Setting the Stage
Thanks Piratecat! I'm happy to hear that.
Below is the write-up I handed everyone at the beginning of this campaign to set the stage. I'm going to try to get the map I handed out scanned as well. Please excuse the breathless quality of the piece, I was trying to compress as much info to as little space as possible in order to keep the attention of the less-interested players.
-------------------------------------------------------
Simmur is a bustling metropolis surrounding Castle Simmur. The city sits on the bay of Simmur, so named for the late, benevolent king. His rule had lasted almost a century, during which he defeated the drow hordes of the north and built the kingdom in which you now live. He is long lamented. Black banners still hang from the central city light posts as well as black curtains in the windows of those that can afford such a luxury, though more than a year has passed since his death. He died peacefully in his sleep. His son, Simmur the 2nd is too young to take the throne. The king's steward, Philian, has taken the affairs of the kingdom in hand and rules in his stead. Philian is well loved by the people and was the most trusted advisor to the late King Simmur. There are many that would rather see Philian retain the throne. Simmur the 2nd is a spoiled child doted on by would-be advisors that try to bend his ear to their interests.
The court wizards are comprised of nearly 50% gnomes as well as humans, half-elves, and elves. The Head Wizard Gralman is a good man and he keeps the infighting in check. There is also a strong gnome faction in the court. They are vying for access to closed mines in the nearby Spine of Ezekun mountain range. The court consists of every good-aligned race in the known world, including peaceful forest elves petitioning against the pollution opening the mines would cause. The gnomes have been generally good willed in their attempts to gain the mines, but there are those that believe they will stop at nothing to gain access.
The known world is generally peaceful, but the drow are always scheming. Beasts and creatures roam the countryside but stay off of traveled roads. To the northeast is the dreaded Darkened Forest, filled with orcs and other goblinoids. It is a place that is very unfriendly to outsiders. North of that is the Spine of Ezekun Mountain Range, leading to the enormous Mt. Ezekun. Mt. Ezekun is home to an ancient gold dragon, though he has not been heard from in recent years. East of the mountain are the Foothills of the World mountain range, dominated by evil dragons led by an ancient chromatic dragon who also hasn't been heard from in recent years. The River of Intem pours from Mt. Ezekun, becoming Dragon Rapids. The rapids lead to Lake Evida, a body of water rarely traveled by boat. Another river leads from the Darkened Forest to the Simmur Bay, The River Eld which becomes the Simmurian River before it reaches the bay.
Much is not known of life to the far north besides the ever-dark kingdom of the drow. Near Simmur to the east are the Farming Plains, vast fields of grain and livestock that supply the kingdom. South of Simmur is the city of Simmural, the capital's daughter city. It sits at the mouth of the bay and is a thriving port town. Across the mouth of the bay is Trope, the half-elf settlement. The half-elves broke off from Simmur years ago and created a bustling port tow. North of them is the gnome capital of Biffur. They are tinkers as a people and are very interested in the mysterious ores that can be mined in the Spine of Ezekun range. Farther east of the farm plains, across the river, is the Elven Forest. Home to, of course, the forest elves, they are unhappy with the pollution that will flow down small tributary rivers that stem from the River Intem if the mines are re-opened. To their east is the halfling home, Dumbled Shires. The barbarian tribes roam the Fam Plateaus to the shire's south.
Your home, Simmur was built section-by-section radiating out from the castle. A fortified wall divides each radial section. The city developed over King Simmur's reign and had to be defended from wave after wave of the drow. Marketplaces are abundant and almost anything money can buy can be found. There are suburbs of the city consisting of huge manor homes built by wealthy citizens and wizards. The kingdom militia easily repulses occasional raids by orcs and goblins. An increasing plague of kobolds has been noticed in the past months. There have always been bandit attacks on the roads, but only in the less traveled areas, the kobolds are a break from the norm.
You each decided to join the city guard for your own reasons. Each of you has been training in your respective fields and has excelled beyond your trainers' expectations. You have received recognition for your quick advancement in your areas of expertise. Your training has now come to an end and you are preparing for your graduation ceremony and the ensuing celebration. Tomorrow you will be full-fledged members of the guard. You are aquatinted with each other from award ceremonies and passing each other in the halls. As you are preparing for the ceremony that day you are each called into the luxurious offices of General Corwin, master of arms and general of His Majesty's army. You are told to dress in your new field gear rather than your uniform. Curious, but not questioning orders from the general himself, you hurry to dress and pack for your appointment.