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Showing posts with label The West That Never Was. Show all posts
Showing posts with label The West That Never Was. Show all posts

Wednesday, September 16, 2015

The West That Never Was: Harmonia

So I'm currently reading The Remarkable Life of John Murray Spear: Agitator for the Spirit Land by John Benedict Buescher, possibly as preparation for an Unknown Armies game I seem increasingly unlikely to run.  (It would also be an excellent resource for anyone running a God-Machine Chronicle game.  The idea of John Murray Spear as a mortal cult leader — or even a stigmatic — contacted by angels of the God-Machine would be a pretty rad time.  Astute observers might also note Spear's frequent dealings in Lovecraft country, and disturbing parallels with the Nyarlathotep avatar the Tick-Tock Man.)  You can read a basic run-down at Wikipedia or other sources, but as a very brief background, John Spear was a New England Unitarian minister in the mid-1800s who became heavily involved in prison reform, equal rights, and suchlike.  He eventually became active in the Spiritualist community, and claimed he was being contacted by a bureaucracy of spirits (including several famous figures from American history, notably Ben Franklin, Benjamin Rush, and George Washington), entities who were giving him instructions to build a new America on spiritual principles.  He built a god-machine (that was either destroyed or never worked, evidence is unclear), he built model communities based on spiritualism and socialism, and basically did the messianic occultist cult leader thing.

After the destruction of the god-machine, Spear's activities continued with the conception of what would be an ideal city, a New Jerusalem run by mediums in constant communion with the spirits.  It would be an enlightened, socialist society called Harmonia.  The spot was in Kiantone, on the site of an old spring.  (Spear and his followers believed the spot had mystical properties left by the machinations of an ancient race.)  It only met with limited success, but the plan was to build the city according to the symbolism of the human body (most of Spear's creations follow anatomy in some way).

Of course, as awesome as all that would be as background for a modern (or historical) occult horror game, I was immediately struck by the timeframe.  What if this were in the Wild West rather than New England?

What if it were in the West That Never Was?

(Note: As per the theme in the first West post, I'll reference spell names from Lamentations of the Flame Princess, but similar spells are available in pretty much every fantasy RPG.  If you want to do that Boot Hill/AD&D crossover, just look for the appropriate AD&D spells and go from there.)

Harmonia

Population 1,020

Harmonia is a mixed theocracy-magocracy, a community primarily run by clerics and magic-users.  However, only the day-to-day operations are actually performed by mortals; the true work is done by the spirits.  The local government makes heavy use of Speak with Dead, Commune, and similar extraplanar communication spells (alternately, the entities they contact are willing to come to them).

The town is completely without mundane defenses, as the government is entirely pacifistic.  They instead rely on faith and the guidance of spirits to avoid external threats.  (It's entirely possible that some manner of "guardian angel" guards the site against interlopers.)  As expected, weapons are not allowed in town — travelers must either divest themselves before entry, or turn their weapons over to the townsfolk, whereupon they will be destroyed.  (Note that if travelers just drop their weapons outside town, the townsfolk will gather and destroy them.  If the travelers do something clever, like burying their weapons, but they look like the sort to carry weapons, the townsfolk will use Locate Object to find them, excavate them, and destroy them.  They're pretty thorough, although it might take a few days to locate well-hidden weapons, so the PCs might be able to recover them.)

The town is built on the site of an ancient healing spring; access to the spring is free, but monitored so that no one tries to pollute the well.  A single drink of water will cure the most serious ailment affecting the imbiber, as per a Cure Disease, Cure Light Wounds, or Neutralize Poison spell.  (So someone who is diseased, poisoned, and wounded would need at least three drinks to be fully healed.)  The water can be bottled, but loses potency after a day away from the well.

The head of the town is the Reverend John Spear, a spiritualist and minister from Back East.  Now in his sixties, he was an adventurer and rabble-rouser in his youth, and is a 10th level cleric.  He has a family Back East, although they do not live out here as they do not understand his spirit communion.  (His daughter, Sophronia, participated in his spiritual explorations, but she died of brain fever a couple of years back.  He still communes with her, however.)  He is tended by a council of mediums, low-level clerics and magic-users whom he provides with scrolls when resources allow.

