Frontier Position Sign-Up
Costs and Information
A 2-Character Frontier Position costs £2.00 per
turn. (£1.00 Base Turn Fee, £0.50 each for
two characters.)
Startup and Rules is FREE, including first for two characters,
if you are playing entirely by email.
Startup and Rules is £5.00 Sterling, including
2 turns for two characters, if you are playing entirely
by postal mail.
Postal Mail positions available for Europe only. Email
positions can be played from anywhere.
Information
New To The Game?
We normally recommend that new players try the standard
DungeonWorld adventurer position before jumping into
Frontier. However, if you feel confident and like the
sound of the module, go ahead and give this a try first.
Frontier Module Race Restrictions
Most of the races that are available in the main module
of DungeonWorld are also available in Frontier. There
are a few exceptions to this, though.
Signups cannot choose to take Glacier Barbarians or
Dwarves of any kind. The land of Frontier does not suit
these character's racial preferences at all, and so
their presence will be treated as a 'limited' character
class, not available on startup.
However, certain new character types are available
*only* in Frontier. These represent locals of the region
who have learned to cooperate with the explorers from
Bereny (and to enjoy the strange luxuries they bring!)
Basic Character Types
Normally, players who are trying DungeonWorld for the
first time start with two characters. The game was designed
to be entirely playable with just two characters, although
players can control more if they wish. We recommend
you choose two from this list of options, but should
you feel excited enough to start with more, each additional
character costs £2.00 to set up and then 50p per
turn thereafter. You would need to send these additional
characters by using the form a second (or more) times
until all characters you had requested were sent.
These are the basic character types available to new
Frontier players:-
Aslani, a race of lion-men, are common in Frontier
including; Aslani Fighters & Aslani Monks. Aslani characters are only available as males.
Tough, Black-skinned 'native' humans are also common
including; Tribal Warrior, Tribal Scout, Tribal Witch-Doctor
and Tribal Shaman. Tribal characters are only available
as males.
Midnight Elves are native to this region and
are available as Midnight Fighter, Midnight Keeper
(with animal sub-character), Midnight Rogue & Midnight
Priest. Midnight Elves can be male or female.
Human Rogues
Rogues are the classic fantasy thief/scout class. While
they are fair fighters, they are somewhat weaker and
not so finely trained. However, they have other skills
and abilities that give them distinct advantages, including
the abilities to pick locks and pockets! They can be
male or female.
Human Enchanter/Enchantress
Summoning Fire Sprites to sizzle their enemies, shielding
their bodies with crackling fields of energy. Enchanters
are the main magical class in the game, casting spells
from scrolls which only they can make! They can be male
or female.
Human Priests
These holy men and women worship the Gods of Light and
can use their powers to heal the sick and wounded. They
are normally fairly tough as well, making them a useful
addition to any adventuring group.
Human Monks
Human Monks can only be male, since the remote mountain
schools which teach them, still stuck in ancient prejudices,
will not take female applicants. Monks are masters of
the martial arts, being devastating hand-to-hand fighters,
but being limited by the weapon and armour choices they
are allowed.
Elven Warrior Maidens
Elves in the DungeonWorld have a very distinct class
system in which the women are the superior fighters.
Consequently, these classes can only initially be female.
Elven Women, like other fighter forms, have the usual
warrior strengths, but add some unique Elven abilities
in their possible skill selection.
Human Assassins
In the political hotpot of DungeonWorld there have always
been those rogues who take one step further into the
darker profession of Assassination. In time, these people
have found their skills can be used for the cause of
good too! Their ability to make poison and use a special
'backstab' attack with an Assassins' Curved dagger is
useful too! Assassins can be male or female.
Human Necromancers
The study of death has long been feared in the lands
of Bereny. Necromancers are mistrusted and misunderstood
characters who use the dark magics of entropy in their
quest for magical knowledge. Although they are still
adventuring heroes, Necromancers never quite seem to
be accepted by society. Like Enchanters, they have low
combat and health stats. They can be male or female.
Human Crusaders
Crusaders are holy warriors who work for the Church
and the Crown. While they worship all the gods, they
are split into 'arms' which each honour one of the Deities
in particular. Crusaders start with armour and a shield
and are a powerful initial class, *but* they have a
downside. Each 'arm' of the Crusaders is ruled by a
'Lord Crusader' who's word is *law*. If they issue a
command your character will be expected to obey or suffer
dire consequences.
