TEXT:  
   
  
   
   
  1. INTRODUCTION 
   
  The Frontiers of Alusia is the first in a 
  series of adventure maps designed for use 
  with SPI's DragonQuest. The enclosed map 
  was developed to fulfill the functions outlined 
  in 77.3 of the DragonQuest rules, and the 
  enclosed folder describing the features on the 
  map is keyed to those rules. The Frontiers of 
  Alusia is fully compatible (with some 
  alteration) with all currently available Fantasy 
  Role-Playing games, but it is not a stand alone 
  product. You must have DragonQuest or 
  some other FRP game to use the map. 
   
  The area portrayed in The Frontiers of 
  Alusia is a semi-explored border area between 
  the Confederated Baronies to the north and 
  the ancient and decadent kingdoms of the 
  south. To the east lies the great Sea of Grass, a 
  vast steppe inhabited by savage nomads, and 
  to the west is the limitless Alusian Ocean. 
  Subsequent maps in this series will portray 
  these areas and will connect directly with the 
  map showing the frontiers. Eventually, SPI 
  hopes to portray an entire continent in this 
  manner and to include in future booklets 
  information 
  on 
  the 
  history, 
  religions, 
  economies, political systems, and social 
  structures prevalent on that continent. 
   
  The 
  complete 
  Frontiers 
  of 
  Alusia 
  package contains these rules printed on the 
  coversheet, 
  a 
  Travel Guide comprising 
  descriptions of the areas portrayed on the 
  map, and the map of Alusia itself. 
   
  2. HOW TO USE THE MAP 
   
  The map included in this package is 
  designed for use by a GM to plan out his 
  campaigns and adventures in a semi-settled 
  and vaguely civilized portion of a fantasy 
  world. These rules and the descriptions in the 
  enclosed folder provide a general framework 
  describing that area and include significant 
  details on some better known features, but 
  much of the land portrayed can be presumed 
  to be terra incognito (named, but not really 
  explored, let alone settled). Accordingly, the 
  GM has been left a great deal of latitude in 
  determining the actual nature of many areas of 
  the map. While an effort has been made to 
  provide all manner of terrain typical to a 
  fantasy world, there is certainly nothing to 
  prevent a GM from placing lost cities in 
  appropriate 
  places, 
  locating 
  previously 
  undiscovered fords, ferries, or footbridges 
  (which may have been left by the same people 
  who built those lost cities), populating forests 
  and mountains with all manner of horrible 
  and/or exotic entities, etc., etc., etc. 
   
  [2.1] Who should see the map 
   
  Clearly, player characters entering the 
  frontier area for the first time would have no 
  way of knowing much about the frontier. It 
  can be presumed, however, that some 
  information would be available in the form of 
  old diaries of the first settlers or explorers, 
  rough maps, and so on. Bearing these points 
  in mind, GM's are advised not to show the 
  enclosed map to the other players, but to 
  provide them with the names and descriptions 
  of known features provided in this folder as 
  they would normally acquire such knowledge 
  in the course of the adventure. Further, GM's 
  may wish to roughly sketch out certain areas 
  on a sheet of scratch paper and make these 
  unscaled sketches available to the players to 
  represent the sort of primitive maps of the 
  frontier which might be available to the 
  characters. 
   
  Players whose characters attain the use of 
  the limited research facilities at a major 
  holding (Castle Chilton and Castle Brastor 
  being the only such holdings actually 
  portrayed) might be given a look at the part of 
  the GM's map most likely to be well known at 
  that holding.  For example, a player who visits 
  Castle Chilton would probably obtain fairly 
  accurate information concerning Carzala, 
  Swithan's Roughlands, part of the Fastness of 
  Girwyllan, The Sweet Riding, part of the 
  Wilderlands of Gilarni (as far east as, say, 
  Finn's Waste), part of the Artusian Hills, and 
  Ildrisholm and the Brastor Holding. These 
  areas of the map might be shown by 
  backfolding the map against the creases to 
  show only two of the eight panels formed by 
  the folds and by covering with pieces of paper 
  any part of the panels shown which the GM 
  wished to keep secret.  
   
  [2.2] Using the Danger Table 
   
  The enclosed 4-page folder, the Travel 
  Guide, contains a description of each of the 
  areas shown on the map. Each description 
  contains a summary of the area's salient 
  characteristics 
  in 
  five 
  main 
  categories 
  followed by a short text detailing what is 
  generally known (or believed) about the area. 
  The five categories shown are all derived 
  from the Danger Table (Section 63.1) in the 
  DragonQuest rules. They include: Terrain 
  Type (the basic type of terrain or feature 
  prevalent in the area); Danger Level (a 
  one-word description of how much danger of 
  an unpleasant encounter the characters face in 
  the area); Encounter Frequency (the 
  average length of time between Encounter 
  Checks in the area); Encounter Chance 
  (the percentage chance of experiencing an 
  encounter of some sort  
  during an Encounter Check); and Encounter 
  Table Modification (a number which is 
  added to the chances of an encounter when 
  using this package in conjunction with the 
  DragonQuest rules). 
   
  [2.3] Area Borders and Multiple  
   
  Terrain Features 
   
  In most cases, the map makes it clear 
  where one area ends and another begins.  In 
  those cases where two areas or types of terrain 
  infringe on each other, the GM should feel 
  free to call the hex in which the two meet 
  either one or the other.  Alternatively, he may 
  wish to average the characteristics of the two 
  areas 
  to 
  reflect 
  the 
  fact 
  that 
  terrain 
  classifications and area borders tend to be 
  arbitrary at best and usually a gradual change 
  is experienced when moving from one type of 
  terrain to another. 
   
  [2.4] River Encounters 
   
  River encounters should occur only when 
  characters are actually near a river, not when 
  they occupy a hex containing a river but are 
  some miles from that river. The same is true 
  (though less important) in the cases of oceans 
  and lakes. 
   
