Deadwall

At the Western extreme of civilization lies the Deadwall, a millenia old relic. The wall was ancient by the start of the Elven empire, and remains impervious to magic, time, or damage. It was taken by human rebels long ago. The remains of these rebels now form the Borderlands, and the settlement of Deadwall. Their livelihoods earned through mostly ranching or hunting within the vast plains and deserts of the Borderlands. 

Being the only nation with no natural border to the frontier they’re plagued by monsters. Each town has its own particular method of driving back the encroaching frontier however, and this sort of rough upbringing make Borderlanders famous for their resilience and experience with the frontier. Though with their isolated location, their primary export is mostly the animal produce of their ranching efforts and their imports primarily textiles or technology. Notably the capital Deadwall has a very small government, mostly concerned with keeping the peace, the towns throughout pay a small collective tax, with nearly no other interaction unless they have need of one of the Rangers. Day to day law making or keeping is handled entirely locally, with some towns not even having a mayor, merely an elected sheriff.  The Borderlanders are generally admired for their resilience and ability, however they are often stereotyped as being uneducated and callous. Not an untrue statement, as any schooling a town provided was likely to be locally funded and probably put on hold whenever the cattle needed to be moved or there was planting to be done.

Exile (Background)

 * Ability Score Bonus: +1 Dexterity or Constitution
 * Skill Proficiencies: Survival, Intimidation
 * Tool Proficiencies: Alchemist’s or Smith’s
 * Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

“Don’t matter who you were, or what you done. On the borderlands, everyone gets a fresh start.” The Deadwall is the bastion between the monsters that roam the wilds and Lumoran civilization. The folk that live there don’t get to pick who they fight side by side with, the only law that matters is the sheriff’s, and he’s not likely to care what you did a thousand and one miles away to some businessman, bureaucrat, or widow. Only thing he cares is if you plan on doing it again, and how hard you can swing an axe or quickly you can plow a field.

Feature: You Only Hang Once
Swinging the knife gets easier every time you do it, and after enough times it becomes automatic, just another reality of life: your life or theirs. When you roll initiative, you may draw and make an attack with a melee weapon.

Feature: Bad Reputation
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.  

Deputy (Background)

 * Ability Score Bonus: +1 Dexterity or Wisdom
 * Skill Proficiencies: Investigation, Survival
 * Tool Proficiencies: Calligrapher’s
 * Equipment: A badge, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp

Justice is hard to establish so far out in the wilds, but the practice of deputization allows for any poor sap to be called on to mete it out at the behest of a sheriff or ranger within Deadwall. Some even make a living out of it, riding between towns or signing on temporarily with a given ranger to assist in the hunt for criminals and gangs out west. It’s a hard life, but rewarding for the right kind of madman.

Feature: Deadeye
When you make a ranged attack against a creature in less than total cover that you can see, you reduce their cover by one step. (From ¾ to ½, or from ½ to none).

Feature: More than Scales
Those who look into your eyes can see that you have faced down the worst and lived and that you are no stranger to evil. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.  ""