
Who are the allegorical Native Americans in Wild West Warhammer? Perhaps Lizardmen!
If we want to use the one dimensional savages that are a roving menace. Warhammer has Orcs and Goblins with a possibly insulting feather and bow and arrow motif. Ogres, Skaven, various undead, Daemons and others can fill this niche. If you want to go dangerous noble savage, maybe borrow some of the Orc motifs from World of Warcraft where the Orcs are dangerous and savage but they have an element of honor and nobility in their own way.
But really, Lizardmen are the Native Americans of Warhammer in the World That Was. At the very least they are the Aztecs of Warhammer if not the stand-in for all Native America. Since Warhammer Wild West is based off the Warhammer World that Was, let’s put Lizardmen in the role as of the Aztecs.
Let’s call the Aztec Lizardmen Lustriecans. This doesn’t meant that Lizardmen should be the ONLY allegorical representation of Native Americans but they should certainly be one of them. Maybe have one Native American allegory for the victims of the Conquista and another for the victims of Manifest Destiny
I’m going to run with this. So we are going to have the Lustriecans be a displaced people. Before the Conquistadors toppled the Aztec Empire, disease ravaged them brought on accidentally by Spanish explorers. In this case disease doesn’t come from germs, it comes from dark magic.
So we could have Clan Pestilens depopulate Lustrieca taking out at least half the Lizards. This brings up the question “What happened to the Skaven afterwards?” Did the Skaven die out here or are they still around?
If instead of Skaven plagues, it’s Nurgle Plagues, then it’s easier to hand wave away the ancient bad guys. They returned to the Chaos Realm after their big infection was done.
Another alternative is that a Nagash-like figure depopulated Lustrieca with a necromancy fueled attempt at regional domination. As a nice twist to differentiate itself from Warhammer Original Recipe, would be to maybe have one or more Slann fall to the dark side and ruin everything with their necromancy or Chaos magic.
So some kind of supernatural force weakened Lustrieca and then Lustrieca was destroyed by an allegory of the Conquista. Probably, it would be best to have the Lustriecans defeated by some faction of filthy ignorant humans, but it’s not required. They could have been conquered and/or displaced by Orcs, Elves, or something else and the effect is largely the same.
The question one would ask, is are there are any Lustriecans left around? Today there are essentially no Aztecs, but there are millions of people with Aztec ancestors and aspects of Aztec culture remain a vibrant part of modern Mexico including its very flag. Beyond simply the Aztecs, there are far more mixed raced descendants of indigenous Americans than full ethnic indigenous Americans in both North and South America.
It would be gross if the Lustriecans interbred with humans. Lizardmen are not Fimir. Gross. But we have had a lot of stories about Lizardmen influencing humans. They could have tried to influence humans in the distant past or as a failed response against their Conquista allegory. Even if the Lustriecans are gone, there could be warmblood cults worshipping the Old Ones existing in isolated pockets.
Alternatively, some Lizardmen could still live. It would probably be good to divorce Lizardmen from spawning pools. If Lustriecans gave live birth or laid eggs, they could exist in isolated nomadic pockets that are self-sustaining. If they still need Spawning pools, the locations of spawning pools would have to very well-kept secrets which I find would hard to sustain in the face of any allegory to Manifest Destiny.
When I first scribbled this out, I was thinking maybe a single epic Slann (or a group of Slann) helped evolve the Lizardmen with their dying act letting them lay eggs like mundane reptiles. But revisiting this, I have a new idea. What if instead of evolving the Lizardmen the Slann’s last act was to evolve the spawning pools into the sky itself?
Rain dances are an important part of real world Native American culture and an important part of fictionalized portrayals of Native Americans. Especially since most Western settings are a bit on the arid side. The Lustriecans Skink Priests would be constantly reading portents and signs to find out where and when these sacred rains would fall. The moving locations of these spawning events would prevent an enemy of the Lustriecans from taking their spawning pools away maliciously (or accidentally if they water their horses at a spawning pool and drink it dry).
What about Native allegories instead of or in addition Lizardmen?
Lizards could be the allegorical Aztecs and maybe Incans or Mayans too, and someone else could be the allegorical for Great Plains Native Americans or Cherokee or some other northern tribal group.
One could always use humans. There are thousands of books and online sources one could use to find information on real world tribes. It’s a little controversial to make a fictionalized human type. A long time ago Games Workshop introduced some extremely racist Warhammer pygmies in the Southlands that they tried to sweep under the rug.
Native inspired Wood Elves could highlight the close to nature aspect. A more aggressive fantasy race such as Orcs or Ogres could help push the old school very un-PC cowboys versus Indians. Maybe we could create a Native American-like Skaven clan, but generally I think Skaven should remain an allegory for the dark side of civilization, not the dark side of nomadic tribalism.
Narrative Idea: Open Spaces and Sparse Populations
Both the real and mythological American Wild West had a lot of relatively empty space. Lots of different groups, but the region was relatively sparsely populated.
If there was a miniatures game, it would look more like Mordheim than Age of Sigmar or 4OK.
8th edition had sixteen playable armies plus a bunch of places like Tilea, Estalia, Cathay that have big populations but no playable armies, maybe a limited addition unit or two. In Age of Sigmar, there are over 20 entries in the Forces of Order alone on the Games Workshop website.
Warhammer Wildwest should not have this many groups. I’m thinking four or five broad groups at most (Order, Destruction, Death, etc). Twelve distinctive smaller cultures at most.
Humans are kind of a given, but there is no guarantee we need Wild West Fantasy Elves or Wild West Fantasy Dwarves or Wild West Fantasy Orcs. We certainly don’t need Wild West Dark Elves, Wild West High Elves, and Wild West Wood Elves.
Narrative Thought: The Wild West was actually pretty diverse
One interesting fact about the western frontier, while it was sparsely populated it was diverse, especially for its time. A lot of early Western Movies were pretty white washed, but that wasn’t always the case.
