Editing Bludstein History

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 6: Line 6:
  
 
Lady Alberta Isenberg, the newly minted Baroness of Blutstein, has arrived in the Sepia Uplands with a large retinue of men-at-arms, families of freemen and serfs, merchants, a temple retinue, and a band of mercenaries led by her younger brother. Driving out a band of goblins from the ruins of Blutstein Keep, the baroness’ followers have established a base of operations that may, with luck and hard work, grow into a thriving frontier community.
 
Lady Alberta Isenberg, the newly minted Baroness of Blutstein, has arrived in the Sepia Uplands with a large retinue of men-at-arms, families of freemen and serfs, merchants, a temple retinue, and a band of mercenaries led by her younger brother. Driving out a band of goblins from the ruins of Blutstein Keep, the baroness’ followers have established a base of operations that may, with luck and hard work, grow into a thriving frontier community.
 
House Isenberg has gambled their fortune on this expedition, and provisioning it will soon drain what’s left of their dwindling fortune. Other houses have been granted fiefs in the uplands as well, so the race is on to secure a profitable domain. In return for the support and official recognition of the ruling council, a tax of 1/3 of all treasures, artifacts, and commercial profits must be turned over to the ruling council of Perrenland.
 
  
 
Player characters start as minor members of the families and factions in Blutstein. It’s primarily a human settlement, but there are halflings plying barges on the river that provides the only link to civilization, a contingent of dwarven merchants, and a high elf scholar is the baron’s trusted advisor. A few gnomes can also be found, but other more exotic races are rare and will generally be seen as curiosities or outsiders.
 
Player characters start as minor members of the families and factions in Blutstein. It’s primarily a human settlement, but there are halflings plying barges on the river that provides the only link to civilization, a contingent of dwarven merchants, and a high elf scholar is the baron’s trusted advisor. A few gnomes can also be found, but other more exotic races are rare and will generally be seen as curiosities or outsiders.
  
 
Back to [[Bludstein Campaign]]
 
Back to [[Bludstein Campaign]]

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)