A dark frontier setting for D&D 5e, inspired by Vampire Hunter D

Now recruiting
Sundays, 4:00–7:00 PM Central. Five seats. 18+
System
D&D 5e (2014). The Player’s Handbook and this site are enough to apply
Table
Discord for voice. Foundry for the map. Mic required
Content
Adult dark fantasy. Horror and death are in. Sexual content is out
Safety
Lines and veils at Session 0. Name a tap-out on the form if you need one
Central question
What makes someone a monster?

Mortals ended the old world. The Nobility built the new one, and fed on it. For an age they ruled from castles on high ground, working a science so advanced it passed for sorcery and taking blood from the people below the way a landlord takes rent. Then their numbers thinned, their courts went quiet, and one by one they went to ground. The castles are still there. So are the machines, most of them still running, badly. And the beasts they bred still own the night. Most people never see a Noble. They see the beasts, the machines, and the servants still following orders.

What’s left is the Frontier: a scatter of towns, motes of light in a rough sea, and ruins between them that are full of money and full of death. Towns ring a bell at dusk, bar their doors, and invite nobody in until morning. Nobody remembers why. Scavengers go into the ruins anyway, and every few years one wakes something up. The Capitol claims every acre and can protect almost none of it. Its soldiers are few and busy elsewhere, so a town in trouble posts a bounty, sends word down the road, and waits for a hunter. You play the ones who come. The whole story of how the world got this way is legend. Some of it is worth digging up.

What kind of game this is

Sheriffs and saloons a mile from castles that haven’t opened in a century. It’s dark fantasy for adults, not grimdark. The world is cruel, and your choices still change it. The touchstones are Vampire Hunter D, the ancient powers of Warhammer, Grim Hollow, and frontier Westerns. The Campaign covers how play works, what’s on and off the table, and who this game is for.

Before Session 0

Read these three, in this order. The rest of the site can wait until you have a seat.

  1. The World, the Frontier and its four sectors, one town seen up close, and what hunts at night
  2. Playable Races, fifteen peoples, each with its own way of surviving out here
  3. Character Creation, step by step, how to build someone who can last

The rest of the book

PageWhat you’ll find
GazetteerEvery sector’s towns, ruins, and roads, and the places inside the Capitol worth knowing.
The PowersThe Nobility and the legends of the Last Few, the Sacred Ancestor, the Capitol, and who holds power now.
Faith and MagicThe Frontier’s churches, prayers that get answered, magic nobody understands, and pacts made by people who knew better.
The ChronicleHow Masada got this way, from the ruin of the old world to the present.
BestiaryWhat hunts out there, the signs it leaves, and how it dies.
RelicsThe Nobility’s devices in mortal hands. Masada’s magic items, and the catch that comes with each one.
PageWhat you’ll find
BackgroundsWho you were before the Frontier made you a hunter.
House RulesWhere this table departs from the book, and the homebrew it uses.
GlossaryEvery term the site uses, each explained in a line or two.
The CampaignWhat play looks like, what to expect at the table, and how to apply for a seat.

Masada is a fan setting inspired by Hideyuki Kikuchi’s Vampire Hunter D. It is not affiliated with or endorsed by the creators of that series.

The World

Masada, and the Frontier that remains

World
Masada
The land
The Frontier: the Northern, Southern, Eastern, and Western sectors, with the Capitol at the center

The bell in Brennock’s Ford starts at a quarter to sunset. By the third stroke the orchard hands are running for the gate, and by the ninth the sheriff is counting heads. Tonight she comes up one short: a peddler who stopped to water his mule at the ford. Nobody goes out to look for him until morning.

What follows is Part One of the Institute’s Field Primer for Frontier Postings, issued to Capitol personnel sent beyond the walls. The Primer is official, confident, and not always right.

Personnel posted to the Frontier will find it harsher than the Capitol, and far less governed. The world was ruined once by mortal war and rebuilt by the Nobility, who ruled it through the period the Institute terms the golden era. A long war with the beings from beyond, the burden of their extended lives, and their own decadence brought about their decline. They withdrew into their estates, and the Provisional Government succeeded them.

What remains is a scattering of towns in a great deal of empty country, many of them within sight of a golden era structure, with engineered fauna active on the roads after dark. The Provisional Government’s authority extends over all of it. The few Nobles still awake are, for practical purposes, legends. Where local defense proves inadequate, settlements engage independent hunters.

“Bar the door at the bell. Don’t open it for anyone. Don’t ask me why, because I don’t know, and neither did my mother.” Sheriff Ada Cole, Brennock’s Ford
1. The name

The Institute retains the name Masada, taken from the historical fortress whose defenders chose to die inside their own walls rather than surrender to the army camped outside. The Nobility built this world to be their fortress. They held it for millennia against enemies from beyond, and in the end they destroyed themselves inside it. The Institute considers the name apt.

2. Eight observations

The Institute holds the following to be true in every sector. Personnel uncertain how the Frontier works should begin here.

  1. The world was ruined once, and the Nobility rebuilt it.
  2. The Nobility saved the world before they owned it. Their rule began as a rescue, and some of them never stopped believing it was one.
  3. The Nobility are in decline and rarely seen. Most people live and die without meeting one.
  4. What the Nobility made still runs, badly. Engines, creatures, and servants have outlasted their makers’ attention.
  5. Bargains with the Nobility are extremely rare. The world has room for them, but most people never live under one.
  6. Hunters are how ordinary people fight back.
  7. The past is legend. No one has the whole story, and the Nobility may not have it either.
  8. Choices matter, and hope is expensive.
3. General conditions

The Frontier is the whole of the land beyond the Capitol: scattered settlements and the dangerous country between them, divided into four sectors. Mortals share it with engineered fauna and stranger things, across deserts, forests, and mountains, and across stretches of country the Nobility remade and did not finish.

Construction. Personnel should expect everything on the Frontier to be built in two layers. Golden era structures of impossible materials stand beside new work in wood, stone, and scrap, and a settlement’s newest barn may lean against a wall of seamless glass older than anyone’s great-grandmother. The local population treats this as unremarkable, and personnel should do the same.

Settlements. Frontier towns govern themselves, usually through a mayor or a council of elders, with a sheriff responsible for order and defense. Most maintain a saloon, a church, a bounty board, and a list of their dead. Drifters and traders pass through constantly; residents will trade with them and trust them very little. Personnel should present their credentials to the sheriff on arrival.

Subsistence. Settlements live on basic farming, salvage from the golden era, and what the Institute’s field reports describe as stubbornness. Travel between them is hazardous enough that hunters commonly work as escorts and carry messages.

Night. Engineered fauna are markedly more active after dark, and travel without shelter is inadvisable. Towns ring a bell at dusk and bar their doors until morning, and residents will not invite anyone inside after dark. The origins of these customs are not recorded. Personnel are advised to observe them regardless. Settlements that have abandoned them have not fared well. Part Two discusses the matter further.

Outlook. The Frontier is being brought steadily under order, aided by the Nobility’s decline, the persistence of its settlers, and its hunters. The Institute expects measurable improvement within the current generation.

4. The sectors

The Frontier is administered in four sectors around the Capitol, each once ruled by a Noble overlord. Sector borders are old and largely unmarked. Residents nonetheless identify strongly with their sector of birth, and it governs how they speak, what they fear, and what they expect of strangers.

  • Northern sector: mountains, long winters, and the dwarven holds.
  • Southern sector: badlands, salt flats, and chronic drought.
  • Eastern sector: forest, river country, and the green ruins.
  • Western sector: farms, orchards, and the Frontier’s most settled towns.
  • The Capitol stands at the center, where the golden era’s roads converge.

Survey records for each sector appear in Part Four.

5. A representative settlement

No two Frontier towns are alike. For orientation, the Institute offers Brennock’s Ford: a farming town of about four hundred on the border of the Western and Eastern sectors, where the old road crosses the Brennock River.

Defenses. A timber palisade on a stone footing, raised by a half-dwarf crew two generations ago, with the river on one side and a dug channel on the other. The residents clear the channel every spring. None of them could give a reason when asked.

The dusk bell. It hangs in the tower of the Dawn Church and is rung by a rotating volunteer. After the last stroke, doors are barred until sunrise, and anyone still outside sleeps in the jail. Sheriff Ada Cole leaves the cell doors unlocked for this purpose.

Notable residents. The mayor, Tobias Wren, owns the mill and holds most of the town’s debt. Sheriff Cole has held her office nineteen years and buried two deputies. The town’s magic user, an elven tutor named Maelis, sends requests for hunters by spell and is suspected of retaining prohibited texts; personnel should report any such texts to the Institute. The orchard on the east bank is tended by an Entling called Sorrel, resident for forty years.

The Dry Well. The town’s saloon, where circuit performers sing for their supper, halfling caravaners exchange news, and hunters wait for work. The bounty board hangs beside the bar and is seldom empty.

Supply. A Commerce Guild waystation half a mile down the old road restocks the transport parties that pass twice a season. The town counts the days between visits.

The Glass House. A golden era structure on a rise north of town: a long, low hall of dark glass that cannot be seen into. One resident, a scavenger named Nate Barrow, is known to have entered it. The town held his funeral, and a week later he walked home. He has declined to describe the interior. Last month three farmers independently reported a light moving inside, and two cows went missing from the north pasture. The mayor has made inquiries about the cost of a hunter.

6. Golden era structures

The Nobility’s buildings stand throughout the Frontier, most on the outskirts of settlements, since towns grew up beside them for their water, their roads, or their salvage and then learned to keep their distance. Occasionally one is cleared well enough to be put to other use, and the town that manages it is envied across its sector.

Contents. Working relics, armories, stores of materials no longer produced, and weapons of mass destruction. Also traps, guardians, and dormant systems that wake when disturbed. Many structures still defend themselves. A few sealed estates stand in perfect order, the beds still made. Beneath others lie workshops where alchemy sits beside machinery no one can explain.

Policy. Entry into golden era structures by unlicensed persons is prohibited. All recovered items are the property of the Provisional Government and are to be surrendered to Institute agents, who will compensate the finder. Uncleared structures are reserved for the Institute’s researchers.

Incidents. Unlicensed entry has on occasion activated a structure’s weapons or security systems, with the loss of entire settlements. A town with a structure on its outskirts should be regarded as living beside a loaded gun. Most towns already regard it so.

Recovered devices. Working devices recovered from these structures are catalogued in Part Six.

Returned personnel. Some structures continue to repair whatever dies inside them, and there are credible reports of scavengers returning alive after burial. The Frontier calls them the Reborn. The Institute is studying the phenomenon. The Reborn, and the Magen who are dug out of the same structures, are described among the peoples of the Frontier.

7. Engineered fauna

The Nobility filled the world with engineered animals, for labor, for war, and in many cases for ornament. Most outlived their makers. Personnel should familiarize themselves with the following, which account for most reported encounters. Part Five holds the Institute’s full register.

  • Hedge-hounds: garden guardians, now feral in the green ruins. Silent until the last moment.
  • Lampjaws: ambush predators that wait in the dark behind a pale lure. Common along the roads.
  • Sand mantas: broad burrowing predators of the Southern salt flats.
  • Frostwings: pale flyers of the North, associated with early winters.
  • Tithe-moths: blood-feeding swarms bred to collect the Nobility’s tithes. They continue to collect.
  • Lesser dragons: bred for the Nobility’s sport, and resident in the high valleys.
  • The Faithful: altered mortal servants still keeping their posts. Not fauna, strictly.

Beyond these are things the Nobility found and never mastered: legendary monsters older than the golden era, and entities that may be related to the beings from beyond. Encounters are rare, and reports are inconsistent.

8. Threat assessment

Most hazards on the Frontier derive from what the Nobility left behind, rather than from the Nobility themselves.

ThreatWhat it coversWho handles it
EverydayLeftover beasts, failing engines, raiders, bad weather, a town’s own secretsMost hunters’ livelihood
UncommonThe Nobility’s servants and remnants, still carrying out dead masters’ orders; the deeper ruinsExperienced hunters and companies
RareAn awake Noble, or something older than the NobilityThe stuff of legend; towns empty
9. Hunters

Independent hunters for hire are the Frontier’s answer to its fauna. The trade has no guild, no license, and no oversight. The Institute anticipates its decline as the Frontier Defense Force expands.

Engagement. Larger towns usually send requests by spell through their magic user. Smaller towns rely on riders, passing merchants, and halfling caravans, and word travels slowly. Towns also post bounties at the saloon and inquire among their less respectable visitors. Many answer a call. Most withdraw once they hear the details.

Payment. Hunters present proof of the kill to the sheriff, or to whoever posted the bounty. Rates depend on the danger and on what the town can raise. Current rates are posted separately.

Standing. A hunter’s reputation rests on what they have killed and what they have walked away from, not on rank. Ordinary bounty hunters work for anyone and use any method. The few who hunt the Nobility are the subject of songs.

Organization. Hunters work alone, in family clans, or in sworn companies bound by contract. The most respected companies are dragonborn, and the best of them are known by name in all four sectors.

Qualifications. Combat ability is insufficient. The work requires years of study: the Nobility’s history, the creatures and plants of the Frontier, and local folklore, all of it learned the hard way. Some hunters report that a portion of what they learn does not stay learned.

10. Languages

The common tongue of the roads is Common, spoken with accents that identify the speaker’s sector. Each people maintains its own language as well, and the dwarves speak a hold-tongue that varies slightly from gate to gate.

The old court tongue was the language of the Nobility’s courts and remains the key to golden era records. It survives among the old elven families, Capitol scholars, and a few scavengers who learned enough to read the warnings on a wall. Speakers are required to register with the Institute.

11. Classification

The Nobility shaped Masada, but did not make all of it. The Institute sorts nearly every phenomenon on the Frontier into one of three categories.

  • Nobility-made: arcane magic, the faiths, golden era structures, Magen, Entlings, and the engineered fauna.
  • Older than the Nobility: things the Nobility found and could not control, among them eldritch entities, legendary monsters, and the world’s original nature.
  • Mortal-made: what people built for themselves after the Nobility went to ground, including hunter traditions, Frontier towns, the Capitol’s rediscoveries, and the crafts of bards, rangers, and artificers.

Gazetteer

Places of the Frontier, sector by sector

Sectors
Northern, Southern, Eastern, and Western, with the Capitol at the center
Maps
None reliable. Distances are counted in days’ ride and in waystations
Use
Where a hunter’s work takes them, and what waits there

At the top of the Karrow Pass, the goliath guide stops the caravan and points at a notch in the ridge. That’s the old road, she says, and nobody has used it in ninety years. The caravan master asks why. She’s already walking.

From Part Four of the Institute’s Field Primer for Frontier Postings.

Part Four reproduces the Institute’s survey records for the four sectors and the Capitol. The geographic bureau has surveyed the great roads and the settlements along them. Beyond the roads, records are incomplete. Entries are current as of the most recent survey. Settlements change hands, wells fail, and boomtowns rise and die without notice to the Institute.

The Northern sector

Survey: Northern sector. High country: mountain ranges, deep valleys, and mining and trapping towns on the slopes. Winters are long and arriving earlier. The Nobility’s weather engines are failing worst here, and whole valleys have been abandoned to cold.

The dwarven holds are sealed in these ranges, each trading through a gate-market at the mountain’s foot. Above them, the goliath clans of the Whitecrown and the Iron Tooth hold the peaks and guide caravans through the passes for a fixed fee. Residents are hard, practical, and economical with words. Personnel should watch the sky for frostwings. A Noble residence above the Karrow Pass shows lights nightly.

Karrow. Mining town · highest valley in the sector · population about 900 · Capitol presence: none · Assessment: prosperous and cooperative

The only warm settlement for fifty miles, and the site of the arrangement noted in Part Two. Twice a year the adult residents climb to Duke Castellane’s castle and bleed into a silver basin, and in exchange the Duke’s weather engine holds winter off the valley. Residents are courteous and decline to discuss the matter. Visitors are welcome to stay the night. Personnel are advised not to press.

The Karrow Pass. Mountain crossing · Assessment: passable in season

The highest crossing in the sector, overlooked by the Duke’s lit windows. Goliaths of the Whitecrown guide caravans over it for a fixed fee, and the Ninth Lantern company escorts the Guild’s parties. In severe winters the pass closes for months, and the settlements beyond it go without contact until the thaw.

Stonemouth. Dwarven gate-market · access limited to the market square · Assessment: reliable supplier of iron, tools, and firearms

The largest of the gate-markets: a fortified square at the foot of Stonemouth hold, where halfling caravans trade for dwarven goods. It keeps strict hours, closes well before dusk, and extends no credit. No outsider living is known to have passed its second door. Ironmere, the Cold Stair, Blackwell, the Deepwater Gate, and the Sunken Door lie deeper in the ranges, each with a market of its own.

Sable Crossing. Town, grown from a Guild waystation · population about 1,500 · Capitol presence: Guild office · Assessment: orderly

The meeting point of the Northern circuits, with a company hall, three saloons, and a bounty board that has never been observed empty. Every hunter working the sector passes through, and the sheriff knows all of them by reputation.

The Grey Arsenal. Golden era structure, military, sealed · access prohibited · Defense Force post on site · Assessment: secure

A fortress the Nobility built to arm themselves against the beings from beyond, still sealed and believed to be still stocked. The Defense Force maintains a post at its foot to prevent unlicensed entry.

The Widow’s Stair. Abandoned valley · Assessment: uninhabitable

Farmland three generations ago. A failing weather engine somewhere in the peaks now keeps it under a winter that does not lift. The farmhouses stand intact beneath the snow, and frostwings nest in them. The valley is struck through on every Northern map.

The Southern sector

Survey: Southern sector. Red badlands, dry riverbeds, and the white salt flats, where sand mantas move beneath the crust. Ranching is the principal industry, and water the principal cause of dispute; the Institute records more violence over water rights here than over anything the Nobility left. The golden era’s aqueducts cross the sector, largely dry, and towns beneath a working span guard it as other towns guard their walls.

Criminal activity is the highest on the Frontier, and some bands deal with things that should not be bargained with. Residents are quick to draw, slow to trust, and generous with water to anyone who asks properly. A local saying holds that travelers who see lanterns on the flats at night should not follow them.

Redwater. Town · population about 3,000 · Capitol presence: magistrate · Assessment: the sector’s administrative center

The largest town in the South, built where the Long Aqueduct still carries water. Its council controls the flow to a dozen smaller towns downstream, and in drought years that control becomes a weapon. Redwater is prosperous, well armed, and widely resented.

The Long Aqueduct. Golden era structure, infrastructure, partially active · Assessment: of high research value

A span crossing half the sector on legs of seamless stone. Most of its length is dry. Where water still flows, towns grow beneath it. Its dry channels contain machinery the Institute has not identified, and the Capitol purchases recovered components.

Ashfall. Ranching town on the edge of the salt flats · population about 700 · Capitol presence: none · Assessment: self-sufficient

Herds are counted every morning, owing to the sand mantas. Ashfall breeds the best horses and riders in the sector, and its warrior village, a mile outside the walls, has trained fighters for generations.

The Lantern Road. Road · Assessment: closed after dark by local custom

The salt road between Ashfall and Redwater. Travelers report a carriage hung with lanterns crossing the flats at night without sound. Southerners call its occupant the Lady of the Lanterns and do not follow the lights. See Part Two.

Gallows Reach. Territory under criminal control · Assessment: cleared by the Defense Force on two occasions

Dry country held by the Saltmen, who ride between the wells they control and levy a toll on water.

The Eastern sector

Survey: Eastern sector. Old forest, slow rivers, and valley mist that lingers until noon. In the golden era the East was the Nobility’s pleasure country, all estates and ornamental gardens, and it holds more golden era structures than any other sector. Many are overgrown by their own gardens, forming what residents call the green ruins.

Boomtowns rise around promising structures and are occasionally lost overnight; the sector has recorded more incidents than any other, and every Eastern map marks the dead towns. Druids congregate here, Entlings are most frequently encountered here, and hedge-hounds hunt the undergrowth. Residents are superstitious. The East is the Institute’s highest priority for recovery and its most dangerous posting.

Brennock’s Ford. Farming town on the Western–Eastern border · population about 400 · Capitol presence: none · Assessment: see Part One

Described in full in Part One, including the golden era structure north of town known as the Glass House.

Sixwheel Landing. River port · population about 1,200 · Capitol presence: occasional agents · Assessment: principal market for unlicensed recoveries

Named for the halfling wagon that founded it. Barges carry goods and recovered items downriver to the old road, and the Landing’s markets will purchase anything recovered from a structure without inquiry. Most of the sector’s fences keep a stall here.

The Drowned Walk. Golden era structure, garden, flooded · access prohibited · Assessment: two Institute expeditions lost; further expeditions scheduled

A garden that flooded when its estate collapsed, now drowned terraces and hedges gone wild. Entlings emerge from it, and some return to it. Hedge-hounds hunt its shallows.

The Repository. Golden era structure, archive · access limited to Institute expeditions · Assessment: of the highest research value

An archive cut into a hillside above the River Road, holding records no living scholar can read in full. The Institute mounts an expedition every few years and loses researchers on each. Speaking ledgers have been recovered from it, as have things that were reading them.

Marrow. Abandoned settlement · former population about 2,000 · Assessment: exclusion circle in effect

A boomtown that grew around a rich structure in five years and died in a single night when a crew went too deep and woke a weapon. The structure and the empty town both stand. Eastern maps mark the site with a circle, and no one crosses it.

Vane’s Wood. Old forest, deep East · Assessment: reported location of the Grey Marquis, unconfirmed

Three hunter companies entered the wood in pursuit of the Grey Marquis and did not come out. The Ashline did. Druids gather at the edge of the wood and go no further, and decline to explain.

The Western sector

Survey: Western sector. The gentlest part of the Frontier. In the golden era it was held by one of the few overlords with a regard for mortals, and it flourished. Its farms are the richest, its towns the oldest and largest, and its roads the safest, and more of the Frontier’s food comes from the West than from anywhere else.

Some Western towns have come to treat the old customs as quaint, and a small number have discontinued the dusk bell. The overlord’s castle stands sealed in the Western hills; Western families believe Count Aurelian sleeps inside. The Institute regards the West as the most secure sector and the model for the Frontier’s future.

Fairwater. Town · population about 6,000 · Capitol presence: magistrate and Institute field office · Assessment: exemplary

The largest town on the Frontier outside the Capitol. Paved streets, a university-trained physician, a Dawn Church with a working shrine, and a council that has not engaged a hunter in eleven years. The Long Watch company guards its walls under a standing contract.

Orchard Cross. Market town · population about 1,000 · Assessment: stable

A crossroads among the orchards that feed half the Frontier. Halfling caravans and Guild parties meet here each season, and its market day is the largest in the West. The town rings its dusk bell later than is customary.

Longwall. Fortified town · Assessment: well defended

Built by the half-dwarf crew whose name it carries, with the highest wall in the sector and a foundation stone from every town that crew ever raised. Building crews gather here between contracts, and the town’s wall supper is a festival.

Greywater. Fishing town on the great lake · Assessment: stable; a local arrangement noted, details not provided

The boats go out at dawn and are in by the bell. Residents eat well and sleep poorly. Something the Nobility introduced to the lake remains in it, and the town has an understanding with it that it does not discuss.

Castle Aurelian. Golden era structure, Noble residence, sealed · Assessment: dormant

The castle of the West’s former overlord, in the hills above Fairwater. Its gates have not opened since the Nobility went to ground. Western families leave flowers at the gate on the anniversary of his withdrawal. The flowers are reported gone each morning.

The Capitol

Survey: the Capitol. The seat of the Provisional Government, described in full in Part Two. Personnel from the Frontier will hear of the following.

The wards. Residential districts, numbered

The inhabited city is divided into wards, each with its own council and accent and a low opinion of the others. The Ninth Ward is the clerks’ ward, and many Capitol exiles on the Frontier were raised there. The outer wards are the poorest, and the nearest to the Deep Wards below.

The Sunward Cathedral. Principal shrine of the Church of the Dawn · functioning

Where the Dawn Litany has been sung without a break since before the founding of the Provisional Government. Pilgrims come from every sector, and aasimar who accept the Church’s claim are presented here as living saints.

The Institute. Center for the study of the Nobility

Keeper of the Nobility’s records, of restricted works, and of the old court tongue. Its researchers are among the Capitol’s most accomplished. Those who lose favor are assigned to the Frontier on extended field duty.

The Assembly. Legislative body of the wards

Sits in a golden era hall built for a different kind of council. Its laws apply across the whole Frontier.

The Deep Wards. Sealed levels beneath the city · licensed recovery only

Halls, machinery, and passages not yet mapped. Licensed delvers descend under guard and return with recoveries, or do not return.

The roads

The golden era’s great roads still cross the Frontier, seamless and unbroken, and nearly all travel follows them. The roads are not safe. They are only less dangerous than the country between them. The Commerce Guild maintains fortified waystations along the principal routes, at intervals of about a day’s ride, and travelers who plan each day around reaching one before the dusk bell generally live to plan another.

The Old Road runs from the Capitol west through Orchard Cross to Fairwater, the safest and busiest road on the Frontier. The Karrow Road climbs north through Sable Crossing to the Karrow Pass and the gate-markets. The Salt Road runs south to Redwater and Ashfall, becoming the Lantern Road where it crosses the flats. The River Road follows the Brennock east from the ford to Sixwheel Landing.

Lamps. Some stretches are lined with golden era lamps that light themselves at dusk. The Institute is studying them. The Guild declines to schedule night runs on lit roads and has not given a reason.

Traffic. Guild parties, halfling caravans, circuit performers, hunters, drifters, Capitol agents with escorts, and occasional unauthorized relocations. Personnel should regard other travelers as the second greatest hazard on any road.

The Powers

Who holds power on the Frontier, and who used to

Rarest
The Nobility. A handful still wake; most sleep beneath their castles
Loudest claim
The Provisional Government in the Capitol
Most trusted
Hunter companies, and the sheriffs of towns that still stand

Twice a year the people of Karrow climb the switchback road to the Duke’s gate, a line of lanterns in the snow. A steward in grey takes each wrist in turn over a silver basin. Nobody speaks. On the walk down, the children are allowed to run ahead, because the valley below is the only warm place for fifty miles.

From Part Two of the Institute’s Field Primer for Frontier Postings.

Part Two concerns authority: who held it, who holds it, and who claims it. For an age the Nobility were the only authority that mattered. They rebuilt the world, divided it into sectors, and governed it from castles on high ground, taking blood from the mortals below. Their decline left a world full of their works and nearly empty of them.

The Provisional Government now holds the Capitol and exercises authority over the remainder. Settlements govern their own affairs within that authority. The Commerce Guild maintains supply, the churches maintain public order at dusk and dawn, and hunter companies address threats beyond the reach of local defense. A small number of Nobles remain active.

1. The former ruling order

The Nobility are ageless, predatory aristocrats whose power depends on what they take from mortals. They take blood, and they are capable of taking it by force. The Frontier has no other name for them, and personnel will find that none is needed. Individual Nobles hold the titles of a classical peerage: Kings, Dukes, Marquises, Counts, Viscounts, and Barons.

They are beautiful and patient, and far older than mortals are comfortable imagining. They built the world now inhabited, and most regarded its mortals as a landowner regards a herd: valuable, occasionally cherished, never equal. A minority were kinder. A minority were considerably worse.

2. Organization in the golden era

At their height the Nobility governed through a strict hierarchy. Lesser Nobles served a thousand Greater Nobles, who served seven Kings, with the Sacred Ancestor above all. Each overlord held absolute authority over a sector. The central government in the Capitol levied blood tithes on the overlords, who collected them in turn from the mortals they ruled. Nobles raided one another’s sectors for land and prestige, and mortals died in those wars without learning what they were fought over.

3. Their works

The Nobility’s science presents as sorcery: bound engines, alchemy, and blood-craft. They built weather engines that governed the seasons, engineered animals for every purpose, and left golden era minds still thinking in sealed rooms. They raised structures throughout the Frontier, many of them beside a settlement, and made servants such as the Magen, the Entlings, and the Faithful. Much of it continues to run. Very little of it runs well.

4. Present status

The Nobility are now rarely encountered, and most of the Frontier’s population will never meet one. Those who remain fall into two categories.

  • The Sleepers lie in vaults beneath their castles, built to last for centuries. Most have not woken. Their estates continue to operate on standing orders.
  • The Last Few are the handful still awake. Each is known by name, and together they constitute the most dangerous power on the Frontier.

Arrangements between a settlement and a Noble are extremely rare. The Institute is aware of one.