Again, a hypothetical Wild West Mordheim would allow unusually cosmopolitan units, so you could have an Orc enforcer in a Human dominated band without raising a lot of eyebrows.
A lot of the historical cowboys, railroad workers, miners, and homesteaders were either ex-slaves or the first generation children of ex-slaves hoping to make a new life for themselves out West. A lot of veterans of the American Civil War, both those who fought for the union and those who fought for the Confederacy sought new lives for themselves out West. Ex-Confederate shoulders sometimes had to rub elbows with former slaves and with former Union soldiers for instance.
You had predominantly Protestants rubbing elbows with Catholics. Native Americans and whites had to deal with each other. Mixed race children had to try to find a way to mix in with one or both groups as best they could. A few immigrants added to the mix as Chinese came in through the Pacific coast to work on the railroads. The era saw fresh off the boat immigrants coming directly from Europe the opposite direction. Some of these European immigrants went West. The West had third or fourth generation American born of European descent mixing with these immigrants.
A fantasy version of the Wild West should probably have Lizardmen, Humans, Orcs, Elves, and whatnot a lot more intermixed with each other than you see in Warhammer Fantasy, Age of Sigmar, or Warhammer 40K. I’m not saying these groups would get along well, far from it, but not every time an Elf and Orc see other they are going to start shooting.
Narrative Thought: Life in the West is hard. Life in a Warhammer World is hard.
If life isn’t hard, it’s arguably not a Warhammer world. This fits with both real world and fictional representations of the Wild West. Out in the wide open spaces, you have to depend on yourself, your family, and if you are lucky, your community or you are dead. This is the literary synergy that made me want to write this.
Magic, steam punk or historically inaccurate technology could have its imprint on a Warhammer Wild West, but only if it can be used violently. In other words, for every steam punk device that saves labor or enables transportation, there should be three or four steam punk devices used to inflict death on the enemy.
I’m thinking Wild West era guns, steam powered machines, early Industrial era metal tools, horses and whatnot, but such a fantasy setting could (and probably should) be rife with historical inaccuracies.
Just like in the Warhammer world that was, steam punk technology and magic cannot be used to make the life a struggling farmer or rancher any easier but it can allow for industrial scale slaughter. The universe of Warhammer 4OK also has far more futuristic weaponry than wondrous shelters, advanced medicine and other peaceful aspects of advancement.
So magic and steampunk yes, but it should have a dark edge.
Narrative Thought: Humans should probably be the dominant group.
Most sci-fi and fantasy is based on the assumption that Humans are large and in charge. It’s not required, but things get more complicated if Humans are not the “default” race, and I don’t want to overcomplicate things. So Humans should be the plurality if not the majority of all sapient life.
Narrative Thought: Chaos should probably grandfathered In.
Wild West Chaos doesn’t necessarily have to include Khorne, Nurgle, Tzeentch, Slaanesh, Hashut, and the Horned Rat, but without some kind of nasty source of Chaos with a capital “C”, it’s not Warhammer, in my humble opinion.
The mythical Wild West has people seeking law, seeking order, seeking stability, seeking honor, but they always seek these things in the face of a metaphorical headwind. Chaos is a perfect embodiment of this metaphor taken to 11 (on a scale of a possible 5).
If you can convince me otherwise, I’m open to replacing Chaos with some other Bigger Bad.
Narrative Thought: A fantasy/western hybrid should probably go light on magic
It’s hard to not have Warhammer without magic, but this is a sticky situation with Western or neo-Western settings. RIPD, Cowboys and Aliens, and Jonah Hex all flopped. I liked Ghost Rider and the Western tie-in but I am a minority in the nerd community for actually liking Ghost Rider.
This is just my opinion, but In any event my instincts tell that magic should be real and fairly common, but less powerful and readily available compared to Age of Sigmar and Warhammer 8th edition. 60/40 Western/Fantasy ratio. Maybe 70/30. Not 50/50.
Manticore is attacking your herd. That’s no biggie, but using an enchanted Stetson hat to call down lightning bolts is a bit much.
Narrative Thought: The American Civil War, I want to use an allegory for it.
The American Civil War remains a contentious topic to some today. We are over 150 years past the end of the American Civil War and views on who was right and who was wrong still very much differ along geographic lines.
I’m not saying the Union was perfect. There are certainly questionable things they did in the way they conducted their war, but I do not agree with the counter narrative that calls the American Civil War “The War of Northern Aggression.” I could go into my view in detail, but Lustria-Online is a forum for fantasy not politics or for historical revisionism.
So why am I bringing up the Civil War at all. Because what we think of the Wild West era of American history, occurred immediately after the American Civil War. A lot of the people who sought out their fortunes out West were veterans of the War. Somewhere newly freed ex-slaves hoping to make a new life for themselves. Every adult in the old West at least remembered the War Between the States even if they didn’t participate in it.
By most estimates more Americans died in the Civil War than WWII. About 600,000 casualties. This is a big deal objectively but its impact was magnified because there weren’t a whole lot of people in the United States in the 1860s. Very few people would not personally know at least one person who died during the Civil War. A lot of painful memories. And the tensions between the North and South were still pretty hot even though the fighting stopped.
So my long winded point, is that both the real Wild West and the fictional depictions of the Wild West bear the imprint of the American Civil War.
Lets look at Firefly, the greatest space western ever. What does the first couple minutes of the series show? A civil war of course! Now in this case the Browncoats are the allegory for the Confederacy and the Alliance is the allegory for the Union BUT the Alliance is the group that allows slavery and they are the group that is implied to have started the fight. That’s fine.
I need an event similar to the American Civil War. Because Warhammer Wild West is a crapsack world, the outgunned losing side can also be the noble and just side because in a crapsack world the good guys usually lose.
So I want to have my setting start shortly after a devastating civil war of some sort. Problem is I don’t have any developed culture yet, so I’m not sure who is fighting who or why. I am open to ideas on what the allegorical civil war should look like but I am going to make a caveat. The Warhammer Civil War allegorical should not be one side is Order and one side is Chaos, it should be a true civil war. Maybe, there could be a small Chaos group that helped fan the flames to start the Civil War (or fan the flames to keep the war going longer), but Chaos should not be the main drivers of this conflict.
