The Republic of Ironhull is diverse region with all the elements necessary to run a standard fantasy campaign using the PFRPG rules. The region is featured in the first series of digital adventures available now on SyncRPG, but it can also be used as setting for your own homemade adventures. Although the region is described as part of The Mirror Realms of the Tempest Campaign Setting, you should feel free to adopt, adapt, or innovate anything that inspires you in the region—the tools on SyncRPG make it extremely fast and easy to share your creations with your friends and other GMs. Whether you want to continue a campaign after playing in TM #1 and #2 or you want to run an original adventure, Ironhull can be a fun region to play in. The following post provides some tips to get started.

Exploration

The Dankwood , to the north, is a forested wetland and the orc heartland, while the Vasatrian Strip, to the west, is a coastal shelf with the abandoned remains of Ironist colonies and villas from their former oligarchic past.One of the most interesting ways to use Ironhull is as the setting of a campaign featuring exploration on a map. The hex-map above was designed especially for this purpose, and if used in the SyncRPG VTT , the hexes will align with the hex-grid perfectly. Hex-map exploration plays a role in the Rescue of Doniert Ironvale (TM #2), and these elements can be enhanced and continued. For more information on exploration rules, see the

or Paizo’s

. The four regions of Ironhull were detailed in

, and each contained adventure seeds and inspiration for more. Consider using these as a foundation to grow and develop your own stories and adventures!

Character Backgrounds and Inspiration

The Republic of Ironhull is part of the Tempest Campaign Setting, which has comparatively little information available concerning the setting overall. This is a good thing for creators, and you should feel inspired to create your own materials and attach it to the anchors established here. Nonetheless, players need material to work with, especially for inspiration, and for this purpose a series of blog posts appeared previously to help players create Ironist characters. Each one contains cultural information and character trait recommendations to help players establish PCs from the region. The background posts are:

Martial Characters, Arcane Characters, Divine Characters, and Tricky Characters.

For information on the gods and divine casting rules in the Tempest Campaign Setting, see the reference page here or this post on religion.

Also, please continue to visit the blog for Tempest Thursday posts and watch the Tempest Guide for reference material scheduled to appear in coming months.

The Themes of Ironhull

Finally, the region of Ironhull was designed with four themes in mind, and GMs are encouraged to try to capitalize on one or more of these to get the most out of the region.

I. Adventure sense and wonder: quests and adventures in Ironhull tend to be daring, heroic affairs surrounded by the fascinating and mysterious.

II. Exploration and expansion: Ironhull is frontier with an expanding population that is spreading into the unknown, both on Kithera and on other nearby islands.

III. Liberty and freedom from tyranny: Politics and economics play a relatively minor role in the region, but the one cultural issue the Ironkin are often fanatically devoted to is their freedom. Several kingdoms and empires in the world would love to take control of Kithera, and the Ironkin are committed to seeing that this never happens.

IV. Standard fantasy: As has become abundantly clear by now, the Republic of Ironhull is intended to be a default starting region for our campaign and yours. Having a region where standard fantasy tropes thrive is good for the game and makes it easier to have fun. Use it to make things and have fun!

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Cartography created with Hexographer using Alternate Classic icons.

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