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PHDungeons Nentir Vale homebrew
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<blockquote data-quote="PHDungeon" data-source="post: 4998118" data-attributes="member: 86320"><p>This is the campaign Handout I sent my players.</p><p></p><p>The Nentir Vale:</p><p>The vale is a sparsely settled frontier region in the northern portions of the former Empire of Nerath. The remains of this dead empire still dot the land in the form of ruined manors, monasteries and the like. The largest human settlement in the vale is the town of Fallcrest, which sits on the Nentir River. However, if one follows the trade road east from Fallcrest, one will reach the dwarven fortress of Hammerfast, which is said to be larger. Beyond these two locations, are several small and relatively isolated communities. There are also several ruins of note. One is the legendary ruin now known as Thunderspire. Thunderspire is said to consist of the remains of a minotaur city, and it is believed that an entire minotaur kingdom occupied much of the vale some time before it was settled by the humans of Nerath. Another storied location is Wyvernskull mountain. Wyvernskull mountain is said to be among the Cairngorm peeks northwest of the village of Winterhaven. It is believed to be the home of a warlock of tremendous power, and every now and again a brave or foolish soul makes the trek to the mountain in hopes of apprenticing him or herself to the warlock. Few of these folk have ever been seen again, and there is much speculation regarding their fate.</p><p></p><p>Fallcrest: This town is the first destination for many travelers who enter the Vale. People come to the Vale for many reasons. Many are merchants wishing to trade in Fallcrest or with the isolated communities of the Vale. Some are adventurers and mercenaries who seek riches that they believe can be plundered from the many ruins of former Nerath that dot the landscape. Others are settlers and prospectors who make their way north looking for opportunities to start a new life for themselves and their families. Opportunities abound in the vale for the brave and the bold, and the town of Fallcrest is good place to start one’s search. The actual people and places of Fallcrest will be introduced during game play.</p><p></p><p>Beyond the Vale: Though the campaign will begin in the Vale some characters may have come from beyond its borders and eventually heroes may well wish to explore the world outside the vale. If one follows the Nentir River south from Fallcrest and beyond the Witchlight fens, one will eventually arrive in the port city of Grimsburg. Grimsburg is much smaller these days than it was during the height of the Empire, but it is still a sizable city and it is the place that many of Fallcrest’s visiting merchants come from. The city is reputed to be a fetid den of vice and corruption. It has long been a haven for outcasts and practitioners of the arcane arts, and many rumors abound around its most notorious district- The Styes a place that is home to outcasts of the worst sort, and a place where corrupt arcanists perform dark rituals and conduct strange alchemical experiments. If one chooses to travel east form Fallcrest along the trade road, beyond Hammerfast and the Dawnforge mountains one will arrive in the town of Draconsburg. North of the Vale is the sprawling Winterbole Forest, which is home to tribes of human and shifter barbarians. Beyond that is frigid orc infested tagia. The tribes of the Winterbole make constant war against the orcs, for the foul humanoids are ever encroaching on their lands and cutting the trees of the forest to fuel their fires and build their homes. </p><p></p><p>Much of the knowledge of the wider world was lost with the fall of Nerath. It is known that from Grimsburg one has access to the North Sea and from there one can travel to any number of strange lands. The taverns of Grimsburg abound with strange tales of other lands, and some of them make their way to Fallcrest. Stories speak of a militant empire of hobgoblins capable of metalcraft that rivals even the dwarves. Another story tells of a sprawling nation to the far south ruled by Serpent folk, and it is said that Nerath was founded by escaped slaves from this nation. Other tales talk of an ancient land called Nubia ruled by black skinned sorcerer kings, and these are merely a small taste of the stories one might hear of the wider world.</p><p></p><p>General Character Creation Guidelines:</p><p>For this campaign use the standard character creation method presented in the player’s handbook. If you prefer to roll your stats you can if you do it in front of myself and all the other players (for our entertainment). You can freely use any of the races or classes presented below. If you wish to use something that isn’t mentioned (Jeff) then talk to me about it. You can pick powers, abilities and feats freely from the phb and phb II. You can also choose powers from other sources, but if I see anything that looks too broken I reserve the right to nix it or work out a change that will make it work. Finally, I’m okay with using the background rules presented in the phb II. If you see a background that you like you can use it. I’m considering doing a bit of modification to the Skills- mostly filling in a few gaps (In particular, I miss the ride and perform skill), but nothing too crazy. Let me know if you have suggestions in that regard.</p><p></p><p>Races:</p><p></p><p>Humans: Humans are the dominant race in the region, and most of the people of Fallcrest are human. Only two ethnicities are normally found in the vale. The first is the Skanzi peoples. The Skanzi are a Nordic people who have lived in the north for centuries. They tend to be tall with fair hair and fair skin. The great jarls of old that lived in the vale before the rise of the empire were all Skanzi who venerated the Aesir gods. As the empire of Nerath expanded northward, the Nerathni people moved into the region. The Nerathni tend of have dark hair and swarthier complexions than the Skanzi and are more likely to be followers of Rao the sun god. These two people have lived among one another in the vale for several centuries now and there has been much mixing between the two groups, and it can often be hard to distinguish between the two. However, it is not uncommon to see an individual that is clearly of Nerathni or Skanzi stock. In the vale the Skanzi are the more common of the two groups.</p><p></p><p>Dwarves: Some dwarves make their home in Fallcrest. Most dwarves found in the vale originate from the stronghold of Hammerfast, and they frequently trade with humans in the vale. The dwarves of the region worship the Aesir gods.</p><p></p><p>Elves: Though few elves call Fallcrest home, several bands of nomadic elves can be found hunting and gathering in the Harken Forest in the southern section of the Vale, and they occasionally travel beyond its borders. Most elves venerate the Vanir gods and/or the primal spirits of the land.</p><p></p><p>Halflings: Many Halflings live among the urban human settlements particularly in Grimsburg, and they are relatively common in the vale even though they have no communities of their own in the region. They are the most common demihumans in Fallcrest. Most halfings in the region worship the Aesir gods or Rao.</p><p></p><p>Eladrin: Eladrin are not common in the vale. South of the Harken Forest is a small settlement called Moonstair. It is known to have an ancient portal that leads to the Feywild and several eladrin call this village home. Sailors in Grimsburg also speak of a mist shrouded island that sometimes appears in the North Sea. The island is said to host a city or possibly even kingdom of eladrin. Most eladrin worship the Vanir gods. It is said the gnome clans living in the Harken wood know of secret ways to reach the Feywild through the forest, which could provide another means of accessing eladrin lands.</p><p></p><p>Half Elves: A small number of half elves reside in Fallcrest or the vicinity. Most are well off farmers or herders living near the town; others are expert artisans in the town. Some are the result of the union of humans and elves from the Harken Forest. Others come from Grimsburg, where nearly any race can be found.