The Borderland Endures
For Players
everything you need, and nothing the GM is keeping from you
The wind off the high country never stopped at the treeline, not in your lifetime or your grandparents'. You've sat at this bar before, waiting on word from the frontier the way you always do — because you don't go alone, not anymore, not after who you've buried. Someone's ridden in with a story. Word's come again.
I
What You Learned
Where you are and what everyone here already knows: the king's push a century back, the slow retreat since, how villages live, who lives where, and why the wild is both dangerous and full of wonders.
read this first
II
House Rules
What's different at this table — talking before fighting, enemies that break and run, retreat as a real option, carrying capacity, the three kinds of rest, and what happens when you hit zero.
read before session one
— one of these each, depending on where you trained —
III
The Road and the Word
What you know, if you've sworn to no hall at all — most of the trade, as it happens.
player background
— only if you're playing a spellcaster —
IV
Magic Adjustments
Which spells work differently here, which are weaker until you've grown into them, which get stronger as you do, and which don't exist in this world at all. Check this before finalizing a spell list.
casters only
V
Workings
Ritual-scale magic for genuine set-pieces — caster tiers, locus and cost requirements, how a tier is earned, and a lookup table of spells with Working versions.
casters only