∝ What is this?
This is Holloway's Keep, a predominantly journal-based panfandom horror game with elements of crack humour. It is largely set within a medieval castle belonging to one Lord Deior, but as Deior is apparently omnipotent and set upon reshaping the universe, the setting is apt to expand with time.
The game is plot driven and character decisions will effect outcomes both in the broad-scale sense of plot direction and in the smaller-scale sense of how quickly secrets or quirks of the setting are discovered. Very little is exactly as it seems to be here, and there is the possibility that a character's exploration or actions may unwittingly trigger large scale events or have far-reaching consequences.
At the Keep we revel in walking that knife-edge between high-octane nightmare fuel and actually disturbing people, so if you have a particular phobia or trigger, please let a mod know so that we can either avoid it or at least cut and label it if it does crop up.
∝ What is the Keep like?
A fortress with the very latest in medieval amenities. The Keep is outfitted to withstand assault, though currently it appears as though it has been under siege for some time. Try not to be too alarmed by the murder holes and oil traps.
There is, generally speaking, no electricity, no television, no radio network or internet. However, outlets can be found, usually to power some rather anachronistic appliances. Conveniently, these appliances tend to show up wherever it most suits the staff. So while there is a working fridge (main kitchen only) and a washing machine right next to the wash boards, the whole keep is lit by oil lamps and torches, and heated by fireplaces in most larger rooms.
As Lord Deior understands that some of his guests may enjoy things like bathing regularly or preying upon human flesh, there is both indoor plumbing - usually cold water only - and a small population of humans available. Other dietary needs might also be met.
For more information on setting, go
here.
∝ What happens when my character arrives?
A new guest wakes in their cell: a small, sparsely furnished bedroom somewhere in the barracks. They are safe here.
There will be a tattoo of letters ringing their body somewhere. The exact location is up to you. It could be about the wrist, the ankle, as large as a circlet about the temples or as small as a ring around one finger. The letters change and are almost always unrecognizable. On the nightstand will be a key to the room, a porcupine quill-pen, and a leather-bound book. This book is the guest's journal record. The record contains a
greeting from Lord Deior, explaining the situation, as well as a bear-bones map of the grounds.
From there, it is up to you. Explore, make friends, or attempt to leave. Whatever you desire.
∝ What is the record?
A written account of life in Holloway’s Keep. Inside the book are two manila dividers. One is marked with the guest’s name. This is their personal record where they can contribute entries. The other is marked “Holloway’s Keep.” This is the collaborative record of the keep as a whole.
Guests must make an entry in their personal record at least once a month. If they don't, the journal will remind them. Text will seep from the page, letter after letter marching onto the guest's skin until the guest notices and resumes writing. However, they needn’t be literate. While a written transcript of an entry will always appear, guests need only touch a page and then speak or sign in order to make audio or video entries respectively. For video entries, an image will appear on the right-hand page. When this image is touched, the entry contents will play back. However, a written transcript of the entry will also appear on the adjacent page. Making an audio entry will also cause a written transcript to appear, and touching any written transcript will cause it to be read aloud. Entries may also be in any language. A transcript will always appear in the language of the reader.
So if, for example, Harry chose to sign at his record, then an image would appear on the right hand page. It would play back a video of his sign when touched. A written transcript of the entry would appear on the adjacent page.
Guests may leave notes (comments) on others' entries in the Holloway's Keep portion of the record. These notes are also visible to others and may also be made via audio, video or text. In the case of video, a userpic-sized image will appear beside the note, otherwise notes appear as text only.
All entries and notes are automatically signed with the name of their writer, however guests will be unable to match another’s name to their face in person unless that other has made an audio or video entry.
Each record comes with its own handy self-inking quill-pen which never runs out of ink. If lost, these quills can be replaced, but only with some difficulty. For details, see the
the bestiary.
∝ Can my character make private entries or comments?
Yes, but they will need to be shown how by someone who already knows. To make an entry private, they need only address it to whomever they would like to be able to view it, and then place a seal - a thumbprint in hot wax - next to their name at the bottom. These wax seals will be the only indication that a private entry or comment has been made in the record of anyone to whom it was not addressed.
Seals can be broken, but this takes a little more finesse and again, guests must be shown how. A seal can be gently heated and then lifted with a sharp knife to remove it. However, once it is removed, everyone will know it and be able to see what it concealed. Too bad if there was something in there that the snooper might have wanted hidden!
