
Tom_Kalbfus |
I am working on a 3.5 campaign, I've entitled [u]The Thirteen Colonies Campaign[/u]. I have been using the old Dungeons & Dragons 3.5 rules, because I really didn't like the 4th edition rules, I thought it was really unnecessary to try to make all the character classes equal, and to devote an entire chapter for each character class. The character sheets were more complicated, and so were the combat rules, I thought Wizards was going in the wrong direction with their new game. In short I was completely lost with an unfamiliar game system, and I didn't like such a steep learning curve and all the additional books I would have to buy to get back to something approaching the same coverage as the 3.5 core rulebooks.
That said I stuck to the old system, I was familiar with, then I saw the Pathfinder Beastiary, it looked like a Monster Manual with a lot of familiar monsters in it, and basically that's what it was. I'm new here so please bear with me, this is my first post. I thought great, someone's still publishing the 3.5 game. So I'm interested in porting my 3.5 D&D game to this Pathfinder system. I have yet to buy the Core rulebook, but I have the stated Beastiary.
So what is [u]The Thirteen Colonies Campaign[/u]?
Imagine the Earth split in two by a demarkation line matching the longitudes 30 degrees west from pole to pole and 150 degrees east from pole to pole, basically half the planet. The Old World is "historical", there is no monsters no magic and plenty of historical character from the 18th century including kings and queens, and emperors familiar to your history books, but the Western Hemisphere is the Fantasy Hemisphere, all the rules of 3.5 apply there, and gunpowder and steam technology doesn't work there, there is a limit on the energy intensity of explosive chemicals, and steam pressure doesn't build with sufficient intensity to run an efficient steam Engine, sort of like S.M. Stirling's Emberverse series, only this didn't just happen to a technological civilization, the Western Hemisphere was always this way, you just cross the demarkation line to go from historical to fantasy and back again.
The Historical Date for this parallel Universe is 1764. Much of the history in this parallel universe is similar to our own. The events and rulers of the Old World Eastern Hemisphere follows our own history with regards to rulers wars and so forth, but wooden ships sailing west enter a fantasy universe with fantasy races, and magic although the continental outlines and major geographic features are the same as in our western Hemisphere. I've already created stats of a Fantasy George Washington who wears full plate armor, and is basically a Cavalier type Fighter with horses, a plantation, and slaves.
Replacing the Indians are elves, dwarves, halflings, gnomes, and half-elves plus monster races (orcs, hobgoblins etc), and monsters (dragons etc). The British have basically established 13 colonies on the Eastern coast of North America, but have had to adapt to the local conditions. Ben Franklin is a wizard in this world for example. The wooden sailing ships are more advanced than standard 3.5. I've created a new currency system based on the British pound, and I relabled the equipment list so that its denominated in this new currency.
There you have it in a nutshell, so what do you think of this idea, and any suggestions or comments?

Blake Ryan |

Stardust (movie) has a similar premise, with the normal world and a fantasy world coexisting, as did Garth Nix novel series Sabriel, Lirael,
Abhorsen.
You may want to decide if some, all or no one is aware of the 'other world' and if so, are people trying to mix the worlds or prevent travel to and from them.
Are groups from either side trying to infiltrate, conquer or destroy the other side?
You don't have to throw out all the of American Indian stuff, there are many native american legends of giant animals and shapeshifters after all.
Since this will be very U.S.A based, you could have historial events mirrored, such as the Salem Witchcraft trials. Likewise you could have Greyhound carriage travel company and the Amtrak magical airship trade route from coast to coast.
Being earth based you could use the old pantheons from ancient Greece, Scandanavia, Egypt and Aztec, not to forget indian animal spirit totems.
After all why make up new gods when you can have followers simply sail west to avoid oppression of the crusades or inquisition.

Tom_Kalbfus |
Actually it is set in the year 1764, this fantasy world isn't very secret, it is rather "in your face". There are American Indians, they just happen to be wild elves rather than humans. So far, I've used the Norse Mythos, these gods actually exist rather than just reflect the beliefs of the Native Americans (The Native Americans include Elves, dwarves, halflings, gnomes, orcs, trolls, gnolls and the like, the only thing that's missing are native humans). Those native Americans that don't worship the Norse Gods are Druids, the Native American beliefs we're familiar with are encompased in the Druidic sphere, these are the "nature gods", while the Norse Dieties have elbowed their way in at around 1000 AD along with the Vikings, and have since taken on a life of their own, many of the native Americans thought it prudent to take up worship of them, and they have been pushing aside Drudic beliefs for 700 years.
The European explorers and colonists have found that their gunpowder doesn't work in this hemisphere, Benjamin Franklin has found that electricity doesn't behave the same in the West and Eastern Hemisphere, basically he found that lightning was electricity in the Eastern Hemisphere and Magic in the Western Hemisphere. Creatures that move across the demarkation line into the Eastern Hemisphere lose their magical abilities. A beholder who crosses the demarkation line, for instance loses his power of levitation, his eyes don't work, and he splashes into the ocean and drowns. Dragons lose their intelligence and their breath weapons and cannot fly, unless they were in human form at the time of the crossing, in which case they are stuck in human form until they cross back. Elves, dwarves, halflings, gnomes, and orcs have been brought over to Europe, and the magic using classes have found that they couldn't cast spells, they retain their low light vision as that's not magic based. Magic items lose their enchantments when they are brought to the Old World, but regain them when they are brought back The Europeans have been in the colonies since the 1600s and that has given them plenty of time to lean to cast spells and gain levels in the magic using classes. Some Christian clerics have also gained the ability to cast clerical spells, though the God Yahweh has not manifested Himself here.

Michael Johnson 66 |

Actually it is set in the year 1764, this fantasy world isn't very secret, it is rather "in your face". There are American Indians, they just happen to be wild elves rather than humans. So far, I've used the Norse Mythos, these gods actually exist rather than just reflect the beliefs of the Native Americans (The Native Americans include Elves, dwarves, halflings, gnomes, orcs, trolls, gnolls and the like, the only thing that's missing are native humans). Those native Americans that don't worship the Norse Gods are Druids, the Native American beliefs we're familiar with are encompased in the Druidic sphere, these are the "nature gods", while the Norse Dieties have elbowed their way in at around 1000 AD along with the Vikings, and have since taken on a life of their own, many of the native Americans thought it prudent to take up worship of them, and they have been pushing aside Drudic beliefs for 700 years.
The European explorers and colonists have found that their gunpowder doesn't work in this hemisphere, Benjamin Franklin has found that electricity doesn't behave the same in the West and Eastern Hemisphere, basically he found that lightning was electricity in the Eastern Hemisphere and Magic in the Western Hemisphere. Creatures that move across the demarkation line into the Eastern Hemisphere lose their magical abilities. A beholder who crosses the demarkation line, for instance loses his power of levitation, his eyes don't work, and he splashes into the ocean and drowns. Dragons lose their intelligence and their breath weapons and cannot fly, unless they were in human form at the time of the crossing, in which case they are stuck in human form until they cross back. Elves, dwarves, halflings, gnomes, and orcs have been brought over to Europe, and the magic using classes have found that they couldn't cast spells, they retain their low light vision as that's not magic based. Magic items lose their enchantments when they are brought to the Old World, but regain them when they are brought back The Europeans have...
Pretty sweet ideas! I thought of an adventure idea set in the Old World:
By posing as fellow revolutionaries, a party of English agents manage to drug and kidnap the most powerful wizard of the colonies (whomever you decide that is), teleporting to a waiting English ship near the Demarcation with their victim, and then sail home to Merry Old to present their prize to His Insane Majesty King George.
The PCs are revolutionary heroes sent by General Washington to rescue the wizard. The PCs will have to rely on brawn and skill, as their magic will be useless in the Old World. (Which brings up a point -- what about spellcasting PCs? How much fun is the player of a wizard going to have being an old man with a stick and a pointy hat?)