  [2.5] Terrain Key 
   
  (see back of coversheet) 
   
  3. THE GENERAL REGION 
   
  The region portrayed in The Frontiers of 
  Alusia is a thinly settled, semi-explored 
  wilderness. The only significant population 
  centers are the Brastor Holding and the 
  Barony of Carzala, which conduct trade with 
  each other via the Sweetwater (downriver to 
  Carzala) and across the Sweet Riding (upriver 
  to the Brastor Holding). The Castellan of 
  Brastor is bound by fealty to the Baron of 
  Carzala, and the two form a single economic 
  and political unit. 
   
  The remainder of the region is thinly 
  settled by humans along the coast and the 
  more accessible stretches of river. Small tribes 
  of Fairy Folk, Earthdwellers, and Giants are 
  also scattered throughout the frontier, and the 
  area abounds with all manner of game 
  (including many fantastical creatures). The 
  Wilderlands of Gilarni are lightly populated 
  by small family groupings of Elves, and the 
  Hills of Aldri are generally considered sacred 
  to their kind, but no major Elf kingdom exists 
  in the region covered by this map. 
   
  
   
   
   
    From the Third Book of 
    DragonQuest 
    [63.1] DANGER TABLE 
    DANGER 
    LEVEL 
  Low 
   Small 
  Moderate 
  High  Extreme 
    Frequency 
  168 
  72 
  24 
  6 
  2 
    Cavern 
  - 
  10% 
  20% 
  30% 
  45% 
    Crypt* 
  2% 
  17% 
  27% 
  37% 
  52% 
    Field 
  25% 
  40% 
  50% 
  60% 
  75% 
    Marsh 
  5% 
  15% 
  30% 
  40% 
  55% 
    Plain 
  - 
  10% 
  20% 
  30% 
  40% 
    Ocean 
  - 
  10% 
  25% 
  35% 
  55% 
    Rough 
  - 
  3% 
  13% 
  25% 
  40% 
    Ruin 
  - 
  10% 
  25% 
  35% 
  50% 
    Waste 
  - 
  5% 
  15% 
  25% 
  40% 
    Woods 
  - 
  15% 
  25% 
  40% 
  50% 
     
    Encounter 
  -25 
  -10 
  +5 
  +10 
  +25 
   
  KEY: Danger Level = The relative chance of an encounter with 
  potentially hostile NPC's or monsters, given in five increments in 
  ascending order of danger from Low to Extreme. Frequency = the 
  frequency (in hours) with which the GM must make an Encounter 
  Check depending upon the Danger Level of the area occupied by the 
  characters. Cavern, Crypt, etc. = The 10 major terrain types in which the 
  characters may adventure. The percentage found by indexing the terrain 
  type with the Danger Level is the Base Chance of any encounter (of any 
  type) occurring when the characters are in that type of terrain. Cavern 
  includes all caves, tunnels, natural caverns, and other underground areas 
  which are not part of an inhabited dwelling. Crypt includes all barrows, 
  crypts, burial mounds, graveyards, and other places of internment of the 
  dead. Field includes all cultivated fields, vineyards, moors, heaths, etc., 
  (usually near inhabited areas).  Marsh includes all swamps, meres, 
  ponds, etc. In addition, small streams and rivers are included herein, but 
  10 is subtracted from the Base Chance if checking for an encounter as a 
  result of a stream or river crossing when other terrain of this type is not 
  present. Plain refers to all plains, steppes, and other more or less open 
  and flat or rolling terrain. Ocean includes oceans, seas, and large lakes. 
  If the adventurers are on a lake the Base Chance for this type of 'terrain 
  is reduced by 10. Rough refers to both hills and mountains, but 20 is 
  added to the Base Chance if the characters are in mountains instead of 
  hills. Ruin includes all abandoned dwellings (cities, castles, monasteries, 
  villages, etc.). Waste includes all deserts, wastelands, salt fiats, etc., 
  where life is not likely to be found in profusion. Woods refers to all 
  wooded glens, forests, brush land, etc., where large amounts of common 
  wildlife are likely to be found and where few humanoids dwell. If the 
  area is deep forest, add 10 to the Base Chance of an encounter. 
  Encounter = The number added to the dice roll on the Encounter Table 
  which is used to determine exactly what type of NPC or monster is 
  encountered. #% = The Base Chance of an encounter in the terrain type 
  the adventurers occupy at the current Danger Level. - = No chance of an 
  encounter occurring in this type of terrain at this Danger Level. NOTE: 
  Inhabited dwellings, cities, towns etc. have not been included on this 
  chart, since the GM will almost always prefer to inhabit these with 
  Monsters/NPC's of his own choice. *Double the base chance of Crypt 
  encounter at night. 
   
   
   
  The region to the north, separated from the 
  mapped region by the Wilderlands of Gilarni, 
  includes the Kingdom of Elfholm, with which 
  little commerce is held, and the Confederated 
  Baronies, of which Carzala is the southernmost. 
  The human settlers of Carzala conduct a brisk sea 
  trade with their northern neighbors, and most 
  adventurers are likely to begin their forays on the 
  frontier from the riverport of Seagate, the 
  southern terminus of Confederation trade. 
   
  South of the region portrayed on the map are 
  the kingdoms of Shorapur, Izmiraldi, Ajepbar, 
  Kirkuhl, and Sukhekorrum, the fabled "Five 
  Sisters," most of whose history has been lost in 
  the mists of time. Rich and decadent, the Five 
  Sisters have refrained from expanding northward 
  during the last millennium mainly out of a 
  cultural malaise, but also because the vast Gatar 
  Depression forms a barrier against the march of 
  large armies. 
   
