<em>From the northeast, beyond the Daroth Craigs to the Dutchy Throat, the news spreads quickly as a plague. The former champions of Edenia, the seat of power, the crown jewel of humanity, have fallen to the raiders that have established a stranglehold upon the sources of food for the surrounding territories. Whispers of a growing dark age sweeps over the land and with it, decadence, avarice, and treachery. War would not be far behind if rumors are to be believed. From bonds born of blood or camaraderie, the lands start to become tense and tear into one another. However, from within Wispoak Woods, the traditionalists clans of elves, have offered a small measure of aid to Edenia. <br/><br/>Food, nourishment, in the form of grain, sweet meats and fresh crops. With haste, the guilds of both merchants princes from Evermeet and would be adventurers place notices for those of brave hearts and foolhardy natures to join a caravan determined to break the raids strangle hold upon Edenia. The church of Delilah, the Ruby Cloister, calls for its own champions to aid in such trying times. In order to avoid conflict between humans and demihumans, the Knights of Bahamut also heed the call to try and keep the stability of the land. The plan was to take three wagons, and travel down three different roads in order to make it to the Castle City of Edenia and deliver much needed supplies to the refugees and citizens whom have been falling victim to the raiders. <br/><br/>Breaking the stranglehold of supplies however is merely the first step... You are amongst those whom have heeded this call. You are one of the brave and foolish to have journeyed with the three caravans to make the venture towards the elven settlements within Wispoak. The trek from Edenia to the Village of Summershore has taken more time than usual... or it felt like it. Twelve days under open skies and with a cloudburst of rain to greet you upon the last two days of the journey. The trek took longer for none were crazy enough to cut through the Tantamar Plains and deal with the savage creatures much less the tribes and clansmen that reside there. But that is well and truly behind you. Now within the shelter of ancient trees, the path winds and twists and were it not for the experienced guides leading your party, you surely would have gotten lost. <br/><br/>Finally after such hard traveling, you feel the weight of the road leave your limbs as the clearing and the settlements of Summershore make their presence known. Simple homes of thatch roofs and wooden walls built around the tall roots of ancient trees are a welcoming sight to the eyes. Elven children scamper off towards their parents and several elves clad in leather gambisons holding longbows soon approach, talking to the guild leaders upon the matter. Accompanying the Guild of the Raven and their volunteer caravan, one can only hope that the pay would be well worth it. Only time would tell... <br/><br/>The drivers ease the horses off so they can graze and recover their energy. Other caravan guards take a small rest around their wagons, however the lot of you have decided to rest at the bonfire that was housing a fine venison flank rotating upon a spit. The thought of food and water was too much to pass up and as you sit, your eyes now finally glance over to your companions whom have also joined on this adventure. None have met the other, yet by sheer chance you now have the time to get acquainted. </em><br/><br/><hr/><br/>(As DM I welcome all players and encourage them to begin socializing in character with one another. Get a small bit of role-play stretches going as it were. Enjoy the games.)