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	<title>Ratwood Keep - User contributions [en-gb]</title>
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	<updated>2026-04-26T14:17:56Z</updated>
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	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Divinity&amp;diff=692</id>
		<title>Divinity</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Divinity&amp;diff=692"/>
		<updated>2025-12-08T12:18:01Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #5151b0; border-radius: .2em; margin: 1em 0 2em 0; padding: 1px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|5151b0}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:noc64px.png|32px|link=|alt=]] &amp;amp;nbsp; &#039;&#039;&#039;The Divinity of Grimoria&#039;&#039;&#039; [[File:noc64px.png|32px|link=|alt=]] &amp;amp;nbsp;&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;What do you think of when I speak to you of the Gods, weary wanderer? Divine justice? Unending conquest? I do not pass judgement as my Brothers and Sisters do. I merely observe and collate. Learn of the Divines, and be humbled. (This page is a WIP)&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==[[File:Psydon.png]]PSYDON - THE ALLFATHER[[File:Psydon.png]]==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;AND SO, HE WEEPS. NOT FOR YOU. NOT FOR I. BUT FOR IT ALL.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Divine Father of all things good and holy, the creator of Grimoria and its people. Said to have been slain a hundred years ago by the Dark Necromantress Zizo, His death brought about untold death and calamity.&lt;br /&gt;
&lt;br /&gt;
His worshippers are often members of the older races of Grimoria (dwarves, elves, dragonkin and Aasimar) or those whose hearts are filled with love, reminiscence and the desire for peace. These worshippers do not believe Him to be dead, rather in a restless slumber. They believe the Ten are His Saints, which was once true ere his demise.&lt;br /&gt;
&lt;br /&gt;
[[The Otavan Inquisition]], [[Naledi|the old Naledi]] and [[Zybantu|the Zybantine Empire]] are the largest worshippers of His Word, though the people of [[Avar]] are wont to bow to Psydon as well. His symbol is that of a three-pointed cross known as the Psycross, representing the virtues of compassion, piety and brotherhood.&lt;br /&gt;
&lt;br /&gt;
He is also known as the Allfather, the Weeping God, or the One.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==[[File:Astrata.png]]ASTRATA - ABSOLUTE ORDER[[File:Astrata.png]]==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;THE UNSUNDERED: Astrata 2:8 - &amp;quot;For the blood that runs through thy veins is blessed by I alone, thou shalt be regarded as kings&amp;quot; &#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fourth of the Old Diecian Council of Saints, Astrata was born to a humen warrior, one of Psydon&#039;s most devout. She was trained by the Allfather to act as a divine peacekeeper, to keep the races of the world in check and safe from the evils within and without Grimoria. She created the Pact of Nobility, blessing certain bloodlines with divine right to rule; though it is because of this that some say She gave the foul gift of ego to man. Astrata also infused the light of the sun with holy power, weakening the evil and the cursed under its purview during the dae.&lt;br /&gt;
&lt;br /&gt;
Her worshippers are often those of this noble caste, righteous warriors and religious zealots. Their tenets are simple: to keep the peace, to ensure the land is led by the worthy, and to destroy the nitecreechurs that plague Grimoria.&lt;br /&gt;
&lt;br /&gt;
[[The Holy See of Grenzelhoft]], while worshipping the Ten as a whole, is by and large controlled by the worshippers of Astrata, with the title of Grand Pontiff of the entire order being held solely by Astratans. Queen Samantha of [[Kingdom of Ferentia|Ferentia]] is a devout Astratan as well; the Holy See having a presence within every major settlement on the island. Her symbol is a six-pointed star, representing the Sun in its glory.&lt;br /&gt;
&lt;br /&gt;
She is also known simply as the Sun (though she is an Aasimar, not literally the sun,) the Sun-Mother, or by Ravoxians and those who defy her Order as the Sun-Tyrant.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==[[File:Nocamulet.png]]NOC - THE FATHER OF SECRETS[[File:Nocamulet.png]]==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;THE UNSUNDERED: Noc 4:11 - And so the ley-line was torn through, the Naledi drinking deep of the mana within. PSYDONIA had gained the gift of magic.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fifth of the Diecian Council of Ten, Noc is Astrata&#039;s divine twin; though where Astrata was taught of leadership and warfare, Noc eschewed the blade entirely for the quill. He defied the Allfather&#039;s will, leaving the Celestial Throne of the One to wander Grimoria instead, learning of the land and its people. He gathered His knowledge within a chamber of the Celestial Throne known as the Vault of Secrets. It was also through Noc that the war-scholars of [[Naledi]] learned of the Arcyne, the Father of Secrets gifting mortality with magic.&lt;br /&gt;
&lt;br /&gt;
His worshippers are exclusively those possessed of violent intellect; erudite scholars, earth-shattering mages and wizened leaders who do not bow to the ley-man. They tout the calming sanctity of nite, something unheard of to Astratans who believe the moonlight brings only nitecreechurs and misery.&lt;br /&gt;
&lt;br /&gt;
His symbol is that of the crescent moon, which Naledi war-scholars can be seen representing through their gilded staves. A common misconception is that Astrata and Noc are one being known as the Twinned-God, though this is a falsehood. However, the two comprise a unity known as the Equilibrium of the Eclipse, and their respective metals of gold for the sunlight and silver for the moonlight can be alloyed to create Eclipsum.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==[[File:Necra.png]]NECRA - THE UNDERMAIDEN[[File:Necra.png]]==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;THE UNSUNDERED: Necra 4:4 - &amp;quot;I bid thee this one choice. Learn to come to terms with thy lyfe and death in the world above, and be granted a second chance. Stagnate, and wander with me forevermore.&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necra was Psydon&#039;s firstborn child; Her purpose was simple, to undo the effects of the reality-corrupting Primordial Rot that had gathered as a result of a time of ceaseless conflict between the Elven citystates of ancient Grimoria. Born to a snow elf (a diaspora of the Elven race that was banished to the mountains following the end of the Great Woodwars) Necra was trained to shepherd the souls of the dead and taught a long-lost ritual to pull all Forgotten spirits who wandered the world into a new plane of reality: the Underworld.&lt;br /&gt;
&lt;br /&gt;
She was granted a servant in the form of the Carriageman, a multi-limbed entity that passed judgement on the Forgotten to have them reborn. This divine rebirth is only granted by those who passed the Trial of the Forgotten, which legends state involve finding a Spirit Coin to pay for the Carriageman&#039;s Toll within the endless woods of the Underworld.&lt;br /&gt;
&lt;br /&gt;
Her worshippers are often isolationists and hermits; those who prefer the company of silence to their fellow man. Necrans are highly opposed to the revival of the dead by other followers of the Ten, and shun the Deadites formed by the Rot believing the souls of those who turn are trapped within the decaying corpse until it is released through a second death.&lt;br /&gt;
&lt;br /&gt;
Necra&#039;s symbol is a gilded skull, with the most devout of Her children wearing these as a grim reminder of the fate that befits all who wander Grimoria. They often wear veils and hoods over their heads, reflecting the Undermaiden&#039;s form: that of the Veiled Lady.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==[[File:Dendor.png]]DENDOR - THE TREEFATHER[[File:Dendor.png]]==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;THE UNSUNDERED: Dendor 3:1 - The First Druid celebrated heartily with the grove, the beasts howling to the moon in joy, and the sons and daughters of the wild joining in tandem.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not known who the First Druid was born to, but the Allfather granted him with the task of nurturing and protecting all things natural in the world; from rolling grassy plains, teeming forests and even the most arid and desolate of deserts. The First Coming of the Rot had caused the wilds to erupt into chaos, and it was Dendor&#039;s divine task to tame them and bring them into unity once more. To further this aim, He created the first druid groves, entrusted to humens and elves with great love for nature, and eventually the species that would be known in time as the wild-kin by blessing beasts with wisdom and love.&lt;br /&gt;
&lt;br /&gt;
His followers are many: farmers, elves, wild-kin, hunters, so on and so forth. Wherever one travels to, one constant will always be that the people will defer to Dendor. Most important of all are the Druids, who protect the wilderness as He once had.&lt;br /&gt;
&lt;br /&gt;
Dendor&#039;s symbol is the beast&#039;s claw, representing His unfortunate descent to madness and the primeval bestial instincts within all. The Treefather would find Himself grow jaded and stagnant as Man&#039;s reach over the world spread, even as his children in the wildkin grew more and more and split into species like the Tabaxi and Lupians. This would reach its crux after Psydon&#039;s death, where the Treefather lost his mind entirely. The wild He had laboured to protect and tame lost control as well, and now His creations and His devout are regarded with mistrust.&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=File:Dendor.png&amp;diff=691</id>
		<title>File:Dendor.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=File:Dendor.png&amp;diff=691"/>
		<updated>2025-12-07T00:43:51Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=File:Necra.png&amp;diff=690</id>
		<title>File:Necra.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=File:Necra.png&amp;diff=690"/>
		<updated>2025-12-07T00:31:41Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Divinity&amp;diff=689</id>
		<title>Divinity</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Divinity&amp;diff=689"/>
		<updated>2025-12-05T20:20:58Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #5151b0; border-radius: .2em; margin: 1em 0 2em 0; padding: 1px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|5151b0}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:noc64px.png|32px|link=|alt=]] &amp;amp;nbsp; &#039;&#039;&#039;The Divinity of Grimoria&#039;&#039;&#039; [[File:noc64px.png|32px|link=|alt=]] &amp;amp;nbsp;&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;What do you think of when I speak to you of the Gods, weary wanderer? Divine justice? Unending conquest? I do not pass judgement as my Brothers and Sisters do. I merely observe and collate. Learn of the Divines, and be humbled. (This page is a WIP)&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==[[File:Psydon.png]]PSYDON - THE ALLFATHER[[File:Psydon.png]]==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;AND SO, HE WEEPS. NOT FOR YOU. NOT FOR I. BUT FOR IT ALL.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Divine Father of all things good and holy, the creator of Grimoria and its people. Said to have been slain a hundred years ago by the Dark Necromantress Zizo, His death brought about untold death and calamity.&lt;br /&gt;
&lt;br /&gt;
His worshippers are often members of the older races of Grimoria (dwarves, elves, dragonkin and Aasimar) or those whose hearts are filled with love, reminiscence and the desire for peace. These worshippers do not believe Him to be dead, rather in a restless slumber. They believe the Ten are His Saints, which was once true ere his demise.&lt;br /&gt;
&lt;br /&gt;
[[The Otavan Inquisition]] and [[Naledi|the old Naledi]] are the largest worshippers of His Word, though the people of [[Avar]] are wont to bow to Psydon as well. His symbol is that of a three-pointed cross known as the Psycross, representing the virtues of compassion, piety and brotherhood.&lt;br /&gt;
&lt;br /&gt;
He is also known as the Allfather, the Weeping God, or the One.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==[[File:Astrata.png]]ASTRATA - ABSOLUTE ORDER[[File:Astrata.png]]==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;THE UNSUNDERED: Astrata 2:8 - &amp;quot;For the blood that runs through thy veins is blessed by I alone, thou shalt be regarded as kings&amp;quot; &#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fourth of the Old Diecian Council of Saints, Astrata was born to a humen warrior, one of Psydon&#039;s most devout. She was trained by the Allfather to act as a divine peacekeeper, to keep the races of the world in check and safe from the evils within and without Grimoria. She created the Pact of Nobility, blessing certain bloodlines with divine right to rule; though it is because of this that some say She gave the foul gift of ego to man. Astrata also infused the light of the sun with holy power, weakening the evil and the cursed under its purview during the dae.&lt;br /&gt;
&lt;br /&gt;
Her worshippers are often those of this noble caste, righteous warriors and religious zealots. Their tenets are simple: to keep the peace, to ensure the land is led by the worthy, and to destroy the nitecreechurs that plague Grimoria.&lt;br /&gt;
