North America — RPG Location & Adventure Guide

North America as a vast fantasy campaign world of Indigenous settlements, great rivers, forests, mountains and distant Atlantic ships
North America is already a world of nations, settlements, great rivers, sacred landscapes and old powers when the Atlantic colonies begin pushing farther inland.

North America at a Glance

Campaign Present 1454 CE
Political Reality Hundreds of Indigenous nations, towns, communities, alliances and sacred jurisdictions alongside foreign colonies and independent frontier settlements
Atlantic Powers Virginia, Massachusetts, New Hampshire, Maryland, Connecticut, Rhode Island, New Netherland, Norse Delaware, New France, Vinland and Greenland connections
Frontier Character Gunslingers, marshals, bounty hunters, prospectors, caravans, ranches, mines, saloons, stage routes and boomtowns
Great Routes St Lawrence, Great Lakes, Mississippi, Missouri, Ohio, Indigenous trail networks, Oregon Trail, Pony Express and Atlantic sea-roads
Technology Gunsmith Exile workshops have pushed precision firearms far beyond ordinary historical development without creating an industrial age
Languages Hundreds of Indigenous languages plus English, Dutch, French, Norse and regional trade languages; Common does not exist
Major Interior World Mississippian agricultural communities, mound centres, river towns and political alliances remain active
Southern Great Power The expanding Mexica Triple Alliance dominates much of central Mexico while other states retain their own power
Adventure Style Exploration, diplomacy, monster hunting, frontier justice, river journeys, bounty hunting, trade wars and wilderness expeditions

Enter North America

North America is not waiting to be discovered. Great rivers are already highways, forests contain known roads and hunting territories, towns stand beside fields and earthworks, and generations of diplomacy determine who may cross a valley, use a portage, hunt a herd or enter a sacred place.

Then there is the frontier.

Foreign settlements have existed long enough for locally born generations to push far beyond the Atlantic shore. Fortified markets, ranches, mining camps, caravan depots and rough new towns spread inland faster than distant governments can control them.

Some still obey colonial governors. Others answer to merchant councils, locally chosen marshals or whichever armed faction actually keeps the roads open. Still others survive because neighbouring Indigenous powers permit them to remain.

Gunslingers ride beside warriors carrying bows and spears. A French river trader can share a campfire with a Norse navigator, a gnome gunsmith, an Indigenous diplomat and an outlaw wanted in three settlements whose warrants mean nothing in the fourth.

North America is where the Wild West arrives centuries early.

Living Indigenous nations Wild West Gnome gunsmiths Great rivers Atlantic colonies Vinland Monster country Frontier law Sacred landscapes Exploration

Why Adventurers Come Here

Go Beyond the Map

Governors, merchants, scholars and explorers pay well for reliable knowledge of rivers, passes, settlements, monster territories and routes that exist only as rumours on coastal maps.

Take a Bounty

Criminals cross jurisdictions faster than officials can negotiate their return. A skilled company may be hired to bring back an outlaw, a stolen payroll or evidence that the person named on a warrant is innocent.

Ride the Frontier

Stagecoaches, cattle drives, Pony Express riders, prospectors and emigrant caravans need escorts through country threatened by weather, monsters, outlaws and political disputes.

Hunt a Monster

Every region has its own dangerous beings. Successful hunters learn what a creature is, where it belongs and who understands it before choosing a weapon.

Negotiate Where Armies Cannot

A small adventuring company can cross boundaries and enter settlements without creating the crisis that might follow an armed column.

Find What Vanished

Ships disappear. Mines go silent. Settlements are abandoned overnight. Expeditions fail to return. Sometimes the answer is weather or violence. Sometimes it is not.

What Is Happening Right Now?

The Atlantic Colonies Are Growing

Virginia, Massachusetts, New Hampshire, Maryland, Connecticut and Rhode Island coexist uneasily with New Netherland, Norse Delaware, New France and the older North Atlantic worlds of Vinland and Greenland.

The Frontier Is Moving Faster Than Government

River ports, ranches, mining camps and caravan towns appear beyond effective colonial administration. Some display a governor’s flag while ignoring that governor whenever orders become inconvenient.

The Gunsmith Exiles Are Changing Warfare

North American gnome workshops make revolvers, precision rifles and a small number of repeating firearms that give individual fighters previously impossible firepower.

The Great River Powers Remain Strong

Cahokia’s decline did not empty the Mississippi world. Agricultural communities, river towns, mound centres and political networks remain active along the great waterways.

Indigenous Powers Decide Which Roads Stay Open

Foreign expansion moves through inhabited political worlds. Local governments control crossings, food, waterways, hunting rights and much of the information required to survive inland.

The Supernatural Frontier Moves Too

New roads, mines and settlements disturb territories occupied by spirits, monsters and sacred powers. Expansion creates supernatural consequences as readily as political ones.

The Gunsmith Exile

North America’s unusually advanced firearms begin with a diaspora of gnome gunsmith families, precision metalworkers, powder-makers and apprentices driven from parts of the Old World after refusing princely and guild attempts to control their work.

Firearms themselves are not their invention. Handguns, muskets, bombards and other powder weapons already exist. What makes the exiles extraordinary is their command of precision mechanisms, dependable springs, improved breeches, protected ignition systems and increasingly accurate measurements.

Attempts to confiscate workshops, seize designs and force master craftsmen into exclusive service drove some families across the Atlantic. They carried tools, gauges, patterns and practical knowledge that could not simply be copied from a captured weapon.

North America gives those workshops ores, timber, charcoal, customers and distance from the guild monopolies that once restrained them. Frontier demand then pushes the technology toward compact weapons, rapid follow-up shots, reliable field repairs and firearms capable of surviving long journeys.

Clean-shaven gnome Gunsmith Exiles building advanced firearms for a frontier cowboy
A Gunsmith Exile workshop. Their precision craft explains the frontier’s advanced firearms without making North America an industrial society.

