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		<title>The Broken Dagger Wiki - User contributions [en]</title>
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		<updated>2026-07-26T19:30:44Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>?title=Hakikat</id>
		<title>Hakikat</title>
		<link rel="alternate" type="text/html" href="?title=Hakikat"/>
				<updated>2014-12-08T03:09:03Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: Created page with &amp;quot;Category:Religion Category:One True Faith&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Religion]]&lt;br /&gt;
[[Category:One True Faith]]&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Chapel_of_Saint_Iona</id>
		<title>Chapel of Saint Iona</title>
		<link rel="alternate" type="text/html" href="?title=Chapel_of_Saint_Iona"/>
				<updated>2014-12-08T02:55:38Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The [[Chapel of Saint Iona]] is [[Myrkentown]]'s largest house of worship, devoted to the [[One True Faith]].&lt;br /&gt;
[[Category:Stubs]] &lt;br /&gt;
[[Category:Geography]] &lt;br /&gt;
[[Category:Myrkentown]]&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:One True Faith]]&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Plots_10_14</id>
		<title>Plots 10 14</title>
		<link rel="alternate" type="text/html" href="?title=Plots_10_14"/>
				<updated>2014-11-11T04:59:55Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: Created page with &amp;quot;With the harvests done, Myrkentown sets to organizing itself before the first inevitable fall of snow.  With the eleventh month drawing near, the mornings come earlier and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With the harvests done, [[Myrkentown]] sets to organizing itself before the first inevitable fall of snow.  With the eleventh month drawing near, the mornings come earlier and the days shorten; logging caravans filter in on a daily basis, delivering a bounty of fuel with which to fend off the cold.&lt;br /&gt;
&lt;br /&gt;
* A quickly spreading illness is affecting the youth of Myrken Wood. Though the symptoms are strange, they may not be wholly unfamiliar to long time residents. Though tragic, the families of the afflicted can find solace in the fact that the suffering of their loved ones is mercifully ended in only a matter of one or two days, at which time the body seems to succumb to malnourishment.&lt;br /&gt;
&lt;br /&gt;
* Glimpses of men and women dressed in red uniforms have been spotted everywhere from the marketplace to the back alleys of Myrkentown, though they are rarely seen with one another. They seem to have some sort of agenda, but they have not moved against any person or organization in such a way that would call attention to themselves, and they manage to make themselves scarce in the presence of guards and officials.  &amp;lt;p&amp;gt;Going off of what she was told by [[Gloria Wynsee]], [[Bern Clydell]], a bounty hunter and bodyguard-for-hire, surmised that the disappearance of the street performer known as [[Vixen]], her client and a friend of Wynsee, was tied to the group. Her initially fruitless search took a turn for the better when Egris Verreaux, the Lady Warden, stepped in as a favor to Wynsee and offered her assistance, which Clydell grudgingly accepted.  The two continued their investigation and encountered a member of the group lying in wait for them. The woman, calling herself Molleine, boldly admitted that she knew both their identities, suggesting that general intel was available to her organization, as well as the whereabouts of the missing dancer. She wasted no time in attacking them with an unusual weapon.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;Knowing that they were at a disadvantage in the narrow hallway of the Floating Dragon's second story, the two women quickly escaped to the street to even the odds. Molleine was joined by a similarly dressed man, whom she called Bane. He wielded an equally strange weapon, and they pressed the attack together.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The ex-Governor, [[Glenn Burnie]], and the Lady Warden were seen having what seemed to be a romantic picnic together. There are still rumors about their engagement floating around. Neither party has confirmed nor refuted these rumors.&lt;br /&gt;
&lt;br /&gt;
* Three people--a woman, her young daughter, and a niece--arrived at the Broken Dagger at the beginning of the tenth month, refugees seeking shelter and work after fleeing [[Thessilane]], judging by the crimson adorned when first they arrived. The mother and daughter pair, however, have recently left the third in their party to her own devices, continuing further south without a word or a letter of resignation after having taken positions in the Dagger as maid-staff. The fifteen-year-old left behind bears a striking resemblance to another Myrken Wood native, who'd also worked at the inn--at least until she met the Duke of Thessilane. Said teenager has his coloring, meanwhile.&lt;br /&gt;
&lt;br /&gt;
* [[Catch]] has been at the center of a number of tense altercations in the [[Broken Dagger]] over the previous weeks, some ending in blood and confusion.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Plots_09_14</id>
		<title>Plots 09 14</title>
		<link rel="alternate" type="text/html" href="?title=Plots_09_14"/>
				<updated>2014-11-11T04:50:58Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: Created page with &amp;quot;Time passes by measure of the trees: summer has long broken, and the autumn harvest progresses because it must; the promise of a winter as brutal as any other falls over Myr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Time passes by measure of the trees: summer has long broken, and the autumn harvest progresses because it must; the promise of a winter as brutal as any other falls over [[Myrken Wood]].  The Crown's soldiers ready themselves for the dead season, their garrison now a thriving extension of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
* Worship at Istota Gora, the secondary-rite church of the One God built on a hill outside town, goes on every morning and twice on Sundays in the language spoken in New Dauntless and Northern New Dauntless. As far as non-members know, there's no actual priest.&lt;br /&gt;
&lt;br /&gt;
* The fairies of Hibera have quietly and politely left their cave by the lake, returning to their original home near Westenford, Amasynia now that their kingdom is properly reunited by marriage. They have left a copy of a treaty document explaining the situation and wishing their &amp;quot;bigling&amp;quot; neighbors well in Treadwell's office.  In addition, Treadwell has set in motion plans to see the Church of Tubbius in Myrken Wood relocated to its original church where the religion was founded, doing so in the name of protecting the faith and the faithful from potential problems that might arise due to the recent famine and to potential conflicts of interest between his positions of Lord Steward and Tubbius Regalis. In addition, there is also the concern of safeguarding them against any possible future problems involving the One True Faith. The Tubbians will be leaving after their usual service on Sunday, October 5. No ill feelings seem present at the move, and there is generally a feeling among the followers of doing as their Great Tubbius asks, with the Church following the leadership of its second-in-command, Tubbius Princeps James Wilde.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Wealdhold</id>
		<title>Wealdhold</title>
		<link rel="alternate" type="text/html" href="?title=Wealdhold"/>
				<updated>2014-09-18T03:48:02Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Wealdhold]], located approximately thirteen miles northwest of [[Myrkentown]], is a loose conglomeration of shacks, shanties, subsistence-level farmsteads and tented encampments in the region immediately east of [[Golben]]. This ill-defined settlement stretches well into the East Weald, taking advantage of the forest for shelter and forage. Having been only recently acknowledged by passing traders and merchants, the Wealdhold is tentatively named for its most notable structure: the [[Look]], originally housing for labourers within the Pit, since abandoned and now partly fortified with materials scavenged from the surrounding area.  As a recent-established and unsanctioned settlement no official census of the colony's population has been made.  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Wealdhold is a relatively new feature on the Myrken Wood landscape, and specific information regarding its founding is unknown.  Traders traveling North Passage Down discovered the Wealdhold after the melt of winter snow in 214 [[Anno Regalis|AR]].  Wealdhold's growth coincides with the famine following the [[The Red-and-Gold Summer|Red-and-Gold Summer]], providing safe haven for transients, nomads, and the poor well outside Myrkentown's limits.&lt;br /&gt;
&lt;br /&gt;
==Rumors==&lt;br /&gt;
From a transcript on file at the Myrken Wood [[Myrkentown Inquisitory|Inquisitory]], dated mid-214 [[Anno Regalis|AR]].&lt;br /&gt;
&amp;lt;blockquote&amp;gt;...word from the regulars peddling along North Passage Down that it would behoove me to see what was blooming up alongside that damned Golben pit.  I took my wares an hour or two off the main road and discovered a loud, stinking stain of tents and people surrounded by what few things belonged to them.  There were some residences, though nothing you or I'd want to live in.  Several dozen folks all-in-all, I estimated, but not a one of that mass seemed like they'd have anything of worth on them.  Before I could depart, I was approached by two broad fellows almost two-and-twenty hands high, long of tooth and yellow-eyed.  They was wearing cloaks and leather, asking me what my business was, said that they was on patrol and I was intruding.  I told them I had all manners of iron and bone ware for sale, but that was it, that was all I had.  They asked me if I might have a line to some mining tools for hard-rock work.  Said I might, said I could probably scrounge up some old picks if I put my mind to it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;Those weren't human patrols.  Not Crown, not Myrken, but not unpeaceable, either.  By the One, I'm in no position to turn down coin.  I'll sell to anyone; greenfolk, I come to realize, want to survive just as much as any man does, and that means their purse is just as good to me.&lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Cities &amp;amp; Towns]]&lt;br /&gt;
[[Category:Myrken Wood]]&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Getting_Started</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="?title=Getting_Started"/>
				<updated>2014-09-02T03:12:32Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Connect to #Broken_Dagger==&lt;br /&gt;
Want to join us?  A [http://www.brokendagger.com/connect helpful guide to connecting to #Broken_Dagger and DarkMyst] is available on our website.&lt;br /&gt;
&lt;br /&gt;
==Our Regular Channels==&lt;br /&gt;
* '''[[Broken Dagger (channel) |#Broken_Dagger]]''' - This channel is where the majority of our roleplay occurs.  Only in-character writing is acceptable in this channel.&lt;br /&gt;
* '''[[BD OOC (channel)|#BD_OOC]]''' - Here, our players talk and communicate with one another on a constant basis.&lt;br /&gt;
* '''#BD_Outside''' - This channel covers the property belonging to the Broken Dagger. This land includes a lawn in front of the tavern, stables, gardens and the shore of the Silver Lake. It is usually common courtesy to inform players in the out-of-character channel so that they may join to watch.&lt;br /&gt;
* '''#BD_elsewhere''' - For any other location as needed – [[Myrkentown]], the Governor’s Meetinghouse, the [[Rememdium Edificium]], or further afield. Please be sure to make clear where the action is taking place when you start a scene in this channel. &lt;br /&gt;
==Abbreviations Commonly Seen in Channel Discussion==&lt;br /&gt;
*'''AFK''': Away From Keyboard&lt;br /&gt;
*'''BRB''': Be Right Back&lt;br /&gt;
