A wide landscape of heaths and moors, of plains and pastures, of shifting dunes and shimmering streams, bounded by the sea to the west and low hills to the east and south, the Marklands of Burgundy stretch before you.
Loosely ruled from the city of Margravenstein, the Burgundy Marklands are a collection of semi-autonomous towns, abbeys and castles catalogued as "Marks" by the scribes of the margrave. The prosperity and population of these settlements - low to begin with - were all greatly diminished a few decades ago, as a horde of savage barbarians and orcs swept through the land. Many towns and villages now lie abandoned, and abbeys and monasteries lie forgotten and overrun by nature or monsters. A select number of towns and fortresses were able to withstand the effects of the invasion and now serve as points of light in this dark expanse of wilderness. The most concentrated centers of civilization lie in the south of the Marklands, in a band stretching from Margravenstein in the west to the city of Einder in the east. Both cities are centers of the surging cloth industry and the band of civilization between them supports that trade.
The campaign starts in one of the hardy towns on the frontier, the Mark of Uothenn, a former market town on the crossroads leading to larger cities. Around Uothenn, abandoned farms, abbeys and villages wait to have their treasures discovered and their safety restored. Monsters prowl the wilderness between settlements. Adventurers, explorers, opportunists and scallywags have flocked to Uothenn to make a name for themselves.
Campaign Rules
Characters are created using B/X or OSE rules, 3d6 down the line.
Treasure must be spent to gain XP.
Five-fold Holmesian alignment is in effect as a background device (LG, LE, N, CG, CE).
Once created, your character wanders (or rides, if they own a mount) into Uothenn, heading for the Pint Inn looking for a straw mattress, a cup of beer, rumors of adventure and companions - not necessarily in that order.


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