Tim4488 |
This sounds like a lot of fun. Very cool. Stereo mentioned Northern Crown, which I'm not familiar with, but another Fantasy Flight Games setting, Dawnforge, has some similar themes of age of exploration and an "uncivilized" western continent, though the whole world is distinctly fantasy. Their western continent had native lizardfolk, no humans.
Ben Franklin as a wizard is fantastic.
Is there revolt brewing in the colonies? Do they resent being controlled by people that can't even cast a cantrip? What other powers are present in the new world? The French, the Spanish, the Dutch, the Portugese? How about Russia in what is modern-day Alaska/Western Canada/Northern US? What's going on in South America, Central America and Canada? Are Africa, Asia and Australia similarly magic-lacking?

Tom_Kalbfus |
Here are my official stats for George Washington by the way.
George Washington
Class: Aristocrat/Fighter;
Level: 3/9; Race: Human;
Size: Medium; Age: 30 years; Gender: Male; Height: 6'2"; Weight: 175 lbs.; Eye Color: Blue; Hair Color: Red-brown; Skin Color: Light Caucasian.
Abilities (Mods)
Str: 16 (+3)
Dex: 12 (+1)
Con: 11
Int: 15 (+2)
Wis: 16 (+3)
Cha: 18 (+4)
Saving Throws
Fortitude: +7
Reflex: +5
Will: +9
Defense
Hit Dice: 3d8 + 9d10 +12, Hit Points: 68; Armor: Full Plate +2 & light steel shield +1, Ring of Protection +1. Armor Rating: +13, Armor Class: 24, Touch: 12, Flat-Footed: 23; Initiative: +1, Speed: 20 ft.,
Attack
Base Attack Bonus: +11/+6/+1, Grapple: +14/+9/+4,
Longsword +16/+11/+6/+1
Longbow: +14/+9/+4
Base Damage Attacks 1d2 (S)/1d3 (M),
Longsword 1d6+6 (S)/ 1d8+6 (M)
Longbow 1d6 (S)/1d8 (M)
Skills
Appraise 3 (int) +5, Bluff 2 (cha) +6, Climb 2 (str)(Athletic) +7, Craft (Armorsmithing) 2 (int) +4, Craft (Bowmaking) 1 (int) +3, Craft (Weaponsmithing) 1 (int) +3, Diplomacy 3 (cha) +7, Disguise 2 (cha) +6, Forgery 2 (int) +4, Gather Information 2 (cha) +6, Handle Animal 4 (cha)(Animal Affinity) +10, Heal 2 (wis) +5, Hide 4 (dex) +5, Intimidate 3 (cha) +7, Jump 3 (str) +6, Knowledge 2 (Architecture) (int) +4, Knowledge 2 (Geography) (int) +4, Knowledge 2 (Local) (int) +4, Knowledge 2 (Nature) (int) +4, Knowledge 2 (Religion) (int) +4, Listen 3 (wis)(Alertness) +8, Move Silently 2 (dex) +3, Perform 2 (Act) (cha) +6, Perform 2 (Dance) (cha) +6, Perform 2 (Oratory) (cha) +6, Ride 2 (dex)(Animal Affinity) +5, Sense Motive 1 (wis) +4, Spot 1 (wis) (Alertness) +6, Survival 1(wis) +4, Swim 2(str)(Athletic) +7.
Feats
6 Feats + 5 Bonus Feats
Alertness, Animal Affinity, Athletic, Blind-Fight, Combat Expertise (Trade attack bonus for AC (max 5 points)), Improved Disarm (+4 bonus on disarm attempts; no attacks of opportunity), Leadership (Attracts loyal companions and devoted followers, subordinates who assist him.), Mounted Combat (Once per round when his mount is hit in combat, he may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if his Ride check result is greater than the opponent's attack roll.), Mounted Archery (The penalty he takes when using a ranged weapon while mounted is halved: -2 instead of -4 if his mount is taking a double move, and -4 instead of -8 if his mount is running.), Weapon Focus (longsword), Weapon Specialization (longsword), Weapon Focus (longbow).
Gear
+2 full plate, +1 heavy steel shield, ring of protection +1, longsword +1, longbow +1, £1,700.
George Washington was born on February 22, 1732 the first child of Augustine Washington and his second wife, Mary Ball Washington, on the family's Pope's Creek Estate near present-day Colonial Beach in Westmoreland County, Virginia. His father had four children by his first wife, Jane Butler: two died young, but two sons survived (Lawrence, born ca. 1718, and Augustine, born ca. 1720), making George the third son, but very much younger. Moving to Ferry Farm in Stafford County at age six, George was educated in the home by his father and eldest brother. The growth of tobacco as a commodity in Virginia could be measured by the number of slaves imported to cultivate it. When Washington was born, the population of the colony was 50 percent black, mostly enslaved Africans and African Americans.
Mount Vernon is a fortress with walls, a mote, and a drawbridge, with a number of men-at-arms in his employ for defense purposes, His plantation has a small village where he quarters his slave population. A number of his slaves are skilled craftsment, some of which are weaponsmiths and armorers who he tasked to provide the arms and equipment for himself and his retainers. Though not a member of the Nobility, George Washington certainly acts the part as many slaveowning planters with large estates often do, he harbors a hidden resentment for many of the British Nobility and Regular Troops for their snobbery towards colonials. George keeps his platemail painted blue as is the customary uniform for Colonial Militia officers, of which he was one, a veteran of the French and Barbarian War, with a distinguished record in leading men in battle, he is well regarded by many Viginian Colonists for his war service, though he was denied membership in the British Regular Officer corps.
Here is one of the Native Americans, she's a 1st level Barbarian, and could be used as a ready made PC.
Character Name: Brigga Player: Your Name Here
Class and Level: Barbarian/1st level Race: Elf Alignment: Chaotic good Deity: Freya
Size: Medium Age: 121 years Gender: Female Height: 5ft.3in. Weight: 120 lb. Eyes: Blue Hair: Blonde Skin: Light
Abilities
STR 16 (+3) HP 14 Speed 40 ft. (8 squares)
DEX 16 (+3) AC 13 (+3 Dex)
CON 12 (+1) Touch 13 Flat-Footed 10
INT 10 (0) Initiative +3
WIS 14 (+2)
CHA 9 (-1)
Saving Throws
Fort +4
Ref +3
Will +2
Base Attack Bonus +1 Spell Resistance: 0
Grapple +4
Attack Unarmed strike +4 melee 1d2+3/1d3+3/x2 Bludgeoning
Attack Longbow +5 ranged 1d6/1d8/x3 100 ft. Piercing
Attack Battleaxe +4 melee 1d6+3/1d8+3/x3 Slashing
Skills (24 Skill points)
Skill Name Key Ability Skill Modifier = Abil Mod + (Ranks)rank bns + Misc.
Climb +4 = (Str* +3 (1) Class +1)
Craft (Bowmaking) +1 = (Int +0(1) Class +1)
Handle Animal +0 = (Cha -1 (1) Class +1)
Heal +3 = (Wis +2 (2) +1)
Hide +4 = (Dex* +3 (2) +1
Intimidate +0 = (Cha -1 (1) Class +1)
Jump +4 = (Str* +3 (1) Class +1)
Knowledge (Local) +1 = (Int +0 (2) +1)
Listen +5 = (Wis +2 (2) +1 Elf +2)
Move Silently +4 = (Dex* +3 (2) +1)
Profession (Hunter/trapper) +3 = (Wis +2 (2) +1)
Ride +4 = (Dex +3 (1) Class +1)
Search +3 = (Int +0 (2) +1 Elf +2)
Spot +5 = (Wis +2 (2) +1 Elf +2)
Survival +3 = (Wis +2 (2) +1)
Swim +4 = (Str* +3 (1) Class +1)
Campaign: Thirteen Colonies
Experience Points: 0
Gear
Armor/Protective item: None Type: None AC Bonus: +0 Max Dex:00 Check penalty: -0 Spell failure: 0% Speed: 40 ft. Weight: 0 lb. Special properties: List properties here.
Shield/Protective item: None AC bonus: +0 Weight: 0 lb. Check penalty: -0 Spell failure: 0% Special properties: List properties here.
Protective item: None AC bonus: +0 Weight: 0 lb. Special properties: List properties here.
Other Possessions
Item: Longbow Book/Page: PHB/117 Weight: 3 lb.
Item: Battleaxe Book/Page: PHB/116 Weight: 6 lb.
Item: Arrows (20) Book/Page: PHB/117 Weight: 3 lb.
Total Weight Carried: 12 lb.
Light Load: 76 lb. or less Medium Load: 77-153 lb. Heavy Load: 154-230 lb.
Lift Over Head: 230 lb. Lift Off Ground: 460 lb. Push or Drag: 1150 lb.
Money
Half Pennies: 0 hfp x £0.0025
Copper Pennies: 0 cp x £0.005
Silver Shillings: 1 ss x £0.05
Quarters: 1 q x £0.25
Half Crowns: 0 hc x £0.50
Gold Crowns: 0 gc x £1.00
Monetary value: £0.30
Feats
Weapon Focus (Longbow)
Special Abilities
Fast movement, illiteracy, rage 1/day
Immunity to magic sleep effects, and a +2 racial saving throw against enchantment spells or effects
LowLight Vision.
Languages
English, Elven, Gnoll