*'''BBIAB''': Be Back in a Bit&lt;br /&gt;
*'''WB''': Welcome Back&lt;br /&gt;
*'''TY''': Thank You&lt;br /&gt;
*'''LOL''': Laugh Out Loud&lt;br /&gt;
*'''ROFL''': Rolling On The Floor Laughing&lt;br /&gt;
*'''PM''': Private Message&lt;br /&gt;
*'''OP''': [[Operators|Channel Operator]]&lt;br /&gt;
*'''RP''': [[Role-Playing|Roleplay]]&lt;br /&gt;
*'''FFRP''': Free Form [[Role-Playing|Roleplay]]&lt;br /&gt;
&lt;br /&gt;
==In Character==&lt;br /&gt;
'''In Character''' ('''IC''') is a roleplaying term, referring to the world of the characters rather than the world of the players.  That is, a character talking to another character is an IC interaction, set within the IC world.  The [[Broken Dagger (channel)|#Broken_Dagger]] channel is strictly an IC-only channel.&lt;br /&gt;
&lt;br /&gt;
==Out of Character==&lt;br /&gt;
'''Out of character''' (sometimes abbreviated to '''OOC''') is a phrase used in roleplaying to differentiate between the person playing a [[characters|character]] and the character itself. When the person is being him-or-herself, rather than playing their character, he or she is said to be &amp;quot;out of character&amp;quot;.  Plainly, OOC refers to things said by the author of the message, rather than by the character(s) that author is playing.  OOC is strictly forbidden in [[Broken Dagger (channel)|#Broken_Dagger]].  If you wish to communicate OOC, please go to #BD_OOC.&lt;br /&gt;
&lt;br /&gt;
==Bot==&lt;br /&gt;
A '''bot''' is short for &amp;quot;robot&amp;quot; and is used to describe an automated, coded program.  In most cases on this website, &amp;quot;bot&amp;quot; will refer to a nickname on [[IRC]] that isn't a person, but just a bot, coded to respond to requests in channels and execute specific tasks and duties. &lt;br /&gt;
&lt;br /&gt;
Currently, our [[Statsbot]] is active in the channel for keeping stats of recent roleplay, which are accessible on the [http://www.brokendagger.com/statistics Broken Dagger Statistics] portion of our main site.&lt;br /&gt;
&lt;br /&gt;
In the past, [[Pritchard]] was a bot that served as the bartender in the Broken Dagger. He had the ability to serve drinks to players that used predetermined codes. If a person typed one of these codes in-channel, it would trigger a response from the bot.&lt;br /&gt;
&lt;br /&gt;
==Cut Scripts==&lt;br /&gt;
As of the most recent version of mIRC, cut-scripts are not necessary, [[Cut Scripts|but may be obtained here]] if necessary.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Getting_Started</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="?title=Getting_Started"/>
				<updated>2014-09-02T03:12:22Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Connect to #Broken_Dagger==&lt;br /&gt;
Want to join us?  A [http://www.brokendagger.com/connect| helpful guide to connecting to #Broken_Dagger and DarkMyst] is available on our website.&lt;br /&gt;
&lt;br /&gt;
==Our Regular Channels==&lt;br /&gt;
* '''[[Broken Dagger (channel) |#Broken_Dagger]]''' - This channel is where the majority of our roleplay occurs.  Only in-character writing is acceptable in this channel.&lt;br /&gt;
* '''[[BD OOC (channel)|#BD_OOC]]''' - Here, our players talk and communicate with one another on a constant basis.&lt;br /&gt;
* '''#BD_Outside''' - This channel covers the property belonging to the Broken Dagger. This land includes a lawn in front of the tavern, stables, gardens and the shore of the Silver Lake. It is usually common courtesy to inform players in the out-of-character channel so that they may join to watch.&lt;br /&gt;
* '''#BD_elsewhere''' - For any other location as needed – [[Myrkentown]], the Governor’s Meetinghouse, the [[Rememdium Edificium]], or further afield. Please be sure to make clear where the action is taking place when you start a scene in this channel. &lt;br /&gt;
==Abbreviations Commonly Seen in Channel Discussion==&lt;br /&gt;
*'''AFK''': Away From Keyboard&lt;br /&gt;
*'''BRB''': Be Right Back&lt;br /&gt;
*'''BBIAB''': Be Back in a Bit&lt;br /&gt;
*'''WB''': Welcome Back&lt;br /&gt;
*'''TY''': Thank You&lt;br /&gt;
*'''LOL''': Laugh Out Loud&lt;br /&gt;
*'''ROFL''': Rolling On The Floor Laughing&lt;br /&gt;
*'''PM''': Private Message&lt;br /&gt;
*'''OP''': [[Operators|Channel Operator]]&lt;br /&gt;
*'''RP''': [[Role-Playing|Roleplay]]&lt;br /&gt;
*'''FFRP''': Free Form [[Role-Playing|Roleplay]]&lt;br /&gt;
&lt;br /&gt;
==In Character==&lt;br /&gt;
'''In Character''' ('''IC''') is a roleplaying term, referring to the world of the characters rather than the world of the players.  That is, a character talking to another character is an IC interaction, set within the IC world.  The [[Broken Dagger (channel)|#Broken_Dagger]] channel is strictly an IC-only channel.&lt;br /&gt;
&lt;br /&gt;
==Out of Character==&lt;br /&gt;
'''Out of character''' (sometimes abbreviated to '''OOC''') is a phrase used in roleplaying to differentiate between the person playing a [[characters|character]] and the character itself. When the person is being him-or-herself, rather than playing their character, he or she is said to be &amp;quot;out of character&amp;quot;.  Plainly, OOC refers to things said by the author of the message, rather than by the character(s) that author is playing.  OOC is strictly forbidden in [[Broken Dagger (channel)|#Broken_Dagger]].  If you wish to communicate OOC, please go to #BD_OOC.&lt;br /&gt;
&lt;br /&gt;
==Bot==&lt;br /&gt;
A '''bot''' is short for &amp;quot;robot&amp;quot; and is used to describe an automated, coded program.  In most cases on this website, &amp;quot;bot&amp;quot; will refer to a nickname on [[IRC]] that isn't a person, but just a bot, coded to respond to requests in channels and execute specific tasks and duties. &lt;br /&gt;
&lt;br /&gt;
Currently, our [[Statsbot]] is active in the channel for keeping stats of recent roleplay, which are accessible on the [http://www.brokendagger.com/statistics Broken Dagger Statistics] portion of our main site.&lt;br /&gt;
&lt;br /&gt;
In the past, [[Pritchard]] was a bot that served as the bartender in the Broken Dagger. He had the ability to serve drinks to players that used predetermined codes. If a person typed one of these codes in-channel, it would trigger a response from the bot.&lt;br /&gt;
&lt;br /&gt;
==Cut Scripts==&lt;br /&gt;
As of the most recent version of mIRC, cut-scripts are not necessary, [[Cut Scripts|but may be obtained here]] if necessary.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Getting_Started</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="?title=Getting_Started"/>
				<updated>2014-09-02T03:10:48Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Connect to #Broken_Dagger==&lt;br /&gt;
Want to join us?  A[http://www.brokendagger.com/connect| helpful guide to connecting to #Broken_Dagger and DarkMyst] is available on our website.&lt;br /&gt;
&lt;br /&gt;
==Our Regular Channels==&lt;br /&gt;
* '''[[Broken Dagger (channel) |#Broken_Dagger]]''' - This channel is where the majority of our roleplay occurs.  Only in-character writing is acceptable in this channel.&lt;br /&gt;
* '''[[BD OOC (channel)|#BD_OOC]]''' - Here, our players talk and communicate with one another on a constant basis.&lt;br /&gt;
* '''#BD_Outside''' - This channel covers the property belonging to the Broken Dagger. This land includes a lawn in front of the tavern, stables, gardens and the shore of the Silver Lake. It is usually common courtesy to inform players in the out-of-character channel so that they may join to watch.&lt;br /&gt;
* '''#BD_elsewhere''' - For any other location as needed – [[Myrkentown]], the Governor’s Meetinghouse, the [[Rememdium Edificium]], or further afield. Please be sure to make clear where the action is taking place when you start a scene in this channel. &lt;br /&gt;
==Abbreviations Commonly Seen in Channel Discussion==&lt;br /&gt;
*'''AFK''': Away From Keyboard&lt;br /&gt;
*'''BRB''': Be Right Back&lt;br /&gt;
*'''BBIAB''': Be Back in a Bit&lt;br /&gt;
*'''WB''': Welcome Back&lt;br /&gt;
*'''TY''': Thank You&lt;br /&gt;
*'''LOL''': Laugh Out Loud&lt;br /&gt;
*'''ROFL''': Rolling On The Floor Laughing&lt;br /&gt;
*'''PM''': Private Message&lt;br /&gt;
*'''OP''': [[Operators|Channel Operator]]&lt;br /&gt;
*'''RP''': [[Role-Playing|Roleplay]]&lt;br /&gt;
*'''FFRP''': Free Form [[Role-Playing|Roleplay]]&lt;br /&gt;
&lt;br /&gt;
==In Character==&lt;br /&gt;
'''In Character''' ('''IC''') is a roleplaying term, referring to the world of the characters rather than the world of the players.  That is, a character talking to another character is an IC interaction, set within the IC world.  The [[Broken Dagger (channel)|#Broken_Dagger]] channel is strictly an IC-only channel.&lt;br /&gt;
&lt;br /&gt;
==Out of Character==&lt;br /&gt;
'''Out of character''' (sometimes abbreviated to '''OOC''') is a phrase used in roleplaying to differentiate between the person playing a [[characters|character]] and the character itself. When the person is being him-or-herself, rather than playing their character, he or she is said to be &amp;quot;out of character&amp;quot;.  Plainly, OOC refers to things said by the author of the message, rather than by the character(s) that author is playing.  OOC is strictly forbidden in [[Broken Dagger (channel)|#Broken_Dagger]].  If you wish to communicate OOC, please go to #BD_OOC.&lt;br /&gt;
&lt;br /&gt;
==Bot==&lt;br /&gt;
A '''bot''' is short for &amp;quot;robot&amp;quot; and is used to describe an automated, coded program.  In most cases on this website, &amp;quot;bot&amp;quot; will refer to a nickname on [[IRC]] that isn't a person, but just a bot, coded to respond to requests in channels and execute specific tasks and duties. &lt;br /&gt;
&lt;br /&gt;
Currently, our [[Statsbot]] is active in the channel for keeping stats of recent roleplay, which are accessible on the [http://www.brokendagger.com/statistics Broken Dagger Statistics] portion of our main site.&lt;br /&gt;
&lt;br /&gt;
In the past, [[Pritchard]] was a bot that served as the bartender in the Broken Dagger. He had the ability to serve drinks to players that used predetermined codes. If a person typed one of these codes in-channel, it would trigger a response from the bot.&lt;br /&gt;
&lt;br /&gt;
==Cut Scripts==&lt;br /&gt;
As of the most recent version of mIRC, cut-scripts are not necessary, [[Cut Scripts|but may be obtained here]] if necessary.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T01:26:39Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.  Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Kamoreta, located between a tailor's storefront and a cobbler's residence, offers a small number of tables and upholstered chairs for comfortable dining.  Its interior is a jungle of tapestries and imported draperies.  The front of the establishment opens onto Callister Street, where seating arrangements are scattered beneath a canvas awning to allow patrons an opportunity to savor the sights and sounds of the town while they break their fasts or take their supper.  Tall torches line the outside of the Kamoreta, their bowls filled with strongly-scented oils that help relieve the outside customers of burdensome, street-borne odors.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established during the [[The Red-and-Gold Summer (Plot)|Red-and-Gold Summer]] of 213 [[Anno Regalis|AR]], the Kamoreta thrived exclusively off the patronage of Myrkentown's self-professed elite.  The business managed to survive the gradual dismantling of [[Rhaena Olwak]]'s reign by flexibly altering its image to suit the changing state of the town: dress-codes were quickly abandoned, and the Kamoreta appealed to the town's less-fortunate citizens by offering foods imported under the Lady's reign to patrons at extremely discounted prices.&lt;br /&gt;
&lt;br /&gt;
Currently, the Kamoreta invites poets and bards to perform on scheduled nights; likewise, proper men and women regularly visit the small restaurant to discuss local pamphlets, new legislation, and engage in lively -- but peaceful -- debate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Myrkentown]]&lt;br /&gt;
