Going out of a Limb, and trying American Fantasy


Homebrew and House Rules


I'm going to try an idea for a Pathfinder campaign setting based off of American Folklore.

Here's a tryout map:
Continent of Hesperidea

The idea is simple. An ancient civilization imparted all of their wisdom on a set of gold discs, and buried them. If they are ever unearthed, war comes to the continent. They were eventually unearthed, and the wars came.

There are a number of nations. I didn't draw any lines, but I'd like the time period to be late 18th Century, Early 19th Century. This is the third in my cycle of Campaign Settings based off of the real world.

List of races:
Core Races, of course.
A number of non-human races you can be:
* Dark Elves (5 subraces)
* Lizard-Folk (3 subraces: Iguana, Gecko, and Monitor Lizard/Komodo Dragon)
* Gnolls (these are good guys, mostly)
* The Orcs of Throkuda (Orcs from the Old World seeking to reclaim their shamanistic roots)
* Three kingdoms of Garou: Spanish, Dutch-English, and Sioux
* A race of Reindeer-men.
* A race of meat eating dinosaur men (They would be under the category of Lizardfolk, but they are not, trust me.)
* The Harrowed (Borrowed from Deadlands/WoW). An undead race that has regained much of their humanity. They are based in Salem, Mass.

Planned Features:
New Amsterdam (New York City): reveals their true nature as Garou.

Salem, Massachusetts becomes ground zero of an Undead infestation.

The United States of America is composed of the Northern Colonies, and the Central Colonies, and Pennsylvania.

The Crown Colonies are composed of the Southern Colonies. They are ruled by Prince Charles of the House of Hanover.

The central unifying figure is Benjamin Franklin, as he is the one that made the word "American" actually mean something. (I'm borrowing from the Alvin Maker series).

Players will play in an America that is defined by the Late 18th and Early 19th Centuries.

------------------
Classes:
-- Gunslinger: the Gunslinger replaces the Fighter.
-- Barbarian
-- Cleric: The Living Human Church of Christ in Salem, Massachusetts has it's own flavor. It's way in Right Field.
-- Inquisitor: No One Expects the Salem Inquisition! Actually, I thought a serious take on the Inquisitor would be very handy given the Undead Infestation in Salem. Necromancers are a problem, and they must be rooted out.
-- Paladin.
-- Sorcerer
-- Summoner
-- Swashbuckler
-- Wizard
-- Witch
-- Alchemist: Alchemists come in many different flavors, from Franklin's Alchemical science to Frankenstein Alchemical science. Alchemists are confused with Makers, below.

Psionic Classes
-- Psion: The rarest psion is the Shaper, called the Maker. Makers are worshipped because the Savior was one.
-- I'll work on these as time allows. :)

Story Points:
-- I figure the main theme of the campaign is to battle the Storm King.
-- I might have the Dragon Gate recovered, and activated, bringing the entire planet back online with the Dragon Gate/Stargate network at some point.
-- A whole campaign can be ran in Salem, Mass. alone, with the undead infestation.

----------------------------------

So, what do you guys think so far?


You say this is your third setting based on the real world. Any any of the others set in a semi-modern era? I'm just not sure that such a magic heavy system like PF is suitable.

I guess I would suggest you give consideration to cultures other than white American. How do groups like native Americans, former slaves, and those from neighboring countries fit in to the campaign setting? How about recent immigrants and foreign visitors? I mean, it's documented in actual history, but I'm wondering how it might change in a world with clerics and sorcerers.

We know about the major events in American history, but how significantly did PF's fantastic elements change them? A major event like the civil war could have played out very differently. Further south, maybe the conquistadors were repelled, instead of operating unchecked for so long. Maybe the Wild West isn't so wild if the native cultures possessed means to halt the westward expansion.

Also, the politics of the day. What happens to our historical assumptions when some of these historical figures have class levels?

