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<blockquote data-quote="Pour" data-source="post: 6127998" data-attributes="member: 59411"><p>There is a great overview here which really helped me put thoughts together: <a href="http://rpg.wikia.com/wiki/Nentir_Vale" target="_blank">http://rpg.wikia.com/wiki/Nentir_Vale</a> and <a href="http://rpg.wikia.com/wiki/Fallcrest" target="_blank">http://rpg.wikia.com/wiki/Fallcrest</a></p><p></p><p>I can’t speak for your personal preference, but I think you definitely need strong NPCs and obvious political, economic, and military motivators. I believe this information might be of great use. I actually have a few ideas of my own I’ll post up later. </p><p></p><p>-Settlements of Note-</p><p><strong>Harkenwold</strong>: Half a dozen small villages lie along the upper vales of the White River. Together, they make up the Barony of Harkenwold—a tiny realm whose total population is not much greater than Fallcrest’s. The people of Harkenwold are farmers, woodcutters, and woodworkers; little trade comes up or down the old King’s Road. The ruler of Harkenwold is Baron Stockmer, an elderly man who was known for his strong sword arm in his youth. He is a just and compassionate ruler.</p><p></p><p><strong>Fallcrest</strong>: Fallcrest stands amid the Moon Hills at the falls of the Nentir River. Here travelers and traders using the old King’s Road that runs north and south, the dwarven Trade Road from the east, and the river all meet. The surrounding ridges shelter several small valleys where farmers and woodsfolk live; few are more than six or seven miles from the town. In general the people outside Fallcrest’s walls earn their living by farming or keeping livestock, and the people inside the walls are artisans, laborers, or merchants. People with no other prospects can make a hard living as porters, carrying cargo from the Lower Quays to the Upper Quays (or vice versa).</p><p></p><p>Fallcrest imports finished goods from the larger cities downriver and ironwork from the dwarf town of Hammerfast, and exports timber, leather, fruit, and grain. It also trades with the nearby town of Winterhaven. The surrounding hills hold several marble quarries that once produced a good deal of stone, but the area has little demand for ornamental stone these days, and only a few stonecutters still practice their trade.</p><p></p><p><strong>Winterhaven</strong>: Most residents of Winterhaven have never traveled beyond the village vale. The majority of villagers are farmers, through the walled heart of Winterhaven employs various craftspeople as well. Wagons occasionally head east down old King's Road from Winterhaven to find trade with the next village, which lies five days away. Sometimes wagons come into Winterhaven, causing the villages to excitedly gather int he Market Square to hear news of the outside world and to buy new and exotic goods.</p><p></p><p><strong>Hammerfast</strong>: A dwarven hold cut from the rock of a deep vale in the Dawnforge Mountains, Hammerfast is the largest and wealthiest town in the region. The Trade Road runs through the citadel gates and continues eastward beyond the Dawnforge Mountains. Hammerfast is governed by a council of masters, each the leaders of one of the town’s powerful guilds. The current High Master is the leader of the merchant guild, a dwarf named Marsinda Goldspinner. The dwarves of Hammerfast look to their own first and don’t give away anything for free, but they are honest and industrious. Hammerfast was built from an ancient dwarven tomb, and interactions and sightings of dwarven and orc ghosts are not uncommon.</p><p></p><p><strong>Nenlast</strong>: This tiny human village lies at the east end of Lake Nen. The folk here make a meager living by trading smoked fish to the dwarves of Hammerfast. They also deal with the <strong>Tigerclaw barbarians</strong> of the Winterbole Forest. When the wild folk choose to trade, they come to Nenlast to barter their pelts and amber for good dwarven metalwork.</p><p></p><p>- Criminal Underworld -</p><p><strong>Fiveleague House</strong>: More properly known as the Fiveleague Inn, it’s a strongly built innhouse surrounded by a wooden palisade. Fiveleague House caters to travelers and merchants coming or going from Hammerfast, a day’s journey (five leagues) farther east. The proprietor is a big, bearlike human named Barton, who secretly passes on information about wealthy travelers to the bandits of Raven Roost.</p><p></p><p><strong>Raven Roost</strong>: This small keep stands at the southern end of the Old Hills. Once it was the seat of a small manor, but it fell into ruin long ago. It has now been taken over by a group of bandits in secret league with Barton of Fivelague House. The group is led by a trio of Shadar-Kai named Ezroun, Samminel, and Geriesh.</p><p></p><p>- Wilds (goblins, orcs, elves) -</p><p><strong>Harken Forest</strong>: A strong goblin keep called <strong>Daggerburg</strong> lies somewhere in the southwest reaches, not too far from Kalton Manor; the goblins sometimes raid the river-traffic moving along the Nentir, or send small parties of marauders to Harkenwold’s borders.</p><p></p><p>An elf tribe known as the <strong>Woodsinger Clan</strong> roams the eastern portions of the forest. They occasionally trade with the humans of Harkenwold and keep an eye on travelers along the old King’s Road. They have a long-standing feud with the Daggerburg goblins, and the goblins keep to the western parts of the forest to avoid swift and deadly elven arrows. However, the goblins are growing more numerous and have become bolder in recent months.</p><p></p><p><strong>Stonemarch Mountains</strong>: A rugged land of stony hills and deep gorges cut by white-rushing rivers, the Stonemarch is home to tribes of dangerous humanoids and giants. Orcs, ogres, giants, and trolls haunt the farther reaches of these barren lands. Fortunately for the residents of the vale, the monsters rarely come east over the Cairngorm Peaks. A great orc-warren known as the <strong>Fanged Jaws of Kulkoszar</strong> lies in the northern part of the wasteland; here the chief of the Bloodspear tribe rules over hundreds of the fierce warriors.</p></blockquote><p></p>