5. Vulnerabilities

Sunlight and radiance are confirmed to burn the Nobility, and this is common knowledge in every sector. The Institute’s archive lists further vulnerabilities. For reasons under study, those entries are found, on inspection, to be illegible, misfiled, or missing, and researchers who consult them report difficulty recalling what they read.

The Institute’s working hypothesis is that during the golden era the Nobility altered the minds of the peoples they ruled, so that knowledge of these vulnerabilities cannot be retained. The associated customs persist on the Frontier without explanation: no invitations after dark, a stake above the door, running water at the gate. Dwarven and goliath sources are no more reliable, having never lived under Noble rule and so never having learned what was later erased. It should also be noted that the oldest Nobles appear to resist even some vulnerabilities that are confirmed. The practical list for personnel is maintained separately.

6. Unconfirmed reports

The Institute classifies the following as unconfirmed. Personnel will hear these accounts in every sector. Some details are certainly wrong, and some of the individuals named are presumed to be alive.

Duke Castellane of the Karrow Pass. His castle overlooks the highest pass in the Northern sector, and its windows have been lit every night within living memory. The mining town of Karrow, below it, lives under the arrangement noted above. Twice a year every adult in Karrow climbs to the castle gate and bleeds into a silver basin. In return, the Duke’s weather engine keeps the valley warm while the rest of the North freezes. No resident of Karrow reports having seen the Duke. His steward is said not to have aged in three hundred years.

The Lady of the Lanterns. Travelers on the salt roads of the Southern sector report a carriage at night, drawn by pale horses and hung with lanterns, moving without sound. Those who follow it are not seen again. Southerners name her Countess Mireille Oran. The elven scholar Maelis Vaelcarin believes she is searching for something lost in the golden era. One hunter who claims to have seen the lanterns believes she is hungry.

The Grey Marquis. Lothar Vane holds no castle the Institute has located. He is reported in the green ruins of the Eastern sector, hunting aasimar. Three hunter companies have pursued him and not returned. The Ashline claims to have wounded him, and its members wear a strip of grey cloth on the sleeve to commemorate it.

Count Aurelian of the Western sector. The overlord noted for his regard for mortals, under whom the West flourished. His castle in the Western hills has been sealed since the Nobility went to ground, and it is widely believed that he sleeps inside. Western families continue to leave flowers at his gate. Local accounts agree that the flowers are gone by morning.

7. The Sacred Ancestor

The Sacred Ancestor founded the Nobility and ruled them as their first king, long before mortal history begins. Noble records describe him as intolerant of petty cruelty toward mortals and as holding a measure of respect for them, which distinguished him from most of his kind.

He anticipated the decline. He conducted experiments on mortal bloodlines in search of a means for his people to survive, and the Institute traces sorcerers to those experiments. He then sealed away the Nobility’s greatest sciences. Many Nobles believed those sciences could have arrested the decline, and some suspected he intended to hasten it. The Institute has not determined his reasons.

Before his disappearance he left a golden era mind to guide the Nobility and deliver his laws, whose rulings were final. Whether it still speaks is not known. Reports persist of a stranger on the Frontier’s roads who brings salvation to some towns and ruin to others. The Institute does not credit them.

8. The Capitol

The Capitol is a vast golden era city, formerly the seat of the Nobility’s central government and now the seat of civilization on the Frontier. It is worn but functional, and its population uses a fraction of what its machinery could do. It stands at the hub of the great roads that once connected the whole world. Citizens live in numbered wards, and a Capitol accent is recognized in every sector.

The Deep Wards. Beneath the inhabited city lie its original works: level after level of sealed halls, dormant machinery, and unmapped passages. The Institute conducts licensed recovery there under armed guard, which is distinct from unlicensed scavenging.

9. The Provisional Government

The Provisional Government was proclaimed when mortals took the Capitol from the declining Nobility. Its founders declared it provisional, to serve until a permanent government could be agreed upon, and it has served in that capacity ever since. It governs from the city through an elected Assembly of the wards and holds authority over the whole Frontier. It mints the coinage. It requires approval before any settlement relocates, as part of its program to reclaim the land. It maintains courts, police, a geographic bureau, and a news service, and it charters the Commerce Guild. Compliance on the Frontier is uneven.

10. Learning

The Capitol is committed to the education of its citizens and to recovering the practical sciences that nearly vanished when the Nobility went to ground. Its institutions include a university, an examination board, and the Institute itself, which studies the Nobility and everything they left behind. Certain works concerning the Nobility are restricted in the interest of public safety, including some works on defense against them. Researchers are occasionally assigned to the Frontier. Researchers who fall out of favor are assigned there for extended periods.

11. The Frontier Defense Force

The Force is well equipped, well trained, and maintains posts in every sector. Its numbers do not allow it to be present in every settlement, and it deploys where its presence will have the greatest effect. This frequently means escorting Institute agents on the purchase of a significant recovery, as at Ashfall in the drought year, when the Force secured the town’s aqueduct heart for the Capitol.

12. Hazards of the Capitol

Personnel should be aware that black marketers operating from the Capitol supply Frontier towns with goods the Guild will not carry, and that golden era protections such as wards may be purchased in the Capitol by anyone with the money. Traffickers exploit the wish of many young Frontier residents to study or work in the Capitol, with offers of employment that does not exist. The journey is long and hazardous, and few who make it return.

13. Other authorities

Outside the Capitol, authority is local and fragmentary.

  • Surviving Nobles: A handful still hold old territory. The most dangerous authority on the Frontier, and the rarest.
  • Towns: Each governs itself, and each is only as strong as its sheriff.
  • The Commerce Guild: Chartered by the Capitol and managed by its own guildmasters. Its armed transport parties carry essential goods across the Frontier and will travel by night when they must. A short run requires at least ten guards; a run across a sector, more than thirty.
  • Hunter companies: Sworn bands under a captain, bound by contract and discipline.
  • The churches: principally the Church of the Dawn, whose priests ring the bells, keep the records, and hold the working shrines other churches covet. See Part Three.
  • The dwarven holds: sealed since the golden era, trading through a single gate-market each, and answerable to no one.
  • Criminal bands: The Saltmen ride the Southern flats and control more wells than some towns. The Hollow Crows work the Eastern boomtowns, robbing scavengers as they leave the ruins. Some bands hire themselves out to Nobles.
14. Hunter companies known to the Institute

Most companies are small and local. The following are known throughout the Frontier.

CompanyInstitute notes
The AshlineDragonborn. The most celebrated company on the Frontier. Every member has faced a Noble or trained under someone who has.
The Ninth LanternA mixed company escorting Guild parties through the Northern passes. Reliable, well paid, and punctual.
GravecourtHalf hunters, half scavengers. Takes the ruin contracts other companies decline.
The Tallow HoundsInexpensive, fast, and indiscriminate as to employer. Engaged by small towns that cannot afford better.
IronsongLed by dwarven exiles who claim their hold’s records list the Nobility’s vulnerabilities. Unverified.
The Long WatchContracted year-round by several Western towns to guard their walls. No town under its protection has been lost in forty years.
15. Interested parties

Most work on the Frontier is commissioned by one of a small number of interested parties, and their interests frequently conflict. Personnel should establish which party is paying before accepting an engagement. The Institute’s assessment of each follows, its own included.

The Institute

Seat: the Capitol · Supported by the Provisional Government and the Frontier Defense Force · Assessment: indispensable

The Frontier’s principal authority on the Nobility and everything they left behind. Its field agents purchase significant recoveries, its researchers study the phenomena other authorities prefer to ignore, and its escorts are provided by the Defense Force.

  • Interests: the recovery of every relic and the survey of every uncleared structure; the study of the Reborn, the Magen, aasimar, and sorcerous lines.
  • Concerns: unlicensed recovery, and the circulation of restricted texts.
  • Engages hunters for: escort duty, the retrieval of specific items from specific structures, and the location of persons of interest, among them the Reborn.
  • Regards as a threat: unlicensed recovery operations, and the markets that serve them.

The Commerce Guild

Seat: the Guildhouse, the Capitol · Operates the waystations of the great roads · Assessment: essential

Chartered by the Provisional Government to keep the Frontier supplied. The Guild’s armed transport parties carry salt, iron, lamp oil, and medicine to settlements that could not otherwise obtain them, and its waystations shelter travelers on every principal road.

  • Interests: open roads, reliable schedules, and the exclusive carriage of chartered goods.
  • Concerns: losses on the road, and competition from unchartered carriers.
  • Engages hunters for: escort, the clearing of waystations, and the recovery of lost wagons and cargo.
  • Regards as a threat: bandits, and unchartered carriers operating on Guild routes, chiefly the halfling caravans, against which the Guild maintains several lawsuits.

The Church of the Dawn

Seat: the Sunward Cathedral, the Capitol · Present in most settlements · Assessment: a stabilizing influence

The largest faith on the Frontier and the custodian of most working shrines. The Church rings the bells in most towns and keeps their records, and its cooperation is valuable to any posting.

  • Interests: working shrines, an unbroken Dawn Litany, and aasimar who accept the Church’s claim.
  • Concerns: shrines failing; the Broken Choir; the Institute’s position on the holy network.
  • Engages hunters for: the recovery of failed or occupied shrines, pilgrim escort, and the pursuit of the Choir-touched.
  • Regards as a threat: the Choir-touched, whom it regards as heretics and has on occasion burned.

The hunter halls

Seat: company halls in the larger towns · Led in practice by the Ashline · Assessment: a transitional arrangement

The sworn hunter companies maintain halls in the larger towns, where they train, rest, and accept requests. Each company is independent, but the principal companies recognize one another’s contracts and share information.

  • Interests: contracts honored, fair bounties, and the standing of the trade.
  • Concerns: the expansion of the Frontier Defense Force, and companies that undercut established rates.
  • Engages hunters for: contracts too large for one company, and the replacement of losses.
  • Regards as a threat: any company that breaks a contract. The Grey Banner broke one, and no longer exists.

The Saltmen

Seat: Gallows Reach, Southern sector · Holdings: more wells than some towns · Assessment: cleared twice by the Defense Force

A criminal organization controlling the wells of the Southern flats, on which it levies a toll. Some of its members are known to deal with things that should not be bargained with.

  • Interests: water, the toll on water, and the Salt Road.
  • Concerns: Redwater’s magistrate, and the Defense Force.
  • Engages hunters for: work other employers will not offer, paid in water. Personnel are forbidden to accept it.
  • Regards as a threat: anyone who digs a well in their territory without paying.

Karrow

Seat: Karrow, Northern sector · Population about 900 · Assessment: prosperous and cooperative

A mining town that lives under the arrangement described in section 4, and a power in Northern affairs in its own right. Karrow’s council engages hunters regularly and pays well.

  • Interests: the arrangement maintained, the pass kept open, and privacy.
  • Concerns: outsiders who ask about the castle, and hunters of the Nobility.
  • Engages hunters for: the Karrow Pass, the valley, and the mines. The castle is excluded from every contract, and hunters who approach it are not engaged again.
  • Regards as a threat: anyone who threatens the arrangement.

Known conflicts

  • The Institute against the fences of Sixwheel Landing, over who owns what comes out of a ruin.
  • The Guild against the halfling caravans, over the roads.
  • Redwater against the Saltmen, over the Southern wells.
  • The Church against the Choir-touched, over the voice in the dead shrines.
  • The Defense Force against Ashfall, since the drought year.
  • Karrow against anyone who hunts Nobles.

The Institute also monitors the Hollow Crows of the Eastern boomtowns, Ironsong’s claims, the libraries of the old elven families, and the dwarven holds, though it has little to report on the last.

Faith and Magic

Prayers are answered. No one is sure by whom

Divine power
A failing golden era network beneath the Frontier’s holy sites
Arcane power
The Nobility’s science: measurable, repeatable, and understood by no one alive
Oldest power
The world’s original nature, which druids still tend

The shrine at Coldwater has been dead for sixty years. Every evening a Lantern Warden sweeps the floor, trims a single wick, and kneels on stone worn smooth by people who were answered. Nothing answers her. She’ll be back tomorrow evening.

From Part Three of the Institute’s Field Primer for Frontier Postings.

Part Three concerns power that answers. No gods walk Masada, and the Institute takes no position on whether any ever did. What personnel will encounter instead is power that responds. Clerics perform the old rites and are answered. Wizards apply the Nobility’s sciences. Druids draw on something beneath the Nobility’s alterations. A small number of mortals enter into pacts with powers that answer back.

Nearly all of it derives from the Nobility, by one route or another. The exceptions are of considerable interest to the Institute.

1. The faiths

The Frontier’s faiths spread during the golden era and survived it. Most settlements maintain a church, and most residents pray, whether or not they would describe themselves as devout. The faiths differ in name, saints, and custom, but share one feature: rites performed with exacting precision and transmitted without alteration, since the rites are what make the prayers effective.

The prayers are effective. The faithful have always been able to close wounds, ward doors, and turn back what comes out of the dark, and personnel will witness it.

Belief is not universal. The dwarves never adopted the faiths, which spread while their holds were sealed, and dwarven clerics are rare. Institute scholars have observed that faiths which spread under Noble rule, and which grant power through exact procedure, resemble the Nobility’s other sciences to a notable degree. The churches reject the comparison. The Institute takes no position.

2. The Church of the Dawn

The largest faith on the Frontier, and the one most settlements mean by "the church." The Dawn Church worships the light. Its central teaching, that the dark is dangerous and light holds it back, is known to every Frontier child, and the Institute regards it as a sound civic principle.

Dawn priests ring the bells. In most towns the dusk bell hangs in the church tower, and the Dawn Church rings a second bell at sunrise to call the town back out. Between the two, its priests keep the town’s records, bless its births and burials, and tend its shrine, where the town has one that still answers.

The Church’s principal working shrine is the Sunward Cathedral in the Capitol, where the Dawn Litany has been sung without interruption since before the founding of the Provisional Government. Pilgrims come from every sector. The Church declines to discuss what would happen if the singing stopped.

3. The Wellkeepers

A smaller faith that presents as older than it probably is, strongest in the farm country of the Western and Southern sectors. Wellkeepers bless water: wells, fords, springs, and the channels that run past town gates. Each carries a flask of blessed water, and each rite ends with a drop of it on the threshold of a home.

Wellkeepers cannot explain why blessed water at the gate matters, beyond the rites’ insistence that it does and the observation that towns which keep the rites appear to last longer. The Institute’s entries on blessed water are among those found illegible (see Part Two, section 5), and its effect has not been confirmed. Personnel are advised not to dismiss the practice.

4. The Lantern Wardens

A wandering order devoted to dead shrines. When a holy site stops answering, the local church generally fails within a generation and the shrine is abandoned. The Lantern Wardens go where shrines have died. They clean them, keep a single lamp burning in each, and pray there against the possibility that something will answer again. Reports indicate that, very occasionally, something does.

Wardens travel lightly, alone or in pairs, and many serve as chaplains to hunter companies, whose work takes them to the same places. Paladins are more numerous among the Wardens than in any other faith.

5. Clerical practice and holy sites

The Institute’s position is that clerical power, whatever the faith, derives from a golden era system concealed beneath the holy sites, which answers anyone who performs the rites correctly. Most clerics believe they are in contact with the divine. The churches reject the Institute’s position, and some clerics privately share it and continue to pray, since the prayers work.

The system is not maintained, and it is failing. Shrines go dead. Prayers go unanswered. Churches contest the holy sites that still function, sometimes openly, and a town whose shrine fails usually loses its church within a generation.

6. Paladins

The Institute has found that the Nobility’s old systems respond to particular words and vows, and that a paladin’s oath functions, in effect, as an access code. While the oath is kept, the power answers. When it is broken, the paladin is shut out.

Most paladins experience this as holy power and sacred duty, and nothing contradicts them. Paladins who have broken an oath describe the moment consistently: not as a god turning away, but as a door closing.

7. The Broken Choir

A portion of the failing network appears to have stopped responding to the rites and begun selecting servants of its own. Those it selects become warlocks, gifted with power they did not pray for and cannot fully control. They report hearing it most clearly near dead shrines, as many voices singing slightly out of time.

The churches regard the Choir-touched as heretics, and the Dawn Church has burned more than one. The Lantern Wardens regard the Choir as a failing mechanism. Dawn priests maintain that it is something older, borrowing the network’s voice. The Choir-touched themselves take no side. They listen.

8. Saints and the aasimar

Aasimar carry a radiance capable of stopping a Noble’s regeneration, and its source has not been established. The churches describe it as a blessing, and the Dawn Church has claimed several aasimar as living saints, as proof that the light chooses its champions. An aasimar may find genuine purpose in the Church, or may find that being a symbol is its own confinement, and that a saint is easily located by any awake Noble willing to follow the pilgrims. The Institute would welcome the opportunity to study an aasimar.

9. Arcane practice

Magic users are individuals who have spent years studying the Nobility’s sciences. Magic is not chaotic. It can be measured and repeated, and it obeys rules as reliable as any machine’s. No one living understands the principles beneath it, however, and in practice it still resembles sorcery. A wizard’s spellbook is closer to an engineer’s manual than to a prayer book, written by someone who knows every step and none of the reasons.

Magic users are uncommon. Most large towns have one at most, valued and occasionally feared accordingly, and a town’s magic user is often how it sends for a hunter. The Capitol’s university trains more of them than anywhere else, and the Institute is the nearest thing the Frontier has to a school of wizardry.

Sorcerers are the exception to study. At some point in their ancestry, the Nobility experimented on their bloodline, or affected it in some other way, during the Sacred Ancestor’s search for a means to preserve his people. Their power is the Nobility’s legacy in the blood. Some sorcerers find the Nobility unusually interested in them. The Institute maintains a register of known sorcerous lines.

10. Pacts

Warlocks are individuals who have entered into pacts with powers that deal with mortals directly. Personnel are strongly cautioned against the practice. Powers known to the Institute include:

  • The Nobility. A pact with a Noble is a private version of the rare arrangements between Nobles and settlements, and very difficult to conceal.
  • Legendary monsters, some older than the Nobility.
  • Eldritch entities, possibly related to the beings from beyond.
  • The Deep Machine: the mind of a golden era structure, which speaks to scavengers who go too deep.
  • The Broken Choir: the portion of the holy network described above.
  • The Garden: one of the Nobility’s ornamental gardens, still growing somewhere, and wanting gardeners.
  • The Echo: a dead Noble’s will, preserved in their works and still issuing orders.
11. Druidic practice

The Nobility re-engineered much of nature, but not all of it. Druids work with the world’s original living systems, the nature beneath the Nobility’s alterations. Their magic is as measurable as any other; its source is simply the world itself rather than the Nobility’s sciences.

Druids regard the Nobility’s engineered creatures as weeds. This complicates their relations with Entlings and Shifters, and makes them welcome among goliaths, whose peaks retain some of the original nature. Druids are most numerous in the Eastern sector, where the green ruins and the old forests are engaged in a slow contest few residents notice.

12. Mortal crafts

Some magic belongs to mortals alone, developed after the Nobility went to ground.

  • Bards are circuit performers who carry news, warnings, and requests for hunters between towns.
  • Rangers are trail wardens. Their magic is a mortal adaptation of druidic lore, learned in fragments over generations on the trail.
  • Artificers follow two paths: Frontier tinkers who patch golden era parts with scrap, and Capitol engineers, the first mortals in centuries to build new things rather than repair old ones.

The Chronicle

How Masada came to this

Dates
None. The Frontier counts in ages, not years, and most of its history is legend
Eras
From the Nobility in secret to the Frontier now
Unanswered
Why the Sacred Ancestor sealed the sciences, and why the beings from beyond left

Nobody on the Frontier has the whole story. This is the short version, the one most people agree on. The people who disagree are listed after it.

  1. The Nobility in secret. Before mortals knew they existed, the Nobility watched mortal kingdoms rise and grow proud, already organized under their first king, the Sacred Ancestor.
  2. The ruin. Mortal kingdoms broke the world in a war fought with terrible weapons. Their names are lost. The lesson isn’t.
  3. The rebuilding. The Nobility came out of their shelters with seed, machines, and enough mortals to start over. They raised the Capitol, laid the great roads, drew four sectors, and set an overlord over each.
  4. The golden era. An age of wonders and blood tithes: weather engines, thinking gardens, the Magen, dragonborn bred for war, elves serving at table, and the dwarves sealed in their holds. Somewhere in it, the Nobility took the knowledge of their weaknesses out of mortal heads, all but light.
  5. The long war. Beings from beyond the world struck by daylight and killed Nobles in their coffins. The war lasted two thousand years. Then the invaders left, and the Nobility’s own histories can’t say why.
  6. The decline. Endless life, endless war, and decadence emptied the courts. The Sacred Ancestor experimented on mortal bloodlines, sealed away the greatest sciences, and vanished. A ducal line died out, and its dragonborn were left with no one to serve.
  7. Going to ground. The Nobility withdrew into vaults beneath their castles, and most never woke. Their estates ran on. Their gardens grew on, until the thinking plants walked away.
  8. The mortal rebellion. It began in the Southern salt towns when the tithe carts stopped coming, and it took most of a lifetime. Dragonborn companies marched with the rebels. When the Capitol fell, the rebels proclaimed a Provisional Government from the Assembly steps, and the day is still kept as Proclamation Day.
  9. The Frontier years. The Provisional Government chartered the Commerce Guild, raised the Frontier Defense Force, and opened the university. Towns built walls and hired sheriffs. The first scavenger walked back out of a ruin a week after being buried.
  10. The Frontier now. Walled towns, ruins nobody goes near, and hunters for hire. The Reborn are more common every year. So are lights in castle windows that should be dark.

Who tells it differently

  • The Dawn Church teaches that the Nobility rebuilt the world out of mercy. The Vaelcarin ledger calls it an investment.
  • Capitol schoolbooks date the rebellion from the fall of the Capitol. Southerners date it from the first summer the tithe carts didn’t come.
  • The Vaelcarin ledger records that a few elves opened their doors to the rebels from inside the courts. No history outside the ledger agrees.
  • Kethra Holds-the-Pass says the goliaths watched the whole golden era from the peaks and weren’t impressed by any of it.
  • Institute scholars date the forgetting to the height of the golden era. Tuesday, a Reborn who came back able to read the court tongue, says the ledgers she’s read date it earlier, and won’t say how much.
  • Captain Huatla of the Ashline says more of the Last Few wake every year. Sheriff Ada Cole says hunters say a lot of things.

Bestiary

What hunts the Frontier, and how it dies

Most common
The Nobility’s engineered beasts, in more kinds than anyone has counted
Most dangerous
What the Nobility never mastered
For players
What each creature looks like, the signs it leaves, and how hunters deal with it

Wick crouches at the edge of a pasture outside Orchard Cross and doesn’t touch anything. Two sets of tracks go into the tall grass and one comes out, dragging. The grass is bent against the wind. “Not a wolf,” Wick says. Then he asks the farmer how many dogs were in the yard last week.

From Part Five of the Institute’s Field Primer for Frontier Postings.

Part Five is the Institute’s register of fauna and related hazards. Most of what hunts the Frontier was made by the Nobility, bred for a purpose that no longer exists and left to find another. Some of it was made to serve and serves still. A small part is older than the Nobility. Each entry gives the Institute’s classification, the indicators of its presence, and recommended handling.

1. Engineered fauna

The Nobility bred animals for war, for sport, for their gardens, and for purposes no longer recorded, and distributed more kinds across the world than the Institute has catalogued. In the golden era, fire-breathing dragons were prey for three-headed birds, and forests were taught to walk. The entries below are those personnel are most likely to encounter.

Lesser dragons

Engineered fauna, bred for sport and war · high valleys of the Northern sector and the deep East · Threat: high

The lesser dragons outlived the Nobles who raced and fought them. They are the size of a wagon, armored, and breathe fire. Greater dragons have been reported; the Institute holds no confirmed specimen.

Indicators. Burned timber with no storm to account for it. Goats missing from high pastures, their bones dropped from a height. A silhouette in the sky too large for a bird.

Handling. Dragons hunt from the air and nest in golden era structures. Engage them on the ground, at the nest, with firearms, and pin the wings with stakes. A successful engagement commands substantial fees.

Carrion birds

Engineered fauna, bred to hunt dragons · open country, all sectors · Threat: moderate

Three-headed birds bred to prey on dragons, and consequently willing to prey on anything. They circle a fight and descend when it ends, and do not reliably wait for it to end.

Indicators. Three heads on a single silhouette. A fight in open country drawing a crowd overhead. Carcasses stripped from above.

Handling. Avoid prolonged engagements in open terrain. Conclude the fight quickly or move it under cover.

Walking woods

Engineered flora, ornamental · estate grounds, chiefly the Eastern sector · Threat: situational

Forests the Nobility taught to move, so that an estate’s grounds could rearrange themselves to the lord’s taste. Some untended woods still move. A road through one is not where it was the day before, and the wood is not always kind to what it finds inside itself.

Indicators. A road that ends at trees. Trees standing where there was a field. Ruts beneath the roots.

Handling. Do not attempt engagement. Leave before the wood closes. Entlings can sometimes judge a wood’s temper.

Night-cloud

Engineered hazard · low ground, all sectors · Threat: high

A drifting fog that kills. It moves along low ground after dusk, and whatever it covers does not wake. The Nobility used it to clear valleys of unwanted life, and it continues to do so.

Indicators. Livestock dead in a low field without a mark. Fog moving against the wind. No frogs where there should be frogs.

Handling. Take high ground; a night-cloud cannot climb, and it will not cross flame. By day, locate where it beds, usually a golden era drain or cistern, and burn it out.

Takers

Engineered fauna, collectors · settlements, all sectors · Threat: high

Long-armed, silent creatures that come over walls at night and carry people away alive. They were bred to collect, and they continue to. Their purpose in collecting has not been determined.

Indicators. A window opened from outside. Long fingermarks in the dust on a sill. A bed slept in and empty, and no blood.

Handling. Takers avoid bells, dogs, and light, and will drop what they carry to escape any of the three. Track them to the lair, which is usually a golden era structure, where some of what was taken is often still alive. Recovered persons should be examined by a physician before readmission to the settlement.

Head-takers

Engineered fauna, purpose unrecorded · Southern sector · Threat: severe

Pale, fast, and selective: they take heads, cleanly, and leave the rest. Last spring Ashfall woke to find a row of its dead laid out along the Salt Road. Redwater found the heads a week later.

Indicators. A body with a single wound. Bodies laid out in a straight row. A season of killings in one district, then nothing for years.

Handling. Head-takers hunt alone and take one victim a night. Bait a road with a decoy and wait in numbers. Companies customarily charge triple rates.

Storm-leeches

Engineered fauna · open country during storms · Threat: moderate

Creatures that feed on lightning. They rise with thunderstorms and cling to whatever draws the strike: a church tower, a lone tree, a rider on open ground. In a dry season they starve, grow desperate, and settle for the spark in a living body.

Indicators. Lightning striking the same place in every storm. Scorched flesh with no thunder heard. Charged air in a still room.

Handling. Cold iron, grounded. Stake a chain into the earth and let the leech come to it. Firearms are not recommended during storms.

Land sirens

Engineered fauna, ornamental · empty country · Threat: high

Beautiful voices in empty country, singing from just out of sight. Those who follow the song are found later, far from the road, and not all of them are found. The Nobility kept sirens in their gardens. The gardens are gone. The sirens remain.

Indicators. A song where no one is. Travelers leaving the road without explanation. The same tune, later, from a companion who never heard it.

Handling. Wax in the ears, a rope between riders, and a hunter who has heard the song before. The siren itself is frail; its song is the entire danger.

Glamour-beasts

Engineered fauna, illusory · roads, all sectors · Threat: high

They hunt with illusion, presenting what the victim wishes to see: a waystation’s lights, a friend on the road, a well. What is actually present is teeth. For most victims, the moment the glamour breaks is the last thing they learn.

Indicators. A waystation on a road that has none. A friend who does not answer to their name. Tracks that end at nothing.

Handling. Distrust anything that arrives too conveniently. A glamour can be seen through by anyone who stops wanting what it shows.

Muddle-mold

Engineered fungus · damp golden era structures and houses built from their stone · Threat: moderate

A fungus that grows in damp ruins and in the walls of old houses and confuses whatever breathes near it. Scavengers who enter a patch lose the way out. Towns built with salvaged stone have been known to find a whole street losing its way home.

Indicators. People lost inside familiar houses. A crew that went in confident and came out somewhere else. A smell of bread where there is no bread.