  To the east lies the Sea of Grass, the 
  westernmost marches of which appear on the 
  map. Popular legend has it that the sea goes on 
  forever, but old maps show mountains and forests 
  almost a thousand miles inland from Panjari, 
  though no man except the savage nomads has 
  penetrated that far inland since the great city fell 
  1200 years before in the Wars of the Kinslaying. 
  The Brastor Holding is the major contact point 
  between the Confederation and the tribes of the 
  interior, and there is an annual spring trade 
  festival at the Chapel Crossing on the Swan 
  where the Horsepeople come to trade furs and 
  buffalo hides for tools and weapons of cold iron. 
  At other times of the year, the Castellan's 
  Borderers patrol the Choth Gap to keep small 
  bands of nomad raiders from reaving in the 
  Brastor Holding, and at these times the way into 
  the Sea of Grass is closed. 
   
  West of the frontier is the Alusian Ocean, 
  which is sailed by only the bravest men since it is 
  a wide gray sea subject to sudden storms that can 
  last for weeks. Like the Sea of Grass, the Alusian 
  Ocean is said to be endless, though myth says 
  that beyond the ocean is the birthplace of man. 
   
  Detailed descriptions of each of these areas 
  are provided in the enclosed Travel Guide. 
   
  NOTE: To locate a particular hex on the map 
  (e.g., hex 39-095), read straight across the hex 
  row (indicated with a bold numeral) and read 
  diagonally down the hex column (indicated with 
  an italic numeral) to the intersection of row and 
  column. 
  
   
   
   
  
   
   
   
   
  THE SWEETWATER RIVER 
  TERRAIN TYPE: River 
  DANGER LEVEL: Small 
  ENCOUNTER FREQUENCY:72 
  ENCOUNTER CHANCE: 5% 
  ENCOUNTER TABLE MODIFICATION: - 10 
   
  Named 
  for 
  its 
  unique 
  taste, 
  the 
  Sweetwater is said to run from the very center 
  of the Sea of Grass all the way to 
  Confederation Bay. It is fed within the region 
  portrayed by the Swan, the Wandle Rithe, the 
  Gilder Rithe, the Champion, and Rithe Regar. 
  Over a mile wide through most of its course, 
  the Sweetwater is uncrossable except by ferry 
  or at one of the few fords where a horse can 
  be swum across. The old maps show the 
  Sweetwater as the Schilkarsi River with its 
  origin in a mountain chain deep in the interior 
  of the continent. 
   
  THE SWEET RIDING  
  TERRAIN TYPE: Plain  
  DANGER LEVEL: Moderate  
  ENCOUNTER FREQUENCY: 24  
  ENCOUNTER CHANCE: 20% 
  ENCOUNTER TABLE MODIFICATION: +5 
   
  This wide valley of fertile grassland is 
  the main communications and trade route 
  between the Brastor Holding and Carzala and 
  is used by the Barons of Carzala as an open 
  range on which graze large herds of the 
  famous Carzala Beeves and much smaller (but 
  infinitely more valuable) ramudas of Artusian 
  Warhorses. 
   
  THE ARTUSIAN HILLS 
  TERRAIN TYPE: Rough (Mountainous) 
  DANGER LEVEL: Moderate 
  ENCOUNTER FREQUENCY:24 
  ENCOUNTER CHANCE: 13% 
  ENCOUNTER TABLE MODIFICATION: +5 
   
  Outlaws inhabit these rugged hills 
  through which travelers must pass between 
  the Brastor Holding and Carzala unless they 
  go by river. The outlaws survive by raiding 
  trade caravans moving through the hills and 
  sometimes even by raiding into the Sweet 
  Riding for horses and beeves. The GM should 
  modify the Encounter Table so that all 
  humans encountered in the hills will be either 
  Merchants, Soldiers, or Brigands. 
   
  CARZALA 
  TERRAIN TYPE: Fields 
  DANGER LEVEL: Low 
  ENCOUNTER FREQUENCY: 168  
  ENCOUNTER CHANCE: 25%  
  ENCOUNTER TABLE MODIFICATION: -25 
   
  The Barony of Carzala is bounded on the 
  east by the East Warding, a series of low wooded 
  hills which give into the Wilderness of Gilarni, 
  in the west by the Fastness of Girwyllan and 
  Swithan's 
  Roughlands, 
  in 
  the 
  north 
  by 
  Confederation Bay, and in the south by the 
  Sweet Riding. The Barony is an area of rich 
  pastures and fruitful plowed fields which has 
  grown up around the market town of Seagate and 
  the Castle Chilton. In all, about 12,000 people 
  make their homes within the Barony, 3000 
  within Seagate and the Castle itself. The largest 
  towns outside of Seagate are Stonesboro (pop: 
  1100), Monck's Corners (pop: 1400), Seacroft 
  (pop: 1300), Crystal Spring (pop: 1200), and 
  Venture (pop: 900). Slippery Rock, Arn's Ferry, 
  Bolton, Southgate, Northfield, and Gugnir's 
  Hope each have a population of 400-600. Castle 
  Chilton is strongly built, moated and garrisoned 
  by about 400 Housecarls and 60 knights. Regar's 
  Keep is, if anything, even stronger, being built 
  high on an open hill with an excellent view of 
  the surrounding countryside. The Keep is served 
  by 150 men-at-arms and a dozen knights drawn 
  in rotation from Castle Chilton. It is a base for 
  mounted troops who patrol the Sweet Riding and 
  the Artusian Hills as protection against brigands. 
  A series of foot paths connect Regar with the rest 
  of Carzala through the Fastness of Girwyllan and 
  lead to a number of secret caves which have 
  been provisioned and fortified in case of pressing 
  need. The Encounter Frequency for Carzala does 
  not include encounters with peasants and 
  soldiers. On the average, such encounters will 
  occur every 2 hours. 
   
