Where do I set my campaign?

By RARodger, in WFRP Gamemasters

I'm getting the itch to run again, I even have an actual campaign idea, which is a little rare for me. But I am a bit of a WFRP setting noob and could use some input. What I could really use is input in where would be an appropriate place to set it.

The Borderland Keep (no relation)

In a feral corner of the county lies a long forgotten keep. But increased raids and incursions from greenskins in the area has inspired Lord Somthingshuffer to reclaim it, and he has tasked the PCs to reopen it.

Tasks:

  • Clear the keep of whatever snotlings or goblins inhabit it.
  • Kill the thing in the dungeons.
  • Get rid of the ghost in the crypt.
  • Convince some small folk to move and reopen the land. Or hire them from their Lord or whatever. (I really don’t understand feudalism.)
  • The nearby vampire reawakens now that there are people in the area to feed on.
  • Lord S. discovers reference to a mine on the land; locate and clear it.
  • Kill the beastmen living in and near the mine.
  • Staff the mine.
  • Deal with mutated minors; discover the warpstone that’s mutating them.
  • Once the land is profitable, hand it over to the Lord’s feckless younger son. (Knowing my players this introduces a second campaign ark-- Bloody Civil War.)

Any suggestions on where a campaign like this could go? Any ideas of other events or tasks they might have to face.

Basically you could run this setting anywhere, as you can find goblins and beastmen all over the empire.

Sylvania may be a nice starting point, to introduce the vampires. You could start in Leicheberg or Eicheschatten (near the Haunted Hills), there you have a small forest, some mountains.

As for events, I could imagine that maybe there was a reason the keep got abandoned and forgotten. Maybe there is something evil hidden beneath, corrupting the Lord, the longer he lives inside the walls. The warpstone could be hidden by some chaos cult. The cult members could live inside the newly formed town, so the players could find clues about its whereabout early on and give the setting a more realistic feel.

I would get a copy of Sigmar's Heirs, if you can't get hardback the pdf from RPG now and that will give you rundown on the empire's provinces and you can choose something from there that sparks your interest.

Thanks. I borrowed a copy of Sigmar's Heirs and poked around in it. But after some consideration I decided to set the campaign around Ubersreik because it has easy to access politics should my players start to head that way. With that in mind I think I'll have them start in the service of Lord Heissman von Bruner, possibly before the events of An Eye For An Eye (which played ages ago it seemed, ending with a Total Party Kill).

So, I now have a couple new questions for anyone still reading:

First, do you think working for Lord von Bruner will change anything? Any obvious political plot hooks jump out at you if I keep the Setting As Written?

Second, does information on Heissman appear anywhere other than Edge of Night?

Third, here's my updated campaign pitch for the group. Any feedback would be welcome:

The Borderland Keep

In a feral corner of the county lies a long forgotten keep. But increased raids and incursions from greenskins in the area have inspired Lord Heissman Von Bruner to reclaim it, and he has tasked you to do so.

You must ensure the abandoned keep holds no squatters, that the adjacent lands hold no threats. Assuming that the keep is in disrepair after all this time you will need to find craftsmen to restore it. And you will have to obtain the serfs to clear and work the land.

It will be hard work, but Lord von B— has nothing but high hopes in you, his most trusted, loyal and disposable men.

The Borderland Keep (no relation) will be a semi-sandbox campaign for starting WFRP(3rd ed.) characters. Players will have the option of playing starting careers of their choosing, and may play minor nobles themselves. All characters must begin in service to Lord von B—, but in what capacity will largely be up to you. The party should be skilled and balanced in combat, but social skills will be necessary to the success of the party as well. The party may choose from BRASH YOUNG FOOLS, GANG OF THUGS, GLORY HOUNDS, OATHBOUND, or SWORDS FOR HIRE for their initial Party Cards.

NOTE: Upon due consideration, NATE is not allowed to build a spell-caster for this campaign.

Heismann von Bruner pops up mostly in the background for adventure in the Core Set's GM book.

The von Bruners pop up in other places but always in ways that can work into adventure. The players at my table are Aschaffenburg stooges, ahem, retainers but he's married into the von Bruners so they have had fun keeping the von Bruner name out of bad press in places like Hugeldal (the priest/Nurgel box's adventure).