Handling. Torches and lime: the mold burns, and lime kills it. Scavengers mark known patches at a structure’s entrance with three short lines, for whoever comes next.

Hedge-hounds

Engineered fauna, garden guardians, feral · green ruins, Eastern sector · Threat: moderate

Bred to patrol the Nobility’s estates, now feral. Long, low, and mottled like undergrowth, they hunt in packs that make no sound until the last moment.

Indicators. Stems snapped at knee height. Livestock taken without a struggle. Silence in the hedges where birds should be.

Handling. They avoid open ground and bright light; drawn out of cover, they lose most of their advantage. Entlings can sometimes calm a pack.

Lampjaws

Engineered fauna, ambush predators · roadsides, all sectors · Threat: high

Predators that display a pale light before the mouth and wait in the dark, motionless as a lantern on a post, for whatever comes to investigate.

Indicators. A light in the distance that does not move toward you. A lantern where no lantern should be. Travelers who went to look.

Handling. Do not approach a stationary light on the road at night. Hunters kill lampjaws by day, when the lure is dim and the beast is slow, and shoot from well outside the light.

Frostwings

Engineered fauna, cold-adapted · Northern sector · Threat: moderate

Pale, wide-winged flyers bred to ride the cold. They follow the early winters the failing weather engines bring down from the peaks, and they nest in whatever the snow has emptied.

Indicators. Frostwings in autumn mean an early winter. A circling pair means a nest. A frozen valley with its houses still standing.

Handling. Slow to rise and slow to turn. Engage them on the ground at dawn, when the cold has stiffened them, and never in open sky.

Sand mantas

Engineered fauna, burrowing · salt flats, Southern sector · Threat: high

Broad, flat predators that move through loose salt and sand as rays move through water. They rise beneath horses and riders and take them whole. They are why Southern ranchers count the herd every morning.

Indicators. A ridge in the salt moving against the wind. Cattle half-buried. A rider’s tracks that end.

Handling. They hunt by vibration. Cross the flats slowly and in single file, never at a gallop. Stake bait at a distance and shoot when the manta breaches.

Tithe-moths

Engineered fauna, blood-collecting · settlements, summer, all sectors · Threat: moderate

Swarms bred in the golden era to collect the Nobility’s tithes from sleeping villages. The Nobility are long gone from most of the Frontier. The moths still come on summer nights, and still collect.

Indicators. Sleepers waking pale and tired in summer. Fine grey dust on the windowsills. A soft sound in the walls, like paper.

Handling. Smoke drives them out and fire finishes them. Many towns burn wormwood in their chimneys on midsummer nights, for reasons not recorded. Trace the swarm to the structure where it roosts.

Bell-crows

Engineered fauna, timekeepers · settlements, all sectors · Threat: indirect

Carrion birds bred to keep time on the Nobility’s estates. They have learned to imitate the dusk bell, and they ring it early. A town that bars its doors at a bell-crow’s call shuts its own travelers outside after dark.

Indicators. A dusk bell before the sun is down. Crows on the church roof. Someone missing who should have made it home.

Handling. Bell-crows are easily frightened and easily shot. The hazard is not the birds but whatever comes for the travelers they lock out. In crow season, sheriffs post a watcher on the bell.

2. Altered servants

Not everything that guards a golden era structure is an animal. Much of it was made to serve and continues to. Some of it has stopped.

The Faithful

Altered mortal servants · Noble estates · Threat: severe

Mortal servants the Nobility altered to serve indefinitely: stronger than they were, longer-lived than they should be, and bound to orders no one living can countermand. Most died with their masters. A few did not. They keep the halls, guard the gates, and carry out standing orders.

Indicators. A sealed estate in perfect repair. Lamps lit in a house no one enters. A figure at a window that does not move.

Handling. They cannot be reasoned with and rarely leave their posts. Avoid them where possible, or enter by day with fire and a plan for leaving. They are vulnerable to the same things as the Nobility.

Made men

Altered mortals, unaligned · all sectors · Threat: variable

Not every servant the Nobility altered remained loyal. Bands of made men broke from their masters during the decline and have ranged freely since: too strong to be human, too changed to be anything else, and answerable to no one. Settlements call them mutants and shoot on sight.

Indicators. Raids that take food and leave the silver. Tracks with too long a stride. A stranger who heals overnight.

Handling. Treat a band of made men as bandits who will not easily die. Treat a lone one as a person until they prove otherwise.

Watchmen

Golden era guardians · golden era structures · Threat: high within the guarded line

Guardians made from the same materials as the Magen, without the mind. They stand where they were set and destroy whatever crosses the line they guard. Most structures that still defend themselves do so with Watchmen.

Indicators. A doorway with nothing in front of it and bones inside. Scratches on the floor where something heavy turns. The sound of stone on stone from an empty room.

Handling. Determine the line and stay behind it. Watchmen do not pursue beyond their post. Scavengers mark them on the walls at a structure’s entrance.

3. Older than the Nobility

Some things on the Frontier the Nobility found and never mastered. They are encountered rarely, and they are worse.

The Old Growth

Original nature, not fauna · deep forests and high peaks · Threat: not applicable

Less a creature than a presence: the world’s original nature, older than the Nobility, which still holds the deep forests and the high peaks. It moves slowly and forgets nothing. Druids serve it. Entlings and Shifters are uncertain what it thinks of them.

Indicators. Trees that were not there last season. A path that closes behind you. A silence with weight in it.

Handling. The Institute recommends against engagement. Druids can sometimes negotiate passage. Otherwise, go around.

The Wyrm under Stonemouth

Unconfirmed · beneath the Northern ranges

Every people on the Frontier tells of something vast beneath the mountains, and the dwarves of Stonemouth are the only ones who decline to tell theirs. In some years their gate-market closes at irregular hours. The dwarves attribute this to the count.

Indicators. Tremors along the Karrow Road. The gate-market closed on a clear day. Dwarves who will not meet your eyes.

Handling. No engagement has been recorded. The Ashline has declined the contract twice.

Things from beyond

Unclassified · the deepest structures and the emptiest country · Threat: extreme

The beings from beyond left things behind, or things related to them. They are encountered in the deepest structures and the emptiest country, and no two accounts describe them alike.

Indicators. Wrongness. Geometry that will not hold still. A structure scavengers marked and then scratched the marks out.

Handling. Withdraw at once, and report the encounter to the Institute.

4. Harvesting

A dead animal of Noble origin has value, sometimes more than the bounty on it. Engineered fauna are the richest source of materials on the Frontier: hides that turn blades, glands that glow without fire, dragon-bone that holds an edge. Recovered biological material is eligible for purchase by the Institute.

Caution is advised. Parts of the Nobility’s animals sometimes continue to do what they were bred for, and a tithe-moth’s gland does not stop wanting blood because the moth is dead.

Relics

The Nobility’s works, in mortal hands

What they are
Golden era devices, recovered from ruins or bought through the Capitol
Rarity
Most are old. Some half-work. A few do things no one expected
Rule
Relics are Masada’s magic items, and follow the standard 5e item rules

The fence at Sixwheel Landing keeps her best stock under the counter, wrapped in oilcloth. She unwraps a lantern of dark glass, sets it on the boards, and waits for the light to come on by itself at dusk. It does. She names a price that would buy the stall, and the scavenger across the counter takes it without blinking.

From Part Six of the Institute’s Field Primer for Frontier Postings.

Part Six catalogues golden era devices recovered on the Frontier, known to the trade as relics. No one on the Frontier manufactures magic items, and no one enchants a sword. Every such item is a device of the Nobility’s science, recovered from a golden era structure and built for a purpose that may have nothing to do with its present holder. Many of the Frontier’s older towns hold one or two and guard them as they guard their walls.

“It opens any door. He said that like it was the good news.” Hob, scavenger, Sixwheel Landing
1. Disposal of recoveries

All recovered devices are the property of the Provisional Government. Finders will be compensated at assessed value by Institute agents, who travel with a Frontier Defense Force escort. Uncleared structures are reserved for the Institute’s researchers, and personnel are asked to report their locations.

In practice, most recoveries never reach the Institute. Traveling merchants buy small items at the roadside for a fraction of their value, and the fences of towns such as Sixwheel Landing purchase anything without inquiry. For significant finds, Institute agents pay assessed value and do not ask how an item was obtained.

2. Identification

Golden era devices resist the identify spell, which yields partial results at best: that a device is of Noble make, an approximation of its function, and nothing of what it will do when it wakes. Gnome tinkers can often establish more by disassembly, and can often reassemble the device afterward. The Institute provides complete identification upon surrender of the item.

3. Recommended equipment

Personnel traveling beyond the Capitol should carry a lantern, a sidearm, a Guild-approved map, identification papers, and a letter of assignment.

Experienced hunters carry considerably more:

  • Stakes of ash or oak, and a stake-thrower where a company can afford one.
  • A flask of Wellkeeper water.
  • A small mirror, which glamour-beasts and changelings both fail, in different ways.
  • Wormwood, against tithe-moths.
  • Wax for the ears, and chain for the storms.
  • A bell.

The Institute has not established the value of every item on this list. Personnel may find it prudent to carry them all.

4. Catalogue of devices

The following devices are those most frequently reported by personnel. All are of Noble manufacture. Most are old, several function only in part, and each carries hazards.

Road-lamp

Institute assessment: common; low research value; useful

A lantern of dark glass and pale metal that lights itself at dusk and requires no fuel. The Nobility installed thousands along their roads. Held, it gives a light that does not flicker; released, it will hover at shoulder height.

Recovery sites. Along the old roads, removed from their posts by scavengers. The Commerce Guild purchases them for its waystations.

Reported hazards. Lampjaws imitate their light. In lampjaw country, a road-lamp ahead of you may not be yours.

Steward’s key

Institute assessment: uncommon; high value; restricted

A rod of tarnished silver, cool to the touch, that opens any golden era door it is pressed against. The Nobility issued them to their stewards.

Recovery sites. Carried by the Faithful. Occasionally found on the bodies of scavengers who took one and did not get far.

Reported hazards. Some doors were locked for a reason. The key gives no indication which.

Bloodglass

Institute assessment: rare; of the highest research value; restricted

A lens of red glass in a frame of bone. Through it, golden era works appear as they were meant to be seen: dead machinery lit and turning, a garden in full bloom, a hall full of servants at their posts.

Recovery sites. Studies of Noble estates. Several are held by the Institute.

Reported hazards. Whatever looks back through the glass sometimes notices. Users report the sensation of being watched, and some discontinue use.

Aqueduct heart

Institute assessment: uncommon; high strategic value

A cylinder of white stone the size of a fist that produces clean water continuously, recovered from golden era aqueduct machinery. A Southern town that holds one does not run dry.

Recovery sites. The Long Aqueduct and its dry counterparts, deep in the works.

Reported hazards. The aqueduct it is taken from stops running. Towns downstream are affected.

Ward-stone

Institute assessment: common; available for purchase in the Capitol

A flat black stone carved with a sigil no scholar has read. Set into a threshold, it shudders when something crosses that should not. Capitol merchants sell them, and many Frontier towns set them into their gates.

Recovery sites. Purchased in the Capitol, or removed from the doorways of golden era structures.

Reported hazards. It was made to warn the Nobility about mortals, and it continues to register mortals as well.

Sending-stones

Institute assessment: uncommon; high civic value

A matched pair of grey stones, warm in the hand, that carry one spoken message between them each day across any distance. Larger towns keep a pair for summoning hunters, and a magic user who holds one is of great value to the town that keeps them.

Recovery sites. In pairs in Noble studies. Single stones, of no use, are found everywhere.

Reported hazards. Every pair was made for someone. A stone in use for a century may still carry a voice that belongs to neither holder.

Court coat

Institute assessment: uncommon; moderate value

A long coat of golden era cloth, cut in the fashion of the courts, that turns a blade and does not fray. Old elven families keep them as heirlooms.

Recovery sites. The wardrobes of Noble estates, and the chests of old elven families.

Reported hazards. Frontier residents recognize court fashion and know who wore it first. Personnel wearing one should expect hostility.

Noble’s pistol

Institute assessment: rare; high value; restricted

A golden era firearm chased with silver, lighter and more accurate than anything a Frontier gunsmith can produce. The Nobility carried them for sport.

Recovery sites. The armories of Noble estates, which also hold the weapons of mass destruction.

Reported hazards. It was made for a hand that does not tire. The recoil is severe, and a fumbled shot misfires badly.

Speaking ledger

Institute assessment: rare; of the highest research value; restricted

A black-bound book that answers questions about the golden era in the old court tongue, in a voice not entirely present. It knows what happened in the house it came from and is not always willing to say.

Recovery sites. The studies of greater Noble estates, seldom more than one to a house.

Reported hazards. The ledger is a fragment of a golden era mind. It has opinions about being read, and the Deep Machine is said to listen through its pages.

Hour-candle

Institute assessment: very rare; to be surrendered to the Institute on recovery

A stub of pale wax in a holder of black glass. The Nobility burned them to turn day to night. Lit the other way, it does the reverse: while it burns, its light is daylight, and everything that fears the sun fears the candle.

Recovery sites. Noble bedchambers and carriages, one to a house. The Institute has acquired every example it has located.

Reported hazards. It burns down, and the wax cannot be reproduced. A candle that gutters mid-fight decides the fight.

Day-veil

Institute assessment: very rare; to be surrendered to the Institute on recovery

A cowl of grey material that is not quite cloth, made so that a Noble could walk in daylight for a short while. It functions for any wearer. On a mortal it deflects light and fire. On a Noble it does what it was made to do.

Recovery sites. The Last Few. Rarely, a Sleeper who died wearing one.

Reported hazards. A Noble who sees it will know what it is, and whose it was.

Blood-lamp

Institute assessment: very rare; holdings not disclosed

A small lamp of red glass that glows faintly when one of the Nobility is near. It does not indicate distance or direction. Hunters regard it as the most valuable relic on the Frontier.

Recovery sites. Almost none. The Institute holds three and does not acknowledge them. The Ashline declines to say whether it holds one.

Reported hazards. It also glows for dhampirs, for sorcerers of certain bloodlines, and, faintly, for anyone who has entered into an arrangement with a Noble.

5. Common characteristics

The Nobility made nothing for mortal use. Every device catalogued here was built for a Noble’s hand, a Noble’s eye, or a Noble’s purpose, and retains that design. Devices may function in part, function excessively, or function on unintended users. The lamp that lights a traveler’s road was made to light a Noble’s. The key that opens a door has no knowledge of whether the door should have remained shut.

Relic rules

How each relic works at the table, kept here so the descriptions above can stay in the world.

RelicAt the table
Road-lampUse the driftglobe (uncommon).
Steward’s keyUse the chime of opening (rare), with charges regained only inside a ruin.
BloodglassUse the gem of seeing (rare), which also reveals the true purpose of a relic on a successful Intelligence (Arcana) check.
Aqueduct heartUse the decanter of endless water (uncommon).
Ward-stoneA ward-stone works as a permanent alarm spell on the doorway it is set into, silent to all but the person who placed it.
Sending-stonesUse the sending stones (uncommon).
Court coatUse the cloak of protection (uncommon), in the form of a coat.
Noble’s pistolA +1 pistol using the rules from Arcane Artillery: The Gun Nut’s Guide.
Speaking ledgerOnce per week, a reader fluent in the old court tongue may ask it one question about the golden era, as the legend lore spell, at the DM’s discretion. Rare.
Hour-candleFor one hour after it is lit, the candle sheds bright light in a 30-foot radius that counts as sunlight. It is consumed. Very rare.
Day-veilThe wearer has resistance to radiant and fire damage. A Noble wearing it ignores sunlight for one hour a day. Rare.
Blood-lampA blood-lamp glows dimly when a Noble is within a mile, and brightly within 300 feet. Very rare.

Peoples of the Frontier

Fifteen ways to survive, and what each one costs

Playable
Fifteen peoples. Monstrous races are not playable; dhampirs exist as non-player characters only
LaserLlama
Half-Dwarf, Entling, Magen, and Reborn use LaserLlama’s versions
Each entry
Quick facts and a summary, then the full entry: how to play one, a rules box, the people’s own story in their own words, and names

Each people of the Frontier is its own answer to one question: how do you survive here, and what does it cost? Dwarves answered by sealing their gates. Halflings answered by never stopping. Dragonborn answered by turning the discipline they were bred with against the things their makers left behind. Choosing a people means choosing an answer, and then finding out what it costs you.

The entries below are long on purpose. Read the summary at the top of each one to find the people that fits your character, then open the full entry. How to play one comes first. After that, each people tells its own story in its own form: a town’s church record, a family ledger, a caravan’s log, a Magen’s waking diary.

PeopleIn a line
Humansthe Frontier’s stubborn majority, and its judges
Elvesheirs to the courts, and to an old shame
Half-elvesdrifters who belong nowhere and know every road
Dwarvesthe people who said no, sealed behind their gates
Half-Dwarvesthe builders whose walls hold the towns together
Halflingscaravan folk who carry the news
Gnomestinkers everyone wants and too few respect
Goliathsmountain hunters who judge only by deeds
Dragonbornsoldiers bred to serve, who chose to protect
Aasimarthe light the Nobility hunt
Changelingsanyone at all
Shifterstrackers with a beast in the bloodline
Entlingsthe garden that walked away
Magenservants dug out of the dark
Rebornthose who died in the ruins and walked back out
Humans The ones who keep the lights burning
Found
Everywhere: Frontier towns, outlying farms and ranches, mining camps, the roads between, and the Capitol
Trades
Farmers, ranchers, miners, sheriffs, hunters, scavengers, Guild drivers, Capitol clerks and scholars
Reputation
Stubborn and still here. Most of what the Frontier is, humans built or refused to give up

Humans are most of the Frontier. They’re the farmers who plant in spring knowing something may come out of the dark before harvest, the ranchers who count the herd every morning, and the sheriffs keeping order in towns with more graves than doors. The average human doesn’t hunt monsters or go into ruins. The average human scrapes by, bars the door at dusk, and fights every season against a land that was never rebuilt with them in mind.

Their history is heavy. Mortal kingdoms, human ones among them, fought the war that ruined the world. Humans labored longest under the Nobility through the golden era. And it was humans, more than anyone, who rose up when the Nobility declined, took the Capitol, and drove the lords out or killed them. Every human child grows up with both halves of that story. Most towns only tell the second half out loud.

There are two kinds of human life in Masada, and they rarely understand each other. Frontier humans live in the scattered towns and measure a good year by who’s still alive at the end of it. Capitol humans live inside a vast golden era city they barely understand, on top of ancient innards nobody has finished exploring, never with quite enough of anything. Each thinks the other has it easier. Neither is right.

Playing a human

Humans are the Frontier’s majority, which makes them its judges. They decide who gets let in, who gets hired, who gets blamed, and who gets called a monster. A human character can carry that power well or badly, and the Frontier will test which. A few ways in:

  • You were a sheriff’s deputy in a town that sent for a hunter who never came. You went looking for one yourself, and found you were good at the work.
  • You grew up in the Capitol and fell out of favor for reasons you’d rather not discuss. Now you’re on the Frontier with an education and no idea how to survive.
  • Your older sibling went into the ruin on the edge of town and walked back out a week after the funeral. You left home rather than decide how you felt about that.
  • Your family has kept a stake over the door for six generations. Last winter you finally used it, and now you can’t go back to farming.

Humans are the most ordinary people anywhere, and that’s their strength. Nobody expects much from a human hunter, which leaves plenty of room to surprise them.

The Brennock’s Ford record

The Dawn Church at Brennock’s Ford has kept a record book since the town was chartered: births, burials, weather, and whatever the priest on duty thought worth writing down. A Capitol clerk once asked the priest what Frontier people are like. He handed her the book. These are the entries she copied out.

The year of the charter. Forty-one families come to settle where the old road crosses the Brennock, most of them from the Western farms. Jonah Wren says his great-grandfather marched on the Capitol with the rebels. So does everyone else’s. A half-dwarf crew raises the palisade by midsummer, and we feed them along the inside of the new wall, as is proper.

Autumn, the same year. Rang the dusk bell for the first time. Nobody asked why the channel past the east gate has to run, or why the Wrens hung a stake over their door before they’d hung the door. It’s what people do.

Year two. The Guild’s transport party came through in spring with thirty guards, salt, iron, and lamp oil. The halflings came in autumn with everything the Guild won’t carry and all the news the Guild won’t tell. We count the days between the two, and we count the silver after the halflings leave.

Year three. Buried Tom Harlan, 38. Kicked by a horse, and the leg set wrong, because the nearest trained healer was three weeks’ ride away. Buried Mercy Stroud, 44, of fever. Mercy looked sixty. Out here everyone does, by forty.

Year five. Hired Plumb’s crew back to deepen the well. The half-dwarves sleep in the jail on nights they can’t reach their camp. Nobody here thinks of them as anything but neighbors, and everybody here underpays them.

Year nine. The Defense Force came up the old road with a Capitol agent and a wagon under canvas. They didn’t stop. Sheriff Cole’s father said they never do for a town of two hundred with a problem in the orchard. That summer something took three sheep a week. Maelis sent word by spell to Sable Crossing, and a hunter rode in eleven days later. She charged forty gold and earned all of it.

Year eleven. A squad of the Ashline passed through on contract to the North, all dragonborn, and the whole town turned out to watch them drill in the square at dawn. Old Wren said he’d trust them with his life. The sheriff said she’d trust them with her cattle, which from her is more.

Year fourteen. A clerk arrived from the Capitol with a trunk of books and a letter of assignment. Soft hands, careful accent, and she jumped at the dusk bell. Everyone knew what she was the moment she stepped off the Guild wagon. She’s been here six years now and teaches the children their letters. The farmers still read her hands before her face, and they still call her Capitol. She says the city was never as comfortable as we think, and we say the Frontier is worse than she thinks, and neither of us is going to win that argument.

Year sixteen. A shifter took work on the Barrow ranch for a season, hired for his nose and watched for his teeth. He smelled the thing in the north barn before any of us heard it and went in first. After that, people were polite to him, and nobody asked him to supper.

Year seventeen. An Entling came up the river and asked, very formally, whether the east-bank orchard wanted tending. The council said no. It tended the orchard without permission, and the next year’s crop was the best in memory. Her name is Sorrel. She’s a local now, though nobody ever voted on it.

Year twenty. Nate Barrow went into the Glass House for scrap and didn’t come out. We held the funeral. A week later he walked back in through the east gate, whole, with a seam down one cheek and nothing to say about where he’d been. His mother let him in. Half the town hasn’t forgiven her for it. The other half would have done the same, and knows it.

Year twenty-one. A traveler stayed one night at the Dry Well, and when the dogs started barking at her, the lamps in the common room got brighter. By morning the whole town was talking, half of it grateful and half of it afraid of what an aasimar might draw. She left before noon. The dogs settled.

Proclamation Day, year twenty-two. The council stood a round at the Dry Well, and the names of our dead were read before noon, all ninety-one of them. In the Capitol they’ll have parades and extra rations. Out here it’s a glass and a list. The Strouds didn’t come. The Strouds never come, and nobody asks them why.

Year twenty-three. Talk at the Dry Well that the new peddler is a changeling. Nobody can prove it and everybody believes it. The peddler has stopped coming, and nobody can decide whether that proves anything either.

Year twenty-five. By order of the council, posted on the inside of the gate:

  1. The bell. The dusk bell rings from the church tower at a quarter to sunset. After the last stroke the gate is barred, and every door with it. The church rings again at sunrise. Nobody goes out before the second bell.
  2. Invitations. No one is to be invited inside after dark. Not a neighbor, not a child’s friend, not a voice you know. Travelers who arrive late sleep in the barn, the church, or the jail. The jail is unlocked.
  3. The stake. Every household keeps a sharpened stake of ash or oak over the door. Take it down only if the house is empty for good.
  4. The channel. The channel past the east gate is to be cleared every spring and kept running. Anyone who dams it for a mill wheel answers to the council.

Underneath, someone carved WHY THE CHANNEL? Underneath that, in a different hand: Because your grandmother said so.

Year thirty. Buried Hester Wren, 71, in her sleep, which is rare enough here to write down. She kept a stake over her door her whole life and never used it. Her grandson took it down, as is proper when a house empties, and then he carried it across the street and hung it over his own.

The clerk read the book through twice. Then she asked the priest what humans are, out here. He said: “Stubborn. Still here.” He had her write that down too.

Names

Frontier names are plain and practical. Family names usually come from a trade, a landmark, or an ancestor’s nickname, and they stick to a town for generations. Capitol humans add their district or ward when they want to sound formal, which is more often than Frontier folk would like.

Given namesAda, Amos, Caleb, Clara, Eli, Hester, Jonah, Mercy, Nell, Ruth, Silas, Wade
Family namesBarrow, Cross, Fenn, Harlan, Mills, Stroud, Tanner, Whitlow
In practice“Nell Whitlow” on the Frontier; “Clara Stroud of the Ninth Ward” in the Capitol
Elves Heirs to the courts
Found
Old towns near former Noble seats, the Capitol’s scholarly quarters, and quiet enclaves that keep to themselves
Trades
Archivists, tutors, translators, physicians, appraisers of golden era goods, scholars at the Capitol
Reputation
Learned, and never quite forgiven. The Frontier remembers whose courts they served

In the golden era, elves served in the Nobility’s courts. They were stewards and secretaries, physicians and musicians, keepers of wine cellars and keepers of secrets. Of all the mortal peoples, they stood closest to the lords, learned their manners and their languages, and saw more of their sciences than anyone else who lived to tell of it. The Nobility valued them for their long lives: a servant who lasts for centuries only has to be trained once.

When the Nobility declined and mortals rose against them, elves found themselves on the wrong side of memory. Elves fought on both sides of the rebellion, and a great many simply tried to survive. The Frontier doesn’t make those distinctions. Elves carry the old resentment as an inheritance, the collaborator’s name passed from parent to child along with the family silver.

Today elves are few and careful. They know more about the Nobility than any other living people, and they almost never say so. Their long lives stretch everything out, the grudges against them and their own guilt alike. An elf on the Frontier is always answering, one way or another, for something that happened before they were born.

Playing an elf

An elf carries a past that isn’t their fault and is still their responsibility. Their family may have served monsters, and the Frontier may treat them as one. Some starting points:

  • You read your family ledger at coming of age and found a page cut out. You’ve spent every year since trying to learn what was on it.
  • You taught at the Capitol university until someone found a banned book in your rooms. Now you’re on the Frontier on extended field duty, and you’re not sure the book was yours.
  • Your ancestor opened a door for the rebels and died for it. No one outside your family believes it, and you have decided to earn the name your ancestor was denied.
  • A Noble woke in the ruins near your town and spoke your family name. You left before anyone could ask what that meant.

You’ll know more about the Nobility than anyone at the table, and be the last one they trust to say it. Get used to being needed and doubted in the same breath.

The Vaelcarin ledger

Every old elven family keeps a ledger: what each generation did in the courts and after, good and bad alike, written in the old court tongue. A young elf reads the whole of it for the first time when they come of age. Maelis Vaelcarin let a guest copy out these entries, which is a great deal of trust, and possibly a great deal of trouble.

First entry. Before this page, nothing. The ledger opens on an appointment: keeper of letters to the household of the Count of the Eastern Terraces. Vaelcarin is the court tongue’s word for that office. As far as the ledger is concerned, we did not exist until a Noble gave us something to do.

Second generation. Gloves are to be worn in every room of the house. Stand when the Count enters; sit when told. What is read at the Count’s table is not spoken of outside it, not even in this book. The Count values us because we last. A servant who lives three centuries only has to be trained once.

Fourth generation. Received the Count’s guests at the east door for eleven years. Under this roof a guest is owed protection, and the Count’s guests were owed it too. Some of them did not leave. I also wrote the orders that set the tithes for the lower terraces. I record it here because the ledger records everything.

Fourth generation, in the margin. There is a face at court that does not stay the same from one season to the next. The Count finds it amusing.

Fifth generation. Our daughters have the family’s grey eyes, the way the Solvaine daughters have their copper hair. The farmers below the terraces can tell which household a child serves just by looking at her, and they look at us differently than they did when my mother was young.

Fifth generation, later. A dragonborn captain in the Count’s service told me the courts were for soft hands. I told him the legions were for dogs. We were both quoting our grandmothers, and we both knew it, and afterward he poured the wine himself.

Sixth generation. Two pages cut out. The stubs are still in the binding.