∝ My character has a special ability; will they get to keep it?
If the ability is mundane, sure; things like gymnastics, martial arts training, or a natural agility will remain unaltered. If supernatural, yes, but with some conditions. Abilities like magic, elemental manipulation, psychic powers or any sort of supernatural mutation will all be dampened upon entering the Keep. These sorts of abilities will also be more difficult to access and more draining to use.
The general rule is that supernatural abilities will be at 1/4 strength OR last 1/4 the time or distance, OR take four times as much energy or effort to use. Straining against or attempting to surpass any of these limitations will result in fainting, extreme fatigue or a total block on the ability for a considerable period of time, at the player's discretion.
So, for example, if Argus has a fantastic spell repertoire in his canon, then he will retain it in the Keep. However, he may find that after a full-powered spell, he passes out from exhaustion, and therefore he must resort to using only low-powered spells in order to conserve energy.
There are also some specific limitations. Leaving the Castle is death, and this includes leaving via teleportation, flight, intangiblity or trans-dimensional portal. Guests are welcome to try, but they will die.
Any area which is off limits for plot purposes is off-limits by all means, including teleportation, trans-dimensional portal or intangibility.
Abilities like possession, telepathy, empathy, clairvoyance, divination, necromancy or any other form of mind control are always subject to player permission (either by permissions post or as-needed). You can never god-mod or meta-game another character without their player's permission.
No character can be immortal or invulnerable for any reason.
You can more stringently limit some abilities in order to allow for greater flexibility with others, again at your own discretion. However all limitations should be stipulated in your application.
∝ My character has a pet or animal companion whom they are never without. Can they come along?
Generally speaking, no. Characters will be brought into the game without any companions, including animals. The exception would be if the pet constituted an extension of the character’s consciousness or identity, for example, Pantalaimon and Lyra from The Golden Compass. Characters with animal empathy or a similar ability that also have a long-standing relationship with an animal companion may be considered. If this is the case with your character, please include it in the “abilities” section of your application, and list the animal with a short description under “items.” Mods may request further details on animal-specific abilities, and depending on the creature itself, may request some limits be put in place.
However, just because characters cannot bring pets with them does not mean that they will never see those pets again. The stables on the castle grounds house a wide and ever-changing assortment of animals, in addition to other vehicles or mounts. Throughout the course of your character's stay at the Keep, your character's pet may appear in the stables. When this happens is up to you, however it will happen only once and pets will remain for a maximum of one week. Choose wisely!
∝ Can my character bring personal items or objects with them?
Guests bring whatever they were wearing or carrying on them at the time they were imported. These items should be listed in their application. However, personal items that guests were not carrying have a tendency to show up around the castle, particularly in the lake. If you would like additional items made available to be found by your character, check with a mod.
∝ What about weapons?
If a guest is carrying a weapon on them at the point you are introducing them from, then yes, they will still have it. However weapons, like abilities, will be weakened. Natural weapons like claws, spines and tusks will remain unchanged, but objects like guns, swords or cannons will all be altered. The general rule is that weaponry will be "set to stun." Guns might fire bean-bag rounds; swords might be blunted; a photon canon might cause severe burns rather than melting a hole in someone's chest. Used casually, no weapon will be able to deliver a first-round, single-hit lethal blow. Of course, that's not to say weaponry is useless. Your characters will just need to be either moderately skilled or particularly determined if they have a mind to shank someone.
There are also weapons to be found in the Keep's armoury, however they will be subject to the same limitations. Whether sword, mace, maul or morningstar, weaponry will not deliver single-hit kills, while still allowing characters to defend themselves.
∝ Can my character make weapons?
By supernatural means? No. Any weapon forged by alchemy, magic or any other supernatural means will break under pressure, thus presenting a greater danger to its wielder than no weapon at all.
However, your characters are more than welcome to scavenge what they can, and cobble together homemade weaponry if they have the knowledge. There is a forge off the training yard, though no spare iron or steel to be had anywhere in the castle and most other metals aren't very well suited to forging. The staff might be convinced to part with some steel if your character can pay the price. In the mean time, guests are more than welcome to appropriate other items to use as weapons, such as scissors, kitchen knives or riding crops. These will obviously be less effective than the real thing, but have the advantage of not being limited by game mechanics. So use your imagination, do a bit of research, and ask a mod.
∝ Is there money in the Keep?