Narrative Thought: Civilization and the Frontier
While the Wild West has influenced American cultural identity in many intangible ways, but at the time it wasn’t super important in the grand scheme of things. Collectively the western United States of the 1880s was only a few million people. A small fraction compared to what the United States as a whole held. A microscopic fraction compared to the populations of Europe, Asia, and Africa.
For most denizens of the old West, Asia and Africa didn’t matter much. When someone referred to the rest of civilization they would often say out East to refer to both the more populous lands of the United States and Europe. While men were taming the wild west, much of what we think of as Western Civilization was experiencing the Victorian Era.
If I want to make a coherent Warhammer Wild West setting I need to at least come up with a one or two paragraph description to cover what the allegorical stand-in for “back east” is.
In order for this hypothetical Western setting to be wild, I need somewhere that is civilized to be a foil may it. Maybe Fantasy Civilization is tightly interconnected with the Fantasy Wild West. Maybe Civilization is far away and barely an afterthought. Maybe the denizens of this setting were isolated by a magical deus ex machina so there is no travel between Civilization and the Wild and all the main characters are essentially stranded in the Wild West.
It doesn’t happen to be too lands west and east of each other either. Firefly had the “central planets” as the stand-in for the allegorical East and “the rim” for the allegorical Wild West
I’m open to ideas. Once we figure out who or what the allegorical Civilization/”back east” is, it should make figuring out what the allegorical Civil War looks like. This should also help flesh out the next part.
Narrative Thought: Manifest Destiny, I want an allegorical equivalent
https://en.wikipedia.org/wiki/Manifest_destiny
So for those not subject to basic public schooling the United States. Manifest Destiny is the idea that America was destined to expand from the Atlantic Coast to the Pacific Coast, but it was and is controversial. Even at its time, not everyone agreed America should become an imperialist nation. Through the lens of history, Manifest Destiny is even more controversial because much of the United States’ westward expansion involved the displacement or outright murder of Native Americans. Manifest Destiny also related to the United States’ war with Mexico that led to the annexation of Texas and California, though the Mexican nation is the result of the Spaniards displacing and murdering a lot of Native Americans.
I probably want to include a nod to Manifest Destiny somewhere. This connects to whatever the government “back east” looks like. Someone had to expand into whatever passes for the Wild West. The backstory of this setting requires figuring out who displaced whom. Also how, when, and why the displacing occurred. This will have a big impact on how the different groups respond to each other.
Narrative Thought: Filling the Roster
I’m open to suggestions and brainstorming on ANY aspect of Warhammer Wild West, but where I can really use the help of the L-O forumites chiming in is filling out the roster. A note on filling the roster. Just like Orcs and Goblins are part of the same group and that Lizardmen include Sauri, Skinks, and Kroxigors, just because a creature or person type exists doesn’t mean they have to exist as a stand alone faction. A human nation could have elf, dwarf, Halfling, and ogre minorities for instance.
-I definitely want to have a dominant human culture. I don’t know if should be based on the Empire, or Great Britain, or the United States but there really needs to be a major, flawed but civilized power.
-I definitely want to have at least two competing factions within this dominant culture. Maybe related to the recent civil war, maybe tied to something else.
-I definitely want to have Lustriecans running around or at least a group that is carrying on their legacy as best they can. While it would be relatively easy to come up with interesting setting appropriate adaptations for Sauri, Skinks and Kroxigor, and the like, the harder part is figuring out what the Lustriecans actually want and what their relations to the others are.
-I definitely want to have at least one REALLY evil faction that wants to destroy the world or take over the world. Chaos worshippers, genocidal Skaven, savage Beastmen, or some kind of more order driven evil like the Chaos Dwarfs or Dark Elves. It’s just not Warhammer without the specter of something unspeakably awful
-I definitely want to have at least one sort of goofy evil faction. It could be a loose category of criminals spawning from the main human power or it could be a fantasy race like Orcs or Ogres. Basically I need someone to rob stage coaches, rustle cattle, and do general Western movie mischief.
-I probably want to have some kind of undead faction. It doesn’t have to be based on Vampire Counts or Tomb Kings. I’m not sure what Western undead.
-I probably want to have some sort of sneaky evil faction that operates like a secret cult hiding in plain sight withing the main Human power nation.
-I probably want to incorporate the abolition of slavery into the backstory and create a subgroup made up of newly freed ex-slaves. Maybe they exist as their own group. Maybe they are a subculture within another faction.
-I might want another Native American allegory race that is not the Lustriecans. Maybe one mostly good one, one mostly evil one.
-I might want another human nation that either exists alongside or is competing with the main human power.
-I probably want to include Dwarfs and/or Elves in here somewhere. I probably don’t want to include more than two kinds of Elves or two kinds of Dwarfs. If I want diversity among Elves and Dwarves, I could have competing subcultures within the Elf and Dwarf society but I don’t want something like the Dark Elves and the High Elves where the two elven factions are desperately trying to kill the other one.
-I might want Halflings or Ogres somewhere.
-I might want to radically reinvent the Beasts of Chaos. Minotaurs are very Greco-Roman things. Warhammer Wild West Beastmen should be based instead on animals actually found in the American West. I am a big fan of Native American legends. Mostly I’m familiar with Cherokee folklore, but there are hundreds of tribes and they all have their own legends. I know there are hundreds of strange and terrifying monsters in Native American folklore that would be great fits in Warhammer Wild West. Maybe they don’t have to be a faction, but are just a periodic supernatural hazard. Obviously I should have chupacaberas, but I probably don’t want to have organized chupacaberas.
Anyway, if we can brainstorm a cohesive setting from this, we could have the building blocks for a lot of fun stories. MAYBE we could even homebrew some rules for a Wild West Minis game or at least convert or sculpt a representative model for funsies.
