Characters, and gladly give them their very own role in a scenario like this and bringing forth the shine of simple Roleplay. Also, players could join in on interest, helping to fortify the village and making it a nation on their own. Everything is possible, if the number of players manage to survive and sustain the village. As it would offer different mechanics, such as local conditions, PvE, PvP or Freebuild, it can create a project for many players to work on. In any way you look at it, the spirit of minecraft survival offers a lot to expand on!


     

    Quests

    Spoiler

     

     

     Rare Creature Shop!
     

    -Yes, It was me all along! "A parrot would scream in the corner of the shop" You don't know true misery foolish adventurers! Kraa!
    I see Quests as a consistent line, offering the players the possibility to create, compete and spend their hard earned minas in the market!
    Usually I think of a location that could comission these quests, in this Scenario I choose a Rare Creature Shop, in which a parrot would leak vital information that could lead to rarest creature ever found!
    As mentioned before, Loot is always nice, and the quickest way to get to it is the likeliest players choose. But! A shop has a strange give & gain system of rewarding clever players which play on demand.
    Offering this to new players and veteran players can change their whole presence on the server, from a meager peasant to the highest of kings!

    "Pfrgh... You are likeleh not gettin' a minae for tish..." the old'n'greasy shopkeep would respond, he'd check the glob of a monster, it seems that an adventurer brought a blue slime monster with him.
    "I... was fighting it in a dungeon, and it began to split, I thought maybe you could produce a medicine from it" the shopkeep raises a brow "Mnuah? You know' of medicine made from slimes?"
    the adventurer would nod, the parrot would screech, all the crackers where gone "Phew, very well, I might find a suitable alchemist to create an extract for this, this will cost of course"
    The slime really didn't seem to care, ending up as medicine or slaying new adventurers is the part of the cycle.
    A large group of adventures would deliver a whole cart of undead remains, some alive, some rotten, the smell a sore to the whole City.
    The shopkeep welcomes the hunters with roaring applause "Pfuah... Perfect! Those are great remains!
    A garden, in which druids, researches and flowers alike created a sanctuary for every rare herb, and a source for food. It seems that a plant would devour some of the undead remains, growing larger with every piece of rot it dissolves in it's... almost fleshlike belly. A rare 'Undead Man Eater', found on cursed Crops of a forsaken land. A group of adventures had given it to care, the shopkeep, with a heart for creatures would have arranged a godparenthood for every creature.

     

    Quote

    - I would almost go so far saying that I grew up with neopets... embarassing, I know... but the idea of caring for something IG can be extremely rewarding. Regarding it in this scenario I can see how living loot can offer the players a different kind of trophy, rather then ending up in a loot-item box somewhere burrowed in the dirt. The shop itself would be an integral part to the village, helping it to develop a healthy roleplay culture and offering a questpoint for players which would not only reward them, but helps their village. You get what you give!

     

    At dawn, as the last visitor was long due, the Shop would end the shift with attaching a note, containing the latest sightings of creatures on the guilds' wall. As the streets were only domain to some stray-cats the Monster Shopkeep would visit a darker place, as the spell wouldn't keep his disguise in the night. 
    Rouges, deserters and shady people alike arrive at the counter of the Monster Bar, what creature will it be that they shall hunt today? Will the reward be worth the trouble? No one knows, it is yet another high risk, high reward for the adventurers. On the table today, the rarest wine the Bar had to offer... the latest procurement from the hunt. The rouge adventurers are ready to set, the monster-shopkeep giving them notes on where to find this nights' rare-creature. On the back of the note the rouge adventurers would find the message of a researcher that accompanied their adventures for so long:

    "Silver goes well, don't forget to bring your light boots and don't bring food in your bags! It senses smells from far away, stay concealed and get track of it, this is as far as I can help you ...

    - Ponto Loamsdown Research Halfling "

     

    Quote

     

    -From here on now the players are led on their quest, the past missions have made them the pinnacle of their art, the monster hunting!

