NW Indy Scales of War
Cities of Adventure
Discriptions of cities we have encountered during our SoW adventure:
Brindol is the pulsating heart of the Elsir Vale. While it does not command the greatest politic influence – that role is still held by the ancient capital of Rhest – Brindol is the cultural capital, the centre of living within the Vale. Brindol still retains it roots as a farming community, but the century after the Red Hand has seen much transformation to the modest city. While its population is still lower than what its official would like, trade has never been better. With the almost fanatical increase in scholar aspirants, Brindol Academy can only do so much to prevent its walls from bursting at the seams.
 City Gates  Chatrenn and Sons (Inn)  Antler and Thistle (Tavern)
 Alpenglow Trading House  Brindol Market  The Red Door (Inn)
 The Marooned Schooner (Tavern)  College of Ioun  The Silk and Spoon (Inn)
 Avandrian Hostel (Inn)  Shrine of the Open Door (Avandra)  The Blue Parrot (Tavern)
 Kaal Manor (Noble Residence)  Shrine of Bahamut  Brindol Gentleman’s Club Tavern
 The Hall of Great Valor  Temple of Erathis  Brindol Keep
 Haskin Mansion (Noble Residence)  Brindol Cemetery  Shrine of the Sun (Pelor)
 Moondust Temple (Sehanine)  Staghunter Outfitters  Gavriel Arms and Smithy
 Alchemy by Adronsius  Ilya’s Cardhouse (Tavern)
The city of Overlook stands on the eastern slopes of the Stonehome Mountains west of Brindol. The city was founded during the height of the ancient dwarven kingdom, and is one of the few constructions still inhabited from that ancient time. Overlook and its fortress Bordrin’s Watch were raised to be the first line of defense against the dwarves’ ancient enemies that constantly invade from west of the mountains. Recently a call to arms for adventurers went out, causing Valemen to suspect a new threat.
Since its founding, Overlook has never come under attack, though Bordrin’s Watch has time and again, at least once every century. Overlook supplies the mountain pass with soldiers, supplies, and needed resources, ensuring the Watch is never without the goods they need to live up to their ancient responsibility. While doughty dwarf warriors and towering goliath barbarians hold the Watch, the city is far more cosmopolitan and includes peoples of nearly every race and culture known in this corner of the world. Dwarves are still the dominate group, but humans and halflings make up a close second, followed by dragonborn, tieflings, and a smattering of eladrin and elves, and an assortment of other, less familiar, races.
Overlook is largely a trading center, and people on both sides of the mountain come to the city to exchange goods, rumors, and information. The city’s numerous markets and bustling streets makes it the ideal place to do business, thus characters in search of a particular tool or device are more likely to find it here than anywhere for miles around.
Supplementing its trade is a robust mining industry. The mountains are rich in iron, silver, tin, and no few gemstones. Dwarf and human miners and prospectors set out from Overlook each day, some working in the blackness of the deep mines, while others scour the heights in search of treasures—some succeeding, others failing, and others still vanishing in the misty peaks never to be seen again.
Although the city depends on Bordrin’s Watch to endure most of the attacks from the west, the city is not without its own defenses. The dwarves erected steep walls to protect themselves, but as the city outgrew its original protections, the inhabitants raised more walls to encircle the growing population. So far, this has happened four times, giving the city four sets of walls, one inside of the other. The shantytown, the unofficial ninth district, grows beyond the eastern walls and it’s just a matter of time before the Council decides to raise another wall and add those squatters to the rest of the city.
Piercing each wall, on both the western side and the eastern side, is a large gate flanked by two square stone towers. Most times, the gates stand open, even in the dead of night, but when trouble looms, such as now, the gates are closed at dusk, and the inner gates—the ones leading into High Hall—might close even earlier.
The outer walls are 100 feet tall,—taller where they travel over higher elevation. Each inner wall stands another 20 feet tall. Guards patrol the walls infrequently, though the gatehouses are held by roughly a half-dozen warriors.
(1) Dwarfroad (2) The Gray Redoubt of Rufus Crumley (3) Clean Sheets (4) Mountain’s Hearth
(5) Pig and Bucket (6) Dungeoneer’s Survival Emporium (7) Tombs (8) Dergan’s XXX Brewery
(9) Stonehome Treasures (10) Belden’s Rest (11) The Salty Mug (12) Merty’s
(13) Shrine of Erathis (14) Coxcomb Spirits (15) Stone Anvil (16) House of Sleep
(17) The Turned Spoon (18) Elsir Consortium (19) Polliver’s (20) Michael’s Blond
(21) Caer Overlook (Government) (22) Ministry of War (23) Cadrick’s Boarding House
(24) Divine Knot (25) Pickled Imp