Border Reivers — The Thornbound Brotherhood

Border riders on horseback driving shaggy cattle across a rocky stream in the Scottish Marches at dusk
Border riders and their cattle cross a flooded burn beneath the towers and hills of the Marches.

The Thornbound Brotherhood · England–Scotland Marches · Riding families, hidden oaths and disputed loyalties

Three droves have vanished in a single week, but the tracks of the third run towards a household that paid to have its cattle protected. The rider who brings back the beasts may earn a winter’s food—or uncover a bargain that no border family wishes named.

At a Glance

NameBorder Reivers; the Thornbound Brotherhood is an oath-bound secret alliance among certain riding households, not the entire border population
NatureIndependent kinship riders and raiding companies, with a concealed supernatural brotherhood
OriginsBorder raiding traditions developed through the thirteenth to fifteenth centuries; Thornbound lore claims an oath dating to the 1270s
TerritoryScottish Borders, Liddesdale, the Cheviot passes and neighbouring English March country
SeatsKin-held tower houses, fortified farms, sheltered folds and temporary riding camps; no universal headquarters
AllegiancesHousehold and kindred first; loyalties to Scottish and English patrons vary and can change
EmblemThornbound legend: a black rampant lion caught in a silver thornbush against sable and blood-red
MottoWhere law fails, blood prevails — a Brotherhood boast, not a common border law
LeadershipIndependent lairds and riding captains; the Brotherhood’s hidden elders, Seers of the Thorn and Black Wardens
ResourcesFast horses, droves, kin alliances, guides, fortified refuge, stolen goods and ransom or protection money
Current crisisA Douglas summons, retaliatory cattle raids and a contested oath beneath the shadow of Hermitage
Black rampant lion caught in a silver thornbush against a sable and blood-red background, the heraldic device of the Thornbound Brotherhood
The black lion entangled in silver thorns: the hidden device of the Thornbound Brotherhood, not a badge worn by every Border riding family.

Between England and Scotland, the border is a place of claims rather than a single line that everyone obeys. Men and women in riding families raise animals, trade at markets, escort travellers, defend their kin and sometimes lift their neighbour’s cattle after dark. A raid can be theft, reprisal, a desperate attempt to survive a hard winter or work performed for a lord who wants his own hands kept clean.

These riders are not one army. Armstrong, Elliot, Kerr and other surnames maintain distinct households, grievances and allegiances; members of the same family may disagree. March wardens are officials appointed by the crowns to keep order and negotiate cross-border justice, not secret ranks appointed by raiders. Complaints, sureties, hostages and meetings under a truce can be as decisive as armed pursuit.

The Thornbound Brotherhood is more elusive. Its signs appear among a few households on both sides of the frontier: a thorn scratched beneath a stable beam, a black-lion seal pressed into an anonymous letter, a rider who will not cross a certain ford after sunset. The Brotherhood claims to guard bargains made with ancestral spirits and stranger beings in the old hills. Some members genuinely believe their oath keeps a hungry presence beneath the land. Others use the legend to compel obedience, silence witnesses and make robbery look like sacred duty.

What Is Happening Right Now?

The Douglas Summons

James II of Scotland presses against the power of the Black Douglases, while James, ninth Earl of Douglas, still commands loyalties and lands that make him dangerous. Hermitage Castle dominates Liddesdale, and the Douglas household needs riders who know every water crossing. A sealed call for service reaches three border lairds. One agrees to send men, one refuses, and one promises the same guides to a rival patron. The riders are being asked to choose sides before they know which side will prevail.

Cattle With No Hoofprints

A herd disappears from a valley fold without opening its gate. Its owner’s young kinsman accuses a rival surname, and retaliatory fire has already taken a byre. But a scout finds the animals’ bells hanging from hawthorn branches beyond an old cairn. A Seer of the Thorn insists that the cattle were taken as payment for an ancestral oath. The family wants the herd back; the Seer wants the cairn left untouched; the supposed thieves have witnesses proving they never entered the valley.

The Truce Road

A messenger travelling between March officers is murdered while carrying statements about several raids. One page of the record names families on both sides; another records protection money taken by someone in official service. An English captain demands delivery of the killer, while Scottish riders claim the accused was at a funeral miles away. A false arrest could turn the next border meeting into an ambush.

The March Country

Liddesdale and Hermitage: Narrow valleys, steep grazing and defensible crossings put households at the mercy of whoever controls the routes. Hermitage is a lordly fortress, not the Brotherhood’s headquarters. Within its reach, a mysterious rider known as the Black Laird of Hermitage appears in campfire accounts; whether this is one living person, an inherited title or a useful fright remains disputed.

The Cheviot hills: Mist, wind, broken tracks and hidden folds favour small mounted parties over a great host. Guides, blacksmiths, hostlers, shepherds and ferry keepers can decide whether pursuers gain an hour or lose a day.

The eastern and western approaches: Market roads and valley routes connect the Marches to courts, towns and ports on either side. The Brotherhood cannot command these roads; it survives by knowing who may be bribed, where shelter can be purchased and which family will answer a particular horn.

In the valleys, fortified houses shelter more than raiders. Farmers, children, traders, sworn servants, healers and outsiders must live with the consequences when mounted men settle a feud. Their cooperation is not automatic, and a peaceful household may have as much reason to fear a friendly kinsman as an enemy.

The Thornbound Brotherhood

The black lion snarling through silver thorns is the Brotherhood’s secret device. It is not the heraldry of every Border Reiver, the official arms of the Marches or a badge that ordinary travelling families must bear. Its oath has three disputed duties: protect sworn kin, recover what is unjustly taken and keep the old compact from breaking. Members quarrel fiercely about which of those duties takes precedence.

