Setting Expectations
You are expected to immerse yourself in a dark and brutal setting where self-interest, survival, and status trumps over virtue. Modern sensibilities in regards to justice, equality, and the like do not apply to this setting.
Do not treat this like your standard Space Station 13 server. This is a medieval dark fantasy world with some caveats made to fit gameplay and playability. You must adapt your perspective and how you approach the setting, and you must strive to create a more interesting and immersive experience, all while following the Rule of Interesting.
Expected Player Approaches:
- Distrust of outsiders or "otherness" exists organically (e.g., disdain for foreign customs, species-based tensions).
- Avoid conflating these dynamics with real-world identities, i.e. sexual orientation, skin color, etc.
- While normally we would be fine with furry vs non-furry species dynamic, it causes too much OOC tension, so it is best to be avoided.
- Focus instead on in-universe divisions like fantasy race divides (Elf vs Human, Lupian vs Tabaxi, etc), class divides (Yeoman vs Peasant), regional rivalries (Grenzelhoft vs Otava), clan loyalties, or magical corruption/tendencies (Magic vs Non-Magic).
- Slavery exists commonplace within the setting, and characters should treat it as such. Unless your character is extremely forward-thinking, you should not act be in active opposition. Opposition would require unusual circumstances: religious conviction, firsthand trauma, or strategic advantage.
- Respect the hierarchy. While nobody says you cannot be a disrespectful peasant, those within the established hierarchy from the Church to the Inquisition to the Keep have a vested interest in maintaining the hierarchy. It is integral for them to ensure the nobility is respected.
- Brutality serves atmosphere, not shock value. Cruelty needs purpose: entertainment, intimidation, punishment, or showing factional ruthlessness among other things. It is particularly encouraged in cases where it may make a round more interesting for a captive.
- Likewise, kindness can exist cautiously such as protecting friends and other relations, currying favor, and so forth. However, this should not be handed out willy nilly. By being more reserved with it, this makes acts of kindness stand out more vividly, especially in dark times like this, and makes it more impactful to the story.
- For instance, your character should typically care not for what happens to criminals. They should care little for beggars as well. Unless you have a very good IC reason for it beyond just being "good", keep your kindness in reserve as if it's mammons in your pouch.
Faction Expectations
This is the general expectation, but this will not be rigidly enforced. Do not admin-help, just because you are salty that someone betrayed you. It will solely be applied when the Rule of Interesting is clearly broken or in severe immersion breaks. As long as you work to add to the roleplay of one another, we prefer to be hands-off and will only get involved in extraordinary cases.
The Keep
Internal Politics
The Keep is the most flexible faction when it comes to morality. They may be evil or good. However, they should generally attempt to align with the Duke, at least on the surface. In theory, you were picked by the Duke himself or one of his subordinates to serve him. However, this does not mean you cannot undermine the Duke or scheme against him. Rather, be smart. Be subtle.
For instance, if you are sympathetic to Matthios and want to help said a captured bandit escape, you are allowed to do so. However, suddenly turning around and joining the bandits in the middle of battle for no real reason is frowned upon.
External Politics
The Keep should work to maintain good relations with the Church to uphold their legitimacy. Slaughtering the Church only weakens your hold on power, as your claim to power is from being anointed by the Prelate. The Inqusition could be persuaded to join your cause against the Church if all else fails in exchange for bribes or granting them power.
Courtiers
Lore Considerations: The Duke or one of his subordinates has chosen you to serve him directly. He is what gives your realm and your own position legitimacy. Other neighboring nations may see your ruler as illegitimate and may invade if you are too overt. Furthermore, it may encourage peasants to become uppity which puts your own power in jeopardy
- Courtiers should initially oppose the Duke through subterfuge and intrigue, using overt action or outside alliances only as a last resort—ideally eliminating him quietly through stealth or poisoning, and resorting to bargaining with other factions or a coup only if subtler means fail.
- Ultimately, Courtiers are encouraged to scheme, but you should also avoid being a constant nuisance. You should at least maintain a facade of loyalty.
