The Emerald Empire. It stretches from shore to shore across the land, reaching from the Dragonspire Mountains to the North to the Eternal Forests in the South. It has been called the land of a thousand cities, and a traveler can go a two days ride in either direction and find themselves in a bustling town. Thanks to it's position between several trade routes, ambassadors and merchants both come to beg favor with it's emperor. The halls of the Emerald City are most glorious, for as it's namesake suggests green gems adorn much of the noble buildings. Yes, the Emerald Empire is an expansive land, powerful and rich. But there is only one Emperor, and only one Empress. And they wear the Emerald Crowns.
The question is, will you?
This is a game of political intrigue, courtly desire, and in general less dungeon pillaging (that is an option, however) and more slice of life. Maintaining your estate from bandit raids, protecting the borders, and fending off those who want your title are all part of the game. I will be playing the royal family, or at least the core of it (king, queen, prince, princess), the rest of the positions are open to players. This is a bit of a rules lite game, the rules are there to settle things like dungeon delving or answering the challenge of a duel. Magic, while not rare, is still something few of the people have access to.
If you lack the player's handbook, worry not! The basic rules (which includes four races and four classes) are available here: http://dnd.wizards.com/articles/features/basicrules?x=dnd/basicrules
Races open: All. If you are playing a non-human, you can either be from another land with some title (ambassador, merchant-lord, mercenary captain, etc) or native born. The Emerald Empire is mainly human-centric, and non-human races have a slightly harder time (some parts of the Empire are racist towards non-humans, and while the Imperial Law is that all are to be treated fair and honorably, it is up to the individual baron or duke to enforce those rules).
Classes open: All classes are available. For clerics and paladins, I will post the pantheon below. For wizards and bards, the Emerald Empire has several bardic and magical academies at which prospective students attend.
Level: Starting level is 6. You are a mover and shaker in the empire, no matter if you are a visitor to the land or native born.
Equipment: You'll have access to virtually any piece of mundane gear you could wish for, and will have a large dwelling (or ship) of your own description. You will also have two pieces of uncommon gear and one common.
Ability Scores: Roll 5d6, take the best 3, reroll ones. We will be also using the Honor stat, which is a measure of how trustworthy you are as well as the strength of the tale of your deeds.
If you have a question, please feel free to ask. I will be posting a character sheet skeleton up to use.
For now, a skeleton to fill out for you character's fluff:
[b]ons/offs[/b]: This is less about your character and more about yours, but you can put both.