The Gnome Cartridge

The decisive breakthrough is the self-contained cartridge. The finest workshops manufacture carefully fitted copper or brass cases containing projectile, measured powder and primer.

Producing them consistently requires the same precision tooling that makes the advanced firearms possible. A revolver may therefore be an extraordinary weapon while suitable ammunition remains valuable enough to count and protect.

Why the Old World Cannot Simply Copy Them

A skilled armourer can dismantle an imported revolver or repeating rifle and may even produce an individual imitation.

What is difficult to reproduce is the whole craft system behind it: gauges, boring equipment, master patterns, spring-making, heat treatment, ammunition tolerances and generations of practical workshop knowledge.

That is why North America can possess revolvers and repeating rifles without every army in Europe immediately possessing them as well.

The loose North American Gnome Gunsmith Compact helps workshops protect their technical independence while allowing enough cooperation to keep frontier weapons supplied and repairable.

See also Firearms and the Gunsmith’s Kit.

The American Frontier — Wild West

Beyond the strongest colonial governments lies a country of ranches, mines, isolated farms, river towns, trading posts, caravan depots and boom settlements where written authority weakens with every day’s travel.

This is the Wild West of SpiralWorlds .

Gunsmith Exile technology has placed extraordinarily effective firearms in the hands of people whom distant governments struggle to control. Marshals enforce laws whose authority may end at the edge of town. Bounty hunters pursue fugitives across jurisdictions. Prospectors disappear into monster country following rumours of gold. Outlaws attack stagecoaches, payroll caravans and river cargoes.

The saloon has become one of the frontier’s great institutions: tavern, gaming house, hiring hall, information exchange, informal courtroom and occasional neutral ground between people who would otherwise shoot one another.

Indigenous nations remain major powers throughout frontier country. A colonial charter or mining claim does not erase existing sovereignty, and many supposedly independent settlements survive only because neighbouring peoples permit them to do so.

The Pony Express

The Pony Express is a network of mounted couriers and relay stations built to move messages faster than wagons, caravans or ordinary travellers.

Without telegraphy to replace it, the service is exceptionally important. Government dispatches, warrants, maps, military orders, financial papers, private letters and intelligence pass from rider to rider through isolated stations.

The Oregon Trail

The Oregon Trail is the most famous overland corridor toward the western interior and Pacific country.

It is not a single engineered road. It is a shifting network of older trails, wagon tracks, ferries, river crossings, grazing points, wells, forts, markets, graves and dangerous shortcuts.

Tombstone

Tombstone begins with a prospector warned that the only thing waiting in the country ahead is his tombstone. The name survives after a rich mineral discovery turns the joke into a settlement.

Dodge City

Dodge City stands where livestock routes, traders, armed travellers and frontier law meet.

The Black Hills

The Black Hills rise from the Great Plains like an island of forest and stone. They are sacred country, strategic high ground and the subject of persistent rumours concerning rich veins of gold.

Devils Tower

Devils Tower dominates the surrounding country with the unsettling appearance of something built rather than formed. Stories differ over its origin. In SpiralWorlds, several may be true enough to be dangerous.

Choose Your Adventure Region

Arctic & Far North

Sea ice, tundra, islands and winter darkness create campaigns where weather can kill as efficiently as monsters. Inuit communities possess the knowledge required to travel through country outsiders often describe as impassable.

Vinland & the Northern Atlantic

Vinland belongs to an older Atlantic settlement tradition than the newer colonies.

Pacific Northwest

Great forests, islands, rivers and a deeply maritime coast create dense political geography. Canoes, fisheries and coastal routes bind communities whose knowledge of the sea matters more than foreign maps.

Rocky Mountains

The Rocky Mountains divide watersheds and turn passes into strategic assets. Mines, hidden valleys and monster territories make them ideal expedition country.

Great Basin

Water determines the map. Springs, mountain valleys and seasonal routes matter more than straight-line distance.

The Southwest

Pueblo communities, irrigated agriculture, canyon settlements and inherited Hohokam landscapes create a living world of desert engineering.

The Great Plains

Immense herds, river settlements, agricultural communities and mobile hunting peoples share the Plains. Earlier horse reintroduction is changing travel and warfare, but there is no single Plains culture.

Great Lakes & St Lawrence

The Great Lakes and St Lawrence form one of the continent’s greatest water-road systems. Portages, river mouths and islands become natural places for trade, diplomacy and conflict.

Eastern Woodlands

Fields, villages, forests, hunting territories and waterways overlap in a landscape outsiders frequently mistake for empty wilderness.

Appalachians

Long forested ridges separate the coastal colonies from the interior. One dependable pass can make a settlement wealthy.

Mississippi River World

The Mississippi, Missouri, Ohio and their tributaries connect agricultural towns, markets, mound centres and regional alliances.

Gulf Coast & Louisiana

Wetlands, storms, bayous and river mouths link the interior to the Gulf and Caribbean.

The Atlantic Colonies

The densest foreign settlements occupy parts of the eastern seaboard, but their political claims extend far beyond their ability to rule.

Mexico & Mesoamerica

Central Mexico contains great cities, tribute systems, agricultural regions and states vastly larger than any northern Atlantic colony.

Geography, Rivers & Travel

North America’s scale defeats anyone who treats it as one wilderness. Arctic ice, boreal forest, enormous freshwater lakes, grasslands, deserts, mountain chains, wetlands, subtropical coasts and Mesoamerican highlands create radically different campaigns.

Water is often the fastest road. The St Lawrence and Great Lakes connect the northeast to the continental interior, while the Mississippi and its tributaries bind enormous agricultural and trading worlds together.

North America campaign map showing physical geography with SpiralWorlds frontier, colonial and regional campaign information
The definitive North America campaign map combines real continental geography with alternate-history political regions and adventure routes.

Rivers Are Roads

Canoes, ferries and river craft move people and cargo along routes used for generations. Confluences, portages and river mouths naturally become markets, meeting grounds, fortified settlements and places worth fighting over.

