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From my initial post regading the Campaign:

The town where the story takes place was taken almost verbatim from TSR's original Boot Hill Module BH3 "Ballots and Bullets" by David James Ritchie).

The AD&D variations to the world are outlined as follows:

Background:

The game setting on this Alternate Earth will be southern Arizona in 1881, however this world has some very distinct differences from own Earth history, as this world has all of the standard AD&D humanoid races on it, spellcasting, and the polytheistic religions of an AD&D world rather than Earth’s Judeo-Christian background. Note, although this world his inhabited by the AD&D humanoid races (& centaurs), other mythical animals such as dragons and pegasi are only things of superstition.

Essentially, the different races of this world evolved as follows:

Central & Southern Europe – The lands are primarily Human, whose culture paralleled our own European history. Rather than the Protestant Reformation, this Europe had a similar bloody cultural conflict in the 14th to 16th Centuries, but it was based on Clerical vs. Magic-User magic. World exploration began during this time with a goal of either conquering new lands to spread their doctrine (The pro-mage countries of Spain, Portugal and France), or fleeing persecution (The pro-cleric countries of Great Britain, Italy, Greece, Germany and western Russia. Great Britain, Ireland and Scotland, follow the Celtic Pantheon. Italy and Greece follow the Greek Pantheon. Germany and western Russia primarily follow the Norse Pantheon).

Northern Europe – Scandinavia and Iceland were settled by Dwarves. They were this world’s Vikings, and conducted raids in the 10th to 12th century along north coastal Europe. While Germany and western Russia are still primarily human, they also have dwarvan populations who have greatly influenced these societies, including adopting the Dwarves’ Norse Pantheon as their deities. The Dwarves were the first explorers to the “New World”, establishing fortresses and colonies in Greenland and the Canadian Maritime provinces as early as the 12th century. The California Gold Rush of 1849 brought many dwarven miners down from Canada to prospect for gold.

North America – The native population are High Elves. Their culture resembles that of Native Americans. The only non-elvan race native to the continent is centaurs, whose culture is also similar to Native Americans. Their first encounter with other races was with the Dwarves, who built forts and small towns along the great rivers and lakes of North America, and traded with the Elves, but never sought to establish large colonies or farm the land. The Humans, however, arrived in the 17th century and have been pushing the elves further westward and onto the worst lands. There are a number of different tribes, but they can essentially be broken down into two main factions:

Pacifists: Elves who have taken the approach that these short-lived humans are not threats, so to just try to live with them. Many of these tribes have also taken in human Celts, whose druidic lifestyles were compatible with the Native American Pantheon. The small number of half-elves would be the result from of a union of these two groups.

Warriors: Elves who have finally gotten fed up with being pushed around and driven off their lands. These elves have been using guerilla tactics against the cowboys and ranchers. The United States Army has recently sent in cavalry units to deal with these elves.

South and Central America – The native population are Wood Elves. The pro-magic nations of Spain, Portugal and France have conquered these lands, and treat the native population as little more than slaves. Primarily Wood Elves and some Spaniards populate the politically disorganized land of Mexico.

Africa – This continent is the homeland to the Ogre, Gnoll and Hobgoblin races. During the 17th to 19th centuries, European humans captured Ogres from West Africa, bringing them to Europe and the Americas as slaves. During the years 1861 to 1864 the U.S. Civil War was fought to free the slaves. During the war several Union Army Battalions were formed with Ogre and Half-ogre troops. Many of these units still exist, and are with the Army out west dealing with the warrior Elvan issue.

Northern Asia – This is the land of Orcs and Half-orcs. This world’s Ghengas Khan was an orc. His army invaded Europe during the middle ages, bringing back tens of thousands of human women and children. The section of land comprised of central and eastern Russia, Mongolia, China and Korea are currently populated primarily by half-orcs and orcs. During the 19th century large numbers of these immigrated to California, and much of the railroad construction is being done with oriental orc and half-orc laborers.

Southern Asia – The lands from the middle east to the south pacific are home to the Goblin and Kobold races. Few of these humanoids have left their native lands. The Goblins of India are part of the British Empire, but are currently resisting their rule.

Pacific Ocean – The native populations of these islands are easy-going Gnomes. These gnomish lands have all been claimed by the European Humans, who the gnomes now work for.

Australia – The native populations of Australia are Halflings. Australia is part of the British Empire, which the astute Halflings have readily accepted, enjoying the benefits of being citizens of the Empire. Many Halflings have traveled abroad as British subjects, looking for commercial opportunities.

Antarctica – The southern continent is populated by Giants and Bugbears. They have only recently had encounters with the outside world, with human whaling ships now visiting their lands.