I'd be open to maps, but we would need to come to a consensus (or follow Scalenex's ideas by fiat) for what all needs to be included. I'd certainly encourage like bombing any post with a well drawn map on it. Scolenex and I rarely agree on what we like, but I'm pretty sure he would also "like" it.
Agreed, but I don't want everything to follow real world history too closely. Believe it or not, I don't post everything I write for the forum. My first draft for the history of the New World colonies showed my cultural bias pretty strongly. An unfortunate side effect of living in the greatest country that ever was and ever will be. I figured something more culturally neutral was more appropriate.
I also drifted onto a big tangent in the how the Renaissance and the Age of Enlightenment ultimately paved the way for democracy in America and the world. My issue was that the Warhammer setting may be so grim, that the idea of them having an Age of Enlightenment is almost laughable, but I opted not to post my random speculations.
But if we decide the Estalians are the conquistadors we need to figure out the details of who, what, and how they conquisted.
I don't have a problem making Hammerica Quebec a Brettonian colony. I guess I already gave Brettonia a revolution that is not similar to the French Revolution at least superficially.
I don't have a problem with making lands suspiciously similar to Mexico and Florida former Estalian holdings and the rest to a very British-like Greater Kislev.
So Estalia and Greater Kislev settled most of the colonies but a big wave of immigration from Westland, East Landlockia and West Landlockia swelled the numbers of the former Kislevian colonies. In this extended metaphor, this wave of immigrants kind of matches the German, Irish, and Italians who came over to the United States.
But there needs to be exceptions. For instance in the real world the Anglo Americans were predominantly Protestant and the Iberian Americans were primarily Roman Catholic. My analog to the Roman Catholic Church is the Imperial Church of Sigmar. In this case Greater Kislev would be staunchly supportive of the Imperial Church having been under the thumb of that religion for well over a thousand years and Estalians would logically less accepting of it, having been forced to covert to it and only reluctantly serving that Church for a few centuries.
I tried to come to this conclusion logically. I didn't just pull a Rian Johnson and say "What if the Spaniards were Protestants? Subverting expecations y'all!"
A Minotaur dominated tribe (Taureans: working name) fits perfectly into area G, the more different kinds of tribal Beastmen the better and more interesting.concerning Beastmen, I thought of an idea of having the Minotaurs specifically as either a Warhammer equivalent of Tauren from Warcraft, who have a lot of Native American aspects to them...
The Southern tip of South Not-Florida would be a good place for them. I had the idea of very uncivilized swamp Ogres in this area. Combined with savage Orcs and forest Goblins they’d become a nice cognate to the historical Seminoles....another type of Native American for this setting [...is...] Savage Orcs and Forest Goblins...
Scalenex wanted Conquistadors. Conquistadors need humans to conquer, a religion to overwrite, a culture to overwhelm and supplant. Humans who originated on Albion, but settled in the warmer South (centered on letter Q ) could fit that role well. Thanks for the idea....settlers from Albion arriving many year before all the other races when the Empire was causing trouble...
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Albion:
Scalenex wanted Conquistadors. Conquistadors need humans to conquer, a religion to overwrite, a culture to overwhelm and supplant. Humans who originated on Albion, but settled in the warmer South (centered on letter Q ) could fit that role well. Thanks for the idea.
Albion immigration vastly simplified:
The Elves** helped them. Elven ships transported the very first Albionish settlers. The Elves helped them setup Stone Circles in the new world. In those days the Elves were beneficent.) Afterward, there were circles in both Old Albion and various points along the East seaboard. Albion immigrants only needed a Truthsayer to activate the geomantic magic of the circles. Step into a circle in Albion, Activate the magic, circle is wreathed in Fog, step out of the circle, into the Fog, and discover a new different landscape. Rinse repeat. Lost Tribes of Albion could be penciled in many places. Good idea.
**Sea Elves. The Elves that existed before there were three kinds of them; Wood Elves and the other two didn’t necessarily happen in this version of Althammer althistory.
*** done drawing map ***
*** done photographing map ***
My idea is concerning settlers from Albion arriving many year before all the other races
If we fast forward through these years until we get to the point at which the other nations and races of the Old World start arriving, what would the culture of these Albion settlers be like now?
Scalenex wanted Conquistadors. Conquistadors need humans to conquer, a religion to overwrite, a culture to overwhelm and supplant. Humans who originated on Albion, but settled in the warmer South (centered on letter Q ) could fit that role well. Thanks for the idea.
Dwarf concept: those who want: steam trains, steam ships, (ironclads!), revolvers, and lever-action repeating rifles are on good terms with at least some Dwarfs. There was a general exodus of Dwarfs from the Olde Worlde’s old world to the new world because of the Great Civil War (GCW). It was easier to avoid taking sides an ocean away. Dwarfs are scattered throughout the new West. Maybe there is a Dwarfsmith’s guild? There are not dwarf cities Karak-this or that but there are factories and ship yards. Winchester and Henry were Dwarves.
The Celtic peoples, and those descended from them, have always had very pale skin and blue eyes (I know because I come from that gene pool) in the real world. We are very easy to sunburn and we get hot very easily, and I imagine that this would also apply to the people of Albion, especially as in Warhammer the bleakness of Albion has been turned up to 11.
I don’t really want my idea to just end up as a ‘dead culture’ that the Conquistadors have destroyed. I would like to see them winning their fair share of victories against the Estalian invaders - perhaps some ambush attacks that have destroyed encampments.
It was just a first draft. No big deal.That said I think we are probably going to need make a 2.0 and a 3.0 as we flesh out more details. That's a lot of non humans controlling R, T, U, and V
The answer is neither.but are the Albion settlers going to be destroyed by the Conquistadors or are they going to be still fighting a war against them?
We can change the zones of control around... I was just trying to leave The Lizardmen unconquerable and in control of any area the real-world Aztecs, Olmecs, or Mayas once held. That sorta eliminates México [??]I certainly like the continental stuff, but I would like to give Estalia a slightly bigger piece of the pie, like S or maybe a big chunk of land south of where you map ends in South Hammerica.