[[Category:Myrken Wood]]&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Businesses]]&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T01:26:14Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.  Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Kamoreta, located between a tailor's storefront and a cobbler's residence, offers a small number of tables and upholstered chairs for comfortable dining.  Its interior is a jungle of tapestries and imported draperies.  The front of the establishment opens onto Callister Street, where seating arrangements are scattered beneath a canvas awning to allow patrons an opportunity to savor the sights and sounds of the town while they break their fasts or take their supper.  Tall torches line the outside of the Kamoreta, their bowls filled with strongly-scented oils that help relieve the outside customers of burdensome, street-borne odors.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established during the [[The Red-and-Gold Summer (Plot)|Red-and-Gold Summer]] of 213 [[Anno Regalis|AR]], the Kamoreta thrived exclusively off the patronage of Myrkentown's self-professed elite.  The business managed to survive the gradual dismantling of [[Rhaena Olwak]]'s reign by flexibly altering its image to suit the changing state of the town: dress-codes were quickly abandoned, and the Kamoreta appealed to the town's less-fortunate citizens by offering foods imported under the Lady's reign to patrons at extremely discounted prices.&lt;br /&gt;
&lt;br /&gt;
Currently, the Kamoreta invites poets and bards to perform on scheduled nights; likewise, proper men and women regularly visit the small restaurant to discuss local pamphlets, new legislation, and engage in lively -- but peaceful -- debate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Myrkentwn]]&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T01:24:19Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.  Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Kamoreta, located between a tailor's storefront and a cobbler's residence, offers a small number of tables and upholstered chairs for comfortable dining.  Its interior is a jungle of tapestries and imported draperies.  The front of the establishment opens onto Callister Street, where seating arrangements are scattered beneath a canvas awning to allow patrons an opportunity to savor the sights and sounds of the town while they break their fasts or take their supper.  Tall torches line the outside of the Kamoreta, their bowls filled with strongly-scented oils that help relieve the outside customers of burdensome, street-borne odors.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established during the [[The Red-and-Gold Summer (Plot)|Red-and-Gold Summer]] of 213 [[Anno Regalis|AR]], the Kamoreta thrived exclusively off the patronage of Myrkentown's self-professed elite.  The business managed to survive the gradual dismantling of [[Rhaena Olwak]]'s reign by flexibly altering its image to suit the changing state of the town: dress-codes were quickly abandoned, and the Kamoreta appealed to the town's less-fortunate citizens by offering foods imported under the Lady's reign to patrons at extremely discounted prices.&lt;br /&gt;
&lt;br /&gt;
Currently, the Kamoreta invites poets and bards to perform on scheduled nights; likewise, proper men and women regularly visit the small restaurant to discuss local pamphlets, new legislation, and engage in lively -- but peaceful -- debate.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T01:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.  Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Kamoreta, located between a tailor's storefront and a cobbler's residence, offers a small number of tables and upholstered chairs for comfortable dining.  Its interior is a jungle of tapestries and imported draperies.  The front of the establishment opens onto Callister Street, where seating arrangements are scattered beneath a canvas awning to allow patrons an opportunity to savor the sights and sounds of the town while they break their fasts or take their supper.  Tall torches line the outside of the Kamoreta, their bowls filled with strongly-scented oils that help relieve the outside customers of burdensome, street-borne odors.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established during the [[The Red-and-Gold Summer (Plot)|Red-and-Gold Summer]] of 213 [[Anno Regalis|AR]], the Kamoreta thrives exclusively off the patronage of Myrkentown's self-professed elite.  The business managed to survive the gradual dismantling of [[Rhaena Olwak]]'s reign by flexibly altering its image to suit the changing state of the town: dress-codes were quickly abandoned, and the Kamoreta appealed to the town's less-fortunate citizens by offering foods imported under the Lady's reign to patrons at extremely discounted prices.&lt;br /&gt;
&lt;br /&gt;
Currently, the Kamoreta invites local poets and bards to perform on scheduled nights; likewise, proper men and women regularly visit the small restaurant to discuss local pamphlets, new legislation, and engage in lively -- but peaceful -- debate.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T01:19:12Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.  Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Kamoreta, located between a tailor's storefront and a cobbler's residence, offers a small number of tables and upholstered chairs for comfortable dining.  Its interior is a jungle of tapestries and imported draperies.  The front of the establishment opens onto Callister Street, where seating arrangements are scattered beneath a canvas awning to allow patrons an opportunity to savor the sights and sounds of the town while they break their fasts or take their supper.  Tall torches line the outside of the Kamoreta, their bowls filled with strongly-scented oils that help relieve the outside customers of burdensome, street-borne odors.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established during the [[The Red-and-Gold Summer (Plot)|Red-and-Gold Summer]] of 213 [[Anno Regalis|AR]], the Kamoreta thrives exclusively off the patronage of Myrkentown's self-professed elite.  The business managed to survive the gradual dismantling of [[Rhaena Olwak]]'s reign by flexibly altering its image to suit the changing state of the town: dress-codes were quickly abandoned, and the Kamoreta appealed to the town's less-fortunate citizens by offering foods imported under the Lady's reign and to its new patrons at extremely discounted prices.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T01:11:25Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.  Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Kamoreta, located between a tailor's storefront and a cobbler's residence, offers a small number of tables and upholstered chairs for comfortable dining.  Its interior is a jungle of tapestries and imported draperies.  The front of the establishment opens onto Callister Street, where seating arrangements are scattered beneath a canvas awning to allow patrons an opportunity to savor the sights and sounds of the town while they break their fasts or take their supper.  Tall torches line the outside of the Kamoreta, their bowls filled with strongly-scented oils that help relieve the outside customers of burdensome, street-borne odors.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established during the [[The Red-and-Gold Summer (Plot)|Red-and-Gold Summer]] of 213 [[Anno Regalis|AR]], the Kamoreta thrives almost exclusively off the patronage of Myrkentown's self-professed elite.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T01:11:03Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.  Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Kamoreta, located between a tailor's storefront and a cobbler's residence, offers a small number of tables and upholstered chairs for comfortable dining.  Its interior is a jungle of tapestries and imported draperies.  The front of the establishment opens onto Callister Street, where seating arrangements are scattered beneath a canvas awning to allow patrons an opportunity to savor the sights and sounds of the town while they break their fasts or take their supper.  Tall torches line the outside of the Kamoreta, their bowls filled with strongly-scented oils that help relieve the outside customers of burdensome, street-borne odors.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established during the [[The Red-and-Gold Summer (Plot)|Red-and-Gold Summer]] of 213, the Kamoreta thrives almost exclusively off the patronage of Myrkentown's self-professed elite.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T01:10:40Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.  Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Kamoreta, located between a tailor's storefront and a cobbler's residence, offers a small number of tables and upholstered chairs for comfortable dining.  Its interior is a jungle of tapestries and imported draperies.  The front of the establishment opens onto Callister Street, where seating arrangements are scattered beneath a canvas awning to allow patrons an opportunity to savor the sights and sounds of the town while they break their fasts or take their supper.  Tall torches line the outside of the Kamoreta, their bowls filled with strongly-scented oils that help relieve the outside customers of burdensome, street-borne odors.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established during the [[The Red-and-Gold Summer (Plot)|Red-and-Gold Summer]], the Kamoreta thrives almost exclusively off the patronage of Myrkentown's self-professed elite.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T01:10:24Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.  Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Kamoreta, located between a tailor's storefront and a cobbler's residence, offers a small number of tables and upholstered chairs for comfortable dining.  Its interior is a jungle of tapestries and imported draperies.  The front of the establishment opens onto Callister Street, where seating arrangements are scattered beneath a canvas awning to allow patrons an opportunity to savor the sights and sounds of the town while they break their fasts or take their supper.  Tall torches line the outside of the Kamoreta, their bowls filled with strongly-scented oils that help relieve the outside customers of burdensome, street-borne odors.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established during the [[Red-and-Gold Summer (Plot)|Red-and-Gold Summer]], the Kamoreta thrives almost exclusively off the patronage of Myrkentown's self-professed elite.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T01:10:08Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.  Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Kamoreta, located between a tailor's storefront and a cobbler's residence, offers a small number of tables and upholstered chairs for comfortable dining.  Its interior is a jungle of tapestries and imported draperies.  The front of the establishment opens onto Callister Street, where seating arrangements are scattered beneath a canvas awning to allow patrons an opportunity to savor the sights and sounds of the town while they break their fasts or take their supper.  Tall torches line the outside of the Kamoreta, their bowls filled with strongly-scented oils that help relieve the outside customers of burdensome, street-borne odors.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established during the [[Red-and-Gold Summer]], the Kamoreta thrives almost exclusively off the patronage of Myrkentown's self-professed elite.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T01:09:08Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.  Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Kamoreta, located between a tailor's storefront and a cobbler's residence, offers a small number of tables and upholstered chairs for comfortable dining.  Its interior is a jungle of tapestries and imported draperies.  The front of the establishment opens onto Callister Street, where seating arrangements are scattered beneath a canvas awning to allow patrons an opportunity to savor the sights and sounds of the town while they break their fasts or take their supper.  Tall torches line the outside of the Kamoreta, their bowls filled with strongly-scented oils that help relieve the outside customers of burdensome, street-borne odors.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T01:08:33Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.  Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Kamoreta, located between a tailor's storefront and a cobbler's residence, offers a small number of tables and upholstered chairs for comfortable dining.  Its interior is a jungle of tapestries and imported draperies.  The front of the establishment opens onto Callister Street, where seating arrangements are scattered beneath a canvas awning to allow patrons an opportunity to savor the sights and sounds of the town while they break their fasts or take their supper.  Tall torches line the outside of the Kamoreta, their bowls filled with strongly-scented oils that help relieve the outside patrons of burdensome street-borne odors.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T00:57:44Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.&lt;br /&gt;