Promise City, Arizona: The town where the story takes place is populated primarily by humans, in all of the traditional western roles (gunslingers, cowboys, ranchers, farmers, saloongirls, wealthy Easterners, etc.). Also in town you will find a few pacifist elves or half-elves, a couple of ogre or half-ogre laborers, and a few opportunistic halflings. The silver mines have a few dwarven prospectors. The nearby railroad line is under construction by half-orc and ogre laborers. High elf tribes of both factions are in the area, and wood elves are not far to the south. Because of the warrior elves the U.S. Army is also not far away, with both humans and ogre soldiers.
 

Ok I had a brainstorm and I seeing this might work. The idea I am having now is making playable dragon-like races or humanoid dragons be my native Americans (as in the mexicans and indians) in this world. Several people here had ideas using elves, centaurs or lizardfolks as native american indians but as I read into more of the old west history; mexicans, indians and other indegious people were related in some-way and I wanted to the same connection in my world with a D&D race/creature and I wanted Dragons in this world, but I could not find a way to bring Dragons in yet until now. So now I have to find good playable humanoid dragon race(s) to be the core race(s) as the indegious people.
 

tecnowraith said:
... what if I made/use the locomotives as constructs; instead steam, elementals or magical stones? I'm still working on the idea but its different and unique.

I like that idea- it sounds workable. You might want to look at the Juggernaut for some ideas of how to implement it. It would give a whole new dimension to the tale of John Henry.
 

On dragons in your "Wild West" campaign:

I'd take a position similar to some of the movies like the dinosaurs in "The Valley of Gwangi" or "Q"...or the Kurt R.A. Giambastiani "Cloudfall" books...but making them extremely rare, possibly not even intelligent.

Or perhaps I'd borrow a page from Shadowrun and Dark Sun and use them full force, but keep them rare. Individual ones could be responsible for legends like Quezecoatl, Thunderbirds, or even the Roc and the Pheonix.

Perhaps they would even be worshiped as gods...
 

I would simply add gunsmiths to the setting and let them get on with their job of making sixshooters and rifles. It's the only way to be sure of a western feel. Gunmetal, powder, and lead - accept no substitute.
 

tecnowraith said:
The thing I am working on now are the playable races and which wild west culture would fit them more. I do not want to repeat the other campaigns like Eberron, FR or Iron Kingdoms. The cultures (or ethnic groups) that were popular in the west were Indians, Chinese, Mexicans, Spanish and European-American.

Humans are the obvious fit for the Europeans who've been here for a while.

Rural elves and aristocratic elves have been done to death. So why not make elves an analog to the more recent European Immigrants--Poor, Urban, and more than a little bit dissatisfied.

I think Dwarves are sort of a natural fit for the Chinese, stoically digging railroad tunnels through the high mountains.

Mexicans are basically mixed blood europeans and native american--If you're using your draconic race for natives, then a half-draconic would be appropriate.

Monstrous races make poor analogues to real-world races for a variety of reasons, so its probably wisest to just leave orcs out of the scheme and come up with some other excuse for their presence.

That leaves halflings as an analogue for Africans, and in a way it fits--Halflings seem the likeliest target for slavers.

Gnomes could swap for something really exotic, like middle-easterners or Indians-from-India.

Final note: If you really want a western feel, you'll want to really emphasize ranged combat at the expense of melee, and that means guns. Crossbows just don't pack enough of a punch to be a suitable replacement from a mechanical standpoint. Plus, I think the closer you get to real-world weapons, the closer you'll get to the western feel.

Try these stats:

[SBLOCK]Pocket Pistol:
2d4 damage, x2 crit, 40 ft. range, size small, magazine 6

Six-shooter:
2d6 damage, x2 crit, 40 ft. range, size medium, magazine 6

Heavy Pistol:
2d8 damage, x2 crit, 20 ft. range, size medium, magazine 4

Rifle:
2d10 damage, x2 crit, 100 ft. range, size large, magazine 15

Game Rifle:
2d12 damage, x2 crit, 180 ft. range, size large, magazine 1[/SBLOCK]
 

I didn't see it posted anywher else in this thread. If you have access to Ptolus: Monte Cook's City by the Spire he has incorporated pistols, rifles and the other useful weapons. Have a look at the technology chapler, he lists costs, full stats, descriptions, etc. Very useful information.


Modoc
 

Modoc said:
I didn't see it posted anywher else in this thread. If you have access to Ptolus: Monte Cook's City by the Spire he has incorporated pistols, rifles and the other useful weapons. Have a look at the technology chapler, he lists costs, full stats, descriptions, etc. Very useful information.


Modoc

Yeah, after doing some online research about this, I found out that the firearms are from Chaositech book that I own.
 

Ok After re-reading Chaositech (and I'm glad I got the book) and the equipment chapters I am seriously thinking of adding the rules for the firearms for the setting. I like what Monte said about Chaositech in which he describes in the introduction pseudoscience, the "fantasy science" apposed to science fantasy.
 

Into the Woods

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