Picts versus Celts
The blokes that wrote Warhammer penciled in the early Bretonnian tribes as the cognate to the Celts. All the Albion lore I can remember reading paints the sad, degenerated humans of Albion as a more primitive people more like the Picts, with more Woad and less Language.
To me it seems like you have grabbed the wrong end of the wrong stick.
I very much like this. With the Rangos, Apisi Beastmen, and some Savage Orcs and Goblins that should round out the Native New Worlders pretty nicely.
I would appreciate it if you could break your piece down with some more paragraph spacing. Block of text hurts the eyes.
I'm thinking they would advance enough to become the dominant New World power before the Old Worlder's arrive. They can be horrible bullies like the Aztecs were to the other Native Americans, and....
The one thing I do agree with you on is the idea of the Picts as a completely different people - the Picts were a far more primitive race that caused a lot of trouble for the Celtic tribes further south. However, I still maintain that Albion is specifically Celtic. As for you disagreeing with me about all I wrote on Celts and their hillforts, we can take this to the What’s you’re favourite part of history thread.
My guess is the savage orcs are the closest direct stand-in to the Picts. Their traditional warpaint always looked a bit Pictish to me especially because official GW sources usually made it blue.
I think my first vote is going to be gloss over it / dodge it entirely....will post my next installment on different options for including slavery in this setting shortly.
I think my first vote is going to be gloss over it / dodge it entirely.
My second vote is going to be it still exists. If Savage Orcs will be a going concern then they’ll take slaves, as will Skaven, and if Not-México and Not-Yucatán are going to be the Kingdoms of the Lizard-folk they’ll take captives as well. (Captives = Slaves; same thing)
The real question will be: indentured servants outlawed practice? or a useful institution?
Make the Dark Elves the newly freed slaves!
...ohh the irony.![]()
The Civil War: it didn’t happen because the colonizing period did not play out the same way. Let that war be the one that shattered the Empire, and cut loose its assorted colonies,
it was mostly fought back in the old Country and much more at sea than our civil war.
Reasonable points. But I wrote this already, so I'm posting it anyway
One of the things that ended the practice of indentured servants was the advent of slavery. I don't see why it wouldn't be around in some form. And it would probably be a fairly crappy system because it's still a Warhammer world.
On the plus side, I guess a lot of indentured servants would be likely to head out West when their term of service is done.
The Slavery Question
It is not required to have slavery in this setting. Slavery is a sensitive subject, and a reasonable case can be made that it would be better to not cover it all.
I am going to include it. Warhammer settings are crapsack worlds. Slavery, especially the especially brutal and dehumanizing Atlantic slavery that occurred roughly between the 1400s and 1800s, is one of the worst atrocities every enacted in the real world. It would be weird if a crapsack world was missing something awful the real world had. It might even be offensive in some circles to omit it.
So if we want to include slavery in this setting we can either lift it from real world history by putting a bunch of humans in the Southlands to play the role of the Africans, or we can make something up.
In the real world, the New World was first colonized largely for cash crops: sugar, coffee, tobacco, and cotton among others. These crops were very labor intensive. Europe’s relatively low population and tough sea journey made bringing workers from Europe expensive. Most of the Native Americans that could have worked on these plantations either died from European diseases or actively resisted European dominance.
To man their plantations, the colonial powers turned to Africa. We have a popular conception of Europeans sneaking into the Africa and kidnapping men and women by force (like the Dark Elves in Warhammer Fantasy got their slaves). Most of the African slaves were supplied to European rulers by African rulers. Before colonization, they made slavery the punishment for some crimes. After colonization, slavery became the punishment for almost every crime as demand for slaves increased.
This set up the Trade Triangle between Europe, Africa, and the Caribbean. Europe provided manufactured goods to Africa which provided slaves to the Caribbean which provided cash crops to Europe.
The Atlantic slave trade evolved into one of the cruelest manifestations of slavery in human history because it was based along racial lines enforced by bigoted rationales which dehumanized the slaves more than previous forms of slavery. Slave status passed to children, so it was inescapable.
Option One (historically inspired fiction)
Create a group of humans in the Southlands and basically use real world history of the Atlantic slave trade in this setting.
Option Two (historically inspired fiction merged with Warhammer Fantasy Lore)
Real world Atlantic slavery was driven by demand for labor intensive cash crops, mainly sugar, tobacco and coffee. I don’t see why the denizens of the Warhammer world wouldn’t want to consume sugar, tobacco, and coffee. We can invent a few new crops that are more fantasy or sci-fi. Maybe there is a Lustrian plant that provides a temporary increase to a wizard’s power. Maybe there is some kind of miracle cure-all plant. Maybe the Warhammer Old Worlders really like tequila (I do).
Let us rewind to when the Dark Elves and High Elves reunited in Naggaroth now renamed New Ulthuan. For well over a thousand years, the Dark Elves built their economy on slavery. When the High Elves that took over Naggaroth many immediately wanted to free all their slaves, but the High Elves in charge opted not to. They needed the former Dark Elves cooperation and the Dark Elves were already plotting coups, so the High Elves decided not to upend the Dark Elves economic system overnight. The High Elf rulers figured they could always free the (predominantly human) slaves a few centuries later when things calmed down a bit.
In the time before, a vast majority of the Dark Elves slaves were literally worked to death, so the Dark Elves constantly had to launch raids around the world to capture more slaves. The High Elves kept human slavery legal as a concession to their new brethren. The Dark Elves for their part, made a concession to their new brethren as well by treating their slaves slightly less brutally. Now their slaves were living long enough to have children, and even more impressively, these children were surviving long enough to make it to adulthood. The slave population grew.
The Dark Elves were warriors and avoided labor, that’s why they started their slave trade. The High Elves were mostly farmers and craftsmen that held jobs and served as soldiers part time. Overtime, as the constant warfare declined, more and of the descendants of the Dark Elves assimilated to the High Elf customs and abandoned their swords for artisans’ tools.
