Life on the Frontier:
The Frontierlands Campaign Setting
The following is a
compilation of character knowledge concerning the history and geography of the
known world.
It is currently the year
798, Frontierlands Reckoning (abbreviated FR798).
History
"Discovery" of
the Frontierlands
Still ambitious after
collectively conquering the known world but as yet unwilling to make war with
each other, the rival empires of the Great Continent sent ships in all
directions to discover new lands to conquer.
One vessel braved the
dangers of the Misty Seas and sighted land a thousand miles west of any known
port. Following south along
hundreds of miles of inhospitable mountain coast, it encountered a deep and
sheltered natural harbor in which to make port and replenish dwindling supplies.
In the year 1, Frontierlands Reckoning, Captain Frako Joyle unfurled the
Imperial banner of Dar'Danuk and claimed the new landmass for the Empire of
Dar'Danuk and the glory of the Emperor.
The Frontierlands at
FR100
Though already eighty
years old, the first settlement at Reme was still a simple colonial
garrison. The empire of Dar'Danuk
maintained a minimal fortification at the mouth of the harbor to assert
its claim.
The Frontierlands were merely a symbolic pawn in a greater struggle;
there was little incentive to settle the thin inland soil.
The discovery of the Gateway
Basin changed everything, opening up new lands to the north and west to
those willing to make the four hundred mile trek inland.
The north lands were arable, with rich soil and abundant rainfall.
The indigenous elves were disinterested in affairs outside their forest
kingdoms and the dwarves laid claim only to the mountainous perimeter.
Other than tribes of disorganized humanoids, the choice land was free for
the taking. The new wild lands to
the west were deadly and exotic. Early
expeditions beyond the frontier returned with tales of ancient dragons, fabulous
wealth, and splendid natural wonders that fired the imagination.
However, the attentions of
the imperial courts were directed elsewhere, towards the earliest skirmishes of
the Colonial Wars. When the main
garrison at Reme was recalled, fortune-seekers and adventurers converged on the
Frontierlands from all realms. Shiploads of outcasts arrived seeking a new life free from
whatever tyranny they fled. This
was the first wave of settlement.
On the Great Continent far
to the east, the sanctioned churches of the empires grew strong and arrogant.
Followers of the old gods faced persecution.
In time, worship of even noble Thyr, chaste Muir, and gentle Freya was
outlawed. Some chose exile over
heresy or conversion and found passage across Misty Seas.
This was the second wave of settlement.
By FR149, the dozens of
petty conflicts comprising the Colonial Wars had merged into the Great Imperial
War. Contact with the empires
ceased, except for shiploads of refugees with tales of magical destruction,
horrific suffering, and terror. This
was the third wave of settlement.
Though wary of authority,
most settlers bound together into communities to survive the hardships and
dangers of frontier life. Many
settled the rich farmlands north and east of the Gateway Basin.
Some remained at Reme to fish the Misty Seas.
A few made homes within the Gateway Basin itself to service travelers and
to explore the frontier.
Refugee ships arrived
sporadically until FR159. When the
next imperial ship docked at Reme in FR590, the old empires had long ago fallen
and new ones had ascended in their places.
The Frontierlands had been forgotten by the continent for over four
hundred years.
The Northern Kingdoms
The Kingdom of Bretundy
In FR188, nearly two
generations after the third wave of settlement, a group of farming villages
north and east of the Gateway Basin banded together to defend against goblin
raids. The leaders of each town
chose one of their number to be the final arbiter of all decisions related to
the common good. The benefits of
cooperation became apparent when the alliance successfully repulsed the goblin
threat, and by the end of that year, each leader had sworn an oath of
allegiance to King Cyronuld
Bretundy under the terms of the Great Charter of Bretundy.
The town leaders became the first nobles, likewise demanding oaths of
allegiance from their citizens under the terms of the charter.
Cyronuld's Charter was
intended to prevent the kind of persecution that drove many of the
Frontierlands' earliest settlers from their previous homes.
Under the terms of the charter, anyone primarily of human or demihuman
blood could become a Bretundy citizen by swearing an oath of allegiance to a
Bretundy noble (or alternately, the king).
In return, the noble (or king) promised to provide certain crown
protections, including protection from harm by others, protection of property
from banditry, and protection from magical control.
