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The Bottomless Tombs, Area 2

You can find the introduction, map, and index of the Bottomless Tombs here!

Area 2: The First Passage

Thirty feet down the shaft is the first passage, off the south wall. When the heroes are free to pay attention to it (likely after killing the centipedes in Area 1, though who knows how PCs will react to a vertical battle?), and assuming they have a light or can see in the dark, read or paraphrase the following.

An opening in the southern wall reveals a small space, no more than five feet wide and six feet tall. A 1-foot ledge sticks out into the shaft forming a narrow balcony that is part of that space’s floor. The opening is no more than a large hole in the shaft’s wall, with a broken door sitting in a stone frame 5 feet in. The floor is littered with bits of broken pottery, wood, and dirt, and the walls are stained by dark splashes of color.

More than one adventuring party has left a guard here over the years, and just left their refuse behind. The stains can be identified with a DC 10 Knowledge (dungeonering), or (nature) check to be a mix of water stains from when rain gets into the holw and old ichor, maybe from large vermin.

If more than one Small or Medium creature tries to fit within the space, they must squeeze.

The door was once fine preserved wood and brass, but has long since been smashed in and the brass fittings and hinges removed. A careful examination allows a DC 15 Perception check to realize the door was not designed to ever be opened once it was closed, and it had a trap built into the wall, though it is also long since gone.

The doorway leads to a 10-foot-long, 5-foot wide corridor, which ends in a portcullis. Read or paraphrase the following:

A portcullis blocks passage any further south. Made of rusted iron, it runs the width of the corridor, and its spiked bards set into small holes in the floor. It is covered in worn runs, and shows obvious signs of having been battered and hammered on, and one bar is bent outward toward you, making a space roughly the size of a cat. Just past the portcullis is a cross-corridor, running east and west. A lever, also of rusted iron, sits in the wall of that corridor, currently in the ‘down’ position. A rotting bag of sand is attached to the leaver by a frayed rope.

If you lift the leaver, the portcullis goes up. The last group of adventurers here tied a sandbag to the lever so it would be pulled down after they left. There’s no easy way to use a rope or similar flexible device to pull up on the lever from the north side of the portcullis.

The portcullis can be lifted by a DC 24 Strength check (so an 18 Strength character can do it by taking 20, though this is loud and time consuming). A Small creature can get through the bent-out bars with a DC 18 Escape Artist check, though failure results in 1 hp of damage from jagged edges. The portcullis has 8 hardness and 30 hp per bar, so a group could just hammer on it and hope to break open a bigger hole.

A DC 15 Disable Device check allows a character to find a way to trigger the lever, and a DC 15 Engineering check can be used to rig a staff or similar device to flip the lever u by using the crossbars on the portcullis as a leverage point, though this also requires a successful DC 15 Strength check.

Developments: The louder the PCs are, the more likely it is they draw out something from Area 3.

Design Philosophy: It’s a dungeon, so it should reward people ready for traps and mechanisms… but also not prevent groups without such preparation from getting to the fun part if they work at it. So this has lots of solutions, and is mostly about the players deciding how they want to handle such things.
It also establishes that doors here may have traps, which will matter later, with being a gotcha moment for players.

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The Bottomless Tombs, Area 1

We introduced the Bottomless tombs, and their map on Monday, and discussed the staging area around them yesterday.

So, it’s time to head down the shaft!

Area 1: Entering the Shaft [CR 1]

If the players closely examine the shaft before heading down, read or paraphrase the following.

The sides of the shaft are worked stone, but show signs of considerable wear. In a few places, smooth, though cracked, finishing stone still lines the walls but most of that has long-since chipped away. Most of the shaft is cracked stones, and in many cases these have large cracks, through which thick roots and vines grow to choke the shaft, tangled around the wreckage of worn logs and rope rigging from one or more some kind apparatuses that has fallen into the shaft in recent years.

If the PCs have darkvision, or a directional lightsource (such as a bullseye lantern), or wait until the sun is directly overhead, add the following.

It’s impossible to see more than 35-40 feet down the shaft, but a dark shadow just short of the limit of that range suggests a side passage extends off the southern wall of the shaft.

The first side passage is 30 feet down on the southern wall of the shaft. The only way to get to it, is to climb (or fly, but mostly 1st level characters can’t do that).

Hazards: The Climb DC for this section of the shaft is 10 if a PC just tries to climb along the roots and wreckage. If a rope is added (perhaps anchored to the iron ring in the staging area), the Climb DC drops to 5. Characters can take 10 on this check as long as nothing is attacking them. (Yeah… wait for it)

If a character fails a check by 5 or more, they fall. Luckily, the shaft of the Bottomless Tomb is so checked with roots and detritus, they eventually land on something able to hold their weight. When a character falls, roll 2d6 – 1d6. This value is both the damage they take, and the number of 5-foot squares they fall before landing on something. Most of the damage is from bouncing off roots or falling through rotted wood or frayed ropes. A character can fall 55 feet and only take 11 points of damage because they never build up much momentum.

If the value of the roll is 0 or less, the character is caught within 1 foot by something, and takes no damage.

Foes: There are house centipedes living in the cracks in the walls of the top of the shaft. they pretty well ignore ropes, rocks, or other things being thrown in (unless someone things to dangle meat on a rope, in which case they come out and swarm up the rope to get at the PCs), but once a creature is 20 feet down, they crawl out to attack any potential meal.

If you want to make their attack dramatic, read or paraphrase the following:

A noise like sand trickling over tight leather slowly fills the shaft. Movement rustles roots and ropes, beginning at one of the walls. A long centipede crawls out, more that a foot from it’s clicking mandibles to the end of its 100-legged body, the length of a halfling’s arm! Two more follow it, their heads swinging back and forth as the crawl along the sides and bottoms of the detritus choking the shaft and scuttle toward you!

Three centipedes attack when the first character gets down 20 feet. They have climb speeds, so they easily reach any point in the shaft. They attack any adjacent creature, or if none is adjacent the last creature to attack them.

They have cover from anyone more than 10 feet away, due to how clogged the shaft is.

Remember that despite their massive strength penalties, they do at least 1 hp on a successful attack.

Developments: After 1d4+1 rounds, three more house centipedes attack having been drawn by the sounds of combat.

Design Philosophy: There’s a lot going on with this encounter.

First, if you manage at least a +0 Climb bonus you can safely move around until the centipedes attack, and if you thought to have a rope anyone with at least a +4 (likely including anyone with a rank and a class skill and light armor) still can’t fail. this rewards more mobile characters even at 1st level.