Tom_Kalbfus |
Equipping a Character
Starting Packages
Table 7-1: Random Starting Money
Class Amount (average)
Barbarian £4d10 (£20.00)
Bard ---- £4d10 (£20.00)
Cleric -- £5d10 (£25.00)
Druid --- £2d10 (£10.00)
Fighter - £6d10 (£30.00)
Monk ---- £0.5d10 (£2.50)
Paladin - £6d10 (£30.00)
Ranger -- £6d10 (£30.00)
Rogue --- £5d10 (£25.00)
Sorcerer- £3d10 (£15.00)
Wizard -- £3d10 (£15.00)
Wealth and Money
Table 7-2: Coins
Coin Type ---------- Weight in pounds - Value
Copper Half-penny -- 1/24 -------------£0.0025
Copper penny ------ 1/12 ------------- £0.005
Silver Shilling ------- 1/12 ------------- £0.0833
Quarter ------------ 1/48 ------------- £0.25
Half Crown --------- 1/24 ------------- £0.50
Crown ------------- 1/12 ------------- £1.00
There are three basic coins in the thirteen colonies, the Copper penny which weighs one troy ounce or one twelveth of a pound, the Silver Shilling which weighs one fiftith of a pound, and the Royal Sovereign or more commonly called a Crown which weighs again one troy ounce or one twelveth of a pound. The Crown and the Penny are meant to be broken up into quarters, hence we have the Quarter penny, the Half penny, the Quarter Crown or just Quarter, and the Half Crown. The value of each coin in pounds sterling (£) is determined by the amount of precious metal in each coin. A pound sterling is the value of a pound of sterling silver and that is the basis of my equipment cost conversion.

