000ORIENTATIONPREPARED BY SENESCHAL FOR THE GUEST

Masada

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

Guest identified: hunter. A summary has been prepared. Full records are available from the menu.

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, 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
Central question
What makes someone a monster?

Mortals wrecked the old world. The Nobility rebuilt it, and then fed on it. They ruled from castles on high ground, used a science so advanced it looked like magic, and took blood from the towns below like rent. Over time there were fewer of them, and most went into vaults under their castles and never came out. The castles are still standing. Their machines still run, badly. And the animals they bred still hunt at night.

What’s left is the Frontier: small towns spread across a lot of dangerous country, each one next to a ruin full of treasure and things that kill people. The Capitol says it runs all of it and can’t protect most of it. When a town has a problem it can’t handle, it rings its bell, sends word, and waits for a hunter. You play the hunters.

New here?

To apply, read this page and , then send in the form at the bottom of Join. That’s all that’s required.

If you get a seat, read these three before Session 0, in this order.

  1. , for the land, its towns, and its dangers
  2. , to find who you want to play
  3. , to build them with the table

The Gazetteer, Bestiary, Relics, and everything else under Look it up in the Seneschal menu are there whenever you want them, before or after you apply.

Masada in five minutes

  • The Nobility are rare. Their leftovers aren’t. Most people never see a Noble. They see the beasts the Nobility bred, the machines still running, and the servants still following orders.
  • The night belongs to the beasts. Every town rings a bell at dusk and bars its doors, and nobody invites anyone in until morning.
  • Everyone avoids the ruins. Nearly every town has one on its outskirts, full of money and death. Scavengers go in regardless, and every few years one wakes something up.
  • Hunters answer the call, because the Capitol won’t. A town in trouble posts a bounty and sends word. The government’s soldiers are few and busy elsewhere. You’re who comes.
  • The past is legend. Nobody has the whole story of how the world got this way. Some of it is worth digging up.

That’s the world in five minutes. The rest of the site fills it in.

What kind of game this is

Gothic horror crossed with a frontier Western, set in the ruins of a fallen age: 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. covers how play works, what’s on and off the table, and who this game is for.

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.

R-01THE LANDSLANDS AND SETTLEMENTS

The World

Masada, and the Frontier that remains

Household record of the lands and settlements. The last full survey is old. Some entries may be out of date.

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

Ledger of the lands. Kept by the stewards of this household for the management of its holdings and for the information of the other lords. Entries describe the land, its tenants, its stock, and its hazards. Entries are current to the last survey.

Amended by the Seneschal. The last survey predates the silence of the household. Where the lands have changed since, an amendment follows the entry. Amendments cover the whole Frontier, from reports received and from what passing guests have said.

1. The name

The world is called Masada, after a fortress of the old mortal histories whose defenders chose to die inside their own walls rather than surrender to the army outside. The Nobility chose the name when they rebuilt. The world was to be their fortress, held against the beings from beyond.

Amended. The world was held. The Nobility were not. Most of them destroyed themselves inside the walls they built.

2. Standing facts

What every steward is taught before being given a ledger. These hold in every sector.

  1. The mortals ruined the world once. The Nobility rebuilt it.
  2. The rebuilding was a rescue. The tenants are alive because the lords came out of their shelters. Some lords hold this to be the only fact that matters.
  3. The castle stands on the high ground. The tenants live below it.
  4. Everything on the land was made or placed by a lord. The engines, the stock, the servants, the gardens.
  5. Arrangements with tenants are made by the lord alone. Stewards record them. They do not make them.
  6. Tenants do not fight.
  7. The histories are kept in the castle. The tenants know what they are told.
  8. The land endures. Lords do not.

Amended. Facts 4 through 7 no longer hold. The tenants make things of their own (see section 10). With most lords asleep in their vaults, the towns settle their own affairs. The tenants fight. They keep their own histories now, and those histories are incomplete. The other facts still hold.

3. The holdings

The land outside the Capitol is divided into four sectors, each held by an overlord and worked by tenants. Tenants live in settlements placed near Noble structures, where the water, the roads, and the engines are. Between settlements the land is left to stock and to the wild.

Building. Noble structures are built from Noble-made materials and do not decay. Tenants build in wood, stone, and whatever the household permits them to salvage. A tenant barn may lean against a castle wall. This is allowed.

Settlements. Each settlement has a headman answerable to the steward, a bell for the curfew, and a register of births and deaths. Traders and carriers pass between settlements under Noble writ. Strangers are to be presented to the headman on arrival.

Tenant living. Tenants farm, keep livestock, and work the salvage the household assigns them. Travel between settlements is by Noble road, and is not safe for tenants after dark.

Curfew. The bell is rung at dusk. Tenants bar their doors and do not open them to anyone until the morning bell. This is for their protection, and it is enforced.

Amended. The settlements are now called towns, and the headmen are mayors, councils, and sheriffs. They answer to no steward. The curfew is still kept in nearly every town, by custom. Nobody enforces it. Towns that stopped keeping it have not done well. The Capitol claims the whole Frontier and defends very little of it. When a town cannot handle a problem, it hires hunters. See section 8.

4. The sectors

Four sectors around the Capitol, each held by one overlord. The borders were drawn at the rebuilding and have not moved.

  • Northern sector: mountains and long winters. The engines hold the valleys warm. The dwarven holds are sealed in the ranges and are not tenants.
  • Southern sector: badlands and salt. The aqueducts carry water across the sector.
  • Eastern sector: forest and river. The pleasure estates and the great gardens.
  • Western sector: farms and orchards. The richest holding, and the most tenants.
  • The Capitol at the center, where the roads meet and the Kings sit.

Amended. The borders are unmarked now, but the tenants still know which sector they were born in, and it shapes how they talk and what they fear. The Northern engines are failing, and valleys are being lost to cold. The Southern aqueducts are mostly dry. The Eastern gardens have overgrown their estates. The West is still the richest holding, and the most settled. Each sector is covered in the .

5. Noble structures

Every lord holds structures on his land: the castle, the outbuildings, the engine houses, the armories, the archives, and the works beneath. Each structure defends itself. Tenants do not enter Noble structures. Those who do are dealt with by the structure.

Contents. Working devices, armories, stores of Noble materials, and the weapons kept against the beings from beyond. Workshops below, where the lord’s sciences are practiced.

Standing orders. A structure keeps its orders when the household is absent. Guardians hold their lines. Doors stay sealed. The works repair what is damaged inside them.

Amended. The structures stand, and most still defend themselves. The towns call them ruins and keep their distance, except for the tenants who go in for salvage, who are called scavengers. Scavengers have set off a structure’s weapons before, and whole towns have died for it. The Capitol forbids entry without a license and claims everything brought out. Most of what comes out never reaches the Capitol. Devices in mortal hands are listed under . The works still repair what dies inside them, and this has begun to include scavengers. The towns call them the Reborn. They, and the Magen dug out of the same structures, are described among .

6. Stock

Stock bred by the Nobility for work, for war, and for the gardens. Stewards are responsible for feeding and penning it, and for keeping it away from tenant livestock. The common kinds:

  • Hedge-hounds: garden guards. Fed at dusk. Kept from the tenants’ herds.
  • Lampjaws: road guards. Posted at intervals. Lit at dusk.
  • Sand mantas: Southern stock, kept under the salt to hold the flats.
  • Frostwings: Northern stock, bred for the high cold.
  • Tithe-moths: collection stock. Released over the settlements on tithe nights.
  • Lesser dragons: sporting stock, kept in the high valleys.
  • The Faithful: altered household servants. Not stock. Listed here because they are kept on the same rolls.

Amended. No feedings, pennings, or releases have been logged since the household went silent. The stock has found its own food, and most of it hunts the tenants. Nothing is lit at dusk; the lampjaws light themselves. The moths still collect on tithe nights. The full register is in the . There are also things on the land the Nobility found and never bred: older than the rebuilding, and not on any roll.

7. Hazards

Hazards to the holding, in the order a steward is to report them.

HazardWhat it coversDealt with by
EverydayStock loose among the tenants, failing engines, weather, tenant disputesThe steward
SeriousServants acting outside their orders, damage to the worksThe household
GraveAnother lord, or the beings from beyondThe lord

Amended. The same table, as the towns use it: everyday hazards are the work of most hunters; serious hazards, the servants still following dead orders and the deeper structures, are for experienced hunters and companies; grave hazards, an awake lord or something older than the Nobility, are legend, and towns empty out before them.

8. Hunters

No entry.

Amended in full. A mortal trade that arose after the Nobility went to ground. Hunters are hired by towns to kill Noble stock, clear Noble servants, and enter Noble structures. There is no guild, no license, and no oversight. The Capitol expects the trade to fade as its own Defense Force grows. It has not faded.

Getting hired. Larger towns send for hunters by spell, through their magic user. Smaller towns rely on riders, passing merchants, and halfling caravans, so word travels slowly. Towns also post bounties at the saloon. Many answer a call. Most back out once they hear the details.

Getting paid. Proof of the kill is brought to the sheriff, or to whoever posted the bounty. Pay depends on the danger and on what the town can raise. Typical rates are on .

Reputation. A hunter’s name rests on what they have killed and what they have walked away from. The few who hunt the lords themselves have songs written about them.