    The rewards pile up and there is nothing more to gain than pride and joy!
    -As much as I like to focus on new players and allowing them to enjoy the Roleplay to the fullest, there has to be something in play for the veterans of the server. What is there to gain? Simply roleplay. A quest can end up a difficult challenge for players to take on, risks, rewards, lore and such are now the standard... all that counts now is the Roleplay. 

     

     

    Why do you wish to become an Event Team Actor?

    I used to moderate on a german roleplay server, I thought, why not try it here with a larger community! I enjoy helping out, especially players new to roleplay!

     

    What are your strengths and weaknesses?

    I'm chill, able to multitask and can build my own stuff.
    Teamwork is something I hold dear and I communicate my plans & thoughts.
    Also, I cover the CET hours, which are generally more quiet and can offer a more pleasant timeframe to moderate a plot.

    Being in the CET hours is also my weakness. I can't stay up for too long, and by the time I'm asleep the happy hour begins.
    I might be a little late on the news, because of the time difference.
    When I create something, and it's almost finished I rather take 2-3 hours to make everything perfect.

     

    How much time could you give this position in the foreseeable future?

    a couple hours midweek, and about 4h at weekends.

     

     

    >> Due to my last application being dropped because discord didn't seem to work, please contact me on the forums regarding the interview. <<
     


  2. +Yes.

     

    MickMeist is a really chill dude, he has been consistent with the way he handles things ever since I've met him. Also, he shimmers with personality and creativity. 
    I can't wait to see him banning goons & pwrgamers

    Anyways, Good luck with your application!

  3. On ‎16‎.‎03‎.‎2018 at 11:46 AM, D4NNA said:

     

    You've obtained a 「STAND」 , what would it be like?

    Which Element are you most likely to control if you could bend them like the Avatar?

    If you hear/smell a fart, but no one is around, would you be curious or terrified? 

    Ever heard of Made in Abyss?

    1

     

  4. Username KefKong

     

    Timezone CET

     

    Group/Nation: Norland & basically everyone.

     

    Have you ever held a staff position before?

    No!

     

    Have you ever been banned before?

    Of course not!

     

    What style of events do you feel you enjoy creating?

    I enjoy various styles, as I usually go with the jack of all trades, but for the sake of the scenarios: Dungeons, Survival & Quests.

     

    List three factors you feel play a part in quality event and expand upon them

     

    Continuity
    The continuity of a Plotline is very important to motivate and guide the players through the plot. Short-lived plots leave Questhooks with magnificent promises but usually only lead to a loot festival for small cliques.
    This is the reason why I bring Continuity, or longevity to the play. To begin the plot players need to be rest assured, especially when timezones overlap or different groups interact with each other. In order for every player to equally enjoy it, the plot must be exactly on the different minds and intentions of the players. Continuity here is a great tool for that, as it allows the actor to pick up the dynamics of the roleplay characters and bring them into the current game action. The resulting Plotline can prepare additional quest hooks for players, thus starting out from a string an extensive project for their own character.


    Depth
    Indeed a very important factor when it comes to storytelling in general! But, not every player may find the right way to pick up on these, as roleplay can seem exclusive at times, confusing to some.
    Fret not, as a pool of plots await you, sink deeper in what truly makes your Character yours!" Almost what an actor would say huh?. Depth makes it easy to pick up on existing stories, hooks, etc.
    As it brings bland topics to life, for example, giving them past, a fleshed out backstory, or just a simple RP-Item for a dear Character to hold on. Depth is limitless, as is creativity.

     It also allows players to get a glimpse into the background, then deepen that knowledge and give their characters new traits or memories, some would say... the depth is contagious.
    In short, it encourages players to immerse themselves deeper in the game, and it prevents even superficial plots which ... just like most of the time lead to nothing.