I see that you are keeping the campaign confined to Salem, but working out some of these details can give additional life to a campaign like this, even if their influence is light.


I enjoyed the Alvin Maker series. Riiiight before Orson Scott Card went completely b$~$$#~.

Seems like a ton of Native American folklore would fit in perfectly. Where is it?

RPG Superstar 2012 Top 32

No rogues? No rangers? Why are you eliminating core classes?

No bard fiddler, drummer, fifer, bugler?

Have you read the Powder Mage trilogy?


Like how you've given Canada to a pair of evil sounding kings and the french. Because that sums Canada up perfectly.

What happened to England anyway?


Just some basic ideas I threw in, based on inspiration. I wanted to throw some ideas out, see what kind of response I get during brainstorming.

Native American Influences:
-- My folks gave me a Life book on Ancient American Civilizations, and I haven't time to study it.
-- As for lore, I'll add that in as soon as I have time to think on how it should fit. I don't want to borrow from Shadowrun or Deadlands in that case. I want time to think about it.

Conquistadors:
-- I was thinking that they were repelled in the Yucatan, but conquered Mexico. Cortèz couldn't stop himself from taking what was handed to him.

Wild West:
-- Actually it could have been wilder if the Natives could repel the Westward Expansion better than they had.

No rogues, rangers, or bards?:
-- Actually, to be honest, I don't have any ideas on how they could have operated last night.

Powder Mage trilogy? I'll keep that on my reading list. :)

Evil in the Great White North:
-- I had to put them somewhere. The only other place to put an evil sounding king is in Mexico. The Jaguar King. haha. :)

England:
-- It's been defeated in the Revolutionary War, but it has an invested interest in the Crown Colonies, where the country maintains a strong influence.

RPG Superstar 2015 Top 8

I agree you need to add more American Indian tribes, though I do see you included the Plains Indians (although have you made them all non-human? I find the implication that they are inhuman in a world of humans troubling). Especially as in a world with magic and magical creatures, some of the larger tribes might have well been able to hold their own against colonial invasion. This also means many tribes wouldn't have been relocated, such as the Cherokee, and that affects the layout of who lives where. ((ETA, as you ninjaed me: a book on "Ancient Civilizations" probably focuses on lost(ish) cultures like the Aztec and Inca. Do note many native American tribes, while ancient in origin, dwell to this day and have a lot of past and present history to tell that make up a crucial part of the history--and present day--of this continent. Some Internet searches can get you started. If you're anywhere near Washington, DC, I highly recommend a visit to the Smithsonian Museum of the American Indian.))

I too am curious as to why you've eliminated so many core classes, especially as bard, ranger, and rogue would be especially appropriate for 18th-19th century America. You need rangers alone for the Frontier! How else would you build Davy Crockett? Rogues are universal to any setting, and bards would both reflect loremasters like Ben Franklin and as well as the war-drummers and fife players mentioned upthread.

Brawler from the Advanced Class Guide would also be very appropriate. I especially find it odd that you would include paladin--a very medieval concept--but not ranger.

For your races, I am curious as to your reasoning for choosing the ones you chose. I am especially wondering, for an American folklore-based world, why you have so many non-American continental creatures. For example, you say gnolls are prominent, but gnolls are hyenas, which are. Likewise, reindeer are from Finland. (Deer people, I can see; reindeer, no.) And if I'm going to get really pedantic, dark elves are also from Norse myth (although of course a common fantasy race). It's one thing if you've decided all Standard Fantasy Races will be there, but another if you're trying to build from a certain lore.

Both United States folklore and American Indian mythology are full of amazing creatures that would be wonderful to include. A race of buffalo-people, for example (perhaps variant minotaurs). A coyote-trickster race. A whole race of Bigfoots.

A magical world based on the early United States would be an interesting place to explore indeed, and I wish you luck in your setting development.

