5 Leagues from the Borderlands is a solo fantasy campaign game, set in an agnostic world you can build yourself. Its about growing your group of heroes into a fighting force and defeating the threats within and without, all while looking for glory.
My Campaign:
My campaign is set in the world of Coramonde, based on the book DoomFarers of Coramonde and its sequel Starfarers of Coramonde by Bryan Daley, written in 1977. I read these as a kid and really loved them (so much i used the name for my space marines).
Map:
This map is as of 8th of March, i need to update it with more details, like the camps, delves etc, but its a good start.
Details of the world:
Below you can see a bunch of sections describing the world, the story, the characters and so on. Its pretty text heavy so best to read when you have time. This will be written in story format, so for gameplay and dice rolls etc, check out the various blog posts that will be linked.
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In the shadowed aftermath of Yardiff Bey's downfall, where the Doomfarers of legend pierced the heart of infernal darkness and sealed the portals of doom, the realm of Coramonde stirs uneasily toward restoration.
Prince Springbuck, now rightful sovereign, rallies fractured kingdoms—Freegate's pragmatic city-state, Neolanth's horse-lords, and the nomadic Horseblooded tribes—to reclaim stability amid lingering scars from the ancient Great Blow. Yet on the northern fringes, the Crosslands plateau—a vast, windswept tableland of rolling plains, jagged ravines, and remnant mountain ridges—remains a vulnerable crossroads, its old trade road linking precarious settlements and ruined watch castles to the ominous Gorgenfast, a mist-shrouded northern fastness teeming with resurgent evils.
Dispatched from Freegate under King Reacher's banner and Springbuck's commission, a ragtag warband ventures forth to secure this frontier: scouting whispers of unholy incursions, stemming raids that threaten vital trade lines, and probing the Gorgenfast's depths to prevent a new tide of darkness from spilling south.
Led by Andrean Northwatch, a landless fourth son of a minor Freegate noble house, the band aspires to the mythic mantle of the Doomfarers—those who fare toward certain peril in deeds of valour.
Their mission is clear yet perilous: reclaim lost strongholds like the family's ancient Northwatch Spire, fallen decades ago to the Mistclans and Bey's agents; patrol the trade road's series of crumbling watchtowers; and confront three encroaching threats— the Cabal of Whispers (Yardiff Bey's remaining cultists and undead thralls), The Mistclans of Gorgenfast (barbarian raiders from the far north), and the Scourgekine ( an opportunistic carrion horde under Zorath the Opportunist).
Bound by a motto forged in frontier grit—"Doomfarer in deed if not in name"—this unlikely company of exiles, zealots, and outcasts must forge legend through survival and sacrifice, turning a routine border patrol into an epic stand against the north's festering shadows.
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The Crosslands: Frontier of Shadows
The Crosslands form a strategic northern march—a broad, elevated tableland buffering the independent city-state of Freegate from the primal horrors of Gorgenfast.
Situated some three days' hard ride north of Freegate's jungle-encircled plateau (accessible via swaying rope bridges and ascending ancient highways), this frontier lies athwart the vital trade arteries linking Coramonde's heartlands to wilder peripheries.
To the south, Freegate's pragmatic spires and war ministries loom as your resupply hub, under King Reacher's watchful eye. Eastward, the rolling vales trail into Neolanth's horse-nomad steppes, allies who send occasional cavalry scouts. Farther south still, beyond Freegate's southern gates, sprawls the Kingdom of Coramonde proper: the grand fortress-city of Ku-Mor-Mai (Springbuck's seat, a week's ride distant), shadowed by Earthfast's unyielding bulwarks and the allied realm of shadowy Cthonia.
To the north rises Gorgenfast, the jagged mountain fastness—a black-toothed barrier of mist-choked peaks and hidden passes, where Yardiff Bey's lingering cultists, warped tribes, and Great Blow anomalies fester. Westward, sheer cliffs plummet to a stormy inland sea, dotted with smugglers' coves and the haunted ruins of coastal watchtowers. The High Ranges' northern foothills bleed into the Crosslands' own rugged spurs, remnants of the ancient cataclysm that scarred the continent.
