OOOOOOOKAY, yer all in a tavern. The tavern's name is "The Mud Pie", and local lore says it's named as such because its founder built it on where his now dead infant brother used to make his family-famous mud pies. Well, that, and the fact that the food served there seems almost inexplicably always covered in mud. Lots and lots of mud. Just like the whole tavern, too, as the tavern's a structure made of the classic wattle and daub construction (that is, made up of wooden beams for support and a mixture of clay and straw for walls and roof).
Now the tavern's plan is essentially one-room, with all the important goodies (kitchen, tables, benches) placed around a central hearth. Upon the hearth is currently burning a nice fire, and upon that is cooking a lovely suckling boar. The boar smells delicious, and you imagine that if they do not apply their usual smothering of mud on it then it would be delicious.
Speaking of imagining, you... well, since I don't really control you, I don't know what you're doing. All I currently know about you is that you're here, and that soon you'll be going there with all of the other you's here. That there isn't specific; I believe you should be the ones to figure that out. However, the direction by which that there is found is (I think) east, and the place from whence most of you came is west.
Now the place where you are at now is a tavern, named the-wait, I already said that. Oooooookay... Well, the tavern's filled with people, so there... Lots of mead and beer flowing (no wine: too expensive), with stale bread, half-rotten vegetable stews, and overripe cheeses being served besides the boar... Some folks are drunkenly sleeping on the floor... hmm...
Ah yes, I guess that's an important detail too. The tavern you're currently in is at the heart of the small village named "Washington", so named because of the house currently ruling over it, the house of Washington. Washington houses a small population (whose precise number I shall not give out, mostly because I haven't thought of one yet) of farmers, all of whom are serfs to the local noble house. In fact, they're the only serfs of the local noble house: the house, you see, is a barony. Or a baronetcy, whichever one is smaller.
Anyway, Washington town, and also the surrounding territory, is rather peculiar for two things: the baronetcy has its own dialect, and the farmers here grow food using a three-crop rotation system. Now, since farming isn't going to be too significant to this tale, I'm just gonna elaborate on that other thing. Their dialect is comparable to what is Yorkish to English: in other words, very local in flavor, but very difficult to understand. So difficult, in fact, that most of you here would need translators just to understand what most people here are talking about. Luckily, the tavern-keep (His name is Wheatlad) knows how to stay his tongue. Unluckily, he's the only one who knows how to do so (at least, of all the people here in the tavern).
I guess that's enough details for now. Oh, and a few other things:
Firstly, there's no inn. Washington is a small, generally out of the way village, so people don't really expect to have any foreigners needing other beds here. If yer gonna sleep, you're gonna have to sleep on either the floor, or friends' houses (if you have any friends here. Then again, if you're a member of the church, then the local priory's a friend. A note though, the local priory doesn't like being disturbed by visitors this late at the hour: they're at vespers, y'see).
Secondly, the local noble house is a few hours away, so if ye need to talk to the local lordlings, you'll have to wait til' next morning. And if you do anything wrong in terms of the law, well the sheriff will sort that all out (note that like the priory, the sheriff does not like being disturbed at this hour) (His house is located on a small rise a few "blocks" from this tavern).
Thirdly, of other services here, well there's a mill and oven, located near the rather distant but not as distant as the lordlings' house river; two smiths (but only one of them sells proper weapons), both found near this tavern; a bunch of traders, located in a small square of tents adjacent to the smiths; a fletcher, found adjacent to the sheriff's house; an apothecary, found far from this town, bordering the woods where the lordlings (both of this baronetcy and of others nearby) hunt; and a tannery, located at an area about as far from the town as House Washington, near the local barn and cow's pasture. The priory, which also happens to supply this tavern with its beer, cheese, and mead, is found close to the apothecary; a small branch of theirs can, however, be accessed at the house right next to the town's church, located within the town proper. Do note that stuff such as twine, torches, and candles need not be bought from the traders (do that, and you'll be paying for more than twice the proper price): ask around, and you'll find some lowly peasant working on that trade. The traders only sell (and are only sold to with) rarities. No other taverns but this one, though.
Fourthly, if yer money's in the form of denarii, it's of no use unless changed at the local mint, found in House Washington. Changed to worthless billons, that is, which are in turn useless to the traders, and to all other locations outside of this territory. Yes, money can be a pain in the ass here. Don't worry, though: you had all relevant currencies changed before you went here. Right?
Fifthly, the peasants sound scared. If you want to slow down you're little as-of-now undefined adventure, you should go ask them about that.
Oh, and last but not least, a bit of game mechanics. If yer gonna use magic right now when nothing's going on, well remember this: magic in this world (which, like a lot of other things, is as of now unnamed) is governed by prayer. All of yer magical powers come from gods and spirits, and appeasing them through either prayer, ritual, or sacrifice is the only way to access those powers. What those powers are, and how potent their effects are, is up to what the god you contact governs and how elaborate the rituals you perform in contacting them; such details are up to you, but please don't do anything stupid, like god-modding. So yes, celebrate that Jack Vance or mana controls not yer powers.
And common sense and proper narrative flavor, please. No need for character sheets either: I'd prefer you describe yer characters in the actual story, like what I'm doing here (though what I'm doing here is turning my character's (the GM) style somewhat OOC, so lines are kinda being blurred). If you do want to make character sheets, well then go ahead. Oh, but do make sure that your first posts here contain everything most people would need for interaction: full appearance, current inventory, notable and visible personality quirks, age and sex, and so on.
