But, in a twist on the norm, this isn't going to be me plotting out the setting... I think I've done enough of that, and certainly I wanna leave myself open for innovation in future; just in case I think up a better idea, or something really cool, but doesn't quite fit for whatever reason.
So, instead, we get this - my idea for an opening to a campaign in this setting. It'll probably cover 2-4 sessions, and with a bit of luck the characters'll have levelled up once before it's over... if not, well, GM Fiat and all that...
Anyway, for this opening I'll be steali- er, taking inspiration from two sources; the Iron Kingdoms Adventuring Parties, and Twenty Sided Tales' Tarson's End. For anyone who hasn't heard of the latter, please look it up - Twenty Sided Tales that is. It's a great site, and what made me wanna get into the hobby of Tabletop RPG.
Anyway, so, as some of you may know, in an effort to stop the 'You meet in a tavern...' style of opening session, Iron Kingdoms presents you with a series of Adventuring Parties - groups that you're a member of, such as Arcane Orders, Crime Syndicates, or Mercenary Contracts which explain why you're working together, what your goal is, and give some influence over the kind of campaign you wanna play - Investigators will want to be digging through old tombs for treasure, while a Bounty Hunter wants to, well, hunt bounties...
Anyway, in each case, it gives you a bonus to certain things - mercenaries can get jobs easier, investigators get wages so long as they find cool stuff, wizards get a tower (no, seriously)... but, in almost every case, there're restrictions as to what can qualify. An Arcane Order must always have at least one Gifted character, or loses it's tower, and everyone in a Spy Ring must take spy, thief, etc. as one of their careers. Mercenaries are exempt from this, because, well... all the characters in the game are mercenaries to begin with.
So, anyway, got a bit off topic there... the point was, that seems a much better way to create a party - everyone chooses a theme, they decide on roles, and then you tailor the campaign around that. So, for example, in The Isles setting you could choose to to be Sacred Band - members of the Temple, charged with hunting down and killing heretics, and spreading the faith to unbelievers.
So, obviously, there'd be limits to this. You'd need a cleric at all times - maybe two, one for each deity. Oracles, too, would be very welcome. Paladins and Fighters would be a boon; the latter being guards hired to protect the missionaries, and Inquisitors could replace or supplement the Paladins (depending on the goal). Rangers would be allowed - guides through the barbaric and unholy lands.
Now, on the other hand, Summoners, Witches, and Sorcerers would be off limits. So would Druids and Barbarians - after all, they're being converted away from that! Wizards would be rare, and while there'd not be a rule against Rogues, a Bard would be more appropriate.
So, what're the benefits? Well, any of the divine magic users would get free room and board in any temple they encounter, with hangers-on 'donating' for the privilege. They'd also get a discount for any temple services, and be able to cross borders much easier than other groups.
So, yes, that seemed like a great idea. It means that you have to plan the Campaign *after* your friends create their characters, but that's a small price to pay for a campaign you'll all enjoy much more, isn't it? And, besides - you could probably plan a simple campaign structure, and then edit it to fit the party.
... But this got me thinking. What if, just what if, you pushed it back a bit further?
Rather than starting as missionaries, what if you create an "introductory campaign" designed to lead them to the point where they are the character they want to be? This, is what lead me to think of Tarson's End.
Now, I don't wanna explain that - the writer does it much better - but the gist of it is that a group of friends grow up, and are presented a series of dice-free choices that lead them to start the campaign in the same place, with virtually identical equipment to every other ending, but with drastically different allies, morals, and goals. So, what if that were, instead, a short campaign about, for example, a group of pirates acquiring a ship?
And here, my friends, is the Introductory Campaign for the Isles - Blood and Silver.
The Set Up
Alright, so, the premise is that the party is a group of out-of-work- or wannabe pirates. They've just arrived in a new city, and they wanna make a name for themselves.

Here's the city in question - Hidropolis. Well, technically, it's a large town, but that's just not a pithy.
Now, it's a pretty standard settlement for the setting - located on the east bank one of the larger rivers in the Isles... the exact nation can be catered to the party, but for sake of argument, it's in the Alekion Kingdoms.
