[recruiting] Iron Kingdoms campaign 2009 - Seattle, WA

demongg

First Post
[recruiting] Iron Kingdoms campaign 2009 - Seattle, WA
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It is the year of the
IRON KINGDOMS!!

I plan to begin my next epic fantasy campaign in which one day your
heroes will face armies to save (or conquer) kingdoms!

I have very limited spots open.
Contact me if you're interested: kevperrine@yahoo.com




WHEN: weekly, Saturdays, 9am-5pm
January 3rd - Character Creation and Setting/Campaign introduction
for a...
Jan. 10th - "Chapter I" start day!


WHERE: Magnolia, Seattle (my apt)


WHAT:
It is told... more than a thousand years ago, Western Immoren was a
mire of warring human city-states. Strong leaders would come and go,
but in the chaotic realm then known as the "Thousand Cities" no one
could carve out a kingdom for long. Then came the Orgoth, an evil
imperial race from beyond the sea that would change the face of
Western Immoren forever, and pave the way for the Iron Kingdoms to
arise. Aye, anyone can read the Corvis Treaties, that fostered this
Iron Kingdom, for themselves' but the most important deals were never
set down on paper. The IRON KINGDOMS were born of bloodshed and dark
dealings, and so shall they fall.




I LOVE the setting of Iron Kingdoms.
Iron Kingdoms meets every want I have as a GM.

Iron Kingdoms uses 3.5 rules.
I'd like to ask the group that gathers to play if they're interested
in adopting any of the Pathfinder upgrades or other changes, but I'm
happy with the IK rules as is. IK 3.5 isn't specifically vanilla. IK
adds to and alters some rules to fit the setting. It has it's own
Monsters and PC races and classes and "buy-in" level, in that there
aren't very many books or loads of info to learn is fair/equal for new
or familar players.

WHY IK IS COOL?
Iron Kingdoms is billed as "Full Mettle Fantasy". Another way to say
that is D&D-steampunked.
I like that steampunk-victorian style but at first I was reluctant on
how it'd "break" my enjoyment of classic D&D. What I've found is that
in IK magic is much MUCH more common that the tech, however that
"science" is strong. Some are dabbling in merging the two for what's
called "Mechanika" and gadgets. It is a world of grit, sorcery, and
steam where the tides of progress push the kingdoms into a bloody war
for faith and fealty. Consider the higher levels of "tech" relegated
alot to the rich/nobles or the gearheads. Most normal folks live
amongst it but don't deal with or understand it. Magic is definately
the go-to options for now...
So you can be as powerful as any "traditional" D&D hero with the
additional options to build and adventure with custom warjacks,
unleash the power of arcane firearms, become nearly indestructible
with steam-powered armor and equip your characters with all manner of
gadgets including mechanikal limbs.
I plan to build some cool world-shaking epic plots/stories in which
your characters will become KNOWN. But in general - in your
adventures... anything in a classic D&D campaign can/will happen as
well as exploring the intrigue, suspense, and adventure awaiting them
on the crowded streets of thriving renaissance/victorian style
cities/ports full of of pirates, history, mercenaries, gambling halls,
intrigue, and politics.


Sources allowed:

* D&D 3.5 core books (PHB, DMG, MM)
* all Iron Kingdoms core books (see IK website for what's out)
* any other sources would have to be read/studies/approved by DM


For detail info...
Iron Kingdoms website: Iron Kingdoms > About :: Privateer Press
Iron Kingdoms wikipedia article: http://en.wikipedia.org/wiki/Iron_Kingdoms


happy holidays
best,

-kev-
 

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