So, a little lore:
In the far north of the world lies the Vale of Daka-Gorn. It is a frontier of deep woods and wild rivers, encircled by high mountains to the east, west and north, and by the sea in the south. The Vale lies far from the realms and great empires of the world, and has only recently been settled by mankind. Other creatures have lived here since ancient times, from the secretive elves of the treetop villages to the suspicious dwarves of the underground mines, as well as all manner of beasts and monsters; orcs, goblins, ogres, gnolls, and worse.
There are three human cities in the Vale; Kari-Mar by the sea, ruled by a league of Merchant Princes, Korros Tor in the eastern riverlands, ruled by the King Benetzaron and his knights, and Mor Kadar in the utmost north, ruled by the Witch-Queen Arkan and her spellblades. Between these lie villages and farmsteads, each contested by the rulers of the cities in endless border skirmishes and raids. All avoid war for fear of upsetting the balance, but the peace is frail.
In the middle of the Vale lies Crossroads Keep, a settlement that once began as a popular inn for weary travelers, that since has expanded into a fortified hub of commerce. Here rules the Lord Host Netzcaro, a shrewd inn keeper turned noble, who has his fingers in more pies than most can count.
People come to the Vale for many reasons. Some flee war, persecution, or the law. Others seek fame, riches, or a new beginning. Some, however, seek to unravel the mystery of the Daka-Gorn; an ancient civilization whose ruins now dot the wilderness of the Vale. Not much is known about them, and neither the dwarves or the elves have much to say. It is said that heir ruins are haunted, filled with horrid shadows, monsters, and worse. It is however also said that incredible treasures and forgotten knowledge can be won by those who dare brave the darkness of the tombs and dungeons.
My idea is that the party will have just come off the boat in Kari-Mar, each character with their own hopes and agendas. I will introduce adventure hooks and ideas, but will leave you to explore and worldbuild as much as you want. I'm really not looking for a world-altering quest of prophecy or somesuch, just a nice old tale of high adventure in a strange, wild land.
Feedback? Questions?