Second, it’s a high-tension fight over a bottomless pit… carefully set up so if you fall you get caught before you go too far.

Third, anyone with even one point of DR can largely ignore the centipedes.

Fourth, it’s a 6-foe fight, which rarely happens until much higher level.

Fifth, the cover means melee characters in the shaft have a real advantage over ranged characters. This may not be true for most of their adventuring career, but it’s nice to start things off rewarding the nimble rogue on a rope with a dagger in one hand.

Sixth… poison. Not too serious, but anyone with bonuses to saves against poison gets to benefit from that immediately.

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The Bottomless Tombs, Staging Area

We introduced the Bottomless tombs, and their map, yesterday.

Now, it’s time to get to some adventure!

The Top of the Tomb

The first issue is reaching the shaft, and examine the areas around it before the PCs even think of climbing down the the shaft into the tomb and reaching the first side-passage. As the PCs reach the top of the tomb shaft, read or paraphrase the following:

The top of the shaft is a square hole in the ground, roughly 15-feet to a side. Dirt, sod, and bits of refuse are piled up around the hole, and the shaft itself is choked with long tree roots, clumps of matted grass, and a tangle or what seem to be old and broken woodwork and rope rigging. It doesn’t look particularly stable, but it does offer numerous handholds. Light doesn’t penetrate more than 40-50 feet into the shaft, but there is certainly no sign of a bottom to it within that range.

An iron ring, showing just some signs of rust, is looped through a large wooden stake driven into the ground 5 feet to the north of the hole. Not far from that sits a well-defined fire pit, ringed in stones and filled with a dense layer of cold ash and charcoal. Bits of cloth, broken glass, chipped whetstones, and strips of rawhide are scattered about, more than half-buried in the grass. Old woven grass mats are laying on the ground in a semicircle around the firepit.

The firepit, mats, and refuse are the remains of numerous camps adventurers have made here over the past several decades, thought the gnomes who came through a few weeks ago didn’t use any of it.

Hazards: The mats are long-since riddled with lice, and anyone who sleeps on one must make a DC 10 Fortitude save or be at -1 to all Dexterity ability and skill checks from itching until they are deloused with a DC 10 Craft (alchemy) or Heal check. A DC 10 Survival check reveals the mats are infested, and can use smoke from a fire in the firepit to cleanse them.

Treasure: One sunrod, three pitons, a cold iron dagger, and 2 cp can be found with careful examination of the old campsite and refuse around the shaft. Each can be found with it’s own DC 10 Perception check, and an additional item found in one attempt for ever 5 the check exceeds that base DC.

Developments: Animals and outlaws both check this area from time to time, looking for food or valuables. They don’t make any dedicated searches, so any effort to bury or conceal items is successful. however, if tents, or mules, or food stores are left unattended and unguarded at the old campsite, there is a 1-in-12 chance each day that either a wolf of a brigand comes along and raids obvious materials.

Design Philosophy: It’s not that common for 1st level characters to get much use out of Survival (especially in dungeon-focused games), or from searching areas that aren’t obviously dangerous but that detail-oriented adventurers should want to check out.

This also already gives characters a reason to be happy to have an animal companion or basic hireling. If anyone (or, within limits, anything) watches their stuff they can safely use the old campsite as a base of operations. Neither wolves nor brigands will risk fighting for trail rations or spare blankets, though a guard left behind can let PCs know that someone has been prowling around after a week or more of time watching.

Low-level characters also often don’t get much benefit out of resistance to disease, or the ability to make basic alchemy and Heal checks. Lice isn;t life-threatening, but that’s the point,. Characters can begin to learn ways in which the game world is dangerous without risking having am arm drop off or becoming a mummy.

Not yet, anyway…

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The Power of Blackskull (for Pathfinder)

Blackskull (and its mistress) is a location you can use as the seed of one or more adventures. It can be a side-quest, the end of a small adventure, a goal for players to claim, or even act as a patron’s home base. Legend claims it is the remains of Akash, the Titan of All Knowledge and avatar of the Akashic Record. You can set it in a vast desert, at the center of a massive barrow ground, at the peak of a dangerous mountain, or just at the edge of a small town that has spring up to house and make money off people who come to speak to the oracle of Blackskull.

The one true power of Blakcskull is the highest chamber within the skull, known as the Lore Room, which once per day allows anyone making a Knowledge check there to gain a +10 circumstance bonus to the check, as the ancient knowledge of Akash soaks into their mind.

blackskull

(Blackskull cartography from Dyson Logos, and available for use by license)

History

For years, Blackskull was a focal point for petty squabbles among various sects of gods of knowledge and wizards who wished to use its resources to design new forms of hybrid animals. After an unfortunate incident when two such forces combined and made a small chimera-like creature with the body and one head of a racoon, wings and head of a magpie, and additional head of an tiger keelback snake, which began stealing the holy books of all religious orders, the local baron set up a challenge that Blkacskull would be granted to the scholar who could answer the most difficult question the baron could pose.

And the winning sage was the Fel Sage, also known as the Blood of Knowledge, a minor bard lich who poses as a vampire.

The Mistress of Blackskull

The Fel Sage is legendary as a “reasonable” undead. She doesn’t have any ethical limitations on her choice of actions, and would happily burn orphanages to the ground if it further her own researches one iota. However, she is also an apt historian who has a clear view of what happens to evil overlords when they become a threat to the world at large—heroes come and destroy them. The Fel Sage doesn’t want to rule the world—that sounds like a lot of work—she just wants time to read all the books, scrolls, tablets, and folios she has gathered over more than  a lifetime (which is why she became an undead to begin with—to have more time to read).

So, she used the power of suggestion to convince the baron to pose a question she already knew the answer to, answered it in a public show of her vast knowledge, and laid claim to Blackskull. As a result she even has some legal protections—as long as she doesn’t break local law, it’s illegal to kill her just for being an undead. Further, she acts as a sage for numerous adventuring parties and heroes, to ensure she has more allies than enemies—part of her plot to survive forever.

Though she used trickery to win her roost, in truth, the Fel Sage is capable of answering questions well beyond the norm for creatures of her power level. If she chooses to use the akashic communion spell she can gain a +10 insight bonus to one Knowledge check, and combine that with Blackskull’s Lore Room for a +10 circumstance bonus and her archivist version of lore master that allows her to take 20 on one Knowledge skill check per day, getting most of her Knowledge skill totals to +49 to +51. Of course even when this is her plan to answer a question, she insists such knowledge comes from days or even weeks of research, and generally only promises to have an answer after a petitioner has gone and gathered some rare book she desires (or rubbings off new ruins that have been discovered, or a drop of blood from an unidentified body that might spark a border war in a conflict zone so she can cast blood biography, or anything else that might quench her thirst for knowledge).