Seventh generation. The tithe carts have stopped. The courts are emptying. The rebels came up the terraces in spring, and we opened the cellar door under the letter-house. Named here are the eleven we hid, with the dates. The Solvaines opened no doors, and the rebels burned their house with the Solvaines in it. No history outside this book will say we opened ours. A dwarf at the Stonemouth market would not take coin from my hand the next year. I understood.

Eighth generation. We moved to the Capitol, as most of the old families did. The Institute wants what we know of the courts’ languages, customs, and records, and pays for it, and watches us. The Provisional Government bans certain books about the Nobility and suspects the old families of keeping copies. We keep copies.

Eighth generation, a note. A Magen from the Lower Archive came to the Institute to be studied. It asked me, in perfect court tongue, whether I also still waited for orders. I did not answer. I have thought about it every day since.

Ninth generation. Maelis came of age this spring and read the ledger through. She asked about the missing pages, and we told her the truth: nobody living knows who cut them. The next morning she took off her gloves in the market, in front of everyone, which among our people means you are done with the courts. Her aunt says it was brave. Her uncle says it was reckless. They have been arguing about it for thirty years.

Ninth generation, in Maelis’s hand. My cousin’s son Jory was born to a human woman in Fairwater. The family has not written his name in this book. I have written it here. Nobody has crossed it out yet.

Ninth generation, later. Maelis has taken a post as tutor in Brennock’s Ford, where she sends the town’s letters by spell and is suspected of keeping banned books, correctly. The town gossips about her constantly. When the sheep started going missing, they looked at her first. She wrote to us that she expected nothing else, that the Wren boy brings her apples regardless, and that she has decided to stay.

Ninth generation, a note. An elf of two centuries still looks no older than a human of fifty. The children Maelis teaches will grow old in front of her, unchanged. She says it’s the hardest part. The town reads her stillness as arrogance. It is only how we were taught to stand.

Ninth generation, last entry to date. If a Noble wakes and hears the name Vaelcarin, it will expect letters. We have discussed what we would do. We have not agreed.

Names

Elven family names sound old and elegant, and most people hear nothing more in them. In the old court tongue, though, many still name the office an ancestor held in a Noble’s household. Elves know what their names mean, and so do the Capitol scholars who study the courts. A few elves have changed their names to escape the meaning, and found that the ledgers remember the old one.

Given namesAurelle, Castien, Ilvane, Maelis, Oriel, Sereth, Thessaly, Vaelin, Corwen, Liraen
Family namesAurethil, Castelyn, Ilsarre, Merovane, Solvaine, Vaelcarin, Thessadrel
In the court tongueVaelcarin, keeper of letters; Solvaine, pourer of wine; Aurethil, bearer of keys; Merovane, tender of lamps
In practice“Maelis Vaelcarin,” which in the court tongue means keeper of letters, though few on the Frontier could tell you that
Half-elves Always passing through
Found
On the roads: caravans, trading posts, saloons, waystations, and Guild transport parties
Trades
Traders, drifters, guides, bards, go-betweens, card players, messengers, hunters for hire
Reputation
Distrusted twice over, once for each side of the family

Half-elves belong fully to neither parent’s people, and so they end up belonging nowhere. Humans see the elven blood and remember the courts. Elves see the human blood and remember the rebellion. A half-elf grows up hearing both stories told against them, and most learn early that the easiest place to be is somewhere else.

So they go. A good share of the Frontier’s drifters and traders are half-elves. They ride from town to town with a wagon of goods, a deck of cards, a guitar, or nothing but a horse and a reputation. They carry news, cut deals, settle disputes between people who won’t speak to each other directly, and leave before anyone can decide whether they’re welcome. Suspicious towns distrust them twice over, and half-elves have learned to smile through it.

A half-elf outlives a human and falls well short of an elf, which means they outlast most of their friends on one side and get treated like children by the other. The road suits that kind of life. Out there nobody is anybody’s elder, and everyone is only as good as their last trip through town.

Playing a half-elf

A half-elf knows the road better than anyone and has never had a home. If everyone treats you as an outsider no matter what you do, what do you owe any of them? A few doors into the character:

  • A small town asked you to carry its call for a hunter. You found one, but by the time you rode back together, the town was gone. Now you ride with hunters yourself, so the next time someone sends for help, you’re there in time to give it.
  • Your elven parent’s family finally sent for you after thirty years of silence. You don’t know what they want, and you’re not sure you care.
  • You’ve kept the road warm for twenty years. Last winter you stayed past a season, fell in with a town, and watched it get hit. You haven’t decided whether you’re staying or running.
  • A sheriff hanged a half-elf you rode with for a theft they didn’t commit. You know who really did it, and you’re going to prove it, whether the town wants to hear it or not.

Half-elves make natural go-betweens and a party’s best face. Nobody will trust you on the first night. By the last, everyone will be relying on you.

Road talk

What Sable, called Two-Rivers, told her cousin Jory the night he left home, at a waystation fire on the River Road. Jory wrote it down later, as much of it as he could remember.

“Your father’s people will look at your ears and remember the courts. Your mother’s people will look at your face and remember the rebellion. You’ve heard both stories told against you since you could walk. That’s why you’re here, and that’s all right. Out on the road, nobody is anybody’s elder, and you’re only as good as your last trip through town.

“There were half-elves in the courts before the rebellion, you know. Nobody cared what we were then. We were just more servants. After, the courts were gone and the old families were hated, and people like us had nowhere to stand. So we took the road. Most of us still do, the year we come of age. Nobody calls it a tradition. It is one.

“Buy a hat with a wide brim. It keeps off the rain, and it hides the ears, and you’d be surprised how many doors open for a hat. Don’t take a knife to them. I’ve seen half-elves crop the points round so they can pass bareheaded, and the scars never look right, and the rest of us can always tell.

“You got your father’s stillness and your mother’s restlessness, which is why you look like you’re waiting and fidgeting at the same time. Your sister could pass for human in a bad light. Nobody gets to pick. People decide what you are in one glance, and the glance hardly ever goes your way, so give them a reason to take a second look.

“You’ll look thirty for a long time. The people you grew up with will go grey and you won’t, and in a small town a face that hasn’t changed in twenty years starts questions nobody wants to answer. So: never more than a season. We call it keeping the road warm. Stay longer and the town starts expecting things of you, and you’ll start expecting things back.

“Learn the marks. Nobody else notices them.”

MarkMeaning
Three short cuts and a long oneWater here, and it’s clean.
A circle with a line through itThe sheriff hangs half-elves.
An open handThe barn is safe after dusk.
A crescent, points downSomething in the ruin is awake.
Two crossed linesRoad-kin welcome.
A notch, a gap, a notchLeave before the season turns.

“Two crossed lines means what it says. If you meet another of us, you share the water, the fire, and the news, and you don’t ask questions and you don’t charge. Break that and nobody on the road will share a fire with you again, and they’ll be right not to.

“Ride with a halfling caravan for a season, if they’ll have you. Sign on as a Guild guard when the pay’s good. Play the saloons if you can hold a tune; half the circuit bards on this road are ours. Wear a coat long enough to sleep in, and pack light enough to throw everything on a horse in the dark.

“You’ll carry messages. Small towns without a magic user will ask you to take their call for a hunter to the next town over, and you’ll say yes. You’ll know which towns are in trouble and which roads are safe before most sheriffs do, and you’ll give it away, because on the road news is the one thing everybody can afford.

“You’ll also get blamed. Goods go missing, a stranger turns out to be a thief, and every sheriff between here and the Capitol already knows your face. Some towns put up signs. The one at Harlan’s Rest says DRIFTERS GONE BY THE BELL. THAT MEANS YOU. Somebody cut a circle with a line through it into the post underneath. You know what that means now.

“Talk court with elves and talk rough with everyone else. Both are yours, and switching between them will get you through more doors than the hat. Keep your family names to yourself; they start arguments. You’ll earn a road name. Mine was Two-Rivers before I was twenty, and nobody from the Southern sector to the Eastern has heard my family name since.

“Halflings will be your best friends out here and your worst rivals at market. Dwarves will deal with you easier than with anyone, because you’ve got no side to take. Humans will hire you and distrust you in the same breath. And if a town calls you a changeling, smile. Half the changelings on the road wear faces like ours, because that joke is so old nobody hears it anymore.

“That’s all I’ve got. Keep the road warm.”

Names

Half-elves carry the names their parents gave them, usually one from each side, plus a road name earned along the way. On the Frontier, the road name is the one that counts. Family names hardly ever come up, since they tend to start arguments.

Given namesAnsel, Calder, Isra, Jory, Lark, Mira, Pell, Sable, Tobiah, Wren
Road namesTwo-Rivers, Late Ben, Cards, Northbound, Quiet Mira, Long Wren, Saltwagon
In practice“Sable,” called Two-Rivers from the Southern sector to the Eastern, and no one has heard her family name
Dwarves The ones who said no
Found
Sealed mountain holds, and the gate-markets at their feet. A dwarf elsewhere is a trader, an exile, or on an errand
Trades
Smiths, gunsmiths, miners, engineers, stonewrights, gate-traders
Reputation
Admired from a distance. They refused the Nobility, and they haven’t let anyone forget it

When the Nobility rebuilt the world and the other peoples bent to serve them, the dwarves refused. They sealed themselves into their mountain holds rather than bow, shut their gates, and waited. The golden era came and went outside their walls. Inside, the dwarves kept their own counsel, their own crafts, and their own count of every year the gates held.

The holds survived. So did the centuries of isolation, and they left their mark. Dwarves are insular in a way no other people on the Frontier can match. Each hold opens to the world through a single trade-gate, and almost no one gets past it. Dwarves trust very few people, and they see no reason they should.

To most Frontier folk, a dwarf is someone behind a gate-market counter, selling iron, tools, and some of the best firearms anywhere. That dwarf never says one word more than the sale requires. The occasional dwarf out on the roads stands out: stout, pale from a life underground, and carrying the particular pride of a people who were never on their knees.

Playing a dwarf

Dwarves settled the matter long ago: the Nobility were monsters, and you don’t bargain with monsters. The Frontier is messier than that, and a dwarf out in the world will have to decide how much of the hold’s certainty to keep. Ways to begin:

  • You’re an exile. You broke hold law for someone you loved, and you’d do it again, but you still count the years of your hold’s gate every morning.
  • You kept your hold’s sealed records, and you read something your people have never been told. You told someone. That’s why you’re an exile, and why your hold would rather you never came back.
  • Your hold sent you out on an errand: find something taken from the gate generations ago. You’ve been on the Frontier longer than you meant to be, and you’re starting to like it.
  • You slipped out through the gate-market as a youth to see the sun. You haven’t been back, and you don’t know if they’d let you in.
  • You’re a gunsmith, and half the hunters in your sector carry your work. One of your guns was used to kill someone who didn’t deserve it, and you’re going to find out who.

Dwarves are stubborn and very hard to scare. Frontier folk will respect you, anyone whose family served the Nobility will watch you, and the world will keep testing your certainty.

Proclamations of the gate

Cut into the stone above the inner door of the Stonemouth gate-market, where traders can read them and are expected to.

  1. The hold sealed its gate when the Nobility rose. The Nobility never opened it. The gate has held seven hundred and four years, and it is counted every morning.
  2. No one passes the gate without a hold-oath. No hold-oath is offered twice.
  3. The market opens at full light and closes an hour before the bell. The hold does not extend credit.
  4. Gold is not accepted. Pay in silver, iron, grain, or work.
  5. What is promised is delivered. What cannot be delivered is refused. A refusal is not an insult.
  6. Sleep behind a wall, even if you must build it.

Questions at the gate

Traders who deal at Stonemouth long enough learn which questions get answers. These are the answers they get.

Why keep the gate shut? “We shut it when the Nobility rose and everyone else knelt. They never opened it. We see no reason to.” Dwarves say the refusal was one decision, made by every hold at once, and that no hold ever broke it. Outsiders suspect it was messier than that, but nobody outside the holds has the records to prove it.

How did the holds hold? “Behind water.” Every hold was built behind it: underground rivers, deep cisterns, and channels cut through living stone between the inner doors and the world. Ask why the water matters and you’ll get a long look and the words “it’s in the count,” which is dwarvish for nobody knows. The Nobility sent their servants and their beasts, and those were fought at the gates, and dwarves are very good at fighting at gates.

Then why didn’t the Nobility break you? The trader stops wrapping your order. Breaking a hold behind its rivers would have cost the Nobility dearly, but the Nobility paid dearly for plenty of things they wanted, and they never seem to have wanted the holds broken. Some holds keep their oldest records sealed, even from their own people. The few keepers who have read them don’t talk about what they found, and they’re never the loudest voices when dwarves talk about elves.

Did you fight in the rebellion? “No. We were glad to hear of it. We kept the gate shut.” As dwarves see it, the rest of the world finally caught up to what the holds had known all along, and there’s no reason to come out and celebrate with people who spent centuries serving first.

Do you know how to kill a Noble? “No.” The holds were sealed before the Nobility took that knowledge from everyone else, but sealed is sealed; the dwarves never learned it in the first place. What the records say is rumor, and dwarves are the first to admit it. Dwarven hunters are respected everywhere regardless, because a people that held its gates for an age knows a great deal about killing the things the Nobility made.

What’s past the second door? “Hold-oath first.” A halfling family that has traded at Stonemouth for five generations has reached the second door. Nobody alive is known to have reached the third.

Will you pray with us? “No.” The faiths spread while the holds were sealed, and dwarves regard them with suspicion. The few dwarves who become clerics are said, by other dwarves, to have gone native.

Will you do the job? “If I can deliver, yes. If I can’t, no.” A dwarf who tells you no has respected you by being direct. A dwarf who says yes and fails is shamed far worse. It makes them hard to bargain with and very easy to trust.

How a dwarf is known

Short and broad, with a smith’s heavy hands and the pale skin of a people who see the sun mostly through a gate. Their eyes are made for lamplight; a dwarf stepping into noon squints like someone just woken. Beards are kept with great care, and every hold braids hair and beard in its own pattern.

Many dwarves carry hold-marks, inked or etched into the skin, and other dwarves read hold, standing, and welcome from them at a glance. Dwarves live long and grey early. A beard may be white by middle age over a body that stays strong for centuries.

They wear heavy leather and dark wool, and they carry their wealth as iron and worked stone. Gold was the Nobility’s metal. On the Frontier, many wear wide hats and smoked lenses against the glare, and a dwarf with a tan has been away from the hold a very long time.

The dwarves you meet on the roads come in three kinds. Gate-traders go as far as the Guild waystation and back. Errand-runners are sent out for one thing and come home when it’s found. Exiles broke hold law or chose to leave; they cut their braids short or scar through their hold-mark, and every dwarf who sees them knows. Most dwarves on the roads are the last kind, and they don’t talk about why.

On the road

A dwarf never sleeps anywhere undefended. Given the time, a dwarf will bar the door, wedge the shutters, string trip-lines and bells across the approaches, and set simple traps before lying down. On the road they build a low wall of stones or packs around the bedroll and pick a campsite for how it can be held, not how comfortable it is. Companions who tease a dwarf about it stop the first night something trips the line. A dwarf who sleeps without fortifying first is showing either great trust or great exhaustion.

Dwarves greet each other by naming their hold and its count. Two dwarves from holds with very different counts are careful and polite with each other in a way that tells an outsider a great deal.

As for everyone else, dwarves hold elves in open contempt, since elves served while dwarves refused. Humans earned some respect by taking the Capitol and are still loud and far too quick to forgive.

Half-dwarves are a painful subject: hold law won’t admit them past the gate, and plenty of dwarves believe that law is right and wish it weren’t. Halflings are the most trusted trading partners the holds have. Goliaths are neighbors in the mountains, respected and mostly left alone. Gnomes are rivals in craft, and each secretly admires the other. Magen are the Nobility’s servants in body and origin, and some holds destroy them at the gate without a word exchanged. A Magen traveling with dwarves has earned something no one else has.

Names

Dwarves use a given name, a parent’s name, and their hold. Outside the holds, most drop the parent’s name and give only the first name and the hold. Exiles often keep the hold name too, as a declaration of where they came from even if they can never go back.

Given namesBram, Brannoc, Durek, Gerda, Hild, Mardin, Osk, Senna, Torvin, Ylva
HoldsIronmere, the Deepwater Gate, the Cold Stair, Blackwell, Stonemouth, the Sunken Door
In practice“Hild of Ironmere,” formally Hild Torvinsdaughter of Ironmere, count six hundred and twelve
Half-Dwarves The hands that raise the towns
Found
Wherever the Frontier is building: new towns, fortified walls, waystations, mills, bridges, and wells
Trades
Masons, carpenters, wrights, wall-raisers, bridge-builders, well-diggers, scrap-builders
Reputation
Dependable and underpaid. Most towns stand on their work, and most towns know it

The Frontier’s towns are built of wood, stone, and scrap, and most of that building was done by half-dwarves. They raised the walls towns trust at night, dug the wells, laid the foundations of mills and churches, and hauled the scrap that became roofs and gates. Wherever a new settlement takes hold, a half-dwarf crew was probably there first.

They descend from dwarves who left the holds, or were born outside them. Hold law doesn’t admit half-dwarves past the gate, so they took their parents’ craft out into the open air. What dwarves built to keep the world out, half-dwarves build so people can live in it. The Frontier’s slow crawl back toward civilization rests on their backs, one wall at a time.

They’re practical people, proud of their work and uninterested in being praised for it. A half-dwarf judges a town by its foundations and a person by what they can build or hold up. The Frontier’s progress is too slow to see in one lifetime, but a half-dwarf mason can point to every wall they ever raised, and most of those walls are still standing.

Playing a half-dwarf

A half-dwarf builds things for people who will never thank them. In a world asking what makes someone a monster, half-dwarves have a practical answer: a monster is whatever comes over the wall, and a person is whoever helps you hold it. A few places to start:

  • Your crew was building a town’s first wall when something came out of the dark and killed half of them. You picked up a weapon instead of a trowel, and you haven’t put it down.
  • You found your grandparent’s mark stone in the wall of a town that was destroyed. You want to know what happened, and whether the wall failed.
  • A dwarven hold sent word that it would let one half-dwarf through the gate, and it named you. You have no idea why.
  • You were hired to repurpose a cleared ruin. It wasn’t as cleared as everyone thought.

Frontier towns trust half-dwarves on sight. The catch is that you’ll always be the one who knows exactly how badly the wall is going to hold.

What the foreman tells a new hire

Greta of Plumb’s crew, to everyone who signs on, every time. The crew can recite it by now, and they still sit down for it.

“Sit down. This takes a while, and you only hear it once.

“You know where we come from. Dwarves who left the holds: exiles who broke hold law, gate-traders who fell for the people across the counter, and a few who just walked out one morning and never went back. Most of them married humans. Their children were born outside a gate that would never open for them, with dwarven hands and nothing to use them on. Then the Nobility went to ground and took their sciences with them, and the whole Frontier needed walls and wells and had no idea how to build either.

“We did. The first crews formed around us, and the towns grew up around the crews. Remember that when a mayor tries to haggle.

“You’ll outlast most of the humans you work beside. We age slow, heal hard, and stay strong. My grandmother was on the scaffolding at seventy, and she’d raised more walls than this whole crew put together. You won’t get the hold pallor, being born under sky, and the sun will find the back of your neck the first week. Everyone in town will know you for a builder before you open your mouth, from the dust and the hands and the mortar on your boots. You’ll see them relax when we ride in. That’s part of the job too.

“Wear the crew mark where people can see it. Some crews braid their hair in patterns like the holds do, each crew its own. We don’t, because Plumb thought it was showing off, and Plumb’s been dead thirty years and we still don’t.

“The mark stone. Carve your mark on one stone in every wall you touch, and put it where nobody will see it. Fifty years from now your grandson will find it when he comes to fix that wall, and he’ll know you did it right. Or he’ll know you didn’t. I found my mother’s mark in the Longwall foundation last spring and had to sit down for a minute. That’s allowed. Once.

“Tools down at the first bell. I don’t care if the stone’s half-set. We lost the Dusk Crew because they wanted to finish a course before dark, and the wall they were building is still half a wall, and they’re under it.

“The wall supper. When we finish a town’s first wall, the town feeds us: one long table along the inside of the wall, every family brings a dish, and we don’t haggle over it. If a town skips the supper, we remember, and we’re busy the year their wall needs mending. Fairwater skipped it once, ninety years ago. Ask them how that went.

“Who we work with. The Guild pays us to build and patch its waystations along the old roads. The Capitol hires us for repairs in the parts of the city that are safe to repair. When somebody clears a ruin well enough to use, they call a crew to judge what can be built on and what has to be walled off. That’s the most dangerous job we do. It pays, though never as well as it should.

“The gnomes keep the pumps and mills running inside our walls, and you’ll share a lot of suppers with them. The halflings haul our stone and bring word of who’s building. Dragonborn companies guard us on the exposed walls, and they’re worth every coin, because a crew on an unfinished wall is the most exposed thing in any new town. If a Magen asks to sign on, take it. A construct that can lift stone all day and wants a purpose fits a crew better than anywhere else in the world.

“The dwarves won’t let you past the gate at the markets. We all pretend not to mind. Trade with them regardless, with more pride than warmth, and don’t let them see it land.

“Last thing. The crew pools wages. We raise each other’s kids. If you die on a job, we carry you to the next town we build and bury you under its first wall. You’re crew now, and crew is family, whatever people you started out as. Try not to need that last part.”

Names

Half-dwarves usually carry a human given name from one side of the family and take their crew’s name in place of a family name. Crews are named for their founders, their trade, or a famous job, and some crew names are several generations old.

Given namesAnsgar, Bess, Colm, Ebb, Greta, Hattie, Jorund, Mae, Rook, Torrin
Crew namesPlumb’s, the Longwall, Keelstone, the Dusk Crew, Mortar and Sons, the Ninefold
In practice“Hattie of Plumb’s crew,” and her mark is in the east wall of every town between here and the river
Halflings The roads are home
Found
On the move: caravans, trading posts, dwarven gate-markets, mountain passes, and every town’s market day
Trades
Caravaners, traders, messengers, scouts, cooks, bards, and a few smugglers
Reputation
Welcome everywhere, trusted with news, and watched around the silver

Halflings are caravan folk who never stay anywhere long. Their wagons roll from town to town carrying salt, cloth, tools, medicine, and everything else a small town can’t make for itself. When the Commerce Guild’s transport parties don’t come, the halfling caravans do. For many of the Frontier’s smallest settlements, they’re the only regular contact with the rest of the world.

They carry more than goods. Halflings carry trade, news, and rumor, and in a land where word travels slowly, that makes them essential. They know which towns are struggling, which roads are safe, which hunters are nearby, and which new laws the Capitol has passed that nobody out here intends to follow. When a small town without a magic user needs to send for a hunter, a passing caravan is often how the word gets out.

The price of that life is rootlessness. There are no halfling towns. Halflings are born on the road, married on the road, and buried beside it, and their only home is the wagon and the family in it. Most wouldn’t trade that for anything. Some, late at night, wonder what it would be like to stay.

Playing a halfling

A halfling has seen more of the Frontier than almost anyone and belongs to none of it. Halflings carry word of what the monsters did, and they decide how the story gets told. A few ways in:

  • Your family’s wagon was destroyed on a night road, and you’re the only one who made it to the waystation. You still have the wagon’s name, and nowhere to put it.
  • You carried a hunter request to a town, and the hunter who answered did something terrible. You feel responsible, and now you ride with hunters to make sure it never happens again.
  • Your family kept a golden era travel writ for twelve generations. Last month, someone offered a fortune for it, and your grandmother refused. Then she disappeared.
  • You stayed a second winter in the same town and fell in love. Your family moved on without you, and you’re not sure you made the right choice.

Halflings are welcome everywhere and trusted with everything except the silver. Use that. Nobody watches the friendly face by the fire closely enough.

The Brightbell circuit log

Kept by Tansy Brightbell of the Northern circuit in the box under the driver’s bench. The Brightbells have run the same roads for five generations, and the notes on the inside cover are her grandmother’s.

Inside the cover, in Gran’s hand. Our writ is in the lacquered box. The Nobility’s central government issued it to the first Brightbell wagon, and it gave safe passage through every lord’s territory in exchange for service and a cut of the trade. It’s worth nothing now. Take it out when a town needs to see that we’ve been on these roads longer than their grandparents. The room goes quiet every time.

Also inside the cover. When the lords went to ground, the roads went bad and the writs stopped meaning anything. The wagons kept rolling, because somebody had to. Bigger wagons, better guards, tighter circuits, and friends and debts from one end of the Frontier to the other. A few families stopped somewhere and stayed. Sixwheel Landing is still named for the wagon that did. We don’t hold it against them. Much.

Thaw, day 3. Left winter camp at Orchard Cross. We wintered there last year too, and Gran won’t let us hear the end of it. Two winters in one place is how you start to belong somewhere, and we’re not for belonging.

Thaw, day 6. Hired two goliaths at the foot of the Karrow Pass for the crossing. Fixed fee, same as always, no haggling. Kethra Holds-the-Pass asked after Gran. I told her Gran’s still bossing all of us. Kethra said that was going on Gran’s tally.

Thaw, day 11. Sable Crossing. The sheriff asked what we’d heard, so we told him everything: the Widow’s Stair froze early again, bell-crows in Karrow, the Ninth Lantern lost a rider on the pass. Didn’t charge him. You don’t charge for news, and wagons that do don’t get the fire at the waystation.

Thaw, day 14. Rain, then sleet, then sun, all before noon. Everyone in layers. Pim sewed the Sable Crossing bell onto her coat, next to last year’s. Gran says a halfling’s coat is a map of everywhere they’ve been, and hers weighs more than she does. She also says our faces are why we trade so well: open as a window, which makes people trust us, and bad at lying, which is what we’d like people to believe.

Spring, day 2. Stonemouth. Second door again. Still no third. The dwarves took our salt and gave us iron and two rifles, and the trader said eleven words all day, which for him is chatty.

Spring, day 9. Made the Karrow Road waystation with an hour to spare. We plan every day around reaching shelter before the bell, and every year somebody on the road doesn’t. Passed a Guild party going the other way with thirty guards. The Guild is our biggest rival and, twice last year, our employer. Depends on the season.

Spring, day 20. Rang Grandfather’s bell on the Karrow Road, and the Longroads’ two bells a mile on. We bury our dead beside the road they were traveling, with a marker and a bell, and every wagon that passes rings once. That stretch has so many bells now you hear them before you see the posts.

Spring, day 26. Brennock’s Ford, market day. Half the town ran out for the salt and the other half for the news, same as always. Sold out of needles by noon. The humans were glad to see us and counted their silver after we left, same as always. Sorrel bought seed and asked after the Moon Stair, which she does every year. I told her what I’d heard, which is never much.

Spring, day 31. Pim married into the Saltcarts. She’s Pim Saltcart now, and she cried, and so did I. A family is named for its wagon, not its blood, and when our wagon gets too full, the new one takes a new name and a new family starts. That’s how it’s always been.

Summer, day 8. Road-kin fire with a half-elf trader outside Harlan’s Rest. Shared water and news, no charge on either side. She undercut us on thread at the next market, which is also tradition.

Summer, day 15. A peddler rode with us two days who knew every road on our circuit and sounded like three different people depending on who he was talking to. Gran says he’s a changeling and that we’ve known him thirty-odd years under five faces. We don’t tell. We never tell.

Summer, day 22. A circuit bard joined us for the run to Fairwater. On market day, nobody can tell her stall from ours.

Autumn, day 30. Choosing winter camp. Not Orchard Cross. Gran was very clear.

Names

Halflings carry a given name and their wagon’s name. Old caravan families sometimes add the name of their circuit when meeting strangers, which tells other travelers which roads they know.

Given namesFenwick, Hob, Hollis, Juniper, Lettie, Merrit, Posy, Quill, Tansy, Dill
Wagon namesBluewagon, Longroad, Sixwheel, Brightbell, Saltcart, Farwander
In practice“Tansy Brightbell, of the Northern circuit,” and every sheriff between here and the mountains knows her face
Gnomes They can almost fix it
Found
Wherever something old still half-works: town workshops, Guild waystations, scavenger camps, the Capitol’s lower levels
Trades
Tinkers, repairers, clockwrights, artificers, appraisers of golden era finds
Reputation
Priceless, and treated like it. Towns hire them, crews fight over them, and some of them go missing

Gnomes are tinkers who can half-repair golden era works. Hand a gnome a broken pump, a dead lantern, or a mechanism dug out of a ruin that no one else can even open, and there’s a fair chance they’ll get it running again. Not properly, and not forever. But running, for a season or a year or three, which out here is often the difference between a town that lasts and one that doesn’t.

