Hidden 6 yrs ago 6 yrs ago Post by Lucius Cypher
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The world of Gaia is a vast, ever growing world, where even after a hundred thousand years of living and intelligent live have thrived, there is still more to discover. A world full of magic and wonder that is still yet to be understood, where possibilities are endless for anyone with the determination to see their wishes fulfilled. Over the years many legends have risen and great nations have fallen, history have been made and monuments that have once stood the test of time have been destroyed. There is still so much about the past that people spend their entire lives barely knowing their own history, let alone knowing what their future has in store. And for some, simply surviving is all that is important to them.

You are a simple commoner in the Gaia Frontier. As new land is discovered, you have lived here for some time. Perhaps you were born here, perhaps you came here. You didn't have much before and you still don't have much now. But Frontier life, as dangerous as it is, is rife with opportunity to grow in wealth, experience, and power. A new Frontier Town have been developed, and while they haven't garnered enough attention or support to gain the interest of wealthy investors or adventurers, perhaps with your help you can revitalize the towns into something great. Or maybe you'll simply use the town as a homebase of sorts as you search through the ruins for any treasures that could bring you fame and fortune. Your fate is ultimately in your own hands.




Rules:

1. Basic rule in any RP: My word is law. I have the final say, and if you disagree, you're free to leave. I will of course be willing to hear out your side of the argument but don't push it. I can only be so tolerant.
2. This is a 5e, Fifth Edition, Dice Rolling RP. I may or may not have maps up if I feel the need for it but in general things would take place in the theater of the mind. Stuff like range and movement speed is still important however, so keep that in mind if you think you can get away from something that moves faster than you. Also here's a link to the Guild's Dice rolling stuff. This is where all the rolling will happen for your characters, and I will be checking to make sure you aren't fudging your numbers. You'll get one warning. You don't get a second.
3. While combat is of course going to be something that you may eventually run into, tbh I won't include much combat at first, and even afterwards you'll only get into fights if you go looking for a fight. You certainly won't find much trouble if you just stand around the inn hoping for a drunkard to take a swing at you.
4. New characters start at Level 0: you have no specific class level, only what's available through your race and background. Backgrounds should be picked from the given list which I shall provide.
5. Those who wish to use different languages but don't know how to actually translate those languages into the written word, you can write your language between these symbols to represent your characters speaking different languages. Most languages have both spoken and written script, some even have a sign language (Such as thieves cant or drow elvish). More symbols added as different languages are considered.

6. More rules to be added as I see fit.




Character Creation


Let me start off by reminding you of Rule 4: new characters start at level 0. That means you have no class levels, no skills, no particular proficiency beyond your natural skills through your race and what you might have in your background. Yes, you're effectively peasants. So you may be wondering; how to you level up? The answer is simply enough: Gain the minimal amount of skills you would have obtained if you were a level 1 character of that class. Of course the complicated part is that this is no simple task; even a fighter has to learn and utilize every simple and martial weapon, and magic isn't any easier. Even a simple cantrip like a light spell would require practice and, most importantly, an education. Those who wish to try and "multiclass" by learning multiple different skills from different classes will find it even more difficult. You're basically going to be slowly progressing in two classes whereas others would be able to progress more quickly in a single class. Still, if that's what you want to do, you're free to do so. Just don't be surprised if you're still a level 0 Peasant who can barely use a first level spell and swing a warhammer, where you buddies can start raging and throwing around magic missiles.

Now then, onto other details: There isn't any particular restriction for races so long as they come from reliable sources, namely Core, Unearthed Arcana, and Xanathar's guide. If you want to use a homebrewed race you need to bring it up to me first, not only to ensure that it isn't overpowered but also to figure out how to incorporate such a race into the RP. If you want to play a race that would typically be hated or distrusted, don't be surprise if that does happen even if you yourself have done no wrong; don't be surprised if you're an orc and dwarves don't particularity like you.

Backgrounds should also be chosen from this page. I don't mind a bit of swapping so long as you inform me of it first, but try not to add more to your background to try and give yourself more of an advantage. Sure, you could be from a noble family or even a knight, no that doesn't mean suddenly you already have the effective martial training in swords and armor just because that's your background. Think of yourself less as a fully fledged knight and more of a squire.








Frontier Town




The new Frontier Town on the fridges of Gaia has only been active for three years. While prosperous so far, they haven't made much developments as far as infrastructure or discoveries. They don't even have a proper name yet, which most of the townsfolk don't feel that they should get until they find something notable about the town to name it after. Still they're a tough town that haven't gotten too much trouble so far, ripe with opportunity for those seeking adventure or just a new life. Notable structures and locations in the town include:

Town Hall - The main governing body of the town. It's also where anyone who is accused of a crime is taken to for trial, as well as one of the most fortified and sturdiest buildings in town. Should any disaster strike the townhall such as a violent storm or a raid, the townhall would be the safest place to be. There are stocks near the Townhall where petty criminals and troublemakers are locked into as a show of punishment for those who break laws and cause trouble in the town.