  THE EAST WARDING 
  TERRAIN TYPE: Rough  
  DANGER LEVEL: Small  
  ENCOUNTER FREQUENCY:72  
  ENCOUNTER CHANCE: 3%  
  ENCOUNTER TABLE MODIFICATION: -10 
   
  The East Warding has been lightly settled 
  by retired men-at-arms from Carzala who eke 
  out a precarious existence by homesteading the 
  hills under a grant and subsidy from the Barony. 
  Since the Warding has long been cleared of most 
  hostile entities who might be a threat to Carzala, 
  all encounters with humanoid non-humans 
  should be changed to -10 Human encounters. 
   
  FASTNESS OF GIRWYLLAN  
  TERRAIN TYPE: Rough (Mountainous)  
  DANGER LEVEL: High  
  ENCOUNTER FREQUENCY: 6  
  ENCOUNTER CHANCE: 25%  
  ENCOUNTER TABLE MODIFICATION: +10 
   
  The Fastness is a semi-mountainous area 
  from which originates the fast running Rithe 
  Regar and the Unicorn River. High in the 
  fastness above remote Tiana Falls is an area of 
  High Mana which has never been thoroughly 
  explored due to the ruggedness of the terrain. 
  Here, as in all rough areas, the presence of actual 
  mountains in a hex increases the Encounter 
  Chance by 20. 
   
  SWITHAN'S ROUGHLANDS  
  TERRAIN TYPE: Rough  
  DANGER LEVEL: Small  
  ENCOUNTER FREQUENCY:72  
  ENCOUNTER CHANCE: 3%  
  ENCOUNTER TABLE MODIFICATION: -10 
   
  First explored by the famous Ranger, 
  Swithan, the Roughlands have long been 
  maintained in a virgin state by the Carzalas as 
  a hunting preserve. The coastal brushland 
  which makes up the eastern part of the 
  Roughlands abounds in Wild Boar while the 
  wooded hills of the main Roughlands offer 
  some of the best stag hunting in the 
  Confederation. The ghost of Swithan, who 
  disappeared in the region 125 years ago and 
  has never been found, is said to travel the 
  Roughlands 
  assisting 
  lost 
  hunters 
  and 
  travelers. 
   
  CONFEDERATION BAY  
  TERRAIN TYPE: Ocean 
  DANGER LEVEL: Moderate 
  ENCOUNTER FREQUENCY: 24 
  ENCOUNTER CHANCE: 25% 
  ENCOUNTER TABLE MODIFICATION: +5 
   
  The Bay extends off map to the north and 
  is the main means of communication with the 
  Baronies to the north. The water is smooth 
  here and the Bay suffers few storms even in 
  winter. Confederation Bay is not inhabited by 
  Merfolk, and all encounters with them should 
  be changed to encounters with Confederation 
  merchant ships. 
  
   
   
  THE PLAIN OF DESAI  
  TERRAIN TYPE: Plain 
  DANGER LEVEL: Moderate 
  ENCOUNTER FREQUENCY: 24 
  ENCOUNTER CHANCE: 20% 
  ENCOUNTER TABLE MODIFICATION: +5 
   
  This great plain was first explored by 
  Branden Ab Lyr a century before the settling 
  of Seagate. Branden named the plain for his 
  wife, Desai, who accompanied him on the 
  expedition. Most of the surrounding features 
  were also named by Branden either for 
  himself or his relatives. The Forest of Arlynn 
  was named for a daughter; Bolton Bay for his 
  first-born son; the Ford of Girwyllan and the 
  Fastness of Girwyllan (which blocked his 
  attempts to explore eastward) after his brother 
  who accompanied him as a captain; Lyr's 
  Crossing after Branden's father; and, of 
  course, Mount Branden and Loch Branden 
  after the great man himself. The Carzalas 
  maintain a path between their holding and the 
  Plain of Desai and have, on occasion, hunted 
  on the plain, but have shown no real interest 
  in exploring the area more thoroughly. 
   
  THE PALLISADES 
  TERRAIN TYPE: Rough 
  DANGER LEVEL: Moderate 
  ENCOUNTER FREQUENCY: 24 
  ENCOUNTER CHANCE: 13% 
  ENCOUNTER TABLE MODIFICATION: + 5 
   
  The Pallisades are a chain of hills which 
  bound the western shore of Alusia, often 
  dropping a sheer 300 feet or more to the 
  ocean. They have never been explored, though 
  Branden did name the highest point of the 
  region, which is visible for scores of miles, 
  after his wife. At the foot of these hills is 
  Loch Branden, a deep clear lake which is 
  believed to originate from a spring-fed stream 
  on Mount Desai. The portion of the shore 
  which is not part of the Pallisades is marshy 
  and covered with a curious spongy moss. The 
  Pallisades are bounded on the north by 
  Swithan's Cove and on the south by Bolton 
  Bay, both of which provide gentle shingle 
  beaches 
  for 
  landings 
  and 
  sheltered 
  anchorages. 
   
  ISLE OF GARAX 
  TERRAIN TYPE: Rough 
  DANGER LEVEL: Small 
  ENCOUNTER FREQUENCY: 72 
  ENCOUNTER CHANCE: 3% 
  ENCOUNTER TABLE MODIFICATION: -10 
   
  The island was once an outpost of 
  Panjari, but has long since been haunted by 
  some horrible menace which seems to appear 
  regularly, according to some mystical or 
  magical instruction. Recently, the island has 
  become the abode of a reclusive Illusionist 
  and his daughter. The Illusionist's household 
  servant makes infrequent appearances at 
  Seacroft to purchase supplies, but is unwilling 
  to answer questions or supply information 
  concerning the island or his master. 
   