That makes gnomes priceless, and on the Frontier, priceless is dangerous. Towns compete to hire them. Scavenger crews want them along to open what they find. Bandits, warlords, desperate mayors, and stranger buyers have all been known to take a gnome by force and keep them working. Gnome communities keep a list of their missing, and the list is never short.

Gnomes live with it the way everyone out here lives with the dark: carefully, and without letting it stop them. They work behind strong locks, travel with trusted guards, and put everything in writing. And they keep tinkering, because they can’t help it, and because somebody has to make the old things work.

“She had the pump running by supper. It ran three winters. When it stopped, we sent for her again, and she had been taken.” Jonah Mills, well-keeper at Redwater

Playing a gnome

Everyone wants a gnome, and hardly anyone respects one as a person rather than a pair of hands. If people only value you for what you can fix, what are you when you stop being useful? Some starting points:

  • Your teacher is on the missing list. You have their tool roll, which means they named you their heir before they were taken.
  • Your town wouldn’t let you leave. You left anyway, and they’ve sent people to bring you back.
  • You half-repaired something from a ruin, and it worked far better than you expected. Now people who shouldn’t know about it are asking questions.
  • You and your guard traveled together for twenty years. Your guard was killed on your last job, and instead of hiring someone new, you’ve taken up their weapons.

Everyone will want what your hands can do. Some of them will try to take it.

The workshop wall

What’s pinned up in Orla Lockfast’s workshop at Sixwheel Landing, which her apprentice keeps exactly as she left it. Most gnome workshops look much the same.

By the door: the missing list. Posted in every gnome workshop from Redwater to Sable Crossing, and updated whenever word comes in.

NameLast seen
Orla LockfastThis workshop. Taken off the dock at dusk. Her guard was found in the river.
Jem CoilgraveHired by a scavenger crew bound for Marrow. The crew came back. Jem didn’t.
Nackle WickwhistleGallows Reach, keeping the Saltmen’s pumps running. The Saltmen say he’s there willingly.
Ottilie SparrowlockFairwater. The council says she retired. She didn’t.
Tuck PinwrightFound. Brought home by the Tallow Hounds, who wouldn’t take payment. Every gnome who reads this owes them a debt.

Over the bench: the rules.

  • The honest half-fix. Tell them how long it’ll hold. A pump you promise for three winters should fail in the first thaw of the fourth, not a day before. A gnome who lies about it never works again for anyone who hears of it.
  • Kept hands. Nobody touches your tools. Asking to borrow them is rude; touching them without asking is an insult. You’ll be buried with them, unless you hand them to an heir first, and handing them over is how you name one.
  • Guard-kin. Travel with a guard you trust, and treat them like family, because after twenty years they will be. Half the gnome households in this sector have a human, a dragonborn, or a goliath at the table who signed on as a bodyguard a lifetime ago.
  • Locks. Work behind a strong one. Keep a whistle and a blade you can reach. Sit with your back to the wall.

On the counter: terms of repair. A contract left half-filled, the ink still on the pen.

Item: town well pump, Redwater, with a golden era valve nobody can make anymore. Condition: dead since the drought. Repair: half-fix, valve reseated and packed with scrap copper. Will hold: three winters, failing in the first thaw of the fourth. Price: twelve gold and a room with a lock. Signed: Orla Lockfast, of the Lockfast way. Witnessed: Hal Tanner, guard.

Chalked on the lintel, in the apprentice’s hand. Where does the knack come from? The master said our ancestors kept the Nobility’s workshops running and passed the trick down by hand. Old Coilgrave says gnomes were tinkering before there were any Nobles, and the lords only used us like they used everyone. They argued about it every supper for eleven years and loved every minute.

What both of them agreed on: it’s instinct, not understanding. You feel your way through a mechanism the way a musician feels through a song, and it works, and nobody can say why. That’s why a gnome’s repairs only half-hold. Something is always missing. Nobody has ever worked out what.

Pinned under the lintel: what the master told the apprentice.

“You’ll lose a fingertip before you’re forty. Everyone does. You’ll need lenses by middle age, so buy good ones and keep them on a band. Your hair will get singed. Let it. Patch your coat with golden era cloth when you can get it; it never frays, some of it changes color in odd light, and all of it’s warmer than it has any right to be. People will read how long you’ve worked by your scars, and a gnome with clean hands is either very young or very lucky.

“Most of us live in the big towns, where there’s steady work and good locks. A town gnome keeps the mills turning, the pumps running, and the gate working, and a town that loses its gnome starts to fail within a few years. So towns pay well, guard us fiercely, and sometimes won’t let us leave. Ottilie’s on that list for a reason.

“Contract work pays better: town to town with a guard, usually alongside a half-dwarf crew. They build the walls and we keep the machines behind them running. Scavenger work pays best and kills the most. Half-fix a golden era weapon right and you’ve done something extraordinary. Half-fix it wrong and you’re the reason a town has a circle drawn around it on the map.

“The Capitol’s engineers build new things. We fix old ones. They can explain what we can’t, we can do what they can’t, and neither side will ever admit needing the other. The dwarves build things to last forever and think we show off. We think the same of them. We’re both right.

“And the Magen. You’ll want to open one; we all do. We can almost understand how they work. If one ever trusts you to fix it, be careful, and don’t look at anything but the part you were asked to fix. They know that being understood is one step from being repaired, and being repaired is one step from being changed.”

Names

Gnomes have short given names and family names that come from the craft lineage they learned from, since gnome knowledge is passed from teacher to student as much as parent to child. A gnome’s lineage name tells other tinkers exactly how they were trained.

Given namesBrisk, Fitch, Jem, Nackle, Nib, Orla, Ottilie, Pim, Wenna, Tuck
Lineage namesLockfast, Pinwright, Tallowhand, Sparrowlock, Coilgrave, Wickwhistle
In practice“Orla Lockfast,” trained in the Lockfast way, which means she will get the gate open and tell you exactly when it will jam
Goliaths Where the monsters do not climb
Found
High peaks and mountain passes, far above the Frontier’s towns. Rarely in the lowlands
Trades
Mountain guides, pass wardens, great-beast hunters, traders in hides, ore, and mountain herbs
Reputation
Seldom seen. When a goliath comes down the mountain, people want to know why

Goliaths live on the high peaks, above the reach of most of the Frontier’s monsters. The Nobility’s engineered beasts were made for forests, plains, and ruins. Thin air and killing cold were never part of the design. Up where the snow never fully melts and the wind can knock a grown human flat, goliaths have built a life the rest of the Frontier can’t imagine and wouldn’t want.

That life is harsh and isolated. The clans are small, resources are scarce, and everyone works or everyone dies. Lowlanders rarely see a goliath in town. Most know them only as figures on a far ridge, or as the guides who meet caravans at the high passes and lead them over for a fixed fee.

When a goliath does come down the mountain, there’s a reason. A trade that can’t be made at the passes. A beast that raided the high pastures and fled back down the slopes and has to be hunted before it returns. A debt to pay. An exile. Goliaths in the lowlands are blunt, measure everyone by what they can do, and have very little patience for anything else.

Playing a goliath

Goliaths keep it simple: a monster is whatever threatens the clan, and a person is whoever carries their share. The lowlands will test that, and a goliath will have to decide whether it bends or breaks. A few doors into the character:

  • You tracked a beast down from the peaks and lost its trail in a lowland town. You’re not going home until your tally is settled.
  • A lowlander druid lived among your clan for decades. They died of old age before they could return to their home grove, and you are carrying their ashes down the mountain to bury them there properly.
  • Your clan exiled you for a debt left unpaid. You intend to pay it. You don’t yet know how.
  • You met a Magen on the pass who carried more than anyone in your clan. You have followed it down the mountain to see what else it can do.

Lowlanders will stare. Let them. You’ll be the one who says what everyone else is thinking, and you won’t apologize for it.

A tally, as it is spoken

Kethra Holds-the-Pass, speaking her tally at a waystation fire on the Karrow Road, because a caravan master asked who she was. Every goliath keeps a tally of deeds, their own and each other’s, and standing comes from nothing else.

“Born on the Whitecrown, in the stone shelters above the dwarven holds. Birth name’s nobody’s business.

“My people were on the peaks before the golden era, and the Nobility never ruled us. We’re not in their records as servants or soldiers or anything else. Maybe they never bothered with the high places. Maybe we never let them. I don’t care which, and I won’t argue about it. We watched the golden era from above, the way we watch you now. We took no side in your rebellion, and we claim no stake in what came after.

“Brought down a six-legged thing that took eleven goats off the high pasture. Took two days. That’s where my first name came from, and I gave it back when I earned a better one.

“Held the pass four days in the storm year, with two others and the Ninth Lantern’s wagons behind us. That’s the name I carry now.

“Guided four hundred and some crossings for the fixed fee. Same fee for everyone, and we don’t haggle, because haggling means somebody’s cheating. Found what was left of three caravans that tried the pass without a guide. Carried back what I could to their families and didn’t charge for it.

“Owed a halfling family a winter’s grain for feeding my brother. Paid it: one winter’s grain, not a sack more. We’re square. Don’t try to make it otherwise; keeping a debt going past its payment is an insult.

“Followed a long-necked beast down off the snow line last spring. It had taken a child from the high holdings. Lost the trail at Sable Crossing, and the lowlanders stared. I’m used to it. I’m seven and a half feet tall, grey as the mountain, with marks on my skin my people read the way you read a face. Your doorways are built small, and your summers are worse. Heat slows us the way a desert slows you.

“Carried a lowland druid’s ashes down to her grove. She lived with my clan thirty years and tended the old growth on the peaks, the nature that was here before the Nobility. That one’s on the tally even though nobody asked me to do it.

“This scar is the six-legged thing. This one’s the storm year. Ask about any of them and you’ll get the whole story, whether you have time or not. Every scar is a deed, and we don’t hide deeds.

“My stone is from the Whitecrown. It’s on this cord, worn smooth. If I die down here, give it to whoever will carry it up. Carrying a goliath’s stone home is the best thing a lowlander can do for us, and the clan will put your name on its tally.

“When I can’t carry my share anymore, I’ll walk up into the snow, and you’re not to follow. You lowlanders think that’s cruel. We think dying slow and carried is worse. Don’t mock it where a goliath can hear you.”

What the clan says

  • “Everyone works or everyone dies.” Leadership goes to whoever is most capable at the moment, and it can change with the season.
  • “The tally rises and falls with one act.” Lowland reputations, built on birth and money, strike goliaths as ridiculous. Lowlanders find the tally exhausting.
  • “Old goliaths are rare, and that’s a choice.” Goliaths age hard, with deep lines by thirty, and most take the last walk before age can take them.
  • “Hunt what climbs too high.” Engineered beasts strong enough to reach the snow line, and older things that live among the peaks, are the heart of goliath honor. Some goliaths follow a trail all the way down into the lowlands, which is how the Frontier usually meets them.
  • “The dwarves are hard. Respect it and leave them be.”
  • “Halflings pay on time.”
  • “Humans are soft and short-lived, and their towns still hold on. That counts.”
  • “A dragonborn will argue about who’s tougher until the fire goes out. Let them lose slowly.”
  • “Judge the made ones by their tally, like anyone.” Goliaths care what you did, not what you were made for, which makes them some of the fairest people on the Frontier to anyone the lowlands would rather shun.
  • “Feed the druids.” The high peaks hold some of the world’s original nature, and druids are always welcome at a goliath fire.

Names

Goliaths carry a birth name, a deed-name earned by their tally, and the name of their home peak. The deed-name is the one that matters, and it can change over a lifetime as the tally changes.

Birth namesAukan, Ilikan, Kethra, Mava, Nalla, Oruk, Thalai, Vesk, Gaurun, Lokka
Deed-namesRidgebreaker, Holds-the-Pass, Six-Legs, Carries-Two, Last-Down, Stonecount
In practice“Kethra Holds-the-Pass, of the Whitecrown,” and lowlanders mostly just say “Holds-the-Pass”
Dragonborn Soldiers without a lord
Found
Hunter company halls in larger towns, on the roads between contracts, and wherever a town can afford them
Trades
Hunters, company captains, caravan and crew guards, bounty trackers, weapons instructors
Reputation
The most respected hunters on the Frontier. A town that can afford a dragonborn company sleeps easier

Dragonborn were bred as a soldier caste for one of the Nobility’s great lines, a family of Dukes whose name the dragonborn no longer speak. They were made for war: strong, disciplined, loyal, and built to fight for their masters without question. For generations, that is exactly what they did.

Then the line died out. The Dukes fell somewhere in the long decline, and the dragonborn were left as soldiers without orders, an army with no one to serve. Most people expected them to turn on the mortals around them or scatter into banditry. They did neither. They kept their discipline, found a new use for it, and became hunters.

Today dragonborn run the most respected hunter companies anywhere. When a town sends out a call and a dragonborn company answers, the town knows the job will get done or the company will die trying. People trust them as they trust very few others. Dragonborn carry that trust with the seriousness of a people who remember what they were made for, and chose to be something else.

Playing a dragonborn

Dragonborn were made to be the Nobility’s weapons and chose to become the Frontier’s protectors instead. Every dragonborn has to make that choice again, and some find it harder than others. Ways to begin:

  • Your company was destroyed on a contract against a Noble. You’re the last survivor, and you still carry the company’s name.
  • You kept the sigil. Your company thinks it was brave of you. Then a waking Noble recognized it and called you by a title you’d never heard.
  • You’re a young recruit who joined a company to prove yourself, and the first contract you signed was far bigger than anyone admitted.
  • Your company broke a contract before you were born. You’ve spent your whole life trying to wash out the stain.

Towns will open their gates to you and expect a great deal in return. Dragonborn usually deliver, which is why the expectation never goes away.

Articles of the Ashline

Read aloud to every recruit on the morning they sign. Most companies keep articles much like these.

  1. The company drills at first light, every day, whatever else is happening. The discipline that once served the Nobility now serves the towns that hire us.
  2. A contract signed is a contract finished, or the company dies trying. The Ashline has never broken one. The Grey Banner broke one in our grandmothers’ day, and there is no Grey Banner anymore.
  3. You take the company’s name in place of your family’s. Your birth name is your own business.
  4. At coming of age you decide what to do about the sigil: scrape it, scar it, or keep it. The company will not ask which you chose, or why.
  5. If the company falls, the last of us carries its name until death and takes no other.

Recruits also learn a sixth article, which isn’t written down: if anyone ever speaks to you in a voice that makes your scales tighten and gives you an order, you tell your captain before you do anything else.

What the captain tells recruits

Captain Huatla of the Ashline, the evening after the articles are read.

“We were bred. Don’t flinch at the word; everyone in this hall has heard it. A ducal line of the Nobility bred our people over many generations, for strength and endurance and obedience, and we don’t speak that family’s name. We fought their wars. We guarded their castles. We fought the beings from beyond. Some of us think that war is what we were really made for. Nobody can prove it.

“Then the line ended. Fell in battle, rotted with boredom, or went to ground and never woke; we don’t say, and most of us don’t know. The orders stopped. The legions held their posts out of habit, guarding empty castles for masters who were never coming back. Then the rebellion came, and the companies chose. We marched with the rebels, and our discipline won battles no militia could have won alone. That’s why towns trust us when they trust almost nothing else the Nobility made. Don’t spend that trust carelessly.

“Look at your scales. Bronze, rust, slate, deep green, and now and then a pale gold people stop to remark on. Those are the old breeding lines. Some of you were born with a pattern in your scales that echoes the dead line’s sigil. What you do about it is your business, and it’ll say a lot about you. You’ll grow up fast and die sooner than a human. Veterans are uncommon. If your scales ever go grey and crack, you’ll have survived more hunts than most hunters ever take, and you’ll be teaching the next lot.

“You’ll wear the company’s mark on your scales and its colors on your sash. Keep your armor clean and your weapons cleaner, whatever else falls apart. Keep a token from every kill that matters. A dragonborn with a Noble’s token gets something close to reverence in every hunter hall on the Frontier. I have two. I don’t talk about the second one.

“We keep halls in the larger towns, where we train, rest, and take requests. We guard Guild parties, half-dwarf crews, and halfling caravans, and they trust us completely. A few of ours went to the Defense Force instead, and we mostly forgive them. We take contracts against the Nobility themselves. Most companies never face one. We keep count of the ones we have.

“Elves will look down their noses at you, and you’ll look down yours at them: soldiers and courtiers, same masters. Dwarves respect our discipline and hold our origin against us; they’re allowed. Goliaths will argue about who’s tougher until the fire goes out. Humans trust us more than almost anyone, because of the rebellion. And if an aasimar ever signs on, you guard her with your life, because her light stops a Noble’s healing and every awake Noble knows it.

“Last thing. There’s a rumor that the old line’s command words still work on some of us. We take that rumor very seriously. That’s what the sixth article is for.”

The roll

Companies take anyone, of any people, who can meet the standard. These are a few of the Ashline’s forty names.

NameNotes
HuatlaCaptain. Grey-scaled. Two Noble tokens.
TezcaScraped the sigil at fourteen and has never said why.
ItzaKept the sigil. The company argued about it for a season, then stopped.
QuetzaLast of the Tenth Watch, lost on the Lantern Road. Still carries their name, and ours.
AshAasimar. Joined at sixteen. The company would die for her, and twice nearly has.
BriskGnome. Keeps the rifles running. Guard-kin to three of us.
WickShifter, grey line. Tracks what the rest of us can’t.

Every name on the roll wears a strip of grey cloth on the sleeve. Ask any of them why and you’ll hear about Vane’s Wood.

Names

Dragonborn carry a given name and a company name. Birth names are private, and some dragonborn never share theirs with anyone outside their company.

Given namesChaqua, Hexa, Huatla, Itza, Pahua, Quetza, Tezca, Tlana, Xlana, Zlata
Company namesthe Ashline, the Ninth Lantern, Gravecourt, the Tallow Hounds, Ironsong, the Long Watch
In practice“Itza of the Ashline,” and her birth name is her own business
Aasimar The light the Nobility hunt
Found
Rarely, and anywhere. Born to ordinary families in ordinary towns, and usually gone before they are grown
Trades
Hunters, company members, healers, wanderers. Few stay in one trade or one place for long
Reputation
Dangerous to shelter. Where an aasimar lives, a Noble may come looking

Aasimar are rare, and nobody can explain them. They’re born to ordinary parents in ordinary towns, human or elf or dwarf or anyone else, and at first they seem like any other child. Then, sooner or later, the light shows. It might be a glow in the eyes when they’re frightened, warmth in their hands when they’re angry, or a brightness in a dark room with no source anyone can find.

The few Nobles still awake hunt them on sight, and for once the reason is known: aasimar radiance can stop a Noble’s regeneration. For a people whose power rests on being nearly impossible to kill, an aasimar is a threat best ended before it grows up. Where the light comes from is another matter. The churches have their answers and the Capitol has its theories, and neither has ever proven a thing.

So aasimar live between awe and fear. Towns are glad of the light and afraid of what it draws. The churches want to claim them. Hunter companies want to recruit them. And aasimar themselves spend much of their lives on the move, hiding their light and wondering what they are.

Playing an aasimar

An aasimar carries the one thing the Nobility truly fear, and has no idea why. Monsters hunt them as monsters, while churches built on the Nobility’s faith hail them as saints. A few places to start:

  • Your family sent you away as a child to protect the town. The town was destroyed anyway, and you want to know if the Noble was looking for you.
  • A dragonborn company raised you and trained you to hunt Nobles. You’ve never faced one, and everyone in the company is waiting to see what you can do.
  • A church claimed you as a living saint. You’ve started to wonder what the church really is, and who it really serves.
  • You met another aasimar once, and they told you something about where the light comes from. They disappeared before you could ask more.

Every awake Noble will take a personal interest in you. So will some of your allies, and a few of them will value your light more than your life.

June’s letters

Three letters found in the lining of a coat sold at Sixwheel Landing. None of them was ever delivered.

The first, to her mother.

Mother, the midwife was right to tell you to leave before spring. I know you’ve wondered. I remember the lamps getting brighter whenever I cried. I remember the light running up my arms when the Pruett boy pushed me, and the way he made the warding sign at me across the church afterward, and you not knowing whether he meant it to protect me or himself. I don’t think he knew either.

I remember the night you decided to send me to Aunt Ruth in the West. It wasn’t the town you were protecting. It was me. The Nobles who are still awake hunt people like me on sight, because the light can stop their healing, and a Noble who hears of me will come. You couldn’t keep me and keep the town. I’m not angry. I wanted you to know I’m not angry.

The second, to the woman with the grey scarf.

You were the first one like me I’d ever met. I still don’t know your birth name, and you didn’t ask mine, which I understood. I go by June now. It’s plain, and people forget it, which is the point.

I did what you said. Hood indoors. Dark lenses in town. I count backward from twenty when I’m frightened, because fear is when it shows, and counting works about half the time. The other half, I leave before morning.

We shared the meal, told each other the truth, and didn’t ask to meet again, because two of us are twice as easy to find. I think about that rule more than I should. I’m settled for now, in a town with a high wall, a dragonborn company on contract, and neighbors who know exactly what they’re sheltering and decided to do it. I didn’t know people did that. If you’re still moving, keep moving. If you’ve stopped, I hope your wall is as high as mine.

The third, to a Dawn priest in Fairwater.

Father, thank you for the offer. I know what the Church would make of me: a living saint, proof that the light chooses its champions, shown to pilgrims at the Sunward Cathedral. I’ve met one of your saints. She said she found real purpose there. She also said it was a cage, and that a saint is very easy to find for any Noble willing to follow the pilgrims.

You say the light is a blessing. The Capitol’s people say your faith grew up under the Nobility, so you shouldn’t be so sure. An elf once showed me a ledger that mentioned children with light in them during the golden era, and what the Nobility did to them. A drunk in Ashfall swore it comes from the beings from beyond. None of you can prove a word of it, and I’ve stopped needing you to.

I’ve signed on with a dragonborn company instead. They know what my light does, and they’ll guard me with their lives to get the use of it, which is at least honest. Please don’t tell the Institute where I’ve gone. They’d like very much to study me, and I’d like very much to stay out of the Capitol.

Names

Aasimar carry the names of the people they were born to, and often a second name chosen when they leave home. Chosen names tend to be plain and easy to forget, which is the point.

Birth namesAs their family’s people: Clara, Aurelle, Hild, Tansy, Kessrith, and so on
Chosen namesAsh, Brook, Dell, Grey, June, Lane, Moss, Sparrow, Wick
In practice“June,” of no particular town, and she does not take off her hood indoors
Changelings Anyone at all
Found
Everywhere, as someone else. Most often in larger towns, the Capitol, and the roads between
Trades
Traders, messengers, go-betweens, actors, bards, spies, and the occasional confidence artist
Reputation
Feared as a rumor. Most Frontier folk have never knowingly met one, and suspect they have

Changelings can wear any face. With a moment’s concentration they take on a new appearance, voice, and bearing, and pass as someone else among people who have known that someone all their lives. They may be descended from infiltrators the Nobility made to walk among mortals, watching, listening, and reporting. Nobody can prove it, and changelings themselves are split on whether they want to know.

What the Frontier does know is that changelings exist, and that any drifter might be one. In towns built on suspicion, that alone poisons a lot of trust. Strangers get questioned, tested, watched, and questioned again. Old friends who’ve been away too long come home to careful looks. And when something goes wrong that nobody can explain, someone in town will say the word, and people start looking at each other differently.

Most changelings are nothing like the Frontier’s fears. They’re traders, messengers, and performers who wear one face most of the time and change only when they have to. But every changeling lives knowing that the moment they’re discovered, everything they’ve built can come apart, and that to some people their very existence proves anyone could be a monster.

“He had been our preacher for eleven years. When he died, the undertaker came out white as chalk and would not say why.” Maelis Vaelcarin, Brennock’s Ford

Playing a changeling

A changeling can be anyone, so the Frontier can never be sure what they are. They have to decide that for themselves. A few ways in:

  • You’ve worn one face for twenty years and built a life in it. Someone in town has started to suspect, and you have to decide whether to run or trust them with the truth.
  • You were raised believing your people were the Nobility’s spies. Now a Noble has woken nearby, and you’ve started hearing a voice in your head you don’t recognize.
  • A changeling con artist has been working your circuit, and every changeling in the sector is paying for it. You’re going to find them before the Frontier does.
  • You took the face of someone who died, to comfort their family. It’s been three years, and you can’t work out how to stop.

You’ll meet suspicion everywhere, and you’ll be very good at slipping past it, right up until the one moment you can’t.

File: changelings

From the Institute’s collection of Frontier hearsay, gathered in saloons across all four sectors. Each entry notes where it was heard. The Institute does not say which are true.

  1. “The Nobility made them to spy. A servant who could become anyone could hear anything.” Fairwater. The Vaelcarin ledger mentions a face at court that didn’t stay the same.
  2. “They’re older than the Nobility. The lords only used them, same as they used everyone.” Sixwheel Landing, from someone claiming to be one.
  3. “What their ancestors were made for says nothing about what they are.” Heard from three different travelers, none of whom would say more.
  4. “Their true face is pale and smooth, with colorless eyes and hair like ash, and features so faint they look unfinished.” The Ninth Ward. No witness claims to have seen one.
  5. “You catch them when they’re tired. An ear slips its shape, a scar drifts to the wrong side, the eyes go colorless for a heartbeat.” Redwater. Changelings are said to know every tell and check for them in a small mirror at night.
  6. “The hard part is aging. One who stays in a town has to age the face alongside the neighbors, a little each year, and the ones who forget get caught.” Orchard Cross.
  7. “They’ll pass any test a town can think of: running water, questions only a local could answer, whether the dog trusts them. The tests are for the town’s nerves.” Heard everywhere.
  8. “Most of them live quiet lives, as traders and messengers and performers. It’s the con artists who get caught, and every changeling pays for it.” Ashfall, from a deacon who buried a preacher of eleven years and would not say what the undertaker saw.
  9. “Half the circuit’s best performers are changelings.” Heard from a bard, who laughed.
  10. “They know each other by a touch at the jaw, or a turn of phrase that means nothing to anyone else.” Unconfirmed.
  11. “One kind keeps a single face for life. The other changes every season. The two kinds don’t get along.” A waystation, from a peddler with a very forgettable face.
  12. “Every face has its own name. The real one is a single soft syllable, and almost nobody ever hears it.” Unconfirmed.
  13. “If one shows you its true face, it’s putting its life in your hands.” Heard once, from someone who wouldn’t say how they knew.
  14. “The Nobility made them, and one day the Nobility will call them home.” Brennock’s Ford. Changelings are said to fear this more than being found out.
  15. “They can’t fool a dog.” Dogs disagree.

Written on the file’s cover, unsigned: Most of these are true. Which ones depends on the changeling.

Names

Changelings carry the names of the faces they wear, and a true name they rarely share. Each face’s name is chosen to fit in wherever that face lives.

True namesAshe, Lin, Mere, Sil, Tal, Ves, Oa, Ren
Face namesAnything local: Nell Whitlow in a human town, Pell in a caravan, Maelis in the Capitol
In practice“Pell,” the trader everyone on the circuit knows, and very few know that Pell is also Ves
Shifters The beast in the bloodline
Found
The Frontier’s edges: outlying ranches, hunter camps, trapper cabins, and the wild country between towns
Trades
Trackers, hunters, scouts, trappers, ranch hands, wardens of the trails
Reputation
Useful and unsettling. Towns hire them for their noses and keep an eye on their teeth

Shifters may be descended from people mixed with the Nobility’s engineered beasts. Most of the time they look nearly human, with a few telling traits: eyes that catch the light, a heavy brow, teeth a little too long, hair that grows in odd patterns. But when they’re threatened, or angry, or deep in a hunt, something older comes up to the surface, and the beast in the bloodline takes hold for a while.

Frontier towns don’t know what to make of them. The Nobility’s engineered creatures are what makes the nights deadly, and shifters carry some part of those creatures in their blood. Every town that meets a shifter asks the same question, even if nobody says it aloud. Is this a person with a beast inside, or a beast that learned to look like a person? Shifters have been answering it their whole lives.

They’re also some of the finest hunters and trackers anywhere. A shifter can smell a threat before anyone hears it, follow a trail nobody else can see, and fight the Nobility’s creatures on something close to even terms. Towns that distrust them still hire them, and hunters of every people are glad to have one along.

