Human Paladin Soldier – Slaves of Troustar Character Back Story

This is an example back story for the D&D 5e campaign, Slaves of Troustar.Lint to Slaves of Troustar Contents Page

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You in the World

The military has always been in your bloodline, but something is just not right about it. You grew up in the warmer southern reaches of the Vesluvian Empire in Raglow. Even before the reign of Lord Vecevious, Raglow has been the training grounds for the Vesluvian military. It is a strategic place too. To the west lies the Orcan Planes and it requires no small amount of presence to keep the peace with the Orcs who are often want to forget that raping and pillaging is no longer the status quo in the world. And across the Bellofaster Sea to the East lies the dragonborn empire of Ch’Rath. The Ch’Rath are merchants and the very loosest sense of the term and often need to be deterred from the Vesluvian shores.

Over the past months your concerns about the increasing hostilities with the Orcs and rumours of the Vesluvian navy being compromised have started to stir the barracks. Your superiors are tight-lipped to point of cruelty to those who ask too many questions.

You have had enough of the lies and the corruption. Clearly Lord Vecevious is running Ac Rumb for his own sinister designs. Your posting has come to an end and it is not a hard decision to hand in your discharge papers. The only pull at your heartstrings is the disappointment from your family. You excuse your discharge as a pilgrimage to find deeper knowledge alluding to the chance to return to the military once you are done. That seems to have appeased them.

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Thief Human Assassin – Slaves of Troustar Character Back Story

This is an example back story for the D&D 5e campaign, Slaves of Troustar.Lint to Slaves of Troustar Contents Page

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You in the World

Leaping from the crammed rooftops of Raglow you turn briefly to glimpse the torch flames attached to the clanking sound of guards as they attempt to chase you across the rooftops. A bolt flies by your right ear and clangs onto to tiled roof before arching over the gutter and into the street below. You take a gulp of air to control your ragged breathing and hurtle forward into the night.

You failed, your task. You only had one chance to make the kill to become a member of the Assassin’s Guild and you blew it. Was it a false move, a shaky hand or some hidden sense of compassion that should have been tucked away in a dark place a long time ago. No time to wonder. You need to flee; to get out of this city and fast. And you know exactly where you are going to go.

That poster advertising adventure seems like the next best step, but right now you need to make your escape from Raglow.

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Forest Gnome Wizard – Slaves of Troustar Character Back Story

This is an example back story for the D&D 5e campaign, Slaves of Troustar.Lint to Slaves of Troustar Contents Page
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You in the World

Leaving behind your homeland, the hidden maze of burrows on the forested foothills of the Pinnacle Mountains, you make your first small step west to the great city of Ac Rumb. Your small band, known as the Tink, inhabit the northern edge of the Palarah Forest. Further south lies the mighty dwarven kingdom of Todimn. To the northwest rests Lake Holoust and upon its edges the beautiful elven city of Myrast. To the east are the forgotten territories – Once might civilisations lost in ruin and decay.

Most gnomes prefer to concentrate on their own projects and bother themselves only with the lives of those in their villages, but as a rare magic user and adept study of life you have chosen to read well of the world and take the subtle clues that cling to the tales of the simple creatures that pass your lands to advances your awareness of the goings on on the borders of your home.

You have noticed in recent times that these communes with the forest animals seem to be unnaturally vivid, foretelling strange things like changes in weather or visits from other members of nearby gnomish burrows. The engineer minded of your village have put these visions down to nothing more than your overexercised observant mind. They jest, as gnomes are want to do, that you have your nose in every corner of the village sniffing for honey, and the occasional murmur of the term ‘sticky beak’ makes you wonder if the it is a referenced to you. It would give you a good chuckle if it did.

But there has to be something more to all of this. It can’t be just the muddlings of old age. Especially, the day you found the offer of adventure to that hotbed of culture Ac Rumb. As you picked up that flyer a surge of energy set you square on your fanny. It was a telling.

You read on. Meh! Young traveller, you thought. Your a gnome you have always been young at heart. It’s time to make farewells and set off for a journey like no other.

What has your life given you? What secrets do you hold? Why did you decide to take this journey?

Ac Rumb

Your centuries on terra firma, the many books you have collected and the whisperings on the wind have given you a pretty good grasp of the goings on of Ac Rumb, though that grasp may be a little dated and strongly biased towards animals.

You recall a scrap of text you had managed to squirrel away some time ago. You can’t recall where you got it from, but it appeared to be a page out of a history book of the Vesluvian Empire. You hurry back home and dive into you collection (no doubt the dive was quite literal for a gnome). There it is! It isn’t on Ac Rumb exactly but is is on it’s ruler. Close enough!