Trails Belong to Someone

A path through apparently empty forest may connect villages, seasonal camps, hunting territories or sacred places. Travellers who assume a road is free because nobody built a toll gate may begin a political crisis before reaching their destination.

Sea Routes Join Different Worlds

Northern ships connect Greenland and Vinland. Atlantic vessels sail between European ports and the colonies. Coastal craft link settlements, fisheries and river mouths while the Caribbean draws the Gulf and Atlantic worlds into its own commercial and military struggles.

Horses Are Valuable, Not Universal

Sustained earlier Atlantic contact has returned horses to parts of North America sooner than in ordinary history. Breeding and trade are spreading them through selected regions, but canoes, walking, dogs, river craft and human portage remain essential.

There Is No Common Language

Common is not a real language. Indigenous languages, English, Dutch, French, Norse and local trade languages all matter. An interpreter can be more important than another armed guard.

Indigenous Nations & Political Worlds

Indigenous North America is not one culture, one government, one religion or one faction.

The continent contains Arctic hunting and maritime communities, Northwest Coast societies, Plains peoples, Pueblo worlds, Great Lakes nations, Eastern Woodlands communities, Mississippian towns, Gulf societies and the great political worlds of Mexico, among many others.

Authority may rest with councils, chiefs, clan institutions, hereditary leaders, town governments, confederacies, military societies, ritual offices, merchant networks or combinations that do not fit neatly into European categories.

Agricultural land, settlement jurisdiction, hunting rights, seasonal routes, sacred responsibilities, tributary relationships and kinship obligations can overlap. A foreign charter therefore does not transform an area into colonial property simply because somebody across the Atlantic drew a line around it.

Diplomacy Before Exploration

A route that looks open on a map may already belong to someone. A river landing may require permission. Hunting in the wrong valley may violate an agreement the travellers never knew existed.

The Mississippian River World

Cahokia is no longer the overwhelming centre it once was, but the wider Mississippian world has not vanished.

Agricultural towns, ceremonial centres, markets, fisheries, cultivated fields and political alliances remain active throughout the great eastern waterways. Communities reorganise as populations move and political centres rise or decline.

The Mississippian River Alliances are not one empire. They are overlapping networks capable of cooperation, competition and rapid movement along river routes.

A thriving Mississippian river civilisation with mound centres, cultivated fields, markets, canoes, docks and extensive settlement
The Mississippi is a populated river world of towns, markets, fields, mound centres and alliances—not an empty route into the interior.

Colonies & Foreign Powers

The Six English Colonies

Virginia, Massachusetts, New Hampshire, Maryland, Connecticut and Rhode Island form six separate English colonial projects whose laws, economies, military customs and relationships with neighbouring peoples differ considerably.

Explore The Colonies, the Colony of Virginia, Jamestown and Massachusetts Bay.

New Netherland

New Netherland is a Dutch commercial colony shaped by Atlantic shipping, river access and trade.

New Amsterdam is its principal port, while Sleepy Hollow demonstrates how quickly settlement can encounter supernatural problems it does not understand.

New France

New France follows the St Lawrence and associated waterways. Its influence reaches much farther than continuous French settlement because boats, traders, forts and alliances can move through river systems where roads scarcely exist.

Norse Delaware

Norse Delaware is an Atlantic trading colony distinct from both New Netherland and the English settlements. Its merchants participate in the colonial frontier while retaining ties to the older northern Norse world.

Vinland & Greenland

Vinland is not a forgotten ruin. It belongs to a surviving North Atlantic settlement tradition connected through Greenland and older Norse sea-roads.

Roanoke

Roanoke remains one of the continent’s most notorious vanished settlements. People still want to know what happened there.

Places Adventurers Can Go

Vinland

Norse settlements, Atlantic voyages, old claims and dangerous northern wilderness.

New France

River forts, traders, alliances and contested routes through the St Lawrence world.

Virginia

Tidewater rivers, growing settlements, forests, swamps and the approaches to the Appalachians.

New Netherland

Dutch commerce and strategic river routes along the Atlantic frontier.

New Amsterdam

A growing harbour full of merchants, sailors, officials, smugglers and foreign agents.

Massachusetts Bay

New England settlement, maritime trade, magical tensions and hard northern winters.

Tombstone

Mines, gunfighters, disputed claims and sudden fortunes.

Dodge City

Frontier law, livestock, caravans, gamblers and armed travellers.

Mississippi River

The great river highway through towns, agricultural worlds, wetlands and supernatural country.

Louisiana

French Gulf interests, river politics, wetlands and routes toward the Caribbean.

New Orleans

A major river port where Gulf commerce, magic, smugglers and competing powers meet.

Rocky Mountains

Great passes, mineral country, hidden valleys and dangerous expeditions.

People of the Frontier

Lawmen, outlaws, scouts, marksmen, explorers and larger-than-life characters move through North America’s frontier. Adventurers may meet them as allies, employers, rivals, quarry or enemies.

Lawmen, Gunslingers & Outlaws

Wyatt Earp

Frontier lawman and formidable peace officer.

Doc Holliday

Dentist, gambler and deadly gunfighter.

Billy the Kid

Young outlaw, gunslinger and wanted man.

Annie Oakley

Extraordinary marksman known as Little Sure Shot.

Bass Reeves

Relentless lawman and hunter of dangerous fugitives.

Judge Roy Bean

Frontier magistrate and self-styled Law West of the Pecos.

Calamity Jane

Rider, scout, adventurer and outlaw.

Butch Cassidy

Charismatic outlaw and leader of a highly capable criminal band.

Frontiersmen, Leaders & Adventurers

Buffalo Bill

Hunter, scout, rider and frontier showman.

Daniel Boone

Explorer, hunter and pathfinder of the wilderness frontier.

Jim Bowie

Frontiersman, explorer and formidable fighter.

Geronimo

Apache warrior and determined resistance leader.

