Spellslinger

A Fantasy Western with Spell-Slinging Rail Guns for GURPS

by Eric Funk

* * *

"The Orcs circled again, riding their fearsome wolves. Both wolf and rider howled as they charged. Blast! They know our stage has to follow the 'line or we can't use our best guns. 'Zeke fired another bolt at them and started enlarging another, while that Elf boy we hired for the trip started chanting some fool elaborate spell. We probably don't have another minute. Our Halfling guide was keeping us on track, so she's no use in this fight. Oh oh, the Orcs are raising their spears to throw them. I raised my Dancing axe and hurled it into their midst . . ."

As presented, this setting is a modestly mundane timeline with magic subtle enough that any effects on history are mostly canceled out. In "The West," wherever it may be, little is said of "civilization out East," other than as a crowded, decadent place. "The West" is seen as a place where individuals can make a difference. This is an age of discovery, of human, Dwarf, and Halfling settlers and explorers charting new territory. The indigenous Orc and Elven populations meet these efforts in a variety of ways. The newcomers to this land bring firearms, locomotives, and science, while the natives have a sense of the land, its spirits, and a connection to the foundations of magic.

A Quick Timelin . . .

Unless otherwise noted, page references to Basic, Fantasy, Lite, and Magic are for GURPS, Fourth Edition. All other references are for GURPS, Third Edition.

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: October 14, 2005


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