Temple of Crugh - A major church in the Frontier Town. Crugh is the god of the forge, stone, and crafts, and through his teachings the town has managed to survive multiple attacks from outside threats. The Church of Crugh is also where the town's major smithy is and they're the ones to develop most, if not all, of the militia's weapons and armor. Crugh is known to be a gruff and no-nonsense god and his clergy are much the same; they're strict and disciplined, taking it upon themselves to police the town and crack down on any troublemakers or criminals, though they don't have any authority to actually punish or enforce any laws. Mostly they just yell at naughty children and hold interventions for troubled youths. The bishop of this Temple is a dwarf named Tarkin Blacksteel, skilled cleric and smith.

Church of Gaurot - A somewhat minor church in the Frontier Town. As prosperous as the town is, death is very much a common and everyday occurrence, and the Church of Gaurot has the duties to tend to those dead. Gaurot is the deity of death, spiritual energy, and rebirth, but NOT necromancy. Though the Temple of Crugh holds a considerable amount of the town's faithful, the Church of Gaurot actually does have trained priests who help maintain the church and provide holy services, as well as seek out any form of Necromancy to purge it with extreme prejudice. That being said they are only active against the threats that the town wants them to confront. They begrudgingly tolerate certain resident if only because they have good behavior. The preacher and captain of the paladins is black Dragonborn named Garath.

Maeda's Cottage - A school building where the children of the Frontier receive a common education. The teacher is an arachnae, a sort of spider centaur, named Maeda. She also teaches magic to those who can afford her lessons. She wishes she could give these lessons freely, but she needs the money in order to pay for materials and components needed to ensure her students get the education they need.

Garrison - A stone building near Townhall where the militia is stationed at. Most young men who don't work the mines or the fields are encouraged to join the militia to be able to defend themselves and the town. There are two captains at the Garrison; a man named Daeghun and a half-orc named Ork. Daeghun teachers various forms of archery, including the use of crossbows, slings, and even throwing axes, while Ork teaches melee combat and tactics. Daeghun also leads the hunting parties whenever the town needs meat or ingredients from the forest, and Ork is also oversees the construction and expansion of the town itself.

Barthen's Bartered Goods - The general store in the Frontier Town, as well as an aspiring Merchant's Guild. Barthen handles nearly all of the town's finances and ensures that their goods get the best deals, and that the town always gets what it needs. And to do that, Barthen isn't afraid to get his hands dirty too. While it's never confirmed, those who have shown a certain aptitude and willingness to get the job done may be able to learn certain skills and tricks that some would consider underhanded, but also specialized training to preform a variety of important tasks. In other words, Barthen also leads a Thieves Guild.

Black Mines - The Frontier Town's main money maker, the Black Mines is an mine rich in iron and coal. Most of the townsfolk can earn a decent living breaking rock. However, in a separate part of the mine is also a sealed off area where prisoners are kept. With less efficient tools under constant watch, prisoners in the Frontier Town are forced to live and mine in this sectioned off part of the mines in chain gangs until their sentence is up. It's a harsh punishment, but typically you'd only be in this prison if you really screw up. The overseer of the Black Mines is an orc named Nartur, who's more or less just the best miner in town. She typically leaves the actual administrative duties to her second, a Firbolg who calls himself Bookie. He's friends with Barthen.

The Drunken Dragon - Ye old pub. The Drunken Dragon is a popular tavern for the townsfolk, travelers, and guardsmen alike. It also has rooms for rent for travelers or those who don't have a home yet, and indeed it's seeking to expand into a boarding house. The Drunken Dragon ran by a halfling name Sips and an elf named Revas. Sips does the cooking and knows all the best drinks while Revas does housekeeping as well as serves a the bouncer; he's a skilled magical user and isn't afraid to use it.

Underhaven - What some people might call the ghetto and where all the unsavory elements of the Frontier Town live, but this is mostly all just rumors and lies spread by the leader of Underhaven: a Vampire by the name of Lucilia. In truth Underhaven is just that; a Haven underneath the Frontier Town, for folks who are rather unsavory but good natured. Vampires who don't want to prey on innocents, skinwalkers who just want to learn how to use their powers, even Undead who don't want to get smited for their undead nature. Underhaven itself is just an underground pub and inn for those of ill rispute, with a vast underground that is also home to drow, kobolds, goblins, and orcs who simply don't comfortable living in the sun. Granted it still has it's share of troubles too, as none of these races get along with each other, but Lucilia has brokered a form of peace with them and the people of the Frontier Town. Still, Underhaven is a dangerous place that is beyond the law of the the Frontier Town; whatever happens down there stays down there. Constantly expanding by the various factions who live there, who knows what sort of things they'll unearth.
Hidden 6 yrs ago Post by Searat
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Hidden 6 yrs ago Post by Rune_Alchemist
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Alright well, I think I got everything done and right. I apologize for my noobishness if I mess something up.


Hidden 6 yrs ago Post by Zeroth
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Nobody tell Gardevoiran. I'm the Digbie now.

