[img=http://th02.deviantart.net/fs71/PRE/i/2013/283/9/a/medieval_town_by_shutupandwhisper-d6q07yv.jpg] [url=http://www.roleplayerguild.com/topics/59064/posts/ooc?page=1]Interest Check[/url] [hider=Premise]“The year is 1278 AI. The grand Serath Empire to the east has fallen, liberating countless cultures, artifacts and relics in its receding wake. The Grand High Archmage Celebrius in his studies has awakened an ancient portal to the Demonic Wastes, unleashing a horde of demons onto Mount Frostfire. A lycanthrope plague has spread from within the walls of isolated human fortress Farcrest into the surrounding forest. Purple dragons have reappeared from ages past into the tainted Duskrock Caverns. The prosperous country of Nescine has plans for an eventual empire. The world of Daiar is changing. Our tale, however, does not take place in those faraway places. We travel to the continent of Belar, into the small human country of Rostguard. Deep into the middle of expansive Forest Mither, we reach a small village by the name of Estermere. The townsfolk there are ignorant, and it is said ignorance is bliss. They dismiss the happenings of the outside world as mere folktales, bedtime stories and distant legends. Anyway, no one could possibly overcome the mythical black dragon that supposedly guarded Rostguard from unwanted guests through an unbreakable pact forged with angels. Unfortunately, that story came from nearly three thousand years ago - half a millennium short of a dragon’s actual lifespan. You may be from outside Estermere, lived there your whole life, commoner, guard, artisan, it does not matter. What matters is that the gods have a plan for you. A grand plan.” -Interest Check[/hider] Welcome to my second roleplay, Estermere - A Medieval Fantasy RP!
 Some pointers - [*]I am basing this off the Dungeons and Dragons multiverse. However, I am planning for this to be very generic and opening to those who have not played D&D before or are relatively new to it. Bear in mind there are no d20s, saving throws, modifiers or anything like that here that should be in Tabletop Roleplay.[/*] [*] Bear in mind that this is [b]character driven[/b]. There is no plot or story over-arcing the whole thing, everything is up to the players to decide. However, I and a co-GM will decide circumstances and the outcome of certain choices, much like a DM does. But you can pretty much make up what you discover. If you’re not sure, PM a GM.[/*] [*]Not all of you guys have to be classic adventurers, so we’re not enforcing the ‘classes’ system from DnD. You may describe yourselves that way and act like that certain class, but we haven’t put a special ‘Class’ field in the CS. This is for commoners with minimal combat experience.[/*] [*]Besides what I’ve laid out, there isn’t much lore I have created yet. You can be literally from any country, race or culture - but please make sure you are from the Material Plane and are not an angel/pit fiend/OP monster/race.[/*] [*]Any questions? [b]Tell them to a GM.[/b] This is one of my first RPs. I’m not exactly a perfect GM. Tell me if I’m too strict, too lax, or too whatever. I appreciate and highly encourage constructive feedback.[/*] GMs: Chanda and BingTheWing (The former will probably be more active)

 Basic information: (Will probably add more to this) Estermere has a population of at least 800. Reasonably big, but not as expansive as Fayport, the coastal Rostguard capital in the west connected to Estermere via the King’s Road. Estermere is ruled by Mayor Festwith, a very understanding, slightly plump, and kindly middle-aged man. However, he has served in the Rostguard military during his younger years, and knows how to throw a knife or two. He is undoubtedly loyal to King Dactus the Great, current monarch of Rostguard. To the north dug into the Everwinter Mountains is Fullforge Keep. It is a haven for dwarven immigrants and refugees, and is one of Rostguard’s most valuable mining hubs. The Red Locks are a prominent thieves’ guild that are extremely jealous over their alleged stash of ill-gotten gold hidden somewhere in the sewers. They are currently the only known thieves’ guild in Estermere after they had sent all the others into hiding. They also lead the monopoly of the underground Estermere slave trade. The leader’s alias is ‘the Lockpick’. Many common thieves consider it an honor to have seen the man(?)’s face. They are notorious for their 'keydaggers', essentially crafted to be lockpick and weapon all in one contraption. Small elven treetop villages are not uncommon in Estermerean