Wednesday, January 31, 2018

The Age of Myth: An Iron Age Campaign

This is largely a placeholder to serve as a reference for campaign information in my new Iron Age campaign, set in the mythic land of Cromspoint.

 The game is set at the dawn of the iron age among "The People".

Both the home group and the online group are all be members of the elite class of one of the clans (each group is a different clan), out to forge a proper kingdom out of scattered tribes. KoDP is a big influence.

The most prominent god of the region is Crom, and as such no priestly magic is granted. Lesser gods often try to interfere in the affairs of mortals but that is frowned upon and considered dishonourable, unlike sorcery which is a craft one must hone and thus is a source of pride.

The main unit of currency that you would deal with is the reindeer, as domesticated reindeer herds are the primary source of wealth.  Longhaired goats are also kept,  but there are no dogs in the region only domesticated foxes.   Chariots exist, but riding an animal directly is considered unclean and perverse. Wars are mostly duels and ceremony, consequently you will have an entourage of freedmen who in theory will fight with you but mostly just jeer your opponents and maybe throw things at extreme range.

Some clans have iron,  most still use bronze.   Each group secretly picks their clan specialty.

Clan specialties:

Iron Working (Access to Iron weapons)
Wainwrights  (Access to Chariots)
Bowyers (Access to Longbows)
Runes (Better access to spells, and other literacy advantages)
Animals (Access to a domesticated guard animal, similar role to dogs)
Fisherman (Access to simple sailboats)
Traders (Access to canoes and currency)
Raiders (Bonus thralls to your entourage)
Armourer (Bronze Armour is available).
Masons (Stone fort, which will prevent loss of wealth to raids while you adventure)

Allying with other clans with other specialties will then let you gain more options as you try to form a cohesive nation.

For equipment,  only valuable items are kept between sessions (treasured items).  Simple items can simply be picked up at will at the start of a game session (which represents a season). They are simply taken from peasants as needed.

Valuable Equipment

1 D - Bronze Knife/ Javelin/ 6 Arrows
2 D - Bronze Spear/ Hatchet
4 D - Bronze Battle Axe
2 D - Longbow
8 D - Bronze Seax / Great Axe

4 D - Bronze Helmet
5 D - Antler Splint Armour
8 D - Bronze Great Helmet
12 D - Bronze Shield
16 D - Bronze Scale

1 D - Currach
2 D - Birch Bark Canoe
4 D - Catamaran
4 D - Chariot

1 D - Bronze Leatherworking tools
1 D - Large Skin of Maple Wine
4 D - Bronze Pot
12 D - Velvet Cape


Iron is 1/4 the price of bronze and items under 1D are not treasure.

Simple Equipment


Sling (Short or Long)
Large Wicker Shield
Leatherbound Medium Shield
Solid Wood Buckler
Stone Hand Axe
Stone Spear
Stone Arrows
Bone Javelin
Bone Knife
Hunting Bow (medium, ineffective)
Clubs
Staves
Leather Armour
Leather Cap
Wooden Splint Armour (Medium Crude Mail)
Quivers, Backpacks, Pouches, and the like
Dark Cloak
Torches
Candles
Raiding Sash
Peace Sash
Pouch of Corn Flour
Rations
Waterskin
Wicker Backpack
Basket
Leather Pouch or Sack
Clay Pot
Rope

The Gods

Crom - The Smith, the high god who cares not for mortal concerns
Glaa - The Crone, goddess of caves, necromancy, and unwanted children
Moff - The Arbiter, god of reason, punishment, and salt
Vix - The Maiden-Mother,  goddess of royalty, fertility, and bears
Zer - The Eternal Child, godling of fire, raiding, and briars
Zuul - The Gatekeeper, goddess of the veil between worlds, revenge, and disease
Vel - The Singer, goddess of storms, trade, and reindeer
Bal - The Stalker, god of forests, hunting, and shields
Ancestor Spirits - Some clans also know how to appeal to the ghosts of their dead relatives to inconspicuously tilt the odds in their favour.

Key insults to provoke a fight:

Moss Farmer -  You are of unimportant social status
Beggar Friend - You are a recipient of charity
Beast Rider - You are a pervert
Lichen Eater - You are poor



Living Expenses and Downtime Activities between seasons


Working alongside your clan
Cost: No charge
Effect: Nothing

Training a new skill
Cost: 1D of food
Effect: You may attempt to learn a new skill

Emissary
Cost: 1D of food
Effect: Ask questions or make offers to other clans

Recuperating
Cost: 1D of food
Effect: You heal 2d6 stress and gain +2 on any backlogged healing checks.

Warrior Training
Cost: 1D of food and 1D of goods as gifts
Effect: Learn all the basic combat tricks of a clan's warriors

Conspicuous Generosity
Cost: 2D of goods
Effect: Gain Charisma die of Piety/Honour

Deer Raid
Cost: No charge
Effect: Possibly gain 1 deer, plus 1 deer per pie piece of rogue from a target. Take !d6-2 damage.
Deer are gained on a d8 roll of 6+

Thralls:
Thralls take 1D of food each season to live but can also work to provide value.


Entourage: Follow the party around
Planting: Spring only, plant one field (10 fields per clan meadow)
Harvest: Fall only,  harvest one field for 1d6D of Food.
Hunter/Gatherer:  Feeds self in spring, summer, or fall. Max 3 per clan forest hex.
Worker:  Produce 1D worth of goods
Fisher: As H/G. Requires boat, max 5 per water hex.


Structures:
You may construct the following structures for each character.

Pasture:  Free (starting),  holds 10 Deer. (limit 1 per player)
Barn: 8D (1D of goods yearly), holds 20 deer
Stockade: 10D (1D of goods yearly), reduces deer raid losses (-1)
Watchtower: 4D (1D of goods, 1D of food yearly), reduces deer raid losses (-1)
Boar Pit: 4D (1D of food yearly), produces 1d4-1 D of food each spring.
Granary: 12D (2D of goods yearly) can store 20D of food
Shed: 1D (1D of goods yearly) can store up to 5D of goods.
Loom: 4D. A thrall worker produces 2D of goods with a loom (1 per thrall. 10 max in clan).
Shrine: 8D (1D of goods yearly). 1 Honour each winter. (limit 1 per understood god).



Map

*note that rivers are not straight lines, those are how the locals would represent them in terms of point to point transportation.

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