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Hidden 6 yrs ago 6 yrs ago Post by Guy0fV4lor
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Hidden 6 yrs ago Post by Black Keys
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Is this still open? I've got a fun priestly idea in case we might be lacking those o.o
Hidden 6 yrs ago Post by Lucius Cypher
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@Black Keys

Sure, just read my rules, do the character sheet, post up your CS here and I'll check it out.

@Guy0fV4lor@Zeroth@Rune_Alchemist@Searat

You guys are approved btw. I'll get an opening post up ASAP.
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Got it. Placing CS into character tab.
Hidden 6 yrs ago Post by Guy0fV4lor
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https://www.roleplayerguild.com/rolls/11795 just checking to see if Dormic's being honest, or if he seems to be holding other intentions @Lucius Cypher
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@Guy0fV4lor

Next time try to give me an actual number that's linked, like this: 10. just slightly easier. In any case nah, Dormic seems pretty honest. You think he's one of those "glass half-full" type of guys so at the very least he looks on the bright side of things.
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Hidden 6 yrs ago Post by Zeroth
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@Lucius Cypher I've never used the Guild's dice roller before, can you give me a step-by-step like I'm in kindergarten?
Hidden 6 yrs ago 6 yrs ago Post by Lucius Cypher
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@Zeroth

Aight first you need to go to this link. When you do you should arrive to a page that looks like this.



Look for the bright green button at the top right that says "New Campaign". Click on it, and it should pop up a new window. It'll ask for a title and a description, though you only need a title. Put something that'll make it easy for you to find and understand what it's for such as "Gaia Frontier". I'd also recommend that you add a link to the RP just so you know where these rolls are suppose to go.



Scroll down a bit more and you should see a blue Submit button. Press that.



It should bring you up to a new page that would look like this. Notice how you don't have anything here yet, and that there are two empty boxes underneath the big words that say "New Roll".



The one labeled "Roll" is where you'd put in your die rolls, such as a 1d20, 2d6+3, and so forth. It is important that you put something for the first number represents how many dice you're rolling; the 1 in the 1d20 means you're rolling 1 dice. The number that follows the letter D represents how many sides of the die you're rolling, or basically any number between 1 and whatever you wrote down. It can be anything like a d4, d50, or even something weird like a d719. Though for the most part you'll be using a 1d20, though it may change depending on what you're doing or what items or abilities you're using.



The next box is a note to label your roll. While you could leave this blank, I find it easier to fill it in with something simple to describe what the roll is for.



This is an example roll. A 1d20+4 for Athletics. Say you're doing something like push ups or something, which would be an athletics check. because it's a skill check, you'll be using the 1d20 die, plus your athletics modifier. Athletics is scaled off your strength which is a +3 and because you're proficient with athletics you can add your proficiency, which is a +1. Thus, 1d20+4. Another thing to note: when the button is green, that means everything is good to go. If the button is red, that means you did something wrong in the roll section. For example, perhaps you forgot to add a number in front of the d20. If you don't add anything it won't know how many to roll. Or perhaps you accidentally put nothing after the + sign or put a space between the + and the number. Double check your work.



When you press the green button that says roll, the page will refresh and you should have something underneath the section that says Rolls (Newest to Oldest). There you can see the results of your roll. First you'll see when you rolled it, the die (In this instance it's a 1d20+4), and the Total Result. Next to it is a Note that specifies what this roll was about.



If that's all you need, you can click the Copy button. That will automatically copy a link to that specific roll to your clipboard so you can paste it into the RP. Alternatively if you want to see what exactly you rolled, you can click on the ID number.



This will bring you to a new page where you can see exactly what your dice roll was. The Constant is the bonus modifier that was added after the roll. In this instance, I rolled a total of 16 for the Athletics check: 12 on the 1d20, plus the constant of +4, for a total of 16.


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Hidden 6 yrs ago Post by Searat
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@Lucius Cypher
Deception roll to check if Sips picks up on the slang or is too weirded out to notice.
13
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@Lucius Cypher

Rolled a 19 for that history check if I did it right.
Hidden 6 yrs ago Post by King Cosmos
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It took a bit longer than expected, but here's my character.


Hidden 6 yrs ago Post by Lucius Cypher
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@King Cosmos

Heh, Yang. Well this CS looks fine, post it up in the CS tab and get posting.
Hidden 6 yrs ago Post by Black Keys
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I realized that this frontier lacked a certain je ne sais quoi.


Hidden 6 yrs ago Post by Lucius Cypher
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@Black Keys

Nice. Accepted, post got CS into the CS tab and post whenever your free, I’ll have another master post up sometime tomorrow.
Hidden 6 yrs ago Post by Guy0fV4lor
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@Lucius Cypher
Damn, rolled an 8 for persuasion....
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@Lucius Cypher
Perception check for...
Forrest: 13
Tall Grass: 12

Investigation check to see if Ethan can discern more information off the map and understand where the town would be: 6
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