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Author Topic: Iron Kingdoms RPG (Closed...for now)  (Read 2770 times)

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Offline TheGlyphstone

Re: Iron Kingdoms RPG
« Reply #75 on: January 03, 2015, 07:06:26 PM »
Okay, I think that can be finessed into something workable. The GM half of me gets what you're trying to do, and approves - one of the things that tends to bother me about RPG groups is "you all meet in a tavern and decide dragon-hunting sounds awesome".

Online CrashTopic starter

Re: Iron Kingdoms RPG
« Reply #76 on: January 03, 2015, 07:11:56 PM »
Very much trying to avoid that.

You can make up issues between prominent families and even the idea of a rival business or town.  The history of Nynsk is wide open.  Just take a look at the world building thread so you can see what has already been added and them work something in with that.  I believe I indicated the name of a family that used to rule Nynsk that could even be a thorn in peoples side, but hasn't really been fleshed out.  Have fun with fitting him in and adding to the world!   ;D

Offline TheGlyphstone

Re: Iron Kingdoms RPG
« Reply #77 on: January 03, 2015, 07:37:35 PM »
Can he at least be from out of town originally, but lived in Nynsk long enough to be considered part of the town? Say he's from a family branch connected to the Polzins - his mother was a Polzin, maybe, and the shipping business he 'inherited' part of a commercial alliance to smooth transportation costs to the rest of the Empire. He bailed on his hometown and started wandering, then wrote to his dear Uncle Polzin looking for a job. Now he's one of their wetworks specialists, and does a little freelance banditry on the side during the warm months when he can travel. At least five years of residency or so, maybe more if you'd prefer.

Online CrashTopic starter

Re: Iron Kingdoms RPG
« Reply #78 on: January 03, 2015, 07:53:08 PM »
I want original residents.  He could have moved away for a time, but his childhood should have been in Nynsk.

I would say Wetworks might be a bit strong.  I picture the Polzin's being more the intimidate, extort and arson kind of people when it comes to competition from outsiders.  They wouldn't have someone assassinated, but robbed, threatened and beaten would be fine with the understanding that collateral damage sometimes happens but should be kept to a minimum if possible.

I don't want sociopaths and assassin in the group.  Spoiled lazy thugs with an endearing quality or two however could work just fine.  May even be able to set up a bit of a rivalry with the local authorities because he family helps keep him out of trouble when he is working for them?

Offline TheGlyphstone

Re: Iron Kingdoms RPG
« Reply #79 on: January 03, 2015, 07:57:48 PM »
That's more of what I was thinking of for wetworks anyways. I'll just make him a native then, as awkward as it might be to have him beating up people he grew up next to.

I might take Cutthroat as a career instead of Thief, in this case. Burglary and pickpocketing would require enough effort to be like work anyways for the personality I'm envisioning, and nothing in Cutthroat actually compels him to murderize people. Plus, having the protection of his family reduces his need for the deceptive skills inherent in Thief.

On the other hand, Cutthroat gets +1 Military skill versus Thief's 6 extra levels of Occupational skills, so sticking with Thief is awfully tempting. Maybe I can negotiate some Customization when we get to the crunchy bits, like swapping Bribery 1 for Intimidation 1. I dunno, I'll mull it over.
« Last Edit: January 03, 2015, 08:11:08 PM by TheGlyphstone »

Online CrashTopic starter

Re: Iron Kingdoms RPG
« Reply #80 on: January 03, 2015, 08:23:39 PM »
Sounds like a plan.

Offline Dhi

Re: Iron Kingdoms RPG
« Reply #81 on: January 03, 2015, 11:56:04 PM »
What are we thinking on archetypes? I'd like to take Intellectual, but if someone else wants that one I could go Skilled instead, so there's less redundancy.

Offline TheGlyphstone

Re: Iron Kingdoms RPG
« Reply #82 on: January 03, 2015, 11:58:47 PM »
Though it looks like this iteration of Josef will actually be rather darker than I had originally envisioned him - a lazy brute instead of the money-or-your-life bandit his initial draft included.


Regarding his 'Jack, though - Khador doesn't make Light Laborjacks, only Heavy ones, so should I get a foreign laborjack model to stick with the starting equipment the book says I should have? Or do you want me to have a Khadoran heavy laborjack to keep the home-grown character feel to the whole thing?


What are we thinking on archetypes? I'd like to take Intellectual, but if someone else wants that one I could go Skilled instead, so there's less redundancy.