The Fel Sage only willingly sees people under the guise of a disguise self spell, and normally thus restricts herself to one meeting a day so as not to drain her spell resources (though she has scrolls if she is forced to break that rule). She doesn’t use her disguise self magics to appear human—that’s beyond the power of the spell. Instead she uses it to appear to be a vampire, a different form of undead than her own lich status, and an undead with a very different set of limitations and weaknesses.

While she sees significant tactical benefits to being mistaken for a vampire, her main motivation is actually pride. She is an extremely weak lich, having only barely managed to transform herself and only because she found a document with the easiest, most carefully-explained lich ritual ever. She fears mockery if the world at large ever discovered she was, essentially, the weakest lich ever. But if she poses as a vampire, her immunity to daylight and ability to claim she holds off bloodlust through ancient elixirs and pure willpower make her seem extraordinary and special.

She also uses her disguise self to make her whip look like a dagger, and to make an impressive magic ring appear on her hand, which she pretends is the source of her paralyzing touch lich power.

If a group comes to her with some question that must be answered she insist on being paid in rare knowledge and books, and often has some specific quest she insists on sending adventurers on. If possible, she picks tasks that are more dangerous than they sound, hoping anyone bothering her will be killed off rather than return for an answer—but if they do return, she sees the benefit in having adventurers who will put themselves as risk for her benefit, and treats them fairly. If any seem taken with her comely vampire guise, she does her best to establish a sense of intimacy, often creating a first name she offers to allow them to call her (which she makes up n the spot, the Fel Sage has long since forgotten her “life name,” which she considers irrelevant to her new existence).

Of course she is a lich, and she is evil. Someday, even with the tenuous protection of local law, someone will decide she has to go.

Her hope is that when that day comes, more adventurers will want to keep her around than get rid of her.

The Fel Sage

CR 8

XP 4,800
Female lich (human) bard (archivist) 7
NE Medium undead
Init +2; Senses darkvision (60 ft.), Perception +19; Aura fear (60-ft. radius, DC 19)
DEFENSE
AC 18, touch 12, flat-footed 16 (+1 armor, +5 natural armor, +2 Dex)
hp 73 (7d8+35)
Fort +3, Ref +8, Will +7; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities channel resistance +4; rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits
OFFENSE
Speed 30 ft.
Melee whip +7 (1d3–1), touch +2 (1d8+3 plus paralyzing touch)
Ranged light crossbow +7 (1d8/19–20)
Special Attacks bardic performance 22 rounds/day (countersong, distraction, fascinate, inspire competence +3, lamentable belaborment*, naturalist +2*), paralyzing touch (DC 19)
*Represents an ability gained from the archivist archetype
Bard Spells Known (CL 7th; concentration +12)
3rd (2)akashic communion, charm monster (DC 19)
2nd (4) alegro, blood biography, invisibility, mirror image, suggestion (DC 18)
1st (6)—beguiling gift (DC 17), charm person (DC 17), disguise self, expeditious retreat, hideous laughter (DC 17), memory lapse (DC 17), saving finale, touch of gracelessness (DC 17)
0 (at will)—detect magic, ghost sound (DC 16), light, message, prestidigitation, sift
STATISTICS
Str 8, Dex 14, Con -, Int 14, Wis 12, Cha 22
Base Atk +5; CMB +4; CMD 16
Feats Arcane Strike, Greater Serpent Lash, Lingering Performance, Serpent Lash, Weapon Finesse
Skills Acrobatics +12, Appraise +11, Disguise +16, Knowledge (arcana) +9, Knowledge (dungeoneering) +11, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +11, Knowledge (planes) +11, Knowledge (nobility) +11, Linguistics +7, Perception +19, Perform (oratory) +16, Sense Motive +14, Spellcraft +6, Stealth +19, Use Magic Device +16
Languages Common, Giant, Polyglot, Necril
SQ bardic knowledge +3, jack of all trades*, lore master (take 20*) 1/day, magic lore*
*Represents an ability gained from the archivist archetype
Combat Gear scroll of comprehend languagesscrolls of disguise self (2)scroll of restful sleep, wand of cause light wounds (50 charges), wand of grease (50 charges)Other Gear quilted cloth armor, light crossbow with 10 bolts, whip, cloak of resistance +1headband of alluring charisma +2, backpack, spell component pouch, 25 gp

Blackskull in Your Campaign

You can use Blackskull and the Fel Sage as traditional villains and adventure locations if you wish–just have the Fel Sage send thugs to gather lorebooks by any means necessary, the thugs steal something from friends of the PCs, and the adventure is on! Or she can become a colorful patron, always willing to answer the PCs’ questions… in return for their taking on some dangeorus mission (which gives you, the GM, an easy work-around any time your PCs are stumped–they can get the answer to any question, as long as they do an extra adventure for the Fel Sage to make up for it).

Of a PC could become the “legal” owner of Blackskull somehow, and have to kick the Fel Sage out of it.

Or the PCs could discover some foe of their is always one step ahead of them because that foe buys information from the Fel Sage, and force the PCs to decide if they want to kill her, or buy her off to gain information of her own.

It’s easy to add some encounters to Blackskull to make it a mini-dungeon. Since the Fel Sage is CR 8, throwing together some CR 4-9 monsters is easy enough. here are some examples.
*An androsphinx waits outside, having paid the Fel Sage to find him a new riddle, and he attacks anyone who tries to go in before he has his answer from her.
*An annis hag has become the Fel Sage’s apprentice, usually taking the form of a sky maid named “Lilly.” Lilly tries to get visitors to violate any of the Fel Sage’s rules, so she can kill and consume them. Also, she makes soup.
*One of the upper elvels is protected with a flame strike trap.
*A hill giant, Onks, serves as the Fel Sage’s guard. She has convinced him he is descended from the titan Akash, and that if he serves her long enough he’ll become smart. This is a lie.
*The lowest level has been blocked off and flooded, and there’s a globster in it. because the Fel Sage read about one, got one imported to study, and now doesn’t know what to do with it. She doesn’t feed it much, so it’s hungry.
The Fel Sage has stuck a lurker above in the room off the right eye socket, to protect access to the Lore room. It knows she’s rotted meat, and has no interest in eating her.
*Two bookcases are actually Wood Golems.

