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Ironsworn: Pirates of the Barrier Isles

Okawari

Moon
Joined
May 1, 2023
ironsworn.png

Welcome to the Ironsworn setup thread.

At some point I will get a Discord up, but maybe I'll save that until we've got our players and world locked in.

I highly encourage you to go grab the book from DriveThruRPG (it's free!). If you don't want to do that right now you'll at least need this worksheet. I'll reproduce the majority of it below, but it has some extra stuff you might find interesting.

THE OLD WORLD
  • The savage clans called the Skulde invaded the kingdoms of the Old World. Our armies fell. Most were killed or taken into slavery. Those who escaped set sail aboard anything that would float. After an arduous months-long voyage, the survivors made landfall upon the Ironlands.
  • The sickness moved like a horrible wave across the Old World, killing all in its path. Thousands fled aboard ships. However, the plague could not be outrun. On many ships, the disease was contained through ruthless measures—tossing overboard any who exhibited the slightest symptom. Other ships were forever lost. In the end, those who survived found the Ironlands and made it their new home. Some say we will forever be cursed by those we left behind.
  • The Old World could no longer sustain us. We were too large in number. We had felled the forests. Our crops withered in the barren ground. The cities and villages overflowed with desperate, hungry people. Petty kings battled for scraps. We cast our fate to the sea and found the Ironlands. A new world. A fresh start.
IRON
  • The imposing hills and mountains of the Ironlands are rich in iron ore. Most prized of all is the star-forged black iron.
  • The weather is bleak. Rain and wind sweep in from the ocean. The winters are long and bitter. One of the first settlers complained, "Only those made of iron dare live in this foul place"—and thus our land was named.
  • Inscrutable metal pillars are found throughout the land. They are iron gray, 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.
LEGACIES
  • We are the first humans to walk these lands.
  • Other humans sailed here from the Old World untold years ago, but all that is left of them is a savage, feral people we call the broken. Is their fate to become our own?
  • Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the Ironlands.

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 viewed with deep suspicion.
  • We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles.
  • We have forged the Ironlands into a home. Villages within the Havens are connected by well-trod roads. Trade caravans travel between settlements in the Havens and those in outlying regions. Even so, much of this land is untamed.
LEADERS
  • Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide.
  • Each of our communities has its own leader, called an overseer. Every seventh spring, the people affirm their current overseer or choose a new one. Some overseers wear the iron circlet reluctantly, while others thirst for power and gain it through schemes or threats.
  • Numerous clan-chiefs rule over petty domains. Most are intent on becoming the one true king. Their squabbles will be our undoing.
DEFENSE
  • Here in the Ironlands, supplies are too precious, and the lands are too sparsely populated, to support organized fighting forces. When a community is threatened, the people stand together to protect their own.
  • The wardens are our soldiers, guards, and militia. They serve their communities by standing sentry, patrolling surrounding lands, and organizing defenses in times of crisis. Most have strong ties to their community. Others, called free wardens, are wandering mercenaries who hire on to serve a community or protect caravans.
  • Our warbands are rallied to strike at our enemies or defend our holdings. Though not nearly as impressive as the armies that once marched across the Old World, these forces are as well-trained and equipped as their communities can manage. The banners of the warbands are adorned with depictions of their Old World history and Ironland victories.
MYSTICISM
  • Some still find comfort in the old ways. They call on mystics to divine the fortune of their newborn, or ask them to perform rituals to invoke a bountiful harvest. Others act out of fear against those who they suspect of having power. However, most folk believe true magic—if it ever existed—is lost to us now.
  • Magic is rare and dangerous, but those few who wield the power are truly gifted.
  • 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
  • A few Ironlanders still make signs or mumble prayers out of habit or tradition, but most believe the gods long ago abandoned us.
  • The people honor old gods and new. In this harsh land, a prayer is a simple but powerful comfort.
  • Our gods are many. They make themselves known through manifestations and miracles. Some say they even secretly walk among us. The priests convey the will of the gods and hold sway over many communities.
FIRSTBORN
  • The firstborn have passed into legend. Some say the remnants of the old tribes still dwell in deep forests or high mountains. Most believe they were never anything more than myth.
  • The firstborn live in isolation and are fiercely protective of their own lands.
  • The firstborn hold sway in the Ironlands. The elves of the deep forests and the giants of the hills tolerate us and even trade with us—for now. Ironlanders fear the day they decide we are no longer welcome here.
BEASTS
  • The beasts of old are nothing but legend. A few who travel into the deep forests and high mountains return with wild tales of monstrous creatures, but they are obviously delusional. No such things exist.
  • Monstrous beasts stalk the wild areas of the Ironlands.
  • Beasts of all sorts roam the Ironlands. They dwell primarily in the reaches, but range into the settled lands to hunt. There, they often prey on cattle, but attacks on travelers, caravans, or even settlements are not uncommon.
HORRORS
  • Nothing but stories to frighten children.
  • 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.
  • The dead do not rest in the Ironlands. At night we light torches, scatter salt, and post sentries at the gate. It is not enough. They are coming.