&lt;br /&gt;
Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite sensibilities as an alternative to the commoner taverns, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T00:56:46Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrkentown]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.&lt;br /&gt;
&lt;br /&gt;
Successful artists, investors, bankers, politicians frequent the Kamoreta, preferring its erudite atmosphere as an alternative to the rowdy, common taverns in town, or to the [[Broken Dagger]] just outside of [[Myrkentown]].&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T00:54:09Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrken Wood]]'s [[Callister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T00:53:07Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrken Wood]]'s [[Calister Street]].  Located conveniently close to the [[Governor's Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T00:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrken Wood]]'s [[Calister Street]].  Located conveniently close to the [[Meetinghouse]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Kamoreta</id>
		<title>Kamoreta</title>
		<link rel="alternate" type="text/html" href="?title=Kamoreta"/>
				<updated>2014-09-01T00:52:26Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: Created page with &amp;quot;The '''Kamoreta''' is a small restaurant located on Myrken Wood's Calister Street.  Located conveniently close to the Meeting House and the Marketplace, its busine...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Kamoreta''' is a small restaurant located on [[Myrken Wood]]'s [[Calister Street]].  Located conveniently close to the [[Meeting House]] and the Marketplace, its business is derived almost entirely from middle- to upper-class citizens seeking a quiet, rustic atmosphere where exotic dishes, expensive drinks, and all manners of rare victuals can be enjoyed.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-16T21:33:03Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character.  Some of these rules and guidelines have been previously outlined on our [http://www.brokendagger.com/conduct/ Code of Conduct] page, which we highly recommend you read as well to better understand our channel's philosophy.&lt;br /&gt;
&lt;br /&gt;
=Creating your character=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically &amp;quot;villainous&amp;quot; races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even &amp;quot;evil&amp;quot; characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  Characters in our setting (especially NPCs) are expected to behave rationally, for the most part. When confronted with a character who seems strange or potentially dangerous they will react with wariness, fear, or aggression, and players intent on introducing such characters should bear this in mind.&lt;br /&gt;
&lt;br /&gt;
===Where can my character come from?===&lt;br /&gt;
The world of #Broken_Dagger is large and to a great extent unexplored. If your character is not from Myrken Wood or surrounding regions we encourage you to detail a homeland for them beyond the borders of [[Amasynian Province]]. Long-distance travel by land or sea is possible, if arduous, and foreigners are generally viewed with cautious interest. Magical travel by portal or teleportation is very rare in the core setting, and thus the preserve of the extremely wealthy or the extremely powerful. Travel between worlds/planes/dimensions is effectively unknown, and requires Op approval.&lt;br /&gt;
&lt;br /&gt;
Take the time to familiarise yourself with our setting - [http://brokendagger.com/the-setting/amasynian-province/ explore the maps] on the Broken Dagger website and spend a while browsing the BD Wiki - and it shouldn’t be hard to find a gap. The wider setting has been left deliberately undefined so that our players have room to fill in the blanks.&lt;br /&gt;
&lt;br /&gt;
===Can I bring in my character from another channel/game/venue?===&lt;br /&gt;
Please don’t just copy them directly. If you have an original character you want to introduce to the Broken Dagger from elsewhere, make an expy version of them and take the time to adjust their background to fit into our existing setting. &lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' Rooting your character in our setting helps maintain consistency in our roleplay; it avoids the introduction of technology, science, or magitech that do not match the tone of our channel.  It gives your creation something in common with other characters: this world is their home, and they are naturally invested in it.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
We believe that the use of special powers should never be a casual or trivial matter, and that the use of special powers should '''expand''' story possibilities, not close them off.&lt;br /&gt;
&lt;br /&gt;
Characters using special powers as a matter of routine can dilute the sense of wonder that such powers should evoke - what ought to be incredible becomes commonplace or even boring. Additionally, struggle against adversity is a rich source of engaging roleplay. While it makes sense IC to accept a powerful character’s offer of help, OOC this can make things less enjoyable for other players, as they now have nothing for their characters to do.&lt;br /&gt;
&lt;br /&gt;
We do not explicitly forbid powerful characters, but to keep things balanced we do insist that powerful characters face limitations to their abilities. This doesn’t mean that your character can’t '''have amazing''' powers, only that such talents and abilities need to be offset by comparable constraints and consequences. Perhaps a power is exhausting or injurious to the user; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress. As a general guideline: the more potent a power, the stronger the reasons a character should have not to use it.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest, and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
====Regarding Healers====&lt;br /&gt;
We ''strongly recommend'' that magical healing be kept to a minimum. You may encounter both IC and OOC resistance to instant healing spells - to many of our players their character coping with an injury is an interesting challenge. Ready access to instant magical healing can reduce the dramatic impact of situations in which a character risks physical harm. As such, ''limited'' forms of magical healing - speeding natural recovery, staving off infection, reducing an injury from mortal to survivable - are far more narratively useful than spells that instantly mend broken bones, regrow amputated limbs, or completely heal terrible wounds.&lt;br /&gt;
&lt;br /&gt;
====Regarding Villains====&lt;br /&gt;
We don’t discourage the introduction of antagonistic or villainous characters whose desires conflict with those of others - conflict is the heart of a good story! - but we ''strongly recommend'' that new players spend a while getting used to the setting and characters therein before introducing a character intent on spreading strife and discord. We also believe that even &amp;quot;evil&amp;quot; characters should have a firm sense of purpose behind their villainy. What are their goals? What are they willing to do to achieve those goals? What are they not willing to do? What purpose does a given act of evil serve?  Even the most wicked people rarely view themselves as evil, and even the insane have a consistent (if distorted) reasoning behind their actions.&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I'm still not sure what kind of character to play...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Character Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players.  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-16T21:31:29Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: /* One last reminder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character.  Some of these rules and guidelines have been previously outlined on our [http://www.brokendagger.com/conduct/ Code of Conduct] page, which we highly recommend you read as well to better understand our channel's philosophy.&lt;br /&gt;
&lt;br /&gt;
=Creating your character=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically &amp;quot;villainous&amp;quot; races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even &amp;quot;evil&amp;quot; characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  Characters in our setting (especially NPCs) are expected to behave rationally, for the most part. When confronted with a character who seems strange or potentially dangerous they will react with wariness, fear or aggression, and players intent on introducing such characters should bear this in mind.&lt;br /&gt;
&lt;br /&gt;
===Where can my character come from?===&lt;br /&gt;
The world of #Broken_Dagger is large and to a great extent unexplored. If your character is not from Myrken Wood or surrounding regions we encourage you to detail a homeland for them beyond the borders of [[Amasynian Province]]. Long-distance travel by land or sea is possible, if arduous, and foreigners are generally viewed with cautious interest. Magical travel by portal or teleportation is very rare in the core setting, and thus the preserve of the extremely wealthy or the extremely powerful. Travel between worlds/planes/dimensions is effectively unknown, and requires Op approval.&lt;br /&gt;
&lt;br /&gt;
Take the time to familiarise yourself with our setting - [http://brokendagger.com/the-setting/amasynian-province/ explore the maps] on the Broken Dagger website and spend a while browsing the BD Wiki - and it shouldn’t be hard to find a gap. The wider setting has been left deliberately undefined so that our players have room to fill in the blanks.&lt;br /&gt;
&lt;br /&gt;
===Can I bring in my character from another channel/game/venue?===&lt;br /&gt;
Please don’t just copy them directly. If you have an original character you want to introduce to the Broken Dagger from elsewhere, make an expy version of them and take the time to adjust their background to fit into our existing setting. &lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' Rooting your character in our setting helps maintain consistency in our roleplay; it avoids the introduction of technology, science, or magitech that do not match the tone of our channel.  It gives your creation something in common with other characters: this world is their home, and they are naturally invested in it.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
We believe that the use of special powers should never be a casual or trivial matter, and that the use of special powers should '''expand''' story possibilities, not close them off.&lt;br /&gt;
&lt;br /&gt;
