Americana (3.5e Campaign Setting)
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|“||It's big. It's mostly flat. Everybody wants a piece, and nobody wants to share. That's how it's been as long as I've been alive, and it'll probably be the same when I die.||”|
|—Sheriff Jules Masterson, Sour Springs, Nation of Dallas.|
Over a century has passed since the Great War ended and history began again. It has been six years since the end of the Twenty Years War. The Nation-States, as ever, are in constant flux, rising and falling in dominance, laying their own claims to their own little territories, never truly working in unison. In the spaces in between, the land is wild, untamed, and uncharted, with thin bands of known roads and railroads tying the nations together. Bandits roam the roads, monsters prowl the far countryside, and in the depths of the uncharted lands at the continent's heart, the Native America roam.
Peace has come, and though uneasy, it looks fit to stay, as no-one can afford another war. The time is ripe to grow--for nations to expand, for maps to be filled in, for fortunes to be made and lost again. The era of the great adventurer has come--the explorer, the mercenary, the inventor, and the philosopher rule the new peace. Not for nothing is this time called the Age of Glory.
It is a time of adventure. Of discovery. Of excitement, and conquest, and danger at every turn. And what will happen next is anybody's guess.
The Great Nation