Scales of War
The region our adventures begin in
The region west of the Elsir Vale
Armistice: Purported to be the site of victory of the giants and orcs, here the freed dwarves signed a compact of peace that would bind them into one nation. Now the kingdom is no more, so Armistice is just a relic of the past filled with old codgers who think back on better days.
Feud: Two dwarf families dominate this tiny hamlet and, as their name indicated, they are prone to violence. The only thing they can’t stand more than one another is outsiders.
Hope: Another speck of a town, Hope appeared after prospectors found a vein of silver nearby. Once the vein played out, most of the miners moved north to Armistice, but a few stubborn folk live here still, working the mines in search of precious metals. Travelers have reported that something is not right with these people and there’s a feeling that the citizens of Hope are hiding something sinister.
Lantern: A minuscule settlement of just fifty souls, Lantern is little more than a logging camp.
Myler’s Stone: This town was once a large city, but years of decay, disease, and tragedy reduced the place to a handful of desperate people eking out an existence in the ruins of the past.
Old Den: A trade depot used by rangers and elves alike, this site is a cluster of wooden buildings surrounded by a palisade.
Overlook: This city of stone stands on the side of The Stonehome Mountains. Constructed as a haven for newly liberated dwarves from their former giant masters, Overlook has since outgrown its noble roots and become a haven for peoples all over the Elsir Vale and beyond.
Shackles: Overlook’s sister, Shackles was a powerful city and was the former capital of the fallen dwarven kingdom. It fell nearly two centuries ago when the orcs sacked it before the kingdom could respond.
Sodden: A small town at the headwaters of the Elsir River, this is a quaint community of farmers and fisherfolk. They work well with the elves, which is perhaps the only thing that stops the elves from erasing Lantern altogether.
Wilgem: A little town besieged by it’s awful past.
Bordin’s Watch: Straddling the old Dwarfroad is a mighty fortress that was raised to control traffic across the mountains and protect the Elsir Vale from attack.
The Monastery of the Sundered Chain: Raised to house an order of holy warriors in service to Moradin, the templars have now largely withdrawn from Overlook.
The Vents: Natural fissures vent steam from a superheated underground lake. The tunnels are dangerous since they are also choked with foul monsters of the Underdark, dangerous flora, and vicious fauna.
The Westdeep: This dense forest grows in the narrow depression between the Stonehome and Wyrmsmoke Mountains. A dangerous place, several tribes of xenophobic elves live here, and they do not take kindly to trespassers. Conflict between the loggers at Lantern and the elves has come close to open war, and it’s known that if the elves attack, the dwarves will be forced to respond.
The Shadowfell is a dark echo of the world. It touches the world in places of deep shadow, sometimes spilling out into the world, and other times drawing hapless travelers into its dark embrace. It is not wholly evil, but everything in the Shadowfell has its dark and sinister side. When mortal creatures die, their spirits travel first to the Shadowfell before moving on to their final fate.
Beyond the Thornwaste
Far south of Overlook
Dunesend: Dunesend was built on the ruins of the dwarven supply depot that once served Clan Ironfell’s hidden mining operations in the desert. All that remains of the original dwarven enclave are scattered foundations and a single watchtower.
Fortress Ironfell:Deep in the desert three days south of Dunesend, an isolated outcropping of basalt marks the location of the famous Karak Lode. When the members of Clan Ironfell began their excavations here, they constructed a defensible fortress to protect the mines below. Eventually, the supply depot was abandoned, and the Karak Lode passed from memory.