    Loot & Lore! (Reward Factor)
    Ah yes, let's be honest here... who doesn't love loot, especially when it is a super cool lore-item that can change the whole damn game!
    Just kidding, Rewards in Events can be quite the troublesome topic, as it is hard to have an equal compensation for everyone, heck not every plot goes well for ones own character!
    Still, credibility has to be maintained and only well designed Quests can bring forth such wondrous Items. Even after obtaining the loot or the lore, or anything from the plot, it can't stop you from roleplaying.
    The true reward is the plot itself, and the meaning it has to you and your character. Development of Characters, and furthering your own horizon is probably the best one can get... and of course, in the role of the trusty & unbiased staff, give. Enough sugar though, as we are approaching what is more important than any of this! The Lore! LotC maintains a healthy lore which enriches the roleplay in numerous ways. It is constantly evolving, and opens up a large oppurtunity for players to bring forth their own creativity. An Event should hit right there, allowing players to enjoy lore to the fullest, create their own in a large-scale plotline or compete in any other option that LotC offers!

     

     

    Which member(s) of the team would you attempt to emulate, and why?

     

    I don't really know anyone closely enough to emulate them.

     

     

     

    Provide three event scenarios of the styles you listed above

     

    Dungeons

    Spoiler

     

     

     The Castle of Mist
     

    - Dungeons should be a high risk, high reward opportunity. The nature of such Events usually call for a quick-run, but are still able to expand into different Scenarios!
    Even with the high reward, and the thrill of the risk, as a whole the dungeon-scenario offers more than bowtraps and trap-doors. Making them a perfect attraction for different Quests!


    Thick fog would waft over the boots of adventurers, beneath them an abyss, nothing but fog seemed to pave their way. The daylight appears to illuminate the scene and in spite of the fog, shaded outlines of ruins or the like appeared. The fog surrounds the adventurers, luring gusts of wind weave in and out of their scene. After a while, a paved road appeared, the skilled craftsman would now claim it was stone slabs from forgotten times, but a loud knocking on those slabs would blow up the idea. One person stepped out of the mist to them, light robes appear which carefully wrap themselves around the person like the mist itself.
    "Thou have cometh to visit the elder-dungeon of the mists?" the proving eye would eagerly search for their intent, the atmosphere seemed to stagnate, the mist stood still, shortly after the light began seeping trough, forming pure rays of sunlight. "Very well, lest we proceed to the guardian..."

    Quote

    -A Dungeon is known as the cold, underground, catacomb in which spiders, undead and other menacing things await, I thought I could turn it around, making a Dungeon in the Air, seemingly out of the thin.. also I'm a fan of Zelda-esque dungeons, which offer quite the promising ratio of combat/puzzling/ and... in the context of Roleplay Dungeons, enjoyable mechanisms-

     

    From the mist, a large entrance hall would appear, welcoming the adventures with a chime, carried forth by the holiest of winds. A merne Illusion, the magician would notice.
    "Hrmn, Herupon I will leave the proving to yourselves, for thy are convicted to triumph!"
    The middle of the entrance hall seemed to collapse, the mists where drawn into the depths, as the adventurers would find themselves in a forest with large trees, in which they seem to overcome a task on their very own. The fog would still be surrounding them, enforcing the limit of mobility. Numerous Enemies would appear, as different tasks are in vicinity.
    Leading the group on a voyage, or letting them know defeat in the cruel environment of the Dungeons.

    Quote

    - The Best case Scenario could be, that the players successfully maintain composure while navigating the group trough the different tasks to enter the dungeon. From here on out I would seek cooperation with an ET-Builder, using the resources of combined teamwork. Allowing players to freely move and interact with the first stage of the dungeon.

    - The Worst case Scenario here, is that the Adventures can't resolve the problems the dungeon offered, leading them to a retreat. Their options would be considered, on which evaluated methods can be developed for them to successfully re-challenge the dungeon. (Like, finding an ancient sword that defeats the guardian praise deus ex machina)
    - Alternatives could have the Players abandoning the Dungeon and choosing to protect it, leading research on it to slowly open up the way to knowledge, lore and sweet loot!
    the dungeon would still persist, offering the same questhook for other players, each of them following a lead towards a common goal!