No, but that's not to say that there isn’t trade. There are limited supplies in the Keep. There are enough of the bare essentials to go around (raw food, clean water, and of course, alcohol), but spare clothing and various other luxuries are in short supply. If a character is looking for something specific, they will most likely have to make it themselves. If they don’t know how to make it themselves, then they will have to find someone who does and either ask a favour or make a deal. The staff is extremely busy and not particularly helpful. If a character would like something done, then they had best have something to offer in exchange.
∝ What sorts of things can my character trade?
Amongst Player Characters? Anything and everything. If your character has a skill-set or talent, they could make something for the castle, like cooking, mending clothes or rolling cigarettes. Anything they can make, anything that they can provide for someone else, they are free to demand an exchange for. If there is a task no character is doing, odds are it won’t get done, so pick a job and name your price!
As for the staff, they are a little choosier. They’ve been here a while and are used to being self-sufficient, but they won’t say no to the occasional quality bribe - like a dish they’ve never tried before, say, or perhaps a new outfit that does not include a corset. Staff will also put out requests for help occasionally, with specifics. Most of the time it will be requests in repairing something another character might have demolished or broken, but sometimes there might be special assignments. There are also certain items of value scattered throughout the castle. If your character has found one, they may find the staff clamouring to do their bidding in exchange for it.
∝ Can my character get better accommodations or move in with a friend?
Sure! Guests can scavenge other furniture from around the castle, but not much more will fit inside their cell, and if the cook catches anyone stealing his fridge, he probably won’t take it very well. However if they pay off the staff, guests might be able to get a larger room - to share, if they’re so inclined - or an apartment.
The larger rooms and apartments are not nearly as safe as the cells though. They can be broken into, damaged, and your character will not be automatically protected inside of them. Furthermore, should your character ever die, they will always revive in their original cell.
∝ Do characters age or get sick?
Character age normally. However, they won't catch mundane colds or diseases. If they have an illness or disability in their canon, they will keep it, and infections in wounds or the occasional bout of food-poisoning are still possible. There are specific circumstances under which a character might display symptoms of a particular illness.
∝ Can we play smut or violence?
Yes, but anything NC-17 or above must be played out in the adult community
here.
∝ Can my character get pregnant?
No. But this is not in-character knowledge, and contraceptives are also not made available. Characters who are pregnant when they arrive will find their pregnancy has gone into stasis.
∝ What was that about breaking things?
Characters will find that, unless otherwise specified on the map, only the outer curtain wall, the Keep, and the barracks are indestructible. Does your character have particularly violent tendencies? Are they the sort to get into a fight? Well, then they might very well end up doing some damage. Be warned, though: property damage is a punishable offense and should be reported
here. It takes time and effort to rebuild things, you know!
∝ Can my character injure another character/be injured?
Go for it! Anything goes in this game as long as both players agree to it ahead of time. However, Lord Deior disapproves on in-fighting. His staff have been instructed to punish anyone who injures another character. Assaults should be reported
here. Also, remember that ICA=ICC. There is an infirmary at the castle, but sometimes there is only so much that medical science (or magic) can do.
∝ Can my character kill/be killed?
Yes! If you would like to have them killed, go ahead and arrange it. If you would like your character to kill someone, you must organize it with the victim ahead of time. Obviously, murderers will be punished, and should be reported
here.
Death, while impermanent, also entails certain consequences. A character who dies will remain absent from the game for at least twenty-four hours and up to a week, at their player’s discretion. They will then revive in their cell, completely healed but otherwise exactly as they were when they died. Bloodstains and damage to clothing will remain, and they will still be carrying anything they were holding at the time.
However, revived characters will initially have complete and total amnesia. They will forget everything from their names to their pasts, even language for the first few minutes or so. Their memories will gradually return, with time varying depending on how many times they have died: after the first death, full memory takes three days to return; after the second death, it will take five; after three deaths, it will take a week. There may be more permanent consequences after the third death.
∝ How are characters punished?
This is a medieval castle. Medieval lords used to do some pretty gruesome things to unruly subjects, and Lord Deior is no exception. That said, not all punishments need be violent or horrific. They could be karmic, humiliating or hilarious if that is more to your taste. If you have a suggested punishment, please let the mods know.
The severity of punishments would depend on the nature of the offense. A guest who damages property or their record will only see a day or two in the dungeon. A guest who injures another can expect exposure, the stocks, or some other additional punishment depending on the severity of their offense. Guests who kill will be confined and subjected to additional torment. Crimes against Lord Deior and his staff will be punished with death, though it will very likely not be quick or painless.