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Adventure Sketch: Lord of the Rapids (for Pathfinder)

Adventure Sketches are just the most basic set up, plot, twist, and development for as many or as few sessions as a GM wants to turn them into. They’re enough guidance to make plotting out a game easy, but not so much it’s hard to fit into any existing campaign.

Intended for Pathfinder, this adventure sketch can be modified to work with nearly any RPG with lawless lands, frontier zones, and numerous races.

The rapids are the most dangerous part of the great river, but are also on a branch of the river easily bypassed by those wishing to use it for travel. The land around the rapids is rockier and heavily overgrown, bad for farming and hard to travel through. It was considered to be most concerning as a potential place for bandit hideouts, but no such group was ever known to use it. As recently as a generation ago the rapids were considered too far from anything of value for any thinking group to bother with them.

But in recent years, numerous aquatic animals and magical beasts have attacked all up and down the rest of the great river, and most ponds and lakes near it. At first such attacks were only on isolated groups, mostly itinerant traders, and local settlements ignored it. But in recent months the attacks have been bolder. Major trade shipments have been attacked, and a few small thorps have been abandoned, with signs of attacks in the disused buildings.

Major merchant princes in faraway lands wish the disruptions of trade to end, and assume some brigand ranger or  petty druid is finally using the lands of the rapids to set up an outlaw camp. The merchant princes wish to end the problem quickly and cheaply, and thus have placed a bounty on the leader of these presumed “rapids rogues.” The PCs are drawn into this situation, perhaps to pay off a debt, perhaps as guards for a river trader and his shipment, perhaps as a favor for a struggling vendor, or perhaps just for the bounty.

But in truth, it’s a brine dragon (a juvenile brine dragon perhaps, CR 8, and a good capstone fight for 5th or 6th level PCs) and its lizardmen conscripts that have been causing problems. The brine dragon, Breakwave, has also conquered the local nixie clan who once lived in idyllic peace in the rapids and surrounding lands. Breakwave wishes to build an empire, and forces the nixies to use their talents to train and command aquatic threats (giant caimans, anacondas, arapaima, monstrous electric eels, and dire river otters), and uses threats and bribes to turn any other nearby creatures into soldiers.

The PCs must fight their way through the rapids, learn the true nature of the threat, rescue citizens of the abandoned settlements (many of whom have been pressed into service by Breakwave), bypass monstrous and aquatic guards, and finally defeat Breakwave himself.

And then the real adventure begins.

Breakwave has angered numerous other nearby threats–attacking some, extorting others–and his death causes those threats to rush into the lands around the rapids to claim his presumed hoard. Further, without his *undesired) patronage, and with the rapids now seen as a crucial tactical location, the nixies and their care for that section of the great river are doomed–unless they can convince the PCs to protect them (perhaps in return for the nixies’ loyalty).

And the merchant princes suddenly think the PCs may be making too great a profit. And the lizardmen came from a not-too-distant tribe, who expected regular payments in return for the lizardman mercenary service, and will demand recompense for the loss of the income Breakwater provided.

The PCs can flee the situation, or try to use diplomacy to re-establish equilibrium, or claim the area as their own base of operation, of even pick up where Breakwave left off…

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Really Wild West Index

Since it looks like I’m going to be working on Really Wild West campaign and setting hack for Starfinder on and off for the foreseeable future, in order to keep it usable I’m creating (and will maintain as new articles are written) an Index that lists and organizes the existing articles.

SETTING ARTICLES

These are descriptive of the setting, though they may include rules elements.

Really Wild West
>Read This First. 🙂
The year is 1891. The place is somewhere in North or South America, generally far from established law. In 1890, the War of the Worlds happened. That’s over, but wow has tech taken a leap forward.
This is a Weird West setting hack for the Starfinder Roleplaying Game, with theosophy (magic), fantasy and sci-fi races, guns, and strangely advanced technology. Includes tips on how to hack the Starfinder Roleplaying Game rules to better suit the Weird West genre (like how to avoid everyone having to wear armor to be effective), as well as some feats unique to the setting.

Putting the “Steam” and “Punk” in Really Wild West
>I quite intentionally don’t describe RWW as a “steampunk” setting, but is it one? What is steampunk, anyway? A think piece about a popular genre and this setting’s place in it… or outside of it.
Inspirational Links
>Some examples of what the Really Wild West might be like by other great creatives!

Starfinder Species in Really Wild West
Shirren, lashunta, vesk… where are these new species from in a game about an 1891 Weird West? We start by looking at androids.
Part 2
Kasatha and lashunta.
Part 3
Shirren, vesk, and ysoki.

Badlands City
>A city built by Hell and ruled by devils… and one of the safest places in the West.
Badlands Resident Theme
>A theme for people from Badlands City
Dread Templar Archetype
>Badlands City produces devil-trained officers of the law who focus on punishment and vengeance.

Easterner Theme
>Is your character from back East? Then this is your theme.

The Mexican Porfiriate and the Technopolitan Theme
>Mexico is a rising technological superpower, governed by war heroes and scientists. Includes the Technopolitan theme.
Science Agents
>Short fiction and an archetype for Mexico’s famed peacekeepers of rationality.

Plot Hooks and Inspirational Media
> Want to know what kinds of adventures Really Weird West characters may have? Here’s a list of 20 plot hooks and a list of inspiration media that helped set the tone for the setting.

RULE ARTICLES

These are primarily about rules, though they are designed specifically for Really Weird West.

Gambling
>Gambling, and being a professional gambler, are important parts of many Western narratives, so they are also an important part of the Really Wild West, with their own rules subsystems.

Gunslinger
>Anyone can use a small arm. Gunsligners are legendary with them.
More Gunslinger Abilities
>A companion piece to the Gunslinger.

Really Western Class Features
>RWW-specific new class feature options, though obviously they’ll work for other Starfinder-compatible games!
Envoy — New improvisations, such as Put A Price on Their Heads, and expertise talents, such as “Look Harmless.”
Soldier— New gear boosts, and the Cavalry and Pugilist fighting styles.

Dare Feats
>
For the characters are are at their best, when the situation is at its worst.
Wilderness Feats
>For characters who are more comfortable out in the wilds.

Key Ability Scores and Resolve
>Really Wild West is a cruel setting with pulpy characters. That takes a tweak of some core rules to support properly.

Theosophy and Psychic Powers
>While spells and magic are an established part of the 1891 of the Really Wild West, it’s also possible to gain psychic powers such as clouding minds and psychometry through the Practicing Psychic feat.