Scarab Sages

I'm not sure why you would replace the fighter. Just run with Guns Everywhere, and they become simple weapons. Gunslingers are still masters at using them, but there is room for fighters as well, especially since melee weapons still exist, or for those using bows instead.


DeathQuaker wrote:
Likewise, reindeer are from Finland. (Deer people, I can see; reindeer, no.)

North American reindeer are called caribou.

DeathQuaker wrote:
Both United States folklore and American Indian mythology are full of amazing creatures that would be wonderful to include. A race of buffalo-people, for example (perhaps variant minotaurs). A coyote-trickster race. A whole race of Bigfoots.

And now I have new ideas for races for my Fantasy Wild West campaign setting. Buffalo/Bison minotaurs? Added. Coyote-folk equivalent to kitsune? Awesome idea!


Warhawk:
Neat.

Bigfeet are evolved from the Orangutan, and are made for long distance walking. Humans are evolved from the Bonobos, and are made for persistent running. ha. Biology lesson. :)

Coyotes I can see added.

Okay, Quaker first.

Quote: agree you need to add more American Indian tribes, though I do see you included the Plains Indians (although have you made them all non-human? I find the implication that they are inhuman in a world of humans troubling). Especially as in a world with magic and magical creatures, some of the larger tribes might have well been able to hold their own against colonial invasion. This also means many tribes wouldn't have been relocated, such as the Cherokee, and that affects the layout of who lives where. ((ETA, as you ninjaed me: a book on "Ancient Civilizations" probably focuses on lost(ish) cultures like the Aztec and Inca. Do note many native American tribes, while ancient in origin, dwell to this day and have a lot of past and present history to tell that make up a crucial part of the history--and present day--of this continent. Some Internet searches can get you started. If you're anywhere near Washington, DC, I highly recommend a visit to the Smithsonian Museum of the American Indian.))

-- Sorry for Ninjaing you. Yes, they do, and a visit can be doable. I just have to ask my wife if she wants to go sometime in Feb. She came for Christmas but the mountain slopes has her heart.

Quote:I too am curious as to why you've eliminated so many core classes, especially as bard, ranger, and rogue would be especially appropriate for 18th-19th century America. You need rangers alone for the Frontier! How else would you build Davy Crockett? Rogues are universal to any setting, and bards would both reflect loremasters like Ben Franklin and as well as the war-drummers and fife players mentioned upthread.

-- I hadn't thought of how they fit, but I'm getting an idea.

Quote: Brawler from the Advanced Class Guide would also be very appropriate. I especially find it odd that you would include paladin--a very medieval concept--but not ranger.

For your races, I am curious as to your reasoning for choosing the ones you chose. I am especially wondering, for an American folklore-based world, why you have so many non-American continental creatures. For example, you say gnolls are prominent, but gnolls are hyenas, which are. Likewise, reindeer are from Finland. (Deer people, I can see; reindeer, no.) And if I'm going to get really pedantic, dark elves are also from Norse myth (although of course a common fantasy race). It's one thing if you've decided all Standard Fantasy Races will be there, but another if you're trying to build from a certain lore.

-- Good point.

Quote Imbicatus: I'm not sure why you would replace the fighter. Just run with Guns Everywhere, and they become simple weapons. Gunslingers are still masters at using them, but there is room for fighters as well, especially since melee weapons still exist, or for those using bows instead.

-- GUNS ARE EVERYWHERE!! :D


Lets see . . .

Coyotl -- just a name for the Coyote race. 10 RP total.

Medium Humanoid (Coyotl)
* +2 Dexterity, +2 Charisma, -2 Wisdom: Coyotls are nimble on their feet, and have a reputation as tricksters. (Standard, 0 RP)[/i]

* [b]Base Speed: 30 ft. (0 RP)

* Change Shape (Su): A coyotl can assume the appearance of a specific single human form of the same sex. The coyotl always takes this specific form when she uses this ability. A coyotl in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability
otherwise functions as alter self, except that the coyotl does not adjust her ability scores. (3 RP)

* Coyote's Luck: Coyotls gain the following extraordinary ability: Once per day, when a coyotl makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must
decide to use this ability before attempting the saving throw. (Cat's Luck, 1 RP)

* Coyote Magic: The coyotls gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sounds, prestidigitation, speak with animals. The caster level for these effects is equal to the user's level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. (Gnome Magic, 2 RP).

