Bard's Gate. The City of Bards. Long has it stood as a crossroads from the western lands of the Far North to lands to the east in the Horse Lands, and beyond.
The city sits on the fast-moving Stoneheart River, which flows south from the Rasimsky Mountains through the deep forests surrounding the city and down all the way to the Lands of Yhimir. The river is full of rapids and falls, so traversing it has always been a challenge for traders and travelers without access to powerful magics or the ability to fly. Many a hardy adventure has tried to set up his/her own crossing of the river without much luck. Down from the city are the ruins of Allerborn, which was once a rival to Bard's Gate in the distant past. That town failed to see all travelers as potential patrons and it was destroyed for its hubris.
The peoples of Bard's Gate were more, accepting. The city doesn't restrict travelers by race or religion, although marauding barbarians and giants aren't welcome at the gates. The city is beacon of civilization in the eastern half of the Far North, although the urbane peoples of the lands south and west of the Rölheim and Stoneheim mountain ranges consider the City of Bards to be more of a city of thieves. Regardless, Bard's Gate is a vital trade route along the Northern Trade Trail. For while most of the travel routes from west to east are little more than trails, Bard's Gate has built decent roads that stretch from the western town of Upphammar to the eastern town of Strassen. And while Bard's Gate doesn't control every part of this road, it is the presence of the city that keeps the roads in good shape (for the most part).
There are brigands and worse in the Far North, so traveling the Northern Trade Trail is by no means safe. The northern half of the Oggelion Forest (often simply referred to as the Oggewood in Bard's Gate) is full of dangerous creatures. There are also the remnants of ancient elvish and dwarfish kingdoms that are still guarded by their ancestors. There is also the mountain range known as the Balinoks, which divide the Kingdom of Nilvah and the Lands of Ravenloft from the rest of the forest. Those mountains are considered to be haunted and deadly.
Hidden in an isolated region of grassy hills and dangerous moors is a land known as Hawkmoon. The peoples of Bard's Gate consider it a cursed land, although its primary city, also called Hawkmoon, is nearly as influential in the eastern half of the Far North as Bard's Gate. If it wasn't for its isolated nature, the city would be a great rival (and danger) to the City of Bards.
Directly north of Bard's Gate is the forest known as the Vlinnwood while directly to the south is the Tarwood. It is believed that these two forest were once one forest in the ancient past that connected to the massive Orochen Forest to the east and/or the Oggelion Forest to the west. (In truth, the Tarwood does run into the latter. The division is usually thought to be the elvish mountain ranges of Eranlond.)
As one travels farther east and southeast along the Northern Trade Trail, you eventually pass the Thasgamounts along the southern edge of Orochen. Smart travelers avoid the goblinoid towns and forts of Rarronas. Once there was a massive bridge across the Stoneheart and a peaceful rakasta town called Volane, at the point where the goblins now hold sway. The bridge is gone but the goblins bypass the river with underground caverns that are completely under their control. Once travelers have left the Northern Trade Trail behind, they have entered into the Lands of Yhimir — the first truly civilized land in Horse Lands.
This the reality of travel in the north, which is easiest to do through Bard's Gate. While there are those who brave the elven trails of the Oggelion Forest, it isn't possible for caravans. This makes Bard's Gate vital to trade in the Far North. Therefore, its citizens are highly protective of their way of life and their holding in and around the City of Bards. Towns such as Rambrouch, Wickrange, Ernzen, and Strassen are firmly under the city-state's control while the western towns of Varros, Thillen, Reckange, Taurmune, and Upphammar are controlled by the lords of the “Grand Duchy” — a neophyte kingdom with no true capital. (Reckange is the largest of these towns and its “Great Lord” wishes to become king of the Grand Duchy and likely Bard's Gate, as well.)
The 'road' from Reckange to Bard's Gate is known as the Merchant Road. Entry into the City of Bard's is through the West Gate. From the gate, travelers usually take Market Way to the Grand Plaza, the Market District (and some would say the city). The Grand Plaza is famous throughout the Far North. Almost anything can be found in its open-air markets. It is also the place for opportunities, for adventure. It is here that you have been directed by the note you mysteriously found on your person. All it said was:
“If you travel to Bard's Gate and enter the Market District, you will be lead to riches beyond any you've ever found before. Talk to Wilie at the Market Bridge. The toll has been paid for you and events have been set in motion. Good luck."
- S.H.
You're not even sure how it got mixed into your possessions, but it's likely you'll only find out once you've met this Wilie fellow, if he even exists.