Black Hawk

Sauk leader, warrior and political figure.

Hiawatha

Peacemaker, diplomat and political unifier.

Explore the complete Western NPC collection.

Factions & Rival Powers

North American Gnome Gunsmith Compact

A loose craft network descended from the Gunsmith Exile. Workshops cooperate where necessary while fiercely protecting their independence.

Mississippian River Alliances

Overlapping political, commercial and defensive networks connecting communities throughout the great river systems.

Company Adventurers to the New Found Land

A Bristol-linked exploration concern seeking fisheries, routes, settlements, trade agreements and valuable intelligence.

Norse Atlantic Sea-Road Network

Merchants, navigators and families linking Greenland, Vinland and the wider northern settlement world.

Browse the wider Guilds, Factions & Organisations archive.

Gods, Spirits & Sacred Powers

Myth is real, but North America has no single universal pantheon. Sacred powers belong to particular peoples, stories and landscapes.

Arctic & Northern Powers

Sedna

Mistress of sea animals and the northern ocean.

Asiaq

A northern sacred power associated with weather.

Arnakuagsak

A sea-mother associated with marine life and hunting.

Eastern Woodlands & Great Lakes

Glooscap

Culture hero and transformer within Wabanaki traditions.

Atahensic

An important figure within Haudenosaunee creation traditions.

Michabo

A powerful culture-hero figure of Algonquian traditions.

Plains Sacred Powers

Iktomi

Spider-trickster figure of Lakota tradition.

White Buffalo Calf Woman

A deeply important sacred teacher within Lakota tradition.

Southwest & Pueblo Traditions

Spider Grandmother

Teacher, helper and sacred figure within Southwestern traditions.

Iyatiku

A Pueblo creator and mother figure.

Northwest Coast Powers

Qamaits

A powerful Nuxalk sacred figure.

Explore the complete North American Pantheon and sacred-power collection.

Beings, Monsters & Frontier Legends

Every region has dangers of its own. The creature encountered beside Arctic sea ice should not feel interchangeable with one stalking an Appalachian road or descending upon a Rocky Mountain mining camp.

Arctic & Northern Country

Akhlut

A terrifying wolf-orca being associated with Yup’ik tradition.

Ijiraq

An elusive and dangerous being of Inuit tradition.

Chenoo

A monstrous being of Wabanaki traditions associated with terrible hunger and cold.

Great Lakes & Eastern Woodlands

Baykok

A supernatural hunter associated with Anishinaabe traditions.

Deer Woman

A powerful being appearing in several distinct regional traditions.

Jogah: Ga-hon-ga

A Haudenosaunee traditional being adapted for fantasy play.

Pacific Northwest

Sisiutl

A mighty supernatural being of Northwest Coast traditions.

Sasquatch

A legendary wild humanoid of the great western forests.

Greater Thunderbird

A powerful game adaptation drawing upon distinct Thunderbird traditions.

Southwest & Desert Country

Avanyu

A powerful being associated with Tewa and other Pueblo traditions.

Delgeth

A terrible being from the Diné Nayééʼ tradition.

Chupacabra

A blood-draining predator stalking ranch country and isolated livestock settlements.

Frontier Folklore

Hodag

A horned and vicious monster of the northern lumberwoods.

Slide-Rock Bolter

An enormous predator of Rocky Mountain tall tales.

The regional bestiary currently contains nearly two hundred creatures, ranging from traditional beings and folklore to cryptids, animals, prehistoric fauna and campaign monsters.

Explore the complete North American Beings, Monsters & Cryptids bestiary.

Services, Markets & Frontier Supplies

Atlantic Ports

Imported weapons, armour, ship supplies, maps, books, alchemical goods and European manufactured goods are easiest to obtain here.

River Markets

Food, canoes, guides, regional trade goods, interpreters, medicines and information may be more valuable than exotic weapons.

Frontier Towns

Blacksmiths, saloons, stables, wagon repairers, stores, boarding houses, gambling rooms, bounty offices and outfitters support travellers.

Gnome Workshops

Advanced firearm repairs, specialised cartridges and repeating mechanisms may require a compatible Gunsmith Exile workshop.

Magic

There is no universal magic shop. Magical services come from named practitioners, scholars, healers, ritual specialists and other people embedded in particular traditions.

Guides & Interpreters

Across much of the continent, the best investment an expedition can make is hiring someone who knows the route, languages and local politics.

Character Options

Existing SpiralWorlds character material associated with the continent includes the Totem Warrior, Dog Warrior and Ghost Dancer.

These character pages retain their own cultural framing, rules and licensing. Their presence here does not imply that one character tradition represents every Indigenous people in North America.

Frontier Arms & Equipment

North American equipment deliberately combines traditional weapons, ordinary black-powder arms and rare Gunsmith Exile technology.

Revolvers and repeating rifles do not mean that the continent has become industrial. The most advanced firearms are expensive works of precision craft dependent upon specialist tools, maintenance and ammunition.

Choose North America equipment rules edition

North America Equipment — D&D 5.5e

Melee Weapons

Weapon Cost Damage Weight Properties
Bowie Knife5 gp1d6 Piercing1 lb.Finesse, Light
Tomahawk8 gp1d6 Slashing2 lb.Light, Thrown (20/60)
Hatchet6 gp1d6 Slashing2 lb.Light, Thrown (20/60)
War Club1 gp1d6 Bludgeoning3 lb.Light
Bone Knife2 gp1d4 Piercing1 lb.Finesse, Light
Cudgel1 gp1d4 Bludgeoning2 lb.Light
Throwing Axe8 gp1d8 Slashing3 lb.Thrown (20/60)
Machete7 gp1d6 Slashing2 lb.Finesse, Light
Hunting Spear2 gp1d8 Piercing3 lb.Thrown (20/60)
Short Spear2 gp1d6 Piercing3 lb.Thrown (20/60), Versatile (1d8)
Fighting Stiletto3 gp1d4 Piercing1 lb.Finesse, Light
Wooden Club1d4 Bludgeoning2 lb.Light