Renown and Gear
> Rules for using character renown to buy higher-level gear, allowing money rewards to remain the same regardless of character level.

Dragon Guns
>Weapons that throw fire onto your foes have their origins in China and are 1,000 years old.

Lightning Guns
>One of the more common energy weapons available in the Really Wild West.

Shotguns
>Shotguns in Really Wild West work a little different than the big blast weapons of the Starfinder Roleplaying Game.

Mare’s Leg
>Pistol-cut rifles never really existed in the Old West… but they’re iconic, and we have a LOT of things that never existed in the real Old West, so…

Gizmos
>The setting doesn’t use armor upgrade rules, but all that cool equipment is still available, in the form of gizmos!

Bar Fights and Beatdowns
>The Brawl rules apply when there’s a lot of fighting, but no one is trying to kill anybody.

Mounted Combat
>Horses are more common than self-powered vehicles in the Really Wild West.

Showdown Rules
>Two sides face off in the street, hands twitching near holstered guns…

Technology and Equipment
>What is there, what’s the background for advanced tech in the 1890s, and some more Wild West themed gear.

Scorchers
>In the real-world 1890s, “scorchers”–bicycle riders (male and female) who sat-forward on the diamond-frame bikes–were considered a social menace.
In the Really Wild West, scorchers hold a different place in society.

BESTIARY
A (so far very short) list of Starfinder Roleplaying Game-compatible monsters to popular your Really Wild West adventures!

Grizzly Boar
>Massive alpha predators of North America. This article also gives some guidelines on how to create monsters in general for the Starfinder Roleplaying Game.

Gulchers
>These poor folks died in the harsh conditions of the frontier. They just don’t know it.

Rattle-Cat
>Venomous ambush-predator common to North America, as well as an article discussing how to best utilize the Expert array when creating monsters for the Starfinder Roleplaying Game.

Western Rakshasa
>Long a major threat to South Asian, natural born western rakshasa are now also one of the greatest dangers adventurers may encounter in North America. This is also an article discussing how to best utilize the Spellcaster array when creating monsters for the Stafinder Roleplaying Game.

PATREON
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Badlands City (For Really Wild West)

As I have considered the Really Wild West setting hack for the Starfinder Roleplaying Game, I’ve begun to consider what kind of “Western” setting you end up with if you mix six guns and sorcery and steamtech and fantasy cosmology all into one stewpot. It’s easy to implement new rules the setting needs, such as more advanced mounted combat and shotguns, but what do the existing rules say about the universe this campaign takes place in? For example, if all the magic from the game is allowed in, including the summoning spells from Starfinder Alien Archive, that means this is a Weird West setting where at least some people can summon devils.

I’ve tried to let that sink in a bit. Somehow spellcasting elven sheriffs, steampunk cyborg half-orc bandits, and mechanics with automatons built out of leftover Martian technology suddenly feel like the minor changes to the Old West setting. Theosophy allows us to skin the supernatural in a specific flavor in this game, and of course this is an era of unmitigated flummery on stages and in sideshows and snake-oil stands, so some people will assume conjuring a dancing imp out of thin air is done with smoke and mirrors.

But some people will know. The Devil is real. Hell is real. And there lies power.

How does THAT get translated into a Western? Here’s the end result of my first foray into these ideas.

Badlands City

No one is sure who is responsible for Badlands City. The reasons why it might have been created are clear enough—the route between Sioux Falls and Rapid City is both heavily travelled and traditionally dangerous. Gold in the Black Hills still draws prospectors, investors, and brigands thought the main gold rush is long since over. Trains cover short distances, but are often attacked. Bandits have hideouts deep in the badlands that are hard to find, and almost as hard to clear out once located. The reservations given to the Lakota have been illegally reclaimed by force by the US government multiple times, and now answer a call to Ghost Dance and refuse to be pushed any further, even as rich wheat crops bring new settlers from the East. Though South Dakota is recently a state, so far this has done little to quell a land that has seen Indian wars, Martian tripods, and robber barons in armored trains.

It’s obvious that someone wanted a respite of civilization, following the laws of the United States, smack between the two major cities of Sioux Falls and Rapid City.

And they were willing to sell their soul to get it.

Badlands City sits in the South Dakota badlands, roughly 2/3 of the way from Sioux Falls to Rapid City. It is the major stop on the Good Intentions double-track rail-line between the two, which is open to any train willing to follow the rules. It has banks, hotels, shops, brothels, stables, a courthouse, and every other convenience a citizen of the nation might desire. And it is literally the work of the Devil.

Someone, or many someones, sold their souls to Hell to make Badlands City happen just a few years ago, and it (and it’s train service) arrived almost overnight. At first all its stores and venues were manned by lesser devils in service to the Great One, but as those devils found humans willing to sign a contract and follow strict rules on how each business was to be run, the devils left. Very few remain now, though the city’s mayor, old Harry Squarefoot, is certainly one of them. He looks human enough of course, except for the slight red tinge to his skin, and the fire in his eyes. Neither of those things show up well in lithographs, so most folks Back East think the “City of Hell” and “Devil’s Own as Mayor” stories are colorful advertising and analogies.

The few major theosophists and priests who have studied the place loudly confirm this is not the case. It’s a city build by Hell and run by a devil. Many ban their followers from ever going there.

However, Badlands City is safe, as long as you follow the law. Famously safe. Old Harry is happy to explain why. Badlands City is the Devil’s end of a bargain, and that bargain was specific.

1.The city will strictly enforce the laws of the United States, and no others, (Of course when it arrived the city was in Dakota Territory rather than the state of South Dakota that didn’t exist yet, so Badlands City recognizes the state, but doesn’t enforce its local laws. Only federal statutes).
2. It will train and support a band of law enforcers who will seek to bring criminals to justice and avenge victims of crimes.
3. Badlands City will be protected by the infernal from famine, drought, war, plague, and any other such mass misery as might weaken or destroy a city or its people.
4. No devil in Badlands City may ever speak an untruth. (Of course, this does not require them to answer questions they choose not to, or deceive in other ways.)
5. If another city as successful is ever built within 100 miles of Badlands City, the devils and their influence will leave the place forever, never to return.

While the territorial government was wary of Badlands City at first, its existence is simply too convenient for them to refuse to work with its city council. Badlands City gathers and pays its taxes, but needs no state funds in return. It provides a courthouse, but allows official federal judges and bailiffs to operate it. It creates an anchor point of absolute security, and anyone who has been badly treated there has always been proven to be a lawbreaker. Badlands City makes transport between the two biggest cities in South Dakota faster and safer, and acts as a jumping off point for all sorts of settlers and entrepreneurs. Even the massive Martian tripods were unable to threaten the city, and old Harry has hinted the disease that destroyed them all may have come from Badlands City.