* Desert Runner: Coyotls receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced
marches, starvation, thirst, and hot or cold environments. (2 RP)

* Natural Weapon: The coyotls gain a bite attack that does 1d4 damage. (Bite, 2 RP).

* Languages: Coyotls learn to speak Coyote and Common. Coyotls with high intelligence scores may learn to speak Draconic, Dwarven, Elvish, Sylvan, Carian (Bird language), Aklo, and Undercommon.


EltonJ wrote:

Evil in the Great White North:

-- I had to put them somewhere. The only other place to put an evil sounding king is in Mexico. The Jaguar King. haha. :)

Following his defeat by the priests of Thoth in Egypt, the great necromancer Napoleon fled to the colony of Qubec and raised a new army.


Ciaran Barnes wrote:
EltonJ wrote:

Evil in the Great White North:

-- I had to put them somewhere. The only other place to put an evil sounding king is in Mexico. The Jaguar King. haha. :)
Following his defeat by the priests of Thoth in Egypt, the great necromancer Napoleon fled to the colony of Qubec and raised a new army.

I like it. That's great! :) Napoleon would probably think that. :)

RPG Superstar 2012 Top 32

Personally, I've found that limiting classes can be really disruptive for players. As much as you may think it helps with the flavor of your campaign, it can cause a little bit of resentment. Especially if NPCs later show up in some of the banned classes.

Allow all the classes, and you'll be surprised how most players will "self-restrict" to classes that are most appropriate for your campaign. The remaining players will come up with really great justifications for why they're playing what they are, which can lead to some amazing characters and backgrounds.

But it's your game (you AND your players!), so you should do what's best for your group.

The Iroquois Confederacy (Haudenoshaunee) were big in NY State and the NE. Their Constitution was a huge influence over the US Constitution. Some of it is cribbed word for word.


You should allow any character class, provided the player uses it without disrupting the game.

Although, a monk could have travelled from California.

RPG Superstar 2012 Top 32

In the past, I had a really bad experience with a DM limiting the classes. It was made worse by the fact it was a gestalt campaign and I think we had to roll 3d6 in order or something restrictive like that.

The party was a fighter//rogue, a fighter//scout, a rogue//scout, and my bard//cleric (I played a scout in the group's other campaign, otherwise I would have made a fighter//rogue or fighter//scout too).

I ended up quitting that group, which was too bad, because I really liked the other campaign. :-(


Looks like the coyotl are a variant on kitsune. Wonder what might happen if they meet?

And I'd agree that fighters and rogues and rangers would be more than appropriate. Druids, too -- both from the natives and from the Old World. It'd be fun to see them argue too. About the only one that might not 'fit' is the Monk, but depending on when things take place, and your opinion of what can be done ... I wouldn't rule them out, anyway.

Although as mentioned earlier you may want to decide just how guns are here -- are we talking muzzleloaders like in 'standard' Pathfinder, or are these lever-action .45-70s? Either way it'll have an effect, and both are appropriate for the time period. (Except I'm sure druids can't use guns.)

RPG Superstar 2012 Top 32

Druids can use ironwood guns! ;-)

What was that Charles DeLint novel about the native spirit folk warring against the immigrant fairies?

EDIT: Widdershins


SmiloDan wrote:

Druids can use ironwood guns! ;-)

What was that Charles DeLint novel about the native spirit folk warring against the immigrant fairies?

EDIT: Widdershins

Gnomes and halflings could represent both natives and colonials.