There's no reason to avoid doubling up on Archetypes, since they have many possible perks. An Intellectual with Hyper Perception is going to be very different than one with Battle Coordination. But I am almost certainly going to be Skilled.
« Last Edit: January 04, 2015, 12:01:02 AM by TheGlyphstone »

Online CrashTopic starter

Re: Iron Kingdoms RPG
« Reply #83 on: January 04, 2015, 12:01:37 AM »
Khador doesn't use light jacks in war but I would guess lighter jacks are used in industry, so go with a light jack and say it is Khadoran.

Offline Dhi

Re: Iron Kingdoms RPG
« Reply #84 on: January 04, 2015, 12:07:20 AM »
Scrapjack comes to mind as an industry light warjack!

The core benefit of Intellectual benefits a whole party once and has no more effect if there are additional Intellectuals, so I'll choose something else if that archetype is wanted.

Offline TheGlyphstone

Re: Iron Kingdoms RPG
« Reply #85 on: January 04, 2015, 12:12:19 AM »
According to KNG, Khador doesn't make homegrown light laborjacks either - the materials are too precious to waste on something that's not really durable, so all their resources go to heavy patterns. I was hoping to pick up an imported Ordic Seafarer, but even the Forager Light 'Jack is a Cygnaran manufacture design.

For comparison, the Laika Heavy is only 450CG over the Forager Light, but if I do get a light, the Seafarer beats out the Forager in pretty much every category - also, Khador buying laborjacks from Ord is a million times more likely than buying them from Cygnar.


Scrapjack comes to mind as an industry light warjack!

The core benefit of Intellectual benefits a whole party once and has no more effect if there are additional Intellectuals, so I'll choose something else if that archetype is wanted.
Okay, you have a point there. I'm definitely not going to be intellectual though.

Online CrashTopic starter

Re: Iron Kingdoms RPG
« Reply #86 on: January 04, 2015, 12:28:18 AM »
Go with a seafarer.  Ordic makes much more sense.

Khador the government doesn't make them but the merchant class would have need of a light non- military jack I am sure and they have a boat load of money is more my point.  I find it hard to believe they are no light war jacks made by and for Khadorans, though they are likely still specialized equipment.
« Last Edit: January 04, 2015, 12:32:30 AM by Crash »

Online CrashTopic starter

Re: Iron Kingdoms RPG
« Reply #87 on: January 04, 2015, 12:57:19 AM »
Also remember that you all do care in your own way about the town. That is important, so build it into your character in some way.  Nynsk isn't huge and most people will know or know of each others.  You will all need to come up with ways to connect your backgrounds.  Ultimately you have some hero in you regardless of how deep it might be buried at first.

Offline TheGlyphstone

Re: Iron Kingdoms RPG
« Reply #88 on: January 04, 2015, 01:13:39 AM »
Go with a seafarer.  Ordic makes much more sense.

Khador the government doesn't make them but the merchant class would have need of a light non- military jack I am sure and they have a boat load of money is more my point.  I find it hard to believe they are no light war jacks made by and for Khadorans, though they are likely still specialized equipment.

They use Man-o-War Armor for everything that most people use Light Warjacks for. It's the material for cortexes, specifically, that are so much harder to get - so when they have any cortex at all, they put it in a heavy 'Jack because the chassis is much more durable - even the merchant classes stick to that, because it's smart. If something doesn't need a Heavy, they throw power armor at the problem instead, since that is a light warjack with a replaceable human brain inside instead of a valuable cortex - what I find hard to believe is the lack of a 'civilian' model Man-o-War suit to fill that niche for when they don't want to use imported Light laborjacks.

Offline Tackyhillbilly

Re: Iron Kingdoms RPG
« Reply #89 on: January 04, 2015, 01:34:36 AM »
Character Name: Daumantas Ivanov
Race: Skirov
Sex: Male
Sexual Orientation: Straight
Faith: Menite
Archetype: Skilled
Careers: Bounty Hunter/Highwayman
Connections: Nynsk City Guard, Criminals

Damage Capacity
Physique: 5
Agility: 4
Intellect: 3
Power Field:

