You embark from deep within the great Elven forest of Alastia between two great elven cities Myrast on the Lake of Haloust to the south and the forested city of Estbara in the north.
Wood elves are solitary beings preferring to inhabit their own pockets of forest with their own family groups or small villages. You however, were born with the eyes of the distant traveller; always in focus for what lays beyond the next valley and over the next range.
In your comparatively young life you have travelled to almost all parts of the Alastian forest. This is no mean feat. The forest is vast and runs from the Brofous ranges in the west to the Forgotten Territories in the east, and from the gnomish kingdom of the Pinnacle Mountains in the South.
A shy race, you rarely communicate with other cultures and races, preferring the solitude and protection of the forest, but recently something has changed. Something is calling you to wander yet further.
Slaves of Troustar sets each player out on their own path. Each starting player discovers a poster inviting them to travel to Ac Rumb and join a party for adventure, fame and fortune.
Top Secret Note:When players first meet they will know nothing of each other and barely be able to tell what their companions look like let alone their race, class and background. This means that there can be no game Zero for the players and the Dungeon Master.
Instead, preparation for the game starts with a short correspondence between players and the DM. I recommend that after you receive a reply from the initial invitation you take some time and take a look at the map and history to place characters in the world.
Before the game, players are sent an invitation. The invitation contains a poster that their character finds and some further details on character creation.
Try an get the invitations sent out at least a week before you start your game. This will give you some time to prepare some of the characters backgrounds. Also make sure you get your players to respond to your invitation ASAP.
The unification and naming of Re’ Stam No’e Gnud is a microcosm of the relationship between the empires for many thousands of years. For much of the time the empires have been at conflict in some form of other, while on the rare occasion, there have been bouts of short lasting peace.
Approximately two thousand years ago, there seems to have been a major unification of the nations, but oddly, there are few records that have lasted from that time. What historians do know is that the unification was forged to fight a greater, more sinister force from a realm well known in the past, but lost to many today. This dark force emanated from what is now known as Forgotten Territories.
It appears that this unification ended soon after a massive geological event rendered the lands between east and west asunder (Yeah, I just wanted to use ‘asunder’ in a sentence). This event, know as The Rift was felt throughout, causing worldwide collapse of many structures and a number of subsequent fires, leading historians to suggest that this might have been the cause of the dearth of information since those times. Other academics disagree and have more conspiratorial views.
Murmerings of slave trade, increased Orcan raids from the southern plains and, tensions between the dwarvish empire of Todimn and the elves of the Alastian Empire are putting considerable strain on the VesluvianEmpire and the region. Patrician of Vesluvia, Lord Vecevious, may not be able to hold on to this hard won peace that he forged some fifty years past. Will there be war or can someone forge out a new peace to the region.
Little do the leaders of these realms know, something old, something dark, something from those Forgotten Territories now only mentioned in song and stories to scare children is causing the decent and unrest among the empires in an attempt to weaken them. The followers of Troustar – a dark being set on returning the Forgotten Territories to it’s former glory – are working in the shadows to create war.