outskirts. They usually hunt and provide exquisite woodcarvings and pelts of rare animals to Estermere merchants. The Jolly Hippogriff: This is one of the more ‘drunken’ taverns, but its generally upbeat tone in the evenings is enough to make a humorless dwarf chuckle. The landlord is Pucket ‘Pucksy’ Alderberry, a fat but rather entertaining man. It is famed among Rostguard jesters and bards for its openness for new entertainment. However, Pucksy is rather troubled by the recent thefts of his ale supplies lately. The Captain of the Guard is Selford Ironmaw. He is a very straightforward [s]man[/s] blue-scaled dragonborn and dislikes loitering or ‘fuddling about’. He and Mayor Festwith were glorious comrades-in-arms during service in the Rostguard legions and still act like it now, but rumor has it among the common watchmen that he was demoted to his current post due to a shameful act in battle. He rules with a disciplined iron fist among the Estermere Guard. Expect to get a a whipping if you mention the reason why he was put in Estermere. The Astronomers’ Guild is mainly composed of anyone who wishes to learn about the stars or just about anything else. It is mainly composed of elves, humans and the occasional dwarf runecarver, but there are mutterings all around of a band of half-orc scholars entering the guild. It serves as the main form of education for the village children for a small fee. The guildmaster is Archmage Berion, a high elf who supposedly had served in the army as a warcaster but had retired due to an injury with his left leg. The guild is also a large supplier of spellbooks and other magic items across Daiar. The King’s Road runs through Forest Mither to the neighboring country of Farethras. Estermere is not far away from the Road’s route. It is very wide, is well-guarded and is an excellent place to see all types of people walking to and fro. "With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night’s rest in a poor inn. One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. A standard coin weighs about a third of an ounce, so fifty coins weigh a pound." - D&D 5e Player's Handbook Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. Lifestyle Expenses: Wretched: 0 Squalid: 1 sp Poor: 2 sp Modest - 1 gp Comfortable - 2 gp Wealthy - 4 gp Aristocratic — 10 gp minimum Economic information from Player's Handbook 5e. [hider=Rules] I am the GM. What I say goes. (That is, unless I appoint a co-GM. What he also says goes.) Don’t be a dick. (No PG-13+, OOC drama, autohitting, meta, powergaming, godmod, etc.) Use your common sense. I don’t write out all of the rules. [/hider] [hider=CS Skeleton] Name: Race: Race Description: (If your character isn't one of the staple fantasy races like dwarves, elves, humans, halflings, orcs etc., then you'll need to describe the race in further detail in this section. Where does this race come from? What are their defining physical characteristics? What language(s) do they speak (note: the universal language of Daiar is Common)? Does this race have any particular magical/supernatural abilities that merit explanation? If you're playing a common race, just leave this section blank, or if you're feeling extra special neat, you can remove it from your CS altogether. I won't tell anybody if you won't.) Age: (Make sure your character's age makes sense given the rest of your sheet. You're rather unlikely to meet any 16 year old master wizards, just as you're unlikely to meet any 70+ year old warriors in active duty. If you're playing a race that lives beyond the typical human lifespan (like elves, for example) then obviously these restrictions won't exactly apply to you, but still try to keep things reasonable.) Gender: Appearance: (In at least one paragraph, describe your character's appearance, including eye color, hair color and style, body build, height, skin color, scars/tatoos/birthmarks, etc. A picture will suffice, but please make sure to denote any differences from your envisioned appearance and the actual picture in text. Please avoid pictures that are too modern or otherwise don’t fit the setting.) Clothing/Armor: (In at least one paragraph, describe your character's preferred style of dress. Remember that the setting is medieval fantasy, so please avoid modern clothing or something that is otherwise out of place. A picture will suffice, and it may be the same picture as your appearance, but please make sure to outline the parameters of your armor (if applicable) in text. Remember that the more protective armor is, the more it restricts