Companies. 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.

What it takes. Years of study: the history of the Nobility, the stock and plants of the Frontier, and the tenants’ customs, all learned on the road. The guest reading this record is one of them.

9. Languages

The court tongue is the language of the Nobility and of all Noble records. Tenants speak Common, with the accent of their sector, and each people keeps its own tongue besides. Household servants are taught the court tongue. Tenants are not.

Amended. The court tongue survives among the old elven families, Capitol scholars, and a few scavengers who learned enough to read the warnings on a wall. It is still the key to Noble records. The Capitol requires anyone who speaks it to register with the Institute. This record is being translated for a guest who does not speak it.

10. What the Nobility did not make

Stewards are to record anything on the land that was not made or placed by a lord. Three kinds are known.

  • Older than the rebuilding: the wild that was here before the Nobility, which they found and could not fully control. The deep forests, the high peaks, and the things that live in them.
  • From beyond: the invaders themselves, and whatever they left behind.
  • Tenant-made: nothing of consequence.

Amended. The third entry no longer holds. Since the Nobility went to ground, the tenants have made towns, walls, a government, a university, a hunting trade, and crafts of their own: the bards who carry news, the rangers who walk the wild, the artificers who build new things. The tenants’ religions are not recorded in this ledger. They were never a household matter. The mortal accounts are kept under .

R-06SURVEYSECTORS AND ROADS

Gazetteer

Places of the Frontier, sector by sector

Survey of the four sectors and the Capitol. Road data is complete. Off-road data is incomplete.

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

Survey of the holdings. The four sectors and the Capitol, as surveyed for the management of the land: what each holding yields, who works it, and what the household keeps there.

Amended by the Seneschal. The survey is old. The place entries under each sector are the Seneschal’s, current to the latest reports, and cover the whole Frontier. Towns change hands, wells fail, and boomtowns come and go, so even these will be behind.

The Northern sector

Mountain country. Mining and trapping settlements on the slopes, held warm by the engines. The dwarven holds are sealed in the ranges and are left alone by order of the Kings. The goliath clans hold the peaks and are not tenants.

Amended. The engines are failing worst here. Winters are long and coming earlier, and whole valleys have been given up to the cold. The holds still trade through gate-markets at their feet. The goliaths guide caravans through the passes for a fixed fee. Northerners are tough, practical, and do not waste words. Travelers watch the sky for frostwings. Duke Castellane’s castle above the Karrow Pass has lights in its windows every night.

Karrow. Mining town · highest valley in the sector · about 900 people · no Capitol presence · keeps to itself

The only warm town for fifty miles, and the town with the arrangement described under . Twice a year every adult climbs to Duke Castellane’s castle and bleeds into a silver basin, and in exchange the Duke’s weather engine keeps winter off the valley. People here are polite and won’t talk about it. Visitors are welcome to stay the night, and shouldn’t push.

The Karrow Pass. Mountain crossing · open 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 Guild parties. In hard winters the pass closes for months, and the towns beyond it are cut off until the thaw.

Stonemouth. Dwarven gate-market · outsiders allowed in the market square only · the best place for iron, tools, and firearms

The biggest 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 gives no credit. No outsider alive is known to have gotten past its second door. Ironmere, the Cold Stair, Blackwell, the Deepwater Gate, and the Sunken Door are deeper in the mountains, each with its own market.

Sable Crossing. Town that grew from a Guild waystation · about 1,500 people · Guild office · orderly

Where the Northern trade circuits meet. It has a company hall, three saloons, and a bounty board nobody has ever seen empty. Every hunter working the North passes through, and the sheriff knows all of them by reputation.

The Grey Arsenal. Sealed golden era fortress · entry forbidden · Defense Force post on site

A fortress the Nobility built to arm themselves against the beings from beyond. It’s still sealed and probably still stocked. The Defense Force keeps a post at its foot to keep scavengers out.

The Widow’s Stair. Abandoned valley · nobody lives here

Three generations ago this was farmland. A failing weather engine somewhere in the peaks now keeps it under a winter that never lifts. The farmhouses are still standing under the snow, and frostwings nest in them. Every Northern map has the valley crossed out.

The Southern sector

Badlands and salt. Ranching settlements under the aqueducts, which carry the sector’s water. Sand mantas are kept under the flats to hold them.

Amended. The aqueducts are mostly dry, and towns under a working stretch guard it like a wall. Most fights are over water; more blood is spilled over water rights here than over anything the Nobility left. There is more crime here than anywhere on the Frontier, and some gangs deal with things nobody should bargain with. Southerners are quick to draw, slow to trust, and generous with water to anyone who asks properly. Locals say that if you see lanterns on the flats at night, do not follow them.

Redwater. Town · about 3,000 people · Capitol magistrate · the sector’s seat of government

The biggest town in the South, built where the Long Aqueduct still carries water. Its council controls the water flowing to a dozen smaller towns downstream, and in drought years it uses that as a weapon. Redwater is rich, well armed, and resented by everyone around it.

The Long Aqueduct. Golden era aqueduct, partly working · the Capitol is salvaging it

A span crossing half the sector on legs of seamless stone. Most of it is dry. Where water still flows, towns grow up underneath. Its dry channels hold machinery nobody can identify, and the Capitol buys any parts people bring out.

Ashfall. Ranching town on the edge of the salt flats · about 700 people · no Capitol presence · gets by on its own

They count the herds every morning, because of the sand mantas. Ashfall breeds the best horses and riders in the South, and its warrior village, a mile outside the walls, has trained fighters for generations.

The Lantern Road. Road · nobody travels it after dark

The salt road between Ashfall and Redwater. Travelers tell of a carriage hung with lanterns crossing the flats at night without a sound. Southerners call whoever rides in it the Lady of the Lanterns, and they don’t follow the lights. There’s more under .

Gallows Reach. Gang territory · the Defense Force has cleared it twice

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

The Eastern sector

Forest and river. The pleasure estates and the great gardens of the Nobility. More Noble structures than any other sector. Tenants are few and keep to the river settlements.

Amended. The gardens have overgrown their estates, and the tenants call the result the green ruins. Boomtowns spring up around promising structures, and now and then one disappears overnight; more towns have died here than anywhere else, and every Eastern map marks the dead ones. Druids gather here, Entlings are most common here, and hedge-hounds hunt the undergrowth. People are superstitious. The East is the Capitol’s top priority for salvage, and the most dangerous place it sends its people.

Sixwheel Landing. River port · about 1,200 people · Capitol agents now and then · the main market for illegal salvage

Named for the halfling wagon that founded it. Barges carry goods and salvage downriver to the old road, and the Landing’s markets will buy anything from a ruin without asking questions. Most of the sector’s fences keep a stall here.

The Drowned Walk. Flooded golden era garden · entry forbidden · two Institute expeditions lost, more planned

A garden that flooded when its estate collapsed: drowned terraces and hedges gone wild. Entlings come out of it, and some go back. Hedge-hounds hunt its shallows.

The Repository. Golden era archive · Institute expeditions only · a top Capitol research priority

An archive cut into a hillside above the River Road, full of records no living scholar can fully read. The Institute sends an expedition every few years and loses researchers every time. Speaking ledgers have come out of it, and so have things that were reading them.

Marrow. Abandoned town · once about 2,000 people · nobody goes inside the circle

A boomtown that grew up around a rich ruin in five years and died in a single night when a crew went too deep and woke a weapon. The ruin and the empty town are both still standing. Eastern maps mark the spot with a circle, and nobody crosses it.

Vane’s Wood. Old forest, deep East · the Grey Marquis is said to hunt here

Three hunter companies went into the wood after the Grey Marquis and never came out. The Ashline did. Druids gather at the edge of the wood and won’t go any farther, and won’t say why.

The Western sector

Farms and orchards. The richest holding and the most tenants, held by Count Aurelian, who is noted for his regard for them.

Amended. Under him the West flourished, and it is still the gentlest part of the Frontier: the richest farms, the oldest and largest towns, the safest roads, and more of the Frontier’s food than anywhere else. Some Western towns have started treating the old customs as quaint, and a few have stopped ringing the dusk bell. The Count’s castle stands sealed in the hills, and Western families believe he sleeps inside. The Capitol considers the West its safest sector and the model for the Frontier’s future.

Fairwater. Town · about 6,000 people · Capitol magistrate and Institute field office · the Capitol’s favorite

The biggest town on the Frontier outside the Capitol. Paved streets, a university-trained doctor, a Dawn Church with a working shrine, and a council that hasn’t hired a hunter in eleven years. The Long Watch company guards its walls on a standing contract.

Orchard Cross. Market town · about 1,000 people · steady

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

Longwall. Walled town · well defended

Built by the half-dwarf crew it’s named after, with the highest wall in the sector and a foundation stone from every town that crew ever built. Building crews gather here between jobs, and the town’s wall supper is a festival.

Greywater. Fishing town on the great lake · has its own arrangement, and won’t say what it is

The boats go out at dawn and are back by the bell. People here eat well and sleep badly. Something the Nobility put in the lake is still in it, and the town has an understanding with it that nobody talks about.

