I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!
C is for Cascades; i.e. the Cascade mountain range. Other than huge swaths of forest which gives Washington its nickname "The Evergreen State," the Cascades are probably its dominant physical feature.
There ware two mountain ranges in Washington; the Olympics (on the Olympic peninsula) are smaller...I'll talk about them in a later section. The Cascades range from Canada down into Oregon, and pretty effectively divide Washington State into two halves...prior to the mid-1800s, there really wasn't any practical way for crossing the mountains, save by traveling down the Columbia River. Since I run AD&D and my campaign setting spurns dynamite and railroads, this immense partition remains largely impassable, save by undertaking treacherous travel over a handful of mountain passes (the same ones that would, in our own world, become Stevens Pass, Snoqualmie Pass, and White Pass).
Effectively, my campaign is divided into Western and Eastern Washington and rarely do the twain meet.
But, of course, they have. My players have adventured from Chelan and Douglas and Grant counties out to Clallam (on the Peninsula) and are now (currently) in Western Idaho. How did they initially get to the west side of the State? Magic, duh (their ship got swept through a magical gate and crashed on the shoreline). How did they get back to the east side? By adventuring through the wilds of Oregon and crossing the range on the south side of the Columbia (what in our real world would be Interstate-84).
Not easy...but possible for intrepid adventurers of mid-to-high (8th) levels.
But, hey, I'm making it sound harder than it really is...it's not like my players are hex-crawling along the Oregon Trail. The existence of the Cascades gives me a convenient excuse for partitioning my "world" (i.e. the campaign setting) into different sections...sections that are VERY separate/different from each other. The players have yet to adventure in Washington's I-5 corridor (Pierce/King/Snohomish counties), for example...because I haven't detailed those places. Oh, I have some vague ideas regarding warring city-states, but...well, more on that bit later. Point is, I don't really know...and that's okay because there's plenty to do on the east side of the Cascades, regardless of what I know or don't know.
The mountains also provide interesting ideas for adventure scenarios. While mining isn't a huge industry in 21st century Washington, plenty of ore has been pulled out of the Cascades over the years. A quick google search tells me some 2.3 million ounces of gold was mined in Washington up through 1965 with millions more ounces of gold still lurking undiscovered. Minted, that would put a LOT of coins in circulation...treasure, in other words: treasure that could be found, spent, stolen, hoarded, and looted in an endless cycle of adventure.
Of course, that's nothing compared to the hundreds of thousands of TONS of iron ore that has been mined in the cascades over the years. That makes for a lot of armor and weapons, even at a fractional amount. Copper mining in the Cascades has yielded less than half that amount but, still...tons.
[I'll note that most silver mined in the Pac Northwest comes out of Idaho, not the Washington Cascades, but since the amount mined is more than a billion ounces, I'm sure there's plenty of silver pieces in circulation outside the "Death Lands"]
And then there are the dwarves.
So...if one actually reads the description of dwarves in the Monster Manual, you'll find there's not a whole lot of cultural information on the species: "Rocky hills are the favorite abode of these sturdy creatures. Dwarves typically band together in clans which are not mutually exclusive or hostile but are competitive." Aaand...that's about it. They hate goblins, hobgoblins, and orcs. They speak the language of gnomes, goblins, kobolds, and orcs (in addition to their own language), and only 75% of dwarves have any knowledge of the human (Common) tongue. There's some stuff about "mountain dwarves" being slightly taller, but the level range given is the same as that found for "hill dwarves" in the PHB (to be fair, the MM came out before the PHB and compared to the dwarves of OD&D, this would have been slightly higher).
Well, whatever...in MY campaign, you'll only find "mountain dwarves" in the Cascade Range; this is their "native territory." You will not find dwarf clans in the Olympics; they are not nearly as mineral rich (and, yes, my dwarves are miners) as the Cascades. My dwarf clans tend to specialize in whichever veins of ore lie in the vicinity of their houses and strongholds which are NOT typically built underground. Oh, they'll have some defensive bunkers (usually) dug out, but dwarves still have to farm, cultivating fields and husbanding livestock. The mountains are their home, but they don't live in the tunnels they dig; they're not troglodytes.
You won't find Moria on my map, in other words.
Dwarves are diurnal creatures (just like humans) and some have come down from the mountains to seek work and residence in human communities. This is the "stock" from which PC dwarves come: people who've chosen to live with (and who appreciate) humans for the odd menagerie they are. Dwarves have their own spiritual leaders ("cleric equivalents") but these are only found in the mountains and are strictly NPCs; their abilities are also quite limited (level-wise) compared to human clerics...dwarven clerics are never "adventurers."
Of course, there are other creatures that inhabit the forested slopes of the Cascades besides dwarves: generally all the creatures you'd expect to find in temperate mountains, hills, and forests (sub-arctic up in the northernmost Cascades). But dwarves are the main people with whom characters will be interacting, should they decide to search for a way across. As I noted earlier, there are some passes over (and, perhaps, some tunnels through) the mountains, but they are nearly all guarded by dwarves...dwarves who charge a hefty toll for passage. You can be sure that the easier and swifter the route, the steeper the charge will be. Still, for those desiring a way from one side of the campaign setting to the other (and who don't want to take the time to travel down to the Columbia) such fees are a small price to pay to avoid falling prey to a dwarven ambush, deadfall, or rockslide.