  THE HILLS OF THE HALFBORN 
  TERRAIN TYPE: Rough  
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 25% 
  ENCOUNTER TABLE MODIFICATION: + 10 
   
  Like the Pallisades, these are coastal hills 
  with some semi-mountainous areas.  These 
  hills are inhabited by an ancient tribe of 
  neanderthal-like cannibals who will stalk and 
  eat trespassers. 
   
  FOREST OF ARLYNN 
  TERRAIN TYPE: Woods 
  DANGER LEVEL: Moderate 
  ENCOUNTER FREQUENCY: 24  
  ENCOUNTER CHANCE: 25%  
  ENCOUNTER TABLE MODIFICATION: +5 
   
  As per DragonQuest, add 10 to the 
  Encounter Chance for all hexes which are 
  Forest instead of Woods. The Forest of 
  Arlynn is only lightly explored by men and is 
  a trackless wilderness said to be inhabited by 
  large numbers of Unicorns. All rolls of 100 or 
  greater on the Encounter Table should lead to 
  encounters with Unicorns. Within the forest is 
  a pond known for its color as the Ruby 
  Waters. This pond is said to have healing 
  properties, and knights and their ladies often 
  come from Carzala to bathe in its waters. 
  Rising out of the forest to the north is Mount 
  Branden 
  which, 
  curiously 
  enough, 
  is 
  snowcapped year round. The Unicorn River 
  which flows through the woods is a small wild 
  river which can be navigated only with great 
  difficulty along most of its length. 
   
  THE WILDERLANDS OF GILARNI 
  TERRAIN TYPE: Woods (Forest)  
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 40% 
  ENCOUNTER TABLE MODIFICATION: +10 
   
  The Wilderlands of Gilarni is a vast, 
  heavily timbered area separating Carzala and 
  the frontier from the Confederation proper. 
  The Forest hexes in the area have an 
  Encounter Chance 10 greater than the 
  Encounter Chance for the Woods hexes. All 
  Human encounters in the area should be 
  changed to Elf +20 encounters since the 
  Wilderness is claimed by Elves and generally 
  inhabited mainly by them. Included in the 
  region are a number of High Mana areas and 
  one Low Mana area, Finn's Waste. The Waste 
  is held by the Arkanians, an obscure religious 
  sect, to be consecrated ground, and they hold 
  quarterly festivals there lasting several days. 
  Lake 
  Gordon, 
  on 
  the 
  fringes 
  of 
  the 
  Wilderness, is a favorite camping area of the 
  Castellan's Borderers and the place they hold 
  induction ceremonies for new recruits. 
   
  THE HILLS OF ALDRI 
  TERRAIN TYPE: Rough (Forest) 
  DANGER LEVEL: Extreme 
  ENCOUNTER FREQUENCY: 2 
  ENCOUNTER CHANCE: 40% 
  ENCOUNTER TABLE MODIFICATION: +10 
   
  Much of the Hills of Aldri is a High 
  Mana area which is sacred to the Elves and is 
  accessible only from their kingdom via 
  established paths. All encounters with non-
  animals in the hills should be read as 
  encounters with Elves +20. The Wandle Rithe 
  and the Gilder Rithe both originate in these 
  hills and feed the Sweetwater, which is said to 
  partake through these feeders some of the 
  magic of the hills. 
   
  THE LESSER SYLPHS 
  TERRAIN TYPE: Rough (Mountainous) 
  DANGER LEVEL: Small 
  ENCOUNTER FREQUENCY: 72 
  ENCOUNTER CHANCE: 3% 
  ENCOUNTER TABLE MODIFICATION: -10 
   
  These hills are inhabited primarily by 
  Sylphs (from whence comes their name) who 
  are vaguely allied with the nearby Elves as 
  well as the monks of Ildrisholm. Results on 
  the Encounter Table should be modified so 
  that 
  all 
  encounters 
  with 
  Humans 
  are 
  encounters with -6 Sylphs and all other 
  humanoid encounters are +10 Elves. 
   
  THE BRASTOR HOLDING 
  TERRAIN TYPE: Fields 
  DANGER LEVEL: Small 
  ENCOUNTER FREQUENCY: 72 
  ENCOUNTER CHANCE: 40% 
  ENCOUNTER TABLE MODIFICATION: -10 
   
  Established three score years before, the 
  Brastor Holding has prospered beyond all 
  expectation as both a trading center and a 
  farming area. Running for 70 miles along the 
  Champion River, the Holding is home to 5000 
  souls, 1200 of whom reside in Brastor 
  Landing, which serves as the point of origin 
  for all river trade with Carzala. Charity, 
  Emmitsburg, Lewiston, and Hugler's Ferry 
  each 
  have 
  populations 
  of 
  600-700. 
  Tobintown, Westgate, and The South Lending 
  are lesser towns with populations of less than 
  400 
  each. 
  A 
  small 
  garrison 
  of 
  120 
  men-at-arms and five knights is always 
  assigned to Castle Brastor.  In addition, an 
  elite unit of 90 Rangers (the Castellan's 
  Borderers) under a captain are stationed in 
  The South Lending in a trio of log barracks. 
  The Rangers have the responsibility for 
  patrolling the Eastmarch, an open plain 
  between the Holding proper and the Swan 
  River, and for keeping nomad raiders out of 
  the Choth Gap. They maintain small, 
  irregularly 
  used 
  encampments 
  by Lake 
  Cordon, at the Chapel and Pardeau Crossings, 
  and in the South Downs. They also maintain a 
  barracks in Tobintown as a base for 
  expeditions against the brigands in the 
  Artusian Hills, though they are seldom called 
  upon to mount such operations. A vigorous 
  militia usually does a passable job of guarding 
  the Holding and the grasslands of the 
  Westmarch from rustlers and thieves. 
   
