Call To Arms!

Campaign Introduction

A Call to Arms!

The world has never been a safe place. Bastions of civilization populate a dark, menacing world — islands of order and reason exist in a land otherwise overrun by dark cults, vile monsters, creatures from the dark edges of the imagination, and worse. As deadly as the world is on a normal day, the civilized Elsir Vale is a haven of peace and prosperity and a retreat from other-worldly menaces.

What brought you to the Elsir Vale may be as varied as the landscape of the Vale itself – Are you a mercenary looking to earn a reputation within the Vale? Or do you hail from afar in search of lore long-buried in nearby catacombs? Perhaps you’re on a pilgrimage to a local shrine or ruin? Whatever your reasons may be, you are nonetheless intrigued by the events out of Overlook.

Overlook, the mighty dwarven city on the eastern slopes of the Stonehome Mountains and guardian of the western passes into the Elsir Vale, has sent out messengers far and wide. An orcish army encroaches! A Call to Arms!

You find yourself in possession of a notice and unfurl the parchment to read the following:

Call to Arms!

How can we forget the suffering of our kin during the Age of Chains? How can we set aside those ancient grudges when the risk of slavery is now greater than ever? Fellow warriors, the orcs are upon us, marching once more to the beat of the giants’ drum. It falls to us to stop them — to hold fast no matter their numbers. If we falter, we give into fear. It’s not just ourselves and our way of life that will suffer; all people of the Elsir Vale will perish as well. War is upon us. Now is the time for men and women of courage to stand up and defend those who cannot defend themselves.

The Council of Elders will convene at High Hall upon the first half moon. Brave souls shall be present.

For whatever your reason, you decide to tuck away the parchment and start your journey to Overlook.



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