Okay, I'm starting to digress. Final points: the Cascades separate our real Washington State into two distinct cultures: we who live here talk about "eastern Washington" and "western Washington" as two very different regions. The western half has an economy based on forestry and maritime trade; the eastern half is (mostly) rich farm land. Urban centers on the west support a larger population, making for a more diverse group of people which leads to a faster pace of life and more liberal viewpoints/politics. On the east side, there are vast open stretches of farmland, smaller towns, a slower pace (tied to the soil) and far more conservative view points. These dichotomies are things I consider with regard to my campaign, but they are not necessarily inherent in my campaign...there is no "east versus west" mentality. Both sides of the Cascades are further petitioned by individual kingdoms, duchies, and city states...the people on the east side fight each other as do the people on the west side. Because of the Cascades, however, the problems and conflicts of one side simply fail to impact (or even garner notice) from the folk on the other.
For example: my Dragon Wrack adventure creates the scenario of a military threat (dragon army) out of Idaho...arrayed against that threat are a loose alliance of nations from the east side; however, there are NO armed forces from west of the Cascades taking part in the conflict. They simply have little (or no) idea of anything amiss on 'that side' of the mountains.
All right, that's enough for this entry.
I do appreciate this style of play - fantasy based on real world maps - due to the complexity that it brings and how it answers the questions it raises. My own campaigns are in the Caribbean Isles most of the time with the occasional nautical jaunt to the Gulf of Mexico coastlines, and that the geography is real helps immensely.
ReplyDeleteCertainly helps with the weather!
DeleteI like the idea of using familiar real world maps for a campaign, although I've questioned whether most regions allow for the diversity of terrain that is desirable in most fantasy campaigns. I live in the northeastern US, and while the land here is beautiful and interesting at the small scale, you'd have to walk a LONG way to get to deserts or jungles or bayou.
ReplyDeleteDo you make an attempt to research what the region looked like before extensive American settlement, or just extrapolate from the current maps to create a plausible pre-industrial landscape?
Do you tell your players that the map is actually the Pacific NW (or is it something they might figure out over time)? Does that lead to any metagaming?
My part of the country is a lot younger and less developed than the NE...it's fairly easy to get maps and even photos of what the area looked like in the early 20th century. And it isn't hard (for me) to imagine what certain areas looked like before development...I've lived through the development of a lot of places around these parts!
DeleteBut, yeah, a bit of research...especially with regard to population changes. You can get good demographics info from wikipedia and see where there were spikes, and then you can check the history of a place and figure out what CAUSED the spike. If the causation doesn't apply (for example, the building of a railroad or super highway) than the population spike doesn't either. Most communities settled places for a good reason: access to water ways, access to timber, access to resources (including farmland), etc. But I have an idea how much land is needed to support a given population, and so I can see what a pre-industrial pop. would have grown to...if that makes sense.
Sometimes, magic can step in for technology. Something like the "Denny Regrade" would be difficult given my setting's tech level, but a wizard could always apply a "move earth" spell to accomplish the same thing.
When players join my campaign, I always explain the setting is a fantasy version of the Pacific Northwest. Since I game in person (in Seattle), they grok this immediately. It cuts out a LOT of explanation when everyone already understands the geography...if the player asks about a particular location (what's going on in Everett?) I can give them info, and they can make decisions about where they want to go.
As I wrote here, getting over the mountains is pretty treacherous...the players generally 'go where the adventure is' and so they tend to stay on one side or another, looking for opportunities where they're at.
However, I also play with KIDS who aren't all that sophisticated. When I start running my campaign for local adults, I'll be interested to see how that might change. Still...and this is a little sad...most people here know very, very little about their own State or its history or anything that would really allow for "metagaming." People know their neighborhoods, they know restaurants they like, they know a hiking trail or two or a ski resort...they don't know jack or shit about "where would be a good place to set up a fortress" or "where would be a good place to mine for gold." You know? Most of us (modern day humans) are extremely LOCALIZED, SPECIALIZED, and TUNNEL VISIONED with regard to our knowledge base. Even me! Every time I research an area, I find myself discovering new information...and it's not like I'm a serious historian! The bulk of my research has been from the web, and most of that just from wikipedia. My knowledge base of Washington State is probably around 10-15% (or less) of what I *could* know...and, yet, it's quite possible I know more at this point than 99% of the locals. Certainly more than the many, many transplants from out-of-state who make up my circle of friends and acquaintances.
So...um, I'm really not worried about "meta-gaming."
; )
JB, I hope you don't mind me copy-catting you on this series! https://ludalis.blogspot.com/2025/06/an-to-z-series.html
ReplyDeleteNot at all…I look forward to reading your parallel serial!
DeleteI was just reading something that implied that Gygax's own "Greyhawk" campaign map was based on maps of Northern Wisconsin and Minnesota. This is one of the reasons why the Nyr Dyv in Oerth looks like Lake Superior.
ReplyDeleteYes, that is my understanding as well.
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