</p><p></p><p>Tieflings: Grimsburg has the largest population of Tieflings in the region and the odd one makes his or her way into the vale from this city. They tend to be looked on with suspicion. Tieflings orginate from the fallen empire of Bhael Turath. Bhael Turath is across the Sunset Sea, west of what was once Nerath (and prior to that Arkohsia). At its best it was a mighty human nation that was allied with Arkohsia, and together the two nations battled Summaria in the east, the Serpent Nations to the south and the various hordes of to the north. Eventually Bhael Turath fell sway to the powers of Hell, and turned against Arkohsia, and in their ensuing wars they destroyed one another. Bhael Turath is now a vast wilderness speckled with the shattered, devil haunted remains of its cities and settlements. Expeditions from more civilized land frequently journey there in search of plunder among its many ruins, and more than one tiefling dreams of reestablishing this fallen empire. A few tieflings still serve the powers of Hell, but many have converted to the common faiths of the region such as worship of the Aesir gods or Rao.</p><p></p><p>Dragonborn: Most Dragonborn come from lands to the south of the North Sea, usually arriving in Grimsburg and making their way north from there. Long before the rise of Nerath the bulk of the land that became that nation was once the legendary draconic empire of Arkohsia. It was said to have been ruled by dragonborn and metallic dragons that served the god Bahamut. Arkohsia flourished for centuries, but its doom was inevitable, for it was forever besieged by enemies on all sides. To the east was a terrible enemy in the form of the mighty empire of Summaria. Summaria was another nation of dragonborn, but one devoted to Tiamat, and the two nations were constantly locked in war. To Arkohsia’s north was savage wilderness, lands home to tribes of wild humans, orcs, shifters, ogres, giants and other creatures who raided their lands at every opportunity. In the west they had an ally in the human nation of Bhael Turath, but eventually that nation fell sway to rulers of Hell and turned against the noble dragonborn of Arkohsia. To make matters worse, more enemies were in the south in the form of the mighty Serpent Kingdoms. Thus, it was just a matter of time before Arkohsia fell. However, the noble empire did not go down without a fight, and it brought with it the nations of Summaria and Bhael Turath. For the next several centuries the lands that once housed these empires sunk into a turbulent age of darkness. Finally the empire of Nerath arose in Arkohsia’s place when Amra led his army of freed slaves across the Sea of Scales to escape the Serpent Kingdoms. Order was gradually restored and over time the Empire expanded ever northward. The remaining clans of the dragonborn integrated themselves into the new human empire, and to this day the scions of fallen Arkohsia still dwell in the lands that their ancestors once ruled. Most dragonborn still devote themselves to Bahamut.</p><p></p><p>Shifters: There are several tribes of this ancient race dwelling in the Winterbole forest, and they sometimes trade pelts and amber for metal and cloth with the humans of the vale. Shifters tend be primal, and most clans venerate powerful nature spirits rather than the gods.</p><p></p><p>Half Orcs: Orcs are a common threat to the Vale, and as a result, half orcs are not unheard of in the vale, though they are often looked on with suspicion and fear. The Aesir gods tend to appeal to half orcs, but some worship the primal spirits of the land.</p><p></p><p>Goliaths: It is said that a few tribes of Goliath live in the Dawnforge mountains. They are fairly reclusive, but occasionally trade with the dwarves or people of the vale. They usually venerate the spirits of their mountain homes, and few Goliaths pray to any god.</p><p></p><p>Gnomes: Several clans of gnomes make their homes in the Harkenwood in the Nentir Vale, but they generally maintain a low profile. They do interact with the elf clans of the forest, and it is said that they know the locations of secret magical crossroads that lead to the Feywild. On occasion a wanderlust stricken gnome will leave the Harken wood to explore the vale and the wider world. Gnomes sometimes worship nature spirits, but often pay homage to their mysterious fey trickster god, whose name they don’t share with outsiders.</p><p></p><p>Devas: There are currently no known Devas in the vale for they are rare individuals. Devas are most commonly known to serve Rao or Bahamut. On rare occasions a Deva may be found that serves the Aesir gods.</p><p></p><p>Hobgoblins: In the north most tribes of hobgoblins are fairly barbaric and aggressive. In the far southeast, there is said to be a vast empire of hobgoblins. These hobgoblins are known to be great civilization builders, and though they are aggressive and warlike, they also have merchants and mercenaries who travel far and wide to trade with and sell their services to other cultures of the known world. Few southern hobgoblins ever make it as far north as the Nentir Vale, but they certainly visit Grimsburg on occasion, and it is said that a large company of hobgoblin mercenaries helped defend the vale from orcs during the Bloodspear war. Most hobgoblins worship Tiamat.</p><p></p><p>Warforged: Are extremely rare in the north, and their existence is unknown to folk of the vale. Warforged were originally created by the humans of Bhael Turath for use in the defense of their nation. These living constructs were put to great use in the wars against the dragonborn empire of Arkhosia and they were destroyed by the thousands during the wars. After the fall of Bhael Turath knowledge of their creation was lost to the world. However, it is said that savage tribes of warforged still haunt the wilderness and ruined cities that was once Bhael Turath. Since the fall of Nerath there has been a renewed interest in things arcane, and mages in places such has Grimsburg have sent expeditions to Bhael Turath with the task of bringing back a warforged for study, in hopes that the secret of their creation can be unlocked.</p><p></p><p>Changelings: Most people have heard stories of this enigmatic race, but because of their ability to disguise themselves as members of other races, few folk have any idea as to how many of them exist in the world. They could be anywhere or anyone.</p><p></p><p>Martial Classes: </p><p>All martial classes are common throughout the north. Warlords and fighters usually wear chain or scale male. They often carry shields. Most fighters and warlords in the north use javelins or occasionally short bows for ranged weapons. Rangers, elves and occasionally shifters and eladrin are among the few folk who have mastered the longbow. Rogues usually use short swords or daggers, as rapiers do not exist in this world.</p><p></p><p>Magic and Arcane Classes:</p><p>Magic Items are highly prized in the north. They are rarely available to buy in rural areas, and must usually be discovered (send me your wishlists). Occasionally a magic item may be for sale in a place like Fallcrest, and certainly there are wizards and priests in places like Grimsburg who can create magic items and may have the odd one for sale.</p><p></p><p>Though the world is a magical place (about the same level of magic as a typical dnd world), spellcasters are fairly rare in the north, and sometimes looked on with fear and suspicion especially in rural areas. Magic is more common in urban areas and the far south. Many stories of powerful practitioners of magic come from the near mythical serpent kingdoms, and the Nubian sorcerer kings. During the rule of the empire of Nerath the practice of arcane magic was banned, for the clergy of Rao associated the arcane arts with the evil of the serpent kingdoms and believed that arcane energies corrupted the soul. Over the centuries much arcane learning was lost; thousands of tomes, spell books, scrolls and other implements of the art were all burned and destroyed. During this imperial magic prohibition many arcane casters were driven to the northern reaches of the empire where traditions of arcane magic had existed for centuries and where the clergy of Rao had the least sway over the populace. Grimsburg became a haven for magic users, and places like Fenmark in the east have boasted talented spellcaster since before the rise of Nerath. Since the fall of the empire the art has slowly gained wider acceptance, but practitioners of magic still tend to be distrusted by followers of Rao.</p><p></p><p>Wizards: Wizards are rare in the vale, but Grimsburg is a haven for them. During the magic prohibition practitioners of the art were driven to the edges of the empire, and many made there way north. Grimsburg thrived as a place where outcasts of the empire could find a home for themselves, and many of those outcasts were wizards. Few have much interest in venturing into the vale, but some come looking for rare ritual components, ruins to explore or an isolated place to conduct their research. Wizards are believed to be much more common in the nations to the south. Wizards in the north often pay tribute to Odin.