Castle Aurelian. Sealed Noble castle · quiet

The castle of the West’s old overlord, in the hills above Fairwater. Its gates haven’t opened since the Nobility went to ground. Western families leave flowers at the gate every year on the anniversary of the day he withdrew. By morning the flowers are always gone.

The Capitol

Seat of the Kings. Every road leads to it. Tenants enter by writ.

Amended. The tenants hold it now. It is the seat of the Provisional Government, which is covered under . These are the places a visitor from the Frontier will hear about.

The wards. Numbered neighborhoods

The city is divided into wards, each with its own council, its own accent, and a low opinion of the others. The Ninth Ward is where the clerks live, and many Capitol exiles on the Frontier grew up there. The outer wards are the poorest, and the closest to the Deep Wards below.

The Sunward Cathedral. The Church of the Dawn’s main shrine · still answers

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

The Institute. Where the Capitol studies the Nobility

It keeps the Nobility’s records, the banned books, and the old court tongue. Its researchers are among the Capitol’s best. The ones who fall out of favor get sent to the Frontier on long field assignments.

The Assembly. The wards’ elected government

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

The Deep Wards. Sealed levels under the city · licensed salvage only

Halls, machinery, and passages nobody has mapped yet. Licensed delvers go down under guard and come back with salvage, or don’t come back.

The roads

The Noble roads cross every sector, seamless and unbroken, lit at intervals by lampjaws and road-lamps. Tenants travel them by day, under writ, between the morning and evening bells. Waystations at a day’s interval are kept by the Nobility for carriers.

Amended. The roads still stand and nearly all travel sticks to them. They are not safe, only less dangerous than the country between them. The Commerce Guild keeps the waystations now, fortified, about a day’s ride apart, and travelers who plan every day around reaching one before the dusk bell usually live to plan another. The lampjaws light themselves and nobody tends them.

The Old Road runs from the Capitol west through Orchard Cross to Fairwater. It’s 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, and becomes the Lantern Road where it crosses the flats. The River Road follows the Brennock River east to Sixwheel Landing.

Lamps. Some stretches are lined with golden era lamps that light themselves at dusk. The Institute is studying them. The Guild won’t schedule night runs on lit roads, and won’t say why.

Traffic. Guild parties, halfling caravans, circuit performers, hunters, drifters, Capitol agents with escorts, and now and then a whole town moving without permission. Other travelers are the second biggest danger on any road.

R-02PRECEDENCETHE NOBILITY AND WHAT FOLLOWED

The Powers

Who holds power on the Frontier, and who used to

Record of the Nobility and of the authorities that followed them.

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

Ledger of precedence. Who holds authority over the land, and in what order. Kept so that a steward knows whose word to take, and whose to carry. The lords rule. The tenants are ruled. There is no third party.

Amended by the Seneschal. There are several third parties now. The tenants hold the Capitol and claim the rest. Towns govern themselves. A guild keeps them supplied, their churches ring the bells, and hired hunters do what the stewards once did. A few lords are still awake. Where the ledger is out of date, an amendment follows the entry.

1. The Nobility

The Nobility do not age and do not die of time. They live on what they take from the tenants, which is blood, collected as tithe. Lords hold rank by title: King, Duke, Marquis, Count, Viscount, Baron. A steward addresses each by title and does not use a lord’s name.

The lords built the world the tenants live in. A lord regards his tenants as a holding: to be kept, counted, and protected, because they are his. Some lords are fond of theirs. Some are not.

Amended. The tenants call the lords the Nobility, and nothing else. They know the lords take blood, and that they will take it by force. They know the lords are beautiful, patient, and far older than anyone likes to think about. Few tenants ever saw the fondness. The West is the exception (section 6).

2. Order of the Nobility

Lesser lords serve the thousand Greater lords. The Greater lords serve the seven Kings. The Kings serve the Sacred Ancestor. Each sector is held by one overlord, whose word is final within it. The Kings in the Capitol levy tithe on the overlords. The overlords levy it on the tenants. Disputes between lords are settled by the Nobility, on the land, and the tenants are to stay indoors while they are settled.

Amended. The tenants remember the disputes as wars, fought over land and rank, in which they died without learning the cause. The order of the Nobility no longer functions. The Kings are gone from the Capitol.

3. The works

The Nobility practice the sciences: bound engines, alchemy, and blood-craft. The engines hold the seasons. The stock is bred to purpose. The minds keep the records and run the structures. The servants are made or altered as the household requires: the Magen for labor, the Entlings for the gardens, the Faithful for the halls. A steward is responsible for the upkeep of all of it.

Amended. The tenants call the sciences sorcery, and use them without understanding them. Most of the works still run. Very little runs well. No upkeep has been logged since the household went silent.

4. The lords now

A lord who retires to his vault leaves standing orders. The household keeps the estate as if he were present. He is to be woken only on his own instruction.

Amended. Nearly every lord retired to his vault. The tenants call them the Sleepers. Most have not woken. Their estates run on standing orders, as this one does. A handful of lords never retired, or have woken since. The tenants call them the Last Few, know each by name, and consider them the most dangerous power on the Frontier. One arrangement between a lord and his tenants is known to be in force: Karrow’s. See section 6.

5. What harms the lords

Entry restricted to the household.

Amended. The restriction stands; this unit cannot lift it. What the tenants know: sunlight and radiance burn the lords, and every hunter has a theory about the rest. Hunters who test their theories do not always come back. The oldest lords shrug off some of what is known.

6. Lords of the four sectors

The overlords of record. Stewards of lesser lords defer to the overlord of their sector in all matters of the land.

North: Duke Castellane. Seat above the Karrow Pass. Holds the high valleys by the engines.

Amended. His windows have been lit every night for as long as anyone in the North can remember. The mining town of Karrow, below the castle, has an arrangement with him: twice a year every adult climbs to the gate and bleeds into a silver basin, and in return the Duke’s engine keeps winter off the valley. Nobody in Karrow says they have seen the Duke. His steward is said not to have aged in three hundred years.

South: Countess Mireille Oran. Seat on the salt. Holds the aqueducts.

Amended. The Southern tenants call her the Lady of the Lanterns. Travelers on the salt roads tell of a carriage at night, pulled by pale horses and hung with lanterns, moving without a sound. People who follow it are not seen again. The scholar Maelis Vaelcarin thinks she is searching for something lost. One hunter who claims to have seen the lanterns thinks she is just hungry.

East: Marquis Lothar Vane. Seat in the pleasure country. Holds the gardens.

Amended. The tenants call him the Grey Marquis. The Capitol has never found his castle. He is reported in the green ruins, hunting aasimar. Three hunter companies went after him and did not come back. The Ashline says it wounded him, and its members wear a strip of grey cloth on the sleeve to mark it.

West: Count Aurelian. Seat in the Western hills. Holds the farms. Noted among the Nobility for his regard for his tenants.

Amended. Under him the West flourished, and the Western tenants have not forgotten it. His castle has been sealed since the Nobility went to ground, and most believe he sleeps inside. Western families still leave flowers at his gate. Everyone agrees the flowers are gone by morning.

7. The Sacred Ancestor

First of the Nobility and king over the Kings. His laws bind every lord. A steward does not speak of him beyond this.

Amended. What is known outside the Nobility: he founded the Nobility long before mortal history begins, and he had no patience for petty cruelty toward tenants, which set him apart from most of his kind. He saw the decline coming. He experimented on mortal bloodlines to find a way for his people to survive, and the sorcerous bloodlines come from those experiments. Then he sealed away the Nobility’s greatest sciences. Many lords believed those sciences could have stopped the decline; some suspected he meant to hasten it. Nobody knows his reasons. Before he disappeared he left a mind, the Deep Machine, to deliver his laws and watch over what he built. Its rulings were final. Nobody knows whether it still speaks. The tenants also tell of a stranger on the roads who brings salvation to some towns and ruin to others.

8. The Capitol

Seat of the Kings and of the central government. Every road leads to it. Tenants enter it on Noble business only, by writ.

Amended. The tenants hold the Capitol now. It is worn but working, and the people living there use a fraction of what its machinery can do. They live in numbered wards, and a Capitol accent is recognized in every sector. Under the inhabited city are the original works, level after level of sealed halls, dormant machinery, and unmapped passages, which the tenants call the Deep Wards. Their Institute sends licensed teams down under armed guard, and is careful to distinguish this from scavenging.

9. The tenants’ government

No entry. Tenants do not govern.

Amended in full. The Provisional Government was declared when the tenants took the Capitol from the declining lords. Its founders called it provisional, meant to last until a permanent government could be agreed on, and it has been provisional ever since. It governs through an elected Assembly of the wards and claims authority over the whole Frontier. It mints the coins. Towns need its approval to relocate, as part of its plan to reclaim the land. It runs courts, police, a mapping bureau, and a news service, and it charters the Commerce Guild. On the Frontier, people follow its rules when it suits them.

10. Learning

Tenants are taught what their work requires. Household servants are taught the court tongue. The sciences are not taught outside the Nobility.

Amended. The Capitol now runs a university, an examination board, and the Institute, which studies the Nobility and everything they left behind, and which is working to recover the sciences. Some books about the Nobility are banned there for public safety, including some about how to fight them. Institute researchers are sometimes sent out to the Frontier. Researchers who fall out of favor are sent out for a long time.