Office or rolePlace in the networkDangerous disagreement
Reiver / riderMounted raider, scout, escort or cattle drover working for a family captainMost riders have never heard of the hidden Brotherhood
KinwardRespected elder preserving feuds, marriage ties, compensation bargains and family memoryMay protect the young against a captain’s demand for revenge
Reiver-lairdHead of a household or small alliance; must balance kin, patrons and winter storesCannot order other surnames simply by claiming a grand title
Seer of the ThornRare keeper of pact-lore, omen-reading and the Night of ShadowsSome seers doubt the old bargain is still valid
Black WardenOath enforcer trusted with dangerous letters, fugitives and hidden meeting placesMust decide whether loyalty excuses harm to innocents
Fae-bound championUncommon rider marked by an individual pact; ancestry or gifts varyNot every champion serves the same spirit or laird

No precise Brotherhood census exists. The visible riding surnames number far beyond the few who swear its secret words. Even a strong laird may command no more than their own kin, hired blades and temporary allies. The officials titled Wardens of the Marches stand outside this table: they hold public offices and may be the Brotherhood’s pursuers, informants or compromised patrons.

The Night of Shadows

Young candidates are sometimes invited to keep vigil beside a cairn while elders test their courage with silence, false footsteps and a stranger’s offer. At certain sites the danger is real: the air changes, an absent relative speaks from the dark, or something asks the candidate to name a person they would sacrifice. No honest oath can be assumed from a frightened answer. A candidate who refuses the rite might lose a patron, gain a protector or learn why the Black Warden insists on secrecy.

The Black Laird’s Pact

The tale says an earlier Black Laird won impossible rides and victories by bargaining with a wraith-queen. In return, riders were to preserve a boundary between the living valleys and a realm of the restless dead. No surviving account settles whether the queen was a spirit, a manipulative fey lord or a lie told to bind descendants. Iron fetters, scored bones and thorn-marked stones remain precious to those who believe. Whether they truly hold anything at bay is for witnesses and adventurers to discover.

Typical Members of the Thornbound Brotherhood

These are six representative roles, from common riders to dangerous oath-keepers. They are sample game-ready opponents and allies, not named historical individuals and not a claim that every Border rider belongs to the hidden Brotherhood. Abilities and challenge ratings below are campaign examples.

Riders on the Marches wear steel bonnets, open-faced burgonets, jacks of plate and brigandines according to their means. The spear, sword and dirk are common working weapons; a lance is a different, specialised weapon carried by better-equipped mounted fighters. Pistols are known, but expensive: a well-connected captain may have a pair of wheellocks, while an ordinary drover may have none. Firearms use the campaign’s firearm rules; the helmets are protective equipment, not weapons. They are not all equipped alike.

Reiver Rider

Mounted scout, cattle lifter and drover. Most are ordinary riders hired by a household; only some have sworn the thorn-oath. They avoid pitched battles, seize cattle quickly and know the hidden burns and fords.

Typical arms and armour: A hardy hobby pony, steel bonnet or burgonet, jack of plate, spear, sword and dirk. A prosperous rider may carry one loaded wheellock pistol; ordinary household riders need not own a gun.

Kinward

Clan elder, witness to blood-prices and negotiator of feuds. A kinward’s influence comes from remembered obligations, not a magical command over other families.

Typical arms and armour: Travelling jack and steel cap when needed, a staff, knife and household seal; authority comes from witnesses and kinship, not a gun.

Reiver-Laird

Household captain who arranges raids, pay, sanctuary and retaliation. Commands sworn kin and paid riders but cannot order every Border surname into battle.

Typical arms and armour: Burgonet, brigandine or jack of plate, riding lance, sword, dirk and up to two expensive saddle pistols.

Seer of the Thorn

Keeper of ancestral tokens, oath-words and omens. Some wield real fey magic; others are careful readers of people and ritual. The seer interprets, but does not own, the pact.

Typical arms and armour: Travelling leathers, ritual thorn-token, staff and dagger; a pistol is not standard equipment for this office.

Black Warden

Secret oath-enforcer, hunter of stolen records and keeper of dangerous witnesses. A warden may serve one elder while quietly doubting another’s orders.

Typical arms and armour: Dark jack, burgonet, sword, dirk and, for wealthier enforcers, a concealed coat pistol.

Fae-Bound Champion

Rare sworn rider whose personal bargain grants unnatural speed or terror. Such champions defend particular gates or households rather than commanding all otherworldly beings.

Typical arms and armour: Fine burgonet and jack of plate, riding lance, sword and an optional single-shot pistol; the supernatural powers come from the oath, not the firearms.

Game Statistics by Edition

Equipment references: spears, lances and other weapons, longswords, armour and jacks, firearms, and mounted Ride rules. Burgonets, steel bonnets and brigandines use the closest listed armour profile for the edition rather than stacking a helmet AC bonus.

Choose the edition you use at the table. Each tab contains the six roles above in its own rules presentation, with its own combat statistics. Use the appropriate role for a patrol, parley, cattle raid or supernatural oath scene.

Thornbound Roles — D&D 5.5e / 2024

These are original campaign creature profiles. Mounted speeds use the animal’s movement rather than adding to the rider’s own Speed.

Reiver Rider

Medium Humanoid (Human), CN · CR 1/2 (100 XP) · PB +2

Equipment. Hobby pony, steel bonnet or burgonet, jack of plate, spear, sword, dirk; occasional loaded pistol (firearms).

AC 14 (jack of plate, steel bonnet); Initiative +2 (12); HP 22 (4d8 + 4); Speed 30 ft. on foot; Mounted speed hobby pony 40 ft. while mounted (mount’s movement, not the rider’s)

STRDEXCONINTWISCHA
12 (+1)15 (+2)12 (+1)10 (+0)12 (+1)10 (+0)

Skills Animal Handling +3, Perception +3, Stealth +4, Survival +3; Senses Passive Perception 13; Languages Common (regional Scots or northern English speech).

Traits

Hillwise. Advantage on Wisdom (Survival) checks to follow tracks or conceal a riding trail in hill country.

Actions

Spear. Melee Attack +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing (5 [1d8 + 1] when used with two hands); no lance-only charge bonus. Sword. Melee Attack +3, reach 5 ft. Hit: 5 (1d8 + 1) Slashing. Wheellock Pistol (Optional, Loaded). Ranged Attack +4, range 30/90 ft. Hit: 7 (1d10 + 2) Piercing; fires once before needing an action to reload.

Bonus Actions and Reactions

Break Away (Bonus Action, 1/Turn). After making a weapon attack, move up to 10 ft. without provoking an Opportunity Attack from that attack’s target.

