Naamland Campaign
This campaign tems from a long-running desire to run a campaign of a more Scandinavian slant, with Norway-like nature and history.
My intention is to set the (start of the) campaign in an arbitrarily chosen earldom on the Tusseheim Peninsula, which is part of the Naamlands, and populated by humans of the Fraeging subrace. Of course they will also need Fraeging names.
The status level of the campaign can be fitted to the players' wishes, anything from the household of the earl and down to ordinary freemen.
Similarily, I do not have very set ideas about the violence level. I will be happy to game master a quite martial campaign, with petty warfare and raids, either against neighbours, invaders or cave goblins. I am on the other hand intrigued by having a more peaceful, economic campaign, with the characters as merchants, either local enterpeneurs or members of a foreign hanse, enriching themselves through trading, possibly even with dwarves and with cave goblins.
Note that dwarves and goblins in my campaign are not nearly as clearly "good" and "evil" as in your typical fantasy world, and that the goblins are fairly intelligent, tough, stronger than humans and with a keen sense of self-preservation. There will be no hacking down of cannon fodder.
Whatever campaign objectives, I plan on a 100-point level (adjusted up a bit if the campaign is high-status), with an all-human group of player characters (alternately, I could be persuaded to run an all-dwarven or all-cave goblin group). A sorcerer would probably only be welcome in a cave goblin group.
Whatever race, status and objectives the group might have, I want all player characters to be reasonably sane (sane players is a bit much to hope for, I guess), and preferrably to be created as an integrated group. For instance, characters could be blood relatives (perhaps brothers, cousins, or even father(s) and son(s)), colleagues (members of the same hanse or hird), friends, or any and all of the above. At any rate, the group should not be an arbitrary gathering without common goals.
The campaign is set some hundred years earlier on the timeline than campaigns I have run further south, with more primitive technology. (Chain)mail is the best armour available, with dwarf-crafted doublemail being the very best. Other armour available is cloth and leather (hard and soft), medium-sized Saxon and Norman shields are the norm, and chain coifs, leather helmets and pot helms. Typical (human) weapons are broadswords, battle axes, throwing axes, spears, atgeirs (short glaives) and bows.Gunpowder is unknown.