This is no pristine wilderness but a land of faded glory: the Great Blow—that apocalyptic rupture of magic and earth in ages past—left cyclopean ruins, unnaturally straight roadways, and latent portals flickering with otherworldly peril. The Crosslands, once a thriving waystation of Northwatch houses and merchant lords, fell to Mistclans and Bey's agents decades ago.
Key Features of the Crosslands Plateau
The Old Trade Road: A broad, pre-Great Blow highway of fitted stone, arrow-straight for leagues but cracked and overgrown. Lined with mile-markers and waystations, it channels all travel—perfect for convoy escorts or ambushes—forking at ravine-crossroads toward settlements and northern passes.
Terrain Variety: Windswept plains for sweeping charges; deep "cross-gorges" and ravines ideal for skirmishes; scattered low mountain ranges (foothills of Gorgenfast/High Ranges) riddled with defensible passes, hot springs, and hidden vales; sparse woodlands and misty vales for cover and foraging.
Hazards and Anomalies: Rolling fog-banks from Gorgenfast carrying illusions or spectral foes; unstable Great Blow portals leaking demons or undead; poisoned wells and cursed battlefields from the Curse of War.
Climate and Seasons: Temperate but harsh—biting winds, sudden storms from the western sea, summer grazes turning to winter ice. Nomadic herds migrate seasonal routes, drawing Horseblooded camps.
Landmarks and Settlements
The Crosslands' heart beats in its handful of hardy outposts and ancient sentinels. Use the table below for quick reference in your campaigns:
Landmark/Settlement
Description
Proximity & Role
Cross Gulch
Vital ravine-hamlet at a trade-road fork; mud huts, palisades, central well. Suspicious locals, tavern (The Misted Horn).
Entry point from Freegate; quest hub for rumours and favours.
Crossways Haven
Bustling market town; wooden walls, inns, diverse traders.
Central crossroads; resupply,.
Ferrian's Fast
Manor town around a repurposed watchtower; stone houses, noble's hall.
Political heart; potential ally/base for Andrean Northwatch.
Surehand's Drift
Seasonal nomad tents by a sacred spring; hardy horsemen.
Eastern fringes; cavalry aid, trade for mobility quests.
Dunstan's Bulwark
Ruined watchtower by river; ivy-choked walls, haunted barn.
Northern edge; ghoul lairs,
Northwatch Spire
Andrean's ancestral hold; towering fortress lost to Mistclans/Bey agents.
Far north, near Eliatim Pass.
Eliatim Pass
Foggy mountain gateway to Gorgenfast; ambush heaven.
Northern border; Mistclan incursion point.
Sordo's Ford
Cursed river-crossing; skull-altars from the Scourgekine.
Trade road midpoint; convergence battles.
Flarecore Hold
Ruined infernal outpost; portal-shrine for the Cabal of Whispers.
Eastern ridges; ritual purge site.
Howlebeau Redoubt
Half-fallen coastal tower; sea-mists, ghoul packs.
Western cliffs; naval raid hooks.
Snowleopard Vale
Hidden fertile valley; Mistclan outpost.
Gorgenfast foothills; tribal showdowns.
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Dramatis Personae:
Andrean Northwatch
Role: Hero - Leader of the warband, a pragmatic fourth-son noble who commands the group with martial strategy and a drive for personal glory.
Background: As the overlooked fourth son of a minor Freegate noble house, Andrean returned from distant sea wars feeling stifled by family obligations—his father rules, his brothers hold key positions, leaving no path for him. When Prince Springbuck's envoy offered him command of a frontier excursion to the Crosslands (his family's ancestral lands, including the lost Northwatch Spire), he seized it as a chance to escape civilization, reclaim heritage, and aspire to Doomfarer legend through deeds against northern threats.
Equipped: A surcoat in the family colours of green and grey. A dented shield taken from an old enemy with his family sigil hastily painted on it, and his family sword, a massive backsword named Spirefall.
Kessa Ironvow
Role: Hero - Zealot warrior-woman, a fanatical frontline fighter who inspires the band with unbreakable vows and merciless combat against darkness.