Kinward

Medium Humanoid (Human), N · CR 1/4 (50 XP) · PB +2

Equipment. Travelling jack or coat, steel cap, staff, knife and oath tokens; seldom mounted in a fight.

AC 12; Initiative +1 (11); HP 18 (4d8); Speed 30 ft. on foot; Mounted speed optional pony 40 ft. (mount’s movement, not the rider’s)

STRDEXCONINTWISCHA
10 (+0)12 (+1)10 (+0)12 (+1)16 (+3)14 (+2)

Skills History +3, Insight +5, Persuasion +4; Senses Passive Perception 13; Languages Common (regional Scots or northern English speech).

Traits

Remembered Debts. Advantage on Wisdom (Insight) checks about local feuds and agreements.

Actions

Quarterstaff. Melee Attack +2, reach 5 ft. Hit: 3 (1d6) Bludgeoning.

Bonus Actions and Reactions

Measured Counsel (Reaction, 2/Day). When an ally within 30 ft. the kinward can see makes an ability check or saving throw, the ally adds 1d4 to the roll, after rolling but before the result is known.

Reiver-Laird

Medium Humanoid (Human), CN · CR 2 (450 XP) · PB +2

Equipment. Riding horse, burgonet, brigandine or reinforced jack, lance, longsword, dirk, and a pair of loaded pistols.

AC 16 (brigandine jack, burgonet); Initiative +2 (12); HP 45 (6d8 + 18); Speed 30 ft. on foot; Mounted speed riding horse 60 ft. while mounted (mount’s movement, not the rider’s)

STRDEXCONINTWISCHA
16 (+3)14 (+2)16 (+3)12 (+1)12 (+1)14 (+2)

Skills Animal Handling +4, Intimidation +4, Persuasion +4; Senses Passive Perception 11; Languages Common (regional Scots or northern English speech).

Traits

Border Captain. Allies within 10 ft. of the laird have Advantage on saving throws against being Frightened while the laird is conscious.

Actions

Multiattack. The laird makes two Longsword attacks. Longsword. Melee Attack +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing. Lance. Melee Attack +5, reach 10 ft. when mounted. Hit: 8 (1d10 + 3) Piercing; requires two hands when on foot. Saddle Pistol (Loaded). Ranged Attack +4, range 30/90 ft. Hit: 7 (1d10 + 2) Piercing. The laird can carry two loaded pistols; reloading one takes an action.

Bonus Actions and Reactions

Call to Horse (Bonus Action, 1/Day). Up to three allies within 30 ft. can immediately move up to half their Speed without provoking Opportunity Attacks.

Seer of the Thorn

Medium Humanoid (Human), N · CR 2 (450 XP) · PB +2

Equipment. Leathers, ritual thorn token, staff and dagger; commonly travels on foot.

AC 12 (travel leathers); Initiative +1 (11); HP 33 (6d8 + 6); Speed 30 ft. on foot; Mounted speed optional pony 40 ft. (mount’s movement, not the rider’s)

STRDEXCONINTWISCHA
10 (+0)12 (+1)12 (+1)12 (+1)16 (+3)12 (+1)

Skills Arcana +3, Insight +5, Nature +3, Religion +3; Senses Passive Perception 13; Languages Common (regional Scots or northern English speech).

Traits

Omen Reader. Advantage on checks to identify a witnessed ritual, binding token or false supernatural claim. Spellcasting (Wisdom). Spell save DC 13, +5 to hit with spells; at will: Druidcraft; 1/day each: Entangle, Faerie Fire and Fog Cloud.

Actions

Thorn Mark. One creature the seer sees within 60 ft. must succeed on a DC 13 Wisdom save or take 10 (3d6) Psychic damage and have its Speed reduced by 10 ft. until the end of its next turn. Dagger. Melee or Ranged Attack +3, reach 5 ft. or range 20/60 ft. Hit: 3 (1d4 + 1) Piercing.

Bonus Actions and Reactions

Step Behind the Hedge (Bonus Action, 1/Day). The seer teleports up to 15 ft. to an unoccupied space it can see.

Black Warden

Medium Humanoid (Human), LN · CR 3 (700 XP) · PB +2

Equipment. Dark jack of plate, burgonet, shortsword, dirk; one loaded coat pistol when funds permit.

AC 15 (dark reinforced jack, burgonet); Initiative +3 (13); HP 52 (8d8 + 16); Speed 30 ft. on foot; Mounted speed optional riding horse 60 ft. (mount’s movement, not the rider’s)

STRDEXCONINTWISCHA
14 (+2)16 (+3)14 (+2)12 (+1)14 (+2)12 (+1)

Skills Deception +3, Insight +4, Perception +4, Stealth +7; Senses Passive Perception 14; Languages Common (regional Scots or northern English speech).

Traits

Ambush Strike (1/Turn). Once per turn the warden deals 7 (2d6) extra damage to a creature it hits with a weapon attack if an ally of the warden is within 5 ft. of that creature or if the warden has Advantage on the attack roll.

Actions

Multiattack. The warden makes two Shortsword attacks. Shortsword. Melee Attack +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing. Coat Pistol (Loaded). Ranged Attack +5, range 20/60 ft. Hit: 5 (1d4 + 3) Piercing; one shot, requiring an action to reload.

Bonus Actions and Reactions

Slip the Net (Bonus Action). The warden takes the Disengage or Hide action.

Fae-Bound Champion

Medium Humanoid (Human), CN · CR 4 (1,100 XP) · PB +2

Equipment. Riding horse, fine burgonet and jack of plate, lance, longsword, dirk and a single loaded pistol.

AC 16 (fine jack of plate, burgonet); Initiative +2 (12); HP 75 (10d8 + 30); Speed 30 ft. on foot; Mounted speed riding horse 60 ft. while mounted (mount’s movement, not the rider’s)

STRDEXCONINTWISCHA
18 (+4)14 (+2)16 (+3)10 (+0)12 (+1)14 (+2)

Skills Athletics +6, Perception +3, Survival +3; Senses Passive Perception 13; Languages Common (regional Scots or northern English speech).