The townsfolk do not use wealth among each other, but when dealing with the outside world, they gather their wealth through the use of the Locate Object spell.  (Gold mining is a popular profession, as is a certain level of dungeon delving.)  They will sell general goods to outsiders for nominal fees (use the standard rural values; at the DM's discretion, prices may also be lower for some goods), although they sell any found treasure and treasure maps at normal (but relatively fair) values.

If your game uses Cattle Punk tech as described in the first West post, it is available here (although weapons never are).  Also note that if you are just running traditional D&D, you can strip the Western elements and Victorian-level technology with no trouble.  (The more technology available in your world, though, the more steampunk they get; they're all about the divine essence as a New Motive Power, an advanced engine that powers the world and whose power can be harnessed by mortals.)

Note that the nature of the spirit entities that guide the townsfolk is left deliberately vague.  Spear certainly thinks they're angels and spirits of the dead guiding the town to a glorious future, but they could be anything: ancestors, aliens, angels, demons, devils, the ghosts of the ancient race that enchanted the spring, gods, psychic projections of Illuminated masters (or aboleths or illithids), spirits of the Duvan'Ku, the weird entities summoned by the Summon spell, or any other entity of the DM's choosing.  The creatures chosen will naturally influence the town's goals and general feel to some degree.

Students of popular culture and science fiction may also note that "Harmonia" sounds suspiciously similar to "Harmony," the name of the Wild West version of The Village from The Prisoner.


Wednesday, January 2, 2013

Next Town Over

After a long hiatus, The West That Never Was returns.  One of the Deadlands group brought Next Town Over to my attention.  A webcomic about revenge, Cattle Punk tech, sorcery, and mayhem, it likely captures the essence of what is The West That Never Was.

Start reading Next Town Over from the beginning.

Monday, September 17, 2012

Return of the Son of the West That Never Was

Man, now that I've written about The West that Never Was (and its addendum), I seem to be suffering from frequency illusion or Baader-Meinhof, because now I'm seeing this everywhere.

First, Rushputin brought "Knights of Cydonia" to my attention:


And then I found a +1 Revolver:

Monday, September 3, 2012

The West That Never Was



That video about sums it up.

So, the other day, I happened to see a Fistful of Rupees (also see Part 2 and Part 3), and it got me to thinking about the intersection of fantasy and the Western.  The two are pretty similar (most American Westerns are just reskinned samurai movies, anyway), in that they typically follow the exploits of a single person or a small group seeking justice.  Or money.  Or both.  There are small borderland towns amidst a large wilderness.  And particularly in the modern deconstruction of the Western, mystical and mysterious elements are common.

Sounds like D&D to me.

The following is meant for use with Lamentations of the Flame Princess, and assumes a fictional American West keeping in line with Raggi's fictional early modern Europe.  You might keep the same geography as America, or you might make a fake one — personally, I was thinking Dogs in the Vineyard or octaNe with just an endless West that never was.  Or Dark Tower, if you prefer. Whatever the case, here's some stuff.

Classes

Assume the standard seven classes.  Fighters and specialists are the same.  Clerics might be from a religious order, or they might be the local padre.  Magic-Users might be weird shamans, or Satan-worshippers, or the old crone who lives on the hill and gives love potions to people who remind her of her dead husband.  Demihuman classes either represent demihumans that came over from Europe, or Injuns native to the Americas.  If you pick the latter option, assume adventuring Injuns are typically either exiles or questers seeking glory and mystical knowledge.  A notable number of adventuring Injuns are either Contraries or Two-Spirits.  Injuns come from three broad clans (or societies, or sects, or whatever):
  • Elves become Fire Shamans, battle shamans who fight as well as study magic.  Depending upon the whims of the Referee, Spirit Warriors may have access to the Cleric spell list in place of or in addition to the regular Magic-User spell list.  They otherwise retain all Elf characteristics.
  • Dwarves become Stone Warriors, fierce warriors who are known for their connection to the earth and their legendary toughness.  A fair number of Stone Warriors are also Contraries.
  • Halflings become Coyote-People, mystical tricksters who fulfill archetypal roles among their tribes.  Rather than great battle training, Coyote-People focus more on getting out of trouble and avoiding danger.
Skills