&lt;br /&gt;
[[The Holy See of Grenzelhoft]], while worshipping the Ten as a whole, is by and large controlled by the worshippers of Astrata, with the title of Grand Pontiff of the entire order being held solely by Astratans. Queen Samantha of [[Kingdom of Ferentia|Ferentia]] is a devout Astratan as well; the Holy See having a presence within every major settlement on the island. Her symbol is a six-pointed star, representing the Sun in its glory.&lt;br /&gt;
&lt;br /&gt;
She is also known simply as the Sun (though she is an Aasimar, not literally the sun,) the Sun-Mother, or by Ravoxians and those who defy her Order as the Sun-Tyrant.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==[[File:Nocamulet.png]]NOC - THE FATHER OF SECRETS[[File:Nocamulet.png]]==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;THE UNSUNDERED: Noc 4:11 - And so the ley-line was torn through, the Naledi drinking deep of the mana within. PSYDONIA had gained the gift of magic.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fifth of the Diecian Council of Ten, Noc is Astrata&#039;s divine twin; though where Astrata was taught of leadership and warfare, Noc eschewed the blade entirely for the quill. He defied the Allfather&#039;s will, leaving the Celestial Throne of the One to wander Grimoria instead, learning of the land and its people. He gathered His knowledge within a chamber of the Celestial Throne known as the Vault of Secrets. It was also through Noc that the war-scholars of [[Naledi]] learned of the Arcyne, the Father of Secrets gifting mortality with magic.&lt;br /&gt;
&lt;br /&gt;
His worshippers are exclusively those possessed of violent intellect; erudite scholars, earth-shattering mages and wizened leaders who do not bow to the ley-man. They tout the calming sanctity of nite, something unheard of to Astratans who believe the moonlight brings only nitecreechurs and misery.&lt;br /&gt;
&lt;br /&gt;
His symbol is that of the crescent moon, which Naledi war-scholars can be seen representing through their gilded staves. A common misconception is that Astrata and Noc are one being known as the Twinned-God, though this is a falsehood. However, the two comprise a unity known as the Equilibrium of the Eclipse, and their respective metals of gold for the sunlight and silver for the moonlight can be alloyed to create Eclipsum.&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=File:Nocamulet.png&amp;diff=688</id>
		<title>File:Nocamulet.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=File:Nocamulet.png&amp;diff=688"/>
		<updated>2025-12-05T20:01:46Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: The father of secrets. Or does he lie as well?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The father of secrets. Or does he lie as well?&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Divinity&amp;diff=687</id>
		<title>Divinity</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Divinity&amp;diff=687"/>
		<updated>2025-12-05T19:57:49Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Created page with &amp;quot;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #5151b0; border-radius: .2em; margin: 1em 0 2em 0; padding: 1px;&amp;quot;&amp;gt; &amp;lt;div style=&amp;quot;background: #{{{color|5151b0}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;alt= &amp;amp;nbsp; &amp;#039;&amp;#039;&amp;#039;The Divinity of Grimoria&amp;#039;&amp;#039;&amp;#039; alt= &amp;amp;nbsp; &amp;lt;div&amp;gt;&amp;#039;&amp;#039;What do you think of when I speak to you of the Gods, weary wanderer? Divine justice? Unending conquest? I do not pass judgement as my B...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #5151b0; border-radius: .2em; margin: 1em 0 2em 0; padding: 1px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|5151b0}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:noc64px.png|32px|link=|alt=]] &amp;amp;nbsp; &#039;&#039;&#039;The Divinity of Grimoria&#039;&#039;&#039; [[File:noc64px.png|32px|link=|alt=]] &amp;amp;nbsp;&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;What do you think of when I speak to you of the Gods, weary wanderer? Divine justice? Unending conquest? I do not pass judgement as my Brothers and Sisters do. I merely observe and collate. Learn of the Divines, and be humbled.&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==[[File:Psydon.png]]PSYDON - THE ALLFATHER[[File:Psydon.png]]==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;AND SO, HE WEEPS. NOT FOR YOU. NOT FOR I. BUT FOR IT ALL.&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Divine Father of all things good and holy, the creator of Grimoria and its people. Said to have been slain a hundred years ago by the Dark Necromantress Zizo, His death brought about untold death and calamity.&lt;br /&gt;
&lt;br /&gt;
His worshippers are often members of the older races of Grimoria (dwarves, elves, dragonkin and Aasimar) or those whose hearts are filled with love, reminiscence and the desire for peace. These worshippers do not believe Him to be dead, rather in a restless slumber. They believe the Ten are His Saints, which was once true ere his demise.&lt;br /&gt;
&lt;br /&gt;
[[The Otavan Inquisition]] and [[Naledi|the old Naledi]] are the largest worshippers of His Word, though the people of [[Avar]] are wont to bow to Psydon as well. His symbol is that of a three-pointed cross known as the Psycross, representing the virtues of compassion, piety and brotherhood.&lt;br /&gt;
&lt;br /&gt;
He is also known as the Allfather, the Weeping God, or the One.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==[[File:Astrata.png]]ASTRATA - ABSOLUTE ORDER[[File:Astrata.png]]==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;THE UNSUNDERED: Astrata 2:8 - &amp;quot;For the blood that runs through thy veins is blessed by I alone, thou shalt be regarded as kings&amp;quot; &#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fourth of the Old Diecian Council of Saints, Astrata was born to a humen warrior, one of Psydon&#039;s most devout. She was trained by the Allfather to act as a divine peacekeeper, to keep the races of the world in check and safe from the evils within and without Grimoria. She created the Pact of Nobility, blessing certain bloodlines with divine right to rule; though it is because of this that some say She gave the foul gift of ego to man. Astrata also infused the light of the sun with holy power, weakening the evil and the cursed under its purview during the dae.&lt;br /&gt;
&lt;br /&gt;
Her worshippers are often those of this noble caste, righteous warriors and religious zealots. Their tenets are simple: to keep the peace, to ensure the land is led by the worthy, and to destroy the nitecreechurs that plague Grimoria.&lt;br /&gt;
&lt;br /&gt;
[[The Holy See of Grenzelhoft]], while worshipping the Ten as a whole, is by and large controlled by the worshippers of Astrata, with the title of Grand Pontiff of the entire order being held solely by Astratans. Queen Samantha of [[Kingdom of Ferentia|Ferentia]] is a devout Astratan as well, with the Holy See having a presence within every major settlement on the island. Her symbol is a six-pointed star, representing the Sun in its glory.&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=File:Astrata.png&amp;diff=686</id>
		<title>File:Astrata.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=File:Astrata.png&amp;diff=686"/>
		<updated>2025-12-05T19:45:52Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Absolute Order, Absolute Tyranny&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Absolute Order, Absolute Tyranny&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=File:Psydon.png&amp;diff=685</id>
		<title>File:Psydon.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=File:Psydon.png&amp;diff=685"/>
		<updated>2025-12-05T19:33:49Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: PURITY AFLOAT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
PURITY AFLOAT&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=History&amp;diff=684</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=History&amp;diff=684"/>
		<updated>2025-11-25T21:56:03Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Starts to add HISTORY for NERDS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background: #{{{color|5151b0}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:noc64px.png|32px|link=|alt=]] &amp;amp;nbsp; &#039;&#039;&#039;The History of Grimoria&#039;&#039;&#039; [[File:noc64px.png|32px|link=|alt=]] &amp;amp;nbsp;&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;Our History is long and storied, incomplete in some respects. I have collated what I can for you, weary wanderer. (This page is a heavy WIP.)&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Age of Beginnings ==&lt;br /&gt;
&lt;br /&gt;
=== The First Year ===&lt;br /&gt;
From the Heavens Above came &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;the comet syon&amp;lt;/span&amp;gt;, which struck a blank vessel of rock and fire atop its highest peak. Riding atop &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;the comet&amp;lt;/span&amp;gt; was a benevolent immortal wanderer from beyond the stars, a being whose name would be heralded as &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;psydon&amp;lt;/span&amp;gt; for eternity forevermore.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;psydon&amp;lt;/span&amp;gt; gazed upon the formless stone shell with sorrow in &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;his&amp;lt;/span&amp;gt; eyes, for he saw great potential beneath his feet. Into the soil and the rock poured &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;his divine lux&amp;lt;/span&amp;gt;, filling the world with lyfe. The &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;lux&amp;lt;/span&amp;gt; was then split into six parts, each pair cast to different corners of the newly-born paradise.&lt;br /&gt;
&lt;br /&gt;
In the plains and the deserts, the Humens were born.&lt;br /&gt;
&lt;br /&gt;
In the mountains, the Dwarves were hewn from stone and metal.&lt;br /&gt;
&lt;br /&gt;
And in the forests abundant, the Elves grew from the boughs.&lt;br /&gt;
&lt;br /&gt;
Lo, the three races of &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;his&amp;lt;/span&amp;gt; blood were born, and &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;psydon&amp;lt;/span&amp;gt; watched them in their infancy from &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;his&amp;lt;/span&amp;gt; Celestial Throne.&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Lore&amp;diff=683</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Lore&amp;diff=683"/>
		<updated>2025-11-25T21:19:49Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Fancifies the lore page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Headframe3&lt;br /&gt;
 | title      = The Grand Archive&lt;br /&gt;
 | content    = &amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Welcome, weary wanderer, to my vault of secrets. Stay a while, and read by the serene moonlight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Wisp.gif]][[History]][[File:Wisp.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wisp.gif]][[Divinity]][[File:Wisp.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wisp.gif]][[Geography and Politics]][[File:Wisp.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wisp.gif]][[Races and Peoples]][[File:Wisp.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wisp.gif]][[Folklore]][[File:Wisp.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wisp.gif]][[Glossary]][[File:Wisp.gif]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Template:Headframe3&amp;diff=682</id>
		<title>Template:Headframe3</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Template:Headframe3&amp;diff=682"/>
		<updated>2025-11-25T21:13:53Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: New special noc template for LORE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #5151b0; border-radius: .2em; margin: 1em 0 2em 0; padding: 1px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|5151b0}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:noc64px.png|32px|link=|alt=]] &amp;amp;nbsp; &#039;&#039;&#039;{{{title}}}&#039;&#039;&#039; [[File:noc64px.png|32px|link=|alt=]] &amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1em;&amp;quot;&amp;gt;{{{content}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=File:Noc64px.png&amp;diff=681</id>
		<title>File:Noc64px.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=File:Noc64px.png&amp;diff=681"/>
		<updated>2025-11-25T21:04:13Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Astrata you whore, stop shining your light in my library&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Astrata you whore, stop shining your light in my library&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Races_of_Grimoria&amp;diff=562</id>
		<title>Races of Grimoria</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Races_of_Grimoria&amp;diff=562"/>
		<updated>2025-06-17T21:56:56Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Added links to every race for future wiki entries and added a paragraph for Fluvians.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Races of Grimoria&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Humen]] ==&lt;br /&gt;