Once you have that, we will begin by creating our world as a group. This may take a bit of time and discussion. I'd like everyone to list our their choices for each of the major facets of the world, along with any extra notes or requests you may have. I'd love to hear things you're excited about or really want to see in the game, or anything you'd rather avoid entirely.

I'll go ahead and start us off with my own list and notes:

THE OLD WORLD
  • The Old World could no longer sustain us. We were too large in number. We had felled the forests. Our crops withered in the barren ground. The cities and villages overflowed with desperate, hungry people. Petty kings battled for scraps. We cast our fate to the sea and found the Ironlands. A new world. A fresh start.
I like the sort of apocalyptic vibe of this option, and the idea that the old world is just a heaping wreck. Images of Dark Souls and similar games come to mind: vast, skeletal kingdoms now ruled by revenants and known only through half-remembered histories and legends.

IRON
  • The weather is bleak. Rain and wind sweep in from the ocean. The winters are long and bitter. One of the first settlers complained, "Only those made of iron dare live in this foul place"—and thus our land was named.
Honestly any of these options are good with me, but I went with this one because I like stormy weather and bleak landscapes.

LEGACIES
  • Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the Ironlands.
Having ancients ruins to explore sounds pretty cool. Also non-human races were mentioned, so this is a good start for that.

COMMUNITIES
  • We have forged the Ironlands into a home. Villages within the Havens are connected by well-trod roads. Trade caravans travel between settlements in the Havens and those in outlying regions. Even so, much of this land is untamed.
If we're going to be pirates we should at least have some societies and settlements to raid.

LEADERS
  • Numerous clan-chiefs rule over petty domains. Most are intent on becoming the one true king. Their squabbles will be our undoing.
Gives the option for some political intrigue, warmongering, and the like. Could even extend to the Barrier Island pirates, fighting over who's going to become the big dog, etc.

DEFENSE
  • The wardens are our soldiers, guards, and militia. They serve their communities by standing sentry, patrolling surrounding lands, and organizing defenses in times of crisis. Most have strong ties to their community. Others, called free wardens, are wandering mercenaries who hire on to serve a community or protect caravans.
The second two options make the most sense to me. I went with #2, but could be swayed.

MYSTICISM
  • Magic is rare and dangerous, but those few who wield the power are truly gifted.
I think magic's probably more interesting if it's rare and dangerous. Some people have it, but it's scary and those who wield it command great power.

RELIGION
  • A few Ironlanders still make signs or mumble prayers out of habit or tradition, but most believe the gods long ago abandoned us.
I like the idea of religions being old, half-remembered things mostly given up. The gods of the old world are dead and gone, and now people have to look to themselves for the most part, with maybe a few exceptions.

FIRSTBORN
  • The firstborn have passed into legend. Some say the remnants of the old tribes still dwell in deep forests or high mountains. Most believe they were never anything more than myth.
This is my preferred option, but I'm flexible on it.

BEASTS
  • Monstrous beasts stalk the wild areas of the Ironlands.
I like the second two, because killing monsters is cool and good. I went with the middle ground option, but could do either of those.

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.
Again, I like the last two but picking the middle ground. I'm picturing more The Witcher and less Game of Thrones.

I'll note that I'm pretty flexible overall, so throw your ideas in the ring and we'll see what we can work out.
 