All skills still start at a 1 in 6 chance, modified by statistics and class options.  At the Referee's option, two new skills may be added:
  • Quick-Draw: If a character rolls under his or her quick-draw skill, he or she may draw a small weapon (such as a knife or pistol) and use it in the same round.  Quick-Draw benefits from the character's Dexterity modifier.
  • Speed-Load: In a round, a character can load two bullets, plus a number of extra bullets equal to his or her Speed-Load skill.  So, most characters can load three bullets in a round.  This skill works the same for revolver bullets, rifle bullets, shotgun shells, and Gatling gun rounds.
Money and Equipment

Money is as found in the Rules book, although coins are less common because newly-minted currency (typically bank notes) is found back East.  Copper, silver, and gold coins are occasionally found among old Indian and Spanish hordes, however.  In settlements, the following denominations become more common:
  • Copper pieces are more commonly copper bits, retaining the same weight and size as other copper coins.
  • Silver pieces are more commonly found as greenbacks, bank notes printed on green-tinted fabric.  Supposedly, each greenback represents a silver piece in the treasury, but who knows if that's true.  Ten copper bits equal one greenback.
  • Gold pieces are relatively unchanged.  Occasionally, some prospector will come into a settlement with gold nuggets, and the government back East will mint gold eagles, but the gold pieces out West are frequently still bits of Spanish treasure.  And even older pieces...
Equipment is mostly unchanged; armor and classic weapons are typically rarer, but some blacksmiths still make it to keep in practice, and some hombres just feel more comfortable out in the West with a heavy leather duster or chainmail (armor is still sometimes found in treasure hordes, too).  There are a couple of new pieces of equipment, as well.

Item Cost, City Cost, Rural Damage Shots Short Medium Long
Revolver 25 sp 25 sp d10 6 50' 300' 600'
Rifle 35 sp 25 sp d12 5 100' 500' 1000'
Shotgun* 45 sp 35 sp 3d6/1d6 2 50' 100'
Gatling Gun** 1500 sp d12 100 1000' 2000' 3000'

*Shotguns decrease a d6 of damage for each range increment. So, it deals 3d6 at 0'-50' and 1d6 at 51'-100'.

**A character using a Gatling Gun can make up to three attacks per round. Gatling Guns can only be fired while mounted; if carried, they are considered oversized equipment.

Guns ignore armor, typically rendering the average opponent at a measly 11-13 AC.  Cover is important.  Bullets are typically 2cp apiece for whatever gun.

In addition, characters might purchase speed-load cylinders.  A speed-load cylinder costs 5sp; characters can pre-load these cylinders with 6 bullets, allowing them to reload a revolver in one round with a loaded speed-load cylinder.

Cattle Punk Tech

Cattle Punk is the fusion of fanciful, steampunk technology and classic cowboy aesthetic.  If the Referee wishes to include this stuff, the Referee may:

  • A) Make a new class; we'll call it the "Artificer" or the "Mad Scientist" or whatever.  We recommend reskinning the Magic-User; keep the level progression, hit points, attacks, and saves, but lose the spells.  Mad Scientists, however, gain a "Science" skill that progresses as demihuman skills (starts at 2 in 6; increases to 3 in 6 at level 4, 4 in 6 at level 7, 5 in 6 at level 10, and 6 in 6 at level 13); this skill encompasses Architecture, Bushcraft, and Tinker.  Mad Scientists can make magical devices (I recommend using the rules for magical research from Labyrinth Lord, although the Referee might decrease development times and costs because the Mad Scientists do this as their schtick).  
  • B) Specialists can make magical items if they have an Intelligence of 13 or higher, and either Architecture, Bushcraft, or Tinker at 6 in 6.  Specialists with Architecture can make giant vehicles and bases — warships, airships, secret volcano lairs, and the like.  Specialists with Bushcraft can modify life through crossbreeding and Frankenstein techniques, making new creatures and monsters in this fashion.  Specialists with Tinker can make traditional armor, gadgets, and weapons.
  • C) Just modify Grease Monkeys and take it from there.
If super-scientists exist, there are probably limited supplies of "magic items" on the market; if you've got the bucks, tinkerers make good stuff.  You probably won't find anything with more than a +1 enhancement bonus, and that will cost thousands of dollars.  (A +1 anything probably runs about $20,000.)

Magic armor might be able to take gunfire, or it might not.  It's all up to that Referee bastard.

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