Humens (or Humans) are the eldest of the Weeping God&#039;s creation. Noted for their tenacity and overwhelming population, Humens tend to outnumber the other races at a rate of about ten to one in regions such as Grenzelhoft; although, to the west, the opposite is true. Humen come from a vast swathe of cultures and ethnicity, most of which have historically been at odds with one another. Being the eldest of the Weeping God, Humens tend to find fortune easier than the other races, and are so diverse that no other racial traits are dominant in their species...&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf]] ==&lt;br /&gt;
A proud and robust race of short mountain folk, the dwarves are known for their pride in martial strength and their tenacity towards their ancient traditions. A dwarf, much like the rock that they carve their fortress out of, is stubborn and ancient with their race being the longest lived of all of the Weeping God&#039;s creation. They, like stone, also rarely change and tend to shun the modernization of the world around them. Instead, a dwarf looks to his ancestorial heritage for guidance on the various challenges they face. Even if, in some irony: this behavior leads the race towards technological advancement as they continue to improve their craft through powerful mechanization and forging dwarves are hearty, but are not known for their speed or eyesight... Each dwarf hails from an ancient fortress named after the most plentiful mineral.&lt;br /&gt;
&lt;br /&gt;
== [[Elf]] ==&lt;br /&gt;
Elves, or Wood Elf by the Elder races, are a generic term for tall, pointy-eared humanoids that trace their original heritage to the ancient mysterious Snow Elves. Considering their diverse history, it is extremely difficult for other mortals to even concept the various intricacies found in elven society, and the hundreds if not thousands of tribes that exist within their culture! Elves tend to be looked poorly upon by Humens, as historically the two races have been rivals in various conflicts and territorial disputes. This however does not stop many Humens and elves from forming relationships, which are capable of producing child. Elves are known for their intelligence and sharp eyes, but their graceful nature does not lend itself to the concepts of strength or durability... There are elves from a small smattering of tribes in these parts.&lt;br /&gt;
&lt;br /&gt;
== [[Dark Elf]] ==&lt;br /&gt;
Elves are a generic term for tall, pointy-eared humanoids, of whom trace their original heritage to the ancient mysterious Snow Elves. These ones are of a dark complexion and originate mostly from the Underdark. Their culture and entire lives normally involve serving the evil gods of the inhumen pantheon. Previously rare but in recent times, more and more dark elves can be seen on the surface. The ones who aren&#039;t overtly cruel and bloodthirsty, tend to flee to the surface lest they get culled by their own society, while some more sinister ones abandon their cities in search of new and greater power.&lt;br /&gt;
&lt;br /&gt;
== [[Half-Elf]] ==&lt;br /&gt;
The child of an Elf and Humen, Half-Elves are generally frowned upon by more conservative peoples, although as racial tensions lower, more and more Half-Elves are being born. To the point that some scholars worry that someday, it may be impossible to distinguish the two species. Ealf-Elves are extremely diverse, as they bring in Humen and elvish culture and it is widely considered that half-elf culture is simply a melting pot of various other cultures condensing into one vibrant entity. Due to their heritage, Half-Elves tend to gain racial traits depending on how strong their fathers, or mothers, genes were. Half-Elves also typically try to find identity in one of two regions they have similarities towards.&lt;br /&gt;
&lt;br /&gt;
== [[Seelie]] ==&lt;br /&gt;
The smallest of Fae-folk, Seelie are a mysterious race and not well understood. Parentless creatures and unable to reproduce naturally, it is clear that they do not propagate in a typical human way. Instead, Seelie tend to appear and gather in places of chaos and misfortune, thriving in such an environment. Seelie are known to have Elemental Attunements, an influence of nature that mystically sprung them into existence. Any tribalism or history regarding the race is scarce and uncommon, and as such misconception and myth surrounds them. The wary traveler should take heed of such beings, as both fortune and misery is said to accompany the little troublemakers.&lt;br /&gt;
&lt;br /&gt;
When playing this race, mind that you are a fae sprite who came into existence around town, either recently or long ago. Perhaps you support people in their trade and craft, or you may be a disruptive nuisance that plagues the town. Either way, your myriad of mysterious spells and abilities will support you in your Seelie endeavors.&lt;br /&gt;
&lt;br /&gt;
== [[Half-Orc]] ==&lt;br /&gt;
With the Ironmask clan on a centuries-long warpath to consolidate all orcs within their banner, crushed orc tribes have lost their menfolk and war-widows have been scattered to the hinterlands. Between Humen civilization and orc savagery, orc-women opting for exile over dishonor have become more common visitors to fur trading posts and prospecting camps, eventually leading to half-orcs being born in these rough places otherwise devoid of a fairer sex. Your mother-clan is in thrall to the Ironmask, true orcs would kill you as a mongrel dog and your father’s people cannot decide between mere distrust and disgust. Yet somehow your wandering feet came to Rockhill, where half-orcs ply muscle and their hardiness in the rough underbelly or outer reaches of society.&lt;br /&gt;
&lt;br /&gt;
== [[Aasimar]] ==&lt;br /&gt;
Aasimar are born of a rare union between Humens and angels. They bear the mark of their celestial touch through many varying physical features. Their looks resemble the traditional characteristics of whichever of the Gods the Angel parent was associated with. Most commonly, Aasimar are similar to a Humen, albeit taller, and possess uncanny beauty. They have strangely colored skin and are more physically frail than the average Humen. Because of their upbringing, they make for natural conduits for godly powers. Rockhill&#039;s populace holds them with a mixture of uneasy fear or, and respect. It is also widely believed that an Aasimars death is a bad omen...&lt;br /&gt;
&lt;br /&gt;
== [[Tiefling]] ==&lt;br /&gt;
Tieflings, also known as Infernal-Spawn by the Dwarves, are a relatively new species in Grimoria. Having shown up sometime within the past two centuries, very little is known about their culture as many seem to simply integrate within whatever society they find themselves in. Tieflings usually cause strong disturbances with their presence, as their fiendish looks Many have claimed that they are the spawn of a succubus (Or incubus) laying with a mortal. In this, their species has suffered vast tragedy throughout their short history, Facing scrutiny, judgement and even genocide in the past. Wounding many Tiefling psyche and leading to most seeking a solitary life outside the watchful eyes of others. Tiefling cannot reproduce with mortals, and so no half-breed exists. Tiefling tend to be extremely perceptive and paranoid, as luck is rarely on their side and their unique biology makes them extremely susceptible to injury.&lt;br /&gt;
&lt;br /&gt;
== [[Axians]] ==&lt;br /&gt;
Axians are a proud, shark-like people that have a heritage founded in maritime trade, tax evasion, and piracy. They have a strong distaste for the nobility and taxation, making them a target of discrimination in Grimoria. They are oftentimes scapegoats for crime. Due to their penchant for trade and travel, they can be found all over the world, oftentimes seeing places many places could not even dream of. They look down at those they considered the &#039;settled&#039; and often uproot themselves quite often in their lifetimes. However, due to the isolation in Rockhill, many Axians find their sanity being clawed away as they find themselves stuck in one place.&lt;br /&gt;
&lt;br /&gt;
== [[Wild-Kin]] ==&lt;br /&gt;
Wild-kin are a highly diverse and varied group of people who were born into unfortunate circumstances. Many wild-kin were either born to Humen parents or were once Humen themselves, having been turned by cursed items, powerful wizardry, or as punishment by the gods for their sins. However, some are born to Wild-Kin themselves, while others are half-breeds between other races. Regardless of their origin, many Wild-Kin face discrimination by those ignorant of their origins. Yet, due to their prominence in numbers and the growing number of wild-kin amongst noble families, they have been begrudgingly accepted into society, although not without consequences.&lt;br /&gt;
&lt;br /&gt;
== [[Verminfolk]] ==&lt;br /&gt;
A race akin to Wild-Kin, except afflicted with significantly smaller stature. A bit less respected than their kin due to their closer resemblance to vermin, like the dichotomy between Kobold and Sissean.&lt;br /&gt;
&lt;br /&gt;
== [[Drakian]] ==&lt;br /&gt;
Drakians are a proud and ancient race that trace their heritage to dragons of old. They are highly protective of their bloodline and do everything in their power to make sure it does not spread beyond their own, as they believe themselves to be guardians of tradition and that it is their ultimate duty to maintain their prestige as a race. After all, a single drop of draconic blood in one&#039;s bloodline means that they will experience all of the benefits of having draconic ancestors such as agelessness.&lt;br /&gt;
&lt;br /&gt;
== [[Sissean]] == &lt;br /&gt;
Sisseans are hardy, reptilian people that share a unique bond among their kind due to being the target of oppression and enslavement by other races, particularly by Humens and Drakians. They take pride in their resilience and adaptability, and they can be found all over the world for one reason or another. Once a nomadic, tribal people, Sisseans are often forced to hide and settle in deserts, swamps, bogs, and other typically inhospitable lands. Their appearance changes based on the lands they adapt to, allowing for crocodilian appearance if from the swamp to lizard-like appearances if from the desert.&lt;br /&gt;
&lt;br /&gt;
== [[Tabaxi]] ==&lt;br /&gt;
Tabaxi are taller than most Humens at six to seven feet. Their bodies are slender and covered in spotted or striped fur. Like most felines, Tabaxi have long tails and retractable claws. Tabaxi fur color ranges from light yellow to brownish red. Tabaxi eyes are slit-pupiled and usually green or yellow. Tabaxi are competent swimmers and climbers as well as speedy runners. They have a good sense of balance and an acute sense of smell.&lt;br /&gt;
&lt;br /&gt;
== [[Fluvian]] ==&lt;br /&gt;
Fluvians resemble the common moth of Grimoria, and are a mysterious species that none can truly say when or how they came into being. Gifted by Xylix with the stolen knowledge of Fate from Noc, they are nomadic fortune tellers and seers with one of the lowest populations in the world. Often making their home in the deepest depths of the woods where only the foolhardiest of elves would tread, the scorching deserts far from the iron grip of the Zybantine Empire and the highest peaks of the mountains wide, Fluvians are rarely seen amongst civilised society - but those who choose to make their homes in cities and towns frequently found themselves integrated into noble courts as curiosities and advisors thanks to their propensity towards divination.&lt;br /&gt;
&lt;br /&gt;
== [[Half-Kin]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Kobold]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Vulpkian]] ==&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Lore&amp;diff=496</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Lore&amp;diff=496"/>
		<updated>2025-05-02T15:58:08Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Polished up and added links to relevant pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is very much a WIP with many placeholders and will be updated with more details as Staff expand on the Official Lore, largely limited to what is mechanically implemented at the moment.&lt;br /&gt;
&lt;br /&gt;
== History of Grimoria (WIP) ==&lt;br /&gt;
&lt;br /&gt;
== Geography of Grimoria (WIP) ==&lt;br /&gt;
&lt;br /&gt;
=== [[The Kingdom of Ferentia]] ===&lt;br /&gt;
Located on the Feren Peninsula west of Grenzelhoft. The main setting of Ratwood Keep.&lt;br /&gt;
&lt;br /&gt;
[[The Duchies of Ferentia]] are for now free of major outbreaks of the Great Rot, but tensions are e&#039;er high.&lt;br /&gt;
&lt;br /&gt;
== Religions of Grimoria ==&lt;br /&gt;
&lt;br /&gt;
=== [[The Divine Pantheon]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Old Faith]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Inhumen Pantheon]] ===&lt;br /&gt;
&lt;br /&gt;
== Races of Grimoria ==&lt;br /&gt;
[[Races of Grimoria]]&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Metagroup_Rulings&amp;diff=488</id>
		<title>Metagroup Rulings</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Metagroup_Rulings&amp;diff=488"/>
		<updated>2025-04-25T22:11:48Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Definition ==&lt;br /&gt;
A metagroup is in essence a group of two or more players who enter a round of Ratwood with a predetermined goal in mind. Whether it be to pillage the bog as a Gronn wartribe or build an inn somewhere in the Rockhill Basin, players are able to plan their general actions before the round starts with their friends. This normally has no issues, but larger groups of players tend to sway the round into bouts of conflict.&lt;br /&gt;
&lt;br /&gt;
== Size Limit ==&lt;br /&gt;
A maximum of eight players may engage in a single group. This is a hard limit, admins cannot change this in a regular round nor an event. This doesn’t mean that there can’t be more than one group, except in the case of faction metagroups. These can only have a single group in the round.&lt;br /&gt;