Background: A self-declared devotee of ancient guardian oaths, Kessa shaved her head and donned armour after surviving a Mistclan raid, vowing eternal war against infernal taint. Hearing of Andreans mission in city shrines, she joined the band as an equal, drawn by echoes of Lady Duskwind's spirit and the opportunity to prove herself a "Doomfarer in deed" on the perilous plateau.
Equipped: Carrying battered armour, and a Warhammer, with a red and black surcoat.
Rassik-Claw
Role: Hero - Feral reptile-man skirmisher, a towering crossbow-wielding brute providing raw strength and primal instincts in ambushes and hunts.
Background: A giant reptile-man from a shattered mountain enclave, bound by an old family debt from Andrean's father's aid to his kin. As a vestige of noble favour, he was provided to the retinue during mustering in Freegate, his feral nature and hatred of Gorgenfast's corruptions making him a reluctant but fierce ally in the northern march.
Equipped: a giant crossbow and natural scales.
Tobin Quickpen
Role: Hero - Halfling scholar-archer, the band's lore-keeper and precise shortbow marksman, untangling ancient mysteries and political webs.
Background: A diminutive academic fallen on hard times after dismissal from Freegate's archives for delving into forbidden Great Blow scrolls, Tobin was freed and assigned by Andrean's family to record deeds and navigate alliances. Eager for lost knowledge in the Crosslands ruins, he joined the band to redeem his reputation and document their aspirational Doomfarer path.
Equipped: A battered helm, and a shortbow.
Wolfrick Thorne
Role: Soldier - World-weary soldier-retainer, a steadfast mace-wielding veteran who anchors the line and supports Andrean.
Background: A lifelong household retainer who served Andrean through sea campaigns and family duties, Wolfrick followed his young lord without question when the Crosslands commission arose. His years of grim experience make him the band's steady core, committed to seeing Andrean prove the Northwatch name amid frontier perils.
Equipped: Battered armour, and Mace.
Garvin Windle
Role: Soldier - Local guide, a rustic bearded scout, expert in terrain navigation, foraging, and liaising with plateau folk.
Background: A Crosslands native born to nomadic herders, Garvin met the band at a border tavern (The Misted Horn) on Freegate's edge, offering his intimate knowledge of trails and hazards for coin and shared purpose. Drawn by recent Gorgenfast stirrings threatening his kin's lands, he joined to guide them through the unknown, bridging the outsiders to the frontier's harsh realities.
Equipped: Staff.
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House Northwatch is a minor noble family of Freegate, rooted in the pragmatic merchant-warrior culture of the chasm-girt city-state. Once guardians of the northern march, they held sway over the strategic plateau trade road and its watch castles in the Crosslands. Their ancestral seat, Northwatch Spire—a towering pre-Great Blow fortress of cyclopean stone—was lost decades ago to Mistclans pouring from Gorgenfast and the agents of Yardiff Bey.
The family retreated south, retaining a modest manor along Freegate's trade approaches, where they now collect tolls, breed hardy horses, and maintain small levies for the city's defense. Though diminished, House Northwatch clings to pride in its ancient duty as border wardens, and its members still speak of reclaiming the Spire as a matter of blood and honour.
Family Colors
Green (deep forest or verdant green, symbolizing the enduring life of the plateau's vales and the family's stubborn resilience).
Grey (storm-cloud or iron grey, evoking the unyielding stone of ancient watchtowers and the harsh winds of the northern march).
These colors appear on cloaks, surcoats, banners, and shield facings—typically a field of grey with green accents, or vice versa.
Sigil
A two-towered keep (stylized as a black or dark grey silhouette against the green-grey field). The towers are tall and square, connected by a crenellated wall, representing the dual watchtowers that once flanked Northwatch Spire and guarded the old trade road. The sigil is simple and martial, often painted on shields, etched on signet rings, or embroidered on household banners. In battle, it serves as a rallying mark: "Hold the towers, hold the line."Current Family Structure:
Lord Harlan Northwatch – Patriarch, aging but iron-willed. Rules the family manor near Freegate with thrift and caution. Health failing, but still commands respect from old retainers.