Tom_Kalbfus |
Table 7-3: Trade Goods
Cost - Item
£0.0025 - Two and a half pounds of wheat
£0.0025 - One and a half pounds of flour, or one chicken
£0.01 --- One pound of iron
£0.10 --- One pound of tobacco or copper
£0.20 --- One pound of cinnamon, or one goat
£0.40 --- One pound of ginger or pepper, or one sheep
£0.60 --- One pig
£0.80 --- One square yard of linen
£1 ------ One pound of salt or silver
£2 ------ One square yard of silk, or one cow
£3 ------ One pound of saffron or cloves, or one ox
£12 ----- One pound of gold
£120 ---- One pound of platinum
Weapons
Table 7-5: Weapons
Simple Weapons ----- Cost --- Dmg(S) - Dmg (M) - Crit. - Rang. - Wgt1 - Type2
Unarmed Attacks
Gauntlet ----------------- £0.20 1d2 1d3 x2 1 lb. Bludgeoning
Unarmed strike --------- Free -- 1d2 -- 1d3 -- x2 -- Bludgeoning
Light Melee Weapons
Dagger ------------------- £0.40 -- 1d3 -- 1d4 -- 19-20/x2 -- 10 ft. -- 1 lb -- piercing or slashing
Dagger, punching ------ £0.40 -- 1d3 -- 1d4 x3 -- __ -- 1 lb. -- piercing
Gauntlet, spiked -------- £1.00 -- 1d3 -- 1d4 -- x2 -- __ -- 1 1b. -- Piercing
Mace, light --------------- £1.00 -- 1d4 -- 1d6 -- x2 -- __ -- 4 lb. -- Bludgeoning
Sickle --------------------- £1.20 -- 1d4 -- 1d6 -- x2 -- __ -- 2 lb. -- Slashing
One-Handed Melee Weapons
Club ----------------------- Free -- 1d4 -- 1d6 -- x2 -- 10 ft. -- 3 lb. -- Bludgeoning
Mace, heavy ------------- £2.40 -- 1d6 -- 1d8 -- x2 -- __ -- 8 lb. -- Bludgeoning
Morningstar ------------- £1.60 -- 1d6 -- 1d8 -- x2 -- __ -- 6 lb. -- Bludgeoning and piercing
Shortspear -------------- £0.20 -- 1d4 -- 1d6 -- x2 -- 20 ft. -- 3 lb. -- Piercing
Two-Handed Melee Weapons
Longspear4 --------------- £1.00 -- 1d6 -- 1d8 -- x3 -- __ -- 9 lb. -- Piercing
Quarterstaff5 ------------- Free -- 1d4/1d4 -- 1d6/1d6 -- x2 -- __ -- 4 lb. Bludgeoning
Spear --------------------- £0.40 -- 1d6 -- 1d8 -- x3 -- 20 ft. -- 6 lb. Piercing
Ranged Weapons
Crossbow, heavy ------- £10.00 -- 1d8 -- 1d10 -- 19-20/x2 -- 120 ft. -- 8 lb. Piercing
-- Bolts, crossbow (10) - £0.20 ------------------- 1 lb.
Crossbow, light ---------- £7.00 -- 1d6 -- 1d8 -- 19-20/x2 -- 80 ft. -- 4 lb. -- Piercing
-- Bolts, crossbow (10) - £0.20 ------------------- 1 lb.
Dart ------------------------ £0.10 -- 1d3 -- 1d4 -- x2 -- 20 ft. -- 1/2 lb. -- Piercing
Javelin --------------------- £0.20 -- 1d4 -- 1d6 -- x2 -- 30 ft. -- 2 lb. -- Piercing
Sling ----------------------- Free -- 1d3 -- 1d4 -- x2 -- 50 ft. -- 0 lb. -- Bludgeoning
-- Bullets, sling (10) ---- £0.02 ------------------- 5 lb.
Martial Weapons ----- Cost --- Dmg(S) - Dmg (M) - Crit. - Rang. - Wgt1 - Type2
Light Melee Weapons
Axe, throwing ----------- £1.20 -- 1d4 -- 1d6 -- x2 -- 10 ft. -- 2 lb. -- Slashing
Hammer, light ----------- £0.20 -- 1d3 -- 1d4 -- x2 -- 20 ft. -- 2 lb. -- Bludgeoning
Handaxe ----------------- £0.90 -- 1d4 -- 1d6 -- x3 -- __ -- 3 lb. -- Slashing
Kukri ---------------------- £1.20 -- 1d3 -- 1d4 -- 18-20/x2 -- __ -- 2 lb. -- Slashing
Pick, light ---------------- £0.60 -- 1d3 -- 1d4 -- x4 -- __ -- 3 lb. -- Piercing
Sap ----------------------- £0.20 -- 1d4 -- 1d6 x2 -- __ -- 2 lb. -- Bludgeoning
Shield, light ------------- special -- 1d2 -- 1d3 -- x2 -- __ -- special -- Bludgeoning
Spiked armor ----------- special -- 1d4 -- 1d6 -- x2 -- __ -- special -- Piercing
Spiked shield, light ---- special -- 1d3 -- 1d4 -- x2 -- __ -- special -- Piercing
Sword, short ------------ £1.50 -- 1d4 -- 1d6 -- 19-20/x2 -- __ -- 2 lb. -- Piercing
One-Handed Melee Weapons
Battleaxe ---------------- £1.50 -- 1d6 -- 1d8 -- x3 -- __ -- 6 lb. -- Slashing
Flail ----------------------- £1.20 -- 1d6 -- 1d8 -- x2 -- __ -- 5 lb. -- Bludgeoning
Longsword -------------- £2.25 -- 1d6 -- 1d8 -- 19-29/x2 -- __ -- 4 lb. -- Slashing
Pick, heavy ------------- £1.20 -- 1d4 -- 1d6 -- x4 -------- __ -- 6 lb. -- Piercing
Rapier ------------------- £3.00 -- 1d4 -- 1d6 -- 18-20/x2 -- __ -- 2 lb. -- Piercing
Scimitar ----------------- £2.25 -- 1d4 -- 1d6 -- 18-20/x2 -- __ -- 4 lb. -- Slashing
Shield, heavy ---------- special -- 1d3 -- 1d4 -- x2 -------- __ -- special -- Bludgeoning
Spiked shield, heavy - special -- 1d4 -- 1d6 -- x2 -------- __ -- special -- Piercing
Trident ------------------ £2.25 -- 1d6 -- 1d8 -- x2 ------ 10 ft. -- 4 lb. -- Piercing
Warhammer ------------ £1.80 -- 1d6 -- 1d8 -- x3 -------- __ -- 5 lb. -- Bludgeoning
Two-Handed Melee Weapons
Falchion ------------ £11.25 -- 1d6 -- 2d4 -- 18-20/x2 -- __ -- 8 lb. -- Slashing
Glaive4 --------------- £1.20 -- 1d8 - 1d10 -- x3 -------- __ - 10 lb. -- Slashing
Greataxe ------------- £3.00 - 1d10 - 1d12 -- x3 -------- __ - 12 lb. -- Slashing
Greatclub ------------ £1.00 -- 1d8 - 1d10 -- x2 -------- __ -- 8 lb. -- Bludgeoning
Flail, heavy --------- £2.25 -- 1d8 - 1d10 -- 19-20/x2 -- __ - 10 lb. -- Bludgeoning
Greatsword ----------- £7.50 - 1d10 -- 2d6 -- 19-20/x2 -- __ -- 8 lb. -- Slashing
Guisarme4 ------------- £1.35 -- 1d6 -- 2d4 -- x3 -------- __ - 12 lb. -- Slashing
Halberd -------------- £1.50 -- 1d8 - 1d10 -- x3 -------- __ - 12 lb. -- Piercing or slashing
Lance4 ---------------- £1.50 -- 1d6 -- 1d8 -- x3 -------- __ - 10 lb. -- Piercing
Ranseur4 -------------- £1.50 -- 1d6 -- 2d4 -- x3 -------- __ - 12 lb. -- Piercing
Scythe --------------- £2.70 -- 1d6 -- 2d4 -- x4 -------- __ - 10 lb. -- Piercing or slashing
Ranged Weapons
Longbow ------------- £15.00 -- 1d6 -- 1d8 -- x3 --- 100 ft. -- 3 lb. -- Piercing
- Arrows (20) -------- £0.20 ---------------------------------- 3 lb.
Longbow, composite -- £20.00 -- 1d6 -- 1d8 -- x3 --- 100 ft. -- 3 lb. -- Piercing
- Arrows (20) -------- £0.20 ---------------------------------- 3 lb.
Shortbow ------------- £6.00 -- 1d4 -- 1d6 -- x3 ---- 60 ft. -- 2 lb. -- Piercing
- Arrows (20) -------- £0.20 ---------------------------------- 3 lb.
Shortbow, composite - £15.00 -- 1d4 -- 1d6 -- x3 ---- 70 ft. -- 2 lb. -- Piercing
- Arrows (20) -------- £0.20 ---------------------------------- 3 lb.
Exotic Weapons ----- Cost --- Dmg(S) - Dmg (M) - Crit. - Rang. - Wgt1 - Type2
Light Melee Weapons
Kama ------------------- £0.40 ------ 1d4 ------- 1d6 ------- x2 ---- __ ---- 2 lb. - Slashing
Nunchaku -------------- £0.40 ------ 1d4 ------- 1d6 ------- x2 ---- __ -- 2 lb. - Bludgeoning
Sai ----------------------- £0.20 ------ 1d3 ------ 1d4 ------- x2 - 10 ft. - 1 lb. - Bludgeoning
Siangham --------------- £0.60 ------ 1d4 ----- 1d6 -------- x2 ---- __ -- 1 lb. - Piercing
One-Handed Melee Weapons
Sword, bastard -------- £5.25 ------ 1d8 --- 1d10 - 19-20/x2 -- __ -- 6 lb. - Slashing
Waraxe, dwarven ----- £4.50 ------ 1d8 --- 1d10 ----- x3 ------ __ -- 8 lb. - Slashing
Whip4 --------------------- £0.20 ------ 1d2 ---- 1d3 ------ x2 ------ __ -- 2 lb. - Slashing
Two-handed Melee Weapons
Axe, orc double5 ---------- £9.00 --- 1d6/1d6 -- 1d8/1d8 --- x3 ------ __ -- 15 lb. - Slashing
Chain, spiked4 ------------ £3.75 ------ 1d6 ---- 2d4 ------ x2 ------ __ -- 10 lb. -Piercing
Flail, dire5 ------------- £13.50 --- 1d6/1d6 -- 1d8/1d8 --- x2 ------ __ -- Blugeoning
Hammer, gnome hooked5 ----- £3.00 --- 1d6/1d4 -- 1d8/1d6 -- x3/x4 ---- __ -- 6 lb. -Bludgeoning or piercing
Sword, two-bladed5 ------- £15.00 --- 1d6/1d6 -- 1d8/1d8 -- 19-20/x2 - __ -- 10 lb. - Slashing
Urgrosh, dwarven5 --------- £7.50 --- 1d6/1d4 -- 1d8/1d6 --- x3 ------ __ -- 12 lb. - Slashing or piercing
Ranged Weapons
Bolas -------------------- £1.00 ------ 1d3 ---- 1d4 ------ x2 --- 10 ft. -- 2 lb. - Bludgeoning
Crossbow, hand ---------- £20.00 ------ 1d3 ---- 1d4 -- 19-20/x2 - 30 ft. -- 2 lb. Piercing
- Bolts (10) ------------- £0.20 ------------------------------------------- 1 lb.
Crossbow, repeating heavy £80.00 ------ 1d8 --- 1d10 -- 19-20/x2 - 120 ft. - 12 lb. Piercing
- Bolts (5) -------------- £0.20 ------------------------------------------- 1 lb.
Crossbow, repeating light £50.00 ------ 1d6 ---- 1d8 -- 19-20/x2 -- 80 ft. - 6 lb. Piercing
- Bolts (5) ------------- £0.20 ------------------------------------------- 1 lb.
Net --------------------- £4.00 ----------------------------------- 10 ft. - 6 lb.
Shuriken (5) ------------ £0.20 -------- 1 ----- 1d2 ----- x2 ----- 10 ft. - 1/2 lb. Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies "and," or either type (player's choice at time of attack) if the entry specifies "or."
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.
Table 7-6:Armor and Shields
Armor ----------------- Cost ---- Bns -- ^Dex -- Chk - -- Spell Fail - Mv 30' -- 20' -- Wgt1
Light armor
Padded --------------- £1.00 ---- +1 -- +8 -------- 0 ------- 5% -------- 30 ft. -- 20 ft. -- 10 lb.
Leather -------------- £2.00 ----- +2 -- +6 -------- 0 ------- 10% ------ 30 ft. -- 20 ft. -- 15 lb.
Studded leather ------ £5.00 --- +3 -- +5 ------- -1 ------ 15 % ------ 30 ft. -- 20 ft. -- 20 lb.
Chain shirt --------- £10.00 ----- +4 -- +4 ------- -2 ------- 20% ------ 30 ft. -- 20 ft. -- 25 lb.
Medium armor
Hide ----------------- £3.00 ------- +3 -- +4 ------- -3 ------- 20% ------ 20 ft. -- 15 ft. -- 25 lb.
Scale mail ----------- £5.00 ------ +4 -- +3 ------- -4 ------- 25% ------ 20 ft. -- 15 ft. -- 30 lb.
Chainmail ----------- £15.00 ----- +5 -- +2 ------- -5 ------- 30% ------ 20 ft. -- 15 ft. -- 40 lb.
Breastplate --------- £20.00 ----- +5 -- +3 ------- -4 ------- 25% ------ 20 ft. -- 15 ft. -- 30 lb.
Heavy armor
Splint mail --------- £20.00 ------- +6 -- +0 ------- -7 ------- 40% ----- 20 ft.2 -- 15 ft.2 -- 45 lb.
Banded mail --------- £25.00 ---- +6 -- +1 ------- -6 ------- 35% ----- 20 ft.2 -- 15 ft.2 -- 35 lb.
Half-plate ---------- £60.00 ------ +7 -- +0 ------- -7 ------- 40% ----- 20 ft.2 -- 15 ft.2 -- 50 lb.
Full plate --------- £150.00 ------ +8 -- +1 ------- -6 ------- 35% ----- 20 ft.2 -- 15 ft.2 -- 50 lb.
Shields
Buckler -------------- £3.00 ------- +1 -- __ ------- -1 ------- +5% ---- __ -------- __ ------ 5 lb.
Shield, light wooden - £0.60 --- +1 -- __ ------- -1 ------- +5% ---- __ -------- __ ------ 5 lb.
Shield, light steel -- £0.90 ------ +1 -- __ ------- -1 ------- +5% ---- __ -------- __ ------ 6 lb.
Shield, heavy wooden - £1.40 - +2 -- __ ------- -2 ------- +15% -- __ -------- __ ------ 10 lb.
Shield, heavy steel -- £2.00 ---- +2 -- __ ------- -2 ------- +15% -- __ -------- __ ------ 15 lb.
Shield, tower -------- £6.00 ----- +43 - +2 ------ -10 ------ +50% -- __ -------- __ ------ 45 lb.
Extras
Armor spikes --------- +£5.00 --- __ -- __ ------- __ ------ __ ------- __ -------- __ ------ +10 lb.
Gauntlet, locked ----- £0.80 ---- __ -- __ -------- Special - 4 -------- __ -------- __ ------ +5 lb.
Shield spikes -------- +£1.00 --- __ -- __ -------- __ ------ __ ------- __ -------- __ ------ +5 lb.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
2 When running in heavy armor, you move only triple your speed, not quadruple.
3 A tower shield can instead grant you cover. See the description.
4 Hand not free to cast spells.

