S
Spectre
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IC | OOC | Interest Check
The main continent of civilizations has been quite prosperous and has expanded to happy capacity, and a relative peace has been held throughout the kingdoms. Technology is expanding quickly, and what would seem to 'us' like classic antiquity, is starting to merge with a medieval age.
Magic does exist, but it's mainly distrusted and feared. This is low fantasy, so characters won't normally be tossing about magic missiles. But illumination spells, some supplemental stuff, and healing miracles are told of in legend. Though even the simplest things are quite rare and draining. Not to mention dangerous- miscast in magic is possible, and crazy things can happen. Basically, my point is that it's not often worth the trouble, but those who have studied magic are out there. Hermits, eccentrics, scholars....
Reigning back in:
There has been some expeditions across the seas to find other civilizations and unexplored land that have now been successful. After a few years, there has been a fortified city built around a port, and a small village or two outside of this, but not much else. There has been call for many adventurers to test their mettle and sail there to help the exploration efforts.
Players will begin in the town named "Westmarch". A multi-cultural port city that was established years prior to present day. It resides far from the main continent, and requires a lengthy ship ride. It's nothing fancy, there are stone walls up [though mostly tall, reinforced wooden fortress walls]. Guard towers at major entrances. Toward the northern end of town on top of a large hill is the Keep- holding the noble family here. There are plenty of shops in town, weaponsmiths, armorers, and other forms of necessary trade. Housing areas, some small farms, and stables. It is lead by the capable leader- the Duke of Westmarch and the New World- Duke Willam Aquila. He runs a tight ship here, and it is quite safe for the most part.
The city has begun hiring all sorts of people looking to explore the vast lands to the west. Largely unexplored territory, and quite dangerous. There hasn't been much exploring in recent years due to the focus on infrastructure set up in the city. So now, 'The Guild' is hiring again.
The first set of guildmembers landed several years ago, met in "The Blue Goose" tavern. Much smaller then than it is now. They began to chart their findings by carving a crudely drawn map onto their meeting table. Carving the names of their fallen, and shiny things they wanted to go back for. This had become somewhat of a legend- as someone, or something killed off most of the original adventurers, burnt the tavern, and the table seems to have been 'lost' or destroyed during rebuilding.
Your character has been recruited by the Guild. It's a 100% voluntary group, and the reasons for joining are as varied as the mates who have joined. A group of people ran by veteran adventurers. Responsible for scouting efforts among other things outide of Westmarch.
The character sheet is below: Simple and informative. Remember! Characters will be 'level one' characters. Better than average if you wish, sure, but lacking much experience. Also, keep in mind the thought that this is going to be lower fantasy. Be as "realistic" as possible.
Name : your character's name
Appearance: Give a detailed appearance here. Clothing worn, as well as general physical appearance. This will also encompass the typical 'age' section you would typically see, and equipment- as well. If you feel you must post a photo make sure it's a manageable size, and enclose it into a spoiler tag.
Hails From: Where are you from? A little bit about it?
Biography: Include a brief biography. Try to keep it summarized.
Fears: Yep. Fears...'Afraid to use his sword', or 'doesn't like anything that flies', 'Fire', ' sort of thing. Give me something to use against them >=}
Goals and Reason for Joining the Guild: Hey c'mon. Everyone has a goal. Add something like 'showing their people what they are worth', or 'protect X person during their journeys'. Maybe even 'find a harpy and strangle it to death' who knows. Doesn't have to be long at all.
Instinct/Modus Operandi Yup. Put in the character's base instincts. Like, drawing their sword on the first thought of danger, or never delaying, something that will be important to their actions, and another driving force in who they are personality-wise... Keep this fairly short.
Major Skills: Small description of their major talents. Cooking, speaking, languages, geography, science, archery.
Appearance: Give a detailed appearance here. Clothing worn, as well as general physical appearance. This will also encompass the typical 'age' section you would typically see, and equipment- as well. If you feel you must post a photo make sure it's a manageable size, and enclose it into a spoiler tag.
- Basic Equipment
Hails From: Where are you from? A little bit about it?
Biography: Include a brief biography. Try to keep it summarized.
Fears: Yep. Fears...'Afraid to use his sword', or 'doesn't like anything that flies', 'Fire', ' sort of thing. Give me something to use against them >=}
Goals and Reason for Joining the Guild: Hey c'mon. Everyone has a goal. Add something like 'showing their people what they are worth', or 'protect X person during their journeys'. Maybe even 'find a harpy and strangle it to death' who knows. Doesn't have to be long at all.
Instinct/Modus Operandi Yup. Put in the character's base instincts. Like, drawing their sword on the first thought of danger, or never delaying, something that will be important to their actions, and another driving force in who they are personality-wise... Keep this fairly short.
Major Skills: Small description of their major talents. Cooking, speaking, languages, geography, science, archery.
Go ahead and post up characters if you wish.
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