The charter specified that no religion is illegal per se, citizens are
free to hold divergent views, and citizens may always defend themselves against
illegal aggression. Anyone committing treasonous activity, violating the crown
protections of another citizen, or otherwise breaking the law can be declared an
outlaw. This occurs when a noble
formally issues a Writ against the outlaw, which may specify a bounty for their
death or capture. An outlaw is
considered a non-citizen until the writ is revoked.
In all matters, the King
remains the highest judicial body in the land.
He is answerable only to the gods and may unilaterally revise the
charter, or suspend it in times of war or emergency.
However, scholars claim that the current text is nearly identical to that
of Cyronuld's original document. Few
kings have tampered with its basic tenets.
In practice, the Great
Charter is enforced only when a grievance is raised to the nobility, either by
the victim or their family. It is a contract of behavior
between the nobility and the people. It
does not specify penalties for specific infractions; these penalties may be
specified in other specific laws and are generally guided by recent precedent.
The King may create whatever specific laws outside of the charter that he
deems necessary to govern the land. Critics
claim that the Great Charter protects only the literate and affluent who can
negotiate its legal intricacies. They claim that its terms are vague, and
loopholes such as "treason", "times of war", and
"emergency" leave room for abuse. Nonetheless, it is perhaps the
most sophisticated and longstanding legal document in the Frontierlands.
The Kingdom of Ghanyon
Just prior to the silence
(referring to the time that the northern kingdoms were cut off from the south)
the first avatar of the ‘One’ was taken. The message of order and righteous justice spread quickly,
and upon the bodies of those who opposed the great transformation the Theocratic
state was conceived. Having purged
themselves of all but the most innocuous of filth the people of Ghanyon instituted a
holy order to maintain and protect them. Answering
directly to the avatar of the ‘One’ this order was comprised of three
segments, one representing each side of the triangle, the strongest shape and
also the symbol chosen by the ‘One’ to represent its presence here and in
the other worlds. All three of
these groups are under direct command of the ‘One’ and each is comprised of
a series of levels (multiples of three). The
3, followed by the 9, 27, 81, 243, 729. Each
child born in the kingdom is examined by the priesthood to determine whether
they should be initiated into the 729 of one faction or another.
Children chosen in such a way are removed from their parents unless one
of their parents is also a faction member of the same.
These children are fostered to the particular faction and overseen more
directly by a member from each consecutive level.
Thus a 729 would be assigned to a 243, an 81, etc.
the closer the link the more personal the contact, each 243 would have
three 729’s and so on. Also,
those directly above an individual tended to proceed at more or less a
consistent rate so if your 243 sponsor failed to become an 81 you could be stuck
at 729. On extremely rare
occasions, a 729 might bypass a 243 sponsor and move directly to an 81.
- The
Law:
- Political faction consisting of priesthood. Focus
on social control and maintenance as well as selection and placement of
initiates. Maintain closest
position to the ‘One’ and delegate its wishes.
- The Order:
- Mages
steeped in a tradition of manipulating the elements and especially gifted
where the domain of air is concerned. Intelligence
training as well as special combat skill development makes them a force to
be feared. Officers of the
army.
- The Judgement:
- The holy knights
(Paladins) of the kingdom police the kingdom or act as NCO’s in wartime.
In charge of maintaining and training the military regiments of the
kingdom.
-
- The
Avatar:
- N’dora of Stromguar was the
first avatar to be chosen by the ‘One’. She had only reached maturity by a few days when she was
taken. N’dora-unim was to be the
war leader that would purge the filth from the land, and in so doing she would
begin a legacy that would span the lifetimes of dozens of others as they too
became the chosen of the ‘One’. According
to the ‘One’ each new avatar adds a new set of eyes to the wisdom of the
old. The judgement is made from
both worlds and what is gained is incalculable. The triangle is formed, the old, the new, and the Cosmos.
Updated every thirty years or so, the wisdom of the avatar has led the
kingdom to unprecedented prosperity. However,
the most recent centuries have been quiet and the wisdom gained from each new
perspective wanes. There is a
prophesy that many hope will soon be fulfilled; that the ‘One’ will one day
signal the kingdom that the sleep is over, and that the dormant tide of order
and law will surge forth beyond the sanctity of the borders and sweep the filth
of chaos and evil from the world. Some
say the signs are already present and that the age of judgement is approaching,
others follow the prophesy more closely and wait for the coming of the
‘Disoro-unim’ the ‘divided-One’. According
to the prophesy of N’dora-unim, three aspects of the ‘One’ would appear
upon the death of the ‘avatar of tides’ (a title that would be conferred
posthumously). The three war
leaders would strike upon the unholy nations and drive the evil from the
continent entirely. It is also prophesized
that in the final battle the three will confront their own shadows
and that a terrible racket would ensue (the translation seems incomplete here
but the legend is quite old).
