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The Frontier Tales of Grit and Thaumaturgy

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The War of Federation has ended and the virgin expanse of the Southern Territories has been opened for settling. The people of the Unified Republic have begun the largest expansion since the Enlightened Races set foot on Veraqez, throwing up towns and ranches all across the region they call the Trackless. Mines are being blasted in the hills and boom-towns are rushing out to meet the miners.
This land isn't untouched, however. Indigenous cultures of "less civilized folk" have lived in the Trackless for generations untold. Feyfolk, gnolls, and lizardmen fight the Enlightened dwarves, elves, halflings and humans to keep their way of life alive. Where the cultures meet, they clash and blood is spilt. Some hold hope, though, that the varied peoples can coexist.
And now rumors have started spreading that something from the Old World has reawakened. Artifacts more valuable than gold have been found in abandoned mine shafts. Floating islands have been spotted above great Northern cities and the plains of the Trackless alike. Alchemists and scientists are at a lose, the Church of the Saints Ascendant is silent, but no matter one's heritage, it can be felt: High Magic has found its way back into the world. And somewhere in the Trackless the secret to harnessing it awaits.

A weird west setting for Pathfinder Second Edition. The project will include new ancestries, archetypes, feats, spells, and weapons.