Interest Check
Welcome to my second roleplay, Estermere - A Medieval Fantasy RP!
Some pointers -
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 man 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.
Credits go to Chanda for the amazing CS.
That’s all for today folks. Post your CSes away.