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Creating the Campaign - Truths Continued

I got things a little wrong last time.  Rather than choosing three Truths in total, I actually needed to choose one of the three Truths for each Category, of which there are several.  I've now filled in the blanks and during the process, I've got some good seeds for Quests.  That's a clever way of squeezing some creativity out of us less than creative types

PS those with an asterisk were materially written by me.

The Old World

*Our history tells of cycles of birth, death and rebirth.  Once the land teamed with life, but now it seems each winter is more brutal than the one before, while our summers are shorter than ever.  Some are convinced that the land demands the iron from our blood as penance for the sins of our ancestors.   Some say we will forever be cursed by those we left behind.

*Quest Starter: Witches tell of a quest to break the cycle of decay. The price of success will be steep, but can the people continue like this?

Iron

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?

Legacies

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.

Communities

We are few in number in this accursed land. Most rarely have contact with anyone outside our own small steading or village, and strangers are embraced, if not with some caution.

Leaders*

Each equinox heralds the election of a new overseer to guide the community in preparation for the winter ahead.  There are only two rules when electing the overseer: overseers cannot be firstling and a family cannot claim overseer twice. 

Defence*

It is the lot of the firstborn to protect their communities, skilled in all manner of weaponry.  Much of their time is spent screening their borders from man and beast alike.  Families take pride in their skills and arms, with secrets passed down from first-born to first-born.

Mysticism

Magic courses through this land as the rivers flow through the hills. The power is there for those who choose to harness it, and even the common folk often know a helpful ritual or two.

Religion

Our gods are many. They make themselves known through manifestations and miracles. Some say they even secretly walk among us. Our priests interpret the will of the gods, but our people have put their faith in cold iron.

Firstborn

The firstborn live in isolation and are fiercely protective of their own lands and waters.

Beasts

Beasts of all sorts plague the Ironlands. Largely dwelling and hunting the reaches and great 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?

Horrors

We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long night, when all is wreathed in darkness, only fools venture beyond their homes.

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