The state government now simply shrugs and calls is a massively successful landstead, and the federal government takes the state government’s lead.

And then, there are the Dread Templars.

Badlands City is required to train and support a band of law enforcers who will seek to bring criminals to justice and avenge victims of crimes. To fulfill this obligation the city has created the Dread Templars, who carry goats-head badges of tarnished silver and, if technically lacking legal standing outside of the city limits, are acknowledged along with the U.S. Martials, Canadian Mounties, Texas Rangers, Mexican Science Agents, Pinkertons and Justiciers as among the great peacekeepers and detectives of North America. Badlands City has a quota, though it never reveals what its minimum numbers are, of how many Dread Templars it must produce every 5 years, and how many it must keep active.

But it’s not required to do it for free.

So long as the city hits its secret minimum, it can pick and train Dread Templar candidates however it chooses. There are currently two known methods. First, anyone who wishes to can join the Acadamance, within the city, where devils train cadets about how evil thinks, and how evil can be foiled. Cadets may be of any race, creed, or gender, as long as they follow the rules and dedicate their lives to the twin goals of bringing criminals to justice and avenging victims of crimes, and swear to never act to threaten Badlands City itself. For each class it is a two year process and at the end of that time, as all candidates note they are aware before joining, the most average candidate (the one furthest from being the best, or the worst) will die in a gruesome, painful accident and their soul will go to Hell.

This is, as old Harry has noted, perfectly legal. No one at Acadamance has anything to do with the accident, which they can’t predict or stop and have no idea how it’ll happen or who is behind it, and no laws govern ownership of souls.

The alternate method is that the Devil will make anyone willing to abide by the code of the Dread Templars one of their number immediately, in return for a human soul. It need not be the soul of the Dread Templar. Stories claim that sometimes, when a victim of foul play is about to succumb to their last breath, they promise the Devil their soul in return for a Dread Templar to avenge them. The Devil considers this a good deal, and a new Dread Templar is born.

Thus one of the safest places in the Really Wild West sits in the shadow of Hell, and among the most effective lawbringers are its implacable agents who carry punishment and vengeance with them.

In the next couple of days, we’ll take a look at some tie-in rules that bring Badlands Citizens and Dread Templars to a Starfinder Really Wild West campaign.

Shotguns in the Really Wild West (for Starfinder)

Scatterguns in the Starfinder Roleplaying Game are blast weapons, meaning they make attacks in a 90-degree cone, and only out to their first range increment. It would certainly be possible to make weapons that work that way, and it’s a great niche for a new type of weapon in a science-fantasy game… but it’s nothing like how shotguns work in real life. Shotguns do fire an expanding cluster of shot, but the cluster spreads at something close to one inch per yard traveled—nowhere near a 90-degree cone—and generally have an effective range between 5 and 65 yards.

Now, attempting to perfectly model reality is a terrible reason to change fun and effective game mechanics. After all, no one worries about how much damage you do to your sword when you parry another sword, even though this can be a serious long-term issue in the real world.

But getting a genre “feel” right IS a good reason to adjust game rules, and the Really Wild West campaign-hack for the Starfinder Roleplaying Game feels like it should have more Old West style shotguns. So a set of shotguns are presented below, all of which use a more subtle “shotgun” special weapon quality rather than “blast,” and some of which have “double” to represent ubiquitous double-barrel shotguns common in the 1890 time frame of the campaign.

Double: The weapon has two barrels, each carrying a single round of ammunition. You can fire each round separately as its own attack, or fire them both at the same target as a single attack. If you choose to do this, you make two attack rolls against the target each at -1 (as the more powerful kick of both barrels going off increases the amount of rise from the barrel). Each attack does normal damage if it hits. You can reload both barrels at the same time if you are proficient with the weapon, but must do each as its own move action if you are not proficient.

Shotgun: A shotgun can fire slugs or shot (which have the same cost). Slugs work as normal for a typical kinetic weapon. Shot means firing a cluster of balls that spread into a widening pattern the further they get from the muzzle of the shotgun. As the pattern expands, the chance you hit a target with one or two balls goes up, but the chance you hit them with most of the balls goes down. For each range increment after the first, your attack gains a +1 bonus to attack rolls, but does -1 damage per die. If the damage is reduced to 0 or less, the target takes no damage.

A sawed-off shotgun has a shorter barrel, causing the balls to spread more quickly. A sawed-off shotgun has a shorter range increment (of your choice, to the nearest 5-feet, to a minimum of a 5 foot range increment).

As a set of sample weapons for Really Wild West, here are a series of double barrel shotguns, pump-action repeaters (which were new technology in 1890) and shotgun revolvers (which existed but never really caught on, but seem perfect for a Weird West setting).

WEAPON LVL $ DAM RANGE CRIT LOAD BULK SPECIAL
Double Barrel Scattergun 1 100 1d8 P 15 ft. 2 rounds 1 Double, Shotgun
 Repeating Shotgun 2 260 1d8 20 ft. 7 rounds 1 Shotgun
Kensington Revolving Shotgun 4 2,400 2d6 20 ft. 6 rounds 1 Shotgun
Double Barrel Coach Gun 7 5,500 2d8 15 ft. 2 rounds 1 Double, Shotgun
 High Plains Repeater 7 5,500 2d8 20 ft. 7 rounds 1 Shotgun
Kensington Revolving, Elite 8 5,500 3d6 20 ft. 6 rounds 1 Shotgun
Double Barrel Dragongun 10 18,200 3d8 15 ft. 2 rounds 1 Double, Shotgun
Damascus Repeater 10 18,200 3d8 20 ft. 7 rounds 1 Shotgun

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Mounted Combat for Starfinder

While these rules are specifically for the Really Wild West microsetting I did yesterday, you can also apply these rules to any Starfinder Roleplaying Game where people ride mounts often enough to make it worthwhile to have mounted rules. If the game has more horses (or Thandallian Riding Beasts) than enercycles, these rules may be worth the headspace they take up. If not, you’re likely better off winging it if the whole campaign is only going to have one scene with a Starforce Knight jumping on a dinosaur to do battle with a cyborg kasatha and you’re just using the chase rules anyway.

Also, of course, you can use mounts with the Starfinder Roleplaying Game chase or vehicle rules whenever appropriate. These mount rules are designed for campaigns where people are fairly likely to be on a mount for normal character-scale combats.