SmiloDan wrote:

Personally, I've found that limiting classes can be really disruptive for players. As much as you may think it helps with the flavor of your campaign, it can cause a little bit of resentment. Especially if NPCs later show up in some of the banned classes.

Allow all the classes, and you'll be surprised how most players will "self-restrict" to classes that are most appropriate for your campaign. The remaining players will come up with really great justifications for why they're playing what they are, which can lead to some amazing characters and backgrounds.

But it's your game (you AND your players!), so you should do what's best for your group.

The Iroquois Confederacy (Haudenoshaunee) were big in NY State and the NE. Their Constitution was a huge influence over the US Constitution. Some of it is cribbed word for word.

I wasn't limiting the classes, I was trying to brainstorm on how they'd fit.


Qaianna wrote:

Looks like the coyotl are a variant on kitsune. Wonder what might happen if they meet?

And I'd agree that fighters and rogues and rangers would be more than appropriate. Druids, too -- both from the natives and from the Old World. It'd be fun to see them argue too. About the only one that might not 'fit' is the Monk, but depending on when things take place, and your opinion of what can be done ... I wouldn't rule them out, anyway.

Although as mentioned earlier you may want to decide just how guns are here -- are we talking muzzleloaders like in 'standard' Pathfinder, or are these lever-action .45-70s? Either way it'll have an effect, and both are appropriate for the time period. (Except I'm sure druids can't use guns.)

Muzzleloaders and flintlocks (maybe).


Rangers would probably be limited to Native American tribes, just given the class feature themes.

Cavaliers/Samurai would either be Native American plains people or cowboy-type wanderers. The Samurai class, besides the Katana and the feature names, would be a better horse archer than the base Cavalier, although the Luring Cavalier might be better.

Swashbucklers would probably sit in between Rogues and Gunslingers in the role they play.

I could see a Bloodragers, Mediums, Shamans, Hunters, and Druids all tied to Native American tribes, actually. Although some Bloodragers would also make good US soldiers.

Slayers are US bounty hunters or crazy people like Andrew Jackson.

Joseph Smith is either an Oracle or a Wizard. Take your pick.


Joseph Smith . . . You can't pin him down. I've read his authorized (yes, authorized by himself) biography, titled Without Revealing My True Identity. He was pretty much, an atheist. You can call him an oracle, but he wasn't. You can call him a cleric, but he wasn't.

sigh.

He's not in my game. I'm not going to deal with assigning him a class. Frankly, to tell the truth, he's a Loremaster.

He didn't heal anyone.

He didn't really have a vision or a revelation.

He knew a lot of things and was instructed with starting a Church. Now it's up to the Davidic Servant (Isa. 52:41-45) to finish what he started.

Scarab Sages

EltonJ wrote:
I'm going to try an idea for a Pathfinder campaign setting based off of American Folklore.

Anyone looked at the (3.0) Northern Crown from Atlas Games?

Northern Crown Products
Northern Crown: New World Adventures

with an extension into an "African" continent in Nyambe:
Nyambe: African Adventures


If the stories of a young J Smith being a treasure hunter are true, he could have been almost any adventuring PC class. I think that rogue would be an interesting choice. Reimagining him going on dungeon delves sounds like fun. He finds the golden plates, writes his book, done.


Ciaran Barnes wrote:
If the stories of a young J Smith being a treasure hunter are true, he could have been almost any adventuring PC class. I think that rogue would be an interesting choice. Reimagining him going on dungeon delves sounds like fun. He finds the golden plates, writes his book, done.

This is where you can get his biography. You will want to read years 20 through 22 (each year of Joseph's life is chapter) if you want to know the truth about his treasure hunting.

I can't reiterate it here because its been a while, and I have to reread the corresponding chapters. It's best to read it yourself, though. I affirm that he's a Loremaster. :)


I find this so fascinating!


Zilfrel Findadur wrote:
I find this so fascinating!

All of it? :) Thats awesome!!

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