&lt;br /&gt;
== Role Restrictions ==&lt;br /&gt;
&lt;br /&gt;
* Regardless of size, any group may roll for migrant waves.&lt;br /&gt;
* For impromptu plans such as two players rolling twin heirs, some friends playing as the vanguard, or other innocuous examples, there are no restrictions.&lt;br /&gt;
* However, faction metagroups are restricted to refugees only.&lt;br /&gt;
&lt;br /&gt;
== Base Construction ==&lt;br /&gt;
Metagroups are unique in their ability to effectively coordinate large building projects, but this can often have a negative impact to the round and lead to the group players not interacting with the general playerbase - as well as potentially providing an unsiegeable fortress. Both of which aren’t very interesting outcomes, so to ensure that metagroups can still build bases without becoming a nuisance, be aware that the admins online might ask you to tone down the scale or defenses of your base if they feel you’re going overboard.&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
Disregarding the obvious example of a group of friends playing bandit, no metagroups should be willingly cooperating with antagonists without sufficient IC reasoning. Furthermore, remember that might makes responsibility, and the additional hands your metagroup provides the antagonist with may sway the round into a bloodbath of ducal proportions.&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Rules&amp;diff=487</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Rules&amp;diff=487"/>
		<updated>2025-04-25T21:59:59Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Adds the metagroup rulings to the rules page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&lt;br /&gt;
== [[Community Rules]] ==&lt;br /&gt;
&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&lt;br /&gt;
== [[Server Rules]] ==&lt;br /&gt;
&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&lt;br /&gt;
== [[Metagroup Rulings]] ==&lt;br /&gt;
&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Metagroup_Rulings&amp;diff=486</id>
		<title>Metagroup Rulings</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Metagroup_Rulings&amp;diff=486"/>
		<updated>2025-04-25T21:58:52Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Implemented metagroup rulings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Definition ==&lt;br /&gt;
A metagroup is in essence a group of two or more players who enter a round of Ratwood with a predetermined goal in mind. Whether it be to pillage the bog as a Gronn wartribe or build an inn somewhere in the Rockhill Basin, players are able to plan their general actions before the round starts with their friends. This normally has no issues, but larger groups of players tend to sway the round into bouts of conflict.&lt;br /&gt;
Size Limit&lt;br /&gt;
A maximum of eight players may engage in a single group. This is a hard limit, admins cannot change this in a regular round nor an event. This doesn’t mean that there can’t be more than one group, except in the case of faction metagroups. These can only have a single group in the round.&lt;br /&gt;
&lt;br /&gt;
== Role Restrictions ==&lt;br /&gt;
&lt;br /&gt;
* Regardless of size, any group may roll for migrant waves.&lt;br /&gt;
* For impromptu plans such as two players rolling twin heirs, some friends playing as the vanguard, or other innocuous examples, there are no restrictions.&lt;br /&gt;
* However, faction metagroups are restricted to refugees only.&lt;br /&gt;
&lt;br /&gt;
== Base Construction ==&lt;br /&gt;
Metagroups are unique in their ability to effectively coordinate large building projects, but this can often have a negative impact to the round and lead to the group players not interacting with the general playerbase - as well as potentially providing an unsiegeable fortress. Both of which aren’t very interesting outcomes, so to ensure that metagroups can still build bases without becoming a nuisance, be aware that the admins online might ask you to tone down the scale or defenses of your base if they feel you’re going overboard.&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
Disregarding the obvious example of a group of friends playing bandit, no metagroups should be willingly cooperating with antagonists without sufficient IC reasoning. Furthermore, remember that might makes responsibility, and the additional hands your metagroup provides the antagonist with may sway the round into a bloodbath of ducal proportions.&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=485</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=485"/>
		<updated>2025-04-25T21:46:33Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Added the necrophilia clause to 3.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Rules are enforced and interpreted by the staff of Ratwood Keep, not the player.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
== &#039;&#039;&#039;1 The Rule of Interesting&#039;&#039;&#039; ==&lt;br /&gt;
Pretend you’re an actor on a stage. Be interesting. The point is not to&lt;br /&gt;
win, the point is to make an interesting story.&lt;br /&gt;
 &lt;br /&gt;
Players are required to build compelling scenarios with motives that&lt;br /&gt;
justify their actions before committing to mechanical conflict. Mechanics&lt;br /&gt;
must be proportional to the weight of the situation.&lt;br /&gt;
&lt;br /&gt;
Sometimes, your character will die in mundane and unfair ways that&lt;br /&gt;
are compliant with the rules. Carefully examine your situation before&lt;br /&gt;
reporting it.&lt;br /&gt;
&lt;br /&gt;
Careless murder without any kind of escalation, even if justified,&lt;br /&gt;
is not interesting.&lt;br /&gt;
&lt;br /&gt;
 A beggar disrespecting nobility should be treated proportionally. Warn them away from your charge or hurt them if you must. If they push the envelope, teach them why they are at the bottom of the food chain.&lt;br /&gt;
 &lt;br /&gt;
 A man-at-arms should not wordlessly execute an intruder, but respect the laws of the land and/or their standing orders. Take them to the Duke or Marshal for sentencing.&lt;br /&gt;
 &lt;br /&gt;
 An antagonist should focus on causing distress, chaos, and disorder, not mindlessly kill everyone they see.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;1.1 Might makes Responsibility&#039;&#039;&#039; ===&lt;br /&gt;
Being in a winning position gives you both the power and responsibility&lt;br /&gt;
to take the most interesting approach, shaping the overall narrative and&lt;br /&gt;
driving the plot forward where your adversary cannot.&lt;br /&gt;
 A knight has cornered an intruder with a group of guards in the keep. They should arrest and question the criminal, not immediately lop their head off.&lt;br /&gt;
 &lt;br /&gt;
 The Duke has had several outlaws brought before him in chains. He should consider their crimes and whether or not they warrant execution.&lt;br /&gt;
 &lt;br /&gt;
 A bandit has ambushed a lone wanderer in the bog. They should not wordlessly cut off every single limb they have and throw them into a river for no reason.&lt;br /&gt;
&lt;br /&gt;
Please see &amp;quot;The Rule of Interesting&amp;quot; for more information about what you should and should not do in a winning situation.&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Ambushes, Escalation, &amp;amp; Combat ===&lt;br /&gt;
Ratwood is a server where mechanics and roleplay are intertwined to create interesting stories, sometimes with dramatic conflict and outcomes. &lt;br /&gt;
&lt;br /&gt;
You should strive to create compelling scenarios with motivations that make sense, and show a clear escalation of force where able. &lt;br /&gt;
&lt;br /&gt;
A direct route to combat through telegraphing and escalation isn&#039;t always apparent or possible, however, and may even be detrimental to the story. Therefore:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players are not required to escalate to combat in every situation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Motivation Is Everything ===&lt;br /&gt;
Actions require motivation. Your conduct should be explainable to others and you should strive for compelling reasons to take high-stakes actions.&lt;br /&gt;
&lt;br /&gt;
Ensure that your character has enough motivation or build-up before deciding to commit to mechanics. This might include anything from ordering an attack, to initiating grabs with the intent to capture or kill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here are some examples of good motivation:&#039;&#039;&#039;&lt;br /&gt;
 Bandits have gotten together and decided to kidnap someone. They don&#039;t have to warn their victim.&lt;br /&gt;
 &lt;br /&gt;
 A noble has paid a hitman to eliminate her rival. &lt;br /&gt;
 She should brief the assassin about the target, and the assassin should usually avoid collateral damage. The assassin doesn&#039;t need to warn his target. &lt;br /&gt;
 &lt;br /&gt;
 Note that hiring an assassin makes you responsible for the target&#039;s death.&lt;br /&gt;
 &lt;br /&gt;
 The Inquisition has received good evidence linking an individual to heretical acts. &lt;br /&gt;
 They do not have to warn the heretic before black-bagging them. However, they should not conduct random screenings in this fashion.&lt;br /&gt;
 &lt;br /&gt;
 The Duke&#039;s men have a lot of power and authority in Rockhill. &lt;br /&gt;
 Senseless execution instead of imprisonment or questioning is not interesting. You should generally seek to obey your superiors and the laws of the land, not pursue a solo vendetta to kill an antagonist.&lt;br /&gt;
 &lt;br /&gt;
 Don&#039;t start sniping someone from the balcony with a crossbow because they said mean things to you.&lt;br /&gt;
 &lt;br /&gt;
 Rape on its own is not an interesting motivation. Read the room.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Deathmatching&#039;&#039;&#039; ====&lt;br /&gt;
Despite the freedoms these rules grant players, this is not a server designed for &amp;quot;deathmatch,&amp;quot; wordless combat, or over-escalation of force that leads to boring outcomes. Trying to resolve every conflict in the fastest way possible, i.e. murder, is uninteresting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type-baiting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type-baiting is strictly prohibited. Should you confront someone, be courteous enough to allow them to finish their thought. &#039;&#039;&#039;Do not&#039;&#039;&#039; commit to an action for the express purpose of distracting someone by typing so that you may attack them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounties &amp;amp; Bounty Hunters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercenaries are expected and encouraged to pursue individuals who take the &amp;quot;Hunted&amp;quot; flaw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty hunters are not assassins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bounty hunters should attempt to confront their target first, because careless murder without any build-up, even if justified, is not interesting.&lt;br /&gt;
&lt;br /&gt;
However, because this is not always practical, bounty hunters are &#039;&#039;&#039;not&#039;&#039;&#039; required to warn their target before they attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Role Expectations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters are expected to initially remain consistent to the role they&lt;br /&gt;
choose, until the story dictates otherwise.&lt;br /&gt;
&lt;br /&gt;
Those with more powerful influence, skills, and gear are expected to adhere more closely to their expected roles and should not readily abandon&lt;br /&gt;
their post.&lt;br /&gt;
&lt;br /&gt;
Characters in positions of leadership have the responsibility to actively&lt;br /&gt;
shape the narrative. Their actions should drive the plot forward and&lt;br /&gt;
offer something interesting to the round.&lt;br /&gt;
 A beggar can act insane, heretically or antagonistically, as it is a role with no responsibilities.&lt;br /&gt;
 &lt;br /&gt;
 Note that this does not make you exempt from roleplaying rules.&lt;br /&gt;
 &lt;br /&gt;
 A knight should not readily abandon his Duke/Duchess. He has sworn an oath to him/her, not to anyone else.&lt;br /&gt;
 &lt;br /&gt;
 A man-at-arms should usually behave like an experienced and trusted soldier.&lt;br /&gt;
 &lt;br /&gt;
 Adherents of the Inhumen should strive to keep their patron a secret, lest they bring the ire of the authorities down upon them or their allies.&lt;br /&gt;
 &lt;br /&gt;
 An adherent of the Ten would not readily align themselves with bandits, vampires, or werewolves. They should listen to and obey the Priest until circumstances dictate otherwise.&lt;br /&gt;
 &lt;br /&gt;
 Likewise, the Duke or Duchess can only be coronated by the Priest. Therefore, the fate of the Keep and Temple are linked. Do not readily betray the clergy which you rely on.&lt;br /&gt;
&lt;br /&gt;
==== 2.1 Antagonist Teams ====&lt;br /&gt;
Bandits, as soft antagonists and as followers of Matthios, would not so easily form alliances with apocalyptic forces hellbent on destroying Humen civilization as they know it. &lt;br /&gt;
&lt;br /&gt;
Consider whether or not your life and their plans align (e.g. consider whether or not it would make sense for you to form an alliance with a lich when his goal is quite literally to kill everyone). &lt;br /&gt;
&lt;br /&gt;