Garran Northwatch – Eldest son and heir. Tall, methodical, married into a merchant house for alliances. Manages tolls, estates, and household finances.
Torin Northwatch – Second son. Captain of a watch tower on Freegate's chasm rim. Stern, disciplined, commands levies and city guards.
Draven Northwatch – Third son. Steward to Lord Harlan, handles diplomacy, investments, and correspondence with Freegate's war ministry.
Andrean Northwatch – Fourth (and youngest) son. The overlooked spare—returned from distant sea wars with salt scars and no inheritance. Dispatched to the Crosslands under Springbuck's commission to scout threats, secure the trade road, and (in his heart) reclaim Northwatch Spire. Leads the warband with a mix of duty, ambition, and hunger for legend.
Family Motto / Saying
No formal motto is recorded, but household wisdom often repeats:
"Towers stand when men fall—hold the line."
Role in the Campaign
Andrean carries the family's sigil on his shield and banner, a constant reminder of what was lost and what might be reclaimed. The green-and-grey colors mark his small retinue, helping locals recognize them as Northwatch folk rather than mere Freegate mercenaries. Rumors in Cross Gulch and Crossways Haven still speak of "the old Northwatch towers" as symbols of better days—fueling both hope and suspicion when Andrean arrives. Reclaiming Northwatch Spire would not only be personal redemption for Andrean but a resurgence of House Northwatch's name across the plateau.Spirefall: The Blade of House Northwatch
Type: Massive two-handed greatsword (though Andrean wields it one-handed with brutal ease due to his immense strength).
Appearance: A towering length of dark, storm-grey steel, longer than Andrean is tall when planted point-down. The blade is broad and straight-edged, with no elegant taper toward the middle—its width holds nearly to the end, where it terminates in a blunt, clipped tip, almost as if the point was deliberately sheared off in some ancient forge accident or ritual.The edge is razor-sharp along one side only, the other thick and reinforced for chopping through mail, bone, and even stone. The hilt is wrapped in dark green leather over iron crosspieces shaped like miniature tower battlements, and the pommel is a heavy grey orb etched with the faint outline of a two-towered keep. Runes along the fuller (barely visible unless blood runs in the grooves) read in old Coramonde script: "Towers stand when men fall."
Origin and Name Background
Spirefall was forged in the deep forges beneath Northwatch Spire itself during the waning days of the family's golden era, before the Great Blow's full scars had faded from memory. It was commissioned by Lord Eadric Northwatch (Andrean's great-great-grandfather), a legendary border warden who held the northern march against the first waves of Mistclans spilling from Gorgenfast.
The blade was intended as a symbol of unyielding defense: broad and heavy enough to smash through enemy shields and siege ladders, its clipped tip a deliberate choice—forged blunt to symbolize that the tower would never yield a point, never bend, never break.
The name Spirefall was not given at forging, but earned in tragedy. During the final siege decades ago—when Yardiff Bey's veiled agents and Mistclan warbands overran the plateau—Lord Eadric's heir, Sir Roderic Northwatch, wielded the blade in the Spire's great hall. As the towers cracked under infernal fire and ogre rams, Roderic fought to the last, cleaving a path through the invaders so that a handful of survivors (including the family steward and young pages) could escape south with the blade and the house sigils.
The Spire fell that night, its cyclopean stones toppling into the ravines below. The sword, bloodied and notched, was carried away by the fleeing remnant—renamed Spirefall in bitter honor of the lost seat it could not save.
Legacy and Andrean's Bond
For generations, Spirefall rested in the family vault at the modest manor near Freegate, wrapped in oiled cloth and rarely drawn. It became a quiet emblem of what was lost: the Northwatch towers, the family's pride, the duty to hold the line. Andrean's father, Lord Harlan, considered it a cursed relic—too heavy, too grim for peacetime.
But when Andrean returned from the sea wars, scarred and restless, he claimed it without asking. The first time he swung it one-handed in the manor yard, the blade sang through the air like a storm breaking, and the family retainers whispered that the old power had found its true wielder.