Controlling a Mount
You control a mount using the Survival skill, using the normal rules for doing so. If you are an expert rider, you may wish to take the expert rider feat. This feat should ONLY be used in games where combat on a mount is going to be commonplace.

Expert Rider

Prerequisite: Survival as a class skill.
Benefit: You treat an animal with an attitude toward you of indifferent or better as a domesticated animal for purposes of riding it. You treat a domesticated animal not trained for combat as if it is trained for combat for purposes of riding and controlling it in combat. When riding a mount trained for combat, at the beginning of your turn as long as you are able to take actions, you may make a Survival check regarding your mount that would normally take a move or swift action without taking an action.

Additionally you can rear a wild animal, or train a wild animal (see below) in days or weeks, rather than weeks or months. You can give special training to a single mount, allowing it to increase in CR to be no lower than a CR one below your level. If you lose this special animal, it takes weeks or training to bring a new animal to the same CR, and your old animal reverts to its normal CR.

Fighting from a Mount
When mounted, you use your reach, but the space of your mount. This means if you are Medium but on a Large mount, you can make melee attacks against creatures adjacent to your mount (10 total squares), but those creatures can also make melee attacks against you. If your mount is trained for combat, or you have ranks in Survival equal or greater to your mount’s CR, you can draw and replace equipment stored on your mount as easily as if it was on your body. Otherwise, it’s a standard action to retrieve or put away equipment stored on your mount,

Training a Mount
You can train a grown wild animal (rather than rear it from infancy) to act as domesticated (or, if you prefer, for it to act as domesticated just toward you, or toward you and a subset of people present during its training). The DC to do this is the DC to rear a wild animal +5 (it is generally wiser to train animals with a lower CR than you, or to do it in an environment with other trainers able to give aid another bonuses). You can train a domesticated animal to be combat trained using the same DC as to rear a wild animal.

Mount Stat Blocks
Here are stat blocks for two typical mounts, a light horse (or pony), and a heavy horse. Either can be wild, domestic, or combat trained. If a player has the expert rider feat, you can upgrade either of these to higher CRs just by updating the numbers according to the appropriate creature creation array.

Horse, Light                              CR 1                [Expert]
XP 400
N Medium or Large Animal
Init +2 Senses low-light vision; Perception +10
DEFENSE HP 17
EAC 11; KAC 12
Fort +3; Ref +3; Will +4
OFFENSE
Speed 60 ft.
Melee hoof +5 (1d4+5 B)
STATISTICS
Str +4; Dex +2; Con +1; Int -4; Wis +0; Cha +0
Skills Acrobatics +5, Athletics +10, Sense Motive +5, Survival +10

Horse, Heavy                             CR 1         [Combatant]
XP 400
N Large Animal
Init +2 Senses low-light vision; Perception +10
DEFENSE HP 20
EAC 11; KAC 13
Fort +5; Ref +5; Will +1
OFFENSE
Speed 50 ft
Melee hoof +8 (1d6+6 B)
STATISTICS
Str +5; Dex +1; Con +2; Int -5; Wis +0; Cha +0
Skills Athletics +5, Survival +5

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Really Wild West (Weird West for Starfinder)

I am on vacation, so I may post a bit less for a couple of weeks than I have on average this month… so I thought I’d leave you with an entire microsetting. It even has an index page that lists and organizes all the articles that came after this one, the Really Weird West index.

This is Victoriana Pulp Weird West Adventure.

The year is 1891. The place is somewhere in North or South America, generally far from established law. In 1890, the War of the Worlds happened. That’s over, but wow has tech taken a leap forward.

This is a campaign played using the Starfinder Roleplaying Game with the following adjustments.

*The game’s top level is 10th, not 20th. After 10th you get +1 RP, +3 SP, +3 HP, +1 feat, and +2 skill points every 20,000 XP, and ability score upgrades every 100,000, but your class level doesn’t change.

*Humans are most common, with legacy races (many of whom look a lot like humans) and Starfinder core races second-most common (though with entirely terrestrial origins). Other races are rare and usually the result of accidents or experiments (such as Dr. Moreaux’s creation of catfolk and uplifted bears… )

*All magic is theosophy. But it still works just like in the rulebook. It’s been a round a long time, and is well-understood in many older cultures already, but is becoming more codified in the Western nations in recent years.

*Everything is analog, but all abilities that work on technology work on everything that isn’t exclusively magical.

*“Credits” is just shorthand for “credit on the bank,” meaning you have US dollars and lines of credit. Gold and silver coins get used too. All prices are the same, but represent a unifed currency exchange that exists because of the Babbage-Bell Grid, which allows room-sized computer “difference engines” in major cities to communicate over telegraph lines.

*Shock weapons are lightning guns, flame weapons are flamethrowers, lasers are heat rays (from Martian tech). They always have a maximum of 10 shots (adjust usage accordingly).

*Projectile weapons are pepperboxes (four shots, but add +2 damage to every die of damage), revolvers (six shots, but +1 to attacks), or tube-fed (eight shots).

Cryo, plasma, sonic, and untyped ranged weapons are rare and are often available only as weird loot from adventures (but see the mad genius feat, below). They are generally called Freeze Guns, Heaters, and Thunder Guns.

*No one much wears armor. You get a bonus to EAC equal to your level, and a bonus to KAC equal to your level +2. If you are proficient with heavy armor, you get an additional +1 bonus to EAC and KAC, and if you are proficient with powered armor, you get an *additional* +1 bonus to EAC and KAC. You can wear armor—light armor costs 100 credits and gives +1 to KAC, with a max Dex of +5 and an armor check penalty of -1, while heavy armor costs 150 and gives +2 to EAC and KAC, with an armor check of -3 and a -5 ft. speed adjustment.

*You can wear armor upgrades as “gizmos.” These are steampunky/theosophic devices that do weird stuff. Force fields are Etheric Shields.  Jump jets are Jack’s Spring-Heels. Jetpacks are DaVinci Wings. Get creative. But it takes skill to use more than one gizmo at a time. You can use at once one gizmo, plus one for every kind of armor you are proficient with, +1/3 character levels.

*Computers are too big and bulky to be of any use to anyone but people operating out of stationary huge houses and mad geniuses (see the Mad Genius feat), but there is a Babbage/Bell grid of difference engines using telecom wires to send and receive info. These work like Infospheres, but work on hard wires.

*Augmentations and upgrades exist, but are normally only available as treasure (but see the Mad Genius feat). These things are steampunk as heck.

