The Border Kingdom

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Contents

  1. The Border Kingdoms and the Lake of Steam (1372)
  2. The Border Kingdom
  3. Border Kingdom
  4. Border Kingdom | AoCWiki | FANDOM powered by Wikia

This is extremely well written and would be very good to run for beginner players.

There is a couple of misspelled words most notably pages 14 and 15, though there are [ Robert H. It's a straightforward and quick module; it gets to the point confidently and includes all three pillars of player. There's enough content in here to give new play [ GOH K. This is a module intended for both new players and DMs, and it shows. The module's flow is quite basic, but one shouldn't expect much variation in a module that you'd want to keep within two hours, and it isn't too hard to hide the rails. Enoug [ Jack S. This was a quick and simple adventure that was very easy to run, especially with the included to scale map.

New players weren't overwhelmed and more experienced players were still challenged by the combat, especially if a certain type of enemy refuses [ Olivier A. Very good introduction to the story line. It takes a little more than 2 hours to run it, but if you push to 3 hours you have enough time to run the bonus objective. See All Ratings and Reviews. Browse Categories. DMs Guild. Guild Adept. Tomb of Annihilation.


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The Border Kingdoms and the Lake of Steam (1372)

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The Border Kingdoms aren't all "kingdoms. This verdant, chaotically-governed region is prime adventuring territory. Many adventuring bands come to the Borders to conquer their own realm - yet those who succeed often spend the rest of their days defending it from other adventuring bands with similar ambitions.

The Borders are the birthplace of many a mercenary and merchant who hails from "a place you've never heard of.

boRder kingdom

It's been said there are no accurate maps of the Border Kingdoms, where boundaries, rulers, and names of realms change from tenday to tenday, and border disputes seem to occupy the lives of many on a more-or-less daily basis. Maps will be sadly out of date at best, and full of willful distortions at the worst many cartographers seek to suggest the realm they represent - or want their local ruler to trade with - is larger and more important than it really is.

The Border Kingdom

Misinformation is the rule when Borderers travel the Realms in search of adventurers to hire. So beware: on any map of the Border Kingdoms, boundaries are at best approximate, and between the making of the map and your journey, realms will probably have appeared, disappeared, or moved.

The Border Kingdom

The land of Thuntar, for example, is named for the self-styled "King of Adventurers," a huge man from the Tashalar who hoped to find quiet retirement in the Border Kingdoms but found himself continually hounded by the one thing he couldn't fight: magic. Accordingly, the land known as Thuntar has moved thrice.

Border Kingdom

Once it was roughly where most maps place Talduth Vale now. Later it occupied the coastal uplands of Ondeeme before the mage of that name transformed or drove out all inhabitants to found his own realm there , before finding its present locale on the western shore of the Borders - where it was once in the uplands, but lost territory to marauding giants land later seized by adventurers who slaughtered the giants and founded the land of High Emmerock. Migration and skirmishing are constant in the lives of most Borderers.

The warm climate and fertile ground make it possible for inhabitants to do battle whenever they desire and still have food enough to see them through the winter ahead, and to live in caves or shelters in the deep woods and not freeze in the "cold months" which are actually foggy, slushy months far warmer than the howling, deadly "winters" of more northerly regions.

The adventurer Steeleye once called the Border Kingdoms "a deadly but enchanting place where every winding lane takes you to another dotty little realm, complete with pompous rulers and customs, grinning and well-paid mercenaries - dubbed the "Grand Guards"or the "Imperial High Host" - who tolerate these ruling dolts until the coins run out, and crumbling castles here, there and everywhere The Border Kingdoms are often raided by nomads from the Shaar seeking food, weapons, and whatever else they can carry off. Their raids on caravans have given The Realm of the Ready Sword its name, and forced the creation of alert and capable military forces in all of the Border realms south of the River Scelptar.

Border Kingdom | AoCWiki | FANDOM powered by Wikia

Borderers spend much of the rest of their time fighting each other or privately-sponsored Calishite armies. This makes many Borderers reluctant to leave their lands or at least the region ; consequently, most merchants traveling through the Border Kingdoms are enterprising folk from the Vilhon Reach. They trade both coins and trade goods such as fine clothing or bolts of cloth and all manner of smithywork for the ever-abundant food. Borderers tend to build stout and well-guarded granaries, gather in food to these compounds, and wait for merchants to show up, buy it, and carry it away.

Many folk in the overpopulated Vilhon Reach lands would starve if Border Kingdoms crops ever failed or were mostly destroyed.