Do not kill your teammates. If you are a werewolf, don&#039;t act against the werewolves. Same goes for vampires, bandits, goblins, so on. Some level of IC tension and perhaps fisticuffs are allowed and at times warranted, but don&#039;t ever let it get to a point where it is impeding your ability to act together against the town. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.1 Immersion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players must remain in-character at all times. Do not make your character look, speak or act like a modern-world person transported back in time. A character’s name or media should not be a meme, joke or reference to anything modern. This means that you should make your headshot fit the theme and the setting. &#039;&#039;&#039;Keep NSFW images to Nudeshots only.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.2 Persistence&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
No knowledge, including events, relationships, or rivalries, is carried over between rounds. Knowledge can still be retained with the consent of the involved parties, excluding Metagrudge rule violations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.3 AFK Interactions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AFK characters are not immune to thievery, with the exception of those who go AFK mid-scene; they are to be left alone until they reconnect. One should avoid murdering, raping or kidnapping AFK/disconnected players unless they have a very good reason to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.4 Erotic Roleplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Erotic roleplay is allowed between sentient humanoids, but not protected from outside interference.&lt;br /&gt;
&lt;br /&gt;
Players are not permitted to engage in erotic roleplay with random corpses they find, however erotic roleplay between a living player and a corpse is permitted if the dead player is non-defiant and was killed during an already active scene. An active scene would include accidentally strangling the other player to death during erotic roleplay, or causing their death through torture; killing a player in combat then engaging in erotic roleplay with their corpse is in violation of this rule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.5 Defiance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defiant characters are protected from being subjected to non-consensual erotic roleplay, even after death. Overriding the mechanical restrictions with emotes is prohibited. Defiant: ON characters may not participate in non-consensual erotic roleplay of any kind unless they are expressly permitted to do so by the other party (such as a private scene between two players). &#039;&#039;&#039;If you aren&#039;t sure, don&#039;t do it.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.6 Underage Characters &amp;amp; Behavior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Underage characters, advanced pregnancies and excessive baby-talk are forbidden. All character media should look unquestionably adult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.7 Harmful or Triggering Content &amp;amp; Disconnecting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ratwood is a server designed with the express purpose of allowing players to engage with mature themes and content which some users may find disturbing. With this in mind, players may disconnect at any time should they encounter content which causes emotional and/or mental distress. If you are found to be abusing this rule purely to escape consequences, you may be punished accordingly.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;4 Good Faith&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following are strictly forbidden: &lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Metagaming&#039;&#039;&#039;: using information your character should not be aware of. &lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Metagrudging&#039;&#039;&#039;: using an OOC/Past-round knowledge to negatively affect someone’s current round. &lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Metacomming&#039;&#039;&#039;: exchanging sensitive round information OOCly. &lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Exploiting&#039;&#039;&#039;: Knowingly exploiting a bugged feature to give yourself an unfair advantage.&lt;br /&gt;
&lt;br /&gt;
At the end of the day, we&#039;re all here to have fun and play a game together. If we sense that you have to be removed to lower the toxicity of the environment, we will do so at our discretion.&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Guide_to_Rulership&amp;diff=417</id>
		<title>Guide to Rulership</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Guide_to_Rulership&amp;diff=417"/>
		<updated>2025-03-05T15:49:44Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Changed a small formatting error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introducing, The Duke of Rockhill =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;Elevated upon your throne through a web of intrigue and political upheaval, you are the absolute authority of these lands and at the center of every plot within it. Every man, woman and child is envious of your position and would replace you in less than a heartbeat: Show them the error in their ways.&amp;quot;&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Subordinates:&#039;&#039;&#039;&#039;&#039; The entire town&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Key Duties:&#039;&#039;&#039;&#039;&#039; Lead Rockhill to greatness. Protect your worth from attackers&lt;br /&gt;
&lt;br /&gt;
Whether ascended to the throne of Rockhill by inheritance, political shenanigans or usurpation, one fact remains the same. You are the sole ruler of the Duchy of Rockhill. Nearly everyone in the city bows to you, and you have the forces of your ducal army, the Town Watch and the Bastion&#039;s Vanguard at your fingertips. You have direct subordinates within the court to delegate and co-ordinate with should the matters at hand require a hands-off approach.&lt;br /&gt;
&lt;br /&gt;
As the Duke, the week lives and dies on your command. As the sole highest authority, your word is law - though rogue elements in your duchy may attempt to overthrow you if you take it to the extreme. You are an established local lord, try not to go out of your way to tempt a coup. Furthermore, the Church ultimately decides on who rules, and angering a man of the Gods is a sure-fire way to tarnish your reputation for life... &lt;br /&gt;
&lt;br /&gt;
=== A Ruler&#039;s Basics ===&lt;br /&gt;
The Duke of Rockhill always starts his week perched upon his grand throne, alongside his family, courtiers and men-at-arms. You begin with the Master Rod, an enchanted sceptre that can shock and silence anyone who possesses a NERVELOCK account, and the Master Key, a skeleton key that can open &#039;&#039;most&#039;&#039; doors in town. Most importantly, however, is the Crown of Rockhill perched atop your head. This allows you to interact with the &amp;quot;throat,&amp;quot; a mysterious voice in the Throne of Rockhill that allows you to make sweeping changes to your duchy, as well as use the Master Rod. Without the Crown, it&#039;s naught more than a gem-encrusted stick. To use your throne, rest upon its cushions and ask it for &amp;quot;help.&amp;quot; The throat will tell you its commands, which are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Summon Crown&#039;&#039;&#039; - Summons the Crown of Rockhill to the throne. Only possible if none are wearing the crown; though the throat will tell you who has taken your ducal jewels.&lt;br /&gt;
* &#039;&#039;&#039;Make Announcement&#039;&#039;&#039; - Broadcasts your regal speeches to the whole Duchy, letting all know of your plans, your punishments, and your idle after-noon musings. Any who wear the crown may use this function of the throat.&lt;br /&gt;
* &#039;&#039;&#039;Make Decree&#039;&#039;&#039; - For more important announcements, a decree will be accompanied with bombastic horns and the rats of the SCOMs around Rockhill occasionally repeating whatever you have decreed. The populace will constantly be reminded of your authority; benevolent or not.&lt;br /&gt;
* &#039;&#039;&#039;Make Law&#039;&#039;&#039; - The Laws of the Land will be amended with with your glorious decree, which your peasants and the refugees to the duchy are forced to obey, lest they be caught violating your authority and be brought to the mercy of the town watch or your marshal.&lt;br /&gt;
* &#039;&#039;&#039;Remove Law&#039;&#039;&#039; - By telling the throne to remove a certain law, for example &#039;&#039;&amp;quot;Remove Law 3,&amp;quot;&#039;&#039; the offending law will be struck out from the Laws of the Land.&lt;br /&gt;
* &#039;&#039;&#039;Purge Law&#039;&#039;&#039; - Removes &#039;&#039;all&#039;&#039; Laws of the Land. Not recommended lest you come up with new laws swiftly.&lt;br /&gt;
* &#039;&#039;&#039;Declare Outlaw&#039;&#039;&#039; - Marks anyone in the Duchy for death or capture. All who lay eyes on the poor soul are made aware of their outlawing. To remove the brand, repeat the process for the criminal scum.&lt;br /&gt;
* &#039;&#039;&#039;Set Tax&#039;&#039;&#039; - Changes how much money is taken from deposits made into NERVELOCK accounts. Nobles are exempt.&lt;br /&gt;
&lt;br /&gt;
You, of course, have access to the whole of Rockhill Keep. Being the busy man that you are, it&#039;s more like than not that you&#039;ll spend most of your time in your manor estate, ordering around your courtiers and being a stellar father and husband (or an awful one.) Your room is on the second floor, which contains some wine, perfume and your set of Blacksteel plate armour. Should you ever find yourself out and about and still wish to communicate with your people, a gemerald ring also sits in a closet in your office, which acts like a SCOM when worn. You can mute it with MMB, provided you&#039;re not in any special intent.&lt;br /&gt;
&lt;br /&gt;
=== A Ruler&#039;s Court ===&lt;br /&gt;
As the Duke of Rockhill, you don&#039;t rule alone. Alongside you are your courtiers and servants, each of which have their own duties to support you and your grand duchy in its dae-to-dae operations. Work alongside them, delegate relevant tasks, and be sure to reward them for good work, and punish them for their mistakes. How your court acts reflects upon you, Your Grace.&lt;br /&gt;
&lt;br /&gt;
* The Consort and the Heirs&lt;br /&gt;
** Your immediate family. The Consort is your spouse, and may not always have been married into your family out of love. Similarly, the Heirs are not exclusively your blood relation. Your family all have claims to the throne in event of your death, and can sway power towards themselves through courtly intrigue, so it&#039;s best not to scorn them frivolously. Certainly not if you intend to have them take regency.&lt;br /&gt;
* The Hand&lt;br /&gt;
** As your best friend for many years, your right hand man acts under your direct authority. A loyal Hand may bring about even greater cohesion in your court, and a disloyal one may seek to stir discontentment within your ranks. Keep them close by your side, listen to their counsel, and encourage them to work with your other subordinates. The Hand can also make a decent spymaster.&lt;br /&gt;
* The Marshal&lt;br /&gt;
** The superior of your duchy&#039;s team of legislators, the Marshal can enact your judgement on the populace in your stead. He is able to suggest to you amendments to the Laws of the Land and hold court for issues that don&#039;t require your immediate presence - on top of this, helping you to organise your forces as a middle-man between you, the Knight-Captain, the Vanguard&#039;s Warden and Rockhill Town&#039;s mayor.&lt;br /&gt;
* The Steward&lt;br /&gt;
** Your coin counter. The Steward and his clerk handle the financial dealings of the duchy, co-ordinating with the Merchant and craftsmen around Rockhill to bring treasures into your vault, and handling imports, exports and NERVELOCK banking. Sometimes, this errant paper-pusher may need a little reminder of his duties, as payments for your men are oft missed.&lt;br /&gt;
* The Court Physician&lt;br /&gt;
** Once a leper brought into your court to practice the ways of Pestra out of sight and mind of the rest of world, the now-cured physician stands as one of the only forces between your court and Necra&#039;s realm. Adept at sewing wounds and brewing potions, the Court Physician is life-saving part of your court... though his knowledge of alchemy could be your downfall.&lt;br /&gt;
* The Court Magos&lt;br /&gt;
** An eccentric mage who performs his studies into the arcyne on your manor grounds. His knowledge can provide great boons to you, and the scrying orb in his possession can find most people who the mage already knows of. Be wary of his magic, however. It can easily be turned against you.&lt;br /&gt;
&lt;br /&gt;
=== A Ruler&#039;s Strength ===&lt;br /&gt;
What would a ruler be without an army? Dead or deposed of, of course. Fortunately, the garrisons of Rockhill are robust and plentiful, with three factions within that are deployed in different sections of your land. The crown retinue consists at most of its Retinue Captain, two knights, three squires, six men at arms and a gatemaster. These are your manor guard, and will often remain in the keep unless you deploy them elsewhere. The town watch consists of its Sheriff, and at most eleven watchmen. Their duties are to maintain peace in the high-town, and have the authority to detain and imprison petty criminals and drunkards. Finally, the Vanguard consists of its Warden and at most ten Vanguard troops, who work to keep the lowtown safe and ensure the Bastion leading into Rockhill proper stands.&lt;br /&gt;
&lt;br /&gt;
