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Edon Wolf
Outside the City Gates
Dalenham, Ethora


And so Edon had arrived on his own well ahead of time. Nothing had happened to him and there was no sign of an ambush. Slowly, as the sun eagerly began to peek over the horizon, tradesmen began to drift out of the city with wagons loaded heavy by goods. Woodsmen and farmers filed into the city with wagons loaded with goods to trade or empty and looking to be filled. A beggar seemed to eye the location to ask for scraps; he reconsidered after a withering glare from Edon and went into the city.

Eventually, Varian arrived. The man was clearly hungover. Edon did a poor job of hiding his shock at this, and a much poorer job of hiding his detest over the affair. Then again, his scowl might just as easily be mistaken for the same expression he had worn since arriving at this city.

When Drosten joined them, he would be given a glare that suggested Edon did not like him much. He was just in a bad mood now. However, hearing about how messy drunk they had gotten on the eve of meeting with a suspicious benefactor for a too-good-to-be-true secret mission didn't make him any happier.
I find myself drawn to these settings in this order:

Sci-Fi
Modern/Near Modern
Historic (Ancient and Medieval)
Classic Fantasy Elements (any era)

RPs based in the following settings can eat a dick:

Slice of Life
Anything with Anime
Steampunk
Romance
Anything related to popular culture

Anything not listed can safely be considered under "Indifferent".
I'm glad to hear it, Blenheim!

The first post is up. Feel free to post to your heart's content.

Keep in mind, there is a story but this world is also a sandbox. Go wild if you like or stick to the straight-and-narrow. Up to you! The first "quest" is to meet with the guild master, though.

The range is hot, my writers. Fire away!
The Lowlands was a lot of things in Terrenum. It was a cultural and ethnic melting pot. It was a region perpetually confused about its identity. It was forever overshadowed by its neighbors. However, when people thought of trade, they thought of Gallant - the heart of the Lowlands and arguably the largest single city on the continent.

Those who live in this city for an extended length of time know it as River City. Its name was officially changed by the church (at some nebulous point in the past) in order to honor the heroes of the land. Since then, its name was shortened simply to Gallant.

Gallant's geological advantages are significant. The city sits at the mouth of an elaborately carved estuary which provides it with a significant natural breakwater for shipping. Its river is fed by the many tributaries from the Highlands to the West. The rich arable land throughout the Lowlands are perfect for farming communities. Since most bodies of water lead to Gallant, this makes the city a natural trading hub.

Gallant is not without its flaws. Sanitation has been a considerable issue. The standard of living continues to improve with the implementation of advanced plumbing and sanitary technologies, however, this is an ongoing process. Additionally, the Church of Our Goddess maintains a strong presence in the city and are able to aid in matters of spirit and health; their churches often double as clinics across Terrenum.

The city was never as cleanly planned out as some of its neighbors. Its patterns of growth can be marked by the ever-expanding patterns of walls from the initial settlement. The newer areas are, of course, typically much more modern and better planned. Some of the inner walls were removed to repurpose the materials and create more space. As a result, the defenses and layout of the city as a whole seem eclectic and arbitrary. It is also a fairly spread-out city lacking in buildings taller than two stories. The tallest structures in Gallant, aside from its formidable walls and attached guard houses, are the central keep, the main church and the warehouses at the docks.

The wealthier districts are located near the main keep (the most defensible position in the city, being as it is behind many concentric layers of walls) and near the outer layers of walls. The slums and lower-income housing tend to be between the two, where the buildings and infrastructure lack the careful planning of new construction and have yet to be rebuilt to modern standards.

People in the Lowlands lack a unified cultural identity in part because of Caerbea, far to the South. The region has long been a tributary to the powerful city state. Thanks to a powerful military patrolling its territory and a remarkably relaxed set of governing laws for its vassals, most citizens of the Lowlands enjoy a relatively safe and uninhibited existence. While a "noble" class does exist to some degree, the Caerbean tendency toward meritocracy and emphasis on strength and trade has enabled an odd Capitalist approach to life in the region. Since Caerbea ostensibly owns the land, the "upper class" tend to be successful businessmen instead of hereditary nobility.