</p><p></p><p>Warlocks: Similar to wizards, many can be found in Grimsburg. Warlocks were even more distrusted than wizards during the prohibition and many were burned at the stake, as they were condemned as being evil by the clergy of Rao. In the vale there is one warlock of legend- the Warlock of Wyvernspur mountain. This warlock is an enigmatic figure, and his name comes up late at night in the taverns of Fallcrest. He is believed to be a Star Pact warlock and over the years several would be apprentices have made their way from Fallcrest or Grimsburg to his lair. Few have ever been seen again.</p><p></p><p>Sorcerers: Like warlocks and wizards, sorcerers are rare in the vale, but can be found in Grimsburg. It is believed that the most powerful sorcerers in the world are the Nubian sorcerer kings, but the nature of their magic is more based on myth and legend than fact.</p><p></p><p>Bards: Prior to the rise of Nerath that north had a great tradition of music, song and story, and its bards were known as skalds. Since the fall of the empire this tradition has gradually been regaining popularity, and bards are generally welcomed in the vale and the taverns of Fallcrest. Bards in the north often pay tribute to Balder or Odin.</p><p></p><p>Swordmages: The swordmage tradition is an ancient one. It is still practiced among the eladrin, but rarely seen elsewhere, and the eladrin keep the secrets of this tradition close. It was once practiced among the humans of Bhael Turath, and the dragonborn of Arkhosia. Both races are said to still have secret monasteries where they will teach suitable members of their races this skill. There are also rumors that the hobgoblins of the south have knowledge of this art and have trained some of their warriors in it.</p><p></p><p>Artificers: Artificers are rare in the vale and the world in general. Dwarves and gnomes are the most common practitioners of this arcane art, and they don’t like to share their secrets. Certainly there are some artificers in Hammerfast, and a few in Grimsburg. It is said that the humans and tieflings of Bhael Turath had skilled artificers for they created the warforged race. However most of their learning in this art was lost long ago when that empire fell.</p><p></p><p>Religion and Divine Classes: </p><p></p><p>Religion: The region has a long polytheistic tradition. However, that tradition was stifled during the rule of the Empire of Nerath, a nation founded by escaped slaves from the Serpent Kingdoms. These former slaves were led to freedom by their great prophet Amra, and they were devout worshippers of the sun god Rao. During this imperial age, Rao’s priests banned the worship of all other gods. As the empire expanded and subjugated northern lands they converted many “savage” human tribes and clans to their faith. These people turned their backs on the spirits and their traditional gods- known as the Aesir. These however, were powerful and aggressive deities, and they did not like loosing their worshipers or seeing the Sun God gain such great power. Odur, the Aesir god of the sun, was particularly angry, and he and Rao did battle. Rao was the stronger of the two gods and defeated Odur. He absorbed the god’s power, and as punishment for daring to attack him Rao was said to have cast Odur down to earth in the form of a mortal. Still, Rao’s actions did nothing but further arouse the wrath of the Aesir. The Aesir still had many followers in the wilder parts of the north. Many were human, but many more were humanoids or giants. They descended upon the empire in all their fury, and after many years of warfare the power of the empire was shattered. In the years that have passed since the empire has fallen, many have returned to worship of the Aesir and Vanir. In the heart of the old empire the faith of Rao is still strong, and the sun god seeks to regain the power and worshippers he has lost. His priests still consider him the one true god and give no recognition to other gods.</p><p></p><p>The following are Gods that are commonly known of and worshipped in the north. Many other gods exist, but little is known of them in this part of the world:</p><p></p><p>Non Aesir Gods: The world is a place of many gods. The following are the non Aesir gods that might be venerated in Nerath.</p><p></p><p>Rao (Alignment: Good, Favored Weapon: mace, Portfolio: Sun, Creation, Summer, Healing, Domains: hope, life, sun, protection) Though Rao has lost much of his power since the fall of Nerath, he still has many followers and his priests seek to win back the followers they have lost by doing good and being kind and generous. Their clergy had become corrupt during the height of the empire, drunk on their own power and wealth. They have expunged as much of that corruption as possible from their church, though it still lingers in the former heart of the empire. The priests of the north generally have a reputation for being good, brave souls who fight against the dark forces that threaten civilization. However, some folk despise them because their faith is one of monotheism and does not allow its worshippers to acknowledge other gods. Despite the monotheistic nature of his religion, he has many saints that are said to be mortals that he elevated to divine status. It is considered acceptable for worshippers of Rao to pray to these saints and use them as intercessors between the mortal and spiritual world. Followers of Rao disapprove of arcane magic and are forbidden from practicing it. During the imperial age its practice was banned by the clergy. Priests of Rao generally wear robes of white, yellow and gold during ceremonies. They shave their heads and paint wear or paint a small gold circle on their foreheads that symbolizes the sun. When traveling they wear dark robes that won’t show the dirt of the road. Though they preach a doctrine of peace, they will fight against forces they believe to be evil. When they do so they will wear armor and usually fight with a bludgeoning weapon.</p><p></p><p>Saint Amra the prophet (Good) Exarch of Rao. Amra was once a mortal, and it is said that Amra freed those slaves who worshipped Rao from enslavement to the serpent lords and their evil gods. He was granted immortality and divine power by the sun god, and many pay homage to him as an intercessor between them and Rao, for he is thought of as Rao’s most favored servant. However, he is not a true god as of yet.</p><p></p><p>Bahamut (Alignment: Lawful Good, Favored Weapon: greatsword, Portfolio:, Domains: hope, justice, protection) Bahamut is usually only worshipped by dragonborn, though the dragonborn have inspired a the odd member of another race to pay homage to this ancient deity.</p><p></p><p>Corellon (Alignment: Good, Favored Weapon: long sword, Portfolio: spring, beauty, art, magic, fey, Domains: arcane, skill, wilderness) Corellon is the patron god of eladrin and fey. He is not often worshipped by men in the north, but he is revered by eladrin, elves and sometimes gnomes.</p><p></p><p>The Aesir: Is one of the ancient races gods worshipped in the north before the rise of Nerath. They are commonly worshipped among humans and dwarves and sometimes humanoids. Halflings and Elves often pay respects to Frey and Freya. The Aesir tend to be aggressive and warlike deities prone to violence.</p><p></p><p>Odin (Alignment: Good, Favored weapon: spear, Portfolio: knowledge, magic, creation, war, Domains: arcane, creation, knowledge, war) Odin is the leader of Aesir and a master of magic. It is said that he sometimes travels the world as an old wizard or sage. He is wise and does not anger easily, but when he does anger his wrath is greater than any of the other Aesir. He is the patron god of many wizards in the north.</p><p></p><p>Thor (Alignment: Unaligned, Favored Weapon: warhammer, Portfolio: Storms, thunder, war, Domains: storm, strength, war) Thor is one of Odin’s sun, and commonly worshipped by human and dwarven warriors of the north. He may be the most commonly prayed to god of all the Aesir, for the north is a violent place and many have need of his strength. He is the patron god of many fighters in north.</p><p></p><p>Heimdall (Alignment: Lawful Good, Favored Weapon: longsword, Portfolio: watchfulness, sight, hearing, vigilance, Domains: protection, strength, war) Heimdall is a guardian god. He defends the gates to Asgard, and he is always ready to warn of the gods of the coming of Ragnarok. He prayed to by all those asked to stand guard, and he one of the few Aesir gods who is commonly revered by paladins.</p><p></p><p>Tyr (Alignment: Unaligned, Favored Weapon: longsword, Portfolio: courage, trust, strategy, tactics, writing, Domains: justice, protection, knowledge) Tyr is a war god, but one who believes in sound tactics and cunning strategies over brute strength. He is also a god of courage, and he is prayed to by warriors throughout the north. He is the patron of warlords.