Traits

Hedge-Blessed. Advantage on saving throws against being Charmed. Once per turn when the champion hits a creature with a Longsword, the hit deals an extra 3 (1d6) Psychic damage.

Actions

Multiattack. The champion makes two Longsword attacks. Longsword. Melee Attack +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing. Lance. Melee Attack +6, reach 10 ft. when mounted. Hit: 9 (1d10 + 4) Piercing; requires two hands when on foot. Saddle Pistol (Optional, Loaded). Ranged Attack +4, range 30/90 ft. Hit: 7 (1d10 + 2) Piercing; one shot, requiring an action to reload.

Bonus Actions and Reactions

Mist Crossing (Bonus Action, 1/Day). Teleports up to 30 ft. to an unoccupied space it can see. Thorn Dread (1/Day). One creature within 30 ft. must make a DC 12 Wisdom saving throw or be Frightened of the champion until the end of its next turn.

Thornbound Roles — D&D 5e / 2014

2014 campaign conversion: use 2014 actions, conditions, mounted-combat and firearm Loading rules. No Weapon Mastery feature is assumed.

These are original campaign creature profiles. Mounted speeds use the animal’s movement rather than adding to the rider’s own Speed.

Reiver Rider

Medium Humanoid (Human), CN · CR 1/2 (100 XP) · PB +2

Equipment. Hobby pony, steel bonnet or burgonet, jack of plate, spear, sword, dirk; occasional loaded pistol (firearms).

AC 14 (jack of plate, steel bonnet); Initiative +2 (12); HP 22 (4d8 + 4); Speed 30 ft. on foot; Mounted speed hobby pony 40 ft. while mounted (mount’s movement, not the rider’s)

STRDEXCONINTWISCHA
12 (+1)15 (+2)12 (+1)10 (+0)12 (+1)10 (+0)

Skills Animal Handling +3, Perception +3, Stealth +4, Survival +3; Senses Passive Perception 13; Languages Common (regional Scots or northern English speech).

Traits

Hillwise. Advantage on Wisdom (Survival) checks to follow tracks or conceal a riding trail in hill country.

Actions

Spear. Melee Weapon Attack +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing (5 [1d8 + 1] when used with two hands); no lance-only charge bonus. Sword. Melee Weapon Attack +3, reach 5 ft. Hit: 5 (1d8 + 1) Slashing. Wheellock Pistol (Optional, Loaded). Ranged Weapon Attack +4, range 30/90 ft. Hit: 7 (1d10 + 2) Piercing; fires once before needing an action to reload.

Bonus Actions and Reactions

Break Away (Bonus Action, 1/Turn). After making a weapon attack, move up to 10 ft. without provoking an opportunity attack from that attack’s target.

Kinward

Medium Humanoid (Human), N · CR 1/4 (50 XP) · PB +2

Equipment. Travelling jack or coat, steel cap, staff, knife and oath tokens; seldom mounted in a fight.

AC 12; Initiative +1 (11); HP 18 (4d8); Speed 30 ft. on foot; Mounted speed optional pony 40 ft. (mount’s movement, not the rider’s)

STRDEXCONINTWISCHA
10 (+0)12 (+1)10 (+0)12 (+1)16 (+3)14 (+2)

Skills History +3, Insight +5, Persuasion +4; Senses Passive Perception 13; Languages Common (regional Scots or northern English speech).

Traits

Remembered Debts. Advantage on Wisdom (Insight) checks about local feuds and agreements.

Actions

Quarterstaff. Melee Weapon Attack +2, reach 5 ft. Hit: 3 (1d6) Bludgeoning.

Bonus Actions and Reactions

Measured Counsel (Reaction, 2/Day). When an ally within 30 ft. the kinward can see makes an ability check or saving throw, the ally adds 1d4 to the roll, after rolling but before the result is known.

Reiver-Laird

Medium Humanoid (Human), CN · CR 2 (450 XP) · PB +2

Equipment. Riding horse, burgonet, brigandine or reinforced jack, lance, longsword, dirk, and a pair of loaded pistols.

AC 16 (brigandine jack, burgonet); Initiative +2 (12); HP 45 (6d8 + 18); Speed 30 ft. on foot; Mounted speed riding horse 60 ft. while mounted (mount’s movement, not the rider’s)

STRDEXCONINTWISCHA
16 (+3)14 (+2)16 (+3)12 (+1)12 (+1)14 (+2)

Skills Animal Handling +4, Intimidation +4, Persuasion +4; Senses Passive Perception 11; Languages Common (regional Scots or northern English speech).

Traits

Border Captain. Allies within 10 ft. of the laird have Advantage on saving throws against being Frightened while the laird is conscious.

Actions

Multiattack. The laird makes two Longsword attacks. Longsword. Melee Weapon Attack +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing. Lance. Melee Weapon Attack +5, reach 10 ft. when mounted. Hit: 9 (1d12 + 3) Piercing; attacks within 5 ft. have disadvantage and the weapon requires two hands when on foot. Saddle Pistol (Loaded). Ranged Weapon Attack +4, range 30/90 ft. Hit: 7 (1d10 + 2) Piercing. The laird can carry two loaded pistols; reloading one takes an action.

Bonus Actions and Reactions

Call to Horse (Bonus Action, 1/Day). Up to three allies within 30 ft. can immediately move up to half their Speed without provoking opportunity attacks.

Seer of the Thorn

Medium Humanoid (Human), N · CR 2 (450 XP) · PB +2

Equipment. Leathers, ritual thorn token, staff and dagger; commonly travels on foot.

AC 12 (travel leathers); Initiative +1 (11); HP 33 (6d8 + 6); Speed 30 ft. on foot; Mounted speed optional pony 40 ft. (mount’s movement, not the rider’s)

STRDEXCONINTWISCHA
10 (+0)12 (+1)12 (+1)12 (+1)16 (+3)12 (+1)

Skills Arcana +3, Insight +5, Nature +3, Religion +3; Senses Passive Perception 13; Languages Common (regional Scots or northern English speech).

Traits

Omen Reader. Advantage on checks to identify a witnessed ritual, binding token or false supernatural claim. Spellcasting (Wisdom). Spell save DC 13, +5 to hit with spells; at will: Druidcraft; 1/day each: Entangle, Faerie Fire and Fog Cloud.