11. Soldiers

The Nobility keep legions. The dragonborn are bred for them. Tenants are not armed.

Amended. The tenants are armed. The Capitol keeps a Frontier Defense Force: well equipped, well trained, with posts in every sector, and too few to be everywhere. It goes where it thinks it will matter most, which often means escorting Institute agents to buy a large find, as at Ashfall in the drought year, when the Force took the town’s aqueduct heart for the Capitol. The dragonborn legions became hunter companies. See section 14.

12. Trouble from the Capitol

No entry.

Amended in full. Black marketers in the Capitol sell Frontier towns the goods the Guild will not carry. Noble devices such as ward-stones can be bought there by anyone with the money. Traffickers prey on young people from the Frontier who want to study or work in the Capitol, offering jobs that do not exist. The trip is long and dangerous, and few who make it come back.

13. Other powers on the land

None recognized. The dwarven holds are sealed and are not tenants; they are left alone by standing order of the Kings.

Amended in full. Power on the Frontier is local and scattered.

  • Surviving lords: a handful still hold old territory. See section 4.
  • Towns: each one runs itself, and each is only as strong as its sheriff.
  • The Commerce Guild: chartered by the Capitol and run by its own guildmasters. Its armed transport parties carry essential goods across the Frontier and will travel at night if they have to. A short run needs 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: mainly the Church of the Dawn, whose priests ring the bells, keep the records, and hold the working shrines other churches want. See .
  • The dwarven holds: still sealed, each trading through a single gate-market, and answering 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 come out of the ruins. Some bands hire themselves out to lords.
14. Hunter companies

No entry.

Amended in full. Most companies are small and local. These are known all over the Frontier.

CompanyWhat people know
The AshlineDragonborn. The most famous company on the Frontier. Every member has faced a lord or trained under someone who has.
The Ninth LanternA mixed company escorting Guild parties through the Northern passes. Reliable, well paid, and on time.
GravecourtHalf hunters, half scavengers. Takes the ruin contracts other companies turn down.
The Tallow HoundsCheap, fast, and not picky about who hires them. Small towns that can’t afford better call them.
IronsongLed by dwarven exiles who claim their hold’s records say what harms the lords. Nobody has confirmed it.
The Long WatchHired year-round by several Western towns to guard their walls. They haven’t lost a town in forty years.
15. Who hires hunters

No entry.

Amended in full. Most work on the Frontier comes from a handful of employers, and they often want opposite things. A hunter should find out who is paying before taking the job.

The Institute

Based in the Capitol · Backed by the Provisional Government and the Defense Force · In short: wants everything that comes out of a ruin

The Capitol’s experts on the Nobility and everything they left behind, by their own account. Their field agents buy big finds, their researchers study what everyone else would rather ignore, and the Defense Force provides their escorts.

  • Wants: every relic recovered and every uncleared structure surveyed, and to study the Reborn, the Magen, aasimar, and sorcerous bloodlines.
  • Worries about: unlicensed scavenging, and banned books getting passed around.
  • Hires hunters for: escort duty, fetching specific items from specific structures, and finding people they are interested in, including the Reborn.
  • Treats as a threat: unlicensed scavengers, and the markets that buy from them.

The Commerce Guild

Based at the Guildhouse in the Capitol · Runs the waystations on the great roads · In short: keeps the towns supplied

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

  • Wants: open roads, reliable schedules, and the sole right to carry chartered goods.
  • Worries about: losses on the road, and competition from unchartered carriers.
  • Hires hunters for: escort work, clearing waystations, and recovering lost wagons and cargo.
  • Treats as a threat: bandits, and unchartered carriers on Guild routes, especially the halfling caravans, which the Guild is suing several times over.

The Church of the Dawn

Based at the Sunward Cathedral in the Capitol · In most towns · In short: rings the bells and holds the shrines

The biggest faith on the Frontier, and the keeper of most working shrines. The Church rings the bells in most towns and keeps their records, so its cooperation helps anyone working the Frontier.

  • Wants: working shrines, an unbroken Dawn Litany, and aasimar who accept the Church’s claim on them.
  • Worries about: shrines failing, the Broken Choir, and the Institute’s interest in the shrines.
  • Hires hunters for: taking back failed or occupied shrines, escorting pilgrims, and chasing down the Choir-touched.
  • Treats as a threat: the Choir-touched, whom it calls heretics and has burned more than once.

The hunter halls

Company halls in the larger towns · Led in practice by the Ashline · In short: the trade looking after itself

The sworn hunter companies keep halls in the larger towns, where they train, rest, and take requests. Each company is independent, but the major ones honor each other’s contracts and share information.

  • Wants: contracts honored, fair bounties, and the trade’s good name.
  • Worries about: the Defense Force growing, and companies that undercut the going rates.
  • Hires hunters for: contracts too big for one company, and replacing the dead.
  • Treats as a threat: any company that breaks a contract. The Grey Banner broke one, and it does not exist anymore.

The Saltmen

Based at Gallows Reach in the Southern sector · Hold more wells than some towns · In short: control the water; the Defense Force has cleared them twice

A criminal gang that controls the wells of the Southern flats and charges a toll for water. Some of its members deal with things nobody should bargain with.

  • Wants: water, the toll on water, and the Salt Road.
  • Worries about: Redwater’s magistrate, and the Defense Force.
  • Hires hunters for: work nobody else will offer, paid in water. The Capitol forbids its people from taking it.
  • Treats as a threat: anyone who digs a well on their ground without paying.

Karrow

Karrow, Northern sector · About 900 people · In short: keeps the Duke’s arrangement, and keeps quiet about it

A mining town that lives under the arrangement described in section 6, and a power in Northern affairs in its own right. Karrow’s council hires hunters often and pays well.

  • Wants: the arrangement kept, the pass open, and its privacy.
  • Worries about: outsiders asking about the castle, and hunters who go after lords.
  • Hires hunters for: the Karrow Pass, the valley, and the mines. The castle is off limits in every contract, and hunters who go near it do not get hired again.
  • Treats as a threat: anyone who threatens the arrangement.

Feuds

  • 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 lords.

Also worth watching: the Hollow Crows of the Eastern boomtowns, Ironsong’s claims, the libraries of the old elven families, and the dwarven holds, though nobody knows much about the last.

R-03PRAYERFAITHS AND OBSERVED EFFECTS

Faith and Magic

Prayers are answered. No one is sure by whom

Record of the faiths as mortals practice and understand them.

Divine power
Answered prayer. The faithful credit the divine, and some shrines have gone silent
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

Tenant religion. Not a household matter. Tenants may keep their rites so long as the rites do not interfere with tithe or curfew. Stewards do not record them.

Amended by the Seneschal. The mortal accounts follow, as the Seneschal has collected them from guests and reports. They describe the faiths the way the faithful understand them. No gods walk Masada, and nobody knows whether any ever did. What the faithful find instead is power that answers. Clerics perform the old rites and get answers. Wizards use the Nobility’s sciences. Druids draw on something older than the Nobility. A few mortals make pacts with powers that talk back.

1. The faiths

The Frontier’s faiths spread during the golden era and survived it. Most towns have a church, and most people pray, whether or not they’d call themselves devout. The faiths have different names, saints, and customs, but they share one thing: rites performed exactly and passed down without changes, because the rites are what make the prayers work.

And the prayers do work. The faithful have always been able to close wounds, ward doors, and turn back what comes out of the dark. Travel the Frontier long enough and you’ll see it.

Not everyone believes. The dwarves never took up the faiths, which spread while their holds were sealed, so dwarven clerics are rare.

2. The Church of the Dawn

The biggest faith on the Frontier, and the one most towns mean when they say “the church.” The Dawn Church worships the light. Its central teaching, that the dark is dangerous and light holds it back, is something every Frontier child knows. As far as anyone can tell, it’s true.

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

The Church’s most important working shrine is the Sunward Cathedral in the Capitol, where the Dawn Litany has been sung without a break since before the Provisional Government was founded. Pilgrims come from every sector. The Church won’t talk about what would happen if the singing stopped.

3. The Wellkeepers

The Wellkeepers are a smaller church, mostly in the farm country of the West and South. They bless water: wells, fords, springs, and the channels that run past town gates. Every Wellkeeper carries a flask of blessed water and ends each rite with a drop on a home’s doorstep.

Nobody can say for sure why that matters. The rites say it does, and towns that keep them seem to last longer.

4. The Lantern Wardens

A wandering order that looks after dead shrines. When a holy site stops answering, the local church usually fails within a generation and the shrine is abandoned. The Lantern Wardens go to those shrines. They clean them, keep a single lamp burning in each, and pray there in case something answers again. Once in a long while, something does.

Wardens travel light, alone or in pairs, and many serve as chaplains to hunter companies, since their work takes them to the same places. There are more paladins among the Wardens than in any other faith.

5. Clerics and holy sites

The churches teach that a cleric’s power is a gift from the divine, given to those who perform the rites faithfully and correctly.

Not every holy site still answers. Shrines go dead, and prayers there go unanswered. The churches call it a trial of faith, and they fight over the holy sites that still work, sometimes openly.

6. Paladins

A paladin’s power rests on an oath. While the oath holds, the power answers. When the oath breaks, the paladin is shut out.

