Haulin', Crossroads of Triel
A D&D 5e (2024) frontier-trading campaign opening with the Broken Rim's flatbeds at Triel's Gate. Choose a crew hand, clear the manifest, and follow rumors, coster contracts, and faction jobs before sundown. Built on SRD 5.2.1 under CC BY 4.0.
The Broken Rim at Triel's Gate
The Broken Rim's three flatbeds reach Triel at last light. Choose one of eleven crew hands, face the Gatehouse queue, and decide whether your first lead is a manifest, a rumor, or a job before sundown. A frontier-trading adventure of camps, costers, and roads that never stay quiet.
TL;DR — The SRD refit became the actual world. The spine: everything answers to Triel's crossroads.
Finished: full SRD 5.2.1 sheet/type stack (single class/level, no multiclass; 196→137 field budget) with homebrew subclasses (March Warden, Samurai, Cavalier fighters; Oath of the Lantern/Shield paladins…) and backgrounds; the town, camping fields, ~50 locations & establishments, and route dossiers; ~106 characters plus 300+ monster stat blocks; the rumor/hook network (Rumors of Triel, Rumors Before the Wagons Pull Out, Hauling Adventure Hooks); structured five-stage languages with Chondathan, Amnian, and Damaran as distinct tongues alongside Common and the pinned Structured Language Comprehension instruction; both handbooks rewritten for Triel (8 player chapters, 5 builder chapters, GM persona = The Drover); cover gallery rebuilt as a 6-image Broken Rim showcase (siding, crew, Camping Fields, Singing Wind Inn, Dragoneye Coster, Shieldmeet).
Loose end: no language proficiency rows seeded on PCs yet.
Play convention: untagged speech is Common; dialects are not languages; rumor boards are never confirmed until the fiction earns it.