  ILDRISHOLM 
  TERRAIN TYPE: Rough 
  DANGER LEVEL: Small 
  ENCOUNTER FREQUENCY: 72 
  ENCOUNTER CHANCE: 3% 
  ENCOUNTER TABLE MODIFICATION: -10 
   
  Named for one of the greatest mages of 
  the College of Air Magics (and a heroine of 
  the Sylphs), Ildrisholm is a region of rugged 
  hills (partially forested) and cliffs. A small 
  monastery housing a sect of Air Magicians 
  and known to the locals as "the Cloister" is 
  located high in the hills and may be reached 
  
   
   
  by a trail through the Greenwood.  A small 
  amount of commerce passes along this trail 
  from the Brastor Holding.  The Cloister and 
  most of the immediate vicinity (including a 
  mountaintop reached by footbridge across the 
  gorge of the Sweetwater) is a High Mana area 
  donated to the sect by the Sylphs in memory 
  of Ildris. 
   
  THE GREENWOOD 
  TERRAIN TYPE: Woods 
  DANGER LEVEL: Small 
  ENCOUNTER FREQUENCY: 72 
  ENCOUNTER CHANCE: 15% 
  ENCOUNTER TABLE MODIFICATION: -10 
   
  THE SOUTH DOWNS 
  TERRAIN TYPE: Rough 
  DANGER LEVEL: Small 
  ENCOUNTER FREQUENCY: 72 
  ENCOUNTER CHANCE: 3% 
  ENCOUNTER TABLE MODIFICATION: -10 
   
  EASTMARCH 
  TERRAIN TYPE: Plain 
  DANGER LEVEL: Small 
  ENCOUNTER FREQUENCY: 72 
  ENCOUNTER CHANCE: 10% 
  ENCOUNTER TABLE MODIFICATION: -10 
   
  All Human encounters should be with 
  soldiers. 
   
  WESTMARCH 
  TERRAIN TYPE: Plain 
  DANGER LEVEL: Small 
  ENCOUNTER FREQUENCY:72 
  ENCOUNTER CHANCE: 10% 
  ENCOUNTER TABLE MODIFICATION: -10 
   
  CHOTH GAP 
  TERRAIN TYPE: Plain 
  DANGER LEVEL: Moderate 
  ENCOUNTER FREQUENCY: 24 
  ENCOUNTER CHANCE: 20% 
  ENCOUNTER TABLE MODIFICATION: +5 
   
  THE SEA OF GRASS 
  TERRAIN TYPE: Plain 
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 30% 
  ENCOUNTER TABLE MODIFICATION: +10 
   
  All Human encounters in the Sea of 
  Grass should be with Reavers. The Reavers 
  dislike all Woods and are especially afraid of 
  the Thornewood, and they will not enter it 
  willingly. 
   
  THE THORNEWOOD 
  TERRAIN TYPE: Woods 
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 40% 
  ENCOUNTER TABLE MODIFICATION: +10 
   
  The wood is named for the large number 
  of Thorneapple trees which grow throughout 
  it, making passage difficult for anyone not on 
  foot. 
   
  THE ANGARWOLD 
  TERRAIN TYPE: Woods 
  DANGER LEVEL: Moderate 
  ENCOUNTER FREQUENCY: 24 
  ENCOUNTER CHANCE: 25% 
  ENCOUNTER TABLE MODIFICATION: +5 
   
  VALE OF MORIN 
  TERRAIN TYPE: Plain 
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 30% 
  ENCOUNTER TABLE MODIFICATION: +10 
   
  Nestled in the Vale at the foot of the 
  passes through the Mountain Wall from the 
  Gatar Depression are five ruined outposts 
  (Pariegos, Angbar, Resmaldi, Korsepolis, and 
  Jungbar) which formerly served to guard the 
  trade city of Sumaldi from the depredations of 
  the Horsepeople. But that was a millennium 
  past, when fair Panjari still stood and furs 
  from the north were carried through the desert 
  to grace the bodies of noblewomen in the 
  cities of the Five Sisters. Now, only broken 
  stones remain, and the Vale itself is said to be 
  haunted by the ghosts of generations of 
  soldiers who perished in the wars against the 
  Horsepeople. Even the Horsepeople today 
  shun the area. Treat all Human encounters in 
  the Vale as encounters with ghosts. 
   
  THE MOUNTAIN WALL 
  TERRAIN TYPE: Rough (Mountainous)  
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6  
  ENCOUNTER CHANCE: 25% 
  ENCOUNTER TABLE MODIFICATION: +10 
   
  The Mountain Wall is a jagged barrier 
  wall of naked stone which drops hundreds of 
  feet into the Gatar Depression. It is barely 
  habitable, and all non-animal encounters in 
  this area (and in the nearby Mountains of 
  Marbak) should be re-rolled. 
   
  THE MOUNTAINS OF MARBAK 
  TERRAIN TYPE: Rough (Mountainous) 
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 25% 
  ENCOUNTERTABLE MODIFICATION: +10 
   
  See The Mountain Wall. 
   
  THE GATAR DEPRESSION 
  TERRAIN TYPE: Waste 
  DANGER LEVEL: Low 
  ENCOUNTER FREQUENCY: 168 
  ENCOUNTER CHANCE: 1% 
  ENCOUNTER TABLE MODIFICATION: None 
   
  Once a lowland sea, the Gatar Depression 
  is now an arid waste of sand and salt flats cut by 
  a small number of trails which follow gravel 
  beds and ridge lines. Three oases are shown in 
  the part of the Depression on the map: Tuath's 
  Rest, Korvin's Wells, and Sumaldi. The first two 
  are nothing more than small seasonally dry 
  springs which permit a small amount of 
  vegetation. The last is a major area of greenery 
  in the desert and contains the ruins of the once 
  great trading city of Sumaldi, the northern 
  terminus of the caravan routes from the Five 
  Sisters. The ruins are generally uninhabited 
  except for animals and Undead. All non-animal 
  encounters should be treated as encounters with 
  an Undead of the GM's choice. Above Sumaldi 
  is Argon's Watch, a towering pinnacle of stone 
  from which one can observe the surrounding 
  desert within a radius of almost 120 miles. The 
  now disused caravan routes to the south pass 
  beneath the shadow of the watch. 
   