     

     



    Survival

    Spoiler

     

     

     Cursed Crops and Battered Beacons

    - Survival, every player knows it. No, not the freebuild-kind. Rather the cruel, dropping all of your stuff into lava like!
    Jokes aside, many players have littered their Roleplay with nonsensical procedures. Survival in the face of eternal life that a Character has, true death seems nothing.
    But in a Survival-Scenario we skim down on that, death means death(or to make it clear, permanent exclusion of the persona in the plot), and not only that, it is imminent. With the close companion whom the scythe, players will merit from the harsh environment, allowing immersive storylines and a space for player's very own ethos.


    A large tower would loom in the night, only a dim lantern signaling safety in the village. The flame would dance in the nights' shadow. The adventures have found themselves in a small village of peasants , quickly the things start to get unwelcoming, a cold wind sweeps over the land, bringing with it the smell of death, crows encircle the village. Not long after, the inhabitants have barricaded their houses, leaving only the tower to the adventurers, the last beacon. Then darkened visions meet the adventurers, heavy rain patters down on the village. A mild storm, as some figures plunge into the murmur of monsoon, the moans of mockery, ghouls enjoying carrion, and the haunting aura of despair. Only the light of the beacon brings the adventure to rest ... for the time being. 
     

    Quote

    -I really enjoy the Eldritch horror series, and several other aspects of the cthulhu-mythos. It taught me that even the menace of danger can leave a forceful impression on players, as something could draw at their sanity. The perfect beginning for a survival, as the importance of psychological well-being has to be cared for. This mechanic helps especially for Characters to dive into more unknown sides of them, allowing development IC!

     

    The flame would react differently to the adventures, to some it would gloom in a red tint, for others it was the glimmer of hope that they saw. One thing is sure, the lasting flame is the only thing they will return to, and everything beyond the flame, in darkness means death. Players would be tasked with different methods to sustain themselves. Peasants would offer help after investigating their needs, food is rare, but trough work and time it could be prepared. The defenses of the village and the tower seem to whittle, players can set out to explore the area, find materials to enforce the village, or learning that death is upon them and leaving it all to themselves. Death is imminent, and life is the toll. Every action and every strain leads to the night. Undead will attack the village, leading a siege against the defenses of the players. Their motives are unknown, for they are hungry for their prey. 
     

    Quote

    - different players, (aside from the adventurers) can join in here. I love players who are devoted in playing peasant Characters, and gladly give them their very own role in a scenario like this and bringing forth the shine of simple Roleplay. Also, players could join in on interest, helping to fortify the village and making it a nation on their own. Everything is possible, if the number of players manage to survive and sustain the village. As it would offer different mechanics, such as local conditions, PvE, PvP or Freebuild, it can create a project for many players to work on. In any way you look at it, the spirit of minecraft survival offers a lot to expand on!


     

    Quests

    Spoiler

     

     

     Rare Creature Shop!
     

    -Yes, It was me all along! "A parrot would scream in the corner of the shop" You don't know true misery foolish adventurers! Kraa!
    I see Quests as a consistent line, offering the players the possibility to create, compete and spend their hard earned minas in the market!
    Usually I think of a location that could comission these quests, in this Scenario I choose a Rare Creature Shop, in which a parrot would leak vital information that could lead to rarest creature ever found!
    As mentioned before, Loot is always nice, and the quickest way to get to it is the likeliest players choose. But! A shop has a strange give & gain system of rewarding clever players which play on demand.
    Offering this to new players and veteran players can change their whole presence on the server, from a meager peasant to the highest of kings!