If the Gods will it so, your men shouldn&#039;t have to see much bloodshed in the week, but bandits and the undead make sure that your garrison all earn their pay by the end of the week. Be realistic with how you deploy your men, it&#039;s unwise to leave one part of your lands unguarded to bolster the strength of another. The garrison can tend to be blood-thirsty, so keep them in line with rewards and punishments - a round of ale amongst soldiers can prevent an unfortunate &amp;quot;accident&amp;quot; with a peasant.&lt;br /&gt;
&lt;br /&gt;
=== A Ruler&#039;s Prudence ===&lt;br /&gt;
Being the Duke does not mean you can do whatever you like with no consequences. In fact, anger enough people and the weight of this foolishness will put a large burden on your shoulders, which people will be more than happy to remove... along with your head. Should you make a decision the commonfolk dislike, you should expect a decent amount of resistance and friction, which you will have to deal with before you find yourself at the mercy of the rebellion. Here are some some Do&#039;s and Do Not&#039;s for any good Duke to consider, evil or not:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Propose novel laws, such as crop donations or emergency levies&lt;br /&gt;
* Elevate notable commoners to a higher standing for their contributions&lt;br /&gt;
* Use intrigue and meticulous planning to dispose of enemies to your agenda with little pomp and ceremony&lt;br /&gt;
* Be unique. A good gimmick can turn a decent Duke into a memorable Duke&lt;br /&gt;
* Delegate tasks to your courtiers to ensure everything runs smoothly&lt;br /&gt;
* Be subtle in your less-than-moral habits and vices&lt;br /&gt;
* Give trusted courtiers regency if you want personal time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Be cartoonishly evil. A tyrant is fine, one who orders his men to kidnap women for him to defile is not&lt;br /&gt;
* Act like a commoner. You are of the highest standing in the duchy, act like it&lt;br /&gt;
* Ever turn against the Church. Your legacy will be tarnished if you&#039;re declared a heretic, and the curses will only whittle away your duchy&#039;s strength if the Priest ends up dead&lt;br /&gt;
* Leave the manor alone. You may be able to fight independently, but overconfidence will leave you rotting on the streets&lt;br /&gt;
* Over-rely on executions. Death is hard to make interesting&lt;br /&gt;
* Actively hunt villains. You only invite trouble by sending your men into the bog unprepared, it&#039;s wiser to form an ambush&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Guide_to_Rulership&amp;diff=416</id>
		<title>Guide to Rulership</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Guide_to_Rulership&amp;diff=416"/>
		<updated>2025-03-05T15:48:27Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Rewrote the Guide to Rulership entirely.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introducing, The Duke of Rockhill =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;Elevated upon your throne through a web of intrigue and political upheaval, you are the absolute authority of these lands and at the center of every plot within it. Every man, woman and child is envious of your position and would replace you in less than a heartbeat: Show them the error in their ways.&amp;quot;&#039;&#039;&#039;&#039;&#039;Subordinates:&#039;&#039;&#039;&#039;&#039; The entire town&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Key Duties:&#039;&#039;&#039;&#039;&#039; Lead Rockhill to greatness. Protect your worth from attackers&lt;br /&gt;
&lt;br /&gt;
Whether ascended to the throne of Rockhill by inheritance, political shenanigans or usurpation, one fact remains the same. You are the sole ruler of the Duchy of Rockhill. Nearly everyone in the city bows to you, and you have the forces of your ducal army, the Town Watch and the Bastion&#039;s Vanguard at your fingertips. You have direct subordinates within the court to delegate and co-ordinate with should the matters at hand require a hands-off approach.&lt;br /&gt;
&lt;br /&gt;
As the Duke, the week lives and dies on your command. As the sole highest authority, your word is law - though rogue elements in your duchy may attempt to overthrow you if you take it to the extreme. You are an established local lord, try not to go out of your way to tempt a coup. Furthermore, the Church ultimately decides on who rules, and angering a man of the Gods is a sure-fire way to tarnish your reputation for life... &lt;br /&gt;
&lt;br /&gt;
=== A Ruler&#039;s Basics ===&lt;br /&gt;
The Duke of Rockhill always starts his week perched upon his grand throne, alongside his family, courtiers and men-at-arms. You begin with the Master Rod, an enchanted sceptre that can shock and silence anyone who possesses a NERVELOCK account, and the Master Key, a skeleton key that can open &#039;&#039;most&#039;&#039; doors in town. Most importantly, however, is the Crown of Rockhill perched atop your head. This allows you to interact with the &amp;quot;throat,&amp;quot; a mysterious voice in the Throne of Rockhill that allows you to make sweeping changes to your duchy, as well as use the Master Rod. Without the Crown, it&#039;s naught more than a gem-encrusted stick. To use your throne, rest upon its cushions and ask it for &amp;quot;help.&amp;quot; The throat will tell you its commands, which are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Summon Crown&#039;&#039;&#039; - Summons the Crown of Rockhill to the throne. Only possible if none are wearing the crown; though the throat will tell you who has taken your ducal jewels.&lt;br /&gt;
* &#039;&#039;&#039;Make Announcement&#039;&#039;&#039; - Broadcasts your regal speeches to the whole Duchy, letting all know of your plans, your punishments, and your idle after-noon musings. Any who wear the crown may use this function of the throat.&lt;br /&gt;
* &#039;&#039;&#039;Make Decree&#039;&#039;&#039; - For more important announcements, a decree will be accompanied with bombastic horns and the rats of the SCOMs around Rockhill occasionally repeating whatever you have decreed. The populace will constantly be reminded of your authority; benevolent or not.&lt;br /&gt;
* &#039;&#039;&#039;Make Law&#039;&#039;&#039; - The Laws of the Land will be amended with with your glorious decree, which your peasants and the refugees to the duchy are forced to obey, lest they be caught violating your authority and be brought to the mercy of the town watch or your marshal.&lt;br /&gt;
* &#039;&#039;&#039;Remove Law&#039;&#039;&#039; - By telling the throne to remove a certain law, for example &#039;&#039;&amp;quot;Remove Law 3,&amp;quot;&#039;&#039; the offending law will be struck out from the Laws of the Land.&lt;br /&gt;
* &#039;&#039;&#039;Purge Law&#039;&#039;&#039; - Removes &#039;&#039;all&#039;&#039; Laws of the Land. Not recommended lest you come up with new laws swiftly.&lt;br /&gt;
* &#039;&#039;&#039;Declare Outlaw&#039;&#039;&#039; - Marks anyone in the Duchy for death or capture. All who lay eyes on the poor soul are made aware of their outlawing. To remove the brand, repeat the process for the criminal scum.&lt;br /&gt;
* &#039;&#039;&#039;Set Tax&#039;&#039;&#039; - Changes how much money is taken from deposits made into NERVELOCK accounts. Nobles are exempt.&lt;br /&gt;
&lt;br /&gt;
You, of course, have access to the whole of Rockhill Keep. Being the busy man that you are, it&#039;s more like than not that you&#039;ll spend most of your time in your manor estate, ordering around your courtiers and being a stellar father and husband (or an awful one.) Your room is on the second floor, which contains some wine, perfume and your set of Blacksteel plate armour. Should you ever find yourself out and about and still wish to communicate with your people, a gemerald ring also sits in a closet in your office, which acts like a SCOM when worn. You can mute it with MMB, provided you&#039;re not in any special intent.&lt;br /&gt;
&lt;br /&gt;
=== A Ruler&#039;s Court ===&lt;br /&gt;
As the Duke of Rockhill, you don&#039;t rule alone. Alongside you are your courtiers and servants, each of which have their own duties to support you and your grand duchy in its dae-to-dae operations. Work alongside them, delegate relevant tasks, and be sure to reward them for good work, and punish them for their mistakes. How your court acts reflects upon you, Your Grace.&lt;br /&gt;
&lt;br /&gt;
* The Consort and the Heirs&lt;br /&gt;
** Your immediate family. The Consort is your spouse, and may not always have been married into your family out of love. Similarly, the Heirs are not exclusively your blood relation. Your family all have claims to the throne in event of your death, and can sway power towards themselves through courtly intrigue, so it&#039;s best not to scorn them frivolously. Certainly not if you intend to have them take regency.&lt;br /&gt;
* The Hand&lt;br /&gt;
** As your best friend for many years, your right hand man acts under your direct authority. A loyal Hand may bring about even greater cohesion in your court, and a disloyal one may seek to stir discontentment within your ranks. Keep them close by your side, listen to their counsel, and encourage them to work with your other subordinates. The Hand can also make a decent spymaster.&lt;br /&gt;
* The Marshal&lt;br /&gt;
** The superior of your duchy&#039;s team of legislators, the Marshal can enact your judgement on the populace in your stead. He is able to suggest to you amendments to the Laws of the Land and hold court for issues that don&#039;t require your immediate presence - on top of this, helping you to organise your forces as a middle-man between you, the Knight-Captain, the Vanguard&#039;s Warden and Rockhill Town&#039;s mayor.&lt;br /&gt;
* The Steward&lt;br /&gt;
** Your coin counter. The Steward and his clerk handle the financial dealings of the duchy, co-ordinating with the Merchant and craftsmen around Rockhill to bring treasures into your vault, and handling imports, exports and NERVELOCK banking. Sometimes, this errant paper-pusher may need a little reminder of his duties, as payments for your men are oft missed.&lt;br /&gt;
* The Court Physician&lt;br /&gt;
** Once a leper brought into your court to practice the ways of Pestra out of sight and mind of the rest of world, the now-cured physician stands as one of the only forces between your court and Necra&#039;s realm. Adept at sewing wounds and brewing potions, the Court Physician is life-saving part of your court... though his knowledge of alchemy could be your downfall.&lt;br /&gt;
* The Court Magos&lt;br /&gt;
** An eccentric mage who performs his studies into the arcyne on your manor grounds. His knowledge can provide great boons to you, and the scrying orb in his possession can find most people who the mage already knows of. Be wary of his magic, however. It can easily be turned against you.&lt;br /&gt;
&lt;br /&gt;
=== A Ruler&#039;s Strength ===&lt;br /&gt;
What would a ruler be without an army? Dead or deposed of, of course. Fortunately, the garrisons of Rockhill are robust and plentiful, with three factions within that are deployed in different sections of your land. The crown retinue consists at most of its Retinue Captain, two knights, three squires, six men at arms and a gatemaster. These are your manor guard, and will often remain in the keep unless you deploy them elsewhere. The town watch consists of its Sheriff, and at most eleven watchmen. Their duties are to maintain peace in the high-town, and have the authority to detain and imprison petty criminals and drunkards. Finally, the Vanguard consists of its Warden and at most ten Vanguard troops, who work to keep the lowtown safe and ensure the Bastion leading into Rockhill proper stands.&lt;br /&gt;
&lt;br /&gt;
If the Gods will it so, your men shouldn&#039;t have to see much bloodshed in the week, but bandits and the undead make sure that your garrison all earn their pay by the end of the week. Be realistic with how you deploy your men, it&#039;s unwise to leave one part of your lands unguarded to bolster the strength of another. The garrison can tend to be blood-thirsty, so keep them in line with rewards and punishments - a round of ale amongst soldiers can prevent an unfortunate &amp;quot;accident&amp;quot; with a peasant.&lt;br /&gt;
&lt;br /&gt;
=== A Ruler&#039;s Prudence ===&lt;br /&gt;
Being the Duke does not mean you can do whatever you like with no consequences. In fact, anger enough people and the weight of this foolishness will put a large burden on your shoulders, which people will be more than happy to remove... along with your head. Should you make a decision the commonfolk dislike, you should expect a decent amount of resistance and friction, which you will have to deal with before you find yourself at the mercy of the rebellion. Here are some some Do&#039;s and Do Not&#039;s for any good Duke to consider, evil or not:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Propose novel laws, such as crop donations or emergency levies&lt;br /&gt;
* Elevate notable commoners to a higher standing for their contributions&lt;br /&gt;
* Use intrigue and meticulous planning to dispose of enemies to your agenda with little pomp and ceremony&lt;br /&gt;
* Be unique. A good gimmick can turn a decent Duke into a memorable Duke&lt;br /&gt;
* Delegate tasks to your courtiers to ensure everything runs smoothly&lt;br /&gt;
* Be subtle in your less-than-moral habits and vices&lt;br /&gt;
* Give trusted courtiers regency if you want personal time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Be cartoonishly evil. A tyrant is fine, one who orders his men to kidnap women for him to defile is not&lt;br /&gt;