The Crusader option is recommended for advanced players
only.
If you do choose to take one you should choose which
sort and write your choice in a space on the signup
form:-
Crusader of Cambron (God of Justice) - Must be male
Crusader of Selador (Father of the Gods) - Must be male
Crusader of Merl (God of Commerce) - Must be male
Crusader of Marial (Goddess of Healing) - Must be female
Crusader of Bethseline (Goddess of Love) - Must be female
Crusader of Shanna (Goddess of Nature) - Must be female
Human & Elven Bards
Bards are the entertainers, musicians and minstrels
of DungeonWorld. They have fair fighting abilities and
can use their music to 'influence' others, both negatively
for their enemies and positively for their friends.
They can be male or female, but be warned, Elven Male
Bards are extremely weak because of a magical curse
which affects all Elven men in the game.
Centaurs
Half-man, half-horse, centaurs are a magical man and
animal hybrid. Able to carry other characters on their
backs and negotiate the overland at a faster rate than
a two-legged humanoid, they are nevertheless restricted
to a limited range of armour and gear. Can be male or
female.
Human Alchemists
These homely scholars study the properties of Alchemicals
and other elements of nature, mixing them in smoky labs,
or walking the halls of a dungeon with components ready
for experimentation. Although they are probably the
weakest character type in combat, their knowledge and
potential financial growth are often considered on of
the greatest of all adventurers. Recommended for experienced
players only. Can be male of female.
Human Rangers
Wanderers of the overland, these characters are the
scouts and masters of the road and countryside. From
the icy wastes, through the hot Summer Ward and on to
the fog-shrouded North, they excel at navigating the
wild areas and strange places above ground.
Human Druids
Living in tune with nature, Druids are another class
well suited to the overland. Their abilities to summon
animals to their aid and to mend and heal where nature
has been torn asunder are rather specialist, but useful
in certain situations.
The Adventurer's Market
To get your characters started you'll need to purchase
some equipment for them. You can fill in what purchases
you want to make on the sign-up sheet. Each character
has 50 gps (Gold Pieces) to spend at the Adventurers
Market. There are thousands of items available in the
game, but for the purposes of this setup we've limited
your choices down to a few pieces of basic equipment.
The rest you can find later... while exploring the game!
Please note the following armour restrictions:
Enchanters, Alchemists and Monks are not allowed armour
of any kind.
Rogues, Rangers, Bards, Assassins and Crusaders of Shanna
are not allowed Plate Mail.
Druids can only wear natural armour which they make
themselves.
Centaurs cannot initially purchase armour (because they
need to find and buy special 'Barding' (horse armour)
during the game.)
Please note the following special setup Items which
you do not need to buy when setting up:-
Rogues start the game with lockpicks automatically.
Human Enchanters and Human Necromancers start the game
with scrolls detailing their four initial spells.
Assassins start the game with a special curved assassin's
dagger automatically.
All Crusaders start the game with a special shield and
armour automatically.
All bards start the game with a musical instrument automatically.
Rangers start the game with a 'Rangers Bow' automatically.
Centaurs start the game with a 'Centaurs Bow' automatically.
Please note the following special options available
on some character types:-
Crusaders can choose to start the game with a squire.
(No cost in-game, but 10p per turn to run in real money.)
Explanations
Its best to get a weapon, since bare hands don't do
much damage in combat... unless you're a monk or a Glacier
Barbarian, in which case, don't bother with a weapon
for now. Fighters might want some sort of armour too.
A ''Teleport Home'' Scroll is useful, magically returning
your character to the start point and might be very
handy to get back after you've explored as far as you
want to before returning to lick your wounds and sell
your gains for a while. A ''Shadow Cloak'' is a tool
for rogues, made from a low-friction lightweight material,
but not actually magical, it's the best thing for dodgy
dealings! A ''Petty Title'' gives your character the
affix of ''Lord'' before their name. It's of little
use except for show, but it does have some weight in
bureaucratic circles and might be useful if you plan
to get involved in game politics. A ''Guard Dog'' actually
functions as another character, having it's own orders
and working independently of it's owner. However, if
you buy a guard dog your position will be charged an
additional 10p in *real* money, (not a great sum, but
it covers the printing costs, etc.) All characters are
considered ''clothed'' in basic tunic, leggings and
sandals until other clothing is bought. Enchanters start
the game equipped with everything they need for basic
spells.
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