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Starting my Campaign - Creating My Character

I had a decent scan of the rulebook over a few nights, trying to get a broad impression of how things work.  With that under my belt, I jumped to page 192 and we're off!
The rules suggest that unless you have a strong sense as to your character's identity, you can "Create your World" which may act as a catalyst for your hero.  Sounds good, as I know little about Vikings.  Reading through the various 'sketches' of the Ironlands' peninsula, the Ragged Coast (picture a coast that is ragged) struck a chord, kind of reminding me of some of the scenes in a recent Warhammer 40k novel I had read with Space Wolves etc.  Excellent!  I can lift some of what I vaguely recall about that particular novel (I'll find out the actual name later) and use it to help me envision my Ironsworn World's setting.

Apparently now I need to jump to Your Truths: three choices that set the campaign's background and tone while providing the basis for quests and seeds for vows.  Okay.  There are plenty to choose from  and you're also encouraged to fabricate your own. After a bit of a read, I came up with this first 
Truth, which is a slight twist on one of the Beast-related Truths in the sourcebook:

Beasts of all sorts plague the Ironlands. Largely dwell and hunt in the reaches and ocean trenches, with little desire or need to approach mankind. But nowhere is truly safe, especially as the winter ice advances. With the sea's bounty all but exhausted, cravings become all-consuming and the most brazen beasts venture forth from the ocean's depths to hunt warm-blooded prey. 

Quest Starter: Coastal settlements rely upon their strongest warriors to protect them from the sea's beasts. The settlement's champion has suddenly laid down her arms, forswearing to bear arms against the sea's monsters. Why the change in heart? What is your connection to her?


That wasn't too hard. Now, what else can I do?  What might compliment that Truth?  How about this second one, again with a slight twist:

Inscrutable metal masts are found throughout the land and sea. They are iron-grey and smooth as river stone. No one knows their purpose. Some say they are as old as the world. Some, such as the Iron Priests, worship them and swear vows upon them. Most make the warding sign and hurry along their way when they happen across one. The pillars do not tarnish, and even the sharpest blade cannot mark them.

Quest Starter: The old people claim that the sea's pillars have changed.  Could they be right? Why does it matter to you?

Another sea connection.  Good.  And Truth number three:

Before the Ironlanders, before even the firstborn, other peoples lived here, evidenced by their ruins that litter the Ironlands.

Quest starter: The winter's first storm washed up a huge hulk of ancient design upon the coast.  The people know not of what to make of this find with some claiming it may not be the derelict it appears.  Your brother is intent on leading an expedition to salvage the find, but the eldars are hesitant.

That's three Truths done: (1) A warrior who has laid down her arms at the onset of winter; (2) the sea's metal masts inexplicitly changing and (3) a shipwreck from an unknown people thrown ashore during a storm.

A decent start for my first session and it feels like it's going somewhere...







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