Tom_Kalbfus |
Table 7-8: Goods and Services
Adventuring Gear
Item ------------------- Cost ----- Weight
Backpack -------------- £0.40 ----- 2 lb.
Barrel (empty) -------- £0.40 ---- 30 lb.
Basket (empty) ------- £0.08 ----- 1 lb.
Bedroll ------------------ £0.02 ----- 5 lb.
Bell --------------------- £0.20 ----- __
Blanket, winter ------- £0.10 ----- 3 lb.
Block and tackle ------ £1.00 ----- 5 lb.
Bottle, wine, glass --- £0.40 ----- __
Bucket (empty) ------- £0.10 ----- 2 lb.
Caltrops ---------------- £0.20 ----- 2 lb.
Candle ------------------ £0.0025 -- __
Canvas (sq. yard) ---- £0.02 ------ 1 lb.
Case, map or scroll -- £0.20 ------ 1/2 lb.
Chain (10 ft.) ---------- £3.00 ------ 2 lb.
Chalk, 1 piece --------- £0.0025 --- __
Chest (empty) --------- £0.40 ------ 25 lb.
Crowbar ---------------- £0.40 ------ 5 lb.
Firewood (per day) --- £0.0025 --- 20 lb.
Fishhook ---------------- £0.02 ------ __
Fishing net, 25 sq. ft. - £0.80 ----- 5 lb.
Flask (empty) ----------- £0.0075 -- 1-1/2 lb.
Flint and steel ---------- £0.20 ------ __
Grappling hook --------- £0.20 ------ 4 lb.
Hammer ------------------ £0.10 ------ 2 lb.
Ink (1 oz. vial) ---------- £1.60 ------ __
Inkpen ------------------- £0.02 ------ __
Jug, clay ------------------ £0.0075 -- 9 lb.
Ladder, 10-foot --------- £0.0125 -- 20 lb.
Lamp, common ---------- £0.02 ----- 1 lb.
Lantern, bullseye ------- £2.40 ----- 3 lb.
Lantern, hooded -------- £1.40 ----- 2 lb.
Lock
Very simple --------------- £4.00 ----- 1 lb.
Average ------------------- £8.00 ----- 1 lb.
Good --------------------- £16.00 ----- 1 lb.
Amazing ----------------- £30.00 ----- 1 lb.
Manacles ------------------ £3.00 ----- 2 lb.
Manacles, masterwork -- £10.00 --- 2 lb.
Mirror, small steel -------- £2.00 ----- 1/2 lb.
Mug/Tankard, clay ------- £0.005 ---- 1 lb.
Oil (1-pint flask) ---------- £0.02 ------ 1 lb.
Paper (sheet) ------------- £0.08 ------ __
Parchment (sheet) ------- £0.04 ------ __
Pick, miner's --------------- £0.60 ------ 10 lb.
Pitcher, clay --------------- £0.005 ----- 5 lb.
Piton ------------------------ £0.02 ------ 1/2 lb.
Pole, 10-foot -------------- £0.04 ------ 8 lb.
Pot, iron -------------------- £0.05 ------ 10 lb.
Pouch, belt (empty) ------ £0.20 ------ 1/2 lb.
Ram, portable ------------- £2.00 ------ 20 lb.
Rations, trail (per day) -- £0.10 ------ 1 lb.
Rope, hempen (50 ft.) --- £0.20 ------ 10 lb.
Rope, silk (50 ft.) --------- £2.00 ------ 5 lb.
Sack (empty) -------------- £0.02 ------ 1/2 lb.
Sealing wax --------------- £0.20 ------ 1 lb.
Sewing needle ------------ £0.10 ------ __
Signal whistle ------------- £0.16 ------ __
Signet ring ----------------- £1.00 ------ __
Sledge ---------------------- £0.10 ------ 10 lb.
Soap (per lb.) ------------- £0.10 ------ 1 lb.
Spade or shovel ---------- £0.40 ------ 8 lb.
Spyglass ------------------- £50.00 ----- 1 lb.
Tent ------------------------- £2.00 ------ 20 lb.
Torch ----------------------- £0.0025 ---- 1 lb.
Vial, ink or potion --------- £0.20 ------ 1/10 lb.
Waterskin ------------------ £0.20 ------ 4 lb.
Whetstone ----------------- £0.005 ---- 1 lb.