Characters using special powers as a matter of routine can dilute the sense of wonder that such powers should evoke - what ought to be incredible becomes commonplace or even boring. Additionally, struggle against adversity is a rich source of engaging roleplay. While it makes sense IC to accept a powerful character’s offer of help, OOC this can make things less enjoyable for other players, as they now have nothing for their characters to do.&lt;br /&gt;
&lt;br /&gt;
We do not explicitly forbid powerful characters, but to keep things balanced we do insist that powerful characters face limitations to their abilities. This doesn’t mean that your character can’t '''have amazing''' powers, only that such talents and abilities need to be offset by comparable constraints and consequences. Perhaps a power is exhausting or injurious to the user; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress. As a general guideline: the more potent a power, the stronger the reasons a character should have not to use it.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest, and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
====Regarding Healers====&lt;br /&gt;
We ''strongly recommend'' that magical healing be kept to a minimum. You may encounter both IC and OOC resistance to instant healing spells - to many of our players their character coping with an injury is an interesting challenge. Ready access to instant magical healing can reduce the dramatic impact of situations in which a character risks physical harm. As such, ''limited'' forms of magical healing - speeding natural recovery, staving off infection, reducing an injury from mortal to survivable - are far more narratively useful than spells that instantly mend broken bones, regrow amputated limbs, or completely heal terrible wounds.&lt;br /&gt;
&lt;br /&gt;
====Regarding Villains====&lt;br /&gt;
We don’t discourage the introduction of antagonistic or villainous characters whose desires conflict with those of others - conflict is the heart of a good story! - but we ''strongly recommend'' that new players spend a while getting used to the setting and characters therein before introducing a character intent on spreading strife and discord. We also believe that even &amp;quot;evil&amp;quot; characters should have a firm sense of purpose behind their villainy. What are their goals? What are they willing to do to achieve those goals? What are they not willing to do? What purpose does a given act of evil serve?  Even the most wicked people rarely view themselves as evil, and even the insane have a consistent (if distorted) reasoning behind their actions.&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I'm still not sure what kind of character to play...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Character Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players.  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-12T02:25:28Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: /* Can I bring in my character from another channel/game/venue? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character.  Some of these rules and guidelines have been previously outlined on our [http://www.brokendagger.com/conduct/ Code of Conduct] page, which we highly recommend you read as well to better understand our channel's philosophy.&lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  Characters in our setting (especially NPCs) are expected to behave rationally, for the most part. When confronted with a character who seems strange or potentially dangerous they will react with wariness, fear or aggression, and players intent on introducing such characters should bear this in mind.&lt;br /&gt;
&lt;br /&gt;
===Where can my character come from?===&lt;br /&gt;
The world of #Broken_Dagger is large and to a great extent unexplored. If your character is not from Myrken Wood, you’re welcome to detail a homeland for them beyond the borders of [[Amasynian Province]]. Long-distance travel by land or sea is possible, if arduous, and foreigners are generally viewed with cautious interest. Magical travel by portal or teleportation is very rare in the core setting, and thus under the preserve of the extremely wealthy or the extremely powerful. Travel between worlds/planes/dimensions is effectively unknown, and requires Op approval.&lt;br /&gt;
&lt;br /&gt;
Take the time to familiarise yourself with our setting - [http://brokendagger.com/the-setting/amasynian-province/ explore the maps] on the Broken Dagger website and spend a while browsing the BD Wiki - and it shouldn’t be hard to find a gap. The wider setting has been left deliberately undefined so that our players have room to fill in the blanks.&lt;br /&gt;
&lt;br /&gt;
===Can I bring in my character from another channel/game/venue?===&lt;br /&gt;
Please don’t just copy them directly. If you have an original character you want to introduce to the Broken Dagger from elsewhere, make an expy version of them and take the time to adjust their background to fit into our existing setting. &lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' Making your character a part of our world helps ensure that continuity and levity are maintained in roleplay; likewise, this ensures that elements of technology, science, or magic that do not fit into our channel are not used to explain your character's presence.  Additionally, from the start, it gives your creation something in common with other characters: this world is their home, and they are naturally invested in it.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious - but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest, and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
====Regarding Healing====&lt;br /&gt;
We strongly suggest that magical healing be kept to a minimum. You may encounter both IC and OOC resistance to instant healing spells; to many of our players, their character coping with an injury is an interesting challenge. Ready access to instant magical healing can reduce the dramatic impact of situations in which a character risks physical harm. As such, limited magical healing - speeding natural recovery, staving off infection, reducing an injury from mortal to survivable - are far more narratively useful than spells that instantly mend broken bones, regrow amputated limbs, or completely heal terrible wounds.&lt;br /&gt;
====Regarding Villainy====&lt;br /&gt;
We don’t discourage the introduction of antagonistic or villainous characters whose desires conflict with those of others - conflict is the heart of a good story! - but we strongly recommend that new players spend a while getting used to the setting and characters therein before introducing a character intent on spreading strife and discord. We also believe that even “evil” characters should have a firm sense of purpose behind their villainy. What are their goals? What are they willing to do to achieve those goals? What are they not willing to do? What purpose does a given act of evil serve?  Even the most wicked people rarely view themselves as evil, and even the insane have a consistent (if distorted) reasoning behind their actions. &lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-12T02:23:50Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character.  Some of these rules and guidelines have been previously outlined on our [http://www.brokendagger.com/conduct/ Code of Conduct] page, which we highly recommend you read as well to better understand our channel's philosophy.&lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  Characters in our setting (especially NPCs) are expected to behave rationally, for the most part. When confronted with a character who seems strange or potentially dangerous they will react with wariness, fear or aggression, and players intent on introducing such characters should bear this in mind.&lt;br /&gt;
&lt;br /&gt;
===Where can my character come from?===&lt;br /&gt;
The world of #Broken_Dagger is large and to a great extent unexplored. If your character is not from Myrken Wood, you’re welcome to detail a homeland for them beyond the borders of [[Amasynian Province]]. Long-distance travel by land or sea is possible, if arduous, and foreigners are generally viewed with cautious interest. Magical travel by portal or teleportation is very rare in the core setting, and thus under the preserve of the extremely wealthy or the extremely powerful. Travel between worlds/planes/dimensions is effectively unknown, and requires Op approval.&lt;br /&gt;
&lt;br /&gt;
Take the time to familiarise yourself with our setting - [http://brokendagger.com/the-setting/amasynian-province/ explore the maps] on the Broken Dagger website and spend a while browsing the BD Wiki - and it shouldn’t be hard to find a gap. The wider setting has been left deliberately undefined so that our players have room to fill in the blanks.&lt;br /&gt;
&lt;br /&gt;
===Can I bring in my character from another channel/game/venue?===&lt;br /&gt;
Please don’t just copy them directly. If you have an original character you want to introduce to the Broken Dagger from elsewhere, make an expy version of them and take the time to adjust their background to fit into our existing setting. &lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' Making your character a part of our world helps ensure that continuity and levity are maintained in roleplay; likewise, this ensures that elements of technology, science, or magic that do not fit into our channel are not used to explain your character's presence.  &lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious - but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest, and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
====Regarding Healing====&lt;br /&gt;
We strongly suggest that magical healing be kept to a minimum. You may encounter both IC and OOC resistance to instant healing spells; to many of our players, their character coping with an injury is an interesting challenge. Ready access to instant magical healing can reduce the dramatic impact of situations in which a character risks physical harm. As such, limited magical healing - speeding natural recovery, staving off infection, reducing an injury from mortal to survivable - are far more narratively useful than spells that instantly mend broken bones, regrow amputated limbs, or completely heal terrible wounds.&lt;br /&gt;
====Regarding Villainy====&lt;br /&gt;
We don’t discourage the introduction of antagonistic or villainous characters whose desires conflict with those of others - conflict is the heart of a good story! - but we strongly recommend that new players spend a while getting used to the setting and characters therein before introducing a character intent on spreading strife and discord. We also believe that even “evil” characters should have a firm sense of purpose behind their villainy. What are their goals? What are they willing to do to achieve those goals? What are they not willing to do? What purpose does a given act of evil serve?  Even the most wicked people rarely view themselves as evil, and even the insane have a consistent (if distorted) reasoning behind their actions. &lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-12T02:15:52Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character.  Some of these rules and guidelines have been previously outlined on our [http://www.brokendagger.com/conduct/ Code of Conduct] page, which we highly recommend you read as well to better understand our channel's philosophy.&lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  Characters in our setting (especially NPCs) are expected to behave rationally, for the most part. When confronted with a character who seems strange or potentially dangerous they will react with wariness, fear or aggression, and players intent on introducing such characters should bear this in mind.&lt;br /&gt;
&lt;br /&gt;
===Where can my character come from?===&lt;br /&gt;
The world of #Broken_Dagger is large and to a great extent unexplored. If your character is not from Myrken Wood, you’re welcome to detail a homeland for them beyond the borders of [[Amasynian Province]]. Long-distance travel by land or sea is possible, if arduous, and foreigners are generally viewed with cautious interest. Magical travel by portal or teleportation is very rare in the core setting, and thus under the preserve of the extremely wealthy or the extremely powerful. Travel between worlds/planes/dimensions is effectively unknown, and requires Op approval.&lt;br /&gt;