THE OLD WORLD:

The sickness moved like a horrible wave across the Old World, killing all in its path. Thousands fled aboard ships. However, the plague could not be outrun. On many ships, the disease was contained through ruthless measures—tossing overboard any who exhibited the slightest symptom. Other ships were forever lost. In the end, those who survived found the Ironlands and made it their new home. Some say we will forever be cursed by those we left behind.

This feels like a good explanation for a roving crew of amoral pirates with their own ship and taste for booty. Plus the possibility of the curse meshes nicely with legends of supernatural darkness

IRON:

Inscrutable metal pillars are found throughout the land. They are iron gray, 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.

Artefacts from the 'before-times' are always fun and could make for interesting plot hooks

LEGACIES:

Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the Ironlands.

More 'before-times' fodder and the potential for dungeoneering

COMMUNITIES:

We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles.

I'm not married to this, but I think smaller, less populated settlements make for easier plundering

LEADERS:

Numerous clan-chiefs rule over petty domains. Most are intent on becoming the one true king. Their squabbles will be our undoing.

Warlords and intrigue combine nicely with the inevitable bloody combat and assassination

DEFENSE:

The wardens are our soldiers, guards, and militia. They serve their communities by standing sentry, patrolling surrounding lands, and organizing defenses in times of crisis. Most have strong ties to their community. Others, called free wardens, are wandering mercenaries who hire on to serve a community or protect caravans.

As the obvious antagonists, Wardens seem to make sense

MYSTICISM:

Some still find comfort in the old ways. They call on mystics to divine the fortune of their newborn, or ask them to perform rituals to invoke a bountiful harvest. Others act out of fear against those who they suspect of having power. However, most folk believe true magic—if it ever existed—is lost to us now.

Magic as an almost lost art feels like a nice balance. It retains magic as a potential threat/resource while maintaining its mystery and allowing for superstition, witch trials and charlatans

RELIGION:

The people honor old gods and new. In this harsh land, a prayer is a simple but powerful comfort.

If their are Iron Priests, there must be at least some who continue to worship. Whether it provides any objective benefit or not

FIRSTBORN:

The firstborn have passed into legend. Some say the remnants of the old tribes still dwell in deep forests or high mountains. Most believe they were never anything more than myth.

Again with the foreshadowing

BEASTS:

Monstrous beasts stalk the wild areas of the Ironlands.

Sea monsters and land beasts make sense, although I imagine they are either very territorial or just rare

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.

Superstition or reality?
 
Unfortunately my current character concept means that many of the truths would not apply from his perspective. I'm still going to go down the list and answer them all to cast my votes but my idea at the moment, since I want to play a non-human, is that I'll be playing a character native to the new world that gets discovered and ends up joining the pirates. Even if most of the non-humans might be savage, dangerous, and wild I am envisioning my character as an example of one that is just civil enough to be accepted even if he might otherwise stand out everywhere we go and potentially suffer problems through discrimination. (Though if other people want to play non-human then we could work out something different to help explain that.)

THE OLD WORLD
  • The sickness moved like a horrible wave across the Old World, killing all in its path. Thousands fled aboard ships. However, the plague could not be outrun. On many ships, the disease was contained through ruthless measures—tossing overboard any who exhibited the slightest symptom. Other ships were forever lost. In the end, those who survived found the Ironlands and made it their new home. Some say we will forever be cursed by those we left behind.
It's a toss up between options 2 and 3 here for me. I lean towards the plague because I think it offers a more grim past for the Ironlanders to look back upon; they know they can't go back to those lands ever due to the plague and fear the curses of those who died along the way. Whether or not said curses hold any power hardly matters because superstition can run rampant and color perceptions of even unrelated events.

IRON
  • The weather is bleak. Rain and wind sweep in from the ocean. The winters are long and bitter. One of the first settlers complained, "Only those made of iron dare live in this foul place"—and thus our land was named.
I like this option the most because the harsh weather favors a type of people that are not only determined but understand that they must go through great lengths to survive. When the weather could turn foul at any moment it becomes a great incentive for individuals to do harsh things in the name of survival and I like the idea of having this be a setting where life is so difficult that the differences between 'good' and 'evil' are only a hairs-breadth apart, if separated at all.

