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dnd-setting-TheNewWorld/Locations/General Frontier Overview.txt

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The Frontier
<09>The Frontier<65> is a blanket term for all monstrous kingdoms that lie north, south, and east of the Western Kingdom of men. When the term is used by members of the monstrous races, it is a term used to refer to the gap between the westernmost of the monstrous kingdoms, and the city of Hillsburrough <20> the frontier which separates the men from the monstrous. (Or, as they are known in the monstrous kingdoms, <20>the slaves and the masters.<2E>)
Men of the Frontier
There are two types of demihumans that dwell on the frontier: soldiers fighting for the Western Kingdom, and pioneers. Pioneers are those who are attempting to follow behind King Braddock's army and settle the frontier, expanding the kingdoms of man and further opposing the monstrous kingdoms. This is an extremely dangerous lifestyle, and those who lead it are fittingly tough, both in body and spirit.
Average Pioneer
c1 (races will vary <20> but most often human)
HP 6
AC 10
ST 12, DE 10, CO 14, IN 10, WI 12, CH 10
Fort +2, Ref +0, Will +1
Init +0
BAB +1, +0 ranged
Languages: Common; 30% will know one of the following: orcish, goblinoid, elvish, dwarven, gnomish, or the language of a local pervasive monster type
Possessions: long knife, farming or other trade implements (80% of every pioneer will possess a melee or ranged weapon and ammunition), 1 sp and 1d20 cp (with an additional 1d10 sp in a hidden location in their home).
The pioneers on the frontier come from all walks of life (though many are former soldiers), and attend various things <20> some set up shops, some start farms, others start a smithy. But all must be acquainted with the facts of life on the frontier: disease, unnaturally bad weather conditions, and frequent monster attacks <20> when their nearest garrison might be 30 or more miles away.
The average pioneer's home is simple, being made of local materials. On the grasslands of the frontier, sod houses are popular (dirt is free!). In the mountains, natural shelter <20> caves and other such surroundings <20> are used when found, but otherwise, trees are felled and used to build shelter. Some nomadic tribes pitch simple leather teepees on the grass itself, so they might be moved easily when following a herd. Regardless of construction, the average pioneer's home is a one or two room structure, with just enough room to eat, and sleep in. <20>Living<6E> quarters are simple; beds are straw and rope when there are beds at all. Piles of furs and other such accommodations are also common. All homes, except in extremely hot climates, have a large fireplace or common fire pit; even the ones in very hot climes usually setup a dedicated fire area outside the home. If the family owns any weapons, they will be prominently displayed in a place of pride; a common place is over the hearth, surrounding a copy of the Old Code, given down by the council of nine.
In areas where more than 3 or 4 pioneer families have assembled, they take a page from Hillsburrough's history and form small militia units for the defense of their farms. When fighting as a group in defense of their homes, such pioneers gain a +1 to all attack and damage rolls. All pioneers are strong willed, and will fight virtually until dispelled or destroyed.
Monsters of the Frontier
The Monsters of the Frontier are numerous, and of various alignments and opinions. It is not unheard of, though rare, for a group of pioneers to form a temporary alliance with a local neutral monster band (e.g. One that did not have a stake in the outcome of the Great Alliance and its war against the demihumans). This occurs when the two have a common enemy, or they are able to establish a routine for trade and profit amongst one another.
The majority of monsters roaming the frontier, however, are interested in no such pact. Those who are not directly attached to the remnants of the Great Alliance <20> now reforming in the East <20> are satellite agents for their interests, or are simply vicious beasts looking for loot or a quick meal.
In the plains between Hillsburrough and the Great Wall, Goblinoid armies roam the plains in a semi-organized fashion. They tend to avoid the armies of King Braddock, choosing instead to raid settlements and other lightly protected areas. These armies usually only number in the high double digits <20> sometimes a few hundred. They are generally led by an Orc or Hobgoblin of 1st to 3rd level, and consisting of about 10-100 additional monstrous humanoids, orcs, goblins, giants, ogres, etc. These armies are generally held together only by the force of their leader and his loyal soldiers; all members of these armies are constantly plotting and scheming against the leader, waiting for their chance to put themselves in power. The armies of King Braddock actively ferret out, engage, and pursue these armies <20> just as they would pursue an actual army of the Great Alliance.
Average Unaffiliated Monstrous Band
Leader <20> OrcB5, average stats, carries minor magical weapon and armor, 1 random medium magic item
Lieutenants <20> OrcB2, average stats, carries one random minor magical item; 1 lieutenant will be present for every 25 soldiers
Soldiers <20> 10d6+10 monstrous humanoids; a random mix of goblins, orcs, giants, trolls, etc. They are equipped with the standard variety of arms and armor; short and long spears, axes, and simple armors. There is a 1% chance that any given member of the army will have a random minor magical item.
The old remnants of the Great Alliance are currently rebuilding their strength far in the east, but that doesn't mean they never make an entrance or push towards the western kingdoms. Once every year or so, there will be a large army that will proceed forth from the outer edges of the monstrous kingdoms, numbering anywhere from a few hundred to a couple thousand monstrous humanoids. These armies are disciplined, strong, and vicious. The armies of King Braddock and the various demi-human nation states have thus far been able to repel these invading hordes.
Despite all this, the outlook in the western kingdoms is continually good. <20>As long as we keep seeing these armies<65>, they say, <20>the Great Alliance can't rebuild effectively. When they get quiet... then we might have a reason to worry.<2E>
For statistics on armies of the Great Alliance, see the following section on the Great Alliance.