  THE EAST BOUNDERS/ 
  THE WEST BOUNDERS 
  TERRAIN TYPE: Rough (Mountainous) 
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 25% 
  ENCOUNTER TABLE MODIFICATION: +10 
  The Bounders (both East and West) are 
  composed of massive limestone hills and 
  mountains heavily spotted with caves which 
  serve as nesting areas for Gryphons. All 
  humanoids avoid the areas, and humanoid 
  encounters in either of the Bounders should be 
  read as encounters with Gryphons instead. 
   
  GRYPHON VALLEY 
  TERRAIN TYPE: Plain 
  DANGER LEVEL: Extreme 
  ENCOUNTER FREQUENCY: 2 
  ENCOUNTER CHANCE: 40% 
  ENCOUNTER TABLE MODIFICATION: +25 
   
  This shallow valley is named for the 
  beast which inhabits it in such large numbers 
  that men seldom go there despite its fertile 
  soil and pleasant fruitfulness. All non-animal 
  encounters in the region should be read as 
  encounters with Gryphons. The pass known as 
  Gryphon's Gate is a part of this valley and 
  subject to the same treatment. 
   
  THE MUCKLANDS 
  TERRAIN TYPE: Marsh 
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 40% 
  ENCOUNTER TABLE MODIFICATION: +10 
   
  The River Miramar, which wends its way 
  through Gryphon Valley, eventually spreads 
  out into a score of channels which twist 
  through the low-lying Mucklands producing a 
  fertile (but lethal) delta and two areas with a 
  particularly evil reputation: Insel Garsi 
  (reputed home of a band of particularly 
  vicious Suarime) and the Tarn of Sarsh (home 
  of an unnamed horror). Gryphons prowl the 
  area from the valley to the north and all 
  humanoid encounters (except Suarime) should 
  be read as encounters with Gryphons. 
   
  VALE OF AVOCA 
  TERRAIN TYPE: Plain 
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 30% 
  ENCOUNTER TABLE MODIFICATION: +10 
   
  The Vale, like Gryphon Valley and the 
  Mucklands, is a nesting and hunting ground 
  for Gryphons and is avoided by men (except 
  for other adventurers). Accordingly, all non-
  animal 
  encounters 
  should 
  be 
  read 
  as 
  encounters with Gryphons unless they involve 
  other adventurers. 
   
  THE FILGISO FOREST 
  TERRAIN TYPE: Woods (Forest) 
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 40% 
  ENCOUNTER TABLE MODIFICATION: +10 
   
  The Filgiso is a dark and unpleasant 
  place which has never been explored. Since it 
  is trackless forest for the most part, players 
  should never see a map of the Filgiso. 
   
  
   
   
  SUPERSTITION MOUNTAINS 
  TERRAIN TYPE: Rough (Mountainous) 
  DANGER LEVEL: Low 
  ENCOUNTER FREQUENCY: 168 
  ENCOUNTER CHANCE: 1% 
  ENCOUNTER TABLE MODIFICATION: +10 
  Formed of huge slabs of limestone, the 
  Superstitions are almost impassable except by 
  boat through the gorges of the Rumble, Snake, 
  Thunder, and Loflar Rivers. A single path 
  does run through the southern reaches of the 
  mountains near the Barren Hills. 
   
  THE BARREN HILLS 
  TERRAIN TYPE: Rough (Mountainous) 
  DANGER LEVEL: Small 
  ENCOUNTER FREQUENCY: 72 
  ENCOUNTER CHANCE: 3% 
  ENCOUNTER TABLE MODIFICATION: -10 
   
  The soil in the area is unusually dry and 
  lifeless, much like the Barrens of Sith and 
  probably for the same reason that the Barrens 
  exist. 
   
  SITH'S REVENGE 
  TERRAIN TYPE: Marsh 
  DANGER LEVEL: Small 
  ENCOUNTER FREQUENCY: 72 
  ENCOUNTER CHANCE: 5% 
  ENCOUNTERTABLE MODIFICATION: -10 
   
  Once a fertile plain containing the rich 
  trading city of Panjari (a colony of Shorapur), 
  Sith's Revenge was created during the 
  Kinslaying when the wizard Sith punished the 
  inhabitants of the city for rebelling against 
  their lord by sinking much of the plain. Now 
  Punjari is a rotting ruin surrounded by a 
  stinking marsh. All Human encounters should 
  be read as Suarime for this area. 
   
  THE BARRENS OF SITH 
  TERRAIN TYPE: Waste 
  DANGER LEVEL: Low 
  ENCOUNTER FREQUENCY: 168 
  ENCOUNTER CHANCE: 1% 
  ENCOUNTER TABLE MODIFICATION: None 
   
  The Barrens of Sith were created by Sith 
  in the cataclysm which destroyed Panjari. 
  Once a forested valley, only a few broken 
  game trails remain in the wasteland created 
  when Sith wrought his great magic. 
   
  KESTREL RIDGE 
  TERRAIN TYPE: Rough (Mountainous) 
  DANGER LEVEL: Moderate 
  ENCOUNTER FREQUENCY: 24 
  ENCOUNTER CHANCE: 13% 
  ENCOUNTER TABLE MODIFICATION: +5 
   
  THE ROCKLANDS 
  TERRAIN TYPE: Rough (Mountainous) 
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 25% 
  ENCOUNTER TABLE MODIFICATION: +10 
   
  The Rocklands are a spur of shale, scree, 
  and giant boulders (some as large as houses) 
  which descend from the Kestrel Ridge to form 
  Lareth's Reef at the mouth of the Bay of 
  Brunei. The region is an extremely High 
  Mana area and all encounters with Humans 
  should be read as encounters with some form 
  of Fantastical Monster or Avian. 
   