Ranged Weapons

Weapon Cost Damage Weight Range Properties Mastery
Derringer Pistol200 gp1d6 Piercing1 lb.20/60Ammunition, Light, Loading, ConcealableVex
Revolver750 gp1d10 Piercing3 lb.30/90Ammunition, Reload (6)Vex
Pepperbox600 gp1d8 Piercing4 lb.30/90Ammunition, Reload (6)Vex
Musket500 gp1d12 Piercing10 lb.40/120Ammunition, Loading, Two-HandedSlow
Lever-Action Rifle1,000 gp1d10 Piercing8 lb.100/400Ammunition, Reload (7), Two-HandedSlow
Buffalo Rifle750 gp1d12 Piercing10 lb.150/600Ammunition, Heavy, Loading, Two-HandedSlow
Double-Barrel Shotgun600 gp2d6 Piercing9 lb.30/90Ammunition, Reload (2), Scatter, Two-HandedSlow
Sawed-Off Shotgun400 gp2d4 Piercing6 lb.15/45Ammunition, Reload (2), ScatterSlow
Blunderbuss350 gp2d6 Piercing7 lb.20/60Ammunition, Loading, Scatter, Two-HandedSlow
Recurve Bow25 gp1d6 Piercing2 lb.80/320Ammunition, Two-HandedVex
Longbow50 gp1d8 Piercing2 lb.150/600Ammunition, Heavy, Two-HandedSlow
Atlatl Dart1 sp1d4 Piercing¼ lb.40/120ThrownVex
Bola1 gp1d4 Bludgeoning2 lb.20/60Thrown, EntanglingSlow
Sling1 sp1d4 Bludgeoning30/120AmmunitionSlow
Throwing Knife3 gp1d4 Piercing1 lb.20/60Finesse, Light, ThrownNick

Frontier Firearm Rules

Reload (X). The weapon holds the listed number of cartridges or loaded chambers. Once all are expended, reloading the weapon requires an action while the wielder has suitable ammunition and a free hand.

Scatter. Instead of making a normal attack with this weapon, you can expend one shot to fire into a 15-foot Cone. Each creature in the Cone makes a DC 13 Dexterity saving throw, taking 1d6 Piercing damage on a failed save or half as much on a successful one. A Sawed-Off Shotgun uses a 10-foot Cone and deals 1d4 Piercing damage with this option.

Entangling. When a Bola hits a Large or smaller creature, the target must succeed on a DC 12 Dexterity saving throw or have the Restrained condition. A restrained creature can use an action to free itself.

Concealable. A creature searching you for this weapon has Disadvantage on the Wisdom (Perception) or Intelligence (Investigation) check made to find it unless circumstances make concealment impossible.

Light Armour

ArmourCostACWeightNotes
Padded Armour5 gp11 + Dex8 lb.Disadvantage on Stealth
Leather Armour10 gp11 + Dex10 lb.
Studded Leather Armour45 gp12 + Dex13 lb.
Leather Duster15 gp11 + Dex9 lb.Flexible frontier protection
Reinforced Leather Vest50 gp12 + Dex9 lb.Compact reinforced protection
Rugged Gambeson8 gp11 + Dex9 lb.Common frontier protection
Quilted Hide Coat20 gp11 + Dex12 lb.Counts as cold-weather clothing
Fur-Lined Duster25 gp11 + Dex10 lb.Counts as cold-weather clothing

Medium Armour

ArmourCostACWeightNotes
Buckskin Armour25 gp12 + Dex (max 2)15 lb.Flexible hide protection
Buffalo Hide Armour30 gp12 + Dex (max 2)18 lb.Cold-weather protection
Hide Armour10 gp12 + Dex (max 2)12 lb.
Chain Shirt50 gp13 + Dex (max 2)20 lb.
Frontier Brigandine100 gp14 + Dex (max 2)22 lb.Disadvantage on Stealth
Leather Cuirass60 gp13 + Dex (max 2)16 lb.Reinforced leather plates
Scale-and-Hide Armour50 gp14 + Dex (max 2)25 lb.Disadvantage on Stealth
Buffalo Scale Armour75 gp14 + Dex (max 2)28 lb.Disadvantage on Stealth; cold-weather protection
Rugged Scale Vest60 gp14 + Dex (max 2)18 lb.Disadvantage on Stealth
Rugged Hide Coat30 gp12 + Dex (max 2)15 lb.Cold-weather clothing
Frontier Hauberk100 gp14 + Dex (max 2)30 lb.Disadvantage on Stealth

Heavy Armour & Shields

ArmourCostACWeightNotes
Ring Mail30 gp1440 lb.Disadvantage on Stealth
Chain Mail75 gp1655 lb.Strength 13; Disadvantage on Stealth
Splint Armour200 gp1760 lb.Strength 15; Disadvantage on Stealth
Plate Armour1,500 gp1865 lb.Strength 15; Disadvantage on Stealth
Fortified Frontier Plate1,500 gp1870 lb.Strength 15; Disadvantage on Stealth
Shield10 gp+26 lb.Shield
Buckler5 gp+13 lb.Light shield

Additional Frontier Clothing & Armour

Item Cost AC Weight Notes
Animal-Pelt Cloak2 gp5 lb.Counts as cold-weather clothing
Buckskin Jerkin8 gp11 + Dex8 lb.Light armour
Toughened Hide Armour15 gp12 + Dex (max 2)14 lb.Medium armour
Chain Brigandine80 gp14 + Dex (max 2)25 lb.Medium; Disadvantage on Stealth
Quilted Pelt Coat20 gp11 + Dex12 lb.Light; cold-weather clothing

North America Equipment — Pathfinder 1e

Gunsmith Exile firearms attack normal Armor Class unless another firearm subsystem is deliberately substituted. Cartridge weapons fire until their capacity is exhausted.

