Dust Devils: The Iron Monks
Fists of Iron.
The Iron Order is an independant order of monastic iron workers, wandering healers, and seekers of knowlege — especially in the area of old technologies. Not always known for seeing eye to eye with The Phoenix, they keep their research into the forbidden a closely guarded secret in order to trade in Holy lands. The Order is known to trade in top quality armor, wild stories and flying axe kicks. Due to this, they are welcomed, if not entirely accepted, in most regions.
Five starts. Part of a larger project I’m working on to make an independent group of traders. Still working out the specifics, but the starts are fun, and good for a martial arts style play-through, plus, the group start gives a chance to rebuild Mourn from the start. Focused on martial artistry, commerse and base building. Stats follow my philosopy of giving the player enough toughness to survive and make it feel natural to the game.
Starts begin with minor standings with the Holy Nation and Trader’s Guild. Bad relations with Dust Bandits (you had to learn to fight somewhere).
Starts:
* Wandering Monk — Solo, experienced martial artist. Begins in waystation.
* Heretic Monk — Martial artist imprisoned in Rebirth.
* Two Monks — Two less capabable monks start out in a waystation.
* Four Masters — start with a smith, a scribe, a healer and a warrrior, penniless in the Holy Land.
* The Iron Monks — A monestary worth of monks. A smith, scribe, healer, a warrior and some warrior monks. Start in Mourn and rebuild the holy forges. Punch beak things, and train your body to fight the raging white gorillo.