The Old Wild World (3.5e Campaign Setting)

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The Old Wild World[edit]

jessica-rossier-concept-art-jessica-rossier-don-t-move.jpg

It's so quiet. It's the year 1861 and the world has never been so busy. In Europe and on the East coast the gears of progress clang with each turn. The flames roar in the furnaces and factories that fuel the revolution of industry as the age of iron evolves into the age of steel.

But not here. Here out on the frontier it's so peaceful. Rich forests bow at the feat of the mighty Rocky Mountains. Falcons soar from the highest cliffs of the desert mesas, so vast that you could shout your name and keep waiting to hear it return to you. The great, rolling plains sparsely dotted with villages, towns, and prairie homes carry sweet songs on the wind in the beautiful, quiet landscape. It's too quiet.

The race west is on and everything... industry, railroads, mining, all of it is heading out into the frontier. The country is at a breaking point on the discussion of industrialization versus slave labor, and at the heart of all of it is the darkest secret the nation has, buried for hundreds of years, now being unearthed and everyone is coming for it. They will stop at nothing to get it, and no sacrifice too great for whoever gets their hands on magic.

[edit]

The Old Wild World is a historical dark fantasy campaign set in the American frontier during the civil war (however, this part can be changed as any game masters see fit). It is very similar in terms of history and culture to the real world, with the changes being more of additions than alterations to history. The key differences are that monsters and magic exist.

Monsters in this world are closer to being large animals that evolved certain ways over time, though some are certainly magical. Magic in this setting is very different to traditional D&D, as it is neither an understood nor a practiced concept. What little knowledge of magic there is in the world is held in rare objects known as the Artifacts. Exceptionally few people in the world know of their existence, and even fewer their real importance.

Much of the gameplay is still similar, just with more horse riding, carriage driving, and gun fighting. There's plenty of western tropes with standoffs, saloon hangouts, and bounty hunting to fill the times of adventure, with some of these leading to more information about the deeper mystery of the nation.





"Don't Move" Artwork by Jessica Rossier.

Campaign Information[edit]

The World

Geography & Culture

  • America
  • Europe
  • Asia
  • Languages

History

  • History
  • Altered History

Magic


Religion


Political Landscape

  • Civil War
  • Topics

For Players

Characters

Skills

  • Skills (by type)
  • Skill Changes

Feats

  • List of Feats
  • Types of Feats

Magic

  • Races with Magic
  • Classes with Magic
  • Magic Items

Equipment

General Rules

Character Rules

  • Ability Scores
  • Alignment
  • About Species
  • Creating a Character
  • About Skills
  • About Feats

Gaining a Level

  • Multiclassing
  • Epic Levels

Combat

Magic

  • About Magic
  • Magical Abilities

Exploration & Environment

  • Movement
  • Environment

For Dungeon Masters

About

  • State of the world
  • Story & Questing

Enemies

  • Factions
  • Strangers
  • NPC Classes
  • Monsters
    • Types and Subtypes
  • Encounters

Items

  • Artifacts
  • Hunts


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