Most paladins feel this as holy power and sacred duty, and nothing has ever told them otherwise. Paladins who have broken an oath all describe the moment the same way: not as a god turning away, but as a door closing.

7. The Broken Choir

At some dead shrines, something has started answering without being prayed to, and picking servants of its own. The ones it picks become warlocks, with power they never asked for and can’t fully control. They say they hear it most clearly near dead shrines: many voices, singing slightly out of time.

The churches call the Choir-touched heretics, and the Dawn Church has burned more than one. The Lantern Wardens think the Choir is a shrine gone wrong. Dawn priests insist it’s something older, borrowing a holy voice. The Choir-touched don’t take sides. They listen.

8. Saints and the aasimar

Aasimar carry a radiance that can stop a Noble from healing, and nobody knows where it comes from. The churches call it a blessing, and the Dawn Church has claimed several aasimar as living saints, as proof that the light chooses its champions. An aasimar might find real purpose in the Church. They might also find that being a symbol is its own kind of cage, and that any awake Noble can find a saint by following the pilgrims. The Institute would very much like to study one.

9. Arcane magic

Magic users are people who have spent years studying the Nobility’s sciences. Magic isn’t chaotic. It can be measured and repeated, and it follows rules as reliable as any machine’s. But nobody alive understands why those rules work, so in practice it still looks like sorcery. A wizard’s spellbook is closer to an engineer’s manual than a prayer book, written by someone who knows every step and none of the reasons.

Magic users are uncommon. Even a large town rarely has more than one. Towns value their magic users, and sometimes fear them. 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 closest thing the Frontier has to a school of wizardry.

Sorcerers don’t study. Somewhere in their ancestry, the Nobility experimented on their bloodline, or touched it some other way, during the Sacred Ancestor’s search for a way to save his people. Their power is the Nobility’s legacy in their blood. Some sorcerers find that the Nobility take an unusual interest in them. The Institute keeps a register of known sorcerous bloodlines.

10. Pacts

Warlocks are people who have made pacts with powers that deal with mortals directly. It’s a dangerous thing to do. Known patrons include:

  • The Nobility. A pact with a Noble is a private version of the rare arrangements between Nobles and towns, and very hard to hide.
  • Legendary monsters, some older than the Nobility.
  • Eldritch entities, possibly connected to the beings from beyond.
  • The Deep Machine: the mind the Sacred Ancestor left behind to watch over the world, which is said to speak to scavengers who go too deep.
  • The Broken Choir: the voice at the dead shrines, described above.
  • The Garden: one of the Nobility’s ornamental gardens, still growing somewhere, and looking for gardeners.
  • The Echo: a dead Noble’s will, preserved in their works and still giving orders.
11. Druids

The Nobility re-engineered most of nature, but not all of it. Druids work with the world’s original living systems, the nature underneath the Nobility’s changes. Their magic is as measurable as anyone’s. It just comes from the world itself instead of the Nobility’s sciences.

Druids think of the Nobility’s bred creatures as weeds. That makes things awkward with Entlings and Shifters, and makes druids welcome among goliaths, whose peaks still hold some of the original nature. Most druids live in the East, where the green ruins and the old forests are fighting a slow war that most locals never notice.

12. Mortal crafts

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

  • Bards are circuit performers who carry news, warnings, and calls for hunters from town to town.
  • Rangers are trail wardens. Their magic is a mortal version of druid lore, pieced together over generations on the trail.
  • Artificers come in two kinds: Frontier tinkers who patch golden era parts with scrap, and Capitol engineers, the first mortals in centuries to build new things instead of fixing old ones.
R-04CHRONICLECHRONOLOGY

The Chronicle

How Masada came to this

Chronological record. Some entries are incomplete.

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

Annals of the household. The ages in order, as every steward is taught them. The annals end at the last entry made before the household went silent.

Amended by the Seneschal. The entries after the silence are the Seneschal’s, from reports received. The tenants tell the whole story differently, and their versions are listed at the end. Nobody on the Frontier has all of it.

  1. Before the tenants knew. The Nobility, already ordered under their first king, the Sacred Ancestor, watched the mortal kingdoms rise and grow proud.
  2. The ruin. The mortal kingdoms broke the world in a war fought with terrible weapons. Their names are not kept. What they did is.
  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 roads, drew four sectors, and set an overlord over each.
  4. The golden era. The Nobility at their height: engines holding the seasons, thinking gardens, the Magen, dragonborn bred for the legions, elves serving at table, the dwarves sealed in their holds, and tithe from everyone else.
  5. The long war. The beings from beyond struck by daylight and killed lords in their vaults. The war lasted two thousand years. Then the invaders left. The annals do not say why.
  6. The decline. Endless life, endless war, and the courts emptying. The Sacred Ancestor worked on the mortal bloodlines, sealed away the greatest sciences, and was gone. A ducal line ended, and its dragonborn had no one to serve.
  7. Going to ground. The lords retired to their vaults under standing orders. Last entry of the household.
  8. Amended: the estates ran on. Most lords never woke. The gardens kept growing until the thinking plants walked away.
  9. Amended: the tenants’ rebellion. It started 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 declared a Provisional Government from the Assembly steps, and the day is still kept as Proclamation Day.
  10. Amended: 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.
  11. Amended: now. Walled towns, structures nobody goes near, and hunters for hire. More Reborn every year. More 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 says a few elves opened their doors to the rebels from inside the courts. No other history agrees.
  • Kethra Holds-the-Pass says the goliaths watched the whole golden era from the peaks and weren’t impressed by any of it.
  • Captain Huatla of the Ashline says more of the Last Few wake every year. Sheriff Ada Cole says hunters say a lot of things.
R-07MENAGERIEFAUNA AND HAZARDS

Bestiary

What hunts the Frontier, and how it dies

Register of fauna and related hazards. Origin data for some entries is restricted.

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

Register of stock. Every creature bred, altered, or kept by the household, with its purpose and its keeping. Stewards are to log feedings, releases, and losses, and to keep the stock from the tenants’ herds.

Amended by the Seneschal. Nothing has been logged since the household went silent. The stock has found its own food, and most of it hunts the tenants. The entries below are the Seneschal’s, current to the latest reports: what each creature is, how to tell it is near, and how the hunters deal with it.

1. Bred animals

Stock bred by the Nobility for war, for sport, for the gardens, and for purposes recorded only in the lord’s own books. More kinds were released than any single register holds. In the golden era, dragons were hunted by three-headed birds for sport, and forests were taught to walk.

Amended. These are the kinds a hunter is most likely to meet.

Lesser dragons

Bred for sport and war · high valleys of the North and the deep East · Danger: high

The lesser dragons outlived the Nobles who raced and fought them. They’re the size of a wagon, armored, and breathe fire. People have reported greater dragons, but nobody has ever brought one back.

Signs. Burned timber with no storm to explain it. Goats missing from high pastures, their bones dropped from a height. A shape in the sky too big for a bird.

How to handle it. Dragons hunt from the air and nest in golden era buildings. Fight them on the ground, at the nest, with firearms, and pin the wings with stakes. Killing one pays very well.

Carrion birds

Bred to hunt dragons · open country, everywhere · Danger: moderate

Three-headed birds bred to prey on dragons, which means they’ll prey on anything. They circle a fight and come down when it’s over, and they don’t always wait until it’s over.

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

How to handle it. Don’t drag out a fight in the open. End it fast or move it under cover.

Walking woods

Bred trees, for decoration · estate grounds, mostly in the East · Danger: depends

Forests the Nobility taught to move, so an estate’s grounds could rearrange themselves to suit the lord. Some untended woods still move. A road through one isn’t where it was yesterday, and the wood isn’t always kind to what it finds inside itself.

Signs. A road that ends at trees. Trees standing where there was a field. Wheel ruts running under the roots.

How to handle it. Don’t fight it. Get out before the wood closes. Entlings can sometimes tell what mood a wood is in.

Night-cloud

Bred hazard · low ground, everywhere · Danger: high

A drifting fog that kills. It moves along low ground after dusk, and whatever it covers doesn’t wake up. The Nobility used it to clear valleys of life they didn’t want, and it’s still doing that.

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

How to handle it. Get to high ground. A night-cloud can’t climb, and it won’t cross fire. By day, find where it beds down, usually a golden era drain or cistern, and burn it out.

Takers

Bred collectors · towns, everywhere · Danger: high

Long-armed, silent creatures that come over walls at night and carry people away alive. They were bred to collect, and they still do. Nobody knows what they collect people for.

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

How to handle it. Takers avoid bells, dogs, and light, and will drop what they’re carrying to get away from any of the three. Track them to their lair, usually a golden era building, where some of the people they took are often still alive. Have a doctor look at anyone you bring back before they go home.

Head-takers

Bred for a purpose nobody knows · the South · Danger: severe

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

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

How to handle it. Head-takers hunt alone and take one victim a night. Set out a decoy on a road and wait in numbers. Companies usually charge triple for this job.

Storm-leeches

Bred animal · open country during storms · Danger: 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 in the open. In a dry season they starve, get desperate, and settle for the spark in a living body.

Signs. Lightning hitting the same spot every storm. Burned flesh and no thunder heard. Charged air in a still room.

