The last Nerathi Legends article is up!


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For me, this series was a double-edged sword - one the one hand it was great to see background on the "assumed" setting and finding out just how the Nentir Vale fits in to everything was really cool. Plus, once your characters outgrow the 'vale, these articles gave you some ideas where to take your campaign. Or an idea of where to set a game where you have more freedom to develop things (without having to make maps and a whole setting).

On the other hand, these articles made NV a little less "drop-in" if you wanted to use it in your homebrew setting. It also took away some of the mystery of "what lies around this corner, off the edge of the map?" Knowing what else is out there also erodes the "feel" that I think they were shooting for with a "points-of-light" design philosophy.
 

I think this series were great as variant "Nentir Vales" that you could plug almost anywhere. Sure, you can use all the pieces together, but you can also use Rethmil or Karkoth on their own. Pretty much every corner detailed was self-contained in its conflicts.
 

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