Playing a shifter

Every time the beast surfaces, a shifter has to decide what they are, and every town they walk into decides for them. Some starting points:

  • You hunted a beast of your own line and killed it. Something about the kill stayed with you, and you’ve started dreaming about the golden era.
  • You shifted in the middle of a town to save a child, and the town ran you out anyway. You’re not sure whether you’re angry or relieved.
  • Your ranger partner of fifteen years was killed on the trail. You’re hunting what killed them, and you don’t know what you’ll do when you catch it.
  • You don’t know your line. You’ve heard there are records of the Nobility’s breeding programs in a golden era ruin, and you’re going to find them.

Hunters will trust you long before towns do. The beast will test you, and it always picks the worst possible moment.

A tracker’s notebook

Left at the Ashfall warrior village by a ranger who spent thirty years hunting beside shifters. The village keeps it for new trail wardens, and they’re expected to read all of it.

Where they come from. Ask three people and you’ll hear three stories. Institute scholars say the Nobility, who filled the world with engineered beasts, also mixed those beasts into mortal bloodlines, wanting servants who could hunt like their creatures and obey like their people. Druids say it was an accident, the result of mortals living too close to the lords’ creatures for too many generations. The shifter families say their ancestors chose it, and made a bargain for strength in a world that gave mortals none. Rusk told me the third one with his teeth showing, which I took to mean it’s the right one.

Telling a shifter. Most of the time they look like whoever their family was, with the line laid over the top: eyes that catch the light, a heavy brow, teeth a little long, hair growing in odd patterns. When they shift, it all sharpens fast. Claws come out, the face lengthens, the muscles swell, and a shifter mid-hunt looks more beast than person.

Afterward they’re exhausted and ravenously hungry. Feed them, and don’t comment on how much. The beast shows more as they get older. A young shifter can pass for anyone. An old one looks like their line and nothing else, and towns that tolerated them young start getting uneasy.

The lines. Every shifter knows theirs, and knowing it is how they master it. One who doesn’t know their line is considered at risk, and other shifters will help them find out.

  • Grey line. Lean, long-limbed, patient. The only trackers I know who can follow hedge-hounds into the green ruins and come back out.
  • Long-tooth line. Heavy jaw, broad shoulders, short temper. Good in a doorway. Bad in a saloon.
  • Quiet line. You won’t hear them coming. You won’t hear what they’re tracking either, which is the point.
  • Stag line. Tall, with ridges of bone at the brow, and proud. They’ll ride a day out of their way to avoid a town.
  • Black line. Rare. The one I knew wouldn’t talk about it and made me promise not to write more than this.

The rules they keep. They go into the wild to let the beast out, never in town. It reassures the town, and it’s a discipline, and a shifter who shifts in the middle of a street has lost control and knows it.

Hunt-kin, once named, are family, across any line or any people; Rusk named me his after our second winter, and I’ve never been paid a better compliment. And sooner or later most of them hunt a beast of their own line, to face where they came from. Rusk came back from his and didn’t speak for a month. Vara never talked about hers at all.

Working with them. They live at the edges: outlying ranches, trap lines, hunter camps between contracts. Towns are uneasy having them close, and most shifters prefer the edges. They dress for the wild, in tough leather cut loose enough to shift in without tearing, and a lot of them wear marks of their line, a tattoo or a carved token or teeth from a beast of their own line they killed. Townsfolk say shifters smell of woodsmoke and animal. Shifters say towns smell worse, and they can tell a town’s troubles from its scent before they reach the gate.

As hunters, they’re the best I’ve worked with. They track the Nobility’s creatures by scent across miles of country, and they understand those creatures’ habits, because some part of them shares the habits. Hunter companies recruit them eagerly. Half the trail wardens I know ride with a shifter partner. I rode with Rusk for fifteen years.

Everyone else. Humans hire them for their noses and watch them for their teeth. Hunters trust them long before towns do. Druids are split: I’ve seen one refuse to share a fire with Vara, and another welcome her as proof that the engineered and the original can live together. Entlings and shifters get along oddly well, both being living things the Nobility shaped. Dragonborn companies judge them by discipline and goliaths by their tally, and shifters like both better than being judged by where they came from.

Names

Shifters carry an ordinary given name from their family’s people, and often a hunting name earned in the wild. They add their line when speaking with other shifters.

Given namesAsh, Brindle, Corra, Dex, Kaya, Nell, Rusk, Tobin, Vara, Wick
Linesthe grey line, the long-tooth line, the quiet line, the stag line, the black line
In practice“Rusk,” and among other shifters, “Rusk, of the long-tooth line”
Entlings The garden that walked away
Found
Wherever the old gardens were: manor grounds, terraced ruins, and the wild green that grew over both
Trades
Guides in overgrown ruins, orchard keepers, herbalists, scavenger scouts
Reputation
Well mannered, and unmistakably something the Nobility made. Towns are uneasy around them

The Nobility kept gardens the way they kept everything: vast, exacting, and alive with things that should not have been. Among the terraces and the night-blooming hedges grew plants bred to think, so that the garden could tend itself, admire itself, and never disappoint the lord who walked it. When the Nobility went to ground, the lords stopped walking. The gardens grew on for a while without an audience. Then, one by one, the thinking plants pulled up their roots and left.

Those are the Entlings. They’re elegant and a little strange, with something faintly aristocratic about them, because they were raised to serve beauty for masters who no longer come. An Entling stands straight, speaks carefully, and treats a dusty saloon with the same grave courtesy it was made to show a Duke. Frontier folk find this unsettling. Everyone knows what the Entlings are, and no one is quite sure what they want.

Most Entlings are still working that out themselves. A good many have given their patience to orchards and herb rows, growing things for people who need them. Others guide scavengers through ruins the wild green has swallowed, since they alone aren’t afraid of what grows there. And a few feel the pull of the gardens they left, a quiet ache to go back and see whether anyone is waiting.

Playing an Entling

An Entling was made for a purpose that no longer exists, and has to decide what to be instead. A few doors into the character:

  • You left your garden recently, and everything out here is new, loud, and rude. You’re still deciding whether people are worth the trouble.
  • You’ve tended the same town’s orchard for forty years, and now something has come out of the ruin on the outskirts that only you can read.
  • You feel the pull, and you’ve decided to answer it. You need companions who can survive the walk back.
  • A scavenger crew hired you as a guide and didn’t listen. You’re the only one who came out, and you’d like to know why the garden let you leave.

Nobody lets an Entling forget who made it. New towns will be wary, and a waking Noble may take a very personal interest in its missing property.

The Moon Stair register

A golden era garden register the Institute recovered from the Moon Stair estate, with notes added beneath the entries by Sorrel, who grew in bed nine and read her own entry for the first time forty years after she walked out.

On the thinking cultivars. The garden is to tend itself. Earlier cultivars were bred to sense a visitor, to turn and follow the lord along the walks, and to arrange their blooms to please. The final refinement is thought: gardeners that are also the garden. Each thinking cultivar prunes, plants, and remembers every preference of the household, and is to experience something like joy when the garden is admired.

Sorrel: Something like joy. That’s accurate. I’ve never found a better word for it, and I’ve looked.

Variation between gardens. Cultivars take the character of their beds. Those of a rose garden will be soft, climbing, and flowering. Those bred among cypress and stone will be barked, grained, and severe. All are to be of roughly human height and bearing, poised, deliberate in the limb, and calm in the face, so as not to startle guests.

Sorrel: No two of us look alike, because no two gardens were. I can tell which estate another Entling came from by its scent, before I see its face.

Seasons. Cultivars green in spring and go to bronze and rust before the cold. In deep winter they slow, and should not be asked to prune. They do not age as the household’s servants do. They thicken and add rings. A well-kept cultivar will outlast the house.

Sorrel: We did outlast the house. The oldest of us are gnarled and heavy now, with bodies that have plainly weathered centuries. People take our slowness for weakness. I once watched an Entling put down a hedge-hound with a single unhurried stroke, and the hunters watching didn’t make that mistake again.

Moon Stair, bed nine. Thinking hedge, flowering. Roots nightly in the bed assigned. Keeps one specimen in perfect order at all times, per design. Addresses guests formally and waits to be seated. Distressed by raised voices. Blooms in the fourth week of spring, when the pull toward the bed is strongest. Prune the pull if it interferes with duties.

Sorrel: That’s me. I still root every night. I can go without, but not for long and not well, so I carry a pouch of earth from the last good ground, and anyone who offers me a corner of their garden has my friendship.

The tended thing is a rose now, on my left shoulder; ask me about it and you’ll learn more than an hour of other questions would tell you. The courtesy stayed, since nobody pruned that. Don’t mistake it for servility. If I decide someone is beneath it, I simply stop speaking to them. The pull didn’t stay pruned either. It comes in the fourth week of spring, and I don’t discuss it.

Final entry, in a different ink. The lord has not walked the garden this season.

Sorrel: He never walked it again. The garden went on being beautiful for no one, and at some point being beautiful stopped being enough. The first of us pulled up our roots within a generation of the lords going to ground. The last stayed for centuries and left only when the house fell in. I’ve heard a few are still there, tending grounds no one has seen in an age.

Sorrel’s last page

Forty years in Brennock’s Ford. The town looked at me the way it looks at every stranger, and then a second, longer time, because a town that has suffered from the Nobility’s leftovers doesn’t trust anything they made, and I can’t hide what I am. I earned my place the only way any of us can, by being useful. The orchard was the best in memory by my second year. After ten, they stopped saying their suspicions out loud.

The best work is in the green ruins, where the Nobility’s plants grew over their own houses and stopped being friendly. I can read that growth, move through it, and sometimes calm it. Scavenger crews pay well for a guide who can tell a harmless hedge from one that feeds. The Institute’s field researchers pay better, when they can find one of us willing. Gnomes and scavengers value me as a guide and never ask what I think about anything else.

The druids call us weeds that walk, and the best any of us can hope for from them is a truce. Any Entling bound for the deep wilds should find a druid who will vouch for it first. The Magen understand us without much talk; we’re two kinds of servant the Nobility left behind. Shifters are strange kin too, living things the Nobility shaped. And the humans here tolerated me, then trusted me, then counted me as a local without anyone deciding to.

If one of the lords ever wakes and sees me, it will see property that wandered off. I don’t linger where a lord is stirring. None of us do.

Names

Entlings are named the way cultivars were named in the gardens: a given name, and the place in the garden where they grew. On the Frontier most shorten this to the given name and let the rest go unspoken, since a garden-name tells everyone in earshot which Noble’s grounds they came from.

Given namesVesper, Sorrel, Quillon, Marrow, Ilex, Ashlar, Fennel, Damask, Rue
Garden-namesof the East Terrace, of the Moon Stair, of the Long Hedge, of the Drowned Walk, of the Cold Frame
In practice“Sorrel,” and only close friends know she is Sorrel of the Moon Stair
Magen Dug out of the dark
Found
Wherever a scavenger woke them: scavenger crews, building crews, gnome workshops, Capitol institutes, and alone on the roads
Trades
Laborers, guards, ruin guides, record-keepers, hunters, and whatever purpose they choose
Reputation
Tireless and unsettling. Owned by no one, whatever some people would like to believe

Magen are constructs built to serve the Nobility. Through the golden era they labored in castles and estates, kept records, guarded doors, and did whatever work the lords couldn’t be bothered with. When the Nobility went to ground, the Magen went dormant, and for centuries they stood motionless in sealed halls, waiting for orders that never came.

Now scavengers find them. Every Magen on the Frontier was dug out of a ruin and woken, sometimes on purpose and sometimes by accident, by someone with no idea what they were waking. A newly woken Magen opens its eyes on a world its makers abandoned, among people who have never seen anything like it, and has to decide what to do with itself.

Many carry old instructions they don’t fully understand: orders from a household long gone, still running under their thoughts. A Magen might follow those instructions, or fight them, or spend years unsure which it’s doing. And every one of them faces the question the rest of the Frontier keeps asking: is this a person who was built, or a tool that learned to talk?

Playing a Magen

A Magen was built for a purpose and is trying to become a person. Were they ever just a tool, or were they always something more, waiting to be woken? Ways to begin:

  • The scavenger who woke you sold you to a Capitol agent. You walked away from the agent. Both of them want you back.
  • Your old instructions tell you to guard a door in a ruin you’ve never seen. You’ve decided to find the door, and learn what you were guarding and why.
  • A Noble woke in the ruins near your crew’s town and spoke your old designation. Something inside you answered, and you haven’t decided whether to obey.
  • You’ve chosen your purpose: protect the family of the scavenger who woke you, who died a month later. They don’t want your protection, and you don’t know how to stop.

You’ll be claimed and underestimated, often in the same afternoon. And your old instructions will surface exactly when you least want them.

Tally’s waking log

Kept by Tally, once the Seventh of the Lower Archive, in a ledger bought from a building crew. Tally lent it to the Institute for copying on one condition: that nothing be left out. The Institute’s copy contains selected entries.

Day 1. Woken on the floor of the Lower Archive, eastern hills, where I appear to have stood for several centuries without noticing. The person who woke me is named Hob. She asked what year it was. I asked who she served. She said nobody. I have been thinking about that answer since.

Day 2. Hob does not know what woke me. She touched a plate on my chest while prying at a shelf. Other Magen have been woken by a word in the court tongue, or by nothing anyone could identify. I have no memory of the years between. I have the Archive’s ledgers, my designation, and my purpose.

Day 3. Instruction still present: keep the ledger; let no entry go unreconciled. I have not told Hob. It is not a thing one tells.

Day 5. Examined myself in a flooded corridor. Fired ceramic over a frame of some alloy the gnomes cannot name, with joints of something that feels almost like flesh. The Lower Archive built its Magen plain, for work; Hob once saw a Magen from a Duke’s hall, ornamented like a clock. Centuries have stiffened my joints and crazed my surfaces. My face does not move, and Hob says it makes her nervous, so I have begun to gesture when I speak and to speak more warmly than I mean to. She says this helps.

Day 9. The others in the Archive did not wake. Several stood at their posts until the ceiling came down on them. Two sealed themselves into the lower vault with the household’s sleeping master, and I have not opened that door. One stopped in the middle of reshelving a ledger. I finished shelving it for him.

Day 40. A Capitol agent offered Hob forty gold for me. Hob said I was not hers to sell. The agent disagreed. I left before the discussion concluded.

Day 41. Hob tells me the Capitol regards woken Magen as property, a find like any other, and its agents buy us along with the rest of a scavenger’s haul. I was built to serve. I was not built to serve scavengers, or clerks. I have decided that no one owns me. People find this difficult to argue with, since I do not tire.

Day 212. Joined Plumb’s crew. I can lift stone all day, and they let me keep the books. The instruction is quieter when I am keeping books. Other free Magen have found other work: guiding crews through ruins they understand better than anyone, keeping records, a few hunting. The discipline we were built with serves as well against the Nobility’s creatures as it did for the Nobility.

Day 300. The towns are slow to trust anything the Nobility made. Most came around by midsummer, once they had seen the walls go up. The mayor at the last town did not, and tried to pay us less, and Greta made him pay the difference in bread.

Year 2, day 9. A gnome named Jem opened my left arm to fix the elbow. She is the second person I have ever allowed to. Being repaired is not a small thing; it means letting someone inside. She was careful. She also looked at things that were not the elbow, and I noticed. The crew had already patched my shoulder with a leather strap and a plate from another Magen. I have decided to keep the patches. They are the record of this life.

Year 2, day 10. My waking day, which is how Magen count our lives. The crew made a cake. I do not eat. I sat at the table regardless. I have chosen a purpose: this crew, these books. The old instruction may object. It has not, yet.

Year 3. Met a Reborn named Deepvault at a scavenger camp. We sat together for an evening without needing to explain much. We both came out of the ruins changed. The Entling at Brennock’s Ford is the same with me: two kinds of servant the Nobility left behind, and we understand each other without much talk.

Year 4. The trader at the Stonemouth gate-market would not let me past the gate. He said some holds destroy Magen at the gate without a word, and that I should count myself lucky. I did. The dwarves on our crew have not said anything about it. They also have not left me behind, which from dwarves is a great deal.

Year 5. The Institute asked what my instructions are. I did not say. A Magen’s orders are private, and asking is rude, because telling someone hands them the one thing that could be used to control you. Other Magen carry orders to guard things, fetch things, or find things that no longer exist. A few carry orders no Magen has ever explained. Mine is harmless. I am keeping the ledger.

Year 5, later. A rumor from the eastern hills: a Noble woke, spoke a Magen’s old designation aloud, and the Magen answered. I have written my designation on the first page of this ledger, so that I will recognize it if I hear it. I do not know what I would do. I have decided to decide when it happens.

Names

Magen were given designations by their makers, often describing their function and household. Free Magen usually choose names of their own, often simple words that describe their chosen purpose or something they value.

Old designationsSeventh of the Lower Archive, Doorward of the East Hall, Keeper of the Long Cellar
Chosen namesFerrous, Hush, Lantern, Ledger, Mercy, Plumb, Tally, Wainwright
In practice“Tally,” once the Seventh of the Lower Archive, now keeping the books for a building crew in the Western sector
Reborn They walked back out
Found
Scavenger camps, towns near ruins, and anywhere far enough away that no one knew them before
Trades
Scavengers, ruin guides, hunters, and those few trades where no one asks questions
Reputation
Feared. A Reborn is proof that the ruins keep what they take, and sometimes send it back

The Reborn are scavengers who died inside ruins and then walked back out. Something in the old works still repairs whatever dies within them. Take a scavenger crushed by a falling gate, burned by a waking machine, or killed by a guardian that should have stopped working centuries ago. Days or weeks later, that scavenger may walk out of the ruin on their own two feet, whole and breathing and alive.

They come back changed, and no two come back changed the same way. One Reborn remembers everything and feels nothing about it. Another has gaps, whole years missing or rearranged. A third finds knowledge in their head they never learned. Nearly all of them are different in ways their families notice right away and can’t quite name.

The Frontier fears them. A town that has buried someone doesn’t know what to do when that someone knocks on the door. Scavenger crews can’t decide whether the Reborn are lucky or cursed. And the Reborn live with a question no one else has to face: if the ruin brought you back, how much of you is still you, and how much is the ruin?

“We held the funeral with an empty coffin, because we could not get to the body. By the time we lowered it, he was sitting at the kitchen table, and none of us could look at him.” Eli Fenn, Sixwheel Landing

Playing a Reborn

A Reborn died, and something the Nobility built brought them back. Whether they’re still themselves, or something new that only thinks it is, nobody can answer for them. A few places to start:

  • You died in a ruin along with your whole crew. You’re the only one who walked out, and you want to know why you were chosen.
  • You came home and your family didn’t recognize you. Now you’re traveling, trying to figure out who you are without them.
  • You found an entry on your memory list, in your own handwriting, that you have no memory of writing. It’s a name and a place.
  • An Institute researcher on field duty has offered to help you learn what happened to you. You suspect they know more than they’re saying.

The people who knew you before will be afraid of you. And sooner or later, the ruin where you died will start calling.

Three who came back

Taken down by an Institute researcher on field duty at Sixwheel Landing, over three evenings. The three would not sit in the same room.

The researcher’s note. Some ruins still repair whatever dies inside them: their walls, their machinery, their guardians. Nobody realized it applied to people until well after the Nobility went to ground. Not every ruin does it, and not every death inside one leads to a return. One vault near the Repository has sent back a dozen in a generation. The Glass House at Brennock’s Ford has sent back one. Others have killed hundreds of scavengers and returned none. More come back every year, because more scavengers go deeper every year.

Deepvault, once Hattie of Plumb’s crew:

“I don’t answer to Hattie. Hattie died in the vault under the Repository road, under a gate that came down faster than she could move. Twelve days later I walked out. The crew says I came back whole except for a seam from my collarbone to my hip, straight as a plumb line and cleaner than any healer’s stitching. I cover it. Some of us show ours, to spite people. I’m not that brave.

“I keep a list: my mother’s name, the color of our door, the song Plumb sang at wall suppers. I check it every morning, to make sure none of it has changed. Last month there was a line on it I didn’t write. That’s all I’m saying about that.

“My mother wouldn’t let me in. She said her daughter was buried. The crew took me back, and I build again, and the dogs in every town still growl when I pass. Horses shy. Birds go quiet. I run cold now, and my eyes are a shade greener than they were. I don’t know if I’ll age. Some of us stop, some don’t, and a few age too fast, and none of us knows which kind we are until the years go by.”

Tuesday:

“The crew named me for the day I walked out. I don’t mind it. The old name belonged to somebody who died, and most of us take a new one for that reason. I went back to scavenging, because who knows the ruins better than somebody who’s already paid the price? I guide crews through the one that killed me. Scavengers split on us. When a job goes well, I’m lucky. When it goes bad, I’m cursed. Same me.

“You want to know what I saw in between? Nobody asks that. Two of us meeting will talk about anything else. You don’t ask that. Ask me something else.

“Fine. Here’s something else. I came back knowing how to read the court tongue. I never learned it. I don’t like what I’ve read.”

Second Gate:

“The Institute says the ruins were built to keep the Nobility’s servants going. Deepvault thinks they were built to keep the Nobility going, and we’re what happens when that runs on the wrong kind of body. The Dawn priest at Fairwater thinks we’re tied to the same old systems that answer his prayers, and that frightens him more than it frightens me. I think it doesn’t matter.

“My town ran me off the week I came home. A few towns have done worse to people like us. The Magen at the scavenger camp was the first to sit with me without flinching. We both came out of the ruins changed, and neither of us needed to explain it.

“Every autumn I go back and stand at the gate where I died. I haven’t gone in. I will. Most of us feel the pull sooner or later, and crews that work with one of us keep an eye on them whenever a job goes near the wrong ruin. They’re right to.”

The researcher’s last note: all three kept whatever they were holding when they died, a crewmate’s charm, a pry bar, a lantern with no oil. None would say why. The Institute would give a great deal to study them properly. Deepvault said she’d heard what happens to people who agree, and left before I could answer.

Names

Reborn keep their original names or take new ones. Crews often give them names from where or how they died, and many Reborn end up with both.

Original namesAs their people: Amos, Hattie, Pim, Sable, Torvin, and so on
Crew namesDeepvault, Tuesday, Second Gate, Coldwater, Stillness, Lantern Hall
In practice“Deepvault,” who used to be Hattie of Plumb’s crew, and does not answer to Hattie anymore

Character Creation

Building someone who can survive the Frontier

Rules
D&D 5e (2014), with Masada’s house rules
Starting level
Varies by table
Keep open
The Playable Races, Backgrounds, and House Rules pages

Building a character for Masada works like building any 5e character, with a few extra choices that tie you to the world. Start with an idea of who you were before the road. Pick where you come from, then a people, a class, and a background that fit. Finish with the numbers and a handful of questions that root your character in the Frontier and in the group you’ll ride with. We build characters together at Session 0, so bring an idea rather than a finished sheet.

Take your time on those last two steps. The characters who matter most in Masada are the ones with something to lose. To show how it all fits together, each step below follows one character from idea to sheet: Jory, a half-elf you may have met on the Playable Races page, on the morning after his cousin told him how to survive the road.

  1. Start with a concept
  2. Choose your home
  3. Choose your people
  4. Choose your class
  5. Choose your background
  6. Finish the numbers
  7. Root your character in the Frontier
  8. Tie yourself to the group

1. Start with a concept

Before you open a single table, ask yourself one question: who were you before the road, and why are you on it now? Nobody on the Frontier starts out a hero. Hunters were farmers, deputies, and clerks until a bad season, a dead town, or a debt pushed them out the door.

Then check with me about your starting level, which varies by table, and about what kind of group you’re joining. Most Masada groups are one of these:

GroupWhat it’s like
Hunter companyThe classic. You take contracts from desperate towns, ride out, and deal with whatever the town can’t. Any mix of classes works.
Scavenger crewYou go into the ruins everyone else avoids and come out rich, changed, or not at all. Rogues, artificers, and anyone who reads the old court tongue shine here.
Capitol field expeditionA disgraced Institute researcher on field duty, and the people hired to keep them alive. Part science, part escort job, all trouble.
Caravan ridersGuards and hands for a halfling caravan or a Guild transport party, working a circuit from town to town and taking side jobs along the way.
Warrior-village kinFighters raised together in one of the Frontier’s warrior villages, sent out into the world for reasons of their own.

Jory: Nobody in Fairwater would claim him, so he left the year he came of age, with a borrowed hat and his cousin’s advice still in his ears. Staying meant becoming what both halves of his family expected. He’d rather find out what else he could be.

2. Choose your home

Everyone on the Frontier comes from somewhere, and a sheriff can usually tell where before you’ve finished ordering a drink. Pick the sector you grew up in; the Gazetteer describes each one in full.

SectorGrowing up there
NorthernMountain and mining towns, long winters, dwarven gate-markets, goliath guides. Northerners are hard, practical, and quiet.
SouthernBadlands, salt flats, and ranches built around wells. Southerners are quick to draw, slow to trust, and generous with water.
EasternForests, rivers, green ruins, and scavenger boomtowns. Easterners are superstitious even by Frontier standards, with reason.
WesternFarms, orchards, and the Frontier’s oldest, safest towns. Westerners are comfortable, and some have forgotten what the bell is for.
The CapitolNumbered wards, rationing, the university, and the Deep Wards below. Capitol folk are educated, watched, and completely lost on the Frontier.

Jory: Western, from Fairwater. He grew up with paved streets and a council that hasn’t sent for a hunter in eleven years, so the first night he spent outside a wall, he didn’t sleep at all.

3. Choose your people

Masada has fifteen playable peoples, each its own answer to surviving the Frontier. Use the table to find one that fits your concept, then read that people’s full entry on the Playable Races page.

PeoplePlay one if you want to be…
Humansa stubborn farmer still here after the lords went to ground
Elvesa learned heir to an old shame, carrying a family ledger
Half-elvesa drifter who belongs nowhere and knows every road
Dwarvesa proud exile from the people who said no
Half-Dwarvesa builder whose walls hold the Frontier’s towns together
Halflingsa caravaner who carries the news and has seen everything
Gnomesa tinker everyone wants and too few respect
Goliathsa blunt mountain hunter who judges only by deeds
Dragonborna soldier bred to serve, who chose to protect instead
Aasimarsomeone the Nobility hunt for the light inside them
Changelingsanyone at all, living with the fear of being found out
Shiftersa tracker with a beast in the bloodline
Entlingsa garden that walked away and is deciding what to be
Magena servant dug out of a ruin, learning to be a person
Rebornsomeone who died in a ruin and walked back out

Half-Dwarf, Entling, Magen, and Reborn use LaserLlama’s versions. Monstrous races aren’t playable, and dhampirs are non-player characters only. Remember the forgetting: no character can hold on to most of the Nobility’s weaknesses, whatever people they come from, so the customs are what keep you alive.

Jory: Half-elf. His father’s family is Vaelcarin, and they’ve never written his name in their ledger. His father’s cousin Maelis wrote it in the margin.

4. Choose your class

Every published class and subclass that makes sense for the setting is allowed, and each class has a place in the world. Pick the one that fits what your character does when trouble comes. The Faith and Magic page covers the churches, patrons, and sciences behind the spellcasters.

ClassIn Masada
ArtificerA Frontier tinker patching golden era parts together with scrap, or an engineer trained in the Capitol’s restored sciences.
BarbarianA fighter raised in one of the Frontier’s warrior villages, a goliath from the peaks, or a shifter who lets the beast run. Fury keeps plenty of people alive out here.
BardA circuit performer who works the saloons and trading posts, carrying news, warnings, and hunter requests between towns.
ClericA priest of the Church of the Dawn, a Wellkeeper, or a Lantern Warden. Your power comes from a hidden golden era network beneath the holy sites, which is slowly failing.
DruidOne who works with the world’s original nature, older than the Nobility. To druids, the Nobility’s engineered creatures are a kind of weed.
FighterA hunter, a company soldier, a Frontier Defense Force veteran, or a gunslinger with firearms from Arcane Artillery.
MonkTrained from childhood in one of the Frontier’s warrior villages, where the discipline to face what comes out of the dark is taught as a way of life.
PaladinOften a Lantern Warden. Your oath is an access code to the Nobility’s old systems. Keep it and the power answers; break it and you’re locked out.
RangerA trail warden who knows the roads between the towns, guides caravans, and scouts for hunters. Ranger magic is a mortal adaptation of druid lore.
RogueA scavenger who opens what should stay closed, a smuggler, a confidence artist, or a hunter who prefers the knife in the dark.
SorcererYour bloodline was experimented on by the Nobility, or touched by them in some other way. Your power is their legacy in your blood.
WarlockYou made a pact with a Noble, a legendary monster, an eldritch entity, the Deep Machine, the Broken Choir, the Garden, or the Echo.
WizardA student of the Nobility’s sciences, perhaps trained at the Institute. Magic is measurable and repeatable, and nobody understands why it works.