Melee Weapons

WeaponCostDamageCriticalRangeWeightType
Bowie Knife5 gp1d619–20/×21 lb.P
Tomahawk8 gp1d6×220 ft.2 lb.S
Hatchet6 gp1d6×310 ft.2 lb.S
War Club1 gp1d6×23 lb.B
Bone Knife2 gp1d419–20/×21 lb.P
Cudgel1 gp1d4×22 lb.B
Throwing Axe8 gp1d8×220 ft.3 lb.S
Machete7 gp1d619–20/×22 lb.S
Hunting Spear2 gp1d8×320 ft.3 lb.P
Short Spear2 gp1d6×320 ft.3 lb.P
Fighting Stiletto3 gp1d419–20/×21 lb.P

Ranged Weapons

WeaponCostDamageCriticalRangeCapacityWeight
Derringer Pistol500 gp1d6×320 ft.11 lb.
Revolver2,000 gp1d8×340 ft.63 lb.
Pepperbox1,500 gp1d8×340 ft.64 lb.
Flintlock Musket1,500 gp1d10×360 ft.18 lb.
Lever-Action Rifle3,000 gp1d10×380 ft.78 lb.
Buffalo Rifle2,500 gp1d12×3150 ft.110 lb.
Double-Barrel Shotgun2,000 gp2d6×230 ft.29 lb.
Sawed-Off Shotgun1,500 gp2d4×215 ft.26 lb.
Blunderbuss1,000 gp2d6×220 ft.17 lb.
Recurve Bow25 gp1d6×380 ft.2 lb.
Longbow75 gp1d8×3100 ft.3 lb.
Atlatl Dart1 sp1d4×240 ft.¼ lb.
Bola1 gp1d4×220 ft.2 lb.
Sling1d4×250 ft.
Throwing Knife3 gp1d419–20/×220 ft.1 lb.

Reloading. Reloading one cartridge is a move action. Completely reloading an empty revolver, pepperbox, shotgun or repeating rifle is a full-round action. Muzzle-loading firearms require a full-round action to reload.

Scatter. A shotgun or blunderbuss may fire into a 15-foot cone instead of making a normal single-target attack. Make one attack roll and compare the result with the AC of each creature in the area. A creature hit this way takes half the weapon’s normal damage. A Sawed-Off Shotgun uses a 10-foot cone.

Bola. A creature damaged by a Bola must succeed on a DC 12 Reflex save or become entangled. Escaping requires a move action and a DC 12 Escape Artist or Strength check.

Armour

Armour Cost Armour Bonus Max Dex Check Penalty Spell Failure Weight
Padded Armour5 gp+1+805%8 lb.
Leather Armour10 gp+2+6010%10 lb.
Studded Leather45 gp+3+5–115%13 lb.
Leather Duster15 gp+2+6010%9 lb.
Reinforced Leather Vest50 gp+3+5–115%9 lb.
Rugged Gambeson8 gp+1+805%9 lb.
Quilted Hide Coat20 gp+2+6010%12 lb.
Fur-Lined Duster25 gp+2+5–110%10 lb.
Buckskin Armour25 gp+3+4–115%15 lb.
Buffalo Hide Armour30 gp+4+3–220%18 lb.
Hide Armour10 gp+4+4–320%25 lb.
Chain Shirt100 gp+4+4–220%25 lb.
Frontier Brigandine100 gp+5+3–325%22 lb.
Leather Cuirass60 gp+4+4–220%16 lb.
Scale-and-Hide Armour50 gp+5+3–325%25 lb.
Buffalo Scale Armour75 gp+6+2–430%28 lb.
Rugged Scale Vest60 gp+5+3–325%18 lb.
Rugged Hide Coat30 gp+4+4–220%15 lb.
Frontier Hauberk100 gp+5+3–325%30 lb.
Ring Mail30 gp+4+2–530%40 lb.
Chain Mail150 gp+6+2–530%40 lb.
Splint Armour200 gp+7+0–740%45 lb.
Plate Armour1,500 gp+9+1–635%50 lb.
Fortified Frontier Plate1,500 gp+9+0–740%70 lb.

North America Equipment — D&D 3.5e

Gunsmith Exile firearms are exotic ranged weapons and attack normal Armor Class. Cartridge weapons fire until their listed capacity is exhausted.

Melee Weapons

WeaponCostDamageCriticalRangeWeightType
Bowie Knife5 gp1d619–20/×21 lb.P
Tomahawk8 gp1d6×220 ft.2 lb.S
Hatchet6 gp1d6×310 ft.2 lb.S
War Club1 gp1d6×23 lb.B
Bone Knife2 gp1d419–20/×21 lb.P
Cudgel1 gp1d4×22 lb.B
Throwing Axe8 gp1d8×220 ft.3 lb.S
Machete7 gp1d619–20/×22 lb.S
Hunting Spear2 gp1d8×320 ft.3 lb.P
Short Spear2 gp1d6×320 ft.3 lb.P
Fighting Stiletto3 gp1d419–20/×21 lb.P

Ranged Weapons

WeaponCostDamageCriticalRangeCapacityWeight
Derringer Pistol500 gp1d6×320 ft.11 lb.
Revolver2,000 gp1d8×340 ft.63 lb.
Pepperbox1,500 gp1d8×340 ft.64 lb.
Flintlock Musket1,500 gp1d10×360 ft.18 lb.
Lever-Action Rifle3,000 gp1d10×380 ft.78 lb.
Buffalo Rifle2,500 gp1d12×3150 ft.110 lb.
Double-Barrel Shotgun2,000 gp2d6×230 ft.29 lb.
Sawed-Off Shotgun1,500 gp2d4×215 ft.26 lb.
Blunderbuss1,000 gp2d6×220 ft.17 lb.
Recurve Bow25 gp1d6×380 ft.2 lb.
Longbow75 gp1d8×3100 ft.3 lb.
Atlatl Dart1 sp1d4×240 ft.¼ lb.
Bola1 gp1d4×220 ft.2 lb.
Sling1d4×250 ft.
Throwing Knife3 gp1d419–20/×220 ft.1 lb.