*Technological items exist, and are steampunk/Martianpunk tech-but there’s no broadcast/receiving technology. You can have a comm unit… but it only works when hooked up to a Babbage/Bell telecom wire (some of which do cross various badlands, to keep cities in communication with each other). You can generally buy such things.

*Magic items and hybrid items exist, but are generally only available as treasure (but see the Psychic feat, below).

*Vehicles exist, they are just all steampunk. Big airships and sea ships also exist, and use the starship rules (but damage against characters from big airship weapons is x2, not x10).

*Other purchases exist, and can generally be purchased, they’re just more rustic and snake-oil sounding.

*UPBs are Ulysses’ Paraphernetic Bobimathings, a famous universal construction gizmo created a decade ago by the legendary (but never seen) inventor Ulysses S. Abernathy. Any number of them is a total of 2 bulk. They otherwise work like normal UPBs.

Genre Feats

You may select no more than one genre feat, from the list below. At 5th level you may select a second genre feat, if no one else in the campaign has taken it.

A Contact in Every Port
Benefit: In every settlement you come across, you have at least one local (at neither the bottom nor top of the social ladder) who is helpful towards you. These may be old flames, pen pals, admirers of your work, a spy network, the last citizens of the lost subterranean empire you were queen of, or whatever else you decide to define them as. Even if you abuse these allies and reduce their attitude towards you, it goes back up one step (to a maximum of helpful) every time you gain a level.

Bushwacker
Benefit: When you are adjacent to a target in a secluded area where the target cannot see or hear any of its allies or your allies, any nonlethal damage the target takes in a surprise round before the target acts is quadrupled. If any of these conditions end you cannot use this feat again on the same target until you have gotten an attitude or friendly with the target, or if the target does not realize you are the same person when you next are adjacent to it in seclusion.

Chandeliers and Rigging
Benefit: As long as there are hanging ropes, lights, sails, rafters, trees, or similar dangling objects nearby, you have a fly speed of 30. If you end any turn not within 20 feet of a dangling object, you must land or you fall.

Elan
Benefit: Rather than suffer frightened or panicked conditions, you simply take the penalties of the shaken condition. Additionally even when confused or mind controlled, you never attack yourself or an ally unless you wish to.

Flamboyant
Benefit: You may use your Charisma modifier (rather than Strength or Dexterity) when making attack rolls with weapons, and add your Charisma modifier (in addition to any other ability score that applies) to damage rolls with weapons.

Mad Genius
Prerequisite: Engineering as a class skill.
Benefit: Select one technology type: cryo, plasma, sonic, untyped ranged weapons, computers, or augmentations. You can create such items using the normal Starfinder item creation rules. You also get a pool of one item per character level of such things for your personal use (which no one else can make work), but your total item levels worth of such items cannot exceed double your ranks in Engineering. You can swap out what items you have each day, but new items don’t come with full loads of fuel, batteries, or ammunition.
You can select a second category if you are 5th level or higher, and a third at 10th.

Psychic
Prerequisite: Mysticism as a class skill
Benefit: You can create magic items using the normal Starfinder item creation rules (and hybrid items, if you have enough ranks in engineering for them). You also get a pool of one item per character level of such things for your personal use (which no one else can make work), but your total item levels worth of such items cannot exceed double your ranks in Mysticism. You can swap out what items you have at each new character level, or with 30 days of downtime.

Resolute
Benefit: You gain 5 additional maximum Resolve Points.

Weapon Master
Benefit: Whether you are a gunsmith, or veteran soldier, or just weirdly lucky, you almost always have access to special weapons. If you have access to your normal equipment and have not lost that since you were in a typical town, you have access to one weapon of your level, one weapon of your level -2 (if the result is 1 or more), and one weapon of your level -4 (if the result is 1 or more). You may select weapon normally only available as treasure.
These special weapons may have double the normal usages, or reroll one damage roll per combat, or have one weapon fusion it qualifies for. If you wish, you may give up one of these special weapons to instead apply an additional benefit from this list to one of your remaining special weapons. You can swap out your special weapons at a major settlement or weapon cache.

The Setting

Nearly every time-period appropriate fiction works in this setting. The heroes are part of a worldwide tradition of larger-than-life figures, and after 1st level can generally expect to be accepted as noteworthy experts in the field of adventure, if nothing else.

This is a world where Sherlock Holmes is world famous and alive, secretly waging a war with Professor Moriarty and aided by Nick Carter and Inspector Donovan. Nikola Tesla and Thomas Edison publicly wage thought wars for scientific superiority, though Marie Curie is actually making more headway with Martian technology and Beatrix Potter has mastered the hybrid red weed the Martians brought with them. Dr. Moreau is busy with his experiments somewhere in the Pacific, Dr. Jekyll wanders the world looking for a cure, Old Shatterhand works to bring justice to the badlands, Sir Henry Curtis explores Africa (ignoring the fact people already live there), retired Otto Lidenbrock has established multiple routes to the center of the earth with his nephew Axel (though Gräuben Lidenbrock runs most of the expeditions, as her husband Axel is too afraid to make the journeys), and Professor Challenger just received his degree.

In Australia the age of the bushrangers has largely ended, though Ned Kelly still runs a group of armored outlaws seen by many as local heroes. The rapid industrialization of many of the nation’s major cities, and a growing depression, is also leading to rising nationalism, rising cries for independence, and sadly growing racism against Asian immigrants and the continent’s aborigines.

In Canada the Dominion of Canada is just a generation old, and still struggling to settle land disputes with the US and between its own provinces. The Mounties are less than 20 years old, the Yukon gold rush is strong, and there is not yes a single unified code of law for the nation.

In Mexico military hero Porfirio Díaz rules as president over a stable, growing, wealthy Mexico. He rules with the aid and advice of the científicos (“scientists”), who reject religious ideas and mysticism to focus on scientific method and the accumulation of knowledge… though the Maximillian monarchy was just a generation ago.

In Japan Emperor Meiji overseas the transition of a nation from feudal power to modern power, and though samurai have had many of their privileges removed they still exist and the last samurai conflict was within a generation.

In the United States, there are still unsettled territories, though not as many as their used to be, and while veterans of the civil war have grown rare and aged, veterans of the War of the Worlds are now common. While the Indian Wars are mostly over, the indigenous peoples have been conquered by force, smaller military conflict still occur. A Ghost Dance ritual on the Northern Lakota reservation at Wounded Knee, South Dakota, led to the Army’s attempt to subdue the Lakota but, for now, the Lakota remain present and in control of the reservation without federal interference within their borders.

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