LEGACIES
  • Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the Ironlands.
The other humans sailing over is sorely tempting because I could easily see the Broken having become twisted and transformed from their time here, no long resembling humans at all. However the lure of ancient ruins and forgotten civilizations is more appealing and could still offer non-human options as remnants from that bygone age.

COMMUNITIES
  • We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles.
I find this the most appealing option because it retains more of the Viking age sentiment while still allowing for settlements of sufficient size to provide raiding opportunities. The third option pushes things more into the Age of Sail in my opinion and I'd like to cling to lower technology and development than that.

LEADERS
  • Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide.
I think this option is the most appealing because it affords variety. For the Barrier Islands it could be more brutal, more combative where duels and challenges determine who holds what sway. The settlements on the coastline might be more soft in their leadership, making it seem more natural for the pirates to raid them. I think a clash of cultures could be just as interesting as the clashing of swords in this story.

DEFENSE
  • The wardens are our soldiers, guards, and militia. They serve their communities by standing sentry, patrolling surrounding lands, and organizing defenses in times of crisis. Most have strong ties to their community. Others, called free wardens, are wandering mercenaries who hire on to serve a community or protect caravans.
To me this reads more as standing militia for each settlement with some mercenary forces that wander between. Since we are pirates and raiders it makes sense that each community would have their own varying levels of protection, but would likely start working together to help once we start causing too much trouble as a whole. And yeah, getting a mercenary group or two to start hunting us back would make for some good tension since they might even meet us on the sea.

MYSTICISM
  • Magic is rare and dangerous, but those few who wield the power are truly gifted.
I picked this option because I do like the idea of magic being a very real thing and something to be feared, though I don't want it to be common place. I was tempted on the third option simply because I enjoy the thought that magic is tied to nature itself as an elemental power but I figured I could throw that line of thought into this selection as a better fit.

RELIGION
  • A few Ironlanders still make signs or mumble prayers out of habit or tradition, but most believe the gods long ago abandoned us.
I certainly don't want religion to be non-existent but I enjoy the thought that faith is failing overall and that despair has commonly taken its place. The idea that the people, in the wake of the plague that sent them here in the first place, now believe they have lost the protection of their gods and most don't even bother to appease them any longer helps make the setting bleak.

FIRSTBORN
  • The firstborn have passed into legend. Some say the remnants of the old tribes still dwell in deep forests or high mountains. Most believe they were never anything more than myth.
If we already introduce non-human races through legacies, scattered remnants as they might be, then I think it's a safe bet to keep the Firstborn mostly out of this. I do like the idea that some might yet live in seclusion but so far out of the way that we would never likely meet them.

BEASTS
  • Monstrous beasts stalk the wild areas of the Ironlands.
Again I like the idea that the wilderness is, well, wild and dangerous. People have slowly worked to establish settlements and safe places as they push back the dangers outside their walls but leaving civilization too far in any direction should be a nerve-wracking experience. That said, I do prefer that monsters be somewhat uncommon all the same but still prevalent enough to pose a threat that lingers in the back of everyone's mind.

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.
Same as with the Beasts really, I like that these dangers exist that we cannot explain but I prefer them to be mysterious and rare occurrences. Something oft threatened to keep others in line but not fully believed as reality by everyone.
 
How non-human are you intending to play, Lord? Something that bares a lot of similarities to humans, like orcs or elves, or something that is a lot more bestial?

THE OLD WORLD
  • The sickness moved like a horrible wave across the Old World, killing all in its path. Thousands fled aboard ships. However, the plague could not be outrun. On many ships, the disease was contained through ruthless measures—tossing overboard any who exhibited the slightest symptom. Other ships were forever lost. In the end, those who survived found the Ironlands and made it their new home. Some say we will forever be cursed by those we left behind.
I don't really have a major preference for any of these. This one seems to be the most popular and is alright by me.

IRON
  • The weather is bleak. Rain and wind sweep in from the ocean. The winters are long and bitter. One of the first settlers complained, "Only those made of iron dare live in this foul place"—and thus our land was named.
I love the idea of the Ironlands being a hard place to live with harsh weather. I also like the first option as well. Raiding for iron, particularly star-forged iron, could be a good motivation for our group's raiding.