Reloading. Reloading one cartridge is a move action. Completely reloading an empty cylinder, shotgun or repeating rifle is a full-round action. A muzzle-loading firearm requires a full-round action to reload.

Scatter. A shotgun or blunderbuss may fire into a 15-foot cone instead of making a normal single-target attack. Make one attack roll and compare it with the Armor Class of each creature in the area. A creature hit takes half the weapon’s normal damage. A Sawed-Off Shotgun uses a 10-foot cone.

Bola. A creature damaged by a Bola must succeed on a DC 12 Reflex save or become entangled. It can escape with a move action and a DC 12 Escape Artist or Strength check.

Armour

Armour Cost Armour Bonus Max Dex Check Penalty Spell Failure Weight
Padded Armour5 gp+1+805%10 lb.
Leather Armour10 gp+2+6010%15 lb.
Studded Leather25 gp+3+5–115%20 lb.
Leather Duster15 gp+2+6010%9 lb.
Reinforced Leather Vest50 gp+3+5–115%9 lb.
Rugged Gambeson8 gp+1+805%9 lb.
Quilted Hide Coat20 gp+2+6010%12 lb.
Fur-Lined Duster25 gp+2+5–110%10 lb.
Buckskin Armour25 gp+3+4–115%15 lb.
Buffalo Hide Armour30 gp+4+3–220%18 lb.
Hide Armour15 gp+3+4–320%25 lb.
Chain Shirt100 gp+4+4–220%25 lb.
Frontier Brigandine100 gp+5+3–325%22 lb.
Leather Cuirass60 gp+4+4–220%16 lb.
Scale-and-Hide Armour50 gp+5+3–325%25 lb.
Buffalo Scale Armour75 gp+6+2–430%28 lb.
Rugged Scale Vest60 gp+5+3–325%18 lb.
Rugged Hide Coat30 gp+4+4–220%15 lb.
Frontier Hauberk100 gp+5+3–325%30 lb.
Ring Mail100 gp+4+2–530%40 lb.
Chain Mail150 gp+5+2–530%40 lb.
Splint Armour200 gp+6+0–740%45 lb.
Plate Armour1,500 gp+8+1–635%50 lb.
Fortified Frontier Plate1,500 gp+8+0–740%70 lb.

Law, Bounties & Jurisdiction

There is no single law of North America. A warrant issued in Tombstone may mean nothing in an Indigenous jurisdiction. A New Netherland merchant may hold a contract Virginia refuses to recognise. A Norse settlement may invoke customs older than the colonial administration trying to tax it.

Frontier lawmen therefore depend upon reputation, negotiation and local cooperation as much as written authority.

Bounties

Bounty hunting flourishes because criminals can cross from one jurisdiction into another faster than governments can negotiate their return. Some bounties are legitimate. Others are private killings disguised as justice.

A Charter Is Not Ownership

Colonial governments frequently grant territory they cannot actually control. Such a document can be legally meaningful inside a colony and worthless—or insulting—to the people who already possess rights over the land.

Treaties Can Mean Different Things

Two parties can sign the same agreement while understanding settlement, travel, hunting, inheritance and land use differently.

An interpreter, witness or surviving copy of an old treaty can therefore become more important than an army.

Dangers & Rumours

A shipment of gnome cartridges disappeared between two workshops. Identical ammunition is now appearing in outlaw attacks hundreds of miles away.

A Pony Express station has received a message from the next station west even though every rider sent there has vanished.

A colonial survey labels an inhabited valley as vacant land and several hundred settlers are already moving toward it.

An old mound beside the Mississippi shines with blue light after sunset. Nearby communities disagree over whether anyone should enter.

A gunsmith claims somebody in Europe has duplicated the gnome cartridge. Foreign agents are hunting him.

Gold has supposedly been found in the Black Hills. Nobody agrees whether the sample is genuine, but prospectors are already moving.

A notorious outlaw has surrendered voluntarily and insists the thing wearing his face in Dodge City is not him.

A section of the Oregon Trail appears on no map and can only be seen after sunset.

A western river changes course overnight and leaves an important trading settlement miles from navigable water.

A monster driven away by a fortified frontier town has entered neighbouring territory and begun killing people who had nothing to do with the settlement.

Adventure Hooks

The Broken Treaty Road

A newly built frontier road crosses land covered by two agreements granting apparently incompatible rights. The party has three days to find the surviving witnesses before somebody starts a war.

The Master Gunsmith

A Gunsmith Exile has perfected a new repeating mechanism. A foreign prince wants the craftsman alive while an outlaw gang wants the prototype.

Ride for Dawn

A dying Pony Express rider hands the party a sealed dispatch. If it reaches the next relay before dawn, a frontier settlement survives.

The Empty Mound

People entering an apparently abandoned mound centre return remembering a great city no living traveller has seen.

The Tombstone Claim

Two prospecting companies claim the same mine. Then both crews vanish underground.

The Oregon Shortcut

A guide offers to cut twelve days from the journey west. Every survivor who previously followed the route refuses to discuss its midpoint.

The Delaware Question

English, Dutch, Norse and Indigenous interests recognise different rights around the same river mouth. The only interpreter trusted by all sides has been murdered.

The Forty Cartridges

A frontier marshal has ammunition for one serious fight and three different enemies approaching town.

Running North America at the Table

Build the Adventure Around a Place, Not a Continent

  1. Choose one destination: a harbour, settlement, river, mountain pass, sacred place, mine or frontier town.
  2. Decide who already controls access: never assume the location is politically empty.
  3. Add one travel problem: weather, water, ammunition, horses, river conditions, food or distance.
  4. Add one political problem: a treaty, jurisdiction, rivalry, disputed claim or incompatible obligation.
  5. Make the supernatural belong to the place: the monster, haunting or sacred restriction should reveal something about the region.
  6. Let the expedition change something: a road becomes known, a treaty fails, a settlement gains weapons or someone remembers a favour.

