Pirates of the Void Campaign in The Magitech Chronicles | World Anvil

Pirates of the Void Campaign

"The first rule of the Rock is you don't talk about the Rock, ya get it, fella? There's a reason we float all by our lonesome in the black, well away from any populous world. It could have been built near one of the Yantharan moons, or if we was ballsy enough, maybe on Shaya itself, right under the Confederacy's noses.   But we ain't stupid. People look down on drifters, cause we're short fookers, and we're a bit coarse in our speech. They laugh cause we're a mite tipsy a lot of the time, and then they want to buy our brews. So we set up well away from em.   Any drifter is welcome at the Rock. Any smuggler who knows the code is welcome at the Rock. You come, you do your business, you toss back a few, and you be on your way. That is...unless you're looking for work? Because might be a fella could be helpin you out.   Might be I know about a job. Might be I've heard tell of a Dragonflight Era battleship lost to the tides o' time. Might be I know where she can be found. Might be a little fooker like me would pass with that information, for a price."   -Froke (Rhymes with Broke)        

The Campaign Synopsis

  Your characters all have a reason to be on Drifter Rock. The Rock is the largest black market in the sector, and just a stone's throw from Shaya as light travels-- only two weeks of FTL travel. It's two days in the depths, and only four to Ternus, plus ships can reach Marid, Yanthara, or even Virkon fairly quickly.   Everyone in the sector has heard of the Rock. Most people say (correctly) that the Confederacy turns a blind eye to it, because they need it to exist.   You find yourself aboard the Rock looking for work. Your pockets are empty, and if you've got a ship its low on fuel and in need of repairs. There are many drinking stalls in the market, and most are indistinguishable for each other.   As you enter you hear a drifter, deep into his cups, relating the tale of the Earthmother's Fist, a Dragonflight Era battleship lost for millennia. If his tale can be believed, then someone found the ship recently.   His tale would be so much debris in the void, except that there's a statue of the Earthmother on the bar, which someone gave in payment for drinks for the night. If asked the innkeeper will corroborate how she got the dragon statue, and that it happened two nights ago after a broke crew flying on fumes arrived at the station.   They bought supplies, and then they left. But Froke knows a secret. One of them stayed behind. They're waiting for a shipment from the Confederacy, probably some part that the Earthmother's Fist needs in order to fly again.   If the party will take Froke with them, then he'll bring them to the crewman who stayed behind.   Your responsibility as a player is to make a character that will be interested in this lead. Beyond that you can play any GM-approved race or path, and your background is wide open. It's recommended you know at least one other character in the group so that there are loose bonds already formed when the game starts.   Perhaps you merc-ed with one of the others, or shared a drink after you both came back to the station on the same day with holds full of lost tech. But you know and recognize some of the other people in the bar, and know they might be just the right kind of adventurers to help you pull off the relic hunt of the century.

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