Actions

Thorn Mark. One creature the seer sees within 60 ft. must succeed on a DC 13 Wisdom save or take 10 (3d6) Psychic damage and have its Speed reduced by 10 ft. until the end of its next turn. Dagger. Melee or Ranged Weapon Attack +3, reach 5 ft. or range 20/60 ft. Hit: 3 (1d4 + 1) Piercing.

Bonus Actions and Reactions

Step Behind the Hedge (Bonus Action, 1/Day). The seer teleports up to 15 ft. to an unoccupied space it can see.

Black Warden

Medium Humanoid (Human), LN · CR 3 (700 XP) · PB +2

Equipment. Dark jack of plate, burgonet, shortsword, dirk; one loaded coat pistol when funds permit.

AC 15 (dark reinforced jack, burgonet); Initiative +3 (13); HP 52 (8d8 + 16); Speed 30 ft. on foot; Mounted speed optional riding horse 60 ft. (mount’s movement, not the rider’s)

STRDEXCONINTWISCHA
14 (+2)16 (+3)14 (+2)12 (+1)14 (+2)12 (+1)

Skills Deception +3, Insight +4, Perception +4, Stealth +7; Senses Passive Perception 14; Languages Common (regional Scots or northern English speech).

Traits

Ambush Strike (1/Turn). Once per turn the warden deals 7 (2d6) extra damage to a creature it hits with a weapon attack if an ally of the warden is within 5 ft. of that creature or if the warden has Advantage on the attack roll.

Actions

Multiattack. The warden makes two Shortsword attacks. Shortsword. Melee Weapon Attack +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing. Coat Pistol (Loaded). Ranged Weapon Attack +5, range 20/60 ft. Hit: 5 (1d4 + 3) Piercing; one shot, requiring an action to reload.

Bonus Actions and Reactions

Slip the Net (Bonus Action). The warden takes the Disengage or Hide action.

Fae-Bound Champion

Medium Humanoid (Human), CN · CR 4 (1,100 XP) · PB +2

Equipment. Riding horse, fine burgonet and jack of plate, lance, longsword, dirk and a single loaded pistol.

AC 16 (fine jack of plate, burgonet); Initiative +2 (12); HP 75 (10d8 + 30); Speed 30 ft. on foot; Mounted speed riding horse 60 ft. while mounted (mount’s movement, not the rider’s)

STRDEXCONINTWISCHA
18 (+4)14 (+2)16 (+3)10 (+0)12 (+1)14 (+2)

Skills Athletics +6, Perception +3, Survival +3; Senses Passive Perception 13; Languages Common (regional Scots or northern English speech).

Traits

Hedge-Blessed. Advantage on saving throws against being Charmed. Once per turn when the champion hits a creature with a Longsword, the hit deals an extra 3 (1d6) Psychic damage.

Actions

Multiattack. The champion makes two Longsword attacks. Longsword. Melee Weapon Attack +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing. Lance. Melee Weapon Attack +6, reach 10 ft. when mounted. Hit: 10 (1d12 + 4) Piercing; attacks within 5 ft. have disadvantage and the weapon requires two hands when on foot. Saddle Pistol (Optional, Loaded). Ranged Weapon Attack +4, range 30/90 ft. Hit: 7 (1d10 + 2) Piercing; one shot, requiring an action to reload.

Bonus Actions and Reactions

Mist Crossing (Bonus Action, 1/Day). Teleports up to 30 ft. to an unoccupied space it can see. Thorn Dread (1/Day). One creature within 30 ft. must make a DC 12 Wisdom saving throw or be Frightened of the champion until the end of its next turn.

Thornbound Roles — Pathfinder 1e

Six complete campaign NPC builds. Apply the early firearm misfire, range-increment, reload and proficiency rules to every pistol; firearms are not free touch attacks beyond the first increment.

Reiver Rider

CR 1/2; XP 200; CN Medium humanoid (human); human warrior 2

Init +2; Senses Perception +2; Languages Common (Border speech).

Defense

AC 15, touch 12, flat-footed 13 (studded leather, Dex); hp 13 (2d10+2); Saves Fort +4, Ref +2, Will +0.

Offense

Speed 30 ft. on foot; hobby pony 40 ft. mounted. The animal moves using its own statistics, not the rider’s Speed.

Melee spear +3 (1d8+1/×3, without a lance charge multiplier) or longsword +3 (1d8+1/19–20); Ranged shortbow +4 (1d6/×3, 60 ft.).

Special Attacks / Spellcasting Mounted spear attacks receive normal charge modifiers, not the lance-only double damage; the spear can be braced against a charge while on foot.

Statistics
STRDEXCONINTWISCHA
121412101010

Base Atk +2; CMB +3; CMD 15.

Feats Mounted Combat, Ride-By Attack.

Skills Ride +7, Perception +2, Survival +1 (Ride rules).

Special Qualities Hillwise (Ex): +2 circumstance bonus on Survival checks to follow cattle tracks in familiar March country.

Combat Gear Hobby pony, steel bonnet or burgonet, jack of plate, spear, sword, dirk; occasional loaded pistol (firearms).

Tactics Scouts ahead, cuts the drove loose, and withdraws before a pitched fight.

Kinward

CR 1/2; XP 200; N Medium humanoid (human); human expert 2

Init +1; Senses Perception +5; Languages Common (Border speech).

Defense

AC 11, touch 11, flat-footed 10 (Dex); hp 11 (2d8+2); Saves Fort +1, Ref +1, Will +5.

Offense

Speed 30 ft. on foot; pony 40 ft. if travelling mounted. The animal moves using its own statistics, not the rider’s Speed.

Melee staff +1 (1d6, ×2); Ranged thrown dagger +2 (1d4, 10 ft.).

Special Attacks / Spellcasting None; prefers witnesses and negotiation.

Statistics
STRDEXCONINTWISCHA
101212121414

Base Atk +1; CMB +1; CMD 12.

Feats Skill Focus (Diplomacy), Skill Focus (Sense Motive).

Skills Diplomacy +10, Sense Motive +10, Knowledge (local) +6, Perception +5.

