Imagine a world where the legends of North America come alive — a place of high adventure, magic, and monsters, where history and myth intertwine.
Brawl with Mike Fink or swing an axe with Paul Bunyan.
Brave the dangers of the polar sea in search of the legendary northwest passage.
Trudge through steaming swamps in pursuit of the fountain of youth.
Prowl the misty streets of Boston on the trail of hell-spawned fiends.
Take flight with a coven of witches upon a midnight ride.
Shiver at the call of the wendigo as you traverse a frozen wasteland.
Carry the banner of liberty into battle against the forces of tyranny.
Northern Crown: New World Adventures is a campaign world set in North America’s legendary past; an age of frontier adventure, political intrigue, and supernatural horror. Inspired by history and infused with myth, it is a place where heroes fight for freedom, chart a vast wilderness, and battle unknown evils.
The possibilities for adventure in the New World Adventures setting are many. You might find yourself searching the wilderness for a lost Moundraiser city, or aiming a silver bullet at the heart of an elegant vampire beneath the Dueling Oak at Nouvelle Orleans. At risk could be something as personal as your own honor, or as epic as the birth of a new nation. Your character might be a hardy Coureur scout from the northern woods, a stylish rake from the court of Carolingia, a Witchling agent, or a Mohawk bard like Okwaho, whose words you just read. Your foes could be axe-wielding Vinlander raiders, the automaton soldiers of a deranged evil genius, or a lich who once ruled as sorcerer-king of a now-vanished native civilization. Along the way, you might find an ally in Jonny Appleseed or the prophet Tenskatawa. And you may just join them as a legend in your own right! To help in your quest, your may possess a psionic knack that lets you work wonders as a hex or a firebug, or even wield the dreaded evil eye. Perhaps you practice sorcery, daring to defy the edicts of church and state. Or you could be a witch, wrestling your arcane powers from a fiendish imp at the risk of losing your soul. A degree in natural philosophy can imbue you with the knowledge to construct anything from a flying machine to an earthquake generator, and let you use the power of science to produce impressive effects rivaling the spells of magic-users. But if all else fails, then you’d better also know how to fire a matchlock musket or hurl a tomahawk. It’s a dangerous world, after all.
The New World seethes with conflict, as the strifes and plagues of vying Uropan (yoo-ROPE-ahn) nations take root in fertile ground. Witches struggle against Puritan firebrands; royal agents play games of murder and deception for the glory of their monarch; and soldiers take to the field of battle where dragoons and musketeers clash amid the roar of cannon and shot. Patriots stake their lives to overthrow the old order and establish a new freedom, unfettered by the evils of slavery and persecution. Natural philosophers compete to create clever inventions that could shape the course of the future, while wizards and sorcerers seek to preserve the arcane arts of the past. And in the deep forests, druids create standing stones and earthen mounds to focus the healing power of the land, and gather animal allies to defy the encroachment of civilization.