
Five adventurers found themselves together, in the small hamlet of Wyr, in the world of Eberron. A world of treachery and deceit; a world that only recently has discovered a tremulous version of peace; a world that has, for the last one hundred years, been at war.
The small village of Wyr, a border town which has been destroyed and rebuilt dozens of times during the war, is in trouble. Over the past year less merchants have been willing to travel through the dense forest that lies east of the village, the quickest route to the capital of Aundair.
The winter was unusually harsh this year and the townsfolk of Wyr believe that this is the cause of their troubles. Bandits have begun to attack honest (and not so honest) merchants who travel from the town of Wyr to the capital. The last few months have been the worst and no merchant now will brave the path of danger beyond Wyr.
The inhabitants of Wyr had a meeting and came to the decision that they needed help from the queen. They sent messages, hoping that the kingdom would see fit to send soldiers to cleanse the woods of these menaces. However, the crown had different ideas, replying that the town would have to look after its own affairs. The queen, Aurala ir'Wynarn, has her own plans for her army, plans that do not include playing at being constables to every small town which has trouble keeping the peace.
This being the case, Wyr took up a collection from its townsfolk and were able to dredge up a hefty 1000gp reward to the brave soul or souls who would save their town. While this reward did nothing to entice the heroes who shake the very foundations of the world with the news of their deeds, it did incite a small band of adventurers to take up the cause.