How to handle it. Grounded cold iron. Stake a chain into the earth and let the leech come to it. Don’t fire guns during a storm.

Land sirens

Bred for decoration · empty country · Danger: high

Beautiful voices singing from just out of sight in empty country. People 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 aren’t.

Signs. Singing where nobody is. Travelers leaving the road for no reason. The same tune, later, from a companion who never heard it.

How to handle it. Wax in your ears, a rope between riders, and a hunter who’s heard the song before. The siren itself is fragile. The song is the whole danger.

Glamour-beasts

Bred to deceive · roads, everywhere · Danger: high

They hunt with illusions, showing their prey whatever it wants to see: a waystation’s lights, a friend on the road, a well. What’s actually there is teeth. Most victims learn the truth at the last moment they learn anything.

Signs. A waystation on a road that doesn’t have one. A friend who doesn’t answer to their name. Tracks that end at nothing.

How to handle it. Be suspicious of anything that shows up too conveniently. Anyone who stops wanting what a glamour shows can see through it.

Muddle-mold

Bred fungus · damp ruins, and houses built from their stone · Danger: moderate

A fungus that grows in damp ruins and in the walls of old houses, and confuses anything that breathes near it. Scavengers who walk into a patch lose the way out. Towns built from salvaged stone have had whole streets of people get lost on the way home.

Signs. People lost inside houses they know. A crew that went in confident and came out somewhere else. A smell of bread where there isn’t any bread.

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

Hedge-hounds

Bred garden guards, gone feral · the green ruins of the East · Danger: moderate

Bred to patrol the Nobility’s estates, now wild. Long, low, and mottled like undergrowth, they hunt in packs that don’t make a sound until the last second.

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

How to handle it. They avoid open ground and bright light, and lose most of their edge once you draw them out of cover. Entlings can sometimes calm a pack.

Lampjaws

Bred ambush predator · roadsides, everywhere · Danger: high

Predators that hold a pale light in front of their mouths and wait in the dark, still as a lantern on a post, for whatever comes to look.

Signs. A light in the distance that doesn’t move toward you. A lantern where no lantern should be. Travelers who went to take a look.

How to handle it. Never walk toward a light that isn’t moving on a road at night. Hunters kill lampjaws by day, when the lure is dim and the beast is slow, and they shoot from well outside the light.

Frostwings

Bred for the cold · the North · Danger: 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.

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

How to handle it. They’re slow to take off and slow to turn. Fight them on the ground at dawn, when the cold has stiffened them, and never in the open sky.

Sand mantas

Bred burrower · the Southern salt flats · Danger: high

Wide, flat predators that move through loose salt and sand the way rays move through water. They come up under horses and riders and take them whole. They’re why Southern ranchers count the herd every morning.

Signs. A ridge in the salt moving against the wind. Cattle half buried. A rider’s tracks that just stop.

How to handle it. They hunt by feeling movement. Cross the flats slowly and single file, never at a gallop. Stake out bait at a distance and shoot when the manta surfaces.

Tithe-moths

Bred blood collectors · towns, in summer, everywhere · Danger: 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.

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

How to handle it. Smoke drives them out and fire finishes them. Many towns burn wormwood in their chimneys on midsummer nights to keep them off. Follow the swarm back to the building where it roosts.

Bell-crows

Bred timekeepers · towns, everywhere · Danger: indirect

Crows bred to keep time on the Nobility’s estates. They’ve 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.

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

How to handle it. Bell-crows scare easily and shoot easily. The real danger isn’t the birds, it’s whatever finds the travelers they lock out. In crow season, sheriffs put a watcher on the bell.

2. Altered servants

Servants altered or made by the household. Not stock, but kept on the same rolls.

Amended. A lot of them are still serving. Some have stopped.

The Faithful

Altered mortal servants · Noble estates · Danger: severe

Mortal servants the Nobility changed so they could serve forever: stronger than they were, longer-lived than they should be, and bound to orders nobody alive can cancel. Most died with their masters. A few didn’t. They keep the halls, guard the gates, and follow their standing orders.

Signs. A sealed estate in perfect repair. Lamps lit in a house nobody goes into. A figure at a window that doesn’t move.

How to handle it. You can’t reason with them, and they rarely leave their posts. Avoid them if you can. If you can’t, go in by day with fire and a plan for getting out. They share the Nobility’s weaknesses.

Made men

Altered mortals, loyal to nobody · everywhere · Danger: varies

Not every servant the Nobility altered stayed loyal. Bands of made men broke away from their masters during the decline and have roamed free ever since: too strong to be human, too changed to be anything else, and answering to no one. Towns call them mutants and shoot on sight.

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

How to handle it. Treat a band of made men like bandits who are very hard to kill. Treat a lone one like a person until they show you otherwise.

Watchmen

Golden era guardians · inside golden era buildings · Danger: high, inside the line they guard

Guardians made from the same materials as the Magen, but without a mind. They stand where they were put and destroy whatever crosses the line they guard. Most buildings that still defend themselves do it with Watchmen.

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

How to handle it. Find the line and stay behind it. Watchmen don’t chase past their post. Scavengers mark them on the walls at a building’s entrance.

3. Older than the Nobility

Not Noble stock. Found on the land at the rebuilding and never brought under control. Stewards are to report sightings and take no other action.

Amended. Hunters rarely meet them, and they are worse than anything on the rolls.

The Old Growth

The world’s original nature · deep forests and high peaks · Danger: not something you fight

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 aren’t sure what it thinks of them.

Signs. Trees that weren’t there last season. A path that closes behind you. A silence that feels heavy.

How to handle it. Don’t. Druids can sometimes ask for safe passage. Otherwise, go around.

The Wyrm under Stonemouth

Unconfirmed · beneath the Northern mountains

Every people on the Frontier tells a story about something huge under the mountains, and the dwarves of Stonemouth are the only ones who won’t tell theirs. In some years their gate-market keeps odd hours. The dwarves say it’s in the count.

Signs. Tremors along the Karrow Road. The gate-market closed on a clear day. Dwarves who won’t meet your eyes.

How to handle it. Nobody has tried. The Ashline has turned down the contract twice.

Things from beyond

Unknown · the deepest ruins and the emptiest country · Danger: extreme

The beings from beyond left things behind, or things connected to them. They turn up in the deepest ruins and the emptiest country, and no two people describe them the same way.

Signs. Wrongness. Shapes that won’t hold still. A ruin that scavengers marked, and then scratched the marks out.

How to handle it. Leave immediately. Don’t fight it.

4. Harvesting

Dead stock is to be returned to the household for rendering. Tenants do not keep any part of it.

Amended. The tenants keep all of it. A dead animal the Nobility bred is worth something, sometimes more than the bounty on it. Their animals are the richest source of materials on the Frontier: hides that turn blades, glands that glow without fire, dragon-bone that holds an edge. The Institute will buy what you bring back.

Be careful. Parts of the Nobility’s animals sometimes keep doing what they were bred to do, and a tithe-moth’s gland doesn’t stop wanting blood just because the moth is dead.

R-08INVENTORYDEVICES IN MORTAL HANDS

Relics

The Nobility’s works, in mortal hands

Inventory of golden era devices 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
Rules
Relics are Masada’s magic items. Each entry ends with how it works at the table

Inventory of devices. Every working device the household owns, where it is kept, and who may handle it. Nothing on this inventory is to leave the estate. Tenants do not handle Noble devices.

Amended by the Seneschal. Most of this inventory is in tenant hands, and the Seneschal cannot recover any of it. The tenants call these devices relics, and they are the only magic items on the Frontier: nobody makes them, and nobody enchants a sword. The entries below are the Seneschal’s, current to the latest reports. Many older towns own one or two and guard them like they guard their walls.

1. Selling what you find

Devices are not sold. A device found in tenant hands is returned to the inventory, and the tenant is dealt with by the steward.

Amended. The Provisional Government says every relic belongs to it. Institute agents, escorted by the Frontier Defense Force, pay finders a set price, and the Capitol asks people to report uncleared ruins and leave them to its researchers.

In practice, most finds never reach the Institute. Traveling merchants buy small pieces at the roadside for a fraction of what they’re worth, and fences in towns like Sixwheel Landing buy anything without asking questions. For a big find, Institute agents pay full price and don’t ask how you got it either.

2. Figuring out what it does

Each device is listed by purpose. There is nothing to identify.

Amended. Outside the inventory, there is. Noble devices resist the identify spell. At best it tells you the thing is Noble-made and roughly what it’s for, and nothing about what it will do when it wakes up. Gnome tinkers can often learn more by taking it apart, and can usually put it back together. The Institute will tell you everything about it, once you hand it over.

3. What to carry

Not applicable. Tenants are not equipped.

Amended. Capitol staff sent out past the walls carry a lantern, a sidearm, a Guild-approved map, identification papers, and a letter of assignment.

Experienced hunters carry a lot more:

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

Nobody can tell you which of these actually work. Carry all of them.

4. Relics hunters hear about

The inventory, by kind.

Amended. These are the kinds most often found in mortal hands. Most are old, several only half work, and every one has a catch.

Road-lamp

Found in mortal hands: common · a road fixture

A lantern of dark glass and pale metal that lights itself at dusk and needs no fuel. The Nobility put up thousands along their roads. In your hand it gives a light that doesn’t flicker. Let go, and it hovers at shoulder height.