Tom_Kalbfus |
Special Substances and Items
Item ------------------------ Cost ----------------- Weight
Acid (flask) ------------------ £2.00 ----------------- 1 lb.
Alchemist's fire (flask) ---- £4.00 ----------------- 1 lb.
Antitoxin (vial) ------------ £10.00 ----------------- __
Everburning torch -------- £22.00 ----------------- 1 lb.
Holy water (flask) ---------- £5.00 ----------------- 1 lb.
Smokestick ------------------ £4.00 ----------------- 1/2 lb.
Sunrod ----------------------- £0.40 ----------------- 1 lb.
Tanglefoot bag ------------ £10.00 ----------------- 4 lb.
Thunderstone --------------- £6.00 ----------------- 1 lb.
Tindertwig -------------------- £0.20 ----------------- __
Tool and Skill Kits
Item -------------------------------- Cost ----------------- Weight
Alchemist's lab -------------------- £100.00 ---------------- 40 lb.
Artisan's tools ------------------------ £1.00 ----------------- 5 lb.
Artisan's tools masterwork ------- £11.00 ----------------- 5 lb.
Climber's kit ------------------------- £16.00 ------------------ 5 lb.
Disguise kit -------------------------- £10.00 ------------------ 8 lb.
Healer's kit -------------------------- £10.00 ------------------ 1 lb.
Holly and mistletoe ------------------- __ --------------------- __
Holy symbol, wooden --------------- £0.20 ------------------- __
Holy symbol, silver ------------------- £5.00 ------------------- 1 lb.
Hourglass ------------------------------ £5.00 ------------------- 1 lb.
Pocket Watch ------------------------- £5.00 ------------------ __
Magnifying glass --------------------- £5.00 ------------------- __
Glasses ------------------------------- £10.00 ------------------ __
Musical instrument, common ------- £1.00 ------------------- 3 lb.
Musical instrument, masterwork - £20.00 ------------------ 3 lb.
Scale, merchants's ------------------- £0.40 ------------------- 1 lb.
Spell component pouch ------------- £1.00 ------------------- 2 lb.
Spellbook, wizard's ------------------ £3.00 ------------------- 3 lb.
Thieves' tools ------------------------- £6.00 ------------------- 1 lb.
Thieves' tools, masterwork ------- £20.00 ------------------ 2 lb.
Tool, masterwork ------------------- £10.00 ------------------ 1 lb.
Grandfather clock ------------------- £25.00 ------------------ 100 lb.

Tom_Kalbfus |
Clothing Item ---------------------- Cost ----------- Weight
Artisan's outfit ------------------------------- £0.20 ------------ 4 lb.1
Cleric's vestments ---------------------------- £1.00 ------------ 6 lb.1
Cold weather outfit --------------------------- £1.60 ------------ 7lb.1
Courtier's outfit ------------------------------ £6.00 ------------ 6 lb.1
Entertainer's outfit ---------------------------- £0.60 ----------- 4 lb.1
Monk's outfit -------------------------------- £1.00 ------------ 2 lb.1
Noble's outfit -------------------------------- £15.00 ---------- 10 lb.1
Peasant's outfit ------------------------------- £0.02 ----------- 2 lb.1
Royal outfit ---------------------------------- £40.00 ---------- 15 lb.1
Scholar's outfit ------------------------------- £1.00 ----------- 6 lb.1
Traveler's outfit ------------------------------ £0.20 ----------- 5 lb.1
Food, Drink, and Lodging
Item --------------------- Cost ------------------ Weight
Ale
-- Gallon ----------------- £0.04 ---------------- 8 lb.
-- Mug -------------------- £0.01 ---------------- 1 lb.
Banquet (per person) - £2.00 ---------------- __
Bread, per loaf ---------- £0.005 -------------- 1/2 lb.
Cheese, hunk of -------- £0.02 ---------------- 1/2 lb.
Inn stay (per day)
-- Good ------------------- £0.40
-- Common --------------- £0.10
-- Poor -------------------- £0.04
Meals (per day)
-- Good ------------------- £0.10
-- Common --------------- £0.06
-- Poor -------------------- £0.02
Meat, chunk or ---------- £0.06 ----------------- 1/2 lb.
Wine
-- Common (pitcher) --- £0.04 ----------------- 6 lb.
-- Fine (bottle ----------- £2.00 ----------------- 1-1/2 lb.