To Andrean, Spirefall is more than steel—it is the weight of his house's fall and the promise of its rise. He wields it in the direct, violent manner of a man who has no patience for finesse: sweeping, crushing arcs that rend armor and bone alike, Kurgan-like in their raw fury. Each swing is a vow to reverse the name's meaning—not to let another spire fall, but to make the enemies of House Northwatch fall instead.
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The Three Key Threats of the Crosslands
In 5 Leagues from the Borderlands, the warband confronts three escalating threats that dynamically influence encounters, events, and the campaign arc. Victories reduce their Threat levels, yielding rewards like loot, allies, or intel, until each is vanquished in a climactic quest.
These foes are fully confirmed as integrated into the Coramonde setting: resurgent evils from Gorgenfast and Yardiff Bey's lingering shadow, spilling onto the plateau via hidden passes, ruined watchtowers, and cursed battlefields. No further options needed—these are locked in, with narrative ties to your band's Doomfarer aspirations.
Short Summary:
The Cabal of Whispers
Secretive cultists loyal to the fallen sorcerer Yardiff Bey. They slink through Crosslands towns, whispering lies and curses that turn neighbors into traitors. By night they summon undead thralls and minor demons from the Inferno to sabotage and betray from within. Subtle, insidious, deadly.The Mistclans of Gorgenfast
Twisted cousins of the Horseblooded nomads, warped by Gorgenfast's endless mists and infernal curses. Pale-skinned raiders who strike at dusk and dawn with axes, javelins, and shadow-wolves. They descend from the northern passes to plunder trade roads and farms, howling for their lost "eternal dusklands."The Scourgekine
Carrion-eating ghoul packs and debased war-cult fanatics led by the opportunistic necromancer Zorath. They swarm fresh battlefields, devouring the dead and spreading a rotting curse that twists survivors into more of their kind. Frenzied, filthy, unstoppable—drawn to every drop of blood spilled on the plateau. -
Threat Within: The Cabal of Whispers
Alternative / Informal Names: Whisperers, Veilborn Cabal (inner circle), Bey’s Whisperers (what locals mutter in fear)
Overview: A clandestine network of Yardiff Bey’s surviving devotees, operating from hidden shrines and corrupted minds across the Crosslands. They serve the sorcerer’s legacy (and through him, Amon of the Inferno), spreading paranoia, sabotage, and possession. Cultists infiltrate settlements, whisper lies to turn kin against kin, and summon necrotic thralls or minor infernal entities via flickering Great Blow portals.
Their presence is the "foe within"—the threat that rots the frontier from the inside.
How They Operate:
Subtle at first: poisoned wells, anonymous rumours, dreams that drive settlers mad, or "friendly" locals suddenly turning with hidden blades.
Escalation: Possession rituals (a villager’s eyes glow amber as they summon undead), or outright summoning of skeletal thralls / minor demons (imps, shadow-hounds) from Inferno leaks.
High Threat risks betrayal in safe havens (e.g., Cross Gulch tavern brawl started by a possessed barmaid).
Key Enemies
Type
Description
Leader / Notable Names
Cultist Fanatics
Robed whisperers with curved ritual blades, illusion cantrips, dark chants.
Zethar the Veilborn (scarred high priest; the Cabal’s elusive mastermind, flees to whisper again).
Undead Thralls
Rotted skeletal warriors or wights wielding rusty spears, raised from barrows.
Wight-Captain Morvath (revenant in faded Ku-Mor-Mai heraldry—hinting at ancient ties to Andrean’s house).
Minor Infernal Servants
Small demons (clawed imps, flame-wreathed shades) summoned in rituals.
Occasionally commanded by Zethar or a possessed cult lieutenant.
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Threat without: The Mistclans of Gorgenfast
Alternative / Informal Names: Mistclans, Twilight Mistclans, Gorgen Mistfolk (what Garvin Windle or Horseblooded scouts might call them in hushed tones)
Overview: Degenerate cousins of the Horseblooded tribes—once proud nomads who followed ancient grazing paths into Gorgenfast's shadowed vales generations ago.There, endless mists, lingering Great Blow curses, and faint infernal leaks from Amon's realm twisted them: pale skin that never sees full sun, eyes glowing like embers in twilight, and a savage hunger for raids at dusk and dawn. They have forsaken horses for stealth and ferocity, riding shadow-wolves or moving on foot through fog-choked passes.