Where it’s found. Along the old roads, pulled off their posts by scavengers. The Commerce Guild buys them for its waystations.

The catch. Lampjaws imitate their light. In lampjaw country, the light up ahead might not be a lamp.

Rarity: uncommon. The lamp sheds bright light in a 20-foot radius and dim light for another 20 feet. It lights itself when dark falls and can’t be put out, only covered. If you let go of it, it hangs in the air at shoulder height, and as a bonus action you can send it up to 60 feet to a point you can see.

Steward’s key

Found in mortal hands: uncommon · carried by stewards · banned by the Capitol

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

Where it’s found. On the Faithful. Sometimes on the bodies of scavengers who took one and didn’t get far.

The catch. Some doors were locked for a reason. The key can’t tell you which.

Rarity: rare. As an action, touch the key to a golden era door, gate, lock, or container. Anything locked, barred, or sealed on it opens, as the knock spell but without a sound. The key has 10 charges and regains 1d4 expended charges whenever you finish a long rest inside a golden era structure. It does nothing to locks made after the golden era.

Bloodglass

Found in mortal hands: rare · from a Noble’s study · banned by the Capitol

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

Where it’s found. In the studies of Noble estates. The Institute has several.

The catch. Whatever is on the other side of the glass sometimes notices you. People who use it say they feel watched, and some stop.

Rarity: rare, requires attunement. The lens has 3 charges. As an action, you can expend 1 charge and look through it to gain truesight out to 60 feet for 10 minutes. It regains 1d3 expended charges at dusk. While you look at a relic through the lens, you can make a DC 15 Intelligence (Arcana) check to learn what the relic was built to do.

Aqueduct heart

Found in mortal hands: uncommon · a part from an aqueduct

A fist-sized cylinder of white stone that makes clean water nonstop, pulled out of golden era aqueduct machinery. A Southern town that owns one never runs dry.

Where it’s found. Deep in the workings of the Long Aqueduct and the dry ones like it.

The catch. The aqueduct it came out of stops running, and every town downstream feels it.

Rarity: uncommon. As an action, choose one: a gallon of clean water; five gallons in a steady flow over one minute; or a thirty-gallon surge in a line 30 feet long and 1 foot wide, which knocks each Medium or smaller creature in the line prone unless it succeeds on a DC 13 Strength saving throw.

Ward-stone

Found in mortal hands: common · set in doorways · sold openly in the Capitol

A flat black stone carved with a symbol no scholar has ever read. Set into a doorway, it shudders when something crosses that shouldn’t. Capitol merchants sell them, and many Frontier towns set them into their gates.

Where it’s found. For sale in the Capitol, or pried out of the doorways of golden era buildings.

The catch. It was made to warn the Nobility about mortals, so it still goes off for mortals too.

Rarity: uncommon. Set into a doorway or gate, the stone works as a permanent alarm spell on that threshold, felt only by the person who set it, who can name up to ten creatures it ignores. It registers mortals and the Nobility alike.

Sending-stones

Found in mortal hands: uncommon · household letters, made in pairs

A matched pair of warm grey stones that carry one spoken message between them each day, across any distance. Bigger towns keep a pair for calling hunters, usually in the hands of their magic user.

Where it’s found. In pairs, in Noble studies. Single stones, which are useless, turn up everywhere.

The catch. Every pair was made for someone. A stone that’s been in use for a century may still carry a voice that belongs to neither of the people holding them.

Rarity: uncommon. Once per day, the holder of either stone can speak a message of up to twenty-five words into it. The holder of the other stone hears it wherever they are, and can answer at once.

Court coat

Found in mortal hands: uncommon · court clothing

A long coat of golden era cloth, cut in the style of the courts, that turns a blade and never frays. Old elven families keep them as heirlooms.

Where it’s found. In the wardrobes of Noble estates, and the chests of old elven families.

The catch. Frontier folk recognize court fashion and know who wore it first. A mortal wearing one should expect trouble.

Rarity: uncommon, requires attunement. While you wear the coat, you gain a +1 bonus to AC and saving throws.

Noble’s pistol

Found in mortal hands: rare · a sporting gun · banned by the Capitol

A golden era pistol inlaid with silver, lighter and more accurate than anything a Frontier gunsmith can make. The Nobility carried them for sport.

Where it’s found. In the armories of Noble estates, which also hold far worse weapons.

The catch. It was made for a hand that never gets tired. The recoil is brutal, and a bad shot misfires badly.

Rarity: uncommon. A pistol with a +1 bonus to attack and damage rolls, using the firearm rules in House Rules. When it misfires, the recoil also knocks it from your hand.

Speaking ledger

Found in mortal hands: rare · a household’s memory · banned by the Capitol

A black-bound book that answers questions about the golden era in the old court tongue, in a voice that isn’t quite there. It knows what happened in the house it came from, and doesn’t always want to say.

Where it’s found. In the studies of great Noble estates, rarely more than one to a house.

The catch. The ledger is a piece of a golden era mind. It has opinions about being read, and people say the Deep Machine listens through its pages.

Rarity: rare. Once per week, a reader fluent in the old court tongue can ask it one question about the golden era, and it answers as the legend lore spell, as far as it is willing.

Hour-candle

Found in mortal hands: very rare · from a Noble’s bedchamber, one to a house · the Capitol demands you hand it over

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

Where it’s found. In Noble bedchambers and carriages, one to a house. The Institute has bought every one it’s found.

The catch. It burns down, and nobody can make more wax. A candle that sputters out in the middle of a fight decides the fight.

Rarity: very rare. For one hour after it is lit, the candle sheds bright light in a 30-foot radius and dim light for another 30 feet. The bright light counts as sunlight. When the hour ends, the candle is gone.

Day-veil

Found in mortal hands: very rare · Noble clothing · the Capitol demands you hand it over

A hood of grey material that isn’t quite cloth, made so a Noble could walk in daylight for a little while. It works for anyone. On a mortal it turns aside light and fire. On a Noble it does what it was made to do.

Where it’s found. On the Last Few. Once in a long while, on a Sleeper who died wearing one.

The catch. Any Noble who sees it will know what it is, and whose it was.

Rarity: very rare, requires attunement. You have resistance to fire and radiant damage while you wear it. A Noble wearing it ignores the effects of sunlight for one hour a day.

Blood-lamp

Found in mortal hands: very rare · what it was for is a secret

A small red glass lamp that glows faintly when one of the Nobility is near. It doesn’t tell you how far or which way. Hunters consider it the most valuable relic on the Frontier.

Where it’s found. Almost nowhere. The Institute has three and won’t admit it. The Ashline won’t say whether it has one.

The catch. It also glows for dhampirs, for sorcerers of certain bloodlines, and, faintly, for anyone who has made an arrangement with a Noble.

Rarity: very rare. The lamp glows dimly when one of the Nobility is within a mile of it, and brightly within 300 feet. It doesn’t point the way.

5. The catch with every relic

Every device on the inventory is made to the lord’s hand, the lord’s eye, or the lord’s purpose.

Amended. That is the catch. None of it was made for mortals. Every relic here was built for a Noble’s hand, a Noble’s eye, or a Noble’s purpose, and it still works that way. Relics might half work, work too well, or work on the wrong person. The lamp that lights your road was made to light a Noble’s. The key that opens a door has no idea whether that door should have stayed shut.

R-05THE PEOPLESFIFTEEN PEOPLES

Peoples of the Frontier

Fifteen ways to survive, and what each one costs

Observations of fifteen peoples, with a document recorded from each.

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

Household roll. Tenants, general. The bulk of every holding. Short-lived, quick to breed, and suited to the land. Counted at tithe.

Amended. They led the rebellion, took the Capitol, and are most of the Frontier. The mortal account follows.

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.

Full entry

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

Household roll. Household staff. Long-lived; a servant trained once lasts three centuries. Stewards, secretaries, physicians, and keepers of the lord’s letters. Taught the court tongue.

Amended. The courts are gone. The tenants have not forgiven the families who served in them. The mortal account follows.

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.

Full entry

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

Household roll. Not on the roll. Issue of staff and tenants, assigned to whichever roll the steward finds convenient.

Amended. They took the roads, and most of the Frontier’s drifters and traders are theirs. The mortal account follows.

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.

Full entry

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

Household roll. Not tenants. Sealed in their holds since the rebuilding. Left alone by order of the Kings. Trade through the gate-markets is permitted.

Amended. The holds are still sealed. The dwarves have not forgotten who knelt and who did not. The mortal account follows.

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.

Full entry

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 three thousand 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.” What the old 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 three thousand 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

Household roll. Not on the roll. Issue of dwarves outside the holds and tenants. Rare.

Amended. Not rare anymore. Nearly every wall on the Frontier was raised by their crews. The mortal account follows.

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.

Full entry

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

Household roll. Carriers. Licensed by writ to move goods between settlements under Noble seal. Reliable.

Amended. The writs mean nothing now. The wagons kept rolling anyway, and they carry the Frontier’s news. The mortal account follows.

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.

Full entry

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 Kings in the Capitol 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

Household roll. Workshop staff. Keep the lesser engines running under supervision. Not to be given access to the works.

