Exploring the Savage World of Keltica

Game Master ZenFox42

A Savage Worlds campaign in a fantasy setting (Elves, Dwarves, magic, etc.) with pre-Civil War technology (steam engines, locomotives, but only single-shot guns and no electricity).

CURRENT MAP


I’m thinking of a world where each “major” race (Dwarf, Elf, Hobbit, Human) evolved on its own continent, and about 100 years prior to the game, ocean-going ships became reliable and not only did all the races discover each other, but they discovered an “uninhabited” continent (well, there *are* Goblins and Orcs on it, but they don’t *really* count now, do they), and everyone’s been colonizing different parts of it (think North and South America in the 1500-1600’s being colonized by the English, French, and Spanish).

The technology level is that of right around the U.S. Civil war – steam engines, steam locomotives, and single-shot guns. It takes a few rounds to reload any gun, so bows and crossbows are still more deadly in the long run (and I'm adding an Edge to reduce reload times). This means science is firmly established, ocean navigation is not hit-or-miss anymore, and there are telescopes, microscopes, hot-air balloons, steam (paddle-wheel) boats for rivers, printing presses and mass-distribution of newspapers. There's no practical electricity of any kind (telegraph, light bulbs, phonograph, etc.).

Think of a "typical" D&D medieval world that's had an extra couple hundred years of scientific/technological advancement. But most of that "hi-tech" is back on your home continents. Compare the luxuries and such of London and Paris in 1850 to the U.S. western settlers in covered wagons having to hand-build their homes at the same time - big difference!

So on the coasts of this new continent, civilization is fairly well established, but probably not with ALL the modern conveniences of the "home" continents ("London" would have THE latest and greatest stuff and the highest quality-of-living [think Sherlock Holmes], but while early "New York" would be the height of civilization on this continent, it's still far behind "London"). A few railways connect the big cities on the coasts, and go a little ways inward, but the vast part of the center of the continent is "uncivilized". Besides Orcs, there's all kinds of beasties and humanoids that evolved only on this continent that the PC's wouldn't be familiar with.

Magic (of any sort) as a whole is not that common (maybe 1 person in 1000? 10,000?), but as PC's of course you might be on this adventure precisely because you do have the "gift"... Compared to PF it's definitely "low-magic" (you can't just walk into a shop and buy wands and such), but magic is still pretty powerful.

The PC’s would meet on a (steam-powered, screw-propeller) ship taking you to the “new world”, for whatever reason you decide for your PC. The party forms as you find like-minded people (or at least, ones that annoy you the least) during the month-long voyage. For whatever reasons you decide, you each intend on exploring the uncharted territories of the “new world” (as opposed to staying in the coastal colony cities). The game would start with you getting off the boat and preparing for your journey.

You can be any race you want, from any system or story you like. If you’re not human, at least one Edge AND Hindrance must go towards “defining” your race in some reasonable way (humans may get an extra Edge to compensate, I haven't decided yet). See SWD for some examples of what I mean, and please run your concept by me first (a description of the race, its Edge and Hindrance).

The SWD standard Arcane Powers (Magic, Miracles, and Psionics only) are available. Powers from the Fantasy Companion and Shaintar are allowed as well, if you have access to those. I have a couple of house rules which should make Powers more useful, and intend to add Power-based house rules as we go (always to your advantage). If you're not familiar with SW, their spell list may seem very short, but it provides the functionality of many dozens of PF's spells.