The primary reason that the Lowlands does not outproduce its neighbors in food is simply because of their dependency on walls. In the earlier days of Terrenum, most settlements needed formidable defenses not from their rivals but instead from monsters. Caerbean military presence and a sprawling industry of adventuring guilds have markedly reduced the threat of monsters to the point that new farms are being built without walls. However, this level of safety is fairly recent and habits die hard.

As part of the terms of their vassalage, no governing entity in the Lowlands is allowed to have a standing army. Mercenary and adventuring guilds, however, are encouraged. While this system has its problems (and the issues are many), it does effectively decentralize and reduce the military potential of the region.

Here is where you come in...

How you ended up here is of little concern. The important part is that you, adventurer, work for a guild named the Shield Brethren of River City. You carry a copper token stylized with the guild's standard; a shield over a river feeding into a greater body of water. Despite its name, the guild is neither religious nor unisex - however, the influence of the Church of Our Goddess is ever present and the vast majority of its members are male.

You find yourself in the heart of the city bordering the slums and the lower class residential areas toward the outer walls. Rent is much cheaper here and the smell isn't so bad. There is a modest amount of coin in your pocket and you, for whatever reason, have yet to find your own home and therefore stay at the guild barracks for now. Your livelihood depends on completing tasks for the guild master.

Today, at about mid-day, a runner finds you wherever you are in the city. You are informed that the Guild Master has a special task for you. During this time of turmoil, so soon after Iron Harbor was attacked, you can well imagine what tasks you might be sent to accomplish! Not only that, but you may be able to meet the guild's illusive headmaster for the first time.

What will you do next, adventurer?
Good news. We have more players than I had hoped for and I feel comfortable getting this party started. I'll be building a first post to get everybody on the same path and I will be putting together some additional information for the Zeroth page as we play. Here are some basic things I want to cover right away.

First and foremost, death and dismemberment is possible in this game. I'm not aiming to kill or maim any characters but these things can happen when you rely on dice. To that end, I advise having a secondary character idea in your mind for if the unthinkable happens - or for if you just want to play a different character.

This part is also important! I will be implementing a system that I call "Tempting Fate" with this game. Basically, if you want to change the story (avoid taking a wound, losing a limb, having somebody die, etc.) then you can, at any time, Tempt Fate. When you tempt fate, you get your way (within reason, everybody!). But I will also roll a d6 and see if tempting fate backfires. There is no limit to how many times you can tempt fate, however, ever time you do, the difficulty of the roll goes up by one point.

For example, if you tempt fate once, a 1d6 is rolled. On a 1, your Fate resets but something bad happens. On 2 or higher, nothing bad happens. You just get your way. The next time you tempt fate, you have to roll higher than a 2 and so on. A roll of 6 on a d6 will always stall Fate.

This part is just as important! You guys never need to take part in the dice rolling. My system is simple enough that I can take care of all of that mechanical crap in the background and just tell you the outcome. But if you want to become more involved in the mechanical side, just let me know. I'm happy getting everybody as much or as little involved in the dice as they like.

Finally, let's keep up a positive attitude and a healthy level of communication here. This is our story. Let's make it one to be proud of!
I know it isn't exactly what you demanded but I hope it will suffice.


Good news! We have another person signing up with us! If everybody who has announced a character follows through, we'll have four players. Once one other person posts a character, I'll start the adventure. Anybody who wants to join after the game starts can drop right in.
So! In the meantime, do you guys have any questions about the world or the lore?
Yes! Good post, Nevix!

Tobiax, we killed some orcs, got paid at a shitty tavern then met up at the front gates of the city for another job. There aren't many merc posts and not all that much happened. You might like to ask the GM about the best way to slip into the game.
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