Wide-eyed you read:

Lord Vecevious – Patrician of Ac Rumb

Since the disappearance of the Mad King Jelofar of the Vesluvian Empire some fifty years previous, Lord Vecevious has reigned as patrician until an heir to the throne is found to replace him.

Since the patrician took power, peace has reigned over the kingdom and a peace of varying degrees has been forged with Vesluvia’s neighbors.

Benevolent? Arguably. Dictator? Absolutely. Lord Vecevious’ takes a unique approach to the care of his kingdom. Rarely seen by his subjects, his policies reflect an eye in every corner of the world that gradually adds to the prosperity of the kingdom and its capital of Ac Rumb. Unlike the crazy spectacle of violence of his former King in response to defiance of the laws of the kingdom, Lord Vecevious takes a more subtle approach. If a threat to the state occurs, the perpetrators just tend to go…missing indefinitely…forever.

Of course there is still crime in the city. There would be no Thieves Guild without it. However, crime in the great city could almost be considered, controlled. As many a commoner would say in the Bleak District, “Ain’t noten wrong with a bit o crime now and then. Keep too’er many visit’ers away and the rest o-us sharp!”

There is little known of Lord Vecevious’ past and what is known is little more than conjecture. Some say he was the fabled, Black, from the Assassin’s guild. Others believed he was the spymaster for both King Jelofar and his father. Whatever else, his claim to Patrician of Ac Rumb was absolute and with little conflict (that wasn’t dealt with swiftly, quietly and mysteriously.)

His age is another conundrum. He has been in power for the past 50 years but on the rare occasion of his public visits has not appeared to age. His tall thin form may give credence to elvish mixed into his human blood but his features are distinctly human which leads others to believe his longevity is a result of some magical influence. …

Your Story Begins

The pain of leaving your burrow that has hung around you during the first several weeks of your journey has suddenly vanished as the great spires of the city of Ac Rumb rise before you.

Even on the outer edge of the city before the outer walls you notice homes, shops, warehouses and more. You delight to find pockets of small small city gardens and vegetable gardens bent around spare pockets of land.

You increase your pace as you spin your head around trying to take in every aspect of this city. A few times you have even tripped over your own feet in your enthusiasm to glimpse it all. You had never been beyond the burrows, of what could loosely be described at the gnomish state, before and the small alien towns and villages that have dotted the path to the city along the Limo Q’esso Road pale in comparison.

Ahead lays the blue-Gray eastern gates protruding from the earth like giants teeth. High above the walls reaches a great tower vibrating a purple glow of magic. A magician’s school, you wonder. Would they let you visit? No time to worry about that, you think. You need to find the Butcher’s Arm first.

Half Elf Water Monk – Slaves of Troustar Character Back Story

This is an example back story for the D&D 5e campaign, Slaves of Troustar.Lint to Slaves of Troustar Contents Page
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You in the World

You embark from Mia Partis heading northeast aboard a small open deck merchant vessel to the mighty centre of culture, Ac Rumb. A lifetime in the Monastery of O has filled you with the refreshing clarity that an only absolute devotion to the element of water can provide. This devotion to the mysteries of O, arduous training in it its secret arts and long hours of contemplation, have prepared you well for a life in the order but not a life in the world. The final step in your novitiate is to embark and explore the world. Is there are secret mission you must undertake or were you sent merely to experience the world and return when the water calls you? Or was there another reason…?

Your small monastery rests on one of the tiny delta islands that make up the river town of Mia Partis. Your monastery’s island is known by the locals as Reg A’sm. Loosely translated from the old tongue this means, shuddering eruption. It was thought, that centuries ago when the first pilgrims of the order of O appeared in Mia Partis and used their powerful ki energy on the waters of the delta to erupt forth the island causing the lands to convulse and shudder.

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Wood Elf Ranger Outlander – Slaves of Troustar Character Back Story

This is an example back story for the D&D 5e campaign, Slaves of Troustar.Lint to Slaves of Troustar Contents Page

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You in the World

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.

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Pregame for Slaves of Troustar

003 PregameLint to Slaves of Troustar Contents Page

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Pregame Introduction

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.

The invitation

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.

Invitation to Slaves of Troustar

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Dead of Winter Provides Some Pretty Good Ideas for D&D Campaigns

Just getting started for our game of Dead of Winter. I hope I don’t get Sparky.