They descend via Eliatim Pass and hidden ravines to claim the Crosslands as their "eternal dusklands," preying on trade caravans, farms, and isolated watchtowers.
How They Operate:
Hit-and-run warbands favoring low-light hours (dusk/dawn ambushes in ravines or fog banks).
Tactics: Javelin skirmishers, axe-wielding berserkers, wolf-companions for flanking, howling war-songs that spread panic.
High Threat blocks roads, raids convoys, or forces settlements to pay tribute in food/horses.
Key Enemies
Type
Description
Leader / Notable Names
Mist Raiders
Agile skirmishers in ash-woad and furs, dual javelins or hand-axes, mist-cloaked.
Chieftain Grimskull (hulking, ogre-blooded warlord astride a massive shadow-wolf).
Mist Berserks
Frothing warriors with mauls or great-axes, fear-immune in twilight rage.
Skald Vargor (bone-flute shaman whose songs whip the clans into frenzy).
Shadow-Wolf Packs
Lean, black-furred wolves with glowing eyes, bonded to Mistclan riders.
Occasionally led by elite "wolf-kin" riders.
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The Scourgekine
Alternative / Informal Names: Scourgekine, Zorath's Scourge, the Carrion Host (when referring to Zorath's personal elite forces)
Overview: A debased, carrion-obsessed horde of ghouls, grave-mutants, and war-frenzied cultists who revel in slaughter and feast on the fallen. They are the "foe without" that thrives on the aftermath of Mistclan raids and Cabal betrayals—swarming battlefields to devour corpses, spread a contagious curse of undeath and madness, and turn victory sites into festering lairs. Unlike the Cabal's subtle whispers or the Mistclans' tribal fury, the Scourgekin are raw, animalistic debasement: cultists are self-mutilated cannibals who worship endless strife, far more feral and less organized than Bey's old followers.How They Operate:
Opportunistic swarms drawn to fresh violence—ghouls burrow from graves post-battle, cultists charge in howling mobs seeking "worthy deaths."
Tactics: Paralyzing claw attacks from ghouls, frenzied axe-rushes from cultists, spreading the curse via bites or ritual scarring (victims may rise as new thralls).
High Threat spawns extra post-battle hazards (ghoul ambushes on wounded warband members) or curses safe havens.
Hierarchy & Key Enemies:
Level / Type
Description
Leader / Notable Names
Overlord (Remote)
Cunning necromancer rival to Yardiff Bey, exploiting the chaos for power.
Zorath the Opportunist (gaunt, silver-eyed sorcerer; commands from hidden lair, rarely seen).
Field Lieutenant
Brutal enforcer leading the main horde, master of ghoul packs.
Thraxor the Scourgemaster (scarred warlock with bone crown; directs assaults and rituals).
Elite Retinue / Warband
Zorath's personal Carrion Host—largest, most savage ghoul packs + debased cult champions.
The Carrion Host (mixed elite ghouls and cult champions; banner of skulls and rotting meat).
Ghoul Packs
Loping, mottled carrion-eaters with paralyzing claws and glowing eyes.
Ghoul-King Slaarg (bloated pack alpha with iron jaw-trap, serves Thraxor).
War Cult Zealots
Self-scarred, blood-mad humans in ragged tabards, wielding jagged trophies.
Prophet Ironwrath (one-eyed visionary preaching "war eternal"; leads frenzied mobs).
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Forged in the Shadow of Doom: The Call to the Crosslands.
The air in the Inferno's shattered halls still reeked of brimstone and blood when Prince Springbuck of Coramonde staggered from the final portal, his blade dripping ichor from Amon's fallen lieutenants. Yardiff Bey's dread citadel lay broken, the sorcerer's necrotic webs unraveled by the Doomfarers' desperate charge. Gil MacDonald and his Earth-born crew slumped against walls, spent; Gabrielle de Courtenay wove healing spells amid the groans; André fought to stand beside her; even Lady Duskwind, who had cried "Am I not a doomfarer too?" to leap unbidden into the fray, bore wounds as badges of legend.