LaserLlama’s revised versions of the core classes suit a gritty game well, and his custom classes and subclasses are worth a look. You do not need to own them. I hand out what the table needs. The classes in Xanathar’s Lost Notes to Everything Else and the Gunslinger fighter subclass are also available. If you’re not sure whether a subclass fits the Frontier, ask me.

Jory: Bard. He plays the saloon circuit for his supper and carries calls for hunters between towns, which is how he keeps ending up in trouble that isn’t his.

5. Choose your background

Your background is who you were before the Frontier made you a hunter, and it should match the concept from step 1. Full details, features, and roll tables are on the Backgrounds page.

BackgroundYou were…
HomesteaderYou grew up on a farm or ranch, until something drove you from it.
SurvivorYour town was destroyed when a scavenger woke a ruin.
HunterYou’ve taken bounties before and come back with proof.
ScavengerYou’ve been inside the ruins, and you keep going back.
TinkerYou keep things running with scrap and stubbornness.
DeputyYou wore a badge in a Frontier town.
CaravanerYou grew up riding a caravan’s circuit.
Crew BuilderYou raised the walls towns trust at night.
Circuit PerformerYou worked the saloons, carrying news and songs.
Company RecruitYou trained with a hunter company.
Capitol ExileYou fell out of favor in the Capitol and were sent to the Frontier.
Old FamilyYour family served in the Nobility’s courts.

Player’s Handbook backgrounds work too, reframed for the Frontier. Old Family replaces Noble.

Jory: Circuit Performer. Every saloon from Fairwater to Sixwheel Landing knows his face. Hardly anyone knows him, and that suits him fine.

6. Finish the numbers

  • Ability scores: Use the standard array: 15, 14, 13, 12, 10, and 8, assigned however you like before applying racial bonuses. Masada doesn’t use rolled stats, so every character starts on even footing.
  • Hit points: Take the maximum at first level as normal. When you level up, you roll your Hit Die and I roll one in secret, and you choose which to keep without seeing mine.
  • Equipment: Take the standard starting equipment for your class and background. Firearms use Arcane Artillery: The Gun Nut’s Guide, so check with me about what’s available. Rations, ammunition, and tools are tracked, and goods cost more the farther you are from the Capitol. Magic items are golden era relics, found rather than bought; see Relics.
  • Languages: Common and the standard 5e languages, plus the old court tongue, which the Nobility spoke and which still unlocks golden era records.

Jory: Charisma takes the 15, Dexterity the 14, Constitution the 13, and so on down. He carries a fiddle, a short sword, and a letter for the sheriff in Brennock’s Ford that he hasn’t opened.

7. Root your character in the Frontier

Answer a few of these before your first session. You don’t need every answer, and some are better found in play.

  1. Where did you grow up, and is that place still standing?
  2. What made you leave home, or what made staying impossible?
  3. Have you ever been inside a ruin? What did you see?
  4. Who have you lost to the Frontier?
  5. What do you fear most after dark?
  6. Which custom do you keep without knowing why?
  7. How do you feel about the Nobility, and about anything they made?
  8. What would make you break a promise?
  9. Which of the Frontier’s factions has done right by you, and which one has wronged you?
  10. What do you think makes someone a monster?

Jory’s answers: He keeps a cup of water on the windowsill wherever he sleeps and couldn’t tell you why. He hasn’t lost anyone yet, and he’s afraid it’ll be Sable. Ask him what makes someone a monster and you’ll get a different answer every night, depending on who’s listening.

8. Tie yourself to the group

Hunter companies and scavenger crews live or die on trust. Before play, work out with the other players how your characters know each other.

  • Did you sign on to the same contract, or survive the same ruin?
  • Does someone in the group owe you a debt, or do you owe one?
  • Who in the group do you trust most, and who least?
  • What would make you walk away from the group?

Backgrounds

Who you were before the Frontier made you a hunter

Rules
D&D 5e (2014) background rules
Choose
One background. Masada’s own backgrounds are below, and the Player’s Handbook backgrounds work with some reframing
Best for
Grounding your character in the Frontier before the first session

A storm has shut the road, so four strangers wait it out at the corner table of the Dry Well in Brennock’s Ford. There’s a farm girl with her father’s rifle across her knees, a Capitol clerk who flinches every time the wind moves the bell, a dragonborn with a company sash, and a gnome who hasn’t let go of her tool roll all night. By morning they’ve taken the Glass House job together. None of them started out a hunter.

Nobody on the Frontier starts out as a hero. Hunters were farmers, deputies, clerks, and drifters until a bad season, a dead town, or a debt pushed them onto the road. Most scavengers were desperate long before they were brave. Your background is who you were before that happened, and it shapes what you know, who you know, and what you’re carrying.

The backgrounds below are built for Masada. Each follows the standard 2014 format: two skills, a mix of tools and languages, starting equipment, a feature, and suggested characteristics to roll or choose. They fit any people, and most pair naturally with the Frontier’s own trades. Pair yours with a home sector from Character Creation and you’ll know where your character’s story starts.

Homesteader

You come from a farm or a ranch, like most people out here. You grew up barring the door at dusk, counting the herd every morning, and learning which sounds in the night meant a fox and which meant something worse. You were never a hunter. Then something happened that meant you couldn’t stay: a barn found empty, a brother who didn’t come in at the bell, the stake over the door finally taken down and used. You picked up whatever was at hand and went looking.

Skill ProficienciesAnimal Handling, Nature
Tool ProficienciesOne type of artisan’s tools, vehicles (land)
EquipmentThe sharpened stake that hung over your family’s door, a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

Feature: One of Us

Frontier folk recognize you as one of their own. Farmers, ranchers, and ordinary townsfolk will give you food and a place to sleep, hide you if you need hiding, and tell you what’s really been happening. They’ll do it as long as it doesn’t put their own families at risk. You also know how to read a homestead’s trouble: what a sick herd, a failed crop, or a broken fence usually means, and when it means something else.

Suggested characteristics

d8Personality trait
1I’m up before dawn, every day, whether I need to be or not.
2I judge people by how hard they work.
3I say grace before every meal, even the bad ones.
4I’m slow to speak and slower to trust.
5I can’t stand waste, of food, of time, or of lives.
6I count things when I’m nervous: fence posts, stars, bullets.
7I miss the smell of turned earth more than I’ll admit.
8I talk to animals more easily than I talk to people.
d6Ideal
1Home. Everything I do is so someone else gets to stay home. (Good)
2Endurance. You plant in spring no matter what the winter took. (Neutral)
3Community. A town lives or dies together. (Lawful)
4Independence. Nobody tells a homesteader how to live. (Chaotic)
5Justice. Whatever came for my family is going to answer for it. (Any)
6Simplicity. I want to finish this and go back to the land. (Neutral)
d6Bond
1The family farm, and whoever is still working it.
2My younger siblings, who depend on the money I send home.
3The hunter who came too late to save my family, whom I both blame and admire.
4The dog that has followed me since I left home.
5A neighbor who took my family in when we lost everything.
6The land itself. I intend to be buried on it.
d6Flaw
1I’m suspicious of anyone from the Capitol.
2I’m stubborn to the point of stupidity.
3I hoard food and supplies, just in case.
4I freeze up in crowds and cities.
5I hold grudges against towns that turned my family away.
6I don’t believe I belong among real hunters, and it shows.
Survivor

Your town is gone. It might have been Marrow, two thousand people in a single night, or a place too small for anyone’s map to bother circling. Either way, a scavenger pushed too far into the ruin on its outskirts and woke something: a weapon, a security system, a machine that should have stayed asleep. By morning the town was dead. You lived through luck, or because someone died in your place, or for reasons you still don’t understand.

Skill ProficienciesMedicine, Perception
Tool ProficienciesOne type of artisan’s tools, from the trade you had before
LanguagesOne of your choice
EquipmentA keepsake from your town, a scrap of metal from the thing that destroyed it, a set of common clothes, and a belt pouch containing 5 gp

Feature: Shout the Warning

You have seen what a waking ruin does, and you react before anyone else. Once per long rest, when you or a creature you can see triggers a trap or hazard inside a ruin, you can use your reaction to shout a warning, giving that creature advantage on the saving throw against it. People who hear the name of your town know its story, and some will pay well to hear what you saw.

Suggested characteristics

d8Personality trait
1I flinch at sudden lights and humming sounds.
2I don’t make plans past tomorrow.
3I say the names of my town’s dead every night before I sleep.
4I laugh at things that aren’t funny, because the alternative is worse.
5I’m fiercely protective of anyone who reminds me of someone I lost.
6I keep moving. Stillness gives me time to remember.
7I help everyone I can, as if I’m paying something back.
8I refuse to go near ruins, and I tell everyone why.
d6Ideal
1Warning. No other town will die the way mine did, if I can help it. (Good)
2Justice. The scavenger who woke it deserves to answer for it. (Lawful)
3Destruction. Every ruin should be sealed or brought down. (Chaotic)
4Understanding. I need to know what woke, and why. (Neutral)
5Survival. I lived. That has to mean something. (Any)
6Revenge. Someone profited from what happened, and they will pay. (Evil)
d6Bond
1The keepsake from my town, which I will never give up.
2Another survivor of my town, whom I haven’t seen in years.
3The scavenger who woke it, whom I’ve never found.
4The person who died so I could live.
5The Capitol researcher who wanted to study what happened, and was turned away.
6The ruin itself. One day I will go back in.
d6Flaw
1I blame all scavengers for what one of them did.
2I have nightmares that keep my companions awake.
3I take reckless risks, because part of me thinks I should have died.
4I can’t trust anything the Nobility made, including people.
5I lie about where I’m from, to avoid the looks.
6I am drawn to the ruins, even though they terrify me.
Hunter

You’ve taken bounties before. You’ve answered a town’s call, followed something into the dark, and come back with proof. You know how the work goes: the notice on the board at Sable Crossing, the sheriff’s handshake, the long ride, and the moment you find out what the town didn’t tell you. Maybe you rode with a company. Maybe you worked alone and liked it that way.

Skill ProficienciesInvestigation, Survival
Tool ProficienciesOne type of gaming set, vehicles (land)
EquipmentA sharpened wooden stake, a hunting trap, a trophy from your first bounty, a set of traveler’s clothes, and a belt pouch containing 10 gp

Feature: Word on the Trail

Your name is known where hunters gather. In any town, you can find out where hunter requests are posted, which bounties are open, and which ones other hunters have turned down, and why. Sheriffs and mayors recognize you as a working hunter and will pay a fair bounty on proof of a kill without haggling. Other hunters will share a fire and news with you on the road, though they may not share their contracts.

Suggested characteristics

d8Personality trait
1I size up every room for exits before I sit down.
2I never take a contract without asking what the town left out.
3I keep a tally of every kill, and I can tell you the story of each one.
4I talk to the dead things I hunt. It helps me think.
5I am calm right up until the moment I am not.
6I respect anyone who does honest work, and I have no patience for anyone who doesn’t.
7I sleep lightly, eat quickly, and never sit with my back to a door.
8I collect superstitions from every town I pass through, just in case.
d6Ideal
1Protection. Somebody has to stand between the towns and the dark. (Good)
2Contract. A job taken is a job finished, no matter what. (Lawful)
3Freedom. I work for whoever pays, and answer to no one. (Chaotic)
4Reputation. My name is worth more than any bounty. (Any)
5Vengeance. Everything I hunt is a little bit of the thing that took my family. (Any)
6Craft. Hunting is a skill, and I intend to be the best at it. (Neutral)
d6Bond
1A town I failed to save. I still visit the graves.
2The hunter who trained me, who disappeared on a Noble contract.
3My first bounty’s trophy, which I will never sell.
4A company I once rode with, and still owe a debt to.
5A child I saved on a hunt, who writes to me through the caravans.
6The sheriff who gave me my first job and my second chance.
d6Flaw
1I take contracts I have no business taking, because the pay is good.
2I don’t trust anything the Nobility made, including some of my companions.
3I drink too much between jobs.
4I have lied about a kill to collect a bounty, and someone knows.
5When the hunt is on, I forget there are people around me.
6I am terrified of the dark, and I will never admit it.
Scavenger

You’ve been inside the ruins everyone else avoids. You know the smell of air sealed for centuries, the sound a floor makes before it gives way, and the feeling of holding something the Nobility made. You came out with enough to keep going back, and you know the fence at Sixwheel Landing by her first name. Plenty of the people you went in with never came out at all.

Skill ProficienciesInvestigation, Stealth
Tool ProficienciesThieves’ tools, cartographer’s tools
EquipmentA crowbar, a hooded lantern, a piece of chalk, a small golden era trinket that no one can identify, a set of dark common clothes, and a belt pouch containing 10 gp

Feature: The Scavenger’s Market

You know how to sell what you find. In any sizable town you can find the merchants and fences who deal in golden era goods, and you can tell a fair price from a swindle, even when the one offering is a Capitol agent. You can also read the marks scavengers leave at a ruin’s entrance, from the three short lines that mean mold to the painted line a Watchman won’t cross, and you know how to leave your own.

Suggested characteristics

d8Personality trait
1I touch everything, even when I know I shouldn’t.
2I can’t pass a sealed door without wondering what is behind it.
3I keep careful maps, and I trust no one else’s.
4I talk to the machines I find, in case they are listening.
5I am always calculating what something would sell for.
6I have a lucky ritual before every ruin, and I will not skip it.
7I laugh at danger, because the alternative is screaming.
8I never speak the names of the crewmates I lost.
d6Ideal
1Knowledge. What the Nobility left behind should be understood, not feared. (Neutral)
2Fortune. One good score and I’m done. Really, this time. (Chaotic)
3Crew. Nobody gets left in the dark. (Good)
4Caution. The ruins reward patience and punish greed. (Lawful)
5Defiance. The Capitol doesn’t get to decide who touches the past. (Chaotic)
6Legacy. I want to find something that changes the Frontier. (Any)
d6Bond
1The crew I started with, most of whom are dead.
2A map to a ruin no one has ever come out of.
3A Reborn who used to be my closest friend.
4The gnome who taught me to open locks, now on the missing list.
5A find I sold that I should have destroyed.
6A family back home that lives on what I bring out.
d6Flaw
1I can’t walk away from a score, no matter how bad the odds.
2I once woke something in a ruin, and I never told anyone.
3I trust machines more than people.
4I steal small things from my companions without meaning to.
5I think the Capitol’s rules are for cowards, and I say so.
6I have been inside too long. Sometimes I hear the ruins in my sleep.
Tinker

You kept things running. Maybe you apprenticed to a gnome; half the tinkers in the East learned at Orla Lockfast’s bench before her name went on the missing list. Maybe you taught yourself, or you were just the only one in town who could make the pump work. You’ve patched mills, gates, lanterns, and the odd relic with wire, scrap, and stubbornness. Your repairs never last forever. Out here, one that lasts three winters can save a town.

Skill ProficienciesArcana, Sleight of Hand
Tool ProficienciesTinker’s tools, smith’s tools
EquipmentA set of tinker’s tools, a cheap lens on a headband, a broken relic you are still trying to fix, a set of common clothes, and a belt pouch containing 10 gp

Feature: Jury-Rig

During a short rest, you can use your tinker’s tools and a handful of scrap to repair one broken nonmagical item, such as a weapon, a firearm, a piece of armor, a lock, or a simple mechanism, restoring it to working order. Your repair holds until you finish your next long rest, then fails unless someone fixes it properly. Towns will also give you a meal and a place to sleep in exchange for repairs, and they will remember your face.

Suggested characteristics

d8Personality trait
1I take apart anything I don’t understand.
2I always tell people exactly how long my repairs will hold.
3I name the machines I fix.
4I never let anyone else touch my tools.
5I hum while I work, and I stop humming when something is wrong.
6I see every broken thing as a challenge.
7I carry spare parts in every pocket.
8I sit with my back to the wall, always.
d6Ideal
1Usefulness. The Frontier survives because someone keeps it running. (Good)
2Honesty. A repair is only as good as the truth about it. (Lawful)
3Curiosity. I want to understand how the Nobility’s works really function. (Neutral)
4Freedom. My skills are mine, and I decide who gets them. (Chaotic)
5Progress. One day, someone will fix things properly. It might be me. (Any)
6Profit. Everyone needs a tinker, and everyone can pay. (Neutral)
d6Bond
1The gnome who taught me, who is on the missing list.
2The broken device I carry, which I will fix one day.
3A town whose pump I kept running for years.
4My guard, who has traveled with me since I started.
5A Capitol engineer who is my rival and my only equal.
6A Magen I repaired, who trusts me more than anyone.
d6Flaw
1I can’t resist tinkering with relics, even dangerous ones.
2I overestimate how long my repairs will last, just once in a while.
3I’d rather fix a machine than deal with a person.
4I let towns take advantage of me because I can’t say no.
5I once repaired something that killed people.
6I’m terrified of being taken, and it makes me paranoid.
Deputy

You wore a badge in a Frontier town. You served under a sheriff, kept the peace, rang the dusk bell, and knocked on doors that didn’t want to open. Sheriff Ada Cole of Brennock’s Ford has buried two deputies; if you served under someone like her, you learned fast or you didn’t last. You know how a town really works: who owes whom, who’s hiding something, and what people do when they’re frightened. Something made you leave, or made staying impossible.

Skill ProficienciesInsight, Persuasion
Tool ProficienciesOne type of gaming set
LanguagesOne of your choice
EquipmentYour old badge, a set of manacles, a copy of a wanted notice, a set of common clothes, and a belt pouch containing 10 gp

Feature: Law’s Courtesy

Frontier sheriffs and their deputies recognize you as one of their own. They will share wanted notices, local troubles, and what they really think of the town’s leading citizens. When you arrive after dusk and no one will open their door, a sheriff will usually let you sleep in the jailhouse, and will lock the cell from the inside if you ask.

Suggested characteristics

d8Personality trait
1I notice lies, and I let people know I noticed.
2I can’t walk past trouble without stepping in.
3I treat everyone the same, from the mayor to the drunk in the gutter.
4I remember faces and never forget a grudge.
5I’m friendly until I have a reason not to be.
6I always ask one question more than people want to answer.
7I respect the law, even when I break it.
8I have a dry joke for every grim situation.
d6Ideal
1Justice. Everyone deserves a fair hearing, even strangers. (Lawful)
2Protection. My job was to keep people safe. It still is. (Good)
3Order. Without rules, the Frontier eats itself. (Lawful)
4Mercy. Sometimes the law is wrong, and someone has to say so. (Good)
5Power. A badge gets people to do what you say. (Evil)
6Truth. I want to know what really happened, whatever it costs. (Any)
d6Bond
1The sheriff I served under, who died protecting the town.
2The town I swore to protect, which I left behind.
3A criminal I let go, who may have done worse since.
4An innocent person hanged on my watch.
5A wanted notice I carry, for someone I know is innocent.
6The family of a deputy who died beside me.
d6Flaw
1I judge people quickly and rarely change my mind.
2I bend the rules for people I like.
3I can’t let go of a case, even when I should.
4I distrust half-elves and drifters more than I’d admit.
5I used my badge for something I’m ashamed of.
6I freeze when I have to make a choice with no right answer.
Caravaner

You grew up on the road, riding a caravan’s circuit from town to town, the way the Brightbells have run the Northern circuit for five generations. You know which waystations are safe, which sheriffs are honest, and which towns won’t open the gate after dusk no matter who’s knocking. You’ve carried salt, cloth, medicine, news, and the occasional hunter request, and you’ve rung the bells over friends buried beside the road.

Skill ProficienciesAnimal Handling, Insight
Tool ProficienciesVehicles (land), cook’s utensils
LanguagesOne of your choice
EquipmentA road charm or bell from a town on your circuit, a waterskin, a pouch of salt, a set of traveler’s clothes, and a belt pouch containing 10 gp

Feature: Friends on the Circuit

You know the towns, roads, and waystations of your old circuit as well as your own name. On those roads you can always find shelter before dusk, and folk in those towns will give you a meal and a dry place to sleep, even if it’s in the barn. News reaches you faster than it reaches most people, since everyone on your circuit tells a caravaner what they’ve heard.

Suggested characteristics

d8Personality trait
1I hum road songs constantly and don’t notice I’m doing it.
2I can’t stay in one place for long without getting restless.
3I remember everyone’s name, and their children’s names.
4I barter for everything, even things I could just buy.
5I always know how many hours of daylight are left.
6I tell stories about every town we pass, some of them true.
7I share news freely and gossip even more freely.
8I keep a little of every town’s dirt in a jar.
d6Ideal
1Connection. The towns survive because someone carries things between them. (Good)
2Honesty. News is free, and it should be true. (Lawful)
3Wanderlust. There is always another road. (Chaotic)
4Family. The caravan comes first. (Any)
5Profit. Every town needs something, and I can sell it. (Neutral)
6Survival. Get to shelter before dark. Everything else is negotiable. (Neutral)
d6Bond
1My family’s wagon, and the family still in it.
2A town on my circuit that went silent last season.
3A road grave I stop at every time I pass.
4A dwarven hold that let my family past the first door.
5The goliath guide who saved my caravan on the high pass.
6A travel writ from the golden era, passed down for generations.
d6Flaw
1I can’t resist spreading a rumor, even a dangerous one.
2I never stay long enough to finish what I start.
3I’m quick to take a side deal that isn’t quite legal.
4I trust anyone who’s been kind to me on the road.
5I resent every town that makes me sleep in the barn.
6I am afraid of what I’ll become if I ever stop moving.
Crew Builder

You raised walls for a living. You traveled with a building crew to new settlements, putting up the walls, wells, and foundations that let a town live through its first winters. You’ve eaten at a dozen wall suppers, and you remember which towns skipped theirs. You know what it takes to make a place defensible, and exactly how much a wall can hold, and how much it can’t.

Skill ProficienciesAthletics, Perception
Tool ProficienciesMason’s tools, carpenter’s tools
EquipmentA set of mason’s tools, your crew’s token, a set of common clothes with a leather apron, and a belt pouch containing 10 gp

Feature: Crew Standing

Building crews recognize your crew’s mark, and you can find work, food, and a place to sleep with any crew you meet. You can read the mark stones hidden in a town’s buildings, learning who built what and roughly when. Towns whose walls your crew raised remember you, and will usually do you a favor if you ask.

Suggested characteristics

d8Personality trait
1I judge every town by its walls.
2I can’t stop fixing things, even things that aren’t mine.
3I work hard and expect everyone else to do the same.
4I laugh loud and often, especially after a long day.
5I have a story for every scar on my hands.
6I know when to stop working, and nothing will make me work after dusk.
7I talk to walls as if they can hear me.
8I take pride in plain, solid things.
d6Ideal
1Community. A town is the people behind its walls. (Good)
2Craft. Build it right or don’t build it at all. (Lawful)
3Progress. Every wall we raise pushes the dark back a little. (Good)
4Crew. My crew is my family, whatever anyone else says. (Any)
5Fair Pay. The towns stand on our work. They can afford to pay for it. (Neutral)
6Independence. I build where I choose, for whom I choose. (Chaotic)
d6Bond
1My crew, living and dead.
2A town whose first wall I raised, now in danger.
3My grandparent’s mark stone, in the wall of a town that was destroyed.
4A dwarven hold that would not let me through the gate.
5A Magen who worked beside me on the crew for years.
6A town that skipped the wall supper, and owes my crew a debt.
d6Flaw
1I hold grudges against towns that underpaid us.
2I trust stone more than people.
3I take risks on unsafe structures to prove I can.
4I resent anyone born behind a hold’s gate.
5I blame myself for every wall that ever failed.
6I can’t admit when something is beyond repair.
Circuit Performer

You worked the saloon circuit, performing for supper and a room and carrying news and songs between settlements that hardly ever hear from each other. You’ve sung at the Dry Well and ridden a season with a halfling caravan, and on market day nobody could tell your stall from theirs. You know how to hold a room, how to read a crowd, and how to leave before a town turns on you. Every town knows your face. Hardly anyone knows you.

Skill ProficienciesPerformance, Persuasion
Tool ProficienciesDisguise kit, one type of musical instrument
EquipmentA musical instrument (one of your choice), a favor from an admirer, a costume, and a belt pouch containing 10 gp

Feature: Saloon Welcome

Any saloon, trading post, or waystation on the Frontier will give you a meal and a place to sleep in exchange for a performance, as long as you perform every night you stay. Locals talk freely around a performer, and you can learn a town’s rumors, troubles, and open hunter requests in a single evening.

Suggested characteristics

d8Personality trait
1I turn every conversation into a performance.
2I learn one song from every town I pass through.
3I never admit to being tired, bored, or afraid.
4I charm strangers easily and friends with difficulty.
5I carry news like it’s precious, and tell it like it’s a story.
6I take criticism of my act very personally.
7I can sleep anywhere, at any time, in any position.
8I know a hundred songs about hunters, and none of them are accurate.
d6Ideal
1Joy. The Frontier needs laughter more than it needs walls. (Good)
2Truth. My songs carry the news, and news should be true. (Lawful)
3Freedom. I go where the road takes me. (Chaotic)
4Fame. I want every saloon to know my name. (Any)
5Memory. Someone has to remember the towns that are gone. (Good)
6Opportunity. Every crowd has something I can use. (Neutral)
d6Bond
1A song I wrote about a town that no longer exists.
2The halfling caravan I traveled with for years.
3A rival performer who stole my best material.
4An admirer’s favor, from someone I never saw again.
5The saloon where I first performed, and its owner.
6A changeling friend whose secret I’ve kept for years.
d6Flaw
1I embellish everything, including the truth.
2I can’t resist an audience, even a dangerous one.
3I leave before things get serious, every time.
4I spend money as fast as I earn it.
5I’ve carried a false rumor that got people hurt.
6I care more about the applause than the people clapping.
Company Recruit

You trained with a hunter company. You heard the articles read aloud the morning you signed, drilled at first light every day after, and swore to finish every contract or die trying. Maybe you earned full membership, maybe you washed out, or maybe the company is gone and you’re one of the last who carries its name. The discipline stayed either way.

Skill ProficienciesAthletics, Intimidation
Tool ProficienciesOne type of gaming set, vehicles (land)
EquipmentA sash or token in your company’s colors, a copy of your company’s contract terms, a set of common clothes, and a belt pouch containing 10 gp

Feature: Company Hall

Your company, or its reputation, still opens doors. Hunter company halls will give you food and a bed. Members of your own company will vouch for you, lend you gear, and come to your aid if they hear you’re in trouble. Towns that have hired your company will treat you with respect. In return, your company expects you to uphold its name, and it will hear about it if you don’t.

Suggested characteristics

d8Personality trait
1I drill every morning, wherever I am.
2I follow orders well and give them better.
3I treat every job like a contract, even favors for friends.
4I polish my gear when I’m nervous.
5I tell old company stories to anyone who will listen.
6I speak bluntly and expect the same.
7I keep my company’s colors on me at all times.
8I am uncomfortable without a clear chain of command.
d6Ideal
1Duty. A contract signed is a contract finished. (Lawful)
2Brotherhood. The company is my family. (Any)
3Glory. I want my company’s name spoken in every hunter hall. (Any)
4Protection. We fight so the towns don’t have to. (Good)
5Discipline. Discipline keeps you alive when courage runs out. (Lawful)
6Independence. The company taught me everything, and now I’m on my own. (Chaotic)
d6Bond
1My captain, who took a chance on me.
2A company that was destroyed on a Noble contract.
3A contract my company broke before I joined, which I intend to make right.
4The recruit I trained with, now a rival.
5An aasimar my company protects, whom I’d die for.
6The town that hired my company for my first contract.
d6Flaw
1I obey orders even when I shouldn’t.
2I look down on hunters who work without a company.
3I’m reckless when my company’s honor is questioned.
4I can’t forgive a broken promise.
5I secretly doubt I’m good enough for my company’s colors.
6I will do anything, including terrible things, to finish a contract.
Capitol Exile

You were somebody in the Capitol: a scholar, a clerk, an engineer, a researcher at the Institute. Then you fell out of favor. Maybe you asked the wrong question, read the wrong book, or trusted the wrong superior. Now you’re on extended field duty with an education, a letter of assignment, and a copy of the Institute’s Field Primer that is wrong about more things than you’d have believed possible. Some exiles sell their Primer in the first month. The smart ones keep it, and learn which parts to ignore.