&lt;br /&gt;
Take the time to familiarise yourself with our setting - [http://brokendagger.com/the-setting/amasynian-province/ explore the maps] on the Broken Dagger website and spend a while browsing the BD Wiki - and it shouldn’t be hard to find a gap. The wider setting has been left deliberately undefined so that our players have room to fill in the blanks.&lt;br /&gt;
&lt;br /&gt;
===Can I bring in my character from another channel/game/venue?===&lt;br /&gt;
Please don’t just copy them directly. If you have an original character you want to introduce to the Broken Dagger from elsewhere, make an expy version of them and take the time to adjust their background to fit into our existing setting. &lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious - but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest, and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
====Regarding Healing====&lt;br /&gt;
We strongly suggest that magical healing be kept to a minimum. You may encounter both IC and OOC resistance to instant healing spells; to many of our players, their character coping with an injury is an interesting challenge. Ready access to instant magical healing can reduce the dramatic impact of situations in which a character risks physical harm. As such, limited magical healing - speeding natural recovery, staving off infection, reducing an injury from mortal to survivable - are far more narratively useful than spells that instantly mend broken bones, regrow amputated limbs, or completely heal terrible wounds.&lt;br /&gt;
====Regarding Villainy====&lt;br /&gt;
We don’t discourage the introduction of antagonistic or villainous characters whose desires conflict with those of others - conflict is the heart of a good story! - but we strongly recommend that new players spend a while getting used to the setting and characters therein before introducing a character intent on spreading strife and discord. We also believe that even “evil” characters should have a firm sense of purpose behind their villainy. What are their goals? What are they willing to do to achieve those goals? What are they not willing to do? What purpose does a given act of evil serve?  Even the most wicked people rarely view themselves as evil, and even the insane have a consistent (if distorted) reasoning behind their actions. &lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-12T02:13:54Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character.  Some of these rules and guidelines have been previously outlined on our [http://www.brokendagger.com/conduct/ Code of Conduct] page, which we highly recommend you read as well to better understand our channel's philosophy.&lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  Characters in our setting (especially NPCs) are expected to behave rationally, for the most part. When confronted with a character who seems strange or potentially dangerous they will react with wariness, fear or aggression, and players intent on introducing such characters should bear this in mind.&lt;br /&gt;
&lt;br /&gt;
===Where can my character come from?===&lt;br /&gt;
The world of #Broken_Dagger is large and to a great extent unexplored. If your character is not from Myrken Wood, you’re welcome to detail a homeland for them beyond the borders of [[Amasynian Province]]. Long-distance travel by land or sea is possible, if arduous, and foreigners are generally viewed with cautious interest. Magical travel by portal or teleportation is very rare in the core setting, and thus under the preserve of the extremely wealthy or the extremely powerful. Travel between worlds/planes/dimensions is effectively unknown, and requires Op approval.&lt;br /&gt;
&lt;br /&gt;
Take the time to familiarise yourself with our setting - [http://brokendagger.com/the-setting/amasynian-province/ explore the maps] on the Broken Dagger website and spend a while browsing the BD Wiki - and it shouldn’t be hard to find a gap. The wider setting has been left deliberately undefined so that our players have room to fill in the blanks.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious - but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest, and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
====Regarding Healing====&lt;br /&gt;
We strongly suggest that magical healing be kept to a minimum. You may encounter both IC and OOC resistance to instant healing spells; to many of our players, their character coping with an injury is an interesting challenge. Ready access to instant magical healing can reduce the dramatic impact of situations in which a character risks physical harm. As such, limited magical healing - speeding natural recovery, staving off infection, reducing an injury from mortal to survivable - are far more narratively useful than spells that instantly mend broken bones, regrow amputated limbs, or completely heal terrible wounds.&lt;br /&gt;
====Regarding Villainy====&lt;br /&gt;
We don’t discourage the introduction of antagonistic or villainous characters whose desires conflict with those of others - conflict is the heart of a good story! - but we strongly recommend that new players spend a while getting used to the setting and characters therein before introducing a character intent on spreading strife and discord. We also believe that even “evil” characters should have a firm sense of purpose behind their villainy. What are their goals? What are they willing to do to achieve those goals? What are they not willing to do? What purpose does a given act of evil serve?  Even the most wicked people rarely view themselves as evil, and even the insane have a consistent (if distorted) reasoning behind their actions. &lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-12T01:54:37Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character.  Some of these rules and guidelines have been previously outlined on our [http://www.brokendagger.com/conduct/ Code of Conduct] page.&lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  Characters in our setting (especially NPCs) are expected to behave rationally, for the most part. When confronted with a character who seems strange or potentially dangerous they will react with wariness, fear or aggression, and players intent on introducing such characters should bear this in mind.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
====Regarding Healing====&lt;br /&gt;
We strongly suggest that magical healing be kept to a minimum. You may encounter both IC and OOC resistance to instant healing spells; to many of our players, their character coping with an injury is an interesting challenge. Ready access to instant magical healing can dilute the dramatic impact of situations in which a character risks physical harm. As such, limited magical healing - speeding natural recovery, staving off infection, reducing an injury from mortal to survivable - are far more narratively useful than spells that instantly mend broken bones, regrow amputated limbs, or completely heal terrible wounds.&lt;br /&gt;
====Regarding Villainy====&lt;br /&gt;
We don’t discourage the introduction of antagonistic or villainous characters whose desires conflict with those of others - conflict is the heart of a good story! - but we strongly recommend that new players spend a while getting used to the setting and characters therein before introducing a character intent on spreading strife and discord. We also believe that even “evil” characters should have a firm sense of purpose behind their villainy. What are their goals? What are they willing to do to achieve those goals? What are they not willing to do? What purpose does a given act of evil serve?  Even the most wicked people rarely view themselves as evil, and even the insane have a consistent (if distorted) reasoning behind their actions. &lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-12T01:54:04Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character.  Some of these rules and guidelines have been previously outlined on our [http://www.brokendagger.com/conduct/ Character Conduct page].&lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  Characters in our setting (especially NPCs) are expected to behave rationally, for the most part. When confronted with a character who seems strange or potentially dangerous they will react with wariness, fear or aggression, and players intent on introducing such characters should bear this in mind.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
====Regarding Healing====&lt;br /&gt;
We strongly suggest that magical healing be kept to a minimum. You may encounter both IC and OOC resistance to instant healing spells; to many of our players, their character coping with an injury is an interesting challenge. Ready access to instant magical healing can dilute the dramatic impact of situations in which a character risks physical harm. As such, limited magical healing - speeding natural recovery, staving off infection, reducing an injury from mortal to survivable - are far more narratively useful than spells that instantly mend broken bones, regrow amputated limbs, or completely heal terrible wounds.&lt;br /&gt;
====Regarding Villainy====&lt;br /&gt;
We don’t discourage the introduction of antagonistic or villainous characters whose desires conflict with those of others - conflict is the heart of a good story! - but we strongly recommend that new players spend a while getting used to the setting and characters therein before introducing a character intent on spreading strife and discord. We also believe that even “evil” characters should have a firm sense of purpose behind their villainy. What are their goals? What are they willing to do to achieve those goals? What are they not willing to do? What purpose does a given act of evil serve?  Even the most wicked people rarely view themselves as evil, and even the insane have a consistent (if distorted) reasoning behind their actions. &lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-12T01:53:50Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character.  Some of these rules and guidelines have been previously outlined on our [http://www.brokendagger.com/conduct/|Character Conduct page].&lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  Characters in our setting (especially NPCs) are expected to behave rationally, for the most part. When confronted with a character who seems strange or potentially dangerous they will react with wariness, fear or aggression, and players intent on introducing such characters should bear this in mind.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
====Regarding Healing====&lt;br /&gt;
We strongly suggest that magical healing be kept to a minimum. You may encounter both IC and OOC resistance to instant healing spells; to many of our players, their character coping with an injury is an interesting challenge. Ready access to instant magical healing can dilute the dramatic impact of situations in which a character risks physical harm. As such, limited magical healing - speeding natural recovery, staving off infection, reducing an injury from mortal to survivable - are far more narratively useful than spells that instantly mend broken bones, regrow amputated limbs, or completely heal terrible wounds.&lt;br /&gt;
====Regarding Villainy====&lt;br /&gt;