  THE HILLS OF SKOSHI 
  TERRAIN TYPE: Rough (Mountainous) 
  DANGER LEVEL: Moderate 
  ENCOUNTER FREQUENCY: 24 
  ENCOUNTER CHANCE: 13% 
  ENCOUNTER TABLE MODIFICATION: +5 
   
  FOREST OF KARSHARAK 
  TERRAIN TYPE: Woods (Forest) 
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 40% 
  ENCOUNTER TABLE MODIFICATION: +10 
   
  As in the case of the Filgiso, the 
  Karsharak (sometimes rendered as Harsharak) 
  has never been explored.  The Encounter 
  Chance for Forest should be 10 higher than 
  for Woods in this area. 
   
  RIVER RUNNING 
  TERRAIN TYPE: River 
  DANGER LEVEL: High 
  ENCOUNTER FREQUENCY: 6 
  ENCOUNTER CHANCE: 35% 
  ENCOUNTER TABLE MODIFICATION: +10 
   
  The same numbers apply to all feeders 
  for River Running, including the Snake, 
  Thunder, Rumble, Loflar, and Wolf Rivers. 
   
  DOLPHIN BAY 
  TERRAIN TYPE: Ocean 
  DANGER LEVEL: Small 
  ENCOUNTER FREQUENCY: 72 
  ENCOUNTER CHANCE: 10% 
   ENCOUNTER TABLE MODIFICATION: -10 
   
  The Bay is fairly calm except where the 
  reef called the Surf borders the south shore. It 
  takes its name from the fact that large schools 
  of Dolphins (attracted by the calm waters) 
  congregate there. All Human encounters 
  should be read as Dolphin encounters. 
   
  THE ROOKERIES 
  TERRAIN TYPE: Islands (Rough) 
  DANGER LEVEL: Moderate 
  ENCOUNTER FREQUENCY: 24 
  ENCOUNTER CHANCE: 13% 
  ENCOUNTER TABLE MODIFICATION: +5 
   
  These five islands take their name from 
  the large number of birds which make their 
  home in the caves and beneath the tumbled 
  boulders of the coastline. The area between 
  the islands is a shallow bay known as the 
  Sweetbread Passage after a famous mutiny 
  that began in that bay two centuries ago over 
  the quality of shipboard food. Three of the 
  five islands are entirely uninhabited except by 
  birds. The Isle of Songs has never been 
  explored, 
  and 
  most 
  sailors 
  (being 
  a 
  superstitious lot) refuse to go ashore on it due 
  to the mysterious and achingly beautiful 
  singing which can be heard from it. Goldry's 
  Island is populated by a small tribe of 
  fishermen, descendants of the mutinous crew 
  that sank their ship in the Sweetbread Passage. 
  One curious element of the island is that the 
  natives tend to live two to three times as long 
  as normal human beings. This fact is 
  attributed to the High Mana level present on 
  the island. 
   
  M'NOR  
  TERRAIN TYPE: Island (Rough)  
  DANGER LEVEL: Moderate  
  ENCOUNTER FREQUENCY: 24  
  ENCOUNTER CHANCE: 13% 
  ENCOUNTER TABLE MODIFICATION: +5 
   
  Also known as the Standing Island, 
  M'Nor is unexplored, and no one has yet 
  found a landing site on it. The steep-sided 
  cliffs are a haven for seabirds who nest in the 
  caves. 
   
  THE ALUSIAN OCEAN/ 
  THE GULF OF BRUNEI 
  TERRAIN TYPE: Ocean 
  DANGER LEVEL: Moderate 
  ENCOUNTER FREQUENCY: 24 
  ENCOUNTER CHANCE: 25% 
  ENCOUNTERTABLE MODIFICATION: +5 
  The 
  Alusian 
  Ocean 
  is 
  actually 
  more 
  dangerous from the standpoint of storms than 
  random encounters, and there is a 20% chance 
  that anyone sailing the ocean will face a storm 
  of some duration once every 168 hours. The 
  storm will last for D-2 days at least. There are 
  no major differences between the Alusian 
  Ocean and the Gulf of Brunei. 
   
  THE UNICORN RIVER 
  TERRAIN TYPE: River 
  DANGER LEVEL: Moderate 
  ENCOUNTER FREQUENCY: 24 
  ENCOUNTER CHANCE: 25% 
  ENCOUNTER 7ABLEMODIFICATION: +5 
   
  All random encounters with non-humans 
  should be with Unicorns which have come to 
  drink at the river. 
   
  CHUB'S BAY/HAVEN/LANDFALL 
  TERRAIN TYPE: Ocean 
  DANGER LEVEL: Low 
  ENCOUNTER FREQUENCY: 168 
  ENCOUNTER CHANCE: 1% 
  ENCOUNTER TABLE MODIFICATION: None 
   
  These areas are sheltered enough to be 
  largely unaffected by storms (though Landfall 
  is less sheltered than the others) and there will 
  be few random encounters here, but Haven's 
  Peril, the Spithead Needles, and Lareth's Reef 
  will be dangers to navigation. 
   
   
   
   
   
   
   
   
   
   
  FRONTIERS OF ALUSIA  
  DESIGN CREDITS  
  Design: Rudy Kraft 
  Physical Systems and Graphics: 
  Redmond A. Simonsen 
  Development: David James Ritchie 
  Production: 
  Ted Koller, Manfred F. Milkuhn, 
  Michael E. Moore, Bob Ryer, Ken Stec 
  
SOURCE: textdata/thevault/DragonQuest (osr)/DragonQuest - Frontiers Of Alusia.pdf