Special Qualities Remembered Debts (Ex): +2 circumstance bonus on checks to recall local obligations when the kinward can consult a tally or witness.

Combat Gear Travelling jack or coat, steel cap, staff, knife and oath tokens; seldom mounted in a fight.

Tactics Calls for truce; flees rather than fights unless kin are endangered.

Reiver-Laird

CR 2; XP 600; CN Medium humanoid (human); human fighter 3

Init +2; Senses Perception +2; Languages Common (Border speech).

Defense

AC 17, touch 12, flat-footed 15 (brigandine treated as scale mail, Dex); hp 26 (3d10+9); Saves Fort +6, Ref +3, Will +2.

Offense

Speed 30 ft. on foot (armour training 1); riding horse 60 ft. mounted. The animal moves using its own statistics, not the rider’s Speed.

Melee longsword +7 (1d8+3/19–20) or lance +6 (1d8+3/×3; doubled on mounted charge); Ranged pistol +5 ranged touch within first 20-ft. increment (1d8/×4, misfire 1, capacity 1); shortbow +5 (1d6/×3).

Special Attacks / Spellcasting Armour training 1; opening charge.

Statistics
STRDEXCONINTWISCHA
161416101212

Base Atk +3; CMB +6; CMD 18.

Feats Mounted Combat, Ride-By Attack, Power Attack, Weapon Focus (longsword), Exotic Weapon Proficiency (firearms).

Skills Ride +8, Intimidate +7, Perception +2 (Ride rules).

Special Qualities Border Orders (Ex): 1/day, as a standard action, grant one allied rider within 30 ft. a +2 morale bonus on its next Ride check before the laird’s next turn.

Combat Gear Riding horse, burgonet, brigandine or reinforced jack, lance, longsword, dirk, and a pair of loaded pistols.

Tactics Starts at lance range, fires one expensive loaded pistol only when it changes the fight.

Seer of the Thorn

CR 2; XP 600; N Medium humanoid (human); human adept 4

Init +1; Senses Perception +7; Languages Common (Border speech).

Defense

AC 12, touch 11, flat-footed 11 (padded armour, Dex); hp 22 (4d6+8); Saves Fort +3, Ref +2, Will +7.

Offense

Speed 30 ft. on foot; pony 40 ft. if travelling mounted. The animal moves using its own statistics, not the rider’s Speed.

Melee dagger +2 (1d4/19–20); Ranged dagger +3 (1d4/19–20, 10 ft.).

Special Attacks / Spellcasting Adept spells CL 4th (concentration +7), save DC 13 + spell level; 1st (3/day)—cause fear (DC 14), cure light wounds, obscuring mist; 0 (3/day)—detect magic, guidance, light.

Statistics
STRDEXCONINTWISCHA
101214121612

Base Atk +2; CMB +2; CMD 13.

Feats Skill Focus (Knowledge [nature]), Alertness, Iron Will.

Skills Knowledge (nature) +11, Spellcraft +8, Perception +9, Heal +10.

Special Qualities Thorn Omen (Su, 1/day): one creature within 30 ft. must succeed at a DC 15 Will save or become shaken for 1 round.

Combat Gear Leathers, ritual thorn token, staff and dagger; commonly travels on foot.

Tactics Uses obscuring mist to protect witnesses; guards oath tokens.

Black Warden

CR 3; XP 800; LN Medium humanoid (human); human rogue 4

Init +7; Senses Perception +9; Languages Common (Border speech).

Defense

AC 16, touch 13, flat-footed 13 (studded leather, Dex); hp 26 (4d8+8); Saves Fort +3, Ref +7, Will +3.

Offense

Speed 30 ft. on foot; riding horse 60 ft. mounted when equipped. The animal moves using its own statistics, not the rider’s Speed.

Melee shortsword +6 (1d6+2/19–20 plus sneak attack +2d6 when eligible); Ranged pistol +6 ranged touch within first 20-ft. increment (1d8/×4, misfire 1, capacity 1).

Special Attacks / Spellcasting Sneak attack +2d6.

Statistics
STRDEXCONINTWISCHA
141614121410

Base Atk +3; CMB +5; CMD 18.

Feats Weapon Finesse, Improved Initiative, Exotic Weapon Proficiency (firearms).

Skills Stealth +10, Disable Device +10, Perception +9, Sense Motive +9, Ride +7.

Special Qualities Evasion, trapfinding +2, uncanny dodge.

Combat Gear Dark jack of plate, burgonet, shortsword, dirk; one loaded coat pistol when funds permit.

Tactics Targets witnesses and papers; drops back when the first loaded shot is spent.

Fae-Bound Champion

CR 4; XP 1200; CN Medium humanoid (human); human fighter 5

Init +2; Senses Perception +6; Languages Common (Border speech).

Defense

AC 17, touch 12, flat-footed 15 (reinforced brigandine, Dex); hp 43 (5d10+15); Saves Fort +7, Ref +3, Will +2.

Offense

Speed 30 ft. on foot (armour training 1); riding horse 60 ft. mounted. The animal moves using its own statistics, not the rider’s Speed.

Melee longsword +11 (1d8+5/19–20) or lance +10 (1d8+4/×3; double on charge, triple with Spirited Charge); Ranged pistol +7 ranged touch within first 20-ft. increment (1d8/×4, misfire 1, capacity 1).

Special Attacks / Spellcasting Weapon training (heavy blades +1); 1/day hedge step (Su), teleport up to 30 ft. to a visible unoccupied place as a move action.

Statistics
STRDEXCONINTWISCHA
181416101212

Base Atk +5; CMB +9; CMD 21.

Feats Power Attack, Weapon Focus (longsword), Weapon Focus (lance), Mounted Combat, Ride-By Attack, Spirited Charge, Exotic Weapon Proficiency (firearms).

Skills Ride +10, Survival +6, Perception +6, Intimidate +6.

Special Qualities Armour training 1; Thorn Dread (Su, 1/day): target within 30 ft. must succeed at DC 13 Will save or be shaken for 1 round.

Combat Gear Riding horse, fine burgonet and jack of plate, lance, longsword, dirk and a single loaded pistol.