Sparky the wonder dog?! Faark…That’s it, I’m gonna get this bushy tailed little bastard topped! I send sparky out of the colony deftly avoiding the zombies mounting at the door. I’m not going to waste a fuel card on this mongrel. How would he realistically use it?

On the way to the hospital, Sparky finds a pole to pee on. The pole turns out to be the legs of a zombie. In retaliation, the zombie groans and tries rip apart Sparky’s hind legs incurring one would token. Sparky yelps in pain and instinctively turns on his attacker with a snarling bite taking off the wrist of his attacker.

Ewh!!! That must taste awful, but then again Sparky can occasionally be found savouring the truffle-like delights of cat poo.

Sparky yelps away making his way to the Hospital where he encounters one of the survivor that I control, the red headed siren of innocence Janet Taylor (Get it? Get it? Hurh, hurh, hurh…oh nevermind.), who has yet again fallen down.  Clumsy bugger. At least she knows where the good meds are.

Meanwhile, Sparky’s launched himself at the neck of another zombie. Crushing it in his maw. As he starts to develop a taste for zombie marrow, another zombie lurches mouth first at Sparky, taking a chunk out of his hind quarter. Sparky yelps again, zombie neck escaping his mouth, as he leaps through the now opened door as Janet fends off the other zombie. 

Good job Sparky. Have another wound.

While this is happening, hippy fortune teller, Talia Jones, is rummaging through the Grocery Store for supplies. She goes into the back office and finds a med kit in the store manager’s office. A headless clerk lies on the ground nearby. Talia rifles through the clerks pockets. Sweet! In the clerk’s jean pockets she finds a small bag of dried mushrooms.

Talia takes a small one out and chomps down. Holy shitballz. This is some serious stuff. Her spirit leaves her body and drifts over the town. She can see what is going to happen next. Drool running from her mouth, she fumbles for her hand radio pressing the call button to radio to the colony. “More Fuel,” is all she could say before drifts deeper into her trip.

Dead of Winter

The Dead of Winter is a table-top cooperative survival board game for 2 to 5 players. The premise is simple, as a small colony of survivors, you must help each other to survive after a zombie apocalypse.

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Setup for Slaves of Troustar

 002 – SetupLint to Slaves of Troustar Contents Page

 

Click here for 001 Story

Now that the scene has been set for the start of this campaign, we can dive into the setup.

What You Need To Play

This is a 5th edition Dungeons and Dragons campaign and requires:

  • The Players Handbook 5e
  • The Monster Manual 5e
The Monster Manual 5e
The Monster Manual 5e
The Player's Handbook 5e
The Player’s Handbook 5e

 

 

 

 

Most of the other maps, encounter material, artwork, NPC stats, and history can be found on this website.

Maps and artwork can be used digitally or printed as the Dungeon Master (DM) sees fit.

A copy of the Dungeon Master’s Guide would also be beneficial, but not essential.

Resources for Slaves of Troustar can be found on the campaign’s index page, searhed through or browsed using the categories:

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Re’ Stam No’e Gnud – The Origin of the Name

A region map of Re Stam Noe Gnud for the DnD 5e Campaign Slaves of Troustar

Re’ Stam No’e Gnud: Part 1Lint to Slaves of Troustar Contents Page

 

The World for the Dungeons and Dragons 5e Campaign: Slaves of Troustar

See what I did there? The very height of cleverness, I know, but I was having a slow brain day and I kinda like how it turned out.

For the remote humanoid cat-people known as the Purrs who reside in a distant valley of the Forgotten Territories, Purrusa – the great cat herder – created the giant sand box know to the rest of the world as Re’ Stam No’e Gnud. These people believe that this world was created for them to find dark crevices to fit in, knock carefully placed objects off and to generally feels a blissful sense of apathy towards. The remoteness of the Purrs has lead them to believe that they are the only cognizant creatures in the realm even when the occasional adventurer makes their way to these far reaches they often ignore the person, unless of course this adventurer is in their comfy spot. Then there is blood…a lot of blood.

The Origin of the Name

But for the rest of the world we are concerned about, how did such a long and convoluted name come about?

Well, committee of course.

Some fifty years past, a fragile peace was forged between the Human empire of Vesluvia, the Elf empire of Alastia and the Dwarf Kingdom of Todimn. Each empire had a name for the world and after months of bickering and threats Lord Vecevious, Patrician of the Vesluvian Empire calmly interjected, suggesting that all names for the world be forged into one and that a public draw be made to determine which name would determine its order.

Krom's Pass - A centre point for Vesluvia, Alastia and Todimn

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