</p><p></p><p>Balder (Alignment: Good, Favored Weapon: greatsword, Portfolio: beauty, music, poetry, rebirth, Domains: skill, love, creation) Balder is one of Odin’s sons. He is prayed to by artisans and performers, and is a patron of bards.</p><p></p><p>Loki (Alignment: Evil, Favored Weapon: dagger, Portfolio: mischief, trickery, Domains: trickery, torment) Loki is an evil trickster god, and his worship is forbidden in the north.</p><p></p><p>Njord: (Alignment: Unaligned, Favored Weapon: spear, Portfolio: commerce, sea, wind, Domains: sea, storm, luck) Is a sea god, but also a god of commerce and sea trade. Traders plying the rough waters of the North Sea pray to him for safe and prosperous journeys.</p><p></p><p>Frey: (Alignment: Good, Favored Weapon: Great sword, Portfolio: Agriculture, Fertility, Domains: life, freedom, love) Frey twin brother of Freya and son of Njord. Men often pray to Frey for sexual prowess before bedding a woman. </p><p></p><p>Freya: (Alignment: Good, Favored Weapon: long sword, Portfolio: Fertility, love, vanity, Domains: love, life, trickery) Freya is the twin sister of Frey and son of Njord. Though she is a goddess of love and fertility she is also known to have a streak of mischief in her. Most of her worshippers are female, and she is often prayed to during pregnancy and birth, as well as by new lovers.</p><p></p><p>Uller: (Alignment: Unaligned, Favored Weapon: long bow, Portfolio: archery, hunting, winter. Domains: Skill, Wilderness, Winter) Uller is the son of Thor and Sif. He is a master archer and huntsman, as well as a skilled warrior. He is the patron of hunter and rangers in the north.</p><p></p><p>Other Aesir Gods: Sif (daughter of Thor), Forsetti (God of Justice, son of Balder), Frigga (Wife of Odin, Fertility goddess), Hermod (son of Odin, messenger of the gods)</p><p></p><p>Clerics: Clerics are fairly common in the north. Traveling priests of Rao frequently wander the region in an attempt to revitalize faith in the sun god and recover lost shrines are relics. Priests dedicated to the Aesir and Vanir gods are the most prevalent in the vale, and most of these priests devout themselves to the entire pantheon instead of an individual god, but they usual have one god that they have a particularly special connection with. Races such as, humans, dwarves, and halfings usually pray to the Aesir gods, and races such as, eladrin, gnomes and elves more commonly worship the Vanir gods.</p><p></p><p>Avengers: During the days of the empire of Nerath there were many orders of Avengers in the service of the clergy of Rao. Many of those orders have vanished since the fall of the empire, and avengers are quite rare in the north. Few avengers serve the Aesir or Vanir.</p><p></p><p>Paladins: Most paladins are humans devoted to Rao or Dragonborn devoted to Bahamut. Few paladins exist in the service of the Aesir or Vanir gods, and paladins are quite rare in the north. During the days of Nerath there were many orders of paladins in the service of Rao.</p><p></p><p>Invokers: Invokers are rare in mysterious individuals with diverse origins. They are not common in the north or the known world. Yet virtually all the gods have at some point given certain chosen mortals small shards of their power, thus allowing them to become invokers. Some stories say that the great prophet Amra was imbued directly with Rao’s power and was an invoker of tremendous power. It is also said that when Nerath fell the angry Aesir gave many mortals small portions of their power to use against Nerath and the clergy of Rao.</p><p></p><p>Primal Classes:</p><p></p><p>Barbarians: Barbarians are common among the human and shifter clans of the Winterbole forest in the northern reaches of the vale. The goliath clans of the Dawnforge mountains also boast these elite warriors.</p><p></p><p>Druids: Druids are fairly rare in the vale. Some of the shifter tribes boast druids who have sought to further develop their natural shifting abilities, and there may be the odd druid among the other tribes of the region. Most druids venerate the spirits of the world and have little interest in the gods of the astral sea.</p><p></p><p>Shamans: Among the tribes of Winterbole and the Goliath clans, shamans are the primary religious leaders and act as the spiritual guides of these people. The elves of the Harken wood also have Shamans among them. Shamans derive their powers from the spirits, but many also have some knowledge of the gods and some also pay respects to the Vanir gods, as they are closely linked to nature.</p><p></p><p>Wardens: A few individuals in the vale are Wardens. Like the other primal classes, most are either Shifters or humans from the Winterbole forest, Goliaths from the Dawnforge mountains or elves from the Harken wood. They tend to share the religious beliefs of their tribe. Wardens have a greater to tendency to leave their tribes to wander the vale, for they bear the responsibility of defending nature itself, not just their tribe.</p><p></p><p>Weapons and Equipment: </p><p>After the fall of Nerath the dead empire descended into a dark age that it is arguably just starting to come out of. As a result, dwarves and eladrin forge the best weapons and armor in the north. Leather, Hide, Chain mail, and scale mail are the most common types of armor to be found. Shields are common, and are usually made from willow board. Most melee weapons in the phb can be found, though swords, axes, spears, maces and warhammers are the most common. The rapier has yet to be invented and is not available.</p><p></p><p>Ranged weapons are also more rare than usual. Elves and occasionally shifters, eladrin or half elves are the only races commonly known to use longbows and actually trained in their use. Dwarves use crossbows regularly, but the humans of the region tend to only be trained to use javelins and/or shortbows.</p><p></p><p>Currency: </p><p>Gold, Silver and Copper coins minted during the empire of Nerath are the prime currency in the vale. These coins are easily recognized by the sunburst stamp on one side and a image of a saint on the back. The gold piece has the image of Amra the prophet. All coins are said to have been blessed by a priest of Rao when they were minted, and clerics of Rao have been known to use a gold coin as a holy symbol in an emergency. The dwarves of Hammerfast mint their own silver coins, and these are also common in the vale. Dwarven silvers are easily recognized because they are square in shape and have hole punched through the middle. Dwarven merchants string a leather cord through their coins to and tie them around their waists. Occasionally coins from ancient Arkhosia or Bhael Turath can be found, but these are rare. In the days before the empire it is said that the Skanzi jarls of old would wear silver armbands and cut off chunks of silver to give to their followers for their services. This tradition never fully vanished from the north, and it has seen a resurgence in the years since the empire’s fall.</p><p></p><p>Languages:</p><p>Prior to the rise of Nerath, the skanzi people of the vale spoke their own tongue, which was a dialect of the giant tongue mixed with a little bit of dwarven. During the days of the empire, the Nerathni people and in particular the clergy of Rao forced them to learn the Nerathni language (a dialect of common). These days the Nerathni tongue is more commonly spoken, but many folk, particularly those of Skanzi stalk, still speak their traditional language, which is essentially giant.</p><p></p><p>Brief Timeline (Nerathi Calendar):</p><p></p><p>0 C.E – Amra leads his followers to freedom across the Sea of Scales into the remains of Arkhosia and thus beginning the rise of humans in the region and the founding of what will be known as the Empire of Nerath.</p><p></p><p>620 C.E.- Nerath is at the height of its power, and sages believe that this is the year that Roa defeated the Aesir sun god Odur and stripped him of his divine power. The Aesir began their war against Rao and his clergy.</p><p></p><p>621-682 C.E.- These years were years of a war known as the War of Retribution, and it was during this war that the Aesir sent waves of enemies against the empire, until finally it was a shadow of its former self. Priests of the Aesir claim that around this time Odin declared an end to the war of retribution against Rao. </p><p></p><p>668 C.E.- This is the year of the event known in the Nentir Vale as the Bloodspear war. It was a year when a great horde of orcs led by the Bloodspear tribe descended into the vale to plunder and pillage. In truth, this was probably just one of the many ongoing wars that made up the War of Retribution, but the people in the vale don’t tend to look at it this way, for they don’t wish to think their own gods might have sent the horde against them. In any event this war shattered the empire’s hold over the vale, and resulted in the people of the vale returning to more traditional ways that existed before they were part of the empire.</p><p></p><p>693- present - The end of the War of Retribution marked the beginning of the years of Chaos as inhabitants of the once great empire strive to survive in a much more hostile and dangerous world.</p><p></p><p>720 C.E.- The present year.</p></blockquote><p></p>