New Ulthuan had more human slaves than they ever had before and they had less need for the labor of slaves than ever before. New Ulthuan’s land was not very fertile and they were in danger of running out of food. Some of the elves of New Ulthuan wanted to reinstitute gladiatorial games to thin the herd but too many elves were offended by this notion. Some of the elves of New Ulthuan wanted to set all the slaves free but too many elves were offended by that notion too.
New Ulthuan had more slaves than they knew what to do with. The growing human colonies had a labor shortage.
One that could reduce the discrepancies between real world history and Westhammer history is by moving Naggaroth from its canon position in not-Canada to moving it to notWest Africa butting Naggaroth against the Nehekhara and the jungles around Zlatan.
Option Three (We turn Warhammer Fantasy lore on its head)
The hard part is I think most Dark Elves would choose death before they would choose enslavement, but this scenario isn’t impossible.
Let us rewind to when the Dark Elves and High Elves reunited in Naggaroth now renamed New Ulthuan. They didn’t reunite the Elf race. They High Elves brutally conquered the Dark Elves. For well over a thousand years, the Dark Elves built their economy on slavery. When the High Elves that took over Naggaroth many immediately wanted to free all their slaves, so they did. Then out of a sense of poetic justice, the High Elves proceeded to enslave the surviving Dark Elves.
Much like options one and two, slavery becomes an economic necessity for the farming and processing of sugar, coffee, tobacco, cotton, and cocoa, so the elves of New Ulthuan end up selling their elf slaves to the human colonies so the elf saves gradually end up serving humans instead of serving elves.
Option Four
Do not have widespread systemic slavery at all. In Warhammer Fantasy the Empire and Brettonian had no problem having peasants do lots of hard labor for little pay. Who needs slavery when you have wage slavery and/or serfdom? Or indentured servants I guess...
Option Five, Six, Seven…
Something clever the rest of you come up with.
Slavery and the Trade Triangle
The real world Atlantic Trade triangle involved Africa shipping slaves to the Americas, the New World colonies shipping cash crops to the Europe, and Europe sending steel tools and weapons along with other manufactured goods to Africa.
Besides slavery, this trade triangle created something else. The European powers declared wars for control of this new lucrative trade and this lead to an age of privateers. When the European powers agreed amongst themselves to end privateers, many ex-privateers became pirates creating the Golden Age of Piracy.
I am 100% supportive of having Warhammer Wild West have piracy in their background and I would be open to reading people write about the Golden Age of Piracy with Warhammer characters. That being said, I like Wild West stories more than I like pirate stories, so I’m not going to dive deep into this subsettng.
Racially Motivated Slavery
Slavery has existed since at least the dawn of civilization, and there are sadly parts of the world where slavery still exists. What made the Atlantic slave trade of the 1400s through 1800s so especially vile was the racial component. This made slavery easier to rationalize. There was a lot of truly abhorrent treatises explaining that the practice of the Atlantic slave trade was morally justified because of innate racial superiority.
Slave status was hereditary, so one’s children and grandchildren could not escape it. Because the descendants of slaves looked noticeably different that means that if a slave found freedom they would still be treated like crap because they couldn’t perfectly assimilate into free culture.
Warhammer Fantasy was a bit racist in another way. Everyone looks caucasion. Albion, Norsca, Kislev, Kurgan lands, Ulthuan, Naggaroth, Averlorn, Dwarf lands, Chaos Dwarfs, Tilea, Estalia, Araby, etc. If the New World slaves come from one of these groups, slavery would probably be implemented in a less evil fashion and slavery would be easier to escape.
But here’s a thing. If we retconned in dark skinned humans or demihumans into Warhammer and then immediately enslaved them that could easily be seen as horribly offensive.
Emancipation
If we decide not to have New World slavery be a thing, emancipation is not something necessary to cover at all.
Warhammer settings are usually pretty bleak and miserable. One could easily say that in Warhammer Wild West, slavery could have never been stamped out. Firefly is a western setting and they still have slavery though it's not ubiquitous.
If Warhammer Wild West does have slavery, they probably wouldn’t have a lot of it in the West. I guess there will always be menial tasks that those in power want to pass on to a lower class of people, but the climate and environment of the Wild West support self-sufficiency of sorts. Without giant plantations in a rich environment, there is less economic incentive for slavery, so mass scale slavery would be something that exists "back East".
It’s not required, but I would prefer that Warhammer Wild West has a history of slavery and has a relatively recent emancipation. I like the idea of newly freed men heading out West hoping to create a new life for themselves.
I also like the idea of Civil War veterans from both sides heading out West to create a new life for themselves but we can have a Hammerican Civil War without having emancipation and we can have emancipation without a Hammerican Civil War. Before we figure out how the slaves were emancipated first we have to figure who the slaves were, who the slavers were, and what slavery was used for.
Whatever form Emancipation takes, I would want the former slaves to have a hand in their own freedom. While there was not a mass scale slave revolt during the the American Civil War, Black Americans proudly joined the Union army.
Segue time!
The Civil War
Old World Civil Wars
My initial thought is that the shattering of the Empire was more akin to the Fall of the Roman Empire than a Civil War. Maybe a dash of the Black Plague because the catalyzing event for the Fall of the Empire of Man was 90% of the population dying in the Chaos War and the small “c” chaos that followed bringing plagues and famines and social unrest.
I think it’s easier to base a sea war off the Age of Privateers and Piracy in the Caribbean. There is no rule that you can only have one Civil War. This is Madness. This is WARHAMMER!
Kicks Pendrake into pit. Scalenex misses with his kick and falls in. Already dead so we are good.
That said, I shouldn’t dismiss your ideas out of hand. We could make the dissolving of the Empire of the Man more Civil War-like and a lot longer lasting that would establish a lot of the same basic framework and cultural divisions.
Copying the American Civil War
Pendrake Map 2.0 would need to have a dotted line to serve as the equivalent of the Mason Dixie Line. Maybe connecting the two lakes at point N and L.