Feat Points: 3

Appearance:
Height: 5'11
Weight: 150
Hair Color: Dark Black
Eye Color: Green

Personality: Daumantas is a good natured young man. From his perspective, life has treated him well. He works a job that gives him a steady paycheck, and won't put him in early grave... at least not one that involves him gasping for breath as his lungs fail him. His job is largely safe, with a few spices of danger when a criminal needs to be hunted down, keeping things interesting. He is nominally a Menite, but in truth, he doesn't believe with the full hearted means of a true zealot. He values the traditions of the Menite faith as traditions, little more. Menoth exists of course. He knows that a Menite Priest can do miracles. But so can a Morrowan Priest, the followers of the Devourer Wurm, or a Rhulic Priest of the Great Fathers. Sorting out what the proper course, who deserves his belief is beyond a simple messenger. Daumantas does as his family has always done, because it is easier. At the end of the day, Daumantas does what he is order to, and when given discretion, what he thinks is right for Nynsk, Khador, and the World at large. Life isn't terribly complex for him. He picks up messages, packages, and other such things, and carries them. He hunts criminals. There are few moral quandaries in his life. He does his duty, and generally enjoys it.

STATS
PHY: 5
  • SPD: 6
  • STR: 5

AGI: 4
  • PRW: 5
  • POI: 5

INT: 3
  • ARC: -
  • PER: 3

WILLPOWER (PHY + INT): 8
DEFENCE (SPD+AGL+PER+Race Mod+Equip Mod): 13
ARM (PSY+Shield+Other): 11
INITIATIVE (SPD+ PRW+PER+Equip Mod+Other): 14
COMMAND RANGE (INT+Command+Ability Mods): 3

SKILLS
Hand Weapon 2, Pistols 2, Animal Handling 1, Detection 2, Intimidation 2, Riding 1, Rope Use 1, Tracking 1

BENEFITS & ABILITIES
Ambidextrous, Binding, Takedown

WEAPONS
Ranged
Repeating Pistol, 48/240, 7, 10

Melee
Horseman's Axe, 7, 8 (10 While Mounted)

EQUIPMENT
2 Ammo Wheels, Mask, Riding Horse, Tack, Custom Battle Armor, 1 Days Military Rations

Background: Daumantas is the second son of Dovydas Ivanov. Daumantas is the second cousin to those that currently run the Smithy. His father worked at the mines, like most without wealth enough to find some other employment. He passed away at 40, his lungs giving out on him. Daumantas was 14 at the time. He was with his father when he died. He remembers his father's last words keenly. "Don't give your life to the damn mines." Daumantas has lived by that. Unlike his brother who followed his father's path, Daumantas found another way. Daumantas spent his tour of duty learning skills that would serve him well back home. He took up work as courier, running messages back and forth between outlying garrisons and command, and was fairly good at it. When his tour of duty was up, Daumantas headed home, without ever seeing the front. He found the old postman employed by the city had passed on. Daumantas was handed the job on the spot. He's a member of the Nynsk city guard, whatever that means. He works as a Messenger most of the time, carrying letters from outlying homesteads to town and back. He also works as a taxman, collecting the measly few coins those who work the soil, hunt the woods, or make their money otherwise. He also works as a thieftaker, hunting down those who have escaped the cities confines. Few enough can escape him. He knows the land better then most, and with his horse, he can make far better time then a man on foot. Most people have mixed feelings, upon seeing him. While generally it forbodes a letter from far off friends or family, welcome news, when the reason for his appearance is grim, it is grim indeed. For his part, Daumantas likes his job. It keeps him in the fresh air, generally busy, and far away from the mines.

---

The Nynsk city guard is an odd batch of never made its. There is no Winter Guard post in the city, meaning the Cities forces are entirely drawn from Nynsk itself. Soldiers worth a damn are usually shipped off to the front lines, and those few who come back usually wish to never touch a weapon again. The City Guard is largely drawn from those therefore that served within Khador, seeing little, if any action. They may strut about, in burnished armor, but they aren't soldiers. Largely, they just work as taskmen for the Posadnik, doing what is needed. Most of them have other duties then just guardsman. After all, while the city might need the entire guard someday, to hold against a rebellion or attack, for the most part, a standing force would just be a drain on the coffers. They work in numerous occupations for the city, laying paving stones, collecting taxes, and all the other necessary acts of governance. It is headed by one of the few veterans, Kapitain Marijus Petru, Iagan's brother. He served in Cygnar, and unlike his brother, remains a proud Menite.

---

Also, another note. Remember, every male character has done one tour of duty in the Winter Guard. Most Childless Female character will be likewise. Military Service is compulsory in Khador.
« Last Edit: January 04, 2015, 01:38:59 PM by Tackyhillbilly »

Offline TheGlyphstone

Re: Iron Kingdoms RPG
« Reply #90 on: January 04, 2015, 02:51:37 AM »
Okay, background draft 2 for review.