We don’t discourage the introduction of antagonistic or villainous characters whose desires conflict with those of others - conflict is the heart of a good story! - but we strongly recommend that new players spend a while getting used to the setting and characters therein before introducing a character intent on spreading strife and discord. We also believe that even “evil” characters should have a firm sense of purpose behind their villainy. What are their goals? What are they willing to do to achieve those goals? What are they not willing to do? What purpose does a given act of evil serve?  Even the most wicked people rarely view themselves as evil, and even the insane have a consistent (if distorted) reasoning behind their actions. &lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-12T01:53:27Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character.  Some of these rules and guidelines have been previously outlined on our [http://www.brokendagger.com/conduct|Character Conduct page].&lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  Characters in our setting (especially NPCs) are expected to behave rationally, for the most part. When confronted with a character who seems strange or potentially dangerous they will react with wariness, fear or aggression, and players intent on introducing such characters should bear this in mind.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
====Regarding Healing====&lt;br /&gt;
We strongly suggest that magical healing be kept to a minimum. You may encounter both IC and OOC resistance to instant healing spells; to many of our players, their character coping with an injury is an interesting challenge. Ready access to instant magical healing can dilute the dramatic impact of situations in which a character risks physical harm. As such, limited magical healing - speeding natural recovery, staving off infection, reducing an injury from mortal to survivable - are far more narratively useful than spells that instantly mend broken bones, regrow amputated limbs, or completely heal terrible wounds.&lt;br /&gt;
====Regarding Villainy====&lt;br /&gt;
We don’t discourage the introduction of antagonistic or villainous characters whose desires conflict with those of others - conflict is the heart of a good story! - but we strongly recommend that new players spend a while getting used to the setting and characters therein before introducing a character intent on spreading strife and discord. We also believe that even “evil” characters should have a firm sense of purpose behind their villainy. What are their goals? What are they willing to do to achieve those goals? What are they not willing to do? What purpose does a given act of evil serve?  Even the most wicked people rarely view themselves as evil, and even the insane have a consistent (if distorted) reasoning behind their actions. &lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-12T01:47:34Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character.&lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  Characters in our setting (especially NPCs) are expected to behave rationally, for the most part. When confronted with a character who seems strange or potentially dangerous they will react with wariness, fear or aggression, and players intent on introducing such characters should bear this in mind.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
====Regarding Healing====&lt;br /&gt;
We strongly suggest that magical healing be kept to a minimum. You may encounter both IC and OOC resistance to instant healing spells; to many of our players, their character coping with an injury is an interesting challenge. Ready access to instant magical healing can dilute the dramatic impact of situations in which a character risks physical harm. As such, limited magical healing - speeding natural recovery, staving off infection, reducing an injury from mortal to survivable - are far more narratively useful than spells that instantly mend broken bones, regrow amputated limbs, or completely heal terrible wounds.&lt;br /&gt;
====Regarding Villainy====&lt;br /&gt;
We don’t discourage the introduction of antagonistic or villainous characters whose desires conflict with those of others - conflict is the heart of a good story! - but we strongly recommend that new players spend a while getting used to the setting and characters therein before introducing a character intent on spreading strife and discord. We also believe that even “evil” characters should have a firm sense of purpose behind their villainy. What are their goals? What are they willing to do to achieve those goals? What are they not willing to do? What purpose does a given act of evil serve?  Even the most wicked people rarely view themselves as evil, and even the insane have a consistent (if distorted) reasoning behind their actions. &lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:54:21Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character.&lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:50:53Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character!  &lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions. &lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:38:38Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character!  &lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions.  Characters, even if they aren't human, and should not come across as perfect or optimal, but rather as authentic analogues of actual people.&lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]], [[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:38:21Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character!  &lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
All new players should read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions.  Characters, even if they aren't human, and should not come across as perfect or optimal, but rather as authentic analogues of actual people.&lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]],[[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:37:48Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rules]]&lt;br /&gt;
Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character!  &lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
We ask that all new players read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions.  Characters, even if they aren't human, and should not come across as perfect or optimal, but rather as authentic analogues of actual people.&lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]],[[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:33:56Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to [[#Broken_Dagger]]!  If you're ready to join in our stories, adventures, and tales, we only ask that you read the following standards.  The first list are the guidelines we set upon character creation, while the second is an optional list of helpful starting-points that may assist you in better constructing your character!  &lt;br /&gt;
&lt;br /&gt;
=Firm Guidelines=&lt;br /&gt;
We ask that all new players read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions.  Characters, even if they aren't human, and should not come across as perfect or optimal, but rather as authentic analogues of actual people.&lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]],[[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:31:11Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Firm Guidelines=&lt;br /&gt;
We ask that all new players read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions.  Characters, even if they aren't human, and should not come across as perfect or optimal, but rather as authentic analogues of actual people.&lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
===Decide on an origin===&lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]],[[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Establish strengths and weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
* http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
* http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
* http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Determine motivations, drives, purposes, and secrets===&lt;br /&gt;
Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
===Quickly summarize===&lt;br /&gt;
When introducing a new character, defining them to yourself - and others - using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.&lt;br /&gt;
&lt;br /&gt;
===One last reminder===&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:27:37Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Firm Guidelines=&lt;br /&gt;
We ask that all new players read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?''' ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions.  Characters, even if they aren't human, and should not come across as perfect or optimal, but rather as authentic analogues of actual people.&lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
===Pick an archetype=== &lt;br /&gt;
Fantasy literature is full of archetypal characters: cunning thieves, grizzled soldiers, proud barbarians, and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.  Is your character a talented tradesmen, an adventurous warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
===Give it depth=== &lt;br /&gt;
Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
==Origin== &lt;br /&gt;
Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around the [[Broken Dagger]] - [[Myrkentown]],[[Myrken Wood]] and the [[Amasynian Peninsula]] - have been defined by player activity over a span of years - the world beyond the Peninsula has been left deliberately vague.  There is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
===Strengths and Weaknesses===  &lt;br /&gt;
Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
&lt;br /&gt;
http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
&lt;br /&gt;
http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt - not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
===Does your character have room to grow?===  &lt;br /&gt;
&lt;br /&gt;
===Single sentence summary===  When introducing a new character, defining them to yourself -- and others -- using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.  &lt;br /&gt;
&lt;br /&gt;
===Motivations, drives, relationships, purposes, and secrets===  Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:21:33Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Firm Guidelines=&lt;br /&gt;
We ask that all new players read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions.  Characters, even if they aren't human, and should not come across as perfect or optimal, but rather as authentic analogues of actual people.&lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;br /&gt;
&lt;br /&gt;
=Charater Creation Advice=&lt;br /&gt;
Freeform roleplaying has as much in common with writing fiction as it does with roleplaying games - as such, try to consider your character not so much as a list of traits and abilities as an actor in a story. Their path is not determined by the roll of a die, but by choosing a direction that offers the most narrative satisfaction. The following guidelines are not strictly-enforced rules, but provided to help you create a character who will be enjoyable to play in the Broken Dagger.&lt;br /&gt;
&lt;br /&gt;
Pick an archetype. Fantasy literature is full of archetypal characters - cunning thieves, grizzled soldiers, proud barbarians and downtrodden peasants. Usually these archetypes can be summed up in a couple of words, and can give you (and other players) a handle on your character’s basic identity.&lt;br /&gt;
&lt;br /&gt;
Is your character a talented tradesmen, a cunning warrior, or a clever con-artist?  Have they lived a simple life, an eventful one, or is their past littered with traumatic experiences?  Develop a firm foundation for your character’s basic identity.  This may change depending on your character’s race (are they human, or are they something more fantastical?).  Consider how your character fits into the setting, and what role they occupy that may not be otherwise filled.&lt;br /&gt;
&lt;br /&gt;
Give it depth. Archetypes are a start, but don’t have to be the entirety of your character. Give them traits beyond the immediately visible that either support or subvert the archetype. Give them a trait that’s not immediately obvious - a secret, or something about them that would be surprising to learn. &lt;br /&gt;
&lt;br /&gt;