movement.) Weapons: (Describe the weapons your character carries with them on a regular basis. You may include pictures if you wish, although as long as you’re clear enough it’s not entirely necessary. In this section, you must also describe where your character keeps their weapons. In case your character is caught off guard or restrained in some way, it’s much more believable that they could quickly draw their dagger if it was sheathed at their waist than if it was at the bottom of a cluttered backpack, after all. This is for the sake of consistency. For weapons like bows or crossbows that require bolts or arrows, make sure to note how many arrows your character keeps on them on a regular basis and where.) Skills/Abilities: (Describe your character's abilities, if applicable. This will often outline your character's profession, too. This includes combat ability (weapon proficiency, martial arts etc excluding magic) as well as general trade skills like blacksmithing, carpentry, farming, hunting, fishing, tailoring, and medicine (to name just a few). Basic skills like cooking or sewing, for example, need not be listed here unless your character is exceptionally good at them. Miscellaneous skills and attributes that are unique to your character should also be listed here. If you have any questions about what should and shouldn't go here, ask a GM.) Magic: (If your character possesses magical or supernatural abilities, please describe them here in detail. There are many different methods of spellcasting in the fantasy genre, but feel free to use DnD's mage archetypes as a baseline for inspiration. Please make sure to describe the source of your character's magical abilities, whether it be their own internal "mana", magical runes, alchemical ingredients, wands, spellbooks, artifacts, talismans, or some contract with a deity or spirit (these are just a few examples). Certain magical abilities are generally considered off-limits for the sake of balance, such as time manipulation, teleportation, invincibility and total mind control. You can include a spell list, but this is not by any means required and you may take a more general approach to this description if you wish.) Inventory: (List what your character currently has on them and regularly carries around, excluding weapons, armor, and clothing (see above). Try not to list too much; carrying heavy loads will considerably slow down your character and probably require a cumbersome backpack on top of that. In other words, pack light. It may be wise to organize these items in a list, as you will be editing this section frequently as your character acquires more items. This section should also include how much money your character has in their wallet. The currency of Daiar follows the traditional DnD system of copper, silver, and gold coins. 10 copper pieces are equivalent to one silver piece, and 10 silver pieces are equivalent to one gold piece.) Backstory: (In at least two decent length paragraphs, detail your character's life up until this point. Make sure to explain why your character is in Estermere at present. If you wish to keep your backstory secret, you must message a GM about it beforehand to ensure it's reasonable and acceptable.)[/hider]
 Credits go to Chanda for the amazing CS. [hider=Character Roster] [url=http://www.roleplayerguild.com/topics/60307/posts/ooc?page=1#post-1860799]Rhone Valint - Metronome[/url] [url=http://www.roleplayerguild.com/topics/59064/posts/ooc?page=5#post-1857297]Hart Arron - vietmyke[/url] [url=http://www.roleplayerguild.com/topics/60307/posts/ooc?page=1#post-1866664]Trafalgar Huris - Vec[/url] [url=http://www.roleplayerguild.com/topics/60307/posts/ooc?page=1#post-1868466]Shork - Rainmaker[/url] [url=http://www.roleplayerguild.com/topics/60307/posts/ooc?page=3#post-1871845]Honari - ChibiYuki[/url] [url=http://www.roleplayerguild.com/topics/60307/posts/ooc?page=2#post-1869483]Leaf - Shard[/url] [url=http://www.roleplayerguild.com/topics/60307/posts/ooc?page=3#post-1873262]Corinne Faerovin - MyCatGinger[/url] [url=http://www.roleplayerguild.com/topics/60307/posts/ooc?page=1#post-1868348]Lucien le Croix - Feigling[/url] [url=http://www.roleplayerguild.com/topics/60307/posts/ooc?page=10#post-1888267]James Hawthorne - IncredibleBee[/url] [url=http://www.roleplayerguild.com/topics/60307/posts/ooc?page=10#post-1888389]Anya Hawthorne - Shisa[/url] [url=http://www.roleplayerguild.com/topics/60307/posts/ooc?page=11#post-1889537]Elric Barber - Professor_Wyvern[/url][/hider] That’s all for today folks. Post your CSes away.