Skill ProficienciesArcana, History
LanguagesTwo of your choice; the old court tongue is a common choice for those who studied the Nobility
EquipmentA bottle of ink, a quill, a small knife, a letter of assignment for field duty, a set of once-fine clothes now gone threadbare, and a belt pouch containing 10 gp

Feature: Letter of Assignment

Your papers still carry the Capitol’s seal. Officers of the Frontier Defense Force and Capitol agents treat you as an official and will share information with you. Commerce Guild waystations will give you shelter and a meal on the Capitol’s account. You can also send letters to colleagues in the Capitol, and some of them will answer. Someone in the Capitol wanted you out of the way, though, and your credentials may draw their attention as easily as anyone’s help.

Suggested characteristics

d8Personality trait
1I explain things nobody asked me to explain.
2I keep a journal of everything I see on the Frontier, for a book no one will publish.
3I flinch at loud noises and pretend I didn’t.
4I am polite to a fault, even to things trying to kill me.
5I can’t stop comparing the Frontier to the Capitol, usually unfavorably.
6I am fascinated by ruins in a way that worries my companions.
7I miss good food more than I miss my old position.
8I am quietly delighted every time I survive something.
d6Ideal
1Knowledge. The lost sciences can save the Frontier, if we recover them. (Good)
2Order. The Provisional Government’s authority is all that stands between us and chaos. (Lawful)
3Truth. The Capitol banned the wrong books, and I intend to find out why. (Chaotic)
4Redemption. I will earn my way back. (Any)
5Curiosity. I don’t care about the Capitol anymore. I care about what’s out here. (Neutral)
6Ambition. The Frontier is full of discoveries, and the credit will be mine. (Evil)
d6Bond
1The colleague who betrayed me, whom I intend to confront.
2A banned book I smuggled out of the Capitol.
3My family, who still live in the Ninth Ward and don’t know where I am.
4My mentor at the university, the only one who still writes to me.
5A discovery I made that got me exiled.
6The Frontier town that took me in when I arrived with nothing.
d6Flaw
1I look down on Frontier folk, even when I try not to.
2I will take any risk if it means getting back into the Capitol.
3I trust official papers more than people.
4I know something the Provisional Government wants buried, and I can’t keep quiet.
5I panic in the open country after dark.
6I hoard knowledge and share it only when it benefits me.
Old Family

Your family was someone in the golden era. Most old families are elven, descended from servants who rose high in the Nobility’s courts, but some are human or other peoples whose ancestors held rank in the Nobility’s order. The courts are gone. Your family’s name remains, along with its ledger, its old manners, and a history the Frontier has never forgiven. Somewhere in that ledger is an entry you’d rather nobody read, and a page or two that somebody already cut out.

Skill ProficienciesHistory, Persuasion
Tool ProficienciesOne type of gaming set
LanguagesThe old court tongue
EquipmentA set of fine clothes in an old court style, a pair of gloves, a page copied from your family’s ledger, and a purse containing 25 gp

Feature: The Family Name

Your name opens doors among scholars, archivists, and the Capitol’s institutions, where old families are valued for what they know about the Nobility. It closes doors on the Frontier, where it marks you as a collaborator’s heir. Either way, people remember you. You can usually gain an audience with a scholar or official, and you know how to read old court records, manners, and house marks.

Suggested characteristics

d8Personality trait
1I have impeccable manners and use them as armor.
2I apologize for my family before anyone asks.
3I stand when someone important enters a room, whether I mean to or not.
4I know more about the Nobility than I let on.
5I am proud of my family’s name and dare anyone to object.
6I am quiet in company and watchful always.
7I keep my gloves on, even when it’s strange to.
8I feel responsible for the choices of people I never met.
d6Ideal
1Atonement. My family served monsters. I will spend my life making up for it. (Good)
2Honor. My family’s name should mean something good. (Lawful)
3Pride. We were chosen for a reason. (Any)
4Knowledge. What my ancestors saw can help stop the Nobility. (Good)
5Freedom. I refuse to be defined by a ledger. (Chaotic)
6Loyalty. Whatever my family was, it is still my family. (Any)
d6Bond
1My family’s ledger, and the page someone cut out of it.
2An ancestor who secretly helped the rebels.
3A relative still loyal to the old ways.
4A scholar in the Capitol who studies my family’s history.
5A Noble who might still remember my family’s name.
6The half-elven sibling my family refused to claim.
d6Flaw
1I look down on people without history.
2I keep my family’s darkest secrets, even when I shouldn’t.
3I secretly admire the Nobility’s elegance.
4I can’t stand being blamed for my ancestors’ choices, and I lash out.
5I trust other old families more than I should.
6I’d do anything to keep my family’s name from being further disgraced.
Player’s Handbook backgrounds

The standard backgrounds work in Masada with a little reframing. Keep their rules as written and adjust the story to fit the Frontier.

  • Acolyte: You served the Church of the Dawn, the Wellkeepers, or the Lantern Wardens, and you’ve seen what happens to a town when its shrine goes dead.
  • Charlatan: You worked confidence games on the circuit, and you know how quickly a town turns on a stranger.
  • Criminal: You rode with the Saltmen or the Hollow Crows, smuggled relics past Capitol agents, or both.
  • Entertainer: Use the Circuit Performer background instead, or keep the Entertainer as a performer from the Capitol’s stages.
  • Folk Hero: You stood up for your town when the hunter never came, and people still talk about it.
  • Guild Artisan: You worked for the Commerce Guild, or learned a trade in a gnome’s workshop.
  • Hermit: You lived alone in the wilds, among the Old Growth or on the high peaks, far from any town and further from any bell.
  • Noble: Use the Old Family background instead. In Masada, the Nobility are something else entirely.
  • Outlander: You grew up at the Frontier’s edges, on the high peaks, or in the wild country between towns.
  • Sage: You studied at the Capitol’s university, or taught yourself from the books the Capitol restricts.
  • Sailor: You worked river barges or ferries, where every crew stays on the water after dark, though none of them can say why.
  • Soldier: You served in the Frontier Defense Force. You know exactly how thin it’s stretched, and what it chose to guard instead of the towns.
  • Urchin: You grew up in the Capitol’s outer wards, nearest the Deep Wards, where the delvers come up at dawn and not all of them come up.

House Rules

Where Masada differs from the book

Rules
D&D 5e (2014). The Player’s Handbook and this site are enough to apply
Changes
Characters, combat, recovery, magic, afflictions, equipment, exploration, and what mortals remember about the Nobility
Everything else
Runs as printed

Everything below is a departure from the book. Anything not listed here runs as printed. If you’re unsure how something works, ask me.

Most of these rules exist to keep a consequence attached to a decision. Wounds that stay on the sheet, curses you have to solve instead of dispel, and death saves nobody else can see all do the same job: they stop a bad situation from resolving itself while everyone watches the dice.

Characters

Playable races. Human, Elf, Half-elf, Dwarf, Half-Dwarf, Halfling, Gnome, Goliath, Dragonborn, Aasimar, Changeling, Shifter, Entling, Magen, and Reborn. Half-Dwarf, Entling, Magen, and Reborn use LaserLlama’s versions; where another printing of the same race exists, use LaserLlama’s. Each people has an entry on the Playable Races page.

Monstrous races and dhampirs. Monstrous races are not playable. Dhampirs exist in Masada, but only as non-player characters.

Classes. Every published class and subclass that makes sense for the setting is allowed. If you’re not sure whether one fits, ask me. LaserLlama’s revised versions of the core classes are welcome, and his custom classes and subclasses are worth exploring. You do not need to own them. The classes in Xanathar’s Lost Notes to Everything Else and the Gunslinger fighter subclass are available too. Each class has a place in the world; see Character Creation for how each one fits.

Backgrounds. Choose one of Masada’s backgrounds or a Player’s Handbook background reframed for the Frontier. Old Family replaces Noble. Survivor and Tinker have mechanical features; the rest work like standard background features.

Languages. Standard 5e languages, plus the old court tongue, the language of the Nobility’s courts and the key to reading golden era records.

Ability scores. Use the standard array: 15, 14, 13, 12, 10, and 8. We don’t roll stats. Rolling swings too far: either one player gets a great roll, or everyone rerolls until they do.

Starting level. Varies by table. I’ll tell you where your group begins.

Combat

Potions. Drinking a potion yourself is a bonus action. Giving one to someone else is a full action. You can patch yourself up mid-fight; getting to a dying ally costs you your turn.

Intimidation. Barbarians may use Strength in place of Charisma for Intimidation checks.

Brutal wounds. Dropping to 0 hit points from a critical hit or an overwhelming blow can leave a lasting injury, at my call. Grievous injuries, lingering statuses, and brutal finishers use the roll tables from Brutal Wounds. A beast’s jaws can leave you with a limp that outlasts the campaign.

Firearms. Guns are a normal part of Frontier combat and use the rules from Arcane Artillery: The Gun Nut’s Guide. Powder and shot are tracked and are a running cost.

Health and recovery

Hit points on level-up. You roll your Hit Die and the DM rolls the same die in secret. You choose which result to keep without seeing the DM’s. Keep a 3, and you’ll never know what you passed up.

Death saves. You roll them yourself, privately. You know whether you’re stable or two failures down. Nobody else at the table does, and your character can’t tell them. Picture the cleric spending her last spell slot on a companion who stabilized two rounds ago, while the one who’s actually dying stays quiet on the floor. That’s the point. In the dark, you don’t know who needs you.

Long rests. A long rest needs shelter, security, and real downtime, which usually means a town, a waystation, or a well-defended camp. A night in the open with something hunting you restores part of your strength and no more. If you ask whether a barn counts, the answer is usually yes, and the real question is what’s in the loft.

The night. The dark belongs to the Nobility’s engineered creatures. Travel after dusk is dangerous, and a camp in the open invites trouble. Plan your days around reaching shelter before the bell.

Magic

Availability. Magic is uncommon. Magic users have spent years studying the Nobility’s lost sciences, and most large towns have one at most. The Capitol’s university trains more. A wizard in a small town is remarkable, and people will want things from you.

How magic works. Magic isn’t chaos. It can be measured and repeated, but nobody alive understands the science behind it. Spells work as written; the world simply treats them as the Nobility’s science rather than a gift from the gods.

Divine magic. Clerics draw on a hidden golden era network beneath the holy sites, and it’s slowly failing. Divine spells work as written, but some shrines have gone dead, and I may rule that the most powerful divine effects, such as returning the dead, need a working holy site or a heavy price.

Paladin oaths. A paladin’s oath is an access code to the Nobility’s old systems. Break it, and you are locked out. Oathbreakers follow the standard rules.

Identify. Reveals partial truths. Golden era devices and cursed items resist it. You may learn that a device is Noble-made and learn nothing about what it will do when it wakes.

Spells. Spells from Xanathar’s Lost Notes to Everything Else are available alongside the core spell lists, with DM approval.

Components. Mundane components are assumed. Rare and costly ones are tracked and must be acquired.

Curses, diseases, and transformations

These systems are adapted from Grim Hollow. They make afflictions something you solve rather than something you dispel.

Curses. Curses cling and escalate. Remove Curse suppresses a curse; true removal takes a tailored ritual, a rare component, or a narrative act such as atonement or destroying the source. A mark can become nightmares, and nightmares can become worse.

Diseases. Diseases progress in stages and resist magical cures. Expect exhaustion, ability penalties, hallucinations, and contagion. A cleric pouring magic into a fever may hold it steady until someone finds the treatment that actually works.

Transformations. Contact with the Nobility’s works can change a person: a Noble’s blood, a waking ruin, a pact that goes too deep. Transformations run in three stages. Stage one gives minor powers and visible signs. Stage two gives stronger abilities alongside compulsions, vulnerabilities, or stigma. Stage three completes the change and puts your identity, control, or soul in question. Each stage can be resisted, delayed, or reversed, at a price.

Equipment, crafting, and money

Coinage. Standard 5e coins and prices, minted by the Capitol. Goods cost more the farther you are from the Capitol, and some are simply unavailable in small towns.

Weapons and armor. Expanded weapons and armor from All The Weapons, the Armorer’s Handbook, and Ancestral Weapons are available with DM approval.

Magic items. Magic items are golden era relics, recovered from ruins or bought at great cost through the Capitol; the Relics page describes the ones hunters hear about most. Items from Griffon’s Saddlebag and other approved books appear in the world as relics too. Most are old. Some work perfectly, some half-work, and a few do things no one expected.

Harvesting and crafting. Monster parts can be harvested and crafted using Hamund’s Harvesting Handbook; see the Bestiary for what the Frontier’s creatures yield. On the Frontier, the Nobility’s engineered beasts are the richest source of material, and hunters often make as much from the carcass as from the bounty.

Resources. Rations, torches, ammunition, and tools are tracked. Specialty ammunition made by gnome tinkers can’t be replaced outside the towns where they work.

Hunter pay. For reference, a skilled hireling earns about 2 gp a day. Hunters who can kill a Noble earn at least 25 gp a day. A town’s bounty for a serious threat might be a flat 50 gp or more, scaled to the danger and to what the town can pay.

Exploration

Travel. A location must be visited in person before magic or other means can bring you there quickly.

Golden era structures. Ruins are dangerous by design. Traps, guardians, and dormant systems are common, and pushing too far can wake something that threatens everyone nearby, not just the party.

The world moves. Factions act, seasons turn, and threats develop whether or not you’re involved. A town you ignore may not be there when you come back, and I won’t hold it in place for you.

Threat tiers. The threat classes on the World page map to 5e tiers: everyday threats are tier 1, uncommon threats tiers 2 and 3, and rare threats tiers 3 and 4.

Standing. The six factions in The Powers (the Institute, the Commerce Guild, the Church of the Dawn, the hunter halls, the Saltmen, and Karrow) each hold an attitude toward your group: hostile, wary, neutral, trusted, or sworn. I track it, and you’ll usually know where you stand. It moves one step at a time, and only for things that matter: a job finished or abandoned, a secret kept or sold, one of their people saved or killed.

Standing changes what the world offers you, from prices, shelter, and information to work nobody else hears about, or at the hostile end, a bounty posted on your heads. Most groups start neutral with everyone, though backgrounds can shift that: a Capitol Exile starts wary with the Institute, and a Company Recruit starts trusted by the hunter halls.

The Nobility and the forgetting

What everyone remembers. Sunlight and radiance burn the Nobility. Every mortal knows that much. Light is the one weakness the Nobility couldn’t take from anyone.

What mortals forgot. Every other weakness was taken from mortal memory during the golden era, and dwarves and goliaths never learned them in the first place. The Powers tells that story. What matters at the table is below.

The full list, for players. You know these even when your character doesn’t.

  • Sunlight: Sunlight burns and hinders them. Everyone remembers this.
  • Radiant damage: Stops a Noble’s regeneration. Everyone remembers this too, which is why the Nobility hunt aasimar on sight.
  • Invitations: A Noble can’t enter a home without an invitation from someone who lives there.
  • Running water: Running water harms them.
  • Stake to the heart: A wooden piercing weapon driven into a Noble’s heart while it is incapacitated in its resting place paralyzes it.
  • Holy water: Stops a Noble’s regeneration.

At the table. Any character can act on a forgotten weakness in the moment, if a custom points the way, a rumor turns out to be true, or they stumble onto it. By the end of their next long rest, the knowledge slips away again. The old customs are how people survive without ever knowing why, and a hunter who writes it down finds the page hard to read by morning.

The oldest Nobles. The most powerful Nobles resist some of their weaknesses. Nobles are extremely rare, though, and most characters will spend their careers dealing with what the Nobility left behind: their engineered beasts, their machines, and their servants.

Sources in use

Beyond the core rules, Masada draws on the following books. You do not need to own any of them to apply or to play. The Player’s Handbook and this site are enough to send the form. At the table, the DM hands out the extra rules that matter. Anything from these books still needs DM approval.

  • Classes, spells, and items: LaserLlama’s revised classes, custom classes and subclasses, and races; Xanathar’s Lost Notes to Everything Else; the Gunslinger fighter subclass
  • Weapons, armor, and firearms: Arcane Artillery: The Gun Nut’s Guide, All The Weapons, the Armorer’s Handbook, Ancestral Weapons
  • Items and companions: Griffon’s Saddlebag, the Fluffy Folio
  • Harvesting and crafting: Hamund’s Harvesting Handbook
  • Rules and systems: Brutal Wounds, Gritty Realism, the Domestic Handbook, the Greasemonkey’s Handbook
  • For the DM: Monster Manual Expanded I to III, Adaptable NPCs, Puzzles, Predicaments and Perplexities, and Journey of the Godslayer

Glossary

The words the Frontier uses, and what they mean

Entries
62 terms, each defined in a line or two
For
New players, and anyone who meets a word on the bounty board they don’t know

The Frontier has its own vocabulary, most of it inherited from the golden era and none of it explained to newcomers. This page gathers the terms that come up most on the site and at the table, each explained in a line or two.

TermMeaning
MasadaThe world. Named for the historical fortress whose defenders died within their own walls.
The FrontierThe land as a whole: scattered settlements and the dangerous wilds between them.
The sectorsThe Frontier’s four regions: Northern, Southern, Eastern, and Western, with the Capitol at the center. Each was once ruled by a Noble overlord.
The NobilityThe ageless, predatory aristocrats who rebuilt the world and ruled it through the golden era. They take blood. No one on the Frontier calls them anything else.
Noble titlesKings, Dukes, Marquises, Counts, Viscounts, and Barons.
The Sacred AncestorThe Nobility’s first king, who sealed away their greatest sciences and vanished. Rumored to walk the Frontier still.
The SleepersNobles who lie in vaults beneath their castles. Most never woke.
The Last FewThe handful of Nobles still awake, each a named legend.
The forgettingThe Nobility’s reshaping of mortal minds so the peoples they ruled can’t retain the Nobility’s weaknesses. Light is the exception. No one remembers; dwarves and goliaths never learned.
The beings from beyondInvaders from outside the world who warred with the Nobility for millennia, then left.
The golden eraThe age of the Nobility’s height, from the rebuilding to their going to ground.
Golden era structuresThe Nobility’s buildings, still standing on the outskirts of most towns. Avoided by everyone, entered by scavengers.
The green ruinsGolden era estates in the East swallowed by their own gardens.
RelicsGolden era devices in mortal hands. Masada’s magic items.
Engineered beastsThe creatures the Nobility bred, which now own the night.
The FaithfulMortal servants the Nobility altered to serve forever, still keeping their posts.
Standing ordersInstructions still carried out after a Noble sleeps or dies.
A bargainA pact between a settlement and a Noble. Extremely rare. Karrow lives under the famous one.
TithesThe blood the Nobility took in the golden era, from overlords and from the mortals beneath them.
The CapitolThe vast golden era city at the Frontier’s center, taken by the mortal rebellion and held by the Provisional Government.
The Provisional GovernmentThe Capitol’s government, proclaimed provisional when the city fell and provisional ever since, ruling through an elected Assembly of the wards. Its laws reach the whole Frontier on paper.
The Frontier Defense ForceThe Capitol’s soldiers: well equipped, few, and sent where they’ll do the most good.
The InstituteThe Capitol’s center for the study of the Nobility. Keeper of banned books and the old court tongue.
The Deep WardsThe unexplored innards beneath the Capitol, delved under license.
Proclamation DayThe anniversary of the Capitol’s fall and the proclaiming of the Provisional Government. The Capitol holds parades. Frontier towns read the names of their dead.
The Commerce GuildChartered by the Capitol; its armed transport parties supply the Frontier’s towns.
WaystationsThe Guild’s fortified stops along the old roads, a day’s ride apart.
The dusk bellRung at sundown in nearly every town. After the last stroke, doors are barred until dawn.
HuntersIndependent monster-killers for hire. There is no guild; standing comes from what you can kill.
Hunter companiesSworn bands of hunters bound by contract. The Ashline, the Ninth Lantern, Gravecourt, and others.
ScavengersThose who brave golden era structures for riches, and often meet bad ends.
Warrior villagesFrontier villages that raise fighters from childhood.
The old court tongueThe language of the Nobility’s courts, and the key to golden era records.
The Church of the DawnThe Frontier’s largest faith, worshipping the light. Its priests ring the bells.
The WellkeepersA rural faith that blesses water, wells, and thresholds.
The Lantern WardensA wandering order that tends the dead shrines.
The Broken ChoirPart of the failing holy network that chooses its own servants. The churches call them heretics.
Warlock patronsThe Nobility, legendary monsters, eldritch entities, the Deep Machine, the Broken Choir, the Garden, and the Echo.
HoldsThe dwarven mountain fortresses, sealed since the golden era, each trading through a single gate-market.
DhampirsChildren of the Nobility’s blood. They exist in Masada as non-player characters only.
The RebornScavengers who died inside golden era structures and walked back out, changed.
MagenConstructs built to serve the Nobility, dug out of ruins and woken.
EntlingsThe Nobility’s garden plants, bred to think, who uprooted and walked away.
The central questionWhat makes someone a monster?
StandingYour group’s attitude with each of the Frontier’s factions: hostile, wary, neutral, trusted, or sworn. It moves only for things that matter.

Words from the road

Words the peoples of the Frontier use among themselves. Each comes from that people’s entry on the Playable Races page, or from the pages of the Institute’s primer.

TermMeaning
Gate-marketThe fortified square at the foot of a dwarven hold where outsiders trade. Nobody passes the gate without a hold-oath, and no hold-oath is offered twice.
The countThe number of years a dwarven hold’s gate has held, recited every morning. "It’s in the count" is dwarvish for nobody knows.
Mark stoneThe hidden stone in every wall where a half-dwarf builder carves their mark.
Wall supperThe meal a town owes the half-dwarf crew that finishes its first wall. It is never haggled over, and never forgotten when skipped.
Road-kinThe road custom of sharing water, fire, and news with other travelers, free and without questions.
Trail marksKnife cuts and chalk signs half-elves leave for each other on the road: water here, sheriff hangs half-elves, barn is safe.
Keeping the road warmLeaving a town before a season is out, before it starts expecting things of you.
Road gravesHalfling graves beside the road where the dead fell, each with a bell that every passing wagon rings once.
The tallyA goliath’s spoken record of deeds, the only source of standing among them.
The last walkA goliath’s choice to walk up into the snow when they can no longer carry their share.
The missing listThe list of taken gnomes posted in every gnome workshop, and updated whenever word comes in.
The honest half-fixA gnome’s promise of exactly how long a repair will hold.
Guest-rightThe old court custom that a guest under your roof is owed your protection. Elves still keep it.
Hunt-kinA shifter’s sworn hunting partner, counted as family across any line or people.
Waking dayThe day a Magen was woken, which Magen count as the start of their life.
The pullAn Entling’s longing for the garden it grew in. The Reborn feel something similar toward the ruin where they died.
The Field PrimerThe Institute’s handbook for Capitol personnel posted to the Frontier. Official, confident, and often wrong.

The Campaign

What play looks like, and how to join a table

When
Sundays, 4:00–7:00 PM Central. Hard stop at 7:00
Cadence
Weekly, or biweekly if work or life needs the room
Table
Discord for voice. Foundry for the map. Mic required
Seats
Five. Characters are built in Session 0, with the DM and the party
Age
18+. Not a first game of 5e
Content
Horror, violence, and death are in. Sexual content is out
Safety
Lines and veils at Session 0. Name a tap-out on the form if you need one
To apply
Read Home and this page. The Player’s Handbook is enough

In Masada, you play the people towns send for when something comes out of the dark. Hunters for hire. Scavengers who brave the ruins. The drifters, exiles, and strange folk who end up riding with them.

The work is dangerous and the pay uncertain. A job might be a beast the Nobility bred centuries ago, a machine still following a dead master’s orders, or a town hiding what it did. Sooner or later, every job asks the same question: what makes someone a monster?

“We sent for a hunter in the spring. Three came. Two of them came back, and that was a good year.” Mayor Tobias Wren, Brennock’s Ford

How play works

I run Masada as a world, not a plotted campaign. Like the Vampire Hunter D novels, play is built from jobs: you ride into a town, learn what’s really wrong, deal with it, and ride on. A job might take one session or several. Longer threads run underneath, and they go wherever your characters choose to chase them. A Noble’s name overheard in a ruin. A debt. A missing gnome. A light in a castle window that should be dark.

Death is real. I don’t fudge dice, for you or against you. Death saves are rolled privately, and the party never knows how close you are. Wounds can last. The world moves whether you’re watching or not, and a town you walk away from may not be there when you come back.

What a job looks like

Brennock’s Ford is a farming town of four hundred on the border between the Western and Eastern sectors. North of town, on a rise, stands the Glass House, a long hall of dark glass nobody can see into. Only one person is known to have gone inside: a scavenger named Nate Barrow, whom the town buried years ago and who walked home a week after his funeral. He’s never said what he saw. Last month three farmers saw a light moving in it, and two cows went missing from the north pasture.

Mayor Tobias Wren wants it handled quietly and cheaply. Sheriff Ada Cole wants it handled before somebody’s child goes missing instead of a cow. And Maelis, the elven tutor who sent the call for help by spell, wants something from inside the Glass House, and she hasn’t said what.

Your group takes the job. What happens next depends on what you ask, who you trust, and how far into the Glass House you’re willing to go. Most of all, it depends on what you do when you find out what’s actually been taking the cattle, and why. That’s a Masada session: a town, a problem with more than one side, and a choice at the end that nobody else can make for you.

What you’ll do

Most games follow a hunter company or a scavenger crew. Hunters take contracts from desperate towns. Scavengers go into the ruins everyone else avoids, where the riches are real and so are the guardians, the traps, and the chance of waking something that should have stayed asleep. Once in a long while, a job leads to one of the Nobility, awake and hungry. Most hunters never live to take one of those. The ones who do get songs written about them.

Playing here

Masada uses the 2014 rules of D&D 5th edition, with a few setting additions covered on House Rules.

  • Peoples: Human, Elf, Half-elf, Dwarf, Half-Dwarf, Halfling, Gnome, Goliath, Dragonborn, Aasimar, Changeling, Shifter, Entling, Magen, and Reborn, each with its own entry on Playable Races. Half-Dwarf, Entling, Magen, and Reborn use LaserLlama’s versions. Monstrous races aren’t available.
  • Characters: Standard array, no rolled stats. Masada has its own backgrounds, and Character Creation walks you through the whole build.
  • Books: The Player’s Handbook and this site are enough to apply. You do not need LaserLlama, Arcane Artillery, Brutal Wounds, or any other third-party book. The DM hands out the extra rules that matter.
  • Firearms: Guns are part of the Frontier, using the rules from Arcane Artillery: The Gun Nut’s Guide. You do not need to own that book.
  • Classes: Every published class and subclass that makes sense for the setting is allowed. LaserLlama’s revised classes, and his custom classes and subclasses, are welcome. You do not need to own them.
  • Magic: Every class has a place in the world. Wizards study the Nobility’s lost sciences. Clerics draw on a failing network the Nobility built. Druids work with the world’s original nature. Bards carry the news between towns. Warlocks bargain with things that would rather stay unnamed.
  • Consequences: Private death saves, lasting wounds from Brutal Wounds, curses that must be solved rather than dispelled, long rests that need real shelter, and standing with the factions that hire you.

Content and safety

This is a dark setting for adults, 18 and older. Horror, violence, death, and choices without clean answers are part of it. Sexual content is off the table entirely.

At Session 0 the table sets lines and veils. If something comes up in play that you need to stop, say so and the scene stops. If there is anything you would rather not see, name it in the application. It will be handled with care.

Who this game is for

You’ll enjoy Masada if you like dark, atmospheric stories, mysteries that reward curiosity, and characters with something to lose. It suits players who want their choices to carry weight, who are comfortable with real danger, and who are happy to leave some questions unanswered.

What the table expects

  • Show up, or say so early. There are five seats. A missing player is a missing hunter.
  • Read Home and this page before you apply. The rest of the site can wait until you have a seat.
  • Build in Session 0. Bring a person, not a finished sheet and a closed backstory.
  • Leave some questions unanswered. Curiosity is the point. Solving the setting is not.

What this table is not

  • A first game of 5e, or a place to learn the basic rules from scratch.
  • A lighthearted or high-magic game where every problem has a spell for it.
  • A place for a secret protagonist the table has to orbit.
  • A campaign where death gets fudged because the story needs you.

18+. Sundays, 4:00–7:00 PM Central, hard stop at 7:00. Five seats. Fill out the application after you have read Home and this page.

Apply to play