Tom_Kalbfus |
Mounts and Related Gear
Item ------------------------------ Cost ---------- Weight
Barding
-- Medium creature ------------- x2 ------------- x1
-- Large creature ---------------- x4 -------------- x2
Bit and bridle ----------------- £0.40 -------------- 1 lb.
Dog, guard ------------------- £5.00
Dog, riding ------------------- £30.00
Donkey or mule --------------- £1.60
Feed (per day) ---------------- £0.01 --------------- 10 lb.
Horse
-- Horse, heavy --------------- £40.00
-- Horse, light ----------------- £15.00
-- Pony --------------------------- £6.00
Warhorse, heavy ------------- £80.00
-- Warhorse, light ------------- £30.00
-- Warpony --------------------- £20.00
Saddle
-- Military ------------------------- £4.00 --------------- 30 lb.
-- Pack ---------------------------- £1.00 --------------- 15 lb.
-- Riding -------------------------- £2.00 ------------------- 25 lb.
Saddle, Exotic
-- Military ----------------------- £12.00 ---------------- 40 lb.
-- Pack ---------------------------- £3.00 ---------------- 20 lb.
-- Riding -------------------------- £6.00 ---------------- 30 lb.
Saddlebags ---------------------- £0.80 ---------------- 8 lb.
Stabling (per day) -------------- £0.10
Transport
Adventuring Gear
Item ------------------- Cost ----- Weight
Carriage ----------------- £20.00
Cart ------------------------ £3.00
Barkentine ----------- £8000
Bark --------------------£7000
Brig -------------------- £6000
Sloop -------------------- £500
Brigantine ------------- £5000
Topsail Schooner ---- £7500
3-Masted Schooner £10,000
Rowboat -------------- £10.00
Oar ---------------------- £0.40
Sled --------------------- £4.00
Wagon ------------------ £7.00
Spellcasting and Services
Service --------------------------- Cost
Coach cab ----------------------- £0.0075 per mile
Hireling, trained ---------------- £0.06 per day
Hireling, untrained ------------- £0.02
Messanger ---------------------- £0.005 per mile
Road or gate toll -------------- £0.0025
Ship's passage ---------------- £0.02 per mile
Spell, 0-level ------------------ Caster level x £1.002
Spell, 1st-level ---------------- Caster level x £2.002
Spell, 2nd-level --------------- Caster level x £4.002
Spell, 3rd-level --------------- Caster level x &6.002
Spell, 4th-level --------------- Caster level x £8.002
Spell, 5th-level --------------- Caster level x £10.002
Spell, 6th level --------------- Caster level x £12.002
Spell, 7th level --------------- Caster level x £14.002
Spell, 8th level --------------- Caster level x £16.00
Spell, 9th level --------------- Caster level x £18.002
__ No weight, or no weight worth noting.
1 These items weigh one-quarter this amount when made for Small characters. Containers for small characters also carry one-quarter the normal amount.
2 See spell description for additional costs. If the additional costs put the spell's total cost above £600, that spell is not generally available except by the DM's permission.

![]() |

This is a very interesting idea – Leads nicely into the colonisation of Australia with convicts in 1788. The Price on farm implements seems to drop off by 1797 though. Sickle: 1s., 6d.; Axe: 2s.; Hoe 1s., 6d. Foodstuffs- Salt Beef per lb.: 9d.; Salted Pork: 1s.,3d., 3 farthings. Currency Exchange rates (1800AD)- Guinea………………1Pound, 2s.; Johanna…………4 pound; Half Dollar………….2pound; Ducat…………….9s., 6d.; Gold Mohur………..1 pound, 17s., 6d.; Spanish Dollar……….5s.; Rupee…………2s., 6d.; Dutch Guilder……………..2s.; English Shilling……….1s., 1d.; copper coin of one ounce……….2d.

Tom_Kalbfus |
This is a very interesting idea – Leads nicely into the colonisation of Australia with convicts in 1788. The Price on farm implements seems to drop off by 1797 though. Sickle: 1s., 6d.; Axe: 2s.; Hoe 1s., 6d. Foodstuffs- Salt Beef per lb.: 9d.; Salted Pork: 1s.,3d., 3 farthings. Currency Exchange rates (1800AD)- Guinea………………1Pound, 2s.; Johanna…………4 pound; Half Dollar………….2pound; Ducat…………….9s., 6d.; Gold Mohur………..1 pound, 17s., 6d.; Spanish Dollar……….5s.; Rupee…………2s., 6d.; Dutch Guilder……………..2s.; English Shilling……….1s., 1d.; copper coin of one ounce……….2d.
A sliver of Australia is in the Fantasy zone, as it lies east of 150 east longitude in the Pacific. All of New Zealand is in the Fantasy Realm, and might as well be called Narnia (just kidding of course). I chose my longitudes to include all of the Americas, a full 180 degrees of the world or half the planet, in so doing, it also includes the eastern tip of Siberia, and misses most of Japan except for some of the Kuril Islands. Hawaii is of course magical. I was thinking of Making New Zealand a Lost World of sorts, in the real world, it lacks native mammilian life, so in this one, its a logical place to put dinosaurs.
I've basically given you all of the tools you need to make characters in this world, if any of you would like to roll up a few. I don't want it to be jusy my world. The starting point is history, and making the change by assuming half the world is Magical, divided up roughly between the "Old World" and the "New World". The "Old World" continues along on the same historical path its been going on, the "New World" is a marked departure. I figure on doing scenarios from 1764 to 1805, so the Revolutionary War can be a part of it, as could the Lewis & Clark Expedition. Anything before 1764 is established history, it is the formative period for characters like George Washington, what we would call the French and Indian War. Elves, dwarves, gnomes, and halflings basically replace the Indians in this world. The Dwarves are fairly standard, they work metal which includes steel, they live in the mountains which include the Appalachians, and they trade with the elves. The political organization of the Dwarves are much like the ancient Greek City states, they are not much concerned with what goes on in the surface world other than the immediate vicinity of their underground mines and cities. A typical dwarven settlement might include up to 10,000 dwarves.
The Elves follow the lifestyles of the American Indians more closely, they are tribal, they purchased a lot of their steel arrowheads, knives, and swords from the dwarves, but don't do much metalworking themselves, their magic is naturalistic, their priests are druids.
Halflings were fairly tribalistic as well, until the arrival of the Europeans, they are very adaptable and have blended in quite well adopting the culture and practises of the European settlers, they look much like half-scale Europeans themselves and are often mistaken at first for children.
Gnomes lived in the forest, but have proven quite handy in making pocket watches and clocks as well as other mechanical things, they've moved into the settlers cities and towns and some have established shops where they do a brisk trade in the various items they build and sell. Gnomes however are very individualistic, they don't like to make too many of the same things, they'll make one watch, and then they'll make an entirely different watch with improvements made over the last one. Some human watchmakers like to take apart the Gnomish watches and try to copy them. A good number of gnomish devices are magical in some way or another, so simply taking them apart doesn't always reveal how they work.
Humans have arrived from Europe and as slaves from Africa, as in our history, many of the natives on the North American continent died from European diseases with the initial European settlements, those natives that still exist are the survivors of those plagues, the Africans proved more resistant to European diseases, so enslaving the natives did not catch on, black slaves however are brought over from Africa just as our history books describe. Many of the humans have studied magic upon their arrival, they've adapted spells they've learned from the elves, dwarves, halflings, and gnomes.
European clerics have gained the ability to cast clerical spells upon crossing the boundaries between the Old World and New, their God hasn't spoken to them in anyway, generally the communication has been more indirect than that, presumably if they did something that displeased God, they were not granted spells, generally things like commiting murder, and other things that were obvious sins against God or Christian Beliefs, nothing in thegray areas though that define the differences between Catholic and Protestant. For Jews it is much the same, but there are plenty of evil religions to balance out the good, generally they are pagan religions of some evil god, some good pagan dieties as well, but the evil ones most often manifest themselves in the material world in person, the good aligned gods and goddesses sometime make personal appearances, and the Monotheistic God Never, He just grants clerical spells to His clerics, and sometimes an angel shows up, but the days of Biblical interventions are over. The Angels themselves have very little guidance from God, so in many cases they are left to follow their own moral compases, to them God is just as mysterious as He is to many mortals.
Magic simply doesn't work in the Old World, whether its either wizardry or Clerical, the Gods themselves either don't know why this is or aren't telling, there is no authority from on high, who can give the answer to this mystery, it just is.

Ablemcman |
Are you still looking for an antagonist? I am running a similar campaign, (albiet from an entirely magical less historical look) and if you need A CE villain, why not use either Loki if you are going in the Norse direction , Or CN for the Coyote? Both are shapeshifting gods and cause mischeif, but would most liklely want to maintain their domain.

