Iron Sands Mercenary Group

A world Where time is subjective.

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Latest Completed Contracts

1 Contracts have been run in this Playgroup

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Earth, Many eras

Iron Sands started when “Coyote” saw an opportunity to use the newly discovered “Rift”. He wasn’t stupid enough to use it himself, but still had to comply with the contracts with his otherworldly clients. So he turned to the forgotten, lost, restless, and reckless though out time itself.

Iron Sands specializes in tracking, containment, and elimination of supernatural entities, as well as quest completion, worshiper satisfaction, and item recovery.

House Rules

Contractors from Iron Sands Mercenary Group Are portable, and may play in Contracts in other Playgroups.
Iron Sands Mercenary Group grants 6 Experience points to GMs who achieve the Golden Ratio.
  • Citizenship: Active Players are expected to GM Contracts from time to time. If you have played as a Contractor in your most recent six Contracts, you are barred from playing in The Illumination again until you GM.
  • Supernatural Powers: All non-mastery, non-concealed Powers must be obviously supernatural when activated or grant a mutation that marks the wielder as supernatural or bizarre if discovered.

Full Setting Description

“I don’t care how it gets done, but it has to get done”-Coyote.

 

Have a problem with a pesky wraith? The Morrígan getting too close to a war you’re interested in? Worshiper asking for a pesky task to be completed?

 

Come to Iron Sands where our team is highly skilled and focused on providing the highest quality of service to beings like ✋︎☞︎ ✡︎⚐︎🕆︎ 👍︎✌︎☠︎ ☼︎☜︎✌︎👎︎ ❄︎☟︎✋︎💧︎ ☝︎⚐︎⚐︎👎︎ ☺︎⚐︎👌︎✏︎ ✡︎□︎◆︎ ♑︎♏︎⧫︎ ♋︎ ♍︎□︎□︎🙵♓︎♏︎📬︎

Please call and schedule an appointment so we can work out payment and terms.

Phone: (608)-317-6033

Fax: (608)-317-6033

Divine Pool: 42.090240 -72.540176