The New World Frontiers

Across the Eastern Ocean lies a continent of deep forest, a great river, endless plains and red canyons. The ships came two centuries ago. Now it is on the eve of a war.

27careers
11peoples
141spells & runes
209pages, free

What draws them, and what keeps them

The Worldsoul

The living breath of the land, which can be worked as magic here and nowhere else. It is what draws the newcomers across the ocean, and what keeps them. Three peoples have learned its crafts, and the witchfinders of the southern crown hunt them all.

Six powers · One frontier · No peace

The powers on the frontier

The charter colonies

are spreading west, and their surveyors are already in the river valley that everyone expects the war to start in.

The river traders

have built a chain of forts down the great river, and their soldiers are moving into the same valley.

The southern crown

holds the south and the canyons, mints the continent's coin, and would be glad to see its rivals bleed each other.

The merchant company

will sell powder to whichever side pays, and would pay almost anything to own the Worldsoul.

The seekers

keep arriving by the shipload, hungry to learn the Worldsoul, while witchfinders hunt anyone who works it.

The halfling homesteads

want only to be left alone, and lie in the path of any army that marches west.

A party of adventurers watches from a hillside as an army marches below at sunset.

“Your characters belong to none of these powers, or not entirely. They are the ones caught between them.”

A trapper who knows the back trails, an envoy carrying words no one wants to hear, a deserter with a price on their head, a Keeper guarding something old, a seeker just off the boat.

The whole of the system

One roll. Every test.

Roll 2d6 + characteristic + skill rank and meet the difficulty. The bell curve is steep, so every point of training matters, and snake eyes always fails.

  • 4 species, 11 peoples. Canyon dwarves to river elves to the seekers just off the boat.
  • 27 careers. Powdermen, thief-takers, woods runners, witchfinders and more.
  • Three magic traditions. Soul Magic, Hearth Magic and Rune Magic, each its own craft.
  • Hard frontier. Hit locations, critical wounds and Fatigue that builds through every fight.

Try a roll

4 + 3 + 3 = 10

Pick a bonus and throw the dice.

Characteristic + skill rank
DifficultyTargetChance at +3
Very easy792%
Easy972%
Medium1142%
Hard1317%
Very hard153%
Nearly impossible170%

27 careers

Who will you be?

Roll up a character
The Acrobat

Acrobat

Travelling shows follow the trade roads from the ports to the frontier forts. An acrobat is welcome in most settlements, which makes one useful to anyone who needs eyes inside the walls.

The Antiquarian

Antiquarian

Digs the abandoned earthwork cities of the river elves and the oldest dwarven workings, and sells what turns up to collectors or the merchant company. The boat-clans call most of them grave robbers.

The Barber-Surgeon

Barber-Surgeon

A practical healer with a saw and a razor, found in every garrison, ship and trading post, On the frontier this is the only medicine most people will ever see.

The Bowman

Bowman

The bow is still the weapon of the elven nations and of anyone who cannot afford powder. A good bowman shoots faster and more quietly than any musket.

The Charlatan

Charlatan

Sells cures, charms and forged deeds to settlers who cannot tell a true working of the Worldsoul from a trick, and moves on before the buyers find out.

The Duellist

Duellist

Honour is settled with steel among the colonial gentry and the plains elves alike. A duellist fights for a name, their own or a paying patron's.

The Envoy

Envoy

Speaks for one people to another: a crown to the League, a nation to a company. Every treaty on the continent has passed through someone like this.

The Hearthwarden

Hearthwarden

Keeps the hearth magic of the halfling homesteads: small workings of bread, fire, threshold and field. Newcomers hungry for the Worldsoul overlook it, and those who want the Worldsoul ended rarely think it worth burning.

The Highwayman

Highwayman

The roads between settlements are long and unwatched, and coin now travels them. A highwayman takes it at pistol point.

The Housebreaker

Housebreaker

Colonial towns are full of new wealth behind new locks: strongboxes, land deeds and dwarven rune-work, all worth taking.

The Keeper

Keeper

Tends the Worldsoul, which elves call the Breath or the Soul. The river elves' older word is the Braiding, and the plains elves' is the Under-Song. Keepers are courted by those who want to learn from it and hunted by those who want it ended.

The Lancer

Lancer

A mounted warrior bound by honour. The riders of the plains elves and the cavalry officers of the crowns both answer to the name.

The Minstrel

Minstrel

Carries news, songs and old stories between settlements and nations, and is often the only word a place gets from anywhere else.

The Pilgrim

Pilgrim

Walks to holy places, the newcomers' shrines or the old sacred sites. Pilgrims are tolerated nearly everywhere and cross lines that others cannot.

The Powderman

Powderman

Gunpowder is new, and this is the one who understands it: mixing, mining, blasting and serving the guns. Every fort and company wants one.

The Privateer

Privateer

A licensed raider on the Eastern Ocean or the great river, taking a rival power's ships under a letter from a crown or company. Without the letter, a pirate.

The Prizefighter

Prizefighter

Fights for purses in the ports and frontier camps, wherever a crowd gathers and wagers are laid.

The Raider

Raider

Lives by taking: the war parties of the nations and the border reivers of the colonies. Colonists call them barbarians, and their own people call them providers.

The Rifleman

Rifleman

The long rifle is the frontier's new weapon, slow to load and deadly at a distance. Riflemen serve the militias as scouts and marksmen.

The Runewright

Runewright

Cuts the runes that turn a dwarven device from metal into magic. Anyone can use the finished work, but only a runewright can make it. Every trading company wants a runewright on its books, and very few will teach an outsider.

The Soldier

Soldier

A drilled, paid fighter for a crown, a company or a nation's war band. The coming war will need thousands of them.

The Surveyor

Surveyor

Maps land, routes and borders, and for the merchant company, where the Worldsoul runs strong. A surveyor's map decides who claims what.

The Sworn Guard

Sworn Guard

Bound by oath to one person: a chief, a governor, a keeper or a merchant with enemies.

The Thief-Taker

Thief-Taker

Paid to bring in fugitives, deserters and runaways. Colonial law reaches only as far as someone is willing to carry it.

The Trapper

Trapper

Works the fur trade, alone for months in country that belongs to the nations, and lives there by their leave.

The Witchfinder

Witchfinder

Roots out Worldsoul-craft for the southern crown and for the sects of the charter colonies. Feared by the nations, and by any settler who has traded for a charm.

The Woods Runner

Woods Runner

An unlicensed trader and scout who lives among the nations, carrying goods and messages where no road goes. Neither side fully trusts one.

4 species · 11 peoples

One continent, many peoples

Map of the continent of the New World, with the lands of each people marked

Dwarf

Canyon dwarves

“Stone runs deep. Water remembers.”

Cliff-town dwellers of the red canyon country, who keep their rune-forges lit behind closed doors under the southern crown.

Read their field journal →

The whole book, free to read

Contents

All 209 pages of the rulebook in 15 chapters, searchable and linked, with the book's own illustrations and field-journal pages.

Open the rules

Now Wanted

Bold
Souls

for Service on the Frontier, in the Forests, upon the Great River, & wherever the War may lead.

Trappers, Envoys, Riflemen, Keepers, Powdermen & all manner of Adventurers. Roll your characteristics, choose a people, and take up a career. Your papers are kept free of charge.

Enlist now

Apply at the Character Builder