Fogs of Alderburg [ EDIT ]

This game has been retired! That means it's no longer being run.
Main Points
•Adventure in Gothic fantasy fog-laden Mitteleurope. Hints of Castlevania, Grimm’s fairytales but mostly Hammer gothic horror. Enemies are witches, werewolves and vampires rather than goblins and dragons. Characters are vampire hunters, priests, hard-bitten mercs and werewolf-wise foresters.
•D&D 5e levels 1-7.
•Regular posts, every other day. Some house rules to keep things going
•Setting is a fantasy alt version of a tiny Mittel European state with some indirect references to far off cities like Berlin, Frankfurt or Roma.
•It’s a zero to hero adventure where characters start off as youthful prodigies, setting off from their hamlet, burgh or neck of the forest. Then develop into significant local presences. The characters’ mission is to help their old Count deal with local menaces such as lesser vampires, ghouls and a witches’ coven. Gradually they realise that the little Dukedom is beset with more serious threats and an ancient evil!
•Character Lineages are humans, halblings (a small fantasy concession), demi-werewolves, (perhaps also Grimm’s style dwarves?).
•Black Powder. To support a Hammer type setting, we’ll include black powder weapons (using the Age of Flintlock rules). Bows and crossbows are still used alongside these weapons. They can be wielded by any class.
-Pistol, three actions reload*, 1d10 piercing damage, range 30/120 kreutzers
-Musket, four actions reload*, 2d6 piercing damage, range 100/400 kreutzers
*Shooter can roll sleight each round as a free action to perform one of these reload actions
•Armor. We’ll replace standard armor with more setting appropriate gear:
-Gothic setting light armor: +2 (stout jerkin, strong boots, hat or hood, good cloak or equivalent; costs 10 kreuzers )
-Gothic setting medium armor: +4 (adding studded leather, heavy cloak, sturdy belts/girdle, or equivalent, costs 30 kreuzers)
-Gothic setting heavy armor: +6 (adding helmet, cuirass, leather gauntlets, or equivalent, costs 70 kreuzers)

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Making a Character
1) Please make a new character for this campaign rather than import and convert an existing one. Read about the setting and try to reflect some setting features in your concept.
2) Pick a German language name
3) Consider the information about backgrounds, below
4) Create a character concept, considering the following suggestions, or even better coming up with something of your own.

Setting Stalwarts (we can include more than one of each).
• Soldier (fighter)
• Woodsman/Jaegar (ranger)
• Bounty hunter
Special characters (one/party)
• Priest, monk or nun (cleric)
• Vampire hunter (cleric, fighter or paladin)
• (Ex-?) highwayman (rogue or fighter)
• Witch, sworn to a pagan deity, Old Mother Frost or such (Warlock or sorcerer)
• Wise(wo)man (druid)
• Magic fiddler, storyteller or hurdy-gurdy man (bard)
• Tinker/vagrant (rogue/bard)
• Magic clockmaker or toymaker (artificer)
• Occultist (dubious wizard)
• Bare knuckle prize fighter (re-skinned monk with Chuzpe for Chi)
• Demi-werewolf (barbarian, selecting wolf-themed features on advancement.

Common Backgrounds
A three-estate society operates with nobility (princes and high clergy), knights (Ritter), and burghers. Peasants are not consulted in the region’s government.
A local noble (noble ) is likely related to the region’s Count and can carry the title of von Alderburg.
Ritter (knight) families are treated with respect (referred to as Herr or Frau) though they often have little more wealth than the commonfolk. Ritter and Nobility gain advantage on social rolls when dealing honourably with those of lower estate.
Burghers (guild artisan, guild merchant) are tradesfolk and merchants who have grown wealthy from business. Jewellery and silversmithing are significant local trades.
The small city of Silber Stadt homes many wealthy burgher families (guild artisan, guild merchant again), but some hail from meaner slums (criminal, urchin, entertainer). Its small University nurtures many scholars (sage).
Those who live in the region’s foggy forests and rugged mountains often live in remote communities where strangers are seldom seen. These might include hunters, foresters, high country goatherds and poachers (adjust outlander).
Holy folk might hail from the Cathedral in Silber Stadt or its remote mountain monastery (hermit, adept).
The river serves as the highway linking the local towns. Many are born on its banks and work it as water-wise boatmen or fisherfolk (sailor).
The Count maintains a tiny local regiment of soldiers. Some locals have wandered from the region in search of adventure as soldiers (soldier).
Local wandering communities have long lived in the region, working as tinkers, pedlars and itinerant workers (charlatan, entertainer)

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