Campaign Overview
The tone of the game is historical fantasy with supernatural elements drawn from medieval beliefs rather than modern fantasy - revenants may stalk the night, padfeet may prowl country lanes, cunning-folk make charms to help or hinder, and rare individuals with learning and ambition may call upon occult powers of nature, spirits, stars or demons.
The campaign opens at Christmastide in 1192, as Crusaders return from the Holy Land and it becomes clear that King Richard is missing.
The core campaign area is Nottinghamshire, Derbyshire and the southern part of the West Riding of Yorkshire (see the maps of Northern & Central England and Nottinghamshire), though these are not hard boundaries and characters or campaign focus may move elsewhere temporarily. Characters need not be born in or resident in this area, but should have a reason for being in it and remaining in it for some time. Since Crusaders have started to return to England following the Siege of Acre, a creative player might find a reason for an Arab or African Muslim character to be present.
While I'm clear about the core area of the campaign - it's an area I'm familiar with and get a lot of inspiration from - I'm much more open on the style and focus of the campaign. Some suggestions to discuss in Session Zero:
High Politics: Count John has been spurned as heir in favour of the child Arthur of Brittany and seeks to increase his power base. William Longchamp has been ousted as chancellor and forced out of the country, but seeks a way back to power. Richard the Lionheart is missing, and no one knows where. Queen Eleanor and Richard's regents, including the legendary knight Sir William Marshall seek to preserve the peace and find the missing king. Characters may be nobles, high ranking church officials or secular officials or agents working for one faction or another. Politics, diplomacy and intrigue abound, and open conflict is more likely to be resolved with guile, troops or assassination than individual combat.
Low Politics: As the great men and women of the realm look to preserve or sieze the crown, the barons and leading people of Northern & Central England seek to use the confusion to enhance their power, or at least maintain it. Player characters might be barons or their relatives, advisers and household; county officials or their staff; archdeacons, abbots or abbeses; or leading burghers.
Urban Campaign: Player characters are burghers and residents of a major city such as York or town such as Nottingham seeking to advance their fortunes in the markets and mean streets.
Investigators: The players work for an individual or organisation with sufficient power and resources to employ them (at least part time, if not full time) to investigate wrongdoings and strange events in either an official capacity (such as crown, county officials or baronial officials) or an unofficial capacity.
Adventurers: Similar to investigators, but the player characters between them have sufficient resources to act independently.
Outlaws: Whatever their origins, the players have been convicted of offences serious enough to be branded wolfsheads and banished from law abiding society. Laws no longer protect them, and they may be slain be anyone. They must live off the land and find sufficient allies to shelter and protect them. Perhaps they rob from the rich and give to the poor.
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