Origin. Is your character from the local area? Are they from a neighbouring province? Are they from further afield, a true foreigner? While the setting around Broken Dagger - Myrkentown, Myrken Wood and the Amasynian Peninsula - have been defined by player activity over a span of years, the world beyond the Peninsula has been left deliberately vague - there is room for all sorts of homelands, from the prosaic to the truly exotic. Whatever your character’s origin, be sure to establish how they found themselves in Myrken Wood, and why.&lt;br /&gt;
&lt;br /&gt;
Strengths and Weaknesses.  Because the pulse of roleplay in #Broken_Dagger is driven by written interaction, incorporating flaws and weaknesses into your character is essential.  Flaws give depth to a character’s struggle against adversity.  Perfect characters are perfectly boring; characters with prejudices, negative idiosyncrasies, or elements that detract from their wholeness are far more exciting to play and observe.  Check out a few of these websites if you need help generating a flaw for your character:&lt;br /&gt;
&lt;br /&gt;
http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterFlawIndex&lt;br /&gt;
http://tokyocentricity.webs.com/generators/character.htm&lt;br /&gt;
http://www.springhole.net/writing_roleplaying_randomators/character-flaws.htm&lt;br /&gt;
&lt;br /&gt;
Likewise, characters should always offer some kind of value to the setting around them.  Strengths and talents do not need to be overt -- not every character needs to be a prodigious swordswoman or a powerful spellslinger.  Understated strengths often provide more nuance to the setting and bring more uniqueness and and character to your writing.  As a general rule, avoid thinking in extremes.  People as we know them are not all fearless knights or cruel villains.  If your character lands somewhere between those two, you’ve likely found an effective starting point.&lt;br /&gt;
&lt;br /&gt;
Does your character have room to grow?  Your character’s ability to grow or be altered by the events in #Broken_Dagger is perhaps the most essential aspect of your character.  Be willing to allow their mindset to change over time; be ready to let the setting and other characters negatively and positively affect them.&lt;br /&gt;
&lt;br /&gt;
Be able to summarize your character in a single sentence.  When introducing a new character, defining them to yourself -- and others -- using only one sentence is a good guideline for knowing you have just enough.  If you find it difficult to reduce your character concept to a lone sentence at their inception, consider cutting needless fat from their persona to better complement the collaborative quality of the channel.  &lt;br /&gt;
&lt;br /&gt;
Establish motivations, drives, relationships, purposes, and secrets.  Based on your character’s origins, racial predispositions, cultural influences, and history, other motivating factors will begin to naturally appear during character creation.  Does your character have an ulterior goal or purpose?  What makes their figurative clock tick?  Do they harbor a secret they fear might damage their reputation?  &lt;br /&gt;
&lt;br /&gt;
Remember to avoid playing the all-powerful and all-knowing.  Be willing to compromise your character’s morals and motives.  Likewise, expect to inspire the same for other players,  If you’re looking to more specifically define your character for your own knowledge, fiction-writing tools such as character sheets (http://www.epiguide.com/ep101/writing/charchart.html) are extremely useful, but not necessary.  If you have any further questions or concerns regarding character creation, don’t hesitate to talk to other players or ask for guidance and assistance.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:19:01Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Firm Guidelines=&lt;br /&gt;
We ask that all new players read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions.  Characters, even if they aren't human, and should not come across as perfect or optimal, but rather as authentic analogues of actual people.&lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:18:47Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Firm Guidelines=&lt;br /&gt;
We ask that all new players read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
==Where to start?==&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions.  Characters, even if they aren't human, and should not come across as perfect or optimal, but rather as authentic analogues of actual people.&lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:17:57Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Firm Guidelines=&lt;br /&gt;
We ask that all new players read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
==Where to start?==&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
==What races can I play?==&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
==What about power levels?==&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
==How will my character grow?==&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions.  Characters, even if they aren't human, and should not come across as perfect or optimal, but rather as authentic analogues of actual people.&lt;br /&gt;
&lt;br /&gt;
==I still don't feel like I know what kind of character you want...==&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:17:38Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Firm Guidelines=&lt;br /&gt;
We ask that all new players read the following questions and answers to achieve a preliminary understanding of player expectations in regard to characters.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room. &lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions.  Characters, even if they aren't human, and should not come across as perfect or optimal, but rather as authentic analogues of actual people.&lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

	<entry>
		<id>?title=Character_Creation</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="?title=Character_Creation"/>
				<updated>2014-08-09T00:15:01Z</updated>
		
		<summary type="html">&lt;p&gt;Rance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Firm Guidelines==&lt;br /&gt;
We ask that all new players read the following questions and answers to achieve a preliminary understanding of the expectations we request every player uphold.  If you still find yourself confused or unsure, please feel free to message an [[Operator]] in the channel or talk with some of the players in [[#BD_OOC]], our out-of-character chat room.&lt;br /&gt;
===Where to start?===&lt;br /&gt;
The [[#Broken_Dagger]] is first and foremost a &amp;quot;low fantasy&amp;quot; milieu. There are fantastical elements, but they are uncommon enough to be generally regarded with awe, wonder and suspicion. For new players, erring on the side of simplicity when creating a character is best. We firmly believe in upholding the realistic tone of our setting, regardless of its fantasy qualities.  &lt;br /&gt;
&lt;br /&gt;
===What races can I play?===&lt;br /&gt;
[[Myrken Wood]] and surrounding regions are predominantly populated by humans. Other fantastical races - elves, dwarves, halflings, minotaurs, etc. - are known, but present as a minority. As a broad guideline the more strange, exotic or monstrous a race, the more likely they are to receive reactions ranging from curiosity and fascination to fear and loathing. Typically “villainous” races such as orcs, trolls, dark elves or vampires are unlikely to be welcomed with open arms. This doesn't preclude you from playing an antagonistic or villainous character, but we believe that even “evil” characters should have a firm sense of motivation and purpose behind their villainy. Our setting thrives more on profound interaction than outright violence.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  We prefer that characters be rooted in our setting rather than transplanted from another, which means that use of locations from Earth or from copyrighted material is prohibited. Our setting has been built up fusing the contributions of many players over many years, and we invite you to employ it as much as possible.  Confining your character’s origins, history, and subsequent arrival to places within our world offers fluidity and continuity to both channel realism and character investment.&lt;br /&gt;
&lt;br /&gt;
===What about power levels?===&lt;br /&gt;
Our channel has played host to a range of characters at varying power levels, from peasants to masters in their particular field of interest. So that characters with great power do not overshadow characters without, we insist that powerful characters face firm constraints and limitations to their capabilities. The more potent a power, the more difficult or demanding it should be to use. Perhaps it is exhausting or injurious; perhaps it requires very specific conditions; perhaps it requires extensive preparation; perhaps it can only be used in moments of extreme duress; perhaps it has a very tightly-defined effect. This does not mean that your character cannot have amazing powers, only that such talents and abilities should be offset by comparable constraints or consequences.&lt;br /&gt;
&lt;br /&gt;
When giving your character powers beyond the realm of normal human ability, please bear in mind:&lt;br /&gt;
* The use of special powers should never be a casual matter. &lt;br /&gt;
* The use of special powers should expand story possibilities, not close them off.&lt;br /&gt;
* The use of special powers should be considered a narrative last resort; often, when faced with an in-character situation where that power could be administered, consider its consequences and whether or not its incorporation would be suitable.&lt;br /&gt;
&lt;br /&gt;
You will find that most every extant character has an element to them which is uncanny or curious -- but these are not widely stated or commonly revealed in-character except in extraneous circumstances.  Of course, characters are not required to have any secret qualities, but we recognize that characters must first be interesting for you to write before they can ever be interesting for others to interact with.&lt;br /&gt;
&lt;br /&gt;
'''WHY IS THIS?'''  High-power characters pose a number of concerns. In terms of storytelling, characters using fantastical powers for routine applications can dilute the sense of wonder that such powers should evoke, and the incredible becomes commonplace or even boring. Additionally, characters with such powers run the risk of overshadowing characters without, thus denying other players the opportunity for interesting roleplay. Compare “The villain is defeated with the wave of a godling’s hand,” with “The villain is defeated by commoners who rose to the challenge, embarked on a perilous quest and discovered strength and bravery they never knew they had.” Which is the more interesting story?&lt;br /&gt;
&lt;br /&gt;
===How will my character grow?===&lt;br /&gt;
We aim to foster an environment where characters make new friends, develop strong alliances, establish believable rivalries, and ultimately develop through their shared experiences.  ''Winning'' is not nor should it ever be the roleplayer's sole goal in this setting: characters make dire, frantic, even destructive mistakes; sometimes they disappoint themselves and those who care for them.  Most of all, they are empowered to overcome their fears, their flaws, and their inadequacies, whether for their own betterment, for their survival, or for their personal ambitions.  Characters, even if they aren't human, and should not come across as perfect or optimal, but rather as authentic analogues of actual people.&lt;br /&gt;
&lt;br /&gt;
===I still don't feel like I know what kind of character you want...===&lt;br /&gt;
Imagine that our setting, in regard to themes, tones, and form, lingers somewhere between ''Lord of the Rings'' and ''Game of Thrones'' (but do keep in mind, these are only potential inspirations; we do not allow copyrighted material here). Characters should not exist merely to be the vessels of flashy powers; they should live, breathe, laugh, suffer, be challenged, challenge others, and seem realistic and believable.&lt;/div&gt;</summary>
		<author><name>Rance</name></author>	</entry>

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