Tactics Uses a decisive mounted pass, not endless pistol volleys; keeps one escape route open.

Mounts (separate creatures). A typical pony has Speed 40 ft.; a riding horse has Speed 60 ft. Mount and rider act under the edition’s mounted rules; the rider’s own Speed remains as printed. See Ride for control, cover and dismount checks.

Thornbound Roles — D&D 3.5e

Six complete 3.5e campaign conversions. The single-shot pistol uses the site’s firearm convention (1d10 Medium damage, ×3, 50-ft. range); reload as a standard action. A pistol requires Exotic Weapon Proficiency (firearms), or the normal nonproficiency penalty applies.

Reiver Rider

CR 1/2 · CN Medium humanoid (human), warrior 2.

Hit Dice / HP2d8+2 (11 hp)
Initiative+2
Speed / Mount30 ft. on foot; hobby pony 40 ft. as a separate mount
Armour Class15, touch 12, flat-footed 13
Base Atk / Grapple+2/+3
Attackspear +3 melee (1d8+1/×3) or longsword +3 melee (1d8+1/19–20) or shortbow +4 ranged (1d6/×3)
Full Attackspear +3 or longsword +3 or shortbow +4
Space / Reach5 ft. / 5 ft.
Saving ThrowsFort +4, Ref +2, Will +0
Ability ScoresSTR 12, DEX 14, CON 12, INT 10, WIS 10, CHA 10
SkillsRide +7, Spot +2, Listen +2, Survival +1
FeatsMounted Combat, Ride-By Attack
Special Attacks / QualitiesA spear may be used from the saddle but gains no lance damage multiplier; a set spear can brace against a charge
Combat GearHobby pony, steel bonnet or burgonet, jack of plate, spear, sword, dirk; occasional loaded pistol (firearms).
Morale / TacticsWithdraws with the drove unless bound by a stronger personal oath

Kinward

CR 1/2 · N Medium humanoid (human), expert 2.

Hit Dice / HP2d6+2 (9 hp)
Initiative+1
Speed / Mount30 ft. on foot; pony 40 ft. if mounted
Armour Class11, touch 11, flat-footed 10
Base Atk / Grapple+1/+1
Attackquarterstaff +1 melee (1d6/×2) or dagger +2 ranged (1d4/19–20)
Full Attackquarterstaff +1
Space / Reach5 ft. / 5 ft.
Saving ThrowsFort +1, Ref +1, Will +5
Ability ScoresSTR 10, DEX 12, CON 12, INT 12, WIS 14, CHA 14
SkillsDiplomacy +10, Sense Motive +10, Gather Information +7, Spot +4, Listen +4
FeatsSkill Focus (Diplomacy), Skill Focus (Sense Motive)
Special Attacks / QualitiesRemembered Debts: +2 circumstance bonus to recall a local feud using witness records
Combat GearTravelling jack or coat, steel cap, staff, knife and oath tokens; seldom mounted in a fight.
Morale / TacticsWithdraws with the drove unless bound by a stronger personal oath

Reiver-Laird

CR 3 · CN Medium humanoid (human), fighter 3.

Hit Dice / HP3d10+9 (26 hp)
Initiative+2
Speed / Mount30 ft. on foot; riding horse 60 ft. as a separate mount
Armour Class17, touch 12, flat-footed 15
Base Atk / Grapple+3/+6
Attacklongsword +7 melee (1d8+3/19–20) or lance +6 melee (1d8+3/×3) or pistol +5 ranged (1d10/×3, 50 ft.; loaded once)
Full Attacklongsword +7 or lance +6; one loaded pistol shot only
Space / Reach5 ft. / 5 ft. (lance attacks at 10 ft., not adjacent)
Saving ThrowsFort +6, Ref +3, Will +2
Ability ScoresSTR 16, DEX 14, CON 16, INT 10, WIS 12, CHA 12
SkillsRide +8, Intimidate +7, Spot +2, Listen +2
FeatsMounted Combat, Ride-By Attack, Power Attack, Weapon Focus (longsword), Exotic Weapon Proficiency (firearms)
Special Attacks / QualitiesMounted lance damage doubles on charge; pistol uses the campaign’s 3.5e firearm conversion
Combat GearRiding horse, burgonet, brigandine or reinforced jack, lance, longsword, dirk, and a pair of loaded pistols.
Morale / TacticsWithdraws with the drove unless bound by a stronger personal oath

Seer of the Thorn

CR 3 · N Medium humanoid (human), adept 4.

Hit Dice / HP4d6+8 (22 hp)
Initiative+1
Speed / Mount30 ft. on foot; pony 40 ft. if mounted
Armour Class12, touch 11, flat-footed 11
Base Atk / Grapple+2/+2
Attackdagger +2 melee (1d4/19–20) or +3 ranged (1d4/19–20, 10 ft.)
Full Attackdagger +2
Space / Reach5 ft. / 5 ft.
Saving ThrowsFort +3, Ref +2, Will +7
Ability ScoresSTR 10, DEX 12, CON 14, INT 12, WIS 16, CHA 12
SkillsKnowledge (nature) +8, Spellcraft +8, Spot +7, Listen +7, Heal +10
FeatsSkill Focus (Knowledge [nature]), Alertness, Iron Will
Special Attacks / QualitiesAdept spells CL 4th: 1st—cause fear, cure light wounds, obscuring mist; 0—detect magic, guidance, light; DC 13 + spell level. Thorn Omen (Su, 1/day): DC 15 Will or shaken 1 round
Combat GearLeathers, ritual thorn token, staff and dagger; commonly travels on foot.
Morale / TacticsWithdraws with the drove unless bound by a stronger personal oath

Black Warden

CR 4 · LN Medium humanoid (human), rogue 4.