So, for a brief summary of Hidropolis: it has a population of about ten thousand, and is around two-three miles long and two thirds as wide.In the north, we have the workers district - with the slums located near the wall. The north-east is the military district, which houses the town garrison, along with the store houses and the like. In the south-east, we have the administrative district; presided over by the Royal Stoa - the seat of power for the local governor, and where the highly organised administration works. To the south, we have the temple district - obviously featuring the town's largest temple, and the mansions of most of the town's elite reside. Finally, we have the wharf; large enough to hold several warships at once, though generally only merchant vessels dock there. The main marketplace is located close to by; more for practicality than any desire to be near any sailors.
Barring the wharf, the city is ringed by a curtain wall, with a series of smaller walls separating the various districts. Ostensibly they're meant to limit an invader's foothold of the city, in reality they mostly serve to seal off sections of the city in case of plague, rioting or fire.
So, this it the setting for the party's rise to power. Now, obviously, I'm not gonna map this out in explicit detail - because I wanna use it with my mates, and if they already know all the twists and turns, it'll lose a lot of the fun. Instead, I'm going to split the campaign into three acts, and describe what'll happen in each. So, without further ado;

Here's the city in question - Hidropolis. Well, technically, it's a large town, but that's just not a pithy.
Now, it's a pretty standard settlement for the setting - located on the east bank one of the larger rivers in the Isles... the exact nation can be catered to the party, but for sake of argument, it's in the Alekion Kingdoms.
So, for a brief summary of Hidropolis: it has a population of about ten thousand, and is around two-three miles long and two thirds as wide.In the north, we have the workers district - with the slums located near the wall. The north-east is the military district, which houses the town garrison, along with the store houses and the like. In the south-east, we have the administrative district; presided over by the Royal Stoa - the seat of power for the local governor, and where the highly organised administration works. To the south, we have the temple district - obviously featuring the town's largest temple, and the mansions of most of the town's elite reside. Finally, we have the wharf; large enough to hold several warships at once, though generally only merchant vessels dock there. The main marketplace is located close to by; more for practicality than any desire to be near any sailors.
Barring the wharf, the city is ringed by a curtain wall, with a series of smaller walls separating the various districts. Ostensibly they're meant to limit an invader's foothold of the city, in reality they mostly serve to seal off sections of the city in case of plague, rioting or fire.
So, this it the setting for the party's rise to power. Now, obviously, I'm not gonna map this out in explicit detail - because I wanna use it with my mates, and if they already know all the twists and turns, it'll lose a lot of the fun. Instead, I'm going to split the campaign into three acts, and describe what'll happen in each. So, without further ado;
Act One - The Arrival.
The party has just arrived in the city; perhaps their old ship was captured, perhaps they had a falling out with the captain - or maybe they're fresh-faced youths dreaming of plunder and glory. Whatever the case, they start in this city with virtually nothing - a small room at an inn, and the clothes on their backs. It's up to them to see what's happening in the city, to get out there and catch the attention of the big players.
This, predictably, involves standard issue side questing. You know the stuff - the catacombs are haunted, there're rats in my basement, goblins are killing my livestock. Super simple stuff, with perhaps the occasional big job. Whatever form it takes, it serves one purpose - to draw attention to these up-and-comers.
Act Two - The Favourites
So, this will be split into three parts, but the line is rather blurred; it more flows from one to the other than has a definitive break. If I do it right, they won't even notice they've passed the point of no return til we hit act three.
Here, some of the major figures or organisations will start to take notice of you, and give you small jobs as tests of skill and loyalty. I'd like to have several factions involved - the Temple, Administration, Military, along with the Merchants, Mercenaries and Thieves Guilds. Some will be major, others minor, but they'll each start offering jobs to you - or rather, letting you do jobs for them. That's the first scene - you'll not be chucked out of their doors or ignored, but they're not gonna come rushing up asking for your help. You might get a note from them, or hear a rumour that they want outside help. More of the same to start with, but with a tilt to make it suit the faction who's offering it. At this point, you can take jobs from anyone - and, I'll keep a chart of how everyone feels about you.
Next, we get to to the part where they start to give contradictory or self-exclusive quests - one side wants something protected, the other wants it stolen, or even just you get two jobs at opposite ends of the city to do at the same time. In any case, here, the rewards are bigger, but every move you make starts to have repercussions.
Finally, we hit the stage where only a third of the factions will interact with you - some, you may have parted with on good terms, others will see you as near traitors. And the groups you are still friends with, well, they're putting a lot of pressure on you to join up. At this point, you're really gonna struggle to keep everyone happy, and stay independent. This is where we hit act three.