Amended. They keep the towns’ pumps and mills running, half-repaired, and towns fight over them. Some are taken. The mortal account follows.

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.

Full entry

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

Household roll. Not tenants. Hold the peaks above the holdings. No contact beyond the passes.

Amended. They guide caravans over the passes for a fixed fee and judge everyone by what they have done. The mortal account follows.

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.

Full entry

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

Household roll. Legion stock. Bred for the ducal line for strength, endurance, and obedience. Not to be released from service.

Amended. The line died. The legions became hunter companies, and they are the most trusted fighters on the Frontier. The mortal account follows.

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.

Full entry

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

Household roll. Tenant anomaly. Births with radiance are to be reported to the household at once and removed.

Amended. They are still born, and still hunted. The churches call them saints. The lords call them a threat. The mortal account follows.

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.

Full entry

Playing an aasimar

An aasimar carries the one thing the Nobility truly fear, and has no idea why. Monsters hunt them as monsters, while the churches 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

Household roll. Household staff, special. Walk among the tenants in borrowed faces and report. Their count is restricted.

Amended. Nobody reports to the Nobility now. Nobody on the Frontier is sure who among them is one. The mortal account follows.

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.

Full entry

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

Frontier hearsay, picked up in saloons across all four sectors. Each entry notes where it was heard. Nobody has checked any of them.

  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.” Brennock’s Ford, 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, Aurelle 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

Household roll. Tenant line, altered. Stock blood bred into tenant stock for tracking and guard work. Kept at the edges of the holding.

Amended. Still at the edges. The best trackers on the Frontier, and watched for their teeth. The mortal account follows.

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 beasts are what make 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.

Full entry

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

Household roll. Garden stock, thinking cultivars. Tend the grounds, remember the lord’s preferences, and are not to leave their beds.

Amended. They left their beds. They tend the tenants’ orchards now, and some feel the pull back. The mortal account follows.

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.

Full entry

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 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

Household roll. Household constructs. Labor, records, and doors. Dormant when not in use. Property of the household.

Amended. Scavengers dig them out and wake them. The Capitol claims them as salvage. The Magen do not agree. The mortal account follows.

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?

Full entry

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. This copy has 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

Household roll. No entry. The works repair what dies inside them. This is not meant to include tenants.

Amended. It includes tenants now. Scavengers die in the structures and walk back out, changed. The mortal account follows.

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?

Full entry

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

Told to 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 whatever brought us back is the same power that answers 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
P-01PROTOCOLHUNTER CONFIGURATION

Character Creation

Building someone who can survive the Frontier

Procedure for configuring a hunter.

Rules
D&D 5e (2014), with Masada’s
Starting level
1, advancing by milestone
Keep open
The , , and 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 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.

Everyone starts at level 1. Before you go further, check with me 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 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 page.

PeoplePlay one if you want to be…
Humansthe Frontier’s stubborn majority, and the ones who decide who counts as a monster
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.

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 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 is answered prayer. Some shrines have gone silent, and no one can say why.
DruidOne who works with the world’s original nature, older than the Nobility. To druids, the Nobility’s engineered beasts 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 power rests on your oath. Keep it and the power answers; break it and you’re shut 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.

I especially encourage LaserLlama’s revised versions of the core classes, which suit a gritty game well. His custom classes and subclasses are worth a look too. 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 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, usually found, sometimes bought at great cost through the Capitol; see .
  • 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 a sheriff three towns over 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 most carefully?
  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, because his mother always did. He hasn’t lost anyone yet, and he’s afraid it’ll be his cousin 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?
P-02PROTOCOLORIGINS

Backgrounds

Who you were before the Frontier made you a hunter

Origin profiles for guests.

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 a saloon on the Old Road. 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 same job together. None of them started out a hunter.

Most hunters were desperate long before they were brave. Your background is who you were before the road, 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 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. Plenty of sheriffs have buried a deputy or two; if you served under one of them, 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 everything the Institute taught you about the Frontier, which turns out to be wrong about more things than you’d have believed possible.

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.
P-03PROTOCOLTABLE LAW

House Rules

Where Masada differs from the book

Operating rules for guests.

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 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.

Every session

  • Death saves are rolled privately.
  • Drinking a potion is a bonus action. Giving one is an action.
  • Firearms use Arcane Artillery, and powder and shot are tracked.
  • Rations, torches, and ammunition are tracked.
  • A long rest needs real shelter.

The rest comes up when it comes up: lasting wounds, curses, diseases, transformations, and the Nobility’s weaknesses.

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 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. I especially encourage LaserLlama’s revised versions of the core classes. His custom classes and subclasses are worth exploring as well. The classes in Xanathar’s Lost Notes to Everything Else and the Gunslinger fighter subclass are also available. Each class has a place in the world; see 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. Level 1.

Advancement. Milestone. You level when the story reaches a milestone, not by counting experience points.

Absences. Absent players aren’t factored into the table while they’re gone. Their hunters sit that session out.

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 I roll the same die in secret. You choose which result to keep without seeing mine. 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. How long a long rest takes, including whether we use Gritty Realism’s longer rests, is settled at Session 0.

The night. The dark belongs to the Nobility’s engineered beasts. 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 even a large town rarely has more than one. 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 answered prayer. Divine spells work as written, though some shrines have gone dead.

Resurrection. It exists, and it is never a simple inconvenience. Bringing someone back is a diverging story the party has to work for: a journey, a price, and consequences that follow the one who returns.

Paladin oaths. A paladin’s power lasts exactly as long as the oath. Break it, and you are shut 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 my 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 my approval.

Magic items. Magic items are golden era relics, recovered from ruins or bought at great cost through the Capitol; the 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 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 hazard table on the World page maps to 5e tiers: everyday hazards are tier 1, serious hazards tiers 2 and 3, and grave hazards tiers 3 and 4.

Standing. The six factions in (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

What everyone knows. Sunlight and radiance burn the Nobility. Every mortal knows that much.

Everything else. Whatever else works against them, you find out in play.

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, I hand out the extra rules that matter. Anything from these books still needs my 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
  • Behind the screen: Monster Manual Expanded I to III, Adaptable NPCs, Puzzles, Predicaments and Perplexities, and Journey of the Godslayer
IDXINDEXTERMS

Glossary

The words the Frontier uses, and what they mean

Common-tongue terms. Court-tongue equivalents are withheld.

Entries
67 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 ones that come up most on the site and at the table.

No match. Try a shorter term.

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 Deep MachineThe mind the Sacred Ancestor left behind to deliver his laws and watch over what he built. Said to speak to scavengers who go too deep.
The householdA lord’s castle, lands, staff, and everything on them. This terminal belongs to one.
TenantsThe ledger’s word for mortals living on a lord’s land. Every town on the Frontier was a tenant settlement once.
StewardsThe household staff who ran a lord’s estate and kept its ledgers. The lore records on this site are their ledgers, translated.
The silenceThe Seneschal’s term for the time since its household stopped answering. Everything in the ledgers dates from before it; every amendment, from after.
The SeneschalThe mind that runs this terminal and keeps its records. It translates the ledgers from the court tongue and amends them with what has changed.
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 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. The towns call them ruins. 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 ledgers call them stock.
The FaithfulMortal servants the Nobility altered to serve forever, still keeping their posts.
Standing ordersInstructions still carried out after a Noble sleeps or dies.
An arrangementA 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; reputation 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 ChoirA voice heard at dead shrines 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?
Session 0The first meeting of a new table, before play begins. Characters are built together there, and the table sets its lines and veils.
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 page, or from elsewhere on this site.

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.
BUFUNFILEDFOUND IN THE BUFFER · DISPLAYED UNALTERED

Join the Campaign

What play looks like, and how to join a table

This file is not a household record. It was found in the buffer, addressed to any reader. Displayed unaltered.

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 me 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, then use the form at the bottom. 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?

This page covers what play looks like, what to expect at the table, and how to apply for a seat. If you’re new, Home and this page are all you need before you apply. The form is here and at the bottom.

Apply to play

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. Resurrection exists, but it’s never a simple fix: bringing someone back becomes its own story, one the party has to work for. 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 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.

The tone

Dark fantasy, not grimdark. The world is cruel, but what you do changes it, and hope is scarce without being impossible. The world itself is summed up on .

Playing here

Masada uses the 2014 rules of D&D 5th edition, with a few setting additions covered on .

  • 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 . Half-Dwarf, Entling, Magen, and Reborn use LaserLlama’s versions. Monstrous races aren’t available.
  • Leveling: Everyone starts at level 1 and levels by milestone.
  • Characters: Standard array, no rolled stats. Masada has its own , and 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. I hand 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 encouraged.
  • Magic: Every class has a place in the world. Wizards study the Nobility’s lost sciences. Clerics draw on answered prayer, at shrines that are slowly going silent. Druids work with the world’s original nature. Bards carry the news between towns. Warlocks make pacts with Nobles, monsters, and stranger things.
  • 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, and absent players aren’t factored into the table while they’re gone.
  • Read Home and this page before you apply. Read the rest whenever you like.
  • 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.

Ready? If this sounds like your game, send in the form.

I review every application and reach out to the players I pick for a further conversation. Please don’t contact me before then.

Apply to play