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Iron Kingdoms - 3 Things of Many Things

Mar 24th, 2017
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  1. === 3 Settings ===
  2.  
  3. 1. Time: 608 AR
  4. The campaign takes place at the beginning of 608 AR (the core rulebook), with Llael torn into three territories, and Thornwood Forest fell to Khador. Cygnar has been pushed back south by Khador, and one Cygnaran city effectively 'fell' to Ord.
  5.  
  6. 2. Place: Ord
  7. The focus (or headquarters) of the campaign will take place at Ord. The HQ of the organization is located at Five Fingers, the Port of Deceit.
  8.  
  9. 3. Organization: Chelonia Sierra, Inc.
  10. A mercenary guild recently established and still struggling, offering services and recruiting new competent members who are desperate enough, or simply have no connections at Ord.
  11.  
  12.  
  13.  
  14. === 3 Traits of CSI ===
  15.  
  16. 1. Neutrality
  17. The mercenary guild maintains neutrality of political stance, and to some extent religious and mercantile too.
  18.  
  19. 2. 'Good Guy'
  20. In order to easily maintaining neutrality, CSI usually only accepting job offers with a more defensive posture, such as escorting caravan or people, patrolling area, troubleshooting problems at rural area against wilderness, investigating thralls and undeads or crimes, and the likes.
  21.  
  22. 3. Low Profile, Low Pay
  23. By mostly refuses offensive missions, CSI also costs very low compared to other mercenary charters, with 10gc per day per person for a specific less-than-a-week mission. Fortunately, becoming a 'Good Guy' also bought CSI some decent accesses to convenient favors, such as free lodgings and free transportation from clients (or previous clients).
  24.  
  25.  
  26.  
  27. === 3 Traits of 'New Recruits' ===
  28.  
  29. 1. Non-native of Ord.
  30. The PC (new recruits) must be a non-native of Ord, and has no previously established connection in Ord; thus it is easier to fit them into the CSI. It is however possible to have some 'information' about existing connection should the PC has starting connection from their starting career (contact and discuss with Campaign Organizer).
  31.  
  32. 2. War-influenced.
  33. The PC must have some kind of influenced in recent war (in last 5 years), either as participants, victims, soldiers, or the likes. Basically, this is to add some reason for CSI to hire them (experience in war).
  34.  
  35. 3. Willingly joining CSI.
  36. The PC should join CSI willingly, and deciding the raison d'etre is up to the player; as long as the PC is willingly joining the CSI (and fulfilling #1 and #2 above).
  37.  
  38.  
  39.  
  40. === 3 Major Themes ===
  41.  
  42. 1. War.
  43. War never ends, and in this year there have been 'stalemate' situation; but an imminent massive war is crawling in. One of the major theme is about the preparations (or prevention) of this war; or investigating the reason behind it.
  44.  
  45. 2. Cultists.
  46. There have been sightings and increasing activities of Cryx, and also of Thamarite cultist. One of the major theme is about the investigation (or inquisition) of this sneaky criminals beyond redemption; or rooting out their many cells--- or head.
  47.  
  48. 3. Civilization.
  49. With the recent wars, Civilization now must explore more of the wilderness in order to sustain themselves; and conflicts with the wild, or worse: the Wyrm followers, have been increasing in 'quantity' and 'quality'.
  50.  
  51.  
  52.  
  53. === 3 Session/Arc Guides ===
  54.  
  55. 1. Keep it local
  56. Remember there are other DMs that might have other plans too
  57.  
  58. 2. Avoid superlatives
  59. Remember that things can escalate quickly, and decreasing the tension is almost impossible compared to increasing them.
  60.  
  61. 3. Avoid 'canon' OP characters from Warmachine/Hordes etc.
  62. Nuff said, please use 'Rogue One' approach than a 'Star Wars Trilogy' approach.
  63.  
  64.  
  65.  
  66. === 3 Things to Submit to join CSI ===
  67.  
  68. "Alright, you are interested to join this CSI mercenary charter? There are several things that you need to write down and submit beforehand. Here goes:
  69. 1. Curriculum Vitae. Basically personal details, what you do and where etc from your birth; education record, employment record, and what skills you have, and what skills you are confident with, along with achievements you had.
  70. 2. Short autobiography. Similar to CV, but please narrate your life so far, with emphasis on interesting or important parts of your life.
  71. 3. Application letter. Just some greetings and formal introduction about yourself and about why you want to join the charter, and a kind of what you're willing to give to this guild; oh right this one should be the first.
  72.  
  73. I guess that's all, don't get too short, and don't get too long too."
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