Historical & Mythic Context

SpiralWorlds begins with the real geography and deep histories of North America and deliberately changes the chronology where campaign canon requires it.

The continent is already inhabited by complex agricultural, maritime, hunting, trading and urban societies. The contraction of one political centre does not mean that its people or wider civilisation disappeared.

Mississippian societies continue after Cahokia’s decline. Southwestern communities adapt to drought, migration and changing political centres. The Great Lakes, Eastern Woodlands, Plains, Pacific coast, Arctic and Mesoamerica remain inhabited political worlds.

The great campaign divergences are sustained Atlantic settlement centuries earlier than ordinary history and the later Gunsmith Exile, which allows advanced portable firearms to develop without producing nineteenth-century industrial society.

For the wider chronology, see Artillery, Colonies and Rival Powers .

Explore North America

The Colonies

The Atlantic colonial gateway.

Virginia

English settlement along the Chesapeake and inland approaches.

Jamestown

A major Virginia settlement.

New Netherland

Dutch commercial and river interests.

New Amsterdam

Principal harbour of New Netherland.

Sleepy Hollow

Settlement and supernatural danger.

Massachusetts Bay

New England settlement and magical tensions.

Salem

Coastal trade, witchcraft, fear and local politics.

Roanoke

The lost-colony mystery.

New France

French influence through the St Lawrence world.

Vinland

The older Norse North American settlement world.

American Frontier — Wild West

Gunslingers, marshals, prospectors, saloons and frontier settlements.

Pony Express

The mounted courier network.

Oregon Trail

The great western overland corridor.

Rocky Mountains

Passes, mines and wilderness expeditions.

Tombstone

Mining, guns, gambling and disputed claims.

Dodge City

Frontier law, livestock and gunslingers.

Mississippi River

The great river highway through the interior.

Louisiana

French Gulf and Mississippi interests.

New Orleans

River port, Gulf crossroads and supernatural city.

North American Bestiary

Traditional beings, folklore, cryptids, fauna and campaign monsters.

North American Pantheon

Distinct gods, spirits and sacred traditions.

Western NPCs

Lawmen, outlaws, scouts, adventurers and frontier legends.

Caribbean

The contested maritime world beyond the Gulf.

Factions

Organisations operating across the continent and beyond.

World Geography

Return to the complete SpiralWorlds atlas.

History, Legends & Inspiration

These videos provide historical, archaeological and cultural inspiration for North America’s peoples, settlements, sacred landscapes and deliberately altered frontier.

Cahokia and the Mississippian world — archaeological context for the great river civilisation that remains important to the campaign.
Parks Canada explores Vinland, L’Anse aux Meadows and the archaeological evidence for Norse travel from Greenland to North America.
Comanche historian Dustin Tahmahkera explores Quanah Parker, Comanche horsemanship, leadership and the later historical frontier that inspires part of the SpiralWorlds Wild West.
Native speakers discuss the sacred significance, names, oral histories and continuing cultural connections surrounding the place widely known as Devils Tower.
The Cody Firearms Museum examines Buffalo Bill’s Winchester 1873, providing material and visual inspiration for the campaign’s deliberately early lever-action frontier.

North America Campaign FAQ

Why does North America have a Wild West in 1454?

Permanent Atlantic settlement begins much earlier in SpiralWorlds, allowing inland towns, ranches, mines and trade routes to develop centuries early. The Gunsmith Exile accelerates portable firearm technology.

Why are revolvers and lever-action rifles available?

Gnome gunsmith families possess precision mechanisms and cartridge-making techniques beyond the manufacturing ability of most Old World workshops. The weapons remain expensive and specialised.

Does that mean North America is industrialised?

No. The firearm revolution is a specialised craft divergence. Railways, telegraphy and industrial mass production do not automatically follow.

Is North America mostly colonial territory?

No. Indigenous nations, communities and political systems remain the dominant reality across most of the continent. Colonial maps routinely claim more territory than colonial governments actually control.

Does the Pony Express exist?

Yes. It develops as a mounted relay network connecting distant frontier settlements. Without telegraphy, fast riders remain exceptionally valuable.

Is North American mythology treated as one pantheon?

No. The Pantheon and Bestiary hubs act as gateways to distinct peoples, regions and traditions.

Sources, Attribution and Licensing

Historical & Geographic Reference

The historical foundation draws upon archaeological and geographical scholarship concerning Indigenous North American societies, Mississippian cultures, Southwestern settlement change, North Atlantic voyages and the physical geography of the continent.

Geographic reference includes NASA Earth observation and United States Geological Survey mapping. Archaeological context includes material published by the Smithsonian Institution and National Park Service.

SpiralWorlds Campaign Divergence

Early permanent English, Dutch, French and expanded Norse colonisation; Norse Delaware; the Gunsmith Exile; gnome cartridge technology; the early Wild West; advanced frontier firearms and supernatural campaign events are deliberate SpiralWorlds alternate-history elements.

Artwork

North America campaign hero, North America campaign symbol, definitive North America campaign map, Gunsmith Exiles frontier workshop and Mississippian river civilisation scene: SpiralWorlds.

SRD 5.2.1 Attribution

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd . The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License .

Open Game Content Designation

Mechanical rules material inside the Pathfinder 1e and D&D 3.5e mechanics panels is designated Open Game Content only to the extent that it derives from material already released as Open Game Content under the Open Game License version 1.0a.

No other portion of this page is designated Open Game Content. SpiralWorlds setting material, historical synthesis, encounter material, adventure hooks, original modern mechanics, explanatory prose, artwork, CSS, page design and editorial presentation are excluded from that designation.

Material derived from SRD 5.2.1 is used separately under Creative Commons Attribution 4.0 International and is not designated Open Game Content by this notice.

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