[QUOTE="Pour, post: 6127998, member: 59411"] There is a great overview here which really helped me put thoughts together: [URL]http://rpg.wikia.com/wiki/Nentir_Vale[/URL] and [URL]http://rpg.wikia.com/wiki/Fallcrest[/URL] I can’t speak for your personal preference, but I think you definitely need strong NPCs and obvious political, economic, and military motivators. I believe this information might be of great use. I actually have a few ideas of my own I’ll post up later. -Settlements of Note- [B]Harkenwold[/B]: Half a dozen small villages lie along the upper vales of the White River. Together, they make up the Barony of Harkenwold—a tiny realm whose total population is not much greater than Fallcrest’s. The people of Harkenwold are farmers, woodcutters, and woodworkers; little trade comes up or down the old King’s Road. The ruler of Harkenwold is Baron Stockmer, an elderly man who was known for his strong sword arm in his youth. He is a just and compassionate ruler. [B]Fallcrest[/B]: Fallcrest stands amid the Moon Hills at the falls of the Nentir River. Here travelers and traders using the old King’s Road that runs north and south, the dwarven Trade Road from the east, and the river all meet. The surrounding ridges shelter several small valleys where farmers and woodsfolk live; few are more than six or seven miles from the town. In general the people outside Fallcrest’s walls earn their living by farming or keeping livestock, and the people inside the walls are artisans, laborers, or merchants. People with no other prospects can make a hard living as porters, carrying cargo from the Lower Quays to the Upper Quays (or vice versa). Fallcrest imports finished goods from the larger cities downriver and ironwork from the dwarf town of Hammerfast, and exports timber, leather, fruit, and grain. It also trades with the nearby town of Winterhaven. The surrounding hills hold several marble quarries that once produced a good deal of stone, but the area has little demand for ornamental stone these days, and only a few stonecutters still practice their trade. [B]Winterhaven[/B]: Most residents of Winterhaven have never traveled beyond the village vale. The majority of villagers are farmers, through the walled heart of Winterhaven employs various craftspeople as well. Wagons occasionally head east down old King's Road from Winterhaven to find trade with the next village, which lies five days away. Sometimes wagons come into Winterhaven, causing the villages to excitedly gather int he Market Square to hear news of the outside world and to buy new and exotic goods. [B]Hammerfast[/B]: A dwarven hold cut from the rock of a deep vale in the Dawnforge Mountains, Hammerfast is the largest and wealthiest town in the region. The Trade Road runs through the citadel gates and continues eastward beyond the Dawnforge Mountains. Hammerfast is governed by a council of masters, each the leaders of one of the town’s powerful guilds. The current High Master is the leader of the merchant guild, a dwarf named Marsinda Goldspinner. The dwarves of Hammerfast look to their own first and don’t give away anything for free, but they are honest and industrious. Hammerfast was built from an ancient dwarven tomb, and interactions and sightings of dwarven and orc ghosts are not uncommon. [B]Nenlast[/B]: This tiny human village lies at the east end of Lake Nen. The folk here make a meager living by trading smoked fish to the dwarves of Hammerfast. They also deal with the [B]Tigerclaw barbarians[/B] of the Winterbole Forest. When the wild folk choose to trade, they come to Nenlast to barter their pelts and amber for good dwarven metalwork. - Criminal Underworld - [B]Fiveleague House[/B]: More properly known as the Fiveleague Inn, it’s a strongly built innhouse surrounded by a wooden palisade. Fiveleague House caters to travelers and merchants coming or going from Hammerfast, a day’s journey (five leagues) farther east. The proprietor is a big, bearlike human named Barton, who secretly passes on information about wealthy travelers to the bandits of Raven Roost. [B]Raven Roost[/B]: This small keep stands at the southern end of the Old Hills. Once it was the seat of a small manor, but it fell into ruin long ago. It has now been taken over by a group of bandits in secret league with Barton of Fivelague House. The group is led by a trio of Shadar-Kai named Ezroun, Samminel, and Geriesh. - Wilds (goblins, orcs, elves) - [B]Harken Forest[/B]: A strong goblin keep called [B]Daggerburg[/B] lies somewhere in the southwest reaches, not too far from Kalton Manor; the goblins sometimes raid the river-traffic moving along the Nentir, or send small parties of marauders to Harkenwold’s borders. An elf tribe known as the [B]Woodsinger Clan[/B] roams the eastern portions of the forest. They occasionally trade with the humans of Harkenwold and keep an eye on travelers along the old King’s Road. They have a long-standing feud with the Daggerburg goblins, and the goblins keep to the western parts of the forest to avoid swift and deadly elven arrows. However, the goblins are growing more numerous and have become bolder in recent months. [B]Stonemarch Mountains[/B]: A rugged land of stony hills and deep gorges cut by white-rushing rivers, the Stonemarch is home to tribes of dangerous humanoids and giants. Orcs, ogres, giants, and trolls haunt the farther reaches of these barren lands. Fortunately for the residents of the vale, the monsters rarely come east over the Cairngorm Peaks. A great orc-warren known as the [B]Fanged Jaws of Kulkoszar[/B] lies in the northern part of the wasteland; here the chief of the Bloodspear tribe rules over hundreds of the fierce warriors. [/QUOTE]
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