[QUOTE="PHDungeon, post: 4998118, member: 86320"] This is the campaign Handout I sent my players. The Nentir Vale: The vale is a sparsely settled frontier region in the northern portions of the former Empire of Nerath. The remains of this dead empire still dot the land in the form of ruined manors, monasteries and the like. The largest human settlement in the vale is the town of Fallcrest, which sits on the Nentir River. However, if one follows the trade road east from Fallcrest, one will reach the dwarven fortress of Hammerfast, which is said to be larger. Beyond these two locations, are several small and relatively isolated communities. There are also several ruins of note. One is the legendary ruin now known as Thunderspire. Thunderspire is said to consist of the remains of a minotaur city, and it is believed that an entire minotaur kingdom occupied much of the vale some time before it was settled by the humans of Nerath. Another storied location is Wyvernskull mountain. Wyvernskull mountain is said to be among the Cairngorm peeks northwest of the village of Winterhaven. It is believed to be the home of a warlock of tremendous power, and every now and again a brave or foolish soul makes the trek to the mountain in hopes of apprenticing him or herself to the warlock. Few of these folk have ever been seen again, and there is much speculation regarding their fate. Fallcrest: This town is the first destination for many travelers who enter the Vale. People come to the Vale for many reasons. Many are merchants wishing to trade in Fallcrest or with the isolated communities of the Vale. Some are adventurers and mercenaries who seek riches that they believe can be plundered from the many ruins of former Nerath that dot the landscape. Others are settlers and prospectors who make their way north looking for opportunities to start a new life for themselves and their families. Opportunities abound in the vale for the brave and the bold, and the town of Fallcrest is good place to start one’s search. The actual people and places of Fallcrest will be introduced during game play. Beyond the Vale: Though the campaign will begin in the Vale some characters may have come from beyond its borders and eventually heroes may well wish to explore the world outside the vale. If one follows the Nentir River south from Fallcrest and beyond the Witchlight fens, one will eventually arrive in the port city of Grimsburg. Grimsburg is much smaller these days than it was during the height of the Empire, but it is still a sizable city and it is the place that many of Fallcrest’s visiting merchants come from. The city is reputed to be a fetid den of vice and corruption. It has long been a haven for outcasts and practitioners of the arcane arts, and many rumors abound around its most notorious district- The Styes a place that is home to outcasts of the worst sort, and a place where corrupt arcanists perform dark rituals and conduct strange alchemical experiments. If one chooses to travel east form Fallcrest along the trade road, beyond Hammerfast and the Dawnforge mountains one will arrive in the town of Draconsburg. North of the Vale is the sprawling Winterbole Forest, which is home to tribes of human and shifter barbarians. Beyond that is frigid orc infested tagia. The tribes of the Winterbole make constant war against the orcs, for the foul humanoids are ever encroaching on their lands and cutting the trees of the forest to fuel their fires and build their homes. Much of the knowledge of the wider world was lost with the fall of Nerath. It is known that from Grimsburg one has access to the North Sea and from there one can travel to any number of strange lands. The taverns of Grimsburg abound with strange tales of other lands, and some of them make their way to Fallcrest. Stories speak of a militant empire of hobgoblins capable of metalcraft that rivals even the dwarves. Another story tells of a sprawling nation to the far south ruled by Serpent folk, and it is said that Nerath was founded by escaped slaves from this nation. Other tales talk of an ancient land called Nubia ruled by black skinned sorcerer kings, and these are merely a small taste of the stories one might hear of the wider world. General Character Creation Guidelines: For this campaign use the standard character creation method presented in the player’s handbook. If you prefer to roll your stats you can if you do it in front of myself and all the other players (for our entertainment). You can freely use any of the races or classes presented below. If you wish to use something that isn’t mentioned (Jeff) then talk to me about it. You can pick powers, abilities and feats freely from the phb and phb II. You can also choose powers from other sources, but if I see anything that looks too broken I reserve the right to nix it or work out a change that will make it work. Finally, I’m okay with using the background rules presented in the phb II. If you see a background that you like you can use it. I’m considering doing a bit of modification to the Skills- mostly filling in a few gaps (In particular, I miss the ride and perform skill), but nothing too crazy. Let me know if you have suggestions in that regard. Races: Humans: Humans are the dominant race in the region, and most of the people of Fallcrest are human. Only two ethnicities are normally found in the vale. The first is the Skanzi peoples. The Skanzi are a Nordic people who have lived in the north for centuries. They tend to be tall with fair hair and fair skin. The great jarls of old that lived in the vale before the rise of the empire were all Skanzi who venerated the Aesir gods. As the empire of Nerath expanded northward, the Nerathni people moved into the region. The Nerathni tend of have dark hair and swarthier complexions than the Skanzi and are more likely to be followers of Rao the sun god. These two people have lived among one another in the vale for several centuries now and there has been much mixing between the two groups, and it can often be hard to distinguish between the two. However, it is not uncommon to see an individual that is clearly of Nerathni or Skanzi stock. In the vale the Skanzi are the more common of the two groups. Dwarves: Some dwarves make their home in Fallcrest. Most dwarves found in the vale originate from the stronghold of Hammerfast, and they frequently trade with humans in the vale. The dwarves of the region worship the Aesir gods. Elves: Though few elves call Fallcrest home, several bands of nomadic elves can be found hunting and gathering in the Harken Forest in the southern section of the Vale, and they occasionally travel beyond its borders. Most elves venerate the Vanir gods and/or the primal spirits of the land. Halflings: Many Halflings live among the urban human settlements particularly in Grimsburg, and they are relatively common in the vale even though they have no communities of their own in the region. They are the most common demihumans in Fallcrest. Most halfings in the region worship the Aesir gods or Rao. Eladrin: Eladrin are not common in the vale. South of the Harken Forest is a small settlement called Moonstair. It is known to have an ancient portal that leads to the Feywild and several eladrin call this village home. Sailors in Grimsburg also speak of a mist shrouded island that sometimes appears in the North Sea. The island is said to host a city or possibly even kingdom of eladrin. Most eladrin worship the Vanir gods. It is said the gnome clans living in the Harken wood know of secret ways to reach the Feywild through the forest, which could provide another means of accessing eladrin lands. Half Elves: A small number of half elves reside in Fallcrest or the vicinity. Most are well off farmers or herders living near the town; others are expert artisans in the town. Some are the result of the union of humans and elves from the Harken Forest. Others come from Grimsburg, where nearly any race can be found. Tieflings: Grimsburg has the largest population of Tieflings in the region and the odd one makes his or her way into the vale from this city. They tend to be looked on with suspicion. Tieflings orginate from the fallen empire of Bhael Turath. Bhael Turath is across the Sunset