* Act like a commoner. You are of the highest standing in the duchy, act like it&lt;br /&gt;
* Ever turn against the Church. Your legacy will be tarnished if you&#039;re declared a heretic, and the curses will only whittle away your duchy&#039;s strength if the Priest ends up dead&lt;br /&gt;
* Leave the manor alone. You may be able to fight independently, but overconfidence will leave you rotting on the streets&lt;br /&gt;
* Over-rely on executions. Death is hard to make interesting&lt;br /&gt;
* Actively hunt villains. You only invite trouble by sending your men into the bog unprepared, it&#039;s wiser to form an ambush&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Roleplay_Guide&amp;diff=277</id>
		<title>Roleplay Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Roleplay_Guide&amp;diff=277"/>
		<updated>2024-11-18T12:02:54Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Makes the disclaimer less mean.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;While this is a guide on best roleplay practices, this is also an extension of the Rule of Interesting. This guide is the metric by which administrators judge your roleplay quality, so please be sure to keep these standards in mind!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ratwood Keep is a grimdark fantasy roleplay server, and as such, we expect a certain level of roleplay from each of our members. What constitutes good and bad roleplay is entirely subjective, but this guide seeks to provide standards and guidelines for you to build off of in your journey in Rockhill.&lt;br /&gt;
&lt;br /&gt;
== Preamble: What is Roleplay? ==&lt;br /&gt;
When you play on Ratwood Keep, you aren&#039;t playing as a character in a video game. Imagine yourself more as an actor on a stage or in a film. This is the essence of roleplay. This server isn&#039;t the conventional Space Station 13 experience - you should embody your character and play them in the world as a believable character. To separate yourself from your character is a vital component.&lt;br /&gt;
&lt;br /&gt;
== The Responsibilities of a Roleplayer ==&lt;br /&gt;
&lt;br /&gt;
==== Continuity ====&lt;br /&gt;
Each round in the game is a snippet of one of the tales of a week in Rockhill, and and thus there isn&#039;t any continuity between rounds. Certain events can be remembered between rounds at the discretion of the players involved; such as relationships, minor feuds, injuries and non-consensual acts - on the caveat that these aren&#039;t used to fuel unprompted attacks against any party. Everyone in town has lived in and worked in the town for a long time before the week started, and will remain for long after the week ends. Always keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Proper Escalation ===&lt;br /&gt;
Unlike other &amp;quot;high roleplay&amp;quot; servers, not much is expected in terms of proper escalation before a fight. The one thing you have to remember is that you should preface your first attack with an emote or a piece of dialogue that makes it &#039;&#039;unquestionably&#039;&#039; clear you&#039;re about to attack. That&#039;s it. If they flee and you want to re-engage after catching them, give another emote or dialogue. Something as simple as &amp;quot;Defend thyself, cur!&amp;quot; suffices.&lt;br /&gt;
&lt;br /&gt;
=== Role Responsibilities ===&lt;br /&gt;
Each role has their own responsibilities - these should be common sense. A knight of the land shouldn&#039;t be breaking the spines of peasants without clear orders from the Duke, and a templar should under no circumstances be gallivanting with heretics or bandits. Exceptions can obviously be made if they&#039;re roleplayed well, but otherwise, stick to what you know is right for the role.&lt;br /&gt;
&lt;br /&gt;
=== Validhunting and White Knighting ===&lt;br /&gt;
Your average farmer is not going to happen upon a violent criminal forcing himself on a poor woman and think to himself, &#039;&#039;&amp;quot;I&#039;ll save her!&amp;quot;&#039;&#039; before leaping in. Play to your character&#039;s motives: heroes are few and far between in this world. If you want to play as one, the garrison is full of prospective (and foolish) saviours. On the converse, false accusations should be used sparingly, as getting someone killed for something they didn&#039;t do is uninteresting if done with zero build-up.&lt;br /&gt;
&lt;br /&gt;
Furthermore, don&#039;t kill an antagonist simply because they&#039;re an antagonist. In sticky situations, it might be necessary to kill a werevolf or vampyre if they&#039;re entirely uncontrollable, but your average brigand should be shown a little more leniency - at least when it comes to the guillotine.&lt;br /&gt;
&lt;br /&gt;
== Mechanical Interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Typing Indicator ===&lt;br /&gt;
Also very simple - if you see someone typing, don&#039;t attack them. Obviously, if they&#039;re trying to type in the middle of a pitched battle, feel free to hack away at their fleshy limbs.&lt;br /&gt;
&lt;br /&gt;
=== Surrender ===&lt;br /&gt;
By right-clicking your Combat Mode toggle in the interface or pressing SHIFT-X on default keybinds, you will surrender. A white flag appears above your head and you drop to the floor, stunned and unable to move. You get some resistance to damage in this state.&lt;br /&gt;
&lt;br /&gt;
A surrender is never protection against being killed, but if you do intend to show your opponent cruelty in the face of their surrender, make sure you make this absolutely clear like with escalating into a fight. Again, a simple thing like, &amp;quot;You fool, you lost the moment you decided to fight me. Now perish!&amp;quot; is fine.&lt;br /&gt;
&lt;br /&gt;
== Class Expectations ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Classes ===&lt;br /&gt;
Antagonists, adventurers, knights, men at arms, watchmen, and vanguard members. These are all roles with one significant advantage over the rest of the town: You&#039;re competent in a fight. You can absolutely ruin an unarmed farmer&#039;s day with no rhyme or reason, he and the soilers around him can&#039;t do anything to stop you. Use this clear advantage you have to bolster people&#039;s roleplay - not just use it to make others&#039; suffer.&lt;br /&gt;
&lt;br /&gt;
=== Nobility ===&lt;br /&gt;
To be noble is to have your bloodline consecrated by the Ten. Nobles have etiquette and education, and are expected to act in a manner befitting an aristocrat. Speak in fluent English and use flowery words in your dialogue. Avoid crass jokes and profanity in public settings, and always maintain a sense of smug superiority over your lessers. Be as villainous or as virtuous as you choose - just be sure to act like a noble.&lt;br /&gt;
&lt;br /&gt;
=== Commoners ===&lt;br /&gt;
The townsfolk of Rockhill. Yeomen such as guild smiths, the innkeep and seamstress are expected to be invested in their lot in lyfe, after all, you&#039;ve owned your business for many years. Commoners of the town should be held in higher esteem than foreigners, but the opinions of nobles always overshadow those of the peasants.&lt;br /&gt;
&lt;br /&gt;
=== Migrants and Adventurers ===&lt;br /&gt;
The travellers in the Terrorbog, come from all over the world to visit Rockhill. For what purpose, is up to you. Migrants are strangers to Rockhill, though they may have met some towners in their travels before, and may even be friends with some. As an immigrant, you shouldn&#039;t act entitled to any of the luxuries the town has to offer, or the rights of any of the residents - you should be mistrusted and mistreated.&lt;br /&gt;
&lt;br /&gt;
== Immersion ==&lt;br /&gt;
&lt;br /&gt;
=== Separating IC from OOC ===&lt;br /&gt;
You aren&#039;t your character and your character isn&#039;t you. They shouldn&#039;t represent you. They have their own motivations, their own dreams, and their own morals. You&#039;re expected to act according to these motivations and their backstory, not your own.&lt;br /&gt;
&lt;br /&gt;
Treat your characters like living beings. Fear the touch of death and the sting of pain. What&#039;s a game to us is reality to them - act like it.&lt;br /&gt;
&lt;br /&gt;
=== New Actors on the Stage ===&lt;br /&gt;
You will die. A lot. From accidents in the Bog, to wild animals tearing you limb from limb, to your fellow man betraying you and putting you in the dirt. Having more than one character will soften this blow. Don&#039;t play a static - have characters from all walks of lyfe, and don&#039;t be upset if you die. The town needs fresh blood...&lt;br /&gt;
&lt;br /&gt;
=== Dialogue Standards ===&lt;br /&gt;
Your character should believably speak like they live in a dark fantasy medieval world. Don&#039;t type as if you&#039;re in a chat room or texting someone.&lt;br /&gt;
&lt;br /&gt;
Mute characters are expected to communicate through noises and emotes, and use custom emotes to convey their character&#039;s actions in a &amp;quot;show, don&#039;t tell&amp;quot; fashion.&lt;br /&gt;
&lt;br /&gt;
=== Static Roles ===&lt;br /&gt;
Unlike servers like Lifeweb, we have no role dampening. This is when if a person at roundstart rolls for a certain role, their chances of rolling this reduce each time, until other players are prioritised instead. This is why we encourage players to play different roles as unlike &#039;&#039;other&#039;&#039; other servers, we allow you to play whatever role you want them in, granted it makes sense with their personality and backstory. Nobody wants to see the same Duke ad infinitum.&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Roleplay_Guide&amp;diff=276</id>
		<title>Roleplay Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Roleplay_Guide&amp;diff=276"/>
		<updated>2024-11-17T23:26:47Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: I am an idiot. Fixes formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;While this is a guide on best roleplay practices, this is also an extension of the Rule of Interesting. Punishments can be enforced if you violate a part of the roleplay guide with no justifiable reason.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ratwood Keep is a grimdark fantasy roleplay server, and as such, we expect a certain level of roleplay from each of our members. What constitutes good and bad roleplay is entirely subjective, but this guide seeks to provide standards and guidelines for you to build off of in your journey in Rockhill.&lt;br /&gt;
&lt;br /&gt;
== Preamble: What is Roleplay? ==&lt;br /&gt;
When you play on Ratwood Keep, you aren&#039;t playing as a character in a video game. Imagine yourself more as an actor on a stage or in a film. This is the essence of roleplay. This server isn&#039;t the conventional Space Station 13 experience - you should embody your character and play them in the world as a believable character. To separate yourself from your character is a vital component.&lt;br /&gt;
&lt;br /&gt;
== The Responsibilities of a Roleplayer ==&lt;br /&gt;
&lt;br /&gt;
==== Continuity ====&lt;br /&gt;
Each round in the game is a snippet of one of the tales of a week in Rockhill, and and thus there isn&#039;t any continuity between rounds. Certain events can be remembered between rounds at the discretion of the players involved; such as relationships, minor feuds, injuries and non-consensual acts - on the caveat that these aren&#039;t used to fuel unprompted attacks against any party. Everyone in town has lived in and worked in the town for a long time before the week started, and will remain for long after the week ends. Always keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Proper Escalation ===&lt;br /&gt;
Unlike other &amp;quot;high roleplay&amp;quot; servers, not much is expected in terms of proper escalation before a fight. The one thing you have to remember is that you should preface your first attack with an emote or a piece of dialogue that makes it &#039;&#039;unquestionably&#039;&#039; clear you&#039;re about to attack. That&#039;s it. If they flee and you want to re-engage after catching them, give another emote or dialogue. Something as simple as &amp;quot;Defend thyself, cur!&amp;quot; suffices.&lt;br /&gt;
&lt;br /&gt;
=== Role Responsibilities ===&lt;br /&gt;
Each role has their own responsibilities - these should be common sense. A knight of the land shouldn&#039;t be breaking the spines of peasants without clear orders from the Duke, and a templar should under no circumstances be gallivanting with heretics or bandits. Exceptions can obviously be made if they&#039;re roleplayed well, but otherwise, stick to what you know is right for the role.&lt;br /&gt;
&lt;br /&gt;
=== Validhunting and White Knighting ===&lt;br /&gt;
Your average farmer is not going to happen upon a violent criminal forcing himself on a poor woman and think to himself, &#039;&#039;&amp;quot;I&#039;ll save her!&amp;quot;&#039;&#039; before leaping in. Play to your character&#039;s motives: heroes are few and far between in this world. If you want to play as one, the garrison is full of prospective (and foolish) saviours. On the converse, false accusations should be used sparingly, as getting someone killed for something they didn&#039;t do is uninteresting if done with zero build-up.&lt;br /&gt;
&lt;br /&gt;
Furthermore, don&#039;t kill an antagonist simply because they&#039;re an antagonist. In sticky situations, it might be necessary to kill a werevolf or vampyre if they&#039;re entirely uncontrollable, but your average brigand should be shown a little more leniency - at least when it comes to the guillotine.&lt;br /&gt;
&lt;br /&gt;
== Mechanical Interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Typing Indicator ===&lt;br /&gt;