Real world history. From the very moment slavery was instituted in the New World there were people who decried it as amoral and there were slavery apologists that made up elaborate rationales for why slavery was not just justified but morally right.
Before the Civil War the driving force between slavery being well thought of in the antebellum south and slavery being poorly thought of (and eventually outlawed) in the North was economics. The climate, predominant agriculture crops, and burgeoning industrialization made slavery unprofitable in the North. Slavery was profitable in the South. Money.
In this case if we wanted to copy this, economics would drive a similar wedge between the North and South in UCA. Over time the Yankees and Dixies would grow culturally apart. The Yankees would eventually outnumber the Dixies to the point where a UCA president could be elected without a single Dixie Vote. We will call him Karl Franz Lincoln. So the southern groups are afraid of losing their slaves, their way of life, and all that under the tyrannical rule of KF Lincoln. They try to secede. They lose because the North has more people, more food, more factories, and more railroads. KF Lincoln frees the slaves.
Resentment follows. KF Lincoln is killed by a bitter secessionist though some rumors swirl that Skaven and/or Chaos cultists killed him.
War of Northern Aggression (Very much stolen from Firefly)
The UCA was a very loose confederacy initially. The UCA states allied together strategically against Chaos, Skaven, Old World aggression etc, but each UCA state basically tended to themselves outside of warfare. Live and let live was the policy.
Eventually, one or more powerful people in the most populous and riches UCA states thought the UCA should not be a confederation but be a unified nation with a unified government. Maybe based on the Empire of Man from ancient history.
So the Pro-Unification Alliance marches in and destroys the Independent Browncoats and unifies the UCA under a new government. A lot of the Browncoats head to the frontier in hope of re-capturing a portion of their former freedom, but of course a hard core faction of the Alliance wants to pacify and tame the West.
Some rumors swirl that Skaven and/or Chaos cultists actually fanned the flames of this war and poisoned the minds of Alliance leaders. Some in the Alliance say that Chaos cultists provided under the table help to the Browncoats. Resentment follows.
In this case, slavery would not really factor into it much. Either slavery would never have ended, or emancipation will have come from some other source (mass scale revolt, social movement, supernatural event, etc)
Another Option
One of the forumites comes up with something clever and original for a pre-Wild West Civil War.
With that, I'm pretty much out of lengthy threads positing grand ideas on the setting. All that's left for me is to politely and respectfully discuss and debate details relating to implementation.
Factions, filling the roster
Note, I'm sure we'll come up with more factions as we flesh out the history and the map more. Mostly focusing on humans. They will probably be the most diverse. Factions could come from all sorts of places.
Ethnic Lines
Ethnic lines would include Brettonians, Kislevites, Norse, Westlanders, Tileans, Estalians, Landlockians, and the former slaves of Ulthuan, former indentured servants.
National Lines
Presuming the wild west setting is an analog to the Western United States there would be a bunch of divides.
-The United States of Hammerica versus New Estalia.
-Old World immigrants versus humans born on the Hammerican Continent.
-Yankees versus Dixies (assuming there was Hammerican Civil War).
Religion
Well the Imperial Church of Sigmar was the dominant religious faction in the Old World. They would need to be included in this setting somewhere. The Imperial Church is certainly big enough that it would have a reformist faction and an orthodox faction.
We could create an analog to Protestantism.
We could create a religion worshiping the Lady of the Lake or we could say it never existed or the Imperial Church squashed it long ago.
We could have worship of Gork and/or Mork or the greenskins faith could have easily changed into something else.
There is not a whole lot of official fluff on religions in Tilea and Estalia, so I’m not sure their obscure cults should be brought up, I’d rather make them the Protestant analogs.
The Rangos would probably still worship the Old Ones. If the Rangos are divided they could have differing views on Old One worship. Old One worship, or at least aspects of it might spread to other races, especially if the Native New World population includes non-lizards.
Even if the Chaos gods are dead, there would probably be a few anti-social wackos that would worship the Old gods. If there are Wild West Chaos gods, there should be a few humans to serve them. They probably shouldn’t strap on dark Chaos armor. If there are multiple Chaos gods, then there would probably be competing factions for each of the Chaos gods. There would also be a split between public Chaos worshippers and closet Chaos worshippers. Warhammer Wild West probably wants both types.
Pragmatism or Random Chance.
Here’s a thought I had. If you are writing Wild West fluff stories ethnicity, religion, nationality, and everything else would be extremely important elements of characterizations and plot line.
If we were creating a Wild West miniatures game, ethnicity would matter very little. They might dress a bit different, but a Kislevite gunslinger with Ballistic Skill 4 is going to play the same on the tabletop as a Brettonian gunslinger with Ballistic Skill 4.
I figure we would have models for different nationalities but crunch wise, I would support not making a lot game rules for nationality and ethnicity.
Human unit options could be: Gunslinger, Sneak, Tinkerer, Priest, Strongman, Cowboy/Cavalryman, Hunter, Wizard, and maybe some kind of Jack of All Trades.
I think having the option of mixing and matching units would be really cool thematically and if I were writing fluff pieces I would certainly be happy to make the protagonist group an unlikely team up including a couple humans, an elf, Halfling, and Orc, but if this was a game line I’m not sure I’d want that.
Even if you put a ton of effort into game balance, there is going to be a combination of characters that is objectively better than anything else. That cannot be helped.
Team A includes: An Elf sharp shooter, a Rango wizard, a Halfling sneak, a Dwarf tinkerer, and an Orc Strongman.
Team B includes: An Elf sharp shooter, a Rango wizard, a Halfling sneak, a Dwarf tinkerer, and an Orc Strongman.
It’s not unique if everyone chooses the same unique combination of units. It might be better to limit choices to a specific team.
What would the teams be?
Here’s some things I thought of.
Order of the Silver Hammer (aka the Imperial Inquisition): The Order of the Silver Hammer supported witch hunters who kept the Empire safe from internal corruption for centuries, but they did it brutally. They’d rather burn a village of innocents than let a single tainted person go free.