King Reacher of Freegate clasped Springbuck's arm. "The darkness breaks, Prince—but the world awaits your hand." Springbuck's nearsighted eyes burned with resolve. Coramonde teetered: Strongblade's coup crushed, but Bey's whispers lingered in shadowed corners, and the Great Blow's scars festered. He would rally the realms—Freegate, Neolanth, the Horseblooded drifts—not as conqueror, but restorer.
Envoys rode forth, bearing his seal: pledges of fealty for shared wards against the north's resurgent evils.
Far to the south, on Freegate's jungle-ringed plateau, Andrean Northwatch—returned from a distant war. Three years harrying pirate coves along the western sea, captaining a Freegate galley against raiders who flew black sails from unknown shores. Salt-crusted and scarred, he sought home: the modest manor clinging to the trade road's edge, where his father, Lord Harlan Northwatch, ruled with iron thrift.
Freegate stifled him like a too-tight gorget. His father Harlan held court in our hall, his health failing but grip unyielding. The eldest brother, Garran, the heir, tallied tolls and wed a merchant's daughter for alliances. The second, Torin, captained a watch tower on the chasm's rim, barking orders at levies. The third, Draven, shadowed Father as steward, whispering of investments in safer trades. "What place for you, Andrean?" Harlan grunted over supper, his eyes appraising. "The wars are won. Serve here, or wed some farmer's chit." Nothing. No command, no glory.
The Doomfarers' tales echoed in every tavern—Springbuck's band, Duskwind's defiance, the portal leap into hell. Andrean dreamed of such deeds, to etch Northwatch into legend anew. Their ancient hold, Northwatch Spire, lost decades past to Mistclans pouring from Gorgenfast and Bey's veiled agents, haunted his blood. His father dismissed it: "Ruins and ghosts, boy."
Then came the envoy bearing Springbuck's commission, quartered in Reacher's war ministry. Over Freegate ale, he eyed Andreans salt-bleached cloak. "The Prince seeks captains for the marches. Rumors from the Crosslands—northern darkness stirs: Mistclans raid, ghouls prowl, whispers turn kin to traitors. Reacher pledges a band to hold the plateau, scout for Coramonde's banners. Lead it, Northwatch. Prove your house."
Andreans heart thundered. Escape this cage. Reclaim Northwatch Spire. Fare toward doom like the legends. "I accept," he said, clasping his arm. His father scowled at the mustering, but Draven slipped him a purse—"For the family's name." Torin grunted approval. From the old debts, they summoned Rassik-Claw, the reptile-man—towering, scaled, amber-eyed—bound by a forgotten pact from Harlans youth. "He fights without question," Draven muttered.
Wolfrick Thorne, loyal retainer these eight years—from galley decks to this—packed without word, his mace oiled.
Next his father thrust Tobin Quickpen at him: the fallen scholar, ink-fingered and threadbare, dismissed from the city archives for "meddling in forbidden scrolls." "Record our deeds," Harlan commanded. "Untangle the politics—Springbuck's envoys, local lords. You're no courtier, Andrean." Tobin bowed, shortbow slung, eyes alight at hints of Gorgenfast lore.
They departed at dawn, Freegate's bridges swaying behind. In a border tavern—The Misted Horn, where plateau winds howled—they met Garvin Windle, bearded guide with stag-antler staff and sac of trail-wisdom. "Crosslands born," he rumbled, trading tales for silver. "I'll see you not lost to ravines or worse."
Kessa Ironvow joined last, striding from the shadows: bald, armored zealot, eyes like forge-coals. She'd heard of the levy in Freegate shrines, vowing to purge the north's taint. "The Doomfarers broke Bey," she declared. "We shall be their echo—in deed if not name." Their motto born that night, scratched on a tankard.
The Crosslands stretched before them like a faded tapestry, its wide plateau scarred by the winds of forgotten wars.