    "Pfrgh... You are likeleh not gettin' a minae for tish..." the old'n'greasy shopkeep would respond, he'd check the glob of a monster, it seems that an adventurer brought a blue slime monster with him.
    "I... was fighting it in a dungeon, and it began to split, I thought maybe you could produce a medicine from it" the shopkeep raises a brow "Mnuah? You know' of medicine made from slimes?"
    the adventurer would nod, the parrot would screech, all the crackers where gone "Phew, very well, I might find a suitable alchemist to create an extract for this, this will cost of course"
    The slime really didn't seem to care, ending up as medicine or slaying new adventurers is the part of the cycle.
    A large group of adventures would deliver a whole cart of undead remains, some alive, some rotten, the smell a sore to the whole City.
    The shopkeep welcomes the hunters with roaring applause "Pfuah... Perfect! Those are great remains!
    A garden, in which druids, researches and flowers alike created a sanctuary for every rare herb, and a source for food. It seems that a plant would devour some of the undead remains, growing larger with every piece of rot it dissolves in it's... almost fleshlike belly. A rare 'Undead Man Eater', found on cursed Crops of a forsaken land. A group of adventures had given it to care, the shopkeep, with a heart for creatures would have arranged a godparenthood for every creature.

     

    Quote

    - I would almost go so far saying that I grew up with neopets... embarassing, I know... but the idea of caring for something IG can be extremely rewarding. Regarding it in this scenario I can see how living loot can offer the players a different kind of trophy, rather then ending up in a loot-item box somewhere burrowed in the dirt. The shop itself would be an integral part to the village, helping it to develop a healthy roleplay culture and offering a questpoint for players which would not only reward them, but helps their village. You get what you give!

     

    At dawn, as the last visitor was long due, the Shop would end the shift with attaching a note, containing the latest sightings of creatures on the guilds' wall. As the streets were only domain to some stray-cats the Monster Shopkeep would visit a darker place, as the spell wouldn't keep his disguise in the night. 
    Rouges, deserters and shady people alike arrive at the counter of the Monster Bar, what creature will it be that they shall hunt today? Will the reward be worth the trouble? No one knows, it is yet another high risk, high reward for the adventurers. On the table today, the rarest wine the Bar had to offer... the latest procurement from the hunt. The rouge adventurers are ready to set, the monster-shopkeep giving them notes on where to find this nights' rare-creature. On the back of the note the rouge adventurers would find the message of a researcher that accompanied their adventures for so long:

    "Silver goes well, don't forget to bring your light boots and don't bring food in your bags! It senses smells from far away, stay concealed and get track of it, this is as far as I can help you ...

    - Ponto Loamsdown Research Halfling "

     

    Quote

     

    -From here on now the players are led on their quest, the past missions have made them the pinnacle of their art, the monster hunting!

    The rewards pile up and there is nothing more to gain than pride and joy!
    -As much as I like to focus on new players and allowing them to enjoy the Roleplay to the fullest, there has to be something in play for the veterans of the server. What is there to gain? Simply roleplay. A quest can end up a difficult challenge for players to take on, risks, rewards, lore and such are now the standard... all that counts now is the Roleplay. 


     

     

     

     

    Why do you wish to become an Event Team Actor?

    I used to moderate on a german roleplay server, I thought, why not try it here with a larger community! I enjoy helping out, especially players new to roleplay!

     

    What are your strengths and weaknesses?

    I'm sleepy, especially during american happy hours, where I stay awake far to long x_x

     

    How much time could you give this position in the foreseeable future?

    TOO MUCH! (I suppose 4 hours at humane cet-person times)

  5.  

     

    Old Warren would come running late to the keep, having found his lost keys and delivering the form.
    "I hope I'm not late to the party again!"

    RP Information

    RP Name:  Warren (Beo)

    Race: Human

    Age: 70

    Past services to Norland: Barkeep

    Current residence: Norland Swamp

    OOC Information

    MCName: KefKong

    Discord: KefKong
    #6850

     

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