1. A Contested Land
The Western Frontier is the region surrounding Orien Route 7, known to the locals as the Border Road. On maps made by House Sivis, the land west of the road belongs to Droaam. But Breland refuses to acknowledge Droaam. In the wake of the Mourning, Breland and Droaam have pulled back their armies. But there is no treaty between them. Minotaur reavers prey on Brelish settlers east of the road. Brelish brigands sack goblin villages to the west of it. And either one may try to plunder a Thunder Coach of House Orien (Faction) as it makes its way to Sylbaran.
2. Justice and Revenge
The Westwind Riders enforce the Code of Galifar, and Maenya’s Fist dispenses justice in the name of the Daughters of Sora Kell. But none of that matters when the Company of the Black Crown comes to town and there’s no Rider or Fist within twenty miles. Perhaps there’s a sheriff who can stand by your side—or perhaps the sheriff is taking the brigands’ gold and sees no profit in stopping them. If you want to see justice done, odds are good you’ll be taking matters into your own hands.
3. A Forgotten Realm
The Dhakaani Empire once extended across this region, but it collapsed thousands of years ago… and in the ages since then it has been dominated by an ever-shifting assortment of petty tyrants. There are ruins that have been shunned for centuries, manifest zones whose powers have been forgotten, and relics of both Dhakaan and the ancient overlords just waiting to be found. The Five Nations have been tamed for ages, but The Western Frontier is wild and unknown, even to the people of Droaam.
4. Droaam Rising
Stories on The Western Frontier often involve interaction between the denizens of Droaam and people from the Five Nations. The contrast between the two—the arrogant old kingdom of humans and the young nation of creatures they’ve long considered monsters—is a powerful source of drama. But it’s important to remember that Droaam isn’t primitive or weak. It may use different tools and tactics than the people of the east, but Droaam is on the rise.
5. Something to Gain
People are coming to the Western Frontier from both sides of the road, because opportunities abound here. The Dragon Marked Houses and independent merchants see boundless opportunities for commerce as Droaam expands, and smugglers are always trying to avoid the Kings Assessors. Sages are discovering forgotten treasures, and House Tharashk is finding new deposits of dragonshards. And there are ancient powers in the region, fiends and fey and more dangerous things, that have been waiting for centuries for a mortal to cross their path…
6. Something To Lose
What are you afraid of? A frontier story is more compelling if you have a stake in the game. It could be your reputation, your land, or your lover. You could have a tie to a town or a mine. In creating a character, think about the things you’re afraid of losing.
7. Harsh and Wide
The bulk of The Western Frontier is a region known as The Barrens. It’s vast and sparsely populated, adding to the sense of isolation and the potential to discover things long forgotten. The harshness of the land reflects the tone of the typical story. The desert doesn’t care about your tragedy.