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Shadows on the Crosslands Road
The Crosslands stretched before them like a faded tapestry, its wide plateau scarred by the winds of forgotten wars. Andrean Northwatch rode at the head of his ragged band, the old family map clutched in his gauntleted fist—a brittle relic from his father's manor, its inks faded and edges frayed. Much of the plateau remained a mystery, known only in whispers from Freegate traders: the straight ancient highway crumbling into goat paths, small mountain ridges looming like broken teeth, and the ever-present threat of the Gorgenfast mists rolling south.
They were bound for Cross Gulch, a vital hamlet huddled in a ravine-crossroads, where the trade road forked toward the northern watchtowers. Provisions ran thin; they’d lived off Garvin Windle's foraging—bitter roots, snared hares, and stream water that tasted of iron.
Andrean scanned the horizon from horseback, hand resting on the hilt of his sword Spirefall. Father's last words echoed: "Prove the Northwatch name anew, boy—or don't come back." Wolfrick Thorne rode silent at his flank, his world-weary eyes missing nothing, while Kessa Ironvow marched with fervor, her bald pate gleaming under the pale sun, murmuring oaths against the darkness. Rassik-Claw lumbered behind, his scaled bulk hissing softly with each step, crossbow slung across his massive frame. Tobin Quickpen, the fallen scholar, pored over his own scribbled notes on a pony, muttering about pre-Great Blow alignments. Garvin Windle brought up the rear, staff topped with its stag antler tapping the dust like a metronome.
They crested a ridge when the knight appeared—a lone figure in dented plate, banneret limp on his lance. He reined in his weary destrier, squinting at Andreans shield's sigil: the black tower on a field of grey, Northwatch's mark. "By the old gods, a Northwatch? Here?" His voice cracked like dry leather. Sir Eldric Harmsway, he named himself, a grizzled survivor of border skirmishes, his beard streaked white.
Andrean dismounted, clasping forearms in the old way. "Aye, Sir Eldric. Andrean Northwatch, fourth son. Dispatched from Freegate to scout the rumors—the darkness stirring north."
He nodded grimly, eyes flicking over our motley crew: the zealot, the reptile-man, the halfling. "Your kin held Northwatch Spire in better days, lad. Cross Gulch clings on, but beware the followers of the Cabal of Whispers. Whisperers in the markets, promising salvation from the mists. They've turned good folk against each other—avoid their cowled eyes, or you'll wake with a knife in your throat."
He sketched a rough map in the dirt: Mistclans raiding from Eliatim Pass, ghouls haunting riverbanks, and cult-fires flickering at night. A pouch of hard bread and dried meat he pressed into my hands—"For the road. Fare well, Northwatch. The Crosslands need Doomfarers now, in deed if not name."
They pressed on, the knight's warnings heavy as our packs. Cross Gulch squatted in its gulch like a wary beast—mud-daub huts clustered around a well, palisades patched with fresh timber. Smoke curled from hearths, but faces peered suspicious from doorways. They’d spared our last provisions for the trek, bellies gnawing as they sought word of the threats: Mistclan tracks? Whisper cults? Gorgenfast portents?
The locals spat and turned away—armed strangers from the south meant trouble. Andrean bartered what coin they had for watery ale, frustration mounting, only staving off hunger by volunteering for the village watch. Then Old Mira Kettleford, a crone with rheumy eyes and a shawl pinned with iron wards, sidled up at the single tavern. "Northwatch, eh? My kin—Joren and Lira Kettleford, with their boy Tomas—hold a farmstead by the river, nigh Dunstan's Bulwark. Overdue a fortnight for market. Not like 'em. Ghouls been sighted, or worse. Check on 'em, and I'll sing your praises—get you real talk here."
Kessa's eyes blazed. "The light demands it." Tobin nodded eagerly—ruins meant lore. Rassik-Claw merely hissed assent. They agreed and set off for the farm.
Battle Reports:
Here you will see links to blogs, with the play by plays of the games, photos etc.
I am starting a 5 Leagues from the Borderlands campaign, to go along with the other campaigns i am playing.
Its a great solo campaign and has very similar rules to 5 Parsecs, and gives me a great option for kitbashing and painting my terrain and more models.