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The Frontier World Document

The document outlines the historical and political landscape of a once-powerful empire now divided into three kingdoms: Vetrix, Hearrm, and Alon, each with distinct cultures and characteristics. It also describes the exploration of the untamed frontier known as Tellera, the establishment of the Royal Expeditionary Forces, and various factions and powerful individuals that influence the region. Additionally, it introduces the emergence of new gods and mystery cults among the lower classes, alongside the dangers posed by various creatures and factions in the frontier.

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0% found this document useful (0 votes)
32 views5 pages

The Frontier World Document

The document outlines the historical and political landscape of a once-powerful empire now divided into three kingdoms: Vetrix, Hearrm, and Alon, each with distinct cultures and characteristics. It also describes the exploration of the untamed frontier known as Tellera, the establishment of the Royal Expeditionary Forces, and various factions and powerful individuals that influence the region. Additionally, it introduces the emergence of new gods and mystery cults among the lower classes, alongside the dangers posed by various creatures and factions in the frontier.

Uploaded by

g master
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Old Empire

Once the most powerful empire to ever exist, the halcyon days of the empire have long passed.
Out of 100 years of civil war has come a tenuous peace under the Treaty of Nord that reforms
the empire into three kingdoms united under one alliance. The Kingdom of Vetrix rules the heart
of the old empire and is the wealthiest of the new kingdoms and has meny of the old imperial
institutions such as the Senate and The Legions. The Kingdom of Hearrm rules the north of the
old empire, forested and wild the people of Hearrm are considered barbarians and outsiders to
most of the empire. Most dwarfs live in Hearrm rallying on ancient treaties to keep them free
from total human control. The Kingdom of Alon controls the east of the old empire, ancient and
storied; the lands of Alon contain vast ruins of empires long gone. Although Vetrix is the
wealthiest kingdom the best quality of life can be found in Alon with its meny schools and
libraries. Most of the elves of the old empire lived in Alon integrated into human society trying to
keep their elven culture as best they can.

Dwarves -The Dwarves of the old empire are solitary and insular people who rigidly
keep to themselves. They served in the empire's legions and traded with imperial towns
but there was always fear in the dwarves about what would happen if the empire
decided to fully assimilate them.

Elves - The elves of the old empire are a scattered people, after suffering for hundreds
of years against(and eventually under) the empire the modern elf tries to keep a low
profile. Elves in the empire often cut their hair short and many undergo surgery to round
their ears to pass better as humans. The last vestiges of elven culture are fiercely
protected by the older generation although meny young elves feel that it is a pointless
gesture. Since their connection to the primal magics was severed, elven lifespans were
lowered dramatically.

The New Gods


Since the first wave of adventures to begin to explore the frontier reports have been coming to
the empire of foreign gods on the edge of society. Spurred on my popular facilitation and the
compleat and total denial of there existence by the church, several small mystery cults have
sprung up in the Kingdoms with there membership mainly from the lower and mercintal classes.

More social clubs then true religions most of there members are not true believers but there are
some who claim to have had visions from these gods and there stories. The Nord gods as they
are called are often depicted as powerful humanlike figures who wield mythic weapons and
powerful magic.

The Nords gods are believed to be a large pantheon of warrior deities they are named Thor,
Odin, Loki, Freya, Baldur, Himdall and Tyr. Some adventures have claimed they saw these gods
in battle or even spoke to them. One adventure by ther name of Snorri the Poet gose so far as
to claim he visited the city of the gods in the far north although few belive him.
The Frontier
All but untouched by the empire the continent of Tellera known to the citizens of the Three
Kingdoms as The Frontier is a wild land filled with dangers and beasts long since eradicated in
the Kingdoms. Before the civil war the Emperor Vosoran 3 planned to settle The Frontier and
sent colonists to found two settlements. The city of Redhill was planned to be the landing point
for new expansion; the settlement of Heritage Island was set up as a rest stop along the
shipping lanes. After the war only Heritage island remained under the control of the Kingdoms.
The City of Redhill is now the seat of a republic who is friendly to the new Kingdoms but firmly
asserts its independence. Beyond the borders of the Dunes Teeth mountains little is known. The
citizens of The Republic tell tales of monsters who travel over the mountains or dwell in the
marshes plotting to bring ruin to the people of The Republic.

The Royal Expeditionary Forces


With the formation of the Three Kingdoms and the reestablishment of ties with The Republic of
Redhill the Kingdoms are once again seeking to explore and settle the frontier colonial efforts
are being prepared but before any settlement can be created the frontier must first be tamed
and explored for this hundreds of adventures have been hired into the new Royal Expeditionary
Forces. Although technically enrolled in the army each adventurer is free to engage with The
Fronter as they see fit exploring mapping and undertaking jobs for their own benefit and the
benefit of the Kingdoms. This offer attracts all those who for one reason or another wish to live a
life less ordinary, perhaps seeking freedom from the kingdoms or wishing to forge a path for its
expansion.

Regions

Heritage Island - Small supply depot and fortress between the Kingdoms and The
Frontier home. Loyal of all three kingdoms it is the furthest true settlement of the Kingdoms.

