9.1. The Frontiers of Alusia

The Frontiers of Alusia really was minimal, consisting of only the 22"×24" map, a description of the general area on the inside of the coversheet (a thin 11"×17" sheet of thin cardboard, folded over to be an 8½"×11" folder), the map key on the back of the coversheet, and a 4 page Travel Guide for the Frontiers of Alusia Adventure Map (an 11"×17" sheet of paper, folded over to be two 8½"×11" sheets, making 4 pages) with a short paragraph for each of the most important map features.[38] The area was a frontier, relatively recently settled (or resettled, as it ended up in my campaign's backhistory), surrounded by wilderness and strange creatures, with little bits of the past, ruins and such, appearing here and there. I think the sparseness of the setting was actually helpful: you could easily know everything about the setting and could mold it however you wanted.

In any case, like the other campaigns featuring The Frontiers of Alusia I've since found on the net, I added many features of my own to the area, including a new area to the south, off the map, where the player characters ended up spending a significant portion of their time. I also went back and forth on the size of the area a number of times, rescaling it to have a larger area and adjusting the population upwards.



[38] I suspect that SPI had hoped to offer additional products to go with this, but such was not to be. Judges Guild did produce three supplements set in The Frontiers of Alusia: Magebird Quest, Heroes and Villians, and Starsilver Trek, but I didn't know of them at the time and never saw them until I bought them from an internet RPG dealer in December 2007. I wish I'd had them, since they would have been useful in fleshing out the setting.