Also very simple - if you see someone typing, don&#039;t attack them. Obviously, if they&#039;re trying to type in the middle of a pitched battle, feel free to hack away at their fleshy limbs.&lt;br /&gt;
&lt;br /&gt;
=== Surrender ===&lt;br /&gt;
By right-clicking your Combat Mode toggle in the interface or pressing SHIFT-X on default keybinds, you will surrender. A white flag appears above your head and you drop to the floor, stunned and unable to move. You get some resistance to damage in this state.&lt;br /&gt;
&lt;br /&gt;
A surrender is never protection against being killed, but if you do intend to show your opponent cruelty in the face of their surrender, make sure you make this absolutely clear like with escalating into a fight. Again, a simple thing like, &amp;quot;You fool, you lost the moment you decided to fight me. Now perish!&amp;quot; is fine.&lt;br /&gt;
&lt;br /&gt;
== Class Expectations ==&lt;br /&gt;
&lt;br /&gt;
=== Combat Classes ===&lt;br /&gt;
Antagonists, adventurers, knights, men at arms, watchmen, and vanguard members. These are all roles with one significant advantage over the rest of the town: You&#039;re competent in a fight. You can absolutely ruin an unarmed farmer&#039;s day with no rhyme or reason, he and the soilers around him can&#039;t do anything to stop you. Use this clear advantage you have to bolster people&#039;s roleplay - not just use it to make others&#039; suffer.&lt;br /&gt;
&lt;br /&gt;
=== Nobility ===&lt;br /&gt;
To be noble is to have your bloodline consecrated by the Ten. Nobles have etiquette and education, and are expected to act in a manner befitting an aristocrat. Speak in fluent English and use flowery words in your dialogue. Avoid crass jokes and profanity in public settings, and always maintain a sense of smug superiority over your lessers. Be as villainous or as virtuous as you choose - just be sure to act like a noble.&lt;br /&gt;
&lt;br /&gt;
=== Commoners ===&lt;br /&gt;
The townsfolk of Rockhill. Yeomen such as guild smiths, the innkeep and seamstress are expected to be invested in their lot in lyfe, after all, you&#039;ve owned your business for many years. Commoners of the town should be held in higher esteem than foreigners, but the opinions of nobles always overshadow those of the peasants.&lt;br /&gt;
&lt;br /&gt;
=== Migrants and Adventurers ===&lt;br /&gt;
The travellers in the Terrorbog, come from all over the world to visit Rockhill. For what purpose, is up to you. Migrants are strangers to Rockhill, though they may have met some towners in their travels before, and may even be friends with some. As an immigrant, you shouldn&#039;t act entitled to any of the luxuries the town has to offer, or the rights of any of the residents - you should be mistrusted and mistreated.&lt;br /&gt;
&lt;br /&gt;
== Immersion ==&lt;br /&gt;
&lt;br /&gt;
=== Separating IC from OOC ===&lt;br /&gt;
You aren&#039;t your character and your character isn&#039;t you. They shouldn&#039;t represent you. They have their own motivations, their own dreams, and their own morals. You&#039;re expected to act according to these motivations and their backstory, not your own.&lt;br /&gt;
&lt;br /&gt;
Treat your characters like living beings. Fear the touch of death and the sting of pain. What&#039;s a game to us is reality to them - act like it.&lt;br /&gt;
&lt;br /&gt;
=== New Actors on the Stage ===&lt;br /&gt;
You will die. A lot. From accidents in the Bog, to wild animals tearing you limb from limb, to your fellow man betraying you and putting you in the dirt. Having more than one character will soften this blow. Don&#039;t play a static - have characters from all walks of lyfe, and don&#039;t be upset if you die. The town needs fresh blood...&lt;br /&gt;
&lt;br /&gt;
=== Dialogue Standards ===&lt;br /&gt;
Your character should believably speak like they live in a dark fantasy medieval world. Don&#039;t type as if you&#039;re in a chat room or texting someone.&lt;br /&gt;
&lt;br /&gt;
Mute characters are expected to communicate through noises and emotes, and use custom emotes to convey their character&#039;s actions in a &amp;quot;show, don&#039;t tell&amp;quot; fashion.&lt;br /&gt;
&lt;br /&gt;
=== Static Roles ===&lt;br /&gt;
Unlike servers like Lifeweb, we have no role dampening. This is when if a person at roundstart rolls for a certain role, their chances of rolling this reduce each time, until other players are prioritised instead. This is why we encourage players to play different roles as unlike &#039;&#039;other&#039;&#039; other servers, we allow you to play whatever role you want them in, granted it makes sense with their personality and backstory. Nobody wants to see the same Duke ad infinitum.&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Roleplay_Guide&amp;diff=275</id>
		<title>Roleplay Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Roleplay_Guide&amp;diff=275"/>
		<updated>2024-11-17T23:24:59Z</updated>

		<summary type="html">&lt;p&gt;TheChocoboLord: Adds the roleplay guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;While this is a guide on best roleplay practices, this is also an extension of the Rule of Interesting. Punishments can be enforced if you violate a part of the roleplay guide with no justifiable reason.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ratwood Keep is a grimdark fantasy roleplay server, and as such, we expect a certain level of roleplay from each of our members. What constitutes good and bad roleplay is entirely subjective, but this guide seeks to provide standards and guidelines for you to build off of in your journey in Rockhill.&lt;br /&gt;
&lt;br /&gt;
== Preamble: What is Roleplay? ==&lt;br /&gt;
When you play on Ratwood Keep, you aren&#039;t playing as a character in a video game. Imagine yourself more as an actor on a stage or in a film. This is the essence of roleplay. This server isn&#039;t the conventional Space Station 13 experience - you should embody your character and play them in the world as a believable character. To separate yourself from your character is a vital component.&lt;br /&gt;
&lt;br /&gt;
== The Responsibilities of a Roleplayer ==&lt;br /&gt;
&lt;br /&gt;
==== Continuity ====&lt;br /&gt;
Each round in the game is a snippet of one of the tales of a week in Rockhill, and and thus there isn&#039;t any continuity between rounds. Certain events can be remembered between rounds at the discretion of the players involved; such as relationships, minor feuds, injuries and non-consensual acts - on the caveat that these aren&#039;t used to fuel unprompted attacks against any party. Everyone in town has lived in and worked in the town for a long time before the week started, and will remain for long after the week ends. Always keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Proper Escalation ===&lt;br /&gt;
Unlike other &amp;quot;high roleplay&amp;quot; servers, not much is expected in terms of proper escalation before a fight. The one thing you have to remember is that you should preface your first attack with an emote or a piece of dialogue that makes it &#039;&#039;unquestionably&#039;&#039; clear you&#039;re about to attack. That&#039;s it. If they flee and you want to re-engage after catching them, give another emote or dialogue. Something as simple as &amp;quot;Defend thyself, cur!&amp;quot; suffices.&lt;br /&gt;
&lt;br /&gt;
=== Role Responsibilities ===&lt;br /&gt;
Each role has their own responsibilities - these should be common sense. A knight of the land shouldn&#039;t be breaking the spines of peasants without clear orders from the Duke, and a templar should under no circumstances be gallivanting with heretics or bandits. Exceptions can obviously be made if they&#039;re roleplayed well, but otherwise, stick to what you know is right for the role.&lt;br /&gt;
&lt;br /&gt;
=== Validhunting and White Knighting ===&lt;br /&gt;
Your average farmer is not going to happen upon a violent criminal forcing himself on a poor woman and think to himself, &#039;&#039;&amp;quot;I&#039;ll save her!&amp;quot;&#039;&#039; before leaping in. Play to your character&#039;s motives: heroes are few and far between in this world. If you want to play as one, the garrison is full of prospective (and foolish) saviours. On the converse, false accusations should be used sparingly, as getting someone killed for something they didn&#039;t do is uninteresting if done with zero build-up.&lt;br /&gt;
&lt;br /&gt;
Furthermore, don&#039;t kill an antagonist simply because they&#039;re an antagonist. In sticky situations, it might be necessary to kill a werevolf or vampyre if they&#039;re entirely uncontrollable, but your average brigand should be shown a little more leniency - at least when it comes to the guillotine.&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Interactions ===&lt;br /&gt;
&lt;br /&gt;
==== Typing Indicator ====&lt;br /&gt;
Also very simple - if you see someone typing, don&#039;t attack them. Obviously, if they&#039;re trying to type in the middle of a pitched battle, feel free to hack away at their fleshy limbs.&lt;br /&gt;
&lt;br /&gt;
==== Surrender ====&lt;br /&gt;
By right-clicking your Combat Mode toggle in the interface or pressing SHIFT-X on default keybinds, you will surrender. A white flag appears above your head and you drop to the floor, stunned and unable to move. You get some resistance to damage in this state.&lt;br /&gt;
&lt;br /&gt;
A surrender is never protection against being killed, but if you do intend to show your opponent cruelty in the face of their surrender, make sure you make this absolutely clear like with escalating into a fight. Again, a simple thing like, &amp;quot;You fool, you lost the moment you decided to fight me. Now perish!&amp;quot; is fine.&lt;br /&gt;
&lt;br /&gt;
=== Class Expectations ===&lt;br /&gt;
&lt;br /&gt;
==== Combat Classes ====&lt;br /&gt;
Antagonists, adventurers, knights, men at arms, watchmen, and vanguard members. These are all roles with one significant advantage over the rest of the town: You&#039;re competent in a fight. You can absolutely ruin an unarmed farmer&#039;s day with no rhyme or reason, he and the soilers around him can&#039;t do anything to stop you. Use this clear advantage you have to bolster people&#039;s roleplay - not just use it to make others&#039; suffer.&lt;br /&gt;
&lt;br /&gt;
==== Nobility ====&lt;br /&gt;
To be noble is to have your bloodline consecrated by the Ten. Nobles have etiquette and education, and are expected to act in a manner befitting an aristocrat. Speak in fluent English and use flowery words in your dialogue. Avoid crass jokes and profanity in public settings, and always maintain a sense of smug superiority over your lessers. Be as villainous or as virtuous as you choose - just be sure to act like a noble.&lt;br /&gt;
&lt;br /&gt;
==== Commoners ====&lt;br /&gt;
The townsfolk of Rockhill. Yeomen such as guild smiths, the innkeep and seamstress are expected to be invested in their lot in lyfe, after all, you&#039;ve owned your business for many years. Commoners of the town should be held in higher esteem than foreigners, but the opinions of nobles always overshadow those of the peasants.&lt;br /&gt;
&lt;br /&gt;
==== Migrants and Adventurers ====&lt;br /&gt;
The travellers in the Terrorbog, come from all over the world to visit Rockhill. For what purpose, is up to you. Migrants are strangers to Rockhill, though they may have met some towners in their travels before, and may even be friends with some. As an immigrant, you shouldn&#039;t act entitled to any of the luxuries the town has to offer, or the rights of any of the residents - you should be mistrusted and mistreated.&lt;br /&gt;
&lt;br /&gt;
=== Immersion ===&lt;br /&gt;
&lt;br /&gt;
==== Separating IC from OOC ====&lt;br /&gt;
You aren&#039;t your character and your character isn&#039;t you. They shouldn&#039;t represent you. They have their own motivations, their own dreams, and their own morals. You&#039;re expected to act according to these motivations and their backstory, not your own.&lt;br /&gt;
&lt;br /&gt;
Treat your characters like living beings. Fear the touch of death and the sting of pain. What&#039;s a game to us is reality to them - act like it.&lt;br /&gt;
&lt;br /&gt;
==== New Actors on the Stage ====&lt;br /&gt;
You will die. A lot. From accidents in the Bog, to wild animals tearing you limb from limb, to your fellow man betraying you and putting you in the dirt. Having more than one character will soften this blow. Don&#039;t play a static - have characters from all walks of lyfe, and don&#039;t be upset if you die. The town needs fresh blood...&lt;br /&gt;
&lt;br /&gt;
==== Dialogue Standards ====&lt;br /&gt;
Your character should believably speak like they live in a dark fantasy medieval world. Don&#039;t type as if you&#039;re in a chat room or texting someone.&lt;br /&gt;
&lt;br /&gt;
Mute characters are expected to communicate through noises and emotes, and use custom emotes to convey their character&#039;s actions in a &amp;quot;show, don&#039;t tell&amp;quot; fashion.&lt;br /&gt;
&lt;br /&gt;
==== Static Roles ====&lt;br /&gt;
Unlike servers like Lifeweb, we have no role dampening. This is when if a person at roundstart rolls for a certain role, their chances of rolling this reduce each time, until other players are prioritised instead. This is why we encourage players to play different roles as unlike &#039;&#039;other&#039;&#039; other servers, we allow you to play whatever role you want them in, granted it makes sense with their personality and backstory. Nobody wants to see the same Duke ad infinitum.&lt;/div&gt;</summary>
		<author><name>TheChocoboLord</name></author>
	</entry>
</feed>