LEGACIES
  • Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the Ironlands.
Seems like we need this if we're including non-human species.

COMMUNITIES
  • We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles.
I like the idea of the Ironlands being a harsh land that is still in the beginning of being civilized. This also makes it easy for us to raid small settlements without requiring us to manage a big raiding party.

LEADERS
  • Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide.
I like the idea of being able to encounter a variety of different settlements and types of communities.

DEFENSE
  • The wardens are our soldiers, guards, and militia. They serve their communities by standing sentry, patrolling surrounding lands, and organizing defenses in times of crisis. Most have strong ties to their community. Others, called free wardens, are wandering mercenaries who hire on to serve a community or protect caravans.
I imagine that only the largest settlements can maintain an active military force. Smaller settlements must manage on their own, or are lucky enough to have Free Wardens stopping by. I imagine the Free Wardens as Witcher type characters traveling solo or in small groups, and helping out where they can.

MYSTICISM
  • Some still find comfort in the old ways. They call on mystics to divine the fortune of their newborn, or ask them to perform rituals to invoke a bountiful harvest. Others act out of fear against those who they suspect of having power. However, most folk believe true magic—if it ever existed—is lost to us now.
I am thinking of playing a mystical/religious character. I prefer magic that is mysterious and subtle, where the audience can't be sure if the magic is real or if it's a result of coincidence or trickery.

RELIGION
  • The people honor old gods and new. In this harsh land, a prayer is a simple but powerful comfort.
Same as above.

FIRSTBORN
  • The firstborn have passed into legend. Some say the remnants of the old tribes still dwell in deep forests or high mountains. Most believe they were never anything more than myth.
I don't really have any opinion on the Firstborn and it looks like this is what everyone else has voted for, so that's good enough for me.

BEASTS
  • Monstrous beasts stalk the wild areas of the Ironlands.
I enjoy having a variety of different fantastical beasts for combat and flavor purposes. Anything that reinforces how dangerous and hard it is for the Ironlanders to survive is a bonus in my book.

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.
Same as above.
 
I haven't nailed anything down yet because I wanted to read the room for preferences. My initial thought would be something anthropomorphic and bestial but still humanoid, maybe a human-sized minotaur or something. Otherwise I'm pretty good with more staple fantasy races as well if people would prefer like an Orc or such.

I'm currently thinking of making my character an archer for note.
 
I'm perfectly okay with a minotaur or similar and was planning on playing either a genuinely mystical character or one who is deeply superstitious (depending on truths).
 
Yesterday was a bit busy (Saturdays for me usually are), but got a chance to read over everything today:

It looks like we're on the same page on some things, and can probably combine and compromise on a few ideas:

THE OLD WORLD

I'm fine with the sickness option. Which will make it unanimous, so let's do that.

IRON

Most of us liked the weather option. Can we compromise and add the Iron Pillars in as well? They do make an interesting plot hook/opportunity, and nothing about the second option precludes the third.

LEGACIES

Firstborn ruins is unanimous, we'll go with that.

COMMUNITIES

Everyone picked Circles but me, so I'm fine with going Circles.

LEADERS

We're split here! I suggest a compromise: Leadership is varied depending on the region. The Havens (the main settled area) probably have a few war chiefs fighting it out for resources, but the less-settled areas like Barrier Islands and others vary their leadership. Some are run by elders, priests, etc.

How does that sound?

DEFENSE

I think everyone went Wardens, so that works.

MYSTICISM

Split again here. I'm willing to compromise and do the first option, but it sounds like we do in fact actually want magic to be a thing in some capacity, just rare/subtle.

RELIGION

Split! Again I'm probably the most flexible and willing to do the old/new gods thing. Depends if DreamCrusher is.

FIRSTBORN

I think we're aligned here.

BEASTS

Also aligned on this one, having monsters around to contend with is good.

HORRORS

Agreed on this too.

So if we can work out those 1-2 options, we should be good. And also the beast thing we should figure out.

Let's start off with the question of: Is anyone against having a minotaur or more bestial person in the party? Is that a no-go for anyone? If it is, would an Orc or more humanoid not non-human race be acceptable?

I don't think it matters very much to me personally.
 
