Prelude
The following happened as part of the back story to begin the game:
All
players are a member of the Northern Vord Mercenary Company. Every one
of you has been with the company for at least 3 years, some probably for
more (up to you). Rank, regardless of how long you dictate you spent
with them is Mercenary (see below for what that means). If you start
with a noble background, you are a Knight-in-Arms.
Mercenary monthly pay is 3 GS coin and 30 SP Wealth equipment upkeep.
Knight-in-Arms monthly pay is 21 GS coin and 100 SP wealth equipment upkeep.
Ignore
normal starting equipment. You begin with profession normal items and
50 GS in equipment suited for a cold northern environment. All metals
will be in Smoked Silveel vice steel, since it does not transmit cold
like normal steel and can be worn. Metal armors up to full chain can be
chosen as well as requisite gear.
*************
Players
will be part of a group of gathered up mercenaries from all the
Northern Vord units to support an expedition to the sunken Urthaรกn settlement of Lurfhaatha
off the coast of the Ice Fire Isles. Standard contract is that the
group gets paid when the expedition gets back. Right now its projected
at a 3-year time frame. Your detail to the town is to be part of a team
that will be working on setting up and keeping good relations with the
locals.
You
are among the members selected and went north from the mercenary
headquarters in Vorgoe. The trip was overland to the borders of Vorgoe,
by air (Vord, of course) in hopes to meet a small flotilla of ships (the
Maiden Course, Armored Demise, Queen's Mate) that sailed on the cold
waters to the Ice Fire Islands.
You
put off the coast in the settlement of Arjak. Its decent sized,
approximately 3000 people in wood and stone buildings. No walls but
squat, pillbox-like warning towers and two retreat points: one
underground and the other on the water. It has basic amenities and seems
like it is more of a chaotic jumble of factions than a central leader.
The
company moved south and east along the coast of the southern island of
Sjaorn to a series of rugged outcroppings. The archeologists used magic
to bore an eight foot diameter pipe through the snow and under the ice.
What more they have done you don't know since you have been part of the
crew to setup the upper base on the island coast.
It
took a month to complete but you have a walled enclosure around the
tube entrance and four watch towers. After completion, you were detailed
to be in a unit that would be interacting with the locals in Arjak for
the company. At game start you will be traveling the ugly landscape to
the town (5- day journey). Its dangerous but not horribly so and doable
safely in a group of three or more.
Players
can be nearly anything but must be able to play with the rest of the
group, from the start and have integrated for a couple of years
previously in their back story with the mercenary group. Keep in mind
you will have spent some time on a ship getting there and will be on a
very cold, rocky, volcanic island. Not that settlements don't exist, or
that some places are not warm, but they will not be the norm. It will be
cold enough that large amounts of metal will be impossible to wear or
have on your person. The Northern Vord will help to a certain extent and
will have provided some equipment. I'll give you a list of that
separately on the forum. Additionally, you will be wearing at least furs
at all times unless you have some other way to stay warm. Keep that in
mind for your character.
No comments:
Post a Comment