Act Three - The Depature
So, here's where they make their choice, and become the characters they want to be. Whoever they've sided with mentions - as friends do - that there's a ship just pulled into port - a small Bireme outfitted for combat and scouting. Perhaps armed with some light artillery, really it doesn't matter - only that it's perfect for you. The only issue is, it's currently held by one of the groups you've managed to offend. If you're on the side of the law, a suspected criminal owns it, and they need you to find evidence of her crimes in order to convict her. If you're in with the mercenaries or merchants, it's held up in legal proceedings, and you need to find a way to get it - your friends will handle the financial side, if you can get permission to buy it. And, as a thief, it's a new ship for the navy - and your allies have decided to help you steal it. In any case, this is going to affect the kind of pirate you are:
-Siding with the law will net you a commission as a Pirate-Hunter - charged to hunt down those who prey on your merchants. A decent wage, plus a bonus for any pirates you bring to justice. You'll be hated and feared by the criminal syndicates, and hunted mercilessly if you enter their territories, but you have the crown at your back and can dock in any civilised port in the Isles.
-Siding with the merchants or mercenaries will land you a letter of marque and a place as a privateer. Empowered by your nation to hunt down enemy vessels, you straddle the line between pirate and hunter; welcome among both but accepted by neither. The government will disown you should you be captured, and whoever bought the ship will expect a cut, but at least your navy will ignore you, and there are still far more targets than friendly ships...
-And, of course, the Thieves will set you up as a true Pirate - celebrated in the Archipelago, and feared everywhere else. Any ship is free for you to take, and the money is yours to spend... but, well, no debt goes unpaid, and your deal with the guild comes with some strings attached... well, chains really. A portion of any takings, and you helping with any matter they bring to your concern for one... and, of course, any run in with the law will end in death or an impressive bounty.
So, anyway, this is Blood and Silver - my pre-campaign campaign. At the end, you're what you wanted, but you don't just get it on a silver platter - you have to work for it. And, of course, it'll provide a host of ideas for a future campaign; think of everyone you wronged, and how that could come back to bite at an inopportune moment...
Anyway, that's me for this week. I'll see if I can't get *something* done by next time. But, until then - Volodanti out.
Addendum - Yes, I realise that the differences I've listed here are more akin to the Golden Age of Piracy than the like from the Classical-era Mediterranean. And a romantic one at that at that... But, well, for all my love of historical accuracy... the reality is kinda boring and very restrictive. On this occasion, I'd prefer something interesting to play than something realistic - and, in any case, it's a fantasy game with dragons and goblins. A bit of silliness and fun is quite in character.
-Siding with the law will net you a commission as a Pirate-Hunter - charged to hunt down those who prey on your merchants. A decent wage, plus a bonus for any pirates you bring to justice. You'll be hated and feared by the criminal syndicates, and hunted mercilessly if you enter their territories, but you have the crown at your back and can dock in any civilised port in the Isles.
-Siding with the merchants or mercenaries will land you a letter of marque and a place as a privateer. Empowered by your nation to hunt down enemy vessels, you straddle the line between pirate and hunter; welcome among both but accepted by neither. The government will disown you should you be captured, and whoever bought the ship will expect a cut, but at least your navy will ignore you, and there are still far more targets than friendly ships...
-And, of course, the Thieves will set you up as a true Pirate - celebrated in the Archipelago, and feared everywhere else. Any ship is free for you to take, and the money is yours to spend... but, well, no debt goes unpaid, and your deal with the guild comes with some strings attached... well, chains really. A portion of any takings, and you helping with any matter they bring to your concern for one... and, of course, any run in with the law will end in death or an impressive bounty.
So, anyway, this is Blood and Silver - my pre-campaign campaign. At the end, you're what you wanted, but you don't just get it on a silver platter - you have to work for it. And, of course, it'll provide a host of ideas for a future campaign; think of everyone you wronged, and how that could come back to bite at an inopportune moment...
Anyway, that's me for this week. I'll see if I can't get *something* done by next time. But, until then - Volodanti out.
Addendum - Yes, I realise that the differences I've listed here are more akin to the Golden Age of Piracy than the like from the Classical-era Mediterranean. And a romantic one at that at that... But, well, for all my love of historical accuracy... the reality is kinda boring and very restrictive. On this occasion, I'd prefer something interesting to play than something realistic - and, in any case, it's a fantasy game with dragons and goblins. A bit of silliness and fun is quite in character.