I like the idea of varied Leadership depending on the location. I haven't got any strong feelings about Religion but I would like Magic to be present but rare/feared and largely obscured by superstition.

As I said before, I don't mind a minotaur or equivalent being part of the group.
 
Everything here sounds good to me! I don't have any problems with any of the changes/compromises.
 
I'm fine with the proposed changes. I'm iffy on the religion aspect but I'm out voted. My character is basically going to be an outsider regardless so I don't think it should impact my enjoyment.

EDIT - For note, I'm currently envisioning my character as one of the last members of a dying race. The ancients we decided in our Truths. He worships no gods and believes them all to be false idols, instead interpreting magic and power as coming from the world around them instead. This will likely put him at odds with both Ampere and Cute Bunny's respective characters to begin with since they both have indicated an interest in playing religious/superstitious individuals.

I don't want to overly step on anyone's toes in this regard but my current thought is that my character would likely have the Brawler, Archer, and Augur assets. I want to suggest the narrative that my character's people have a stronger connection to magic than most and, though this has waned over the years, they all tend to have at least one ritual they are capable of. I don't much intend to take any other Rituals aside from perhaps Visage, but I like the idea of my character using that limited magic in his arguments against the worship of gods from his perspective.
 
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I'm not married to playing a mystical or religious character. If Ampere wants to play a character in that realm, I'll gladly pick up something to give us some more variety. In that case, I was thinking someone who's more of a ranger/survivalist.
 
It sounds like we have our Truths set then. I'd suggest DreamCrusher's character be of a different race than the firstborn to leave them an open mystery, but if you want them to be one and the same then that's fine.

Either way, if everyone's good with everything laid out so far we can start talking about characters. Character stuff begins on page 31 of the book, it might be helpful to look over. We can also share some character concepts before we start building properly, just to see where everyone's at.

I'm probably going with something pretty simple: Character was raised on a Barrier Islands pirate settlement, grew up in a cutthroat environment and eventually signed on with a pirate ship. After a few years of service the crew mutinied during a particularly poor voyage and my guy managed to fight his way to the top and take the captain's spot after the bloodbath. Character will probably be combat focused with decent social skills. I'm thinking I'll take the Warband asset to give us a proper crew, and I'll figure the rest out when I do chargen proper.
 
I intended for my character's race to be the ancients from the Legacies truth, not the firstborn which are different.

EDIT - Also for clarity I intended for my character to not know much about his people's past. Maybe a few vague stories handed down over the years but nothing concrete. I want to leave the history of his race as a mystery that the group can contribute to. I personally care more for the state he is in now and not whatever we might uncover about what they used to be; meaning that I claim no ownership of their past and freely welcome everyone to determine what they may should we do any ruin delving or such that might offer insights.
 
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I would like my character to be a dervish, who mixes dance and combat. She'd be beholden to a cult or similar and certainly believe in a mystic aspect to their teachings. I like the idea of being the crewmember who supplies medicinal enhancements for the crew and perhaps something to keep any live cargo suitably docile and tractable during the voyage.
 
I was going to mention the Commander asset, so it's good that somebody is planning on taking that. I'm thinking I'll take the Hound, Wayfinder, and Skirmisher assets. She'll be in charge of making sure everything goes okay when the group has to travel inland.
 
Definitely an interesting mix we have going on so far. I'm looking forward to working out bonds and vows to see how we are connected.
 
Sorry, being a Luddite I can't work out how to fill the character form:

Farina

Edge 3
Heart 1
Iron 2
Shadow 2
Wits 1

Alchemist
Dancer
Cutthroat

Gear: Dancing Costume, Twinned Ritual Daggers, Alchemical Kit 6dfd69f501b4019e597b0d5e6a15fad2374c058b_2000x2000.jpg
 
Also Ampere, while I understand the line of thinking for Edge I do believe that you can't use Edge for melee combat; only for ranged. Well, unless we made that a houserule or a custom tweak of an asset.

EDIT - I now realize you still have a 2 in Iron. I originally thought you made Iron a 1 and so I was concerned about a potential misunderstanding. I wasn't trying to be rude or anything.
 
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No problem - hopefully the combination will be enough to match the character concept. Now I just need to get myself a google drive.
 
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