Hit Dice / HP4d6+8 (22 hp)
Initiative+7
Speed / Mount30 ft. on foot; riding horse 60 ft. if mounted
Armour Class16, touch 13, flat-footed 13
Base Atk / Grapple+3/+5
Attackshortsword +6 melee (1d6+2/19–20) or pistol +6 ranged (1d10/×3, 50 ft.; loaded once)
Full Attackshortsword +6; pistol one shot only
Space / Reach5 ft. / 5 ft.
Saving ThrowsFort +3, Ref +7, Will +3
Ability ScoresSTR 14, DEX 16, CON 14, INT 12, WIS 14, CHA 10
SkillsHide +10, Move Silently +10, Spot +9, Listen +9, Sense Motive +9, Ride +7
FeatsWeapon Finesse, Improved Initiative, Exotic Weapon Proficiency (firearms)
Special Attacks / QualitiesSneak attack +2d6, evasion, trapfinding, uncanny dodge
Combat GearDark jack of plate, burgonet, shortsword, dirk; one loaded coat pistol when funds permit.
Morale / TacticsWithdraws with the drove unless bound by a stronger personal oath

Fae-Bound Champion

CR 5 · CN Medium humanoid (human), fighter 5.

Hit Dice / HP5d10+15 (43 hp)
Initiative+2
Speed / Mount30 ft. on foot; riding horse 60 ft. as a separate mount
Armour Class17, touch 12, flat-footed 15
Base Atk / Grapple+5/+9
Attacklongsword +10 melee (1d8+4/19–20) or lance +10 melee (1d8+4/×3) or pistol +7 ranged (1d10/×3, 50 ft.; loaded once)
Full Attacklongsword +10 or lance +10; pistol one shot only
Space / Reach5 ft. / 5 ft. (lance attacks at 10 ft., not adjacent)
Saving ThrowsFort +7, Ref +3, Will +2
Ability ScoresSTR 18, DEX 14, CON 16, INT 10, WIS 12, CHA 12
SkillsRide +10, Survival +6, Spot +6, Listen +6
FeatsPower Attack, Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (longsword), Weapon Focus (lance), Exotic Weapon Proficiency (firearms)
Special Attacks / QualitiesMounted lance triple damage on a charge with Spirited Charge; Hedge Step (Su, 1/day): teleport 30 ft. as a move action to an unoccupied visible square
Combat GearRiding horse, fine burgonet and jack of plate, lance, longsword, dirk and a single loaded pistol.
Morale / TacticsWithdraws with the drove unless bound by a stronger personal oath

Mounted rules. A pony’s Speed is 40 ft. and a light riding horse’s Speed is 60 ft.; these are separate mounts, not bonus movement for a humanoid. See Ride for mounted checks.

The roles do not grant universal authority: a reiver-laird leads a household, a kinward negotiates its disputes, a Seer witnesses a pact, and a Black Warden acts only for those whose oath permits it. Not every rider has supernatural abilities, and even a fae-bound champion owes power to a particular bargain.

Friends, Rivals and Obligations

A riding house may shelter a traveller one week and steal their horses the next. A powerful noble may condemn theft while buying raided cattle through an agent. The Scottish Borders link rival castles, small settlements and family territories whose interests cannot be reduced to a single flag.

Douglas interests: Some Brotherhood riders take payment from powerful Douglas officers. Others fear that service will bind them to a losing quarrel with the Scottish crown. English March officers: Certain wardens offer lawful recovery of stolen goods; others must answer for the conduct of their own retainers. Neighbouring kindreds: Armstrong, Elliot, Kerr and allied or rival households bargain separately. One broken promise need not create a universal feud.

Spiritual intermediaries and otherworldly patrons likewise act on their own. Even if a Seer of the Thorn has a true pact, they cannot command every fey being, ghost or ancient power in the hills.

What the Riders Can Offer — and What They Demand

OfferPriceCatch
Guidance through hidden Cheviot tracksFood, coin or help moving a herdThe guide will not cross a cairn road after dark
Armed escort between border marketsA fair payment and a named suretyA rival family may treat the escort as provocation
Recovery of stolen cattleA share of the recovered beastsThe accused family possesses a plausible lawful claim
Refuge in a fortified householdSworn silence about its guestsA wanted fugitive is innocent of one crime but guilty of another
Introduction to a Seer of the ThornFind the missing oath-tokenIt may be the only object restraining an old bargain

Members may earn kin protection, intelligence and the right to take part in a raid, but joining does not grant command of the whole border. Departing the Brotherhood requires settling particular debts and witnesses; violence is only one possible outcome.

Adventures in the Marches

The Empty Fold

A widow offers the party half her winter herd if they recover the rest before the frost. The cattle are unharmed in a rival valley, but their keepers insist they were delivered as compensation for an earlier death. The party can prove fraud, negotiate restitution, find the original witness or return empty-handed to a family facing hunger.

Three Oaths at Hermitage

A Douglas messenger, a reiver-laird and a Black Warden each demand the same young guide. He knows a ford that could deliver an army—or rescue a village. If the characters choose a patron, they will also choose which households can be defended when the fighting starts.

The Thorn in the Door

A house protection mark appears inside a locked byre just before an infant falls ill. A Seer says a violated pact has sent a hungry spirit; a sceptical elder suspects poison and staged omens. Investigation may expose an ordinary extortionist, an authentic haunt or both working together.

Justice at the Truce

A dead courier’s papers show an English and a Scottish captain receiving money from the same thief. The party can publish the records, bring witnesses to a truce meeting, conceal the evidence for a price or bargain for safety before naming the culprits.

If No One Interferes

  1. First: A false theft charge ignites retaliatory raids; two households lose stores they cannot replace.
  2. Then: The Douglas summons divides riders who have shared winter shelter for generations.
  3. Next: A Black Warden orders a witness silenced, and a Seer breaks with the hidden Brotherhood.
  4. Finally: A cairn oath is renewed with the wrong name; the valleys face either a supernatural visitation or a new reign of fear maintained by men.

Freeing the witness changes the evidence at the truce, saving cattle changes which family can afford to fight, and bringing the Seer before the elders may unmake the oath without spilling blood.

Further Paths

Beyond the next ridge lie the Scottish Borders and the rival demands of Scotland and England. For other forces that draw ordinary households into dangerous schemes, explore Guilds, Factions & Organisations; for genuine manifestations behind a thorn-marked door, follow the Haunts and Bestiary.

Historical Sources

Historic Environment Scotland: Hermitage Castle; Roman Army Museum: Border Reivers. The Thornbound Brotherhood, its ritual offices and its supernatural pact belong to the campaign setting.

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