But in cases where a guest's guilt is in question - perhaps they were provoked, or it was an accident - they might well have the opportunity for Trial by Combat, where they can choose a champion to defend their innocence.
∝ What sorts of characters can I play at the Keep?
Fandom characters: Any fandom, any character, any medium. In most cases, you can play one character per fandom.
We don't accept fan AUs. You can apply for Aerith from Kingdom Hearts or Aerith from Final Fantasy. You cannot apply for Aerith from a high-school AU.
We also do not accept fandom OCs. You cannot have an original character who is a student at Hogwarts.
We don't accept clones or doubles. If you would like to app a different version of a character, then that version must be from a separate continuity. For example, you can apply for Link from The Legend of Zelda: Twilight Princess if Link from The Legend of Zelda: Ocarina of Time is already in the game, as the first is a reincarnation. But you cannot apply for Link from Legend of Zelda: Majora's Mask if Link from Ocarina of Time is already in the game, as they're from the same continuity. You also cannot apply for Link from the Ocarina of Time manga if Link from the same video game is already at the Keep, as even though there are slight variations, it's still the same continuity. If you're not sure, one way or the other, feel free to ask a mod.
The fandom application form is
here.
Original characters: We love OCs! The application standard is a little higher, but don't let that put you off! It's mainly because we can't just google an OC for additional information. The OC application form is
here.
We don’t accept mythological, historical or religious figures unless they are from a specific work of fiction, like Shakespeare from Shakespeare in Love. We do not accept real people, including web-comic avatars.
∝ How many characters can I play?
Current limit is five. Players wishing to apply for any more characters than that should seek moderator approval for each subsequent application. Approval will be subject to a player’s activity with existing characters.
∝ Can I play an animal or non-sentient being?
As a character? No. Characters must be capable of sentience and some form of language-based communication. It can be an invented language, a sign-language, semaphore, whatever you like, but they must be able to communicate in a consistent manner that their record, at least, can comprehend. Therefore, animals are not allowed to be played as characters.
∝ But there are animals within the Keep. Who plays them?
Generally speaking, you do. There’s a guideline for how they usually behave
here. Guests are free to play with the puppies, chase the pigeons, hunt deer, ride a horse from the stables or catch a chicken. In general, animals have designated areas where they can be encountered. Your character is free to remove the animals from those areas - by keeping a puppy in their room, for example - but the staff are also likely to notice and at least pass comment. Be warned! Sometimes events may cause the animals to feel out-of-sorts, and a mod may step in.
∝ Can I carry over existing development and Character Relations (CR) from a previous game?
For original characters, absolutely! Just fill out the relevant section of the application.
For fandom characters, yes, but the standard will be a little higher. This is mainly to make sure previous game development won't make playing with any current or future cast-mates who weren't from that game too difficult.
∝ Can I play a staff member?
Currently, no. Lord Deior is not hiring at this time.
∝ Can I canon update/change the point that I have taken my character from after I have applied?
Yes, however you must update any section of your application which would undergo significant change, and append these updated sections to the end of your application thread. You should then notify a mod that you've done so and wait for approval before you can begin the change in game. Canon updates will function similarly to death; your character will vanish for a week and return with no memories of the Keep, but with their altered canon memories. They will, however, retain the same record.
∝ Can we break the fourth wall/meta-game?
Yes and no. Some fandoms are so loaded with pop-culture references that it would be OOC for characters not to make them. There are other characters who idolize pop-culture icons and it would not make sense for those characters to forget them. So generally, nebulous pop-culture references - without names or too-specific details attached - are always fine.
If a fandom is specifically referenced and shown to exist within your character's canon (e.g. Con Air within Homestuck, Bad Boys II within Hot Fuzz, Buffy the Vampire Slayer within The Dresden Files) or your character is from a relatively accurate analogue of reality, then they're also free to make more specific reference. However, it is up to a character's player as to whether or not they would like to have their character be recognizable.
Basically, you can absolutely have your character recognize others from films, comics or games that they're familiar with. But seeing as it might give another character a bit of an existential crisis, you must ask their player if it's okay first. If a player is not comfortable with having their character be recognizable, then it is also polite not to make specific reference to the fandom that the character comes from. So while John Egbert would never forget how important Con Air is to him, you must first ask before having him recognize Cameron Poe. And if Poe's player says no, then it's common courtesy to keep John's re-enactments of Con Air private.