Northern Crown: Defending the Trading Post

One of my bucket list role-playing games has been Northern Crown ever since the setting was first published in the mid-aughts. In a fantasy-infused version of North American in 1650, the Republic of Sophia has sent an expedition in support of a lonely trading post on the western shore of a long lake named after the French explorer de Champlain, charged with exploring and claiming the lands there for the republic.[1] And so the heroes arrived at Ira and Jerusha Allen’s trading post, just in time to fend off marauding bandits who have come to raid the storehouse.

The layout that our GM, Tom, came up with to represent the trading post was pretty damn impressive — especially because he had it hidden under the surface of his game table. We started thinking we were just going to be using a Lego canal ship, then Tom broke out the Heroscape terrain for the interlude where we freed the sasquatch from cruel portagers, and then he said, “We need to move all this,” and started pulling up the table surface to reveal the diorama pictured above.


[1] I’m told it’s loosely the plot of Pathfinder‘s Kingmaker adventure path, reconfigured for the lands and peoples of Northern Crown, using an equally loose implementation of Pathfinder rules, with elements from Dungeon Crawl Classics and FATE.

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