Josef was born in the seatown of Skrovenberg, to a expatriate Llaelese stevedore manager and his wife. It would have been a fine place for a child to grow up, and he would not have wanted for anything. But when he was a toddler, his mother died of a winter wasting sickness, and there was little time for his father to divert from the business for raising a child. Instead, he was sent away to the small town of Nynsk, home to his late mother's extended family, to grow and live there, and this shaped him in a drastically different fashion. The half-Khardic boy, was lithe and wiry, favoring his southern father, and thus somewhat visually distinctive in the rustic village. To make matters worse, his Khardic family, the Polzins, were the town's predominate employer, and not particularly well liked by most townsfolk for their heavy-handed business practices and arrogant demeanors. Polzin money and Polzin friends meant no one ever acted against them directly, but that didn't stop many from complaining at home, where their own children would often overhear. In turn, those children would frequently seek out Josef - he was smaller than them, he was one of the Polzins, and their daddy was mad at the Polzins.

Thus did his life progress - hunted down and beaten up for the offenses of his family, until he learned first how to hide and get away from his tormenters, and later how to single them out for painful and humiliating revenge. His only point of refuge was Seaforge Steamjacks, a favored hiding place and before long a place to visit in his free time as well. Dommat Seaforge would tolerate no bullies in his shop, and the canny Rhulic businessman recognized the inherent value in being seen by the Polzins as a friend and protector of the young Josef. He taught Josef the fundamentals of mechanikal  engineering, the principles of steamjack construction and maintenance, and in the process did what little he could to dull the boy's growing mean streak. A he reached puberty and sprouted into his height - still lanky and lean compared to the other teenagers in town, but no longer a head shorter as well. In the process, he had also grown more aware of how valuable his blood was in Nynsk, and lost any fear he might have had towards using it. His sneaking skills turned proactive, playing pranks on his former tormentors - often with a vicious undertone, and hiding behind his family name when the angry victims tried to confront him empty-handed of evidence.

It reached the point where even the Polzins started to think the boy was becoming more trouble than he was worth, and his enlistment in the Winter Guard for mandatory service was greeted with quiet sighs of relief all over the town. Josef had no intentions of dying for his country, though, as much of a patriot as he honestly was, and quickly worked out on his own initiative a clandestine transfer from line infantry to the quartermaster's department. At first a clerk, his talents for 'acquiring' valuable and much-needed items for the regiment - occasionally in tandem with a mysterious shortage of that same item in another regiment - made him a valued member of the company, and quite a few soldiers were unhappy to see him go. Others were less displeased, though, generally those who had earned his ire and been the recipient of quiet retaliation, and it was in part the recognition that angry soldiers with guns and knives were a much less appealing target for practical jokes than angry provincial villagers that prompted him to muster out when he could do so.

Josef's father had more or less disappeared from his life, never particularly favored by his wife's family to begin with, so it came as a complete surprise when Josef received notice of the old man's death. With the note came what remained of his inheritance; in the later years, business had dropped sharply, and the grand sum of the estate after settling debts and funereal taxes came to a handful of coins and one aging Seafarer-pattern light laborjack. Animal cunning, a thorough grounding in the underworld, and ownership of a steamjack made him well-suited to enlistment in the less-than-legitimate side of the Polzins' business empire, a role he took to with great relish. No one could prove that the Polzins maintained their status by illegal means, but it was 'known' all the same that Josef was their gloved hand in the shadows.
« Last Edit: January 04, 2015, 02:53:43 AM by TheGlyphstone »

Offline Muse

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Re: Iron Kingdoms RPG
« Reply #91 on: January 04, 2015, 05:28:10 AM »
Is there a sawmill available for my family to own? 

Character Name: Vyslav Nikolavich
Race or Ethnicity: Of mixed Khard and Skirov stock, Vyslav takes after his Khardish grandfather, while his father Nikolai is more Skirov in appearance and faith. 
Sex: Male
Sexual Orientation: Heterosexual and adventurous. 
Proposed Careers: Gun Mage/Duelist (preferred) or Gun Mage/Ranger

Concept and Background:  "Papa Nikolai never did forgive grandpa Sergei for letting uncle Yuri run off with those crazy bounty hunters. 

   “When they  brought Yuri back to be buried, they said he was a hero.  They said that he'd been alone in Ekatnava when four frost trolls smashed in the gates.  They said they found him, mortally wounded, over the corpse of three of them, and the fourth was limping away without an eye. 