Knights
Lore Considerations: The Duke has chosen you to serve him directly. You derive your honor, your legitimacy, and your wealth from him. Without him, no other lord will entrust you to them. Betraying him will make you an outcast among the nobility, even if he was hated, making you a "disgraced" knight. Only betray him if you think you must.
- Knights should remain relatively steadfast to the Duke. You are not a templar or a mercenary, therefore your main loyalty should lay with the Duke. This does not mean you must be his lapdog, rather you should be less keen on betraying him outright.
- You should be more loyal than your average courtier or retinue member, but that does not mean you are fully infallible. Full betrayal is only encouraged if the Duke's actions directly affects you to an extraordinary degree or in a highly personal way. This should only be done in extreme instances. However, this does not mean you need to always work to the Duke's benefit.
- This does not mean you cannot join in on schemes, given that you work to be discreet. However, you should be risk-adverse, as being labeled for dishonor can be worse than death as a knight. You and your family would be marked for shame and shunning forever, leaving banditry your only option.
- You must actively participate in service of the Duke.
Retinue
- Regular Garrison members should generally be loyal to each other over outsiders. This does not mean they cannot treat each other poorly, but should be more likely to believe each other over an outsider.
- They should follow the chain of command, i.e. generally respect the members of court and their superiors on the surface, however, their loyalty is not expected to be as strong as the knights who have sworn oaths.
- Sustained failure to be paid for time worked is sufficient reason to desert or to betray. They may also abandon their duties for any other serious reasons.
Inquisition
Internal Politics
The Inquisition is also a flexible faction in terms of how they can be played. However, they should be seen as dangerous and intimidating. They can and should act corrupt and evil, despite their fanaticism, particularly to advance their own cause or their own self-interests in expanding their power. They should typically not hold any sympathy for any perceived heretics. Above all, they should strive to be feared and are not afraid of doing heinous acts.
Members of the Inquisition must try to at least follow in the direction that the Head Inquisitor sets. While some dissent is appropriate, you should not be openly working against them as you have been working with them for years now. In only very rare instances where you are personally affected significantly, should you be rebelling and betraying the Head Inquisitor. Simply disagreeing with their methods towards heretic is not sufficient, as one is expected to be horrendously cruel to heretics. You are the Inquisition after all.
External Politics
The Inquisition may side with any faction that best aligns with their interests. However, they should act independently and should not readily align with any other factions. They are foreigners in a foreign land and should conduct themselves accordingly. They have an interest in joining the side that grants them the most benefits.
Church
Internal Politics
The Church may be a staple of morality within the realm. However, this may not always be the case, and this does not mean they cannot commit acts of corruption or evil either. The setting is not about being black and white where a "good" faction must always and uniformly be good. They are malleable like any other factions and are susceptible to corruption.
Members of the Church must possess, at least, some loyalty to the Prelate with those higher in rank being more and more devoted to them. While dissent is appropriate, you should be hesitant to work openly against an institution you hold dear in your life, at least not without strong cause.
However, that does not mean you need be a pawn for the Prelate. For instance, if the Prelate forbids healing without collecting mammons, secretly healing those in need in alignment with your character's religious teachings is perfectly acceptable.
In only rare instances with extraordinary cause, should you be rebelling and betraying the Prelate outright.
External Politics
The Church should work to maintain good relations with the Keep, even if unfortunate circumstances may arise. After all, the Church is the one that anointed the Duke. However, relationships may naturally fray if it becomes too much. The Church may work with the Inquisition and even ally with them against the Keep if needed for a common cause, but they should view these potential heretics with extreme caution as it is clear that they are rivals to your power.
Others
Again, whether you are a Bandit, Wretch, or a Migrant group, you should typically be loyal as described above to your faction, especially the officially marked leader of said faction if one exists. This does not mean you cannot be cruel to one another, but you should not readily backstab each other either or go out of your way to kill each other or get in each other's way, especially for an outsider.