Sea, west of what was once Nerath (and prior to that Arkohsia). At its best it was a mighty human nation that was allied with Arkohsia, and together the two nations battled Summaria in the east, the Serpent Nations to the south and the various hordes of to the north. Eventually Bhael Turath fell sway to the powers of Hell, and turned against Arkohsia, and in their ensuing wars they destroyed one another. Bhael Turath is now a vast wilderness speckled with the shattered, devil haunted remains of its cities and settlements. Expeditions from more civilized land frequently journey there in search of plunder among its many ruins, and more than one tiefling dreams of reestablishing this fallen empire. A few tieflings still serve the powers of Hell, but many have converted to the common faiths of the region such as worship of the Aesir gods or Rao. Dragonborn: Most Dragonborn come from lands to the south of the North Sea, usually arriving in Grimsburg and making their way north from there. Long before the rise of Nerath the bulk of the land that became that nation was once the legendary draconic empire of Arkohsia. It was said to have been ruled by dragonborn and metallic dragons that served the god Bahamut. Arkohsia flourished for centuries, but its doom was inevitable, for it was forever besieged by enemies on all sides. To the east was a terrible enemy in the form of the mighty empire of Summaria. Summaria was another nation of dragonborn, but one devoted to Tiamat, and the two nations were constantly locked in war. To Arkohsia’s north was savage wilderness, lands home to tribes of wild humans, orcs, shifters, ogres, giants and other creatures who raided their lands at every opportunity. In the west they had an ally in the human nation of Bhael Turath, but eventually that nation fell sway to rulers of Hell and turned against the noble dragonborn of Arkohsia. To make matters worse, more enemies were in the south in the form of the mighty Serpent Kingdoms. Thus, it was just a matter of time before Arkohsia fell. However, the noble empire did not go down without a fight, and it brought with it the nations of Summaria and Bhael Turath. For the next several centuries the lands that once housed these empires sunk into a turbulent age of darkness. Finally the empire of Nerath arose in Arkohsia’s place when Amra led his army of freed slaves across the Sea of Scales to escape the Serpent Kingdoms. Order was gradually restored and over time the Empire expanded ever northward. The remaining clans of the dragonborn integrated themselves into the new human empire, and to this day the scions of fallen Arkohsia still dwell in the lands that their ancestors once ruled. Most dragonborn still devote themselves to Bahamut. Shifters: There are several tribes of this ancient race dwelling in the Winterbole forest, and they sometimes trade pelts and amber for metal and cloth with the humans of the vale. Shifters tend be primal, and most clans venerate powerful nature spirits rather than the gods. Half Orcs: Orcs are a common threat to the Vale, and as a result, half orcs are not unheard of in the vale, though they are often looked on with suspicion and fear. The Aesir gods tend to appeal to half orcs, but some worship the primal spirits of the land. Goliaths: It is said that a few tribes of Goliath live in the Dawnforge mountains. They are fairly reclusive, but occasionally trade with the dwarves or people of the vale. They usually venerate the spirits of their mountain homes, and few Goliaths pray to any god. Gnomes: Several clans of gnomes make their homes in the Harkenwood in the Nentir Vale, but they generally maintain a low profile. They do interact with the elf clans of the forest, and it is said that they know the locations of secret magical crossroads that lead to the Feywild. On occasion a wanderlust stricken gnome will leave the Harken wood to explore the vale and the wider world. Gnomes sometimes worship nature spirits, but often pay homage to their mysterious fey trickster god, whose name they don’t share with outsiders. Devas: There are currently no known Devas in the vale for they are rare individuals. Devas are most commonly known to serve Rao or Bahamut. On rare occasions a Deva may be found that serves the Aesir gods. Hobgoblins: In the north most tribes of hobgoblins are fairly barbaric and aggressive. In the far southeast, there is said to be a vast empire of hobgoblins. These hobgoblins are known to be great civilization builders, and though they are aggressive and warlike, they also have merchants and mercenaries who travel far and wide to trade with and sell their services to other cultures of the known world. Few southern hobgoblins ever make it as far north as the Nentir Vale, but they certainly visit Grimsburg on occasion, and it is said that a large company of hobgoblin mercenaries helped defend the vale from orcs during the Bloodspear war. Most hobgoblins worship Tiamat. Warforged: Are extremely rare in the north, and their existence is unknown to folk of the vale. Warforged were originally created by the humans of Bhael Turath for use in the defense of their nation. These living constructs were put to great use in the wars against the dragonborn empire of Arkhosia and they were destroyed by the thousands during the wars. After the fall of Bhael Turath knowledge of their creation was lost to the world. However, it is said that savage tribes of warforged still haunt the wilderness and ruined cities that was once Bhael Turath. Since the fall of Nerath there has been a renewed interest in things arcane, and mages in places such has Grimsburg have sent expeditions to Bhael Turath with the task of bringing back a warforged for study, in hopes that the secret of their creation can be unlocked. Changelings: Most people have heard stories of this enigmatic race, but because of their ability to disguise themselves as members of other races, few folk have any idea as to how many of them exist in the world. They could be anywhere or anyone. Martial Classes: All martial classes are common throughout the north. Warlords and fighters usually wear chain or scale male. They often carry shields. Most fighters and warlords in the north use javelins or occasionally short bows for ranged weapons. Rangers, elves and occasionally shifters and eladrin are among the few folk who have mastered the longbow. Rogues usually use short swords or daggers, as rapiers do not exist in this world. Magic and Arcane Classes: Magic Items are highly prized in the north. They are rarely available to buy in rural areas, and must usually be discovered (send me your wishlists). Occasionally a magic item may be for sale in a place like Fallcrest, and certainly there are wizards and priests in places like Grimsburg who can create magic items and may have the odd one for sale. Though the world is a magical place (about the same level of magic as a typical dnd world), spellcasters are fairly rare in the north, and sometimes looked on with fear and suspicion especially in rural areas. Magic is more common in urban areas and the far south. Many stories of powerful practitioners of magic come from the near mythical serpent kingdoms, and the Nubian sorcerer kings. During the rule of the empire of Nerath the practice of arcane magic was banned, for the clergy of Rao associated the arcane arts with the evil of the serpent kingdoms and believed that arcane energies corrupted the soul. Over the centuries much arcane learning was lost; thousands of tomes, spell books, scrolls and other implements of the art were all burned and destroyed. During this imperial magic prohibition many arcane casters were driven to the northern reaches of the empire where traditions of arcane magic had existed for centuries and where the clergy of Rao had the least sway over the populace. Grimsburg became a haven for magic users, and places like Fenmark in the east have boasted talented spellcaster since before the rise of Nerath. Since the fall of the empire the art has slowly gained wider acceptance, but practitioners of magic still tend to be distrusted by followers of Rao. Wizards: Wizards are rare in the vale, but Grimsburg is a haven for them. During the magic prohibition practitioners of the art were driven to the edges of the empire, and many made there way north. Grimsburg thrived as a place where outcasts of the empire could find a home for themselves, and many of those outcasts were wizards. Few have much interest in venturing into the vale, but some come looking for rare ritual components, ruins to explore or an isolated place to conduct their research. Wizards are believed to be much more common in the nations to the south. Wizards in the north often pay tribute to Odin. Warlocks: Similar to wizards, many can be found in