   “Papa tried to throw grandpa's old magelock pistol into the mill pond so that none of his family could ever learn to use it again.  Sergei wasn't having any of that.  There was a huge row and they didn't talk to each other for a year. 

   “I was just a little kid then, but I  knew that pistol was something special.  Uncle Yuri was a hero in his blood and bone, but that pistol made him something more than just a brave man willing to die to save a hundred women and children. 

   “It made him strong enough to fight four frost trolls all by himself.  I had to know how. 

   “This wasn't a very easy thing to find out with my pa on such a rampage, but get a little hard cider into some old men and they'll start to talk.  Come to find out Grandpa had been an officer in the Prince's army back in the day.  He showed up in town a long time ago with that old magelock and a nice sword.  He hunted a bunch of nasty things normal folks were too terrified to hunt.  The Petrus paid him for every head.  Grandpa gambled some, and he drank some, and he whored some, but after every bounty a few coins disappeared into Grandpa's secret store. 

   “One day a thing that was all teeth and fur took a bite out of his right wrist too big for doctors or minor priests to mend,

   “Grandpa shot the thing with his left.  He shot it again and again until it run off and no one's seen it since.  Then he took that secret stash of his—seven socks bulging with gold—and he bought him a saw mill.  He owns it to this day, though Pa runs the place now. 

   “Long story short, I'm the youngest of three brothers and four sister.  For that matter, Yuri's bastard kid's named in Grandpa's will too.  There's not enough of that sawmill to share with me. 

   “But I don't want it.  I want that old magelock.” 
« Last Edit: January 04, 2015, 06:18:15 AM by Muse »

Offline Muse

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Re: Iron Kingdoms RPG
« Reply #92 on: January 04, 2015, 06:20:47 AM »
  Grr...  When I read that the Polzin's ran the mill, I thought that referred to the grain mill. 

  Before I rewrite that Sergei owns the grain mill, is there anything else I missed? 

Online CrashTopic starter

Re: Iron Kingdoms RPG
« Reply #93 on: January 04, 2015, 12:06:58 PM »
They use Man-o-War Armor for everything that most people use Light Warjacks for. It's the material for cortexes, specifically, that are so much harder to get - so when they have any cortex at all, they put it in a heavy 'Jack because the chassis is much more durable - even the merchant classes stick to that, because it's smart. If something doesn't need a Heavy, they throw power armor at the problem instead, since that is a light warjack with a replaceable human brain inside instead of a valuable cortex - what I find hard to believe is the lack of a 'civilian' model Man-o-War suit to fill that niche for when they don't want to use imported Light laborjacks.

Regardless, I am going to say there are some manufacturing of light steamjacks like a scrapjack (this is not at all wide spread) and possibly some re-purposed older model man-o-wars.

Everyone - Yes all able people do a tour as a Winter Guard or other branch of the military.  Engineering School and Greylords are also possibilities.  Not all Winter Guard have fought in the war or on the front.  About half of the Winter Guard in Duwurkyn Volozk never leave the province and are used to as police and road wardens.  Great Prince Ryczek Torinskyev sees to this. He is a highly respected Prince and has some pull based on the resources his Volozk provides the Empire.
« Last Edit: January 04, 2015, 12:13:54 PM by Crash »

Offline Miroque

Re: Iron Kingdoms RPG
« Reply #94 on: January 04, 2015, 12:12:47 PM »
Crash: Im still waitting for "green light" to my application.

Online CrashTopic starter

Re: Iron Kingdoms RPG
« Reply #95 on: January 04, 2015, 12:15:33 PM »
Crash: Im still waitting for "green light" to my application.

I haven't seen a write up on your human concept.  I need that first before I am approving anyone that has also submitted a non-human concept.

So far only Dhi, Pumpkin Seeds and Tackyhillbilly have been green lighted.

Online CrashTopic starter

Re: Iron Kingdoms RPG
« Reply #96 on: January 04, 2015, 12:27:23 PM »
Spoiler: Click to Show/Hide
Character Name: Daumantas Ivanov
Race: Skirov
Sex: Male
Sexual Orientation: Straight
Faith: Menite
Archetype: Skilled
Careers: Bounty Hunter/Highwayman
Connections:

Damage Capacity
Physique: 5
Agility: 4
Intellect: 3
Power Field:

Feat Points:

Appearance:
Height: 5'11
Weight: 150
Hair Color: Dark Black
Eye Color: Green

Personality:

STATS
PHY: 5
  • SPD: 6
  • STR: 5

AGI: 4
  • PRW: 5
  • POI: 5

INT: 3
  • ARC: -
  • PER: 3

WILLPOWER (PHY + INT): 8
DEFENCE (SPD+AGL+PER+Race Mod+Equip Mod): 13
ARM (PSY+Shield+Other): 11
INITIATIVE (SPD+ PRW+PER+Equip Mod+Other): 14
COMMAND RANGE (INT+Command+Ability Mods): 3

SKILLS
Hand Weapon 2, Pistols 2, Animal Handling 1, Detection 2, Intimidation 2, Riding 1, Rope Use 1, Tracking 1

BENEFITS & ABILITIES
Ambidextrous, Binding, Takedown

WEAPONS
Ranged
Repeating Pistol, 48/240, 7, 10

Melee
Horseman's Axe, 7, 8 (10 While Mounted)

EQUIPMENT
2 Ammo Wheels, Mask, Riding Horse, Tack, Custom Battle Armor, 1 Days Military Rations

Background: Daumantas is the second son of Dovydas Ivanov. Daumantas is the second cousin to those that currently run the Smithy. His father worked at the mines, like most without wealth enough to find some other employment. He passed away at 40, his lungs giving out on him. Daumantas was 14 at the time. He was with his father when he died. He remembers his father's last words keenly. "Don't give your life to the damn mines." Daumantas has lived by that. Unlike his brother who followed his father's path, Daumantas found another way. Daumantas spent his tour of duty learning skills that would serve him well back home. He took up work as courier, running messages back and forth between outlying garrisons and command, and was fairly good at it. When his tour of duty was up, Daumantas headed home, without ever seeing the front. He found the old postman employed by the city had passed on. Daumantas was handed the job on the spot. He's a member of the Nynsk city guard, whatever that means. He works as a Messenger most of the time, carrying letters from outlying homesteads to town and back. He also works as a taxman, collecting the measly few coins those who work the soil, hunt the woods, or make their money otherwise. He also works as a thieftaker, hunting down those who have escaped the cities confines. Few enough can escape him. He knows the land better then most, and with his horse, he can make far better time then a man on foot. Most people have mixed feelings, upon seeing him. While generally it forbodes a letter from far off friends or family, welcome news, when the reason for his appearance is grim, it is grim indeed. For his part, Daumantas likes his job. It keeps him in the fresh air, generally busy, and far away from the mines.

---

The Nynsk city guard is an odd batch of never made its. There is no Winter Guard post in the city, meaning the Cities forces are entirely drawn from Nynsk itself. Soldiers worth a damn are usually shipped off to the front lines, and those few who come back usually wish to never touch a weapon again. The City Guard is largely drawn from those therefore that served within Khador, seeing little, if any action. They may strut about, in burnished armor, but they aren't soldiers. Largely, they just work as taskmen for the Posadnik, doing what is needed. Most of them have other duties then just guardsman. After all, while the city might need the entire guard someday, to hold against a rebellion or attack, for the most part, a standing force would just be a drain on the coffers. They work in numerous occupations for the city, laying paving stones, collecting taxes, and all the other necessary acts of governance. It is headed by one of the few veterans, Kapitain Marijus Petru, Iagan's brother. He served in Cygnar, and unlike his brother, remains a proud Menite.

---

Also, another note. Remember, every male character has done one tour of duty in the Winter Guard. Most Childless Female character will be likewise. Military Service is compulsory in Khador.

Tacky - Looks good.  You need to note your initial career connections, write up the personality section and put down the starting Feat Points which are 3.

Offline Miroque

Re: Iron Kingdoms RPG
« Reply #97 on: January 04, 2015, 12:32:28 PM »
right. I will work on that, after I get off from work.

Online CrashTopic starter

Re: Iron Kingdoms RPG
« Reply #98 on: January 04, 2015, 12:36:55 PM »
  Grr...  When I read that the Polzin's ran the mill, I thought that referred to the grain mill. 

  Before I rewrite that Sergei owns the grain mill, is there anything else I missed?

There could be some crop production in the valley hills nearby.  A small grain mill should be okay. 

Nynsk is located between the foothills (little of them there are) of the Shards Mountain Range and the Rimeshaw forest along a tributary of the Neves River.

right. I will work on that, after I get off from work.

Sounds good.
« Last Edit: January 04, 2015, 12:38:11 PM by Crash »

Offline Tackyhillbilly

Re: Iron Kingdoms RPG
« Reply #99 on: January 04, 2015, 01:41:49 PM »
Updated my sheet as per instructions. Apologies for missing those.