Tom_Kalbfus |
The Norse Gods came with the Vikings at around 1000 AD. The Vikings established a colony in Vinland, and then the weather grew worse cutting them off from Europe. Along with their beliefs, these Vikings brought along a connection to this magical world that the Viking Gods could cross, so they extended the Bifrost Bridge and entered the NEw World. The Vikings themselves married into elven tribes, and since they were outnumbered by the elves, and their population wasn't large enough for a self-sustaining human population, their heritage mixed with the elves surrounding them, their half-elven and elven offspring adopted the Viking Pantheon, and the Viking Gods noticing this took sides among the various elven tribes.
With the arrival of the later Europeans, some of the Viking Gods noticed secret of witches in the New England colonies, they went about casting spells, and some Viking God decided to intervene and show these witches how to cast proper spells that have effects, this God could have been Loki.
I wonder what sides the Gods would take in the American Revolution, what do you think? Would Thor side with the British or the American Colonists? Whatever side the Norse Gods would choose, Loki would probably take the opposite side. Norse Gods are basically European in character, so even though most of the European Colonists are Christians, I think some Norse Gods would take an interest in the doings of the European Colonists.

Kolokotroni |

This reminds me of the Novel American Gods by Neil Gaiman. Great Idea, and I'd love to play in something like this. It also reminds me of the Amber series, where gunpowder and technology in general did not work in amber (though there was an exception to this). Might be interesting if some old worlders managed to find a kind of combustable powder that worked in the new world that was starting to threaten the balance of power in the colonies.

Ablemcman |
Loki, Bart Simpson, and Coyote are really the same guy.
Ah, but do they know that?
Another idea, what if the Demarkation line flips on itself every 1-2000 years or so? So that the classical myths and Biblical Miracles actually occurred in real history- it might be a fun touch to slip in some flavour?
Also what is occurring in British / French, North America? Remember the 13 Colonies were NOT the first settlements in the Americas ( All I can picture is Christopher Columbus becoming a Lich and lording over latin america.)

![]() |

There was an old 3.0/3.5 setting I saw listed on Amazon a while back called "1492 - Conquest of Magic" that sounded similar to what you describe. I had it in my wish-list for years but in never became available. Not sure if it never got published or if Amazon just never got it. Anyone ever hear of it?

Tom_Kalbfus |
Heathansson wrote:Loki, Bart Simpson, and Coyote are really the same guy.Ah, but do they know that?
Another idea, what if the Demarkation line flips on itself every 1-2000 years or so? So that the classical myths and Biblical Miracles actually occurred in real history- it might be a fun touch to slip in some flavour?
Also what is occurring in British / French, North America? Remember the 13 Colonies were NOT the first settlements in the Americas ( All I can picture is Christopher Columbus becoming a Lich and lording over latin america.)
It works the same as in the Emberverse series that begins with [u]Dies the Fire[/u] by S.M. Stirling, the current novel I'm reading is [u]Meeting at Corvalis[/u], in that novel an "Event" happens in 1998 where there is a flash of light and suddenly all technology doesn't work. This means anything that relies on electricity, or fast exothermic reactions doesn't work. When you boil water, steam pressure builds to a point with increased temperature then levels off, making most steam engines impractical as well. I would have something like this happen in the Thirteen Colonies campaign, but in this case only half the world is in this effect, and I throw in magic and myth to compensate for this lack and make it a fantasy setting. For the other hemisphere, we'd use some variant of D20 Modern, though perhaps not all of those rules. Gunpowder weapons have a bonus to hit against Armor, for the typical 18th century weapons, pistols and rifles deduct up to 8 points from the armor bonus, that is if the armor gives you +6 to your armor class, the target would lose all 6 points of the armor bonus, but the dexterity modifier would still apply. If a full suit of armor + shield gives +10 of armor bonus, then the character wearing it would get +2 of benefit. Remember magical bonuses to Armor don't apply in the Eastern Hemisphere. Most 18th century soldiers in the East have given up armor, but in the west, its still useful, and thus The British Regulars and the Colonial Milita use it.

Tom_Kalbfus |
There was an old 3.0/3.5 setting I saw listed on Amazon a while back called "1492 - Conquest of Magic" that sounded similar to what you describe. I had it in my wish-list for years but in never became available. Not sure if it never got published or if Amazon just never got it. Anyone ever hear of it?
I'm assuming history loosely parallels our own, for instance the British win the French and Indian War in 1763, of course the Native Americans don't look like Indians, even Christopher Columbus could see that, what he saw were elves with pointy ears, and light complexion, appearing much as Europeans, they typical fantasy elf as seen in Lord of the Rings, having more almond-shaped eyes and so forth. The result is the native inhabitants, whether elf, halfling, gnome, or dwarf are not called "Indians" by the colonists.

Tom_Kalbfus |
Here is a typical Encounter with British Regular Cavalry, most British Cavalry are of this type:
Encounter: 10 British light cavalry, plus same number of light war horses.
Light Cavalry (2nd-level human warriors):
Number Appearing: 10;
Medium Humanoid (Human);
Hit Dice: 2d8;
Initiative: +1;
Speed: 30 ft. (6 squares) dismounted, use horse's speed when mounted; Armor Class: 16 (+1 Dex, +4 Chain shirt, +1 light steel shield);
Base Attack/Grapple: +2/+3;
Attack: Lance +1 melee charge (1d6+1(S) or 1d8+1(M) crit x3);
Full Attack: Lance +1 melee charge (1d6+1(S) or 1d8+1 (M)/ crit x3),
longsword +1 melee (1d6+1(S) or 1d8+1(M) crit 19-20/x2),
or light crossbow +1 ranged 80 ft. (1d6(S) or 1d8(M) crit 19-20/x2);
Space/Reach: 10 ft./5 ft. (when mounted with lance), otherwise 5 ft./5 ft.;
Special Attacks: None;
Special Qualities: None;
Saves: Fort +3, Ref +1, Will -1;
Abilities: Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8;
Skills: Climb +3, Handle Animal +3, Intimidate +2, Jump +4, Ride +6, Swim +3; Feats: Animal Affinity, Cleave;
Environment: Any;
Organization: 10 Cavalry troops (Usually all male)
Challenge Rating: 1
Treasure: per cavalry trooper (£2, 1 flask holy water).
Hit Points: 8, 5, 7, 10, 10, 7, 15, 15, 6, 11.
Light Warhorses:
Number Appearing: 10;
Large Animal;
Hit Dice: 3d8+9;
Initiative: +1;
Speed: 60 ft. (12 squares);
Armor Class: 18 (-1 size ,+1 Dex,+4 natural, +4 Chain barding), touch 10, flat-footed 17;
Base Attack/Grapple: +2/+9;
Attack: Hoof +4 melee (1d4+3);
Full Attack: 2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1);
Space/Reach: 10 ft./5 ft.;
Special Attacks: None;
Special Qualities: Low-light vision, scent;
Saves: Fort +6, Ref +4, Will +2;
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6;
Skills: Listen +4, Spot +4; Feats: Endurance, Run;
Environment: Temperate plains;
Organization: 10 horses (6 stallions, and 4 mares);
Challenge Rating: 1;
Hit Points: 22, 17, 22, 15, 23, 26, 26, 18, 24, 23,
All British cavalry or troops wear a red surcoat over their chain shirts, officers typically have better armor, plate armor is painted red according to regulation uniform code. An Army Captain or better is typically decked out in field plate half plate, or full plate mail.