Grimsburg. Warlocks were even more distrusted than wizards during the prohibition and many were burned at the stake, as they were condemned as being evil by the clergy of Rao. In the vale there is one warlock of legend- the Warlock of Wyvernspur mountain. This warlock is an enigmatic figure, and his name comes up late at night in the taverns of Fallcrest. He is believed to be a Star Pact warlock and over the years several would be apprentices have made their way from Fallcrest or Grimsburg to his lair. Few have ever been seen again. Sorcerers: Like warlocks and wizards, sorcerers are rare in the vale, but can be found in Grimsburg. It is believed that the most powerful sorcerers in the world are the Nubian sorcerer kings, but the nature of their magic is more based on myth and legend than fact. Bards: Prior to the rise of Nerath that north had a great tradition of music, song and story, and its bards were known as skalds. Since the fall of the empire this tradition has gradually been regaining popularity, and bards are generally welcomed in the vale and the taverns of Fallcrest. Bards in the north often pay tribute to Balder or Odin. Swordmages: The swordmage tradition is an ancient one. It is still practiced among the eladrin, but rarely seen elsewhere, and the eladrin keep the secrets of this tradition close. It was once practiced among the humans of Bhael Turath, and the dragonborn of Arkhosia. Both races are said to still have secret monasteries where they will teach suitable members of their races this skill. There are also rumors that the hobgoblins of the south have knowledge of this art and have trained some of their warriors in it. Artificers: Artificers are rare in the vale and the world in general. Dwarves and gnomes are the most common practitioners of this arcane art, and they don’t like to share their secrets. Certainly there are some artificers in Hammerfast, and a few in Grimsburg. It is said that the humans and tieflings of Bhael Turath had skilled artificers for they created the warforged race. However most of their learning in this art was lost long ago when that empire fell. Religion and Divine Classes: Religion: The region has a long polytheistic tradition. However, that tradition was stifled during the rule of the Empire of Nerath, a nation founded by escaped slaves from the Serpent Kingdoms. These former slaves were led to freedom by their great prophet Amra, and they were devout worshippers of the sun god Rao. During this imperial age, Rao’s priests banned the worship of all other gods. As the empire expanded and subjugated northern lands they converted many “savage” human tribes and clans to their faith. These people turned their backs on the spirits and their traditional gods- known as the Aesir. These however, were powerful and aggressive deities, and they did not like loosing their worshipers or seeing the Sun God gain such great power. Odur, the Aesir god of the sun, was particularly angry, and he and Rao did battle. Rao was the stronger of the two gods and defeated Odur. He absorbed the god’s power, and as punishment for daring to attack him Rao was said to have cast Odur down to earth in the form of a mortal. Still, Rao’s actions did nothing but further arouse the wrath of the Aesir. The Aesir still had many followers in the wilder parts of the north. Many were human, but many more were humanoids or giants. They descended upon the empire in all their fury, and after many years of warfare the power of the empire was shattered. In the years that have passed since the empire has fallen, many have returned to worship of the Aesir and Vanir. In the heart of the old empire the faith of Rao is still strong, and the sun god seeks to regain the power and worshippers he has lost. His priests still consider him the one true god and give no recognition to other gods. The following are Gods that are commonly known of and worshipped in the north. Many other gods exist, but little is known of them in this part of the world: Non Aesir Gods: The world is a place of many gods. The following are the non Aesir gods that might be venerated in Nerath. Rao (Alignment: Good, Favored Weapon: mace, Portfolio: Sun, Creation, Summer, Healing, Domains: hope, life, sun, protection) Though Rao has lost much of his power since the fall of Nerath, he still has many followers and his priests seek to win back the followers they have lost by doing good and being kind and generous. Their clergy had become corrupt during the height of the empire, drunk on their own power and wealth. They have expunged as much of that corruption as possible from their church, though it still lingers in the former heart of the empire. The priests of the north generally have a reputation for being good, brave souls who fight against the dark forces that threaten civilization. However, some folk despise them because their faith is one of monotheism and does not allow its worshippers to acknowledge other gods. Despite the monotheistic nature of his religion, he has many saints that are said to be mortals that he elevated to divine status. It is considered acceptable for worshippers of Rao to pray to these saints and use them as intercessors between the mortal and spiritual world. Followers of Rao disapprove of arcane magic and are forbidden from practicing it. During the imperial age its practice was banned by the clergy. Priests of Rao generally wear robes of white, yellow and gold during ceremonies. They shave their heads and paint wear or paint a small gold circle on their foreheads that symbolizes the sun. When traveling they wear dark robes that won’t show the dirt of the road. Though they preach a doctrine of peace, they will fight against forces they believe to be evil. When they do so they will wear armor and usually fight with a bludgeoning weapon. Saint Amra the prophet (Good) Exarch of Rao. Amra was once a mortal, and it is said that Amra freed those slaves who worshipped Rao from enslavement to the serpent lords and their evil gods. He was granted immortality and divine power by the sun god, and many pay homage to him as an intercessor between them and Rao, for he is thought of as Rao’s most favored servant. However, he is not a true god as of yet. Bahamut (Alignment: Lawful Good, Favored Weapon: greatsword, Portfolio:, Domains: hope, justice, protection) Bahamut is usually only worshipped by dragonborn, though the dragonborn have inspired a the odd member of another race to pay homage to this ancient deity. Corellon (Alignment: Good, Favored Weapon: long sword, Portfolio: spring, beauty, art, magic, fey, Domains: arcane, skill, wilderness) Corellon is the patron god of eladrin and fey. He is not often worshipped by men in the north, but he is revered by eladrin, elves and sometimes gnomes. The Aesir: Is one of the ancient races gods worshipped in the north before the rise of Nerath. They are commonly worshipped among humans and dwarves and sometimes humanoids. Halflings and Elves often pay respects to Frey and Freya. The Aesir tend to be aggressive and warlike deities prone to violence. Odin (Alignment: Good, Favored weapon: spear, Portfolio: knowledge, magic, creation, war, Domains: arcane, creation, knowledge, war) Odin is the leader of Aesir and a master of magic. It is said that he sometimes travels the world as an old wizard or sage. He is wise and does not anger easily, but when he does anger his wrath is greater than any of the other Aesir. He is the patron god of many wizards in the north. Thor (Alignment: Unaligned, Favored Weapon: warhammer, Portfolio: Storms, thunder, war, Domains: storm, strength, war) Thor is one of Odin’s sun, and commonly worshipped by human and dwarven warriors of the north. He may be the most commonly prayed to god of all the Aesir, for the north is a violent place and many have need of his strength. He is the patron god of many fighters in north. Heimdall (Alignment: Lawful Good, Favored Weapon: longsword, Portfolio: watchfulness, sight, hearing, vigilance, Domains: protection, strength, war) Heimdall is a guardian god. He defends the gates to Asgard, and he is always ready to warn of the gods of the coming of Ragnarok. He prayed to by all those asked to stand guard, and he one of the few Aesir gods who is commonly revered by paladins. Tyr (Alignment: Unaligned, Favored Weapon: longsword, Portfolio: courage, trust, strategy, tactics, writing, Domains: justice, protection, knowledge) Tyr is a war god, but one who believes in sound tactics and cunning strategies over brute strength. He is also a god of courage, and he is prayed to by warriors throughout the north. He is the patron of warlords. Balder (Alignment: Good, Favored Weapon: greatsword, Portfolio: beauty, music, poetry, rebirth, Domains: skill, love, creation) Balder is one of Odin’s