After the Great Chaos war, the Chaos daemons were seemingly banished, the Skaven were seemingly eradicated, the Beastmen were seemingly eradicated, and the surviving vampires went into hiding. The Order of the Silver Hammer had a lot fewer enemies to fight. When the danger of Chaos seemed a lot less pressing the Imperial Inquisitors excesses were not nearly as tolerated. They also became puppets and catspaws of amoral political leaders who turned the Inquisitors on their political enemies.
Eventually these excesses came to a head and the Order had to essentially go underground in the Old World, but there are rumors of dark forces stirring in the New World. A lot of Inquisitor cells went out west where they had more enemies to fight and less oversight from governmental bodies.
Melee Specialist: Swordman
Shooting Specialist: Rifleman
Stealth Specialist: Assassin
Magic User: Priest Likely group leader
Generalist: Witch Hunter
Oddball: Flagellant
Goldmann’s Bull Squad (aka the Imperial Inquisition): Vardad Ironhed the lowly labor dwarf immigrated out west and took work for a railroad. Through hard work, savvy economic sense, and a number of surprise accidents that befell his former superiors and rivals, Vardad became very rich and gave himself the new name Lorddroid Goldman. Goldmann felt crowded in the more populous coastal region of the UCA (where he was one of many such Robber Barons). He sold his holdings and invested in the west’s burgeoning railroad and mining industries.
His goal is to own the West and he will bribe, bully, or cheat any who stand in his way to crush all who stand against them, be they independent minded homesteader, government officials, greenskin bandits, Rango natives, or Chaos worshippers.
Melee Specialist: Either human bruisers or Dwarfs with big pickaxes or hammers.
Shooting Specialist: Mercenary sharpshooter
Stealth Specialist: Mercenary Halfling sneak
Magic User: Mercenary wizard
Generalist: Pit boss, could be dwarf or human Likely group leader
Oddball: Steam punk engineers or demolition experts
Folk of the Land: There is no centralized for the Folk of the Land, but there enough similarities across ethnic and geographical divides that they can be grouped into one category. The communites may differ, but local ties are strong. Outside groups, be they Rangos, Chaos, the army, greenskin bandits, or Goldmann’s goon squads are to be distrusted and resisted.
A Kislevite farming community, independent prospector camp, and a Brettonian logging camp would all field remarkable similar looking units in their defense against invaders.
Melee Specialist: Local strongman. Miner, rail worker, or lumberjack.
Shooting Specialist: Local Marksmen.
Stealth Specialist: Ranger/trapper
Magic User: Medicine woman.
Generalist: Local sheriff Likely group leader
Oddball: transplant from non-human group. Elf peddler, Dwarf tinkerer, Halfling sneak
Outlaw Faction: Not every independent collective of humans on the frontier is made up of noble good people. Some turn to theft and banditry to survive or they simply view the lifestyle as easier.
They probably have a gimmick (all wear red bandanas) or something but no matter how they try to differentiate themselves, the different outlaw groups operate more or less the same.
Melee Specialist: Human Bruiser
Shooting Specialist: Outlaw gunslinger
Stealth Specialist: Human or Halfling sneak
Magic User: Mercenary Wizard
Generalist: Bandit Lord Likely group leader
Oddball: transplant from non-human group. orc, goblin, elf Rango, etc
Rango Faction: The Rangos remember when the Slann’s will was the only Law in the West and the Old Ones were the only gods. Now some fight to restore the old ways, others simply to survive.
Melee Specialist: Saurus Warrior or maybe Kroxigor
Shooting Specialist: Skink bowmen/gunslinger
Stealth Specialist: Skink hunter
Magic User: Skink Shaman Likely group leader
Generalist: Saurus Hunter
Oddball: Beastmaster Skink and/or dinosaurs
This is not exhaustive or final of course, and groups would not be required to take a melee specialist, shooting specialist, stealth specialist, magic user, generalist, or oddball.
You all right @Scalenex mate? Just a bit concerned that there’s been no activity on this thread for a while after all the vigorous brainstorming recently. What do you think of my ideas, and how are yours coming along?
If the end goal is a North Hammerica that turned out almost kinda the same as 1875 in North America there can’t be a massive Chaos Realm off to the North, Occupying the whole Arctic region.The most important thing setting wise is hashing out what the state of the Chaos realm
Daemons are Daemons. They get summoned. There are sorcerers. Dwarfs hate sorcerers and sorcery. Dwarf silver mines, and Dwarf silversmiths do a booming trade in Silver Bullets.whatever the Wild West equivalents of Daemons are and whatever the equivalent of Warriors of Chaos would be
This has enough moving parts without creating a new Big Bad. The Old West did not have an overarching Big Bad...it was about ancient tribes clashing with newly minted nations.was really hoping for was ideas and input on adapting Chaos to the Wild West, or if Chaos is really gone, creating a new Bigger Bad to take the place of Chaos.
If the end goal is a North Hammerica that turned out almost kinda the same as 1875 in North America there can’t be a massive Chaos Realm off to the North, Occupying the whole Arctic region.
That said: scrap the real world Antarctica. Revive the 16-17th century notion of Terra Incognita, assume there is a vast, mostly unknown continent “down under” and that is where Chaos is from. (There is more land and less ocean around the South Pole, and maybe a Chaos Gate, no one knows, no Dwarf made Zeppelin has ever returned, etc. etc.)
Daemons are Daemons. They get summoned. There are sorcerers. Dwarfs hate sorcerers and sorcery. Dwarf silver mines, and Dwarf silversmiths do a booming trade in Silver Bullets.
The Great Plains : Beastmen and Minotaur tribes and vast herds of Bison are the true rulers of the Great Plains region even if the UCA makes claims “from sea to shining sea”. Up North from there is a wild country filled with Bears, feral Ogres, Sasquatch, maybe the odd feral Orc tribe.
This has enough moving parts without creating a new Big Bad. The Old West did not have an overarching Big Bad...it was about ancient tribes clashing with newly minted nations.