The new campaign will be a 4th Edition Setting.
The setting is a different place and time than our other campaign, in a simple time before the great wars that brought about the Dragonborn and the Tiefling races. There are no Warforged, no steam operated technology and no guns.
Humans, Dwarves, Halflings and Elves work together for mutual protection gaining from each others skills and talents. Eladrin are virtually unknown and would be recognized as just another Elf by anyone other than true Elves or other Eladrin; those Eladrin who are living in the common world of this time and place live solitary, secretive lives.
This adventuring party will begin as a group of friends and or acquaintances who enjoy gathering once a week for simple games of chance and the opportunity to relax among friends at a favorite local pub, the Antler and Thistle tavern.
The campaign is based in the outskirts free city of Brindol. It is the largest known city in the Northwest of the lands.
While most of what passes for civilization here lies a great distance away in the far South and the even farther East, pioneering peoples of all races have settled in the free city of Brindol. These hearty, self-sufficient people needed a safe haven from the dangers of these unexplored, untapped lands. Thankfully they accepted the ready assistance of Dwarven craftsmen and builders who carted in the red stone from the Giant’s Shield Mountains to construct the walls of Brindol and to this day it is still known as Dwarfhaven among the Dwarves and the Elves.
These are difficult times for the people of Brindol. The city was nearly destroyed during the Battle of Brindol, now ten years past and it has yet to fully recover. But the last ten years have brought mild prosperity back to the region. Only scattered bandit, such as Sinruth and his ilk have occasionally disturbed the peace.
Now 6,700 brave souls live in the city and another 1000 or so within five miles of the city. Occasionally the population swells by several hundred when the Halfling clans, known her as “the river people” are in town.
Brindol has a council, two-thirds of whom are hereditary landowners, and the remainder being made-up of guild masters from the city. Lord Warden Harrik Orenna is the public face of the council and the commander of the city militia which is made-up of about 200 soldiers, with 200 additional well-equipped but poorly trained individuals that they could call to duty.
Within Brindol there are a number of temples: The Temple of Erathis; The College of Ioun; Shine of the Sun (Pelor); Moondust Temple (Sehanine); Shine to Bahamut; and Shine of the Open Door (Avndra).
Common Historical Knowledge:
Brindol, a last bastion of civilization, lies amidst a dark, menacing world – an island of order and reason in an area otherwise overrun by dark cults, vile monsters, creatures for the dark edges of the imagination, and worse. While the outlands of civilization are never safe, the Battle of Brindol still stands out as time a deadly army, known as the “Red Hand” invaded the Elsir Vale. On that occasion the bravest of Brindol stormed into the teeth of the approaching Hand and sent them scurrying back into darkness. This battle threatened the peace of Elsir Vale – and specifically the town of Brindol which was at the heart of the conflict.
The members of our party were at most children during time but they would remember this as clearly as any time in their upbringing and they would certainly know others still scarred by their memories and loss during that troubled time.