Skull Island - Warm and tropical, the beaches and jungles of Skull island are home to
the armada of the Boat King. Their ships are a constant threat to the ships from the Kingdoms
and The Republic.
The Republic of Redhill - Occupying the green hills and beaches of the south of the
continent, the Republic of Redhill holds the only truly safe land on The Frontier. Dozens of small
villages are protected by the Duke who rules from the medium sized port city of Redhill. Redhill
is the only settlement of any size that they know of on the Continent.

The Kurth Desert - This vast inland desert is deadly and punishing. The roving clans of
Orcs and Goblins that call the desert home have only one permanent settlement, a huge war
camp around the only oasis in the whole desert.

The Kazmath Jungle - Endless and dense the jungles on the westside of the continent
are virtually unpenetrated even by the natives deadly animals and poisons planets are plentiful
and every inch is watched the secretive Cult of the Serpent King half snake fanatics who
venerate there Snake god and do his strange bidding.

Hailwood Forest - Timeless and pristine the elven woodlands are a primal source of
druidic magic and the elven cities are protected by powerful magics that hide them from the
pains of the world.

The ToVor River Valley - Verdant and fertile, this valley shelters the human kingdom of
Valkoa. Currently unaware of the Kingdoms Valkoa cares more about defending their borders
from Orcs and Dwarves and building ever grander temples to their god Khiam The Living
Progenitor the immortal who founded the kingdom as whose sons still rule the Kingdom.

The Black Mountains - The tallest mountains in The Frontier, these formidable peaks
are home to deadly aerial beasts and dwarven citadel of Undomor.

The Blood Marshs - Although technically within the bounds of The Republic it has been
almost completely unmanaged for decades. The bog has a reputation for danger between its
pervases fog and unsteady ground travels to avoid it at all costs. Those who are unfortunate
enough to find themselves in the marshes tell stories of witches and shadow beasts.

Dunes Teeth - Dry and raged, these short mountains divide the quiet lands of the
republic from the vast Kurth Desert. Home to lots of small that hide beasts and tunnels that
connect to the underdark.

The Battle of Rathgo Ford

There are three commonly believed theories about what caused the old empire to descend into
civil war there is The Betrayal Theory, The Anilaltation Theory and The Wizard Theory. The
Betrayal Theory is the official story told in the Kingdoms
Factions

The Imperial Expeditionaries: A diverse group of adventurers and soldiers under the
direct control of the Three Kingdoms. Their primary goal is to explore and secure the Frontier for
future settlement.

The Free Republic of Redhill: A small but independent nation on the southern coast of
the Frontier. They are friendly with the Three Kingdoms but maintain a strong sense of
autonomy.

The Elves of Hailwood: A secluded elven forest dwelling within the Frontier. They are
generally peaceful but can be fiercely protective of their home.

The Dwarves of the Black Mountains: A reclusive dwarven kingdom that has little
interaction with the outside world. Locked in deadly war with the Drow.

The Dwarves of The Gold Hills: This dwarven kingdom that is more open to trade and
diplomacy with other factions. Famed weapon makers sell weapons to anyone who wants them
and this has made them the richest people on the continent .

Valkoa: A human kingdom located in the ToVor River Valley. They are currently unaware
of the Three Kingdoms and are primarily focused on defending their borders from orcish threats.

The Boat Kings Army: A pirate fleet based on Skull Island that frequently attacks ships
from the Kingdoms and the Republic.

The Orcs of Kurth: Savage orc tribes that roam the vast Kurth Desert. They are
constantly on the warpath and pose a significant threat to anyone who enters their territory.

The Witches of Blood Marsh: A mysterious cult of witches who inhabit the Blood
Marshes. Their true nature and motives are unknown, but they are rumored to be powerful and
dangerous.

The Cult of the Serpent King: A fanatical cult of serpent worshippers who live deep
within the Kazmath Jungle. They are highly secretive and often engage in dangerous rituals.

The Stronghold of St. Vurgos: A dwarven stronghold located in the western Dunes
Teeth mountains. The dwarves there venerate St Vurgos and watch over the frontier dealing
with any that would threaten the safety of the stronghold or disrupt their planning for the great
crusade.

The Church of the Four Lords: A powerful religious organization that has a significant
influence on the politics of the Three Kingdoms. The church is the driving force behind
exploration of The Frontier donating hundreds of thousands of gold to the cause in the name of
spreading the faith.

The Wilders: Residing in the farthest north the Wilders are boat masters and raiders
who worship the old gods.

Powerful Individuals

Khiam, The Living Progenitor: The immortal founder of the Valkoan kingdom, revered
as a god by his people.

The Serpent King: A powerful deity worshiped by the Cult of the Serpent King, who
resides within the Kazmath Jungle.

Vurgin the Terrible: A fearsome dragon said to dwell in the White Mountains far to the
north

The Necromancer: A powerful sorcerer who is said to control undead armies and
manipulate the forces of life and death. He lives in a fortress island far to the north

The Golem of St. Vurgos: A massive and indestructible golem that guards the
Stronghold of St. Vurgos. Said to hold the finger of St Vurgos at its core it is empowered by holy
magic.

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