The
avatar is a divine aspect of the ‘One’ although the identity of the
‘One’ itself is incomprehensible to even the most learned of the Law and the
Order. Many have questioned avatars
of this, some for days but despite the gentle indulgence and endless patience of
the avatar, no one has understood any of the descriptions of the ‘One’.
The best description seems to be that the ‘One’ is simply unknowable
by mortal standards and must simply be accepted as such.
-
- The
Ascension:
- The ascension of a new avatar
occurs under three sets of conditions, the two most common being the death or
retirement of a present avatar. Only
twice has there been an exception to these, the first such case referring, of
course, to the first avatar N’dora. The second exception happened shortly after the silence was
broken. The avatar of the time,
Eloan of Yel, announced plans to travel to the southern wildlands and shortly
after embarked on a five year quest, which saw as its end, the return of Eloan
with nine children which he had chosen as candidates three to be trained in each
discipline. No reason, or
significance, was ever revealed by Eloan but the nine children excelled in their
respective factions and within a mere fifteen years had all ascended to the
order of the 3, giving absolute power of the factions to foreigners.
While this may seem extreme, there was no resentment or negativity of any
significance visited upon these remarkable men and women.
The skill and purity of their motives as well as their success in
administering the kingdom actually reaffirmed the faith of many who had
dissented in the past. The
brightest of this cohort was Arastil, an elf, who would not only become the
first demihuman avatar, but would also ascend to the title as no other before
him. Less than a month after
Arastil was named to the Order of 3 Eloan, still a young man, announced that
Arastil had surpassed him in all fields and retired to his rule.
With the addition of Arastil’s elven experience to the avatar a period
of reflection ensued, lasting a hundred years, the same as Arastil’s rule
until he retired. Arastil is still
alive and acts as council to new avatars. There
are scholars that believe that the kingdom is currently in a state of decline
because the reflecting process is still affecting the current avatar.
The theory is basically that the addition of the elven worldview has
added such a radically distinct perspective to the avatar that many years will
be needed before the information can be applied to anything.
Those more critical feel that the complacency is a product of peace, and
that the kingdom is in fact too perfect and there is very little added by each
new avatar simply because the candidates all come from the same perfectly
ordered upbringing. Recent attempts
to promote perspective growth include frequent ‘errands’ that initiates must
overcome in order that they understand what else is possible.
It is thought that the attrition of initiates is less of a concern as
compared with the potential of drawing better avatars, who after all might be
capable of finding an even better solution.
The population of the kingdom is
roughly 98% human with the two percent demihuman population consisting mainly
of elves. There are also a number
of celestials and good air creatures living in the kingdom but their numbers are
in the hundreds and of little statistical interest.
There is an even split between male and female with slightly more males
born in the south and slightly more females in the north.
There are absolute egalitarian conditions within the borders of the
kingdom. There are just as many men
chosen as initiates as women, although the majority of avatar’s have been
women. The only position held
exclusively by men is that of Exniholor (those that practice the art of the
banishment of evil outsiders). In
the past, it has been noted that some evil outsiders have the power to affect
their banishment by finding refuge in the womb of a female Exniholor. The offspring of this foul act have been most powerful and
difficult to detect and deal with. As
a precaution this practice has been left to men who don’t seem to afford
refuge to the filth. The population
is tolerant of race, gender, and even to some extent religion, but there is
absolutely no tolerance for evil acts or disorder. Justice is swift and sure and as it is most difficult to lie
to a paladin there is typically no need for any sort of trial.
The exception being in the case where judgement is brought against a
member of the factions, the only punishment regardless of severity being exile
or death (most choose death) in such a case.
There are virtually no nasties (monsters and such) within the border of
the kingdom and the few that are there are almost all of good alignment.
The majority of the population are of good alignment however there are
some lawful neutral citizens who prosper under the laws as well.
If there are any evil individuals they have hidden this fact through very
powerful means for detection would quickly bring death.
Since the police force is headed by paladins discovery is reasonably
certain.
The ideology of the theocracy is partially summarized in the Axioms of the
Order of the One, volume 1 and volume
2.
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Last updated 05/09/2003
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