Campaign Background – Places of Interest
The dwarves in the Wyvernwatch mountains southeast of Brindol have a number of
mining communities. None have more than a few hundred people working and living
there, but the various mines are quick to come to each other’s aid. In total
there are probably 2500 people in these villages, almost entirely dwarves. This
is the area’s only source of raw stone and metal ore.
This dense wood is northeast of Brindol. The Tiri Kitor call this forest home.
These Elves & Eladrin are known to number over 1000, but no one can say for
sure how many of them there are. These elusive people are known for their giant
owl mounts and superior archery skills. This is the last place you want to go
for wood or furs. In the past the Tiri Kitor have traded with the Troyas family
of Brindol, but few outsiders are welcomed into their forest.
This light forest stretches from Dauth to Prosser, south of Brindol. It’s been
heavily hunted and thinned out. The greatest danger here is usually bandits in
hiding. Occasionally, rumors spread about ghosts in the woods, but it’s usually
proven to be bandit tricks and traps to scare off good folk. There was actually
a ghost in the woods some 40 years ago that killed a number of people. Bandits
or ghosts, most people travel through the woods during the day and in large
This forest lies west of Brindol, bordered on three sides by mountains or
swamp. It is the largest forest in the area. Most wood and hunting goods come
from this area. Savage tribal elves have a presence here, but they are almost
never seen before it is too late for careless trespassers.. Most of this
woodland is still wild, and home to all manner of beasts. Roads and humanoid
trails generally skirt the edges of the forest. Rumors suggest that creatures
from the Blackfens have begun to wander into the Witchwood.
This small town is THE river crossing for the Dawn Way (main east-west highway
in the region). There was a stone, dwarven bridge here hundreds of years ago,
but it was destroyed. The stone pillars are still visible in the river, but
little remains of the bridge. A hundred feet downstream is the ferry crossing.
A large barge floats here, attached to ropes and pulleys on both sides of the
river. The river is 30 feet deep here, and the ferry is the only way to get
wagons, livestock and such across.
The only other city of any significance in the region, Dennovar lies 100 miles
east of Brindol on the Dawn Way. It too has an outer defensive wall of stone,
Population 11,000. Dennovar has its share of farm land, but it also sits on a
. Seafood and water related products
are common trade goods from Dennovar. Dennovar hasn’t been attacked by anything
significant in hundreds of years. In fact, several of the gates are in poor
working order, despite the lessons learned by most of the Vale forty years ago.
A merchant council is the governing body.
Once a prosperous city and center of the
Rhest is now a half-drowned ruin slowly sinking into the Blackfens (swamp). At
it’s peak, the surrounding lands were well tended fields with levies,
irrigation systems, and were clear for miles. Centuries of erosion and lack of
attention have turned the farmlands into swamp. Rice and soybean fields are now
overgrown with twisted trees, poisonous vines, and are crawling with snakes,
crocodiles, and worse. Civilized people abandoned the place long ago. The only
intelligent beings there now are lizard folk, if you consider them intelligent.
Jarmaan Keep (in Brindol)
Jarmaan Keep predates the nation of Rhestilor. It was built on the remains of
an ancient dwarven keep over 500 hundred years ago. During the reign of
Rhestilor, the village around the keep grew into a town, then a city. When that
great nation fell apart, the commanding officer, Kerden Jarmaan, claimed the
keep as his own. It’s been in the Jarmaan family ever since, and at least one
member of the Jarmaan family has sat on the council of Brindol, typically in a
leadership position, without fail…
Rich copper veins and iron in the high foothills of the Giantshield Mountains gave rise to the rough-and-tumble mining town of Red Rock. In addition to the copper and iron mines, Red rock also serves as a trading post for trappers, hunters and prospectors who wander all over the southern flank of the mountains. A number of dwarves and half-orcs live here, with no small amount of bad blood between them. It is however, one of the only places where half-orcs are fairly openly welcomed.