Welcome to SUPER EPIC AWESOME FUN FANTASY ADVENTURE QUEST. Schwing!
Now the tavern's plan is essentially one-room, with all the important goodies (kitchen, tables, benches) placed around a central hearth. Upon the hearth is currently burning a nice fire, and upon that is cooking a lovely suckling boar. The boar smells delicious, and you imagine that if they do not apply their usual smothering of mud on it then it would be delicious.
Speaking of imagining, you... well, since I don't really control you, I don't know what you're doing. All I currently know about you is that you're here, and that soon you'll be going there with all of the other you's here. That there isn't specific; I believe you should be the ones to figure that out. However, the direction by which that there is found is (I think) east, and the place from whence most of you came is west.
Now the place where you are at now is a tavern, named the-wait, I already said that. Oooooookay... Well, the tavern's filled with people, so there... Lots of mead and beer flowing (no wine: too expensive), with stale bread, half-rotten vegetable stews, and overripe cheeses being served besides the boar... Some folks are drunkenly sleeping on the floor... hmm...
Ah yes, I guess that's an important detail too. The tavern you're currently in is at the heart of the small village named "Washington", so named because of the house currently ruling over it, the house of Washington. Washington houses a small population (whose precise number I shall not give out, mostly because I haven't thought of one yet) of farmers, all of whom are serfs to the local noble house. In fact, they're the only serfs of the local noble house: the house, you see, is a barony. Or a baronetcy, whichever one is smaller.
Anyway, Washington town, and also the surrounding territory, is rather peculiar for two things: the baronetcy has its own dialect, and the farmers here grow food using a three-crop rotation system. Now, since farming isn't going to be too significant to this tale, I'm just gonna elaborate on that other thing. Their dialect is comparable to what is Yorkish to English: in other words, very local in flavor, but very difficult to understand. So difficult, in fact, that most of you here would need translators just to understand what most people here are talking about. Luckily, the tavern-keep (His name is Wheatlad) knows how to stay his tongue. Unluckily, he's the only one who knows how to do so (at least, of all the people here in the tavern).
I guess that's enough details for now. Oh, and a few other things:
Firstly, there's no inn. Washington is a small, generally out of the way village, so people don't really expect to have any foreigners needing other beds here. If yer gonna sleep, you're gonna have to sleep on either the floor, or friends' houses (if you have any friends here. Then again, if you're a member of the church, then the local priory's a friend. A note though, the local priory doesn't like being disturbed by visitors this late at the hour: they're at vespers, y'see).
Secondly, the local noble house is a few hours away, so if ye need to talk to the local lordlings, you'll have to wait til' next morning. And if you do anything wrong in terms of the law, well the sheriff will sort that all out (note that like the priory, the sheriff does not like being disturbed at this hour) (His house is located on a small rise a few "blocks" from this tavern).
Thirdly, of other services here, well there's a mill and oven, located near the rather distant but not as distant as the lordlings' house river; two smiths (but only one of them sells proper weapons), both found near this tavern; a bunch of traders, located in a small square of tents adjacent to the smiths; a fletcher, found adjacent to the sheriff's house; an apothecary, found far from this town, bordering the woods where the lordlings (both of this baronetcy and of others nearby) hunt; and a tannery, located at an area about as far from the town as House Washington, near the local barn and cow's pasture. The priory, which also happens to supply this tavern with its beer, cheese, and mead, is found close to the apothecary; a small branch of theirs can, however, be accessed at the house right next to the town's church, located within the town proper. Do note that stuff such as twine, torches, and candles need not be bought from the traders (do that, and you'll be paying for more than twice the proper price): ask around, and you'll find some lowly peasant working on that trade. The traders only sell (and are only sold to with) rarities. No other taverns but this one, though.
Fourthly, if yer money's in the form of denarii, it's of no use unless changed at the local mint, found in House Washington. Changed to worthless billons, that is, which are in turn useless to the traders, and to all other locations outside of this territory. Yes, money can be a pain in the ass here. Don't worry, though: you had all relevant currencies changed before you went here. Right?
Fifthly, the peasants sound scared. If you want to slow down you're little as-of-now undefined adventure, you should go ask them about that.
Oh, and last but not least, a bit of game mechanics. If yer gonna use magic right now when nothing's going on, well remember this: magic in this world (which, like a lot of other things, is as of now unnamed) is governed by prayer. All of yer magical powers come from gods and spirits, and appeasing them through either prayer, ritual, or sacrifice is the only way to access those powers. What those powers are, and how potent their effects are, is up to what the god you contact governs and how elaborate the rituals you perform in contacting them; such details are up to you, but please don't do anything stupid, like god-modding. So yes, celebrate that Jack Vance or mana controls not yer powers.
And common sense and proper narrative flavor, please. No need for character sheets either: I'd prefer you describe yer characters in the actual story, like what I'm doing here (though what I'm doing here is turning my character's (the GM) style somewhat OOC, so lines are kinda being blurred). If you do want to make character sheets, well then go ahead. Oh, but do make sure that your first posts here contain everything most people would need for interaction: full appearance, current inventory, notable and visible personality quirks, age and sex, and so on.
Welcome to SUPER EPIC AWESOME FUN FANTASY ADVENTURE QUEST. Schwing!