sons. He is prayed to by artisans and performers, and is a patron of bards. Loki (Alignment: Evil, Favored Weapon: dagger, Portfolio: mischief, trickery, Domains: trickery, torment) Loki is an evil trickster god, and his worship is forbidden in the north. Njord: (Alignment: Unaligned, Favored Weapon: spear, Portfolio: commerce, sea, wind, Domains: sea, storm, luck) Is a sea god, but also a god of commerce and sea trade. Traders plying the rough waters of the North Sea pray to him for safe and prosperous journeys. Frey: (Alignment: Good, Favored Weapon: Great sword, Portfolio: Agriculture, Fertility, Domains: life, freedom, love) Frey twin brother of Freya and son of Njord. Men often pray to Frey for sexual prowess before bedding a woman. Freya: (Alignment: Good, Favored Weapon: long sword, Portfolio: Fertility, love, vanity, Domains: love, life, trickery) Freya is the twin sister of Frey and son of Njord. Though she is a goddess of love and fertility she is also known to have a streak of mischief in her. Most of her worshippers are female, and she is often prayed to during pregnancy and birth, as well as by new lovers. Uller: (Alignment: Unaligned, Favored Weapon: long bow, Portfolio: archery, hunting, winter. Domains: Skill, Wilderness, Winter) Uller is the son of Thor and Sif. He is a master archer and huntsman, as well as a skilled warrior. He is the patron of hunter and rangers in the north. Other Aesir Gods: Sif (daughter of Thor), Forsetti (God of Justice, son of Balder), Frigga (Wife of Odin, Fertility goddess), Hermod (son of Odin, messenger of the gods) Clerics: Clerics are fairly common in the north. Traveling priests of Rao frequently wander the region in an attempt to revitalize faith in the sun god and recover lost shrines are relics. Priests dedicated to the Aesir and Vanir gods are the most prevalent in the vale, and most of these priests devout themselves to the entire pantheon instead of an individual god, but they usual have one god that they have a particularly special connection with. Races such as, humans, dwarves, and halfings usually pray to the Aesir gods, and races such as, eladrin, gnomes and elves more commonly worship the Vanir gods. Avengers: During the days of the empire of Nerath there were many orders of Avengers in the service of the clergy of Rao. Many of those orders have vanished since the fall of the empire, and avengers are quite rare in the north. Few avengers serve the Aesir or Vanir. Paladins: Most paladins are humans devoted to Rao or Dragonborn devoted to Bahamut. Few paladins exist in the service of the Aesir or Vanir gods, and paladins are quite rare in the north. During the days of Nerath there were many orders of paladins in the service of Rao. Invokers: Invokers are rare in mysterious individuals with diverse origins. They are not common in the north or the known world. Yet virtually all the gods have at some point given certain chosen mortals small shards of their power, thus allowing them to become invokers. Some stories say that the great prophet Amra was imbued directly with Rao’s power and was an invoker of tremendous power. It is also said that when Nerath fell the angry Aesir gave many mortals small portions of their power to use against Nerath and the clergy of Rao. Primal Classes: Barbarians: Barbarians are common among the human and shifter clans of the Winterbole forest in the northern reaches of the vale. The goliath clans of the Dawnforge mountains also boast these elite warriors. Druids: Druids are fairly rare in the vale. Some of the shifter tribes boast druids who have sought to further develop their natural shifting abilities, and there may be the odd druid among the other tribes of the region. Most druids venerate the spirits of the world and have little interest in the gods of the astral sea. Shamans: Among the tribes of Winterbole and the Goliath clans, shamans are the primary religious leaders and act as the spiritual guides of these people. The elves of the Harken wood also have Shamans among them. Shamans derive their powers from the spirits, but many also have some knowledge of the gods and some also pay respects to the Vanir gods, as they are closely linked to nature. Wardens: A few individuals in the vale are Wardens. Like the other primal classes, most are either Shifters or humans from the Winterbole forest, Goliaths from the Dawnforge mountains or elves from the Harken wood. They tend to share the religious beliefs of their tribe. Wardens have a greater to tendency to leave their tribes to wander the vale, for they bear the responsibility of defending nature itself, not just their tribe. Weapons and Equipment: After the fall of Nerath the dead empire descended into a dark age that it is arguably just starting to come out of. As a result, dwarves and eladrin forge the best weapons and armor in the north. Leather, Hide, Chain mail, and scale mail are the most common types of armor to be found. Shields are common, and are usually made from willow board. Most melee weapons in the phb can be found, though swords, axes, spears, maces and warhammers are the most common. The rapier has yet to be invented and is not available. Ranged weapons are also more rare than usual. Elves and occasionally shifters, eladrin or half elves are the only races commonly known to use longbows and actually trained in their use. Dwarves use crossbows regularly, but the humans of the region tend to only be trained to use javelins and/or shortbows. Currency: Gold, Silver and Copper coins minted during the empire of Nerath are the prime currency in the vale. These coins are easily recognized by the sunburst stamp on one side and a image of a saint on the back. The gold piece has the image of Amra the prophet. All coins are said to have been blessed by a priest of Rao when they were minted, and clerics of Rao have been known to use a gold coin as a holy symbol in an emergency. The dwarves of Hammerfast mint their own silver coins, and these are also common in the vale. Dwarven silvers are easily recognized because they are square in shape and have hole punched through the middle. Dwarven merchants string a leather cord through their coins to and tie them around their waists. Occasionally coins from ancient Arkhosia or Bhael Turath can be found, but these are rare. In the days before the empire it is said that the Skanzi jarls of old would wear silver armbands and cut off chunks of silver to give to their followers for their services. This tradition never fully vanished from the north, and it has seen a resurgence in the years since the empire’s fall. Languages: Prior to the rise of Nerath, the skanzi people of the vale spoke their own tongue, which was a dialect of the giant tongue mixed with a little bit of dwarven. During the days of the empire, the Nerathni people and in particular the clergy of Rao forced them to learn the Nerathni language (a dialect of common). These days the Nerathni tongue is more commonly spoken, but many folk, particularly those of Skanzi stalk, still speak their traditional language, which is essentially giant. Brief Timeline (Nerathi Calendar): 0 C.E – Amra leads his followers to freedom across the Sea of Scales into the remains of Arkhosia and thus beginning the rise of humans in the region and the founding of what will be known as the Empire of Nerath. 620 C.E.- Nerath is at the height of its power, and sages believe that this is the year that Roa defeated the Aesir sun god Odur and stripped him of his divine power. The Aesir began their war against Rao and his clergy. 621-682 C.E.- These years were years of a war known as the War of Retribution, and it was during this war that the Aesir sent waves of enemies against the empire, until finally it was a shadow of its former self. Priests of the Aesir claim that around this time Odin declared an end to the war of retribution against Rao. 668 C.E.- This is the year of the event known in the Nentir Vale as the Bloodspear war. It was a year when a great horde of orcs led by the Bloodspear tribe descended into the vale to plunder and pillage. In truth, this was probably just one of the many ongoing wars that made up the War of Retribution, but the people in the vale don’t tend to look at it this way, for they don’t wish to think their own gods might have sent the horde against them. In any event this war shattered the empire’s hold over the vale, and resulted in the people of the vale returning to more traditional ways that existed before they were part of the empire. 693- present - The end of the War of Retribution marked the beginning of the years of Chaos as inhabitants of the once great empire strive to survive in a much more hostile and dangerous world. 720 C.E.- The present year. [/QUOTE]
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