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Nestled in a basin south of Mordrinnia’s Tears, wrapped in the embrace of the Mord and Rinnia Mountains, Banquo has proved to thrive due to the heavy trade with the dwarves north on the Tear River. Unfortunately, its prosperity caused it to be the most heavily target of all the freetowns in the Mordrinnian Vale. When the Green Dragon Sheriathix moved into the Vale it was the thinking of the Town eldest to accept her protection for the price of a significant tribute. It was not long before this protection became tyrannical and Banquo was laid low by the demands of the power hungry dragon. More of its people would have escaped the Vale were not the West pass under control of a Goblin tribe and so many other dangers in the woods around the town.

4,700; The people of Banquo are mostly humans, elves, half-elves, and dwarves. The town’s population swells by several hundred whenever the Halfling Trade Caravan from the south decide to make the dangerous journey north to move the goods collected by the few breathren the keep in town.

This Town is ruled by the Vale Eldest. People of the Vale expect their elders to serve them through wisdom of age and leadership. Because Banquo serves as the defacto capital of Mordrin Vale its ruler is always the Vale Eldest. Many other Elders serve in an advisory position but it is always the oldest person in the Vale who travels to Banquo and leads its people. The current Vale Eldest is Birel Lushland, a half-elf widower whose just and profitable rule has been a blessing for the past few years. In addition to the Vale Eldest, the town of Banquo is served by the commander of its armed forces. Warden Harrik Orenna is the public face of justice and commander of the city militia. Although he holds no true political power the Understood Laws of the Vale are always in effect and always enforced when Warden Harrik is near.

The city has 125 soldiers under arms at all times, with about one-quarter on duty at any given time. In times of crisis, the Lord Warden has access to another 260 well-equipped but poorly trained soldiers by calling up the militia.

The Cup and Anvil (a common location for the trader dwarves to visit as it caters well to their likes), The Red Door. Ilya’s Cardhouse, Cleftie’s, and The Doe’s Antlers supply descent fair but none can match the renown and quality of the fare of The Golden Tankard.

Major Guilds/Organizations:
Prospectors; Blacksmiths and Smelt­ers; Teamsters and Farriers; Weavers; River Bargemen (Halfling controlled); The Merchant’s Shield; The Woodsmen

Alchemy by Adronsius; Gavriel Arms and Smithy; Staghunter Outfitters; Mordrinia’s Glow Trading House.

Temple of Erathis (contained within are: Shrine of the Sun (Pelor), Shrine of Bahamut (no permanent clergy), and Shrine of the Open Door (Avandra)); Warroom of Kord